**Disclaimer: I use both published adventures and my own imagination to create this campaign. About 75% of it is my own creation while some is inspired by others’ writings. I would like to give credit where credit is due: This session was inspired by the adventure site, “Vor Rukoth” by Greg Bilsland.**
Caves of Kaxhar
The PCs meet Raylon. He is a mul knight who has lost his friends in battle and wishes to join up for safety. They agree and continue into the caves.
- The entrance resembles a cave that looks half manmade. The cave follows to the right but it looks like a hallway was added on the left as well. A perception check DC 25 will notice a crack in the rock to the right. It looks like a wooden door is behind the rock wall. DC 22 Strength check will break it down. This leads to room 2.
- There are three chests on a dais. An inscription on the wall reads, “The defender knows to claim his prize, or a ghostly death will soon arise. The right chest has the prize. Either of the other chests will trigger a Spectral Tendrils trap DMG 91. Three knows that as the defender, he always asks himself, “What is right?” He chooses the correct chest avoiding the trap.
- This large room is adorned with an unfamiliar writing around the walls. Five humans stand at a set of double doors at the far end. “This prize is ours! In the name of the White Lantern Consortium, I demand that you leave now!” If the PCs do not leave immediately, the humans attack. With the help of Raylon, the PCs handle these humans quite well. They proceed to room 4.
- This room bears strange resemblance to a tomb. A dais sits in the middle of the room. At the far end, you see a stone sarcophagi with a small chest sitting atop it. The room is covered in dust and bones. Once all the PCs are near the dais, or someone touches the sarcophagi read, You hear a deep laughter as a three-headed skeleton manifests atop the dais and brings forth warriors from the bones. Using his divine capabilities, Three dominates this room quickly. Shadow finds an iron mask/visor resembling a skull.
- Strange markings line the floor in this corridor. The floor is an electrified trap. DMG 91. After some hilarious incidents, the PCs manage to jump their way through this room.
- This large chamber is a natural cavern. There is one large column in the middle of the room. Lava flows from this column out an opening in the cavern and down the cliffside. The scent of this lava has a sting to it in addition to the immense heat it gives off. The ruby dragon statuette is placed in a nook in the column. It radiates arcane energy. Once touched, the statue activates. There is an explosion of blinding light from the statue. Lava begins to flow out from the column in various patterns across the floor. A large dragon manifests itself from the light and screams a bloodthirsty roar. A large demon also rises from the lava. The treasure in the chest in the nook of the room is the “Defender’s Armor.”
A DC 22 Athletics allows a PC to jump a flow of lava. Anyone who touches the lava takes 1d8 fire damage.
Upon their return to Nathaniel Varrik, he divulges enough information to get the PCs safely to Najala’s Gate.
You travel down a winding stone staircase that seems to take hours. The bottom resembles a large natural cave. A great archway stands at the far end. It is filled with fire that sends shadows across the room. The shadows resemble devils. You hear the angry scream of a woman as the flames grow higher. Roll initiative.
The PCs took quite a beating from Najala’s Gate. It’s a level 15 solo but I had to dumb it down a bit or it would have annihilated them. They emerged victorious and the night was a success.