Gaming

The Diviner Diderius’ Tomb – DM Notes

Entering the dining hall of the tomb, members of Tobin’s Revenge find five bearded devils sitting at the main stone table in silence.  Offering hesitant pleasantries, the devils give no signs of acknowledgement to the group’s arrival.  With some eloquent words, Oogway finally gets one of the devils to speak with the party.  It informs the group that they are waiting for their master to return from beyond the far door.  Under the party’s continued politeness, they further discover the devils’ master is Varrum, and he has been gone for some time now.  Offer nothing further the party chooses to push on further into the tomb.

Traveling through a short corridor lined with smears of blood, the party discovers the bloody aftermath of a skirmish in the next room.  Arrows litter the entire room.  Several pools of blood are scattered about.  At the far end of the room next to a pool like depression in the floor is a bloodied body wearing clothing of purple and black.  There are several stone statues in the room paying homage to unidentified gods.  Examination of the arrows reveals carvings of some sort of animal figure, but greater insight from the group does not manifest itself. Further investigation of the body reveals that it is a low level human cultist, dead because of a dagger wound not the arrows stuck after death.  Belgwyn, channeling her years underground, figures out that the room they are in now lies adjacent to both the well and the mosaic room they first encountered on entering the tomb.  They find a small opening in the base of the wall that feeds a channel into the floor depression, now understood to be a pool of sorts.  Assuming the channel is connected to the basin in the well room the party does not quite understand the lack of water from their actions earlier.

After testing the door leading to the mosaic room with the expected rock fall spilling out harmlessly thanks to Dennis’ mage hand, the party pushed on in the seemingly direction of the ambush.  As the doors open with the mage hand, the sight revealed is one of awe.  A large sarcophagus sits in the center of the chamber upon a dais.  Four frescos sit in the corners of the room, images of great men from long ago.  The whole chamber is lit from magical flames in braziers throughout.  As the party approaches the threshold between rooms, they are overcome with a sense that this room deserves respect and all should remain as is now.  Approaching Diderius’ final resting place, the voice of the tomb once again calls out.  It claims to know what they seek.  That the one called Varrum has been taken by the Yuan-ti beyond their portal to the north.  It will open the way to peril for them.

Moments later the sound of grinding stone emits from the northern wall, as the stones begin to shift and slide.  A large opening reveals a dimly lit earthen cave in stark contrast to the elegance of the tomb with half a dozen armed lizardfolk on the other side.  The party quickly acts in the small moment of surprise the voice has provided them.  It does not take long for the party to overwhelm the small group of lizardfolk, felling five of them before the sixth flees deeper into the caves.  Wasting no time, with Belgwyn and Sariel in the lead, the party bolts after the fleeing foe.

Turning the corner down a staircase, they find the fleeing lizardfolk turned in a defensive stance with reinforcements of more lizardfolk behind them.  They stand on an earthen bridge with dark voids on either side.  All have taken sturdy defensive stances and wait for the trespassers to act.  Dennis is first and with an idea tries to make his way to the center of the entrenched lizardfolk.  Unfortunately as he steps out onto the bridge, the damp slickness of the terrain wins out, sending Dennis over the edge and down about 50 feet into a muck filled pit.  He hears the sound of something moving through the muck but cannot see what it is.  The other members of the party take heed and make ranged attacks from the safety of the stairs.  The lizardfolk are quickly reinforced again, this time by two Yuan-ti.  These figures have the body of a human and the head of a snake.  One of them speaks to Belgwyn, convincing her that one of her companions is a Yuan-ti spy that must die.  Luckily, a well placed lightning strike by Sariel breaks the Yuan-ti’s concentration, and Belgwyn shakes the false thought from her mind.

Dennis, using spider climb, makes his way out of the pit and sends spells at the enemy’s flank.  Having lost all their lizardfolk guards and its fellow Yuan-ti, the final human-snake figure flees from the fight further into the cave system.  Taking their time, the party is able to cross the bridge without incident but have lost their advantage on the fleeing serpentman.  Slowly making their way further into the maze of tunnels they must make a decision between a corridor with several branches or a cavern in the distance with what seems like a set of armor at the foot of a stone statue.

Picking the cavern, the party enters a room with a shrine to some unidentifiable gods, several benches, and two sets of armor sitting at the base of the shrine.  Carefully approaching the back row of benches, the party is startled as the room begins to fill with hundreds of small snakes slithering out of holes in every surface of the room.  The snakes are not aggressive in any manner, Fionne even attempts to befriend one, but begin to congregate near the shrine.  As the befuddled members of Tobin’s Revenge watch, the snakes overwhelm the two sets of armor at the shrine.  Slowly the piles rise higher and higher as more snakes join the swarm until every snake has taken residence within the now standing sets of armor.  The twisting mass of snakes, now acting like the muscle system of a being, cause the armor to take on aggressive stances, ready to pounce on the surprised interlopers.

Session Date – 17 October 2025

Roster

  • Oogway
  • Fionne ‘The Ankle Biter’
  • Dennis Johnson
  • Sariel
  • Belgwyn

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