| Bhoors Thistledown |
"Those buggers cling to ah life . . . unlife." Bhoors shrugs, "Hard to keep dead these ones."
| Nella Yenwood |
Nella nods regretfully. She sprinkles earth over the corpses and stands with her arms folded over her chest.
I will return.
She turns to the rest of the group.
These people did nothing wrong and a crime worse than murder was committed against them. We must end this. How?
She looks around desperately and in a disorganized fashion, trying to find any clues about how to end this curse.
Perception: 1d20 + 5 + 1d4 ⇒ (10) + 5 + (1) = 16
| GM Infinity |
Inside the small hut smells of death. Whatever furnishings in this hut are all rotted or destroyed. Half a dozen long iron chains are fixed to the ground, each ending in manacles at their opposite ends. There are several animal carcasses in here as well as the severed remains of a couple of humanoids.
The large hut has a much more secure door, it appears locked. Also, there is a strange little spring very much resembling a coiled vine just near the door knob.
| Bhoors Thistledown |
Bhoors looks around the hut. "Never given a crap about necros or whatever but someone here is a real sicko."
Are the manacles salvageable? Or built into the chair?
Perception Check for Traps/Hear the other side of the door: 1d20 ⇒ 17
Investigate the vine/spring I don't trust it: 1d20 + 1 ⇒ (16) + 1 = 17
If I don't think there is a trap "I really need a set of Thiev. . . locksmith equipment."
| GM Infinity |
Bhoors, yes they are rusty and blood/pus covered but still functional.
Looking closer at the spring you realize its a cleverly hidden little poison needle trap designed to launch into the hand that turns the knob. At the other end of the cocked spring is a little mace of needles dripping with a substance of odd viscosity...
If you want to be subtle, its 2 dex checks DC 12. One for lock, one for trap. You could also always just kick the s@+! down.
edit: Finally, Bhoors, you hear a strange bubbling and churning from inside that deafens out anything else.
| Bhoors Thistledown |
Bhoors picks up the manacles wraps it up in a rag and stows it.
"There's something behind the door gurgling."
Trap 1st: 1d20 + 4 ⇒ (6) + 4 = 10
Lock 2nd If I survived springing the trap: 1d20 + 4 ⇒ (8) + 4 = 12
| GM Infinity |
Bhoors, you think you see a little bypass mechanism hidden in one of the bamboo's dark knots, but while sticking your finger inside your wrist bumps the spring clumsily and the energy is released, lashing its barbs into your flesh...
Poison: 1d10 ⇒ 3 + paralyzed or DC 11 Con save for nothing
| Davin Grey |
"You ok there fella? We make it out of here and I will promise to help you find and pay for a Thieves..errr..locksmithing equipment! You have my word on that! Now let's see what's making all that noise on the other side of this door, shall we?"
If he was not able to unlock the door, Davin will try to kick it in.
Str to break door? 1d20 + 2 ⇒ (16) + 2 = 18
| GM Infinity |
The door splinters off its hinges, obviously victim to jungle termites and northern boots.
The functional décor of this hut consists of a small table with a few chairs that takes up the center with a small desk and a bed tucked into either of the rear corners. Much of the air here is stale, and it looks as if the occupants haven’t been here in quite some time. Still, large glassware with boiling liquids pumping through it continues to flow.
There are what looks like 2 huge apparatus set up here. One is obviously a still for producing alcohol, the other seems like an experimental design. The still is dangerously hot, being untended, and may catch fire soon.
The interior is of this area is dark, the candles that once provided any light having burned out long ago. There is a small bookshelf here, many of the books having faded, worn, or moisture-logged pages. Some detail various regions of the Sword Coast, while others give travel tips and wilderness survival tactics for novices.
On top of the desk is a small book of arcane studies and practices bearing the symbol of Azuth, god of arcane knowledge. Next to it is a collection of handwritten pages, the writing on it scribbled over with numerous sigils and inscriptions.
The last page has writing that is still barely legible (in Common):
Another night with dreams of the serpents. I know I
should deliver the relic as promised, but it calls to me...
In Azuth’s name, it calls to me through my dreams,
and has led me to my lair beneath the walls of the
ziggurat.
But what if I am wrong? Would the gods wish me to
walk such a path? Perhaps this is the true path to
eternal knowledge? Perhaps my teacher was wrong
all this time?
I must see this through and finish my work. Should I
not return, then I have joined with those I have
brought with me into the dark unknown.
Viplo
On the back of the parchment is a drawing of three circles in a triangular pattern. An arrow points to the bottom left circle. Written beneath it are the words “Begin Here”...
Further searching around, you find a locked desk.
| Bhoors Thistledown |
Con Save: 1d20 + 2 ⇒ (12) + 2 = 14
"Whoa that smarts." Bhoors moves away from the door shaking his wrist. He sucks on the wound and spits a few times. Nodding at Davin's remarks.
When Davin destroys the door he shrugs, "That works."
Bhoors moves into the room when it looks open. He looks over the books and desk.
Arcana: 1d20 + 3 ⇒ (19) + 3 = 22
"Never seen the like before but its some sort of magic ritual. Refers to a lair in a Ziggurat." He looks around, "Joining those I brought with me into the Dark Unknown. Yep he's the Necromancer."
"oo a mark here. 'Begin Here'."
Investigation decipher what the symbols are: 1d20 + 1 ⇒ (20) + 1 = 21
| GM Infinity |
Bhoors, nothing immediately comes to mind so you go to pace in thought outside in the fresh air a moment. You notice at that point that the ziggurat butts up right against Viplo's hut in an odd way, and that near their intersection is a carving in the stone that resembles the drawing you found. Starting at the bottom left you push the circle in, and then push the others on the other vertices of the triangle. You get it wrong the first time, but there is only one other logical sequence and easily find the correct order. A doorway opens within the wall of the great structure leading down into darkness...
Dwalar Halfbeard
|
He looks around, "Joining those I brought with me into the Dark Unknown. Yep he's the Necromancer."
Dwalar nods. "That's me guess as well. Whoever wrote this is most likely the cause of all these shamblers. Let's hope these clues lead us ta where it was all happenin'."
| Bjorn Stonehand |
”Well done boy!” Bjorn offers Bhoors when the bard puzzles out how to access the secret passage.
Before the party enters, he tosses Davin his authentic holy water.
| Bhoors Thistledown |
Before he enters Bhoors looks at the others. "Do we want to rest up before trying this. We should definately get the guys book. Who knows what other clues are in there."
| Nella Yenwood |
Nella replies with forced restraint.
Let us retrieve what we must and be on our way. I, for one, do not need rest now and cannot stand the thought of the abomination continuing any longer.
She turns back from her zealous, forward-facing position to address the rest of the group.
I cannot go in alone so I must abide your choice. But I say we strike now.
| GM Infinity |
Davin steps in to explore a bit while the party decides whether or not to rest. A ramp slopes down at a 45 degree angle to deep under the ziggurat, and after following the path for another 60 feet, you arrive in a 20-foot square chamber. A set of wavy lines are carved into the east wall ending in a converging into sets of concentric circles in the center. These are similar to the designs found previously in the smuggler's tunnel...
Map updated.
| Bhoors Thistledown |
Bhoors retrieves the necromancer's book and papers from the desk for reference.
"If we want to press on I am okay with that. Just making sure we are not running on empty."
Dwalar Halfbeard
|
History, stonecunning: 1d20 - 1 + 2 ⇒ (1) - 1 + 2 = 2
Big fat nope.
"Lemme take a look, boy. Dwarven eyes are made fer underground!"
Perception, darkvision: 1d20 + 1 ⇒ (20) + 1 = 21
| GM Infinity |
Dwalar, that would seem to be it, just an empty 20x20 ft chamber with nothing of note besides those strange patterns on the walls that might be investigated further.
Anyone down there can roll int investigation or wis insight on the patterns if they like, bit of a puzzle here.
| Shaldinari Vec |
With a cloth covering her mouth and nose, Shaldinari makes her way through the hut and follows the others down the passage. Seeing the odd patterns on the wall, she moves a little closer to get a better look.
Investigation: 1d20 + 3 ⇒ (7) + 3 = 10
| GM Infinity |
Nella realizes the east-wall's grooves between the wave pattern is roughly the same size as her finger, and as she gently slides her fingertip around the winding pattern an audible *click* is heard, and a secret passage revealed...
Inside is another chamber, slightly smaller at 15x15 ft, and now the patterns can be found on every wall...
| GM Infinity |
Davin, after a few moments you realize that the grooves on the walls actually all converge to a single spot on the north wall. Running your finger there opens a door to the north. Another chamber lies within with the same puzzle, and finally a third before at last you seem to emerge into a larger chamber.
The walls and floor of this ancient place are worn and have crumbled apart in certain areas. A narrow path leads from the entrance to a platform on the opposite end. Upon the platform is a small dais and a stone stand. From the entrance, two debris covered paths slope down into a dingy pit with rusty gates against the east and west walls...
| Bjorn Stonehand |
"Fat chance!" Bjorn challenges the darkness. "Show your ugly face so we can bloody it you bastard."
| Bhoors Thistledown |
Bhoors looks around for a supposed Warg or something dog like. Seeing more zombies coming out he pulls out his sling and launches a stone at the one straight ahead.
Perception: 1d20 ⇒ 2
"Warg? I see Zombies. Hate those things."
Sling Attack Red Zombie: 1d20 + 5 ⇒ (2) + 5 = 7
Sling Damage: 1d4 + 3 ⇒ (1) + 3 = 4
| GM Infinity |
Bhoors: 1d20 + 3 ⇒ (3) + 3 = 6
Shal: 1d20 + 3 ⇒ (2) + 3 = 5
Davin: 1d20 + 4 ⇒ (3) + 4 = 7
Dwalar: 1d20 + 0 ⇒ (17) + 0 = 17
Nella: 1d20 + 3 ⇒ (3) + 3 = 6
Bjorn: 1d20 + 1 ⇒ (3) + 1 = 4
Enemy: 1d20 - 2 ⇒ (3) - 2 = 1
Wow, only one result above 10
Round 1:
Dwalar, Davin, Bhoors, Nella, Shal, Bjorn <--UP
Enemies
| Nella Yenwood |
Can I target the green square I've added with entangle? Sorry I couldn't make the transparency better. If not, I'll ready an action to cast entangle once it can target the three zombies on this side and create as much difficult terrain between them and us as possible.
Nella weaves her small, dirty hands and sprig of holly through the air while calling on the power of Chondalwood. Strange weeds and vines thrust up out of the stone floor, clawing at the vile abominations. Without turning her head, Nella speaks sharply to her companions.
This may slow these. Let us finish the others while we may.
Nella ghost-speaks into your mind
If that foul man casts a spell, you may be able to strike him just as he is completing it and destroy his vile magic just as it begins.
| Shaldinari Vec |
Shaldinari moves behind Davin and Dwalar, her fae energy springing to life again at the appearance of more zombies. Seeing an opening, she sends a quick blast of purple energy lancing toward the first creature she spots shambling out of hiding.
Move and Cast Eldritch Blast at Yellow
Ranged Touch Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d10 ⇒ 6
| GM Infinity |
Davin/Shal, as soon as you start down the crumbled ramps, you realize its a bit perilous as the small stones slips under your feet like marbles. DC 14 Dex Save or take d4 dmg and prone at bottom of ramp.
Shal, your attack will still resolve regardless
Shaldinari's fey strike bursts like a mosquito swarm erupting from the zombie's chest cavity.
Dex vs Nella, White: 1d20 - 2 ⇒ (8) - 2 = 6
Dex vs Nella, Red: 1d20 - 2 ⇒ (10) - 2 = 8
Dex vs Nella, Pink: 1d20 - 2 ⇒ (16) - 2 = 14
Twisting roots strike out rapidly from little cracks and fissures in the ancient rocks, snaring up at the zombies. 2 of them are nearly completely consumed by the growth, while the last defiantly walks through, breaking the grasp with its legs.
Round 1:
Dwalar, Davin, Bhoors, Nella, Shal, Bjorn <--UP
Enemies
| Bjorn Stonehand |
Bjorn lines up a clear shot and tosses a javelin at one of the trapped zombies. Red.
Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
| GM Infinity |
The zombies go for the closest source of fresh brains, which happens to be the chained prisoners on the south wall, who kick and scream desperately trying to hold them off...
...the exception are the ones bound in Nellas nature magic, who struggle in their bonds...
Str Vs Nella, White: 1d20 + 1 ⇒ (20) + 1 = 21
Str Vs Nella, Red: 1d20 + 1 ⇒ (8) + 1 = 9
Red manages to free itself and saunters towards Nella, getting intercepted by Bjorn instead for a snack on the go...
Atk Bjorn: 1d20 + 3 ⇒ (4) + 3 = 7
Yellow is likewise distracted from Shal's blast and races towards Davin and her on the stairs (Still need results of slipping on the stairs please)
Atk Davin: 1d20 + 3 ⇒ (2) + 3 = 5
All PCs up
Red -9, Yellow -6, White Restrained (advantage)