Knight of the Sun

Podcast Walk-Through Session 9

“The Tomb, Level 2.”

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

 
Session 9 Time Signatures. 

1:23. Notes on finding torches in the tomb. 

3:27. Differences between level 1 and level 2. 

4:40. Racial cohorts of the dead buried together on level two. 

5:16. Alcove graves stacked along the walls. 

6:06. The state of the Undead’s armor on the deeper levels of the tomb. 

7:00. Zombies on this level and conflicts “between” the different Undead.

10:33. Grave Robbing. Sorting out Grave Finds in the various alcove tombs. 

11:50. Burial “Blocks” within the larger chambers. 

12:50. The chance of discovering “Grave Finds.”

14:06. Spell plates.

15:13. Time spent grave robbing. 

16:10. Sacrificial Pits. 

20:14. Random Encounters and Atmospheric Encounters.

20:42. Trap “X1,” the Portcullis traps. 

23:25. Engraved direction plates above the doorways. 

24:50. Foyer/Gallery. Room #1.

25:18. Symmetry in the tomb.

27:10. Dwarven tombs on level 2. 

27:50. The Ceremonial Anvil Chimes and their effects. 

31:08. The Statues of the Monks in the short halls (areas 2a and 3a). 

31:45. Area 2a. The sneaky Gray ooze. 

33:27. Area 3a. The trapped “golden” chain. 

35:30. East of the Foyer; “the Elven Tombs.”

37:42. Chambers 15 and 16. 

38:36. Clean floors…? Gelatinous Cubes. 

39:20. The door in hallway 15a. 

39:48. The Wood Elf Prince’s tomb. The trap and the treasures. Wood Elf problems with desecrating this tomb. 

44:40. The Elven Long Bow An’Tal’Orix.

45:30. The Ioun Missiles. One use (but worth it verses Undead). 

47:52. The trap leading into the Dwarven Commander’s tomb.

49:17. Botching the Dex saves associated with the Portcullis traps.

49:57. Rooms 13 and 14. Human burial chambers. 

50:27. Room 18’s traps and difficulties. 

54:00. Wrapping up.   



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