Knight of the Sun

Podcast Walk-Through Session 10

“The Tomb, Level 3.”

Music is “Dark 80s Synth,” by White Bat.

You can purchase this Module (Knight of the Sun) at DriveThroughRPG.com


Session 10 Time Signatures: 

1:16. Preliminaries for level 3. 

3:37. Differences in the Undead on this level. 

5:20. Sarcophagi burials and my difficulties saying that word three thousand times.

7:55. Grave Finds in the sarcophagi. Opening the sarcophagi. 

13:03. Disturbing the dead while looting. 

13:50. Armor on the Undead on this level. 

14:30. The divisions of the map in the modules (Main Map vs. Close Ups).

15:25. Chamber #1 complications (which begin on level 2).

17:45. Tracking notes for Chamber #1.

19:05. The secret door to the Grand Chapel when “first” found. 

21:27. The second secret door from Chamber #1 leading to Chamber #2, the Vestment chamber. 

22:39. “Pack Gnomes” and their uses…. Just kidding. 

22:48. The potions on the table. 

24:40. Chamber #3. 

25:40. Secret door into Chamber #3. 

26:20. Overview of Chamber #3.      

28:00. The firelight entering Chamber #3 and what it reveals.  

30:10. The dangers of noise in Chamber #3.

31:30. How Cleoth and Butcher will deal with PC in chamber #3 if they are alerted to their presence. 

32:00. Possibilities for entering the Grand Chapel from Chamber #3. 

34:34. Sneaking through the Chapel while the enemy are in it to open the secret door into the Grand Chapel.  

35:30. The grated pipe where the water is entering Chamber #3. 

37:38. Notes on handling the possible circumstances of the conflict with Al’Tharron and his henchmen. 

42:26. Chamber #7. The Horse’s Tomb. 

44:30. The sounds from Chamber #7 that can be heard from the bottom of the stairs at #4a, and the southern end of Chamber #6a.

47:03. First view of the Horse Tomb (Chamber #7).

50:00. The central pool and the Horse statue in it. 

51:30. The race taking place in Chamber #7 and the Zombies in the chamber. 

52:55. The open chambers on the southern wall and the other Skeletal Warhorses within them. 

54:20. The Wight in the chamber.

56:44. Moving to the horse statue.

57:40. Details of the horse statue.

58:18. The importance of the gems in the horse statue’s eyes to opening the secret tomb. 

1:01:12. Removing the gems and the ramifications of doing so.

1:02:55. How the situation can go bad in Chamber #7.

1:04:14. The riders and other undead following the PCs.

1:05:54. Chamber #10. The Grand Crypt (the false tomb).

1:07:10. The central plinths and the sarcophagi on them.

1:09:18. The Shadows in Chamber #10.

1:10:38. The treasures in Chamber #10. 

1:11:20. The traps around Chamber #10. 

1:12:15. Chambers #11 (A-J) are grouped together under #11. 

1:13:45. The Grand Chapel, Chamber #12. 

1:15:20. How the module is going to end.

1:17:25. If “goodly” PCs manage to defeat Al’Tharron.

1:19:15. Details for the final battle with the villains. 

1:20:01. Al’Tharron’s backstory. 

1:24:14. Al’Tharron’s history with Cleoth and Butcher. 

1:29:10. How they will begin an attack. 

1:31:05. Advantages for the PC party. 

1:31:45. The villain’s escape plan.

1:32:40. Al’Tharron’s specifics. 

1:38:24. Cleoth the Half-Ogre’s specifics.

1:41:55. Butcher’s specifics.

1:43:40. Maneuvering through the battle.

1:44:39. Capturing the villains.

1:45:27. Entering the secret tomb. 

1:47:30. The curse suffered from opening Sir Xavier’s Sarcophagus.

1:48:12. The Holy Avenger “Sincrixa.”

1:50:00. Wrapping up…                



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