Farran |
Farran will carry the artifact if no one else is willing to.
With his giant badger watching the woods for any possible ambush, Farran searches the bodies and then examines the tracks. He helps to drag all the dead off to the side of the road, checking each for any sign of the artifacts or anything else which might help them.
Survival: 1d20 + 5 ⇒ (10) + 5 = 15
Allie Hoop |
Seeing the gentle giant helping with the dead, Allie suppresses her fear, a little, for a while and helps him move the dead, nervously looking around all the time.
bookrat |
Farran starts organizing the bodies. There are eleven bodies in total, once body parts are collected and put together.
Some are cut, some are torn, some look like husks of their former selves.
Aboard the lead wagon are papers authorizing the movement of goods, specifically silk. They are made out to a man named Ragin Olwynson and Co.
The hitches to all the wagons are broken. The horses are found not far off, spooked and a little battered but healthy. It looks like they broke free from the wagons during the battle. There are seven of them.
Corso Gaczi |
Corso, once assured that the dead are truly dead, walks around trying to figure out what had precisely happened here. He comments: "I’ve never cared much for reading auras and such. If you ask me, it does not bring much towards the mastery of the most exquisite art, but I confess that here, reading auras may help. Are any of you knowledgeable of magical readings?"
Medecine: 1d20 + 1 ⇒ (6) + 1 = 7
Religion: 1d20 ⇒ 12
Perception: 1d20 + 4 ⇒ (10) + 4 = 14
"I know this is obvious, but in the case that it is not, at least to some of you... We can rule out britands. Valuables are still there... Nice ones..."
And he starts collecting what he finds.
Allie Hoop |
Medicine: 1d20 ⇒ 6
Rel: 1d20 ⇒ 10
Perc: 1d20 + 3 ⇒ (1) + 3 = 4
Allie, still very uncomfortable, brightens up when she sees the horses. "Oh look at the ponies! So nice! I wonder what their names are?" She begins looking through whatever papers she can find. Then she stops for a minute "Huh... There should be 13 bodies here... and something about a man named Brandel..."
Farran |
Once the dead are dealt with, Farran goes over to the horses and, speaking softly, gathers them up and checks them for any wounds or other damage.
Edlethron |
DC 13 Wisdom (Medicine): 1d20 + 4 ⇒ (15) + 4 = 19
DC 13 Intelligence (Religion): 1d20 ⇒ 9
DC 13 Wisdom (Perception): 1d20 + 7 ⇒ (11) + 7 = 18
Handling the dead, Edlethron notices, "Several people were slain by bladed weapons and shredded by bare hands, their flesh torn."
"If we cannot detect magic, we need to follow the tracks."
Shiesha |
Medicine: 1d20 + 5 ⇒ (16) + 5 = 21
Religion: 1d20 + 4 ⇒ (16) + 4 = 20
Perception: 1d20 + 8 ⇒ (15) + 8 = 23
Shiesha is somber as she walks through the carnage. In order to remain helpful as the others search through the wreckage, she begins a ritual witch allows her to see magic.
Ritual Casting, Detect Magic
Corso Gaczi |
[dice=Medicine]1d20
[dice=Rel]1d20-
[dice=Perc]1d20+3Allie, still very uncomfortable, brightens up when she sees the horses. "Oh look at the ponies! So nice! I wonder what their names are?" She begins looking through whatever papers she can find. Then she stops for a minute "Huh... There should be 13 bodies here... and something about a man named Brandel..."
"Thirteen?! Allie, there's two bodies missing then. What are you saying?"
Allie Hoop |
Allie shrugs at Corso. "I don't really get it... But this paper says there should be thirteen people in this caravan... Maybe they took the others alive? Do any of the tracks look like people, maybe being forced along?"
Farran |
Hearing Allie's question about the tracks, Farren quickly searches the tracks for any sign of the missing people.
Survival: 1d20 + 8 ⇒ (4) + 8 = 12
Adv. 1d20 + 8 ⇒ (19) + 8 = 27
Corso Gaczi |
"Wait. Farran... You have the same number of people coming in than going out!? And yet we’re missing teo here!?! Perhaps you counted wrong? I mean, don’t get me wrong, you’re very strong, that’s for sure, but say... Here, how many fingers am I showing?" asks Corso, projecting his confusion on the goant.
Allie Hoop |
Allie shudders. "Let's go to the farm. I don't want to go to the scary place any sooner than I have to..."
bookrat |
You follow the trail for several hours. It then diverges from the main road and heads south towards the Cormanthor forest, that seemingly endless expanse of ancient woods. The terrain becomes progressively rougher. You travel for half a day until you see tall hills forming a sort of shallow valley of rich soil. Nestled there is a large farmstead. You see a large house, a barn, a bathhouse, a granary, and a windmill. There appears to be a couple of small sheds between the larger buildings. The place is eerily still except for the squeaking of the windmill.
As you near, you see men and women come out of the house and load stuff onto the wagons. A few stand watch, nervously wielding scythes or pitchforks, but some are wearing short swords or holding crossbows. None of them have armor and some appear to be crying. An unarmed old man with a pipe is directing the activities.
When they see you, they stop loading the wagons and gathering around, looking tense. The old man with the pipe holds his hands out in greeting and approaches.
General Features
The Cord farmstead is comprised of several buildings—house, barn, bathhouse, granary, and windmill—built in a verdant valley surrounded by tall hills. The Cormanthor forest looms not far away.
•Terrain. Tall hills rise around a shallow valley of rich soil.
•Weather. The sky is overcast early in the day that burns off in the afternoon. Heavy fog clings to the hills all morning.
•Light. Bright during the day, dark during the night (with ccasionall dim light from the moon).
•Smells and Sounds. The smell of damp earth and grass.
Corso Gaczi |
Corso comments on the farmhouse as it comes into view: "Amazing! I never thought this part of the world could be so... quaint!" and shrugs.
As the old man waves at them, he fakes a smile and says softly between his teeth: "Waving with one hand, and a pitchfork in the other, while they're robbing the house? Smile everyone!"
Edlethron |
Edlethron shakes his head at the manners of the half-man. The wood elf approaches the pipe-wielding man in greetings. "Hail. You should not be here, yet. Undead terrorize this area. Please return to your homes for safety until we can destroy the undead."
bookrat |
As you approach, the man - almost at the same time as yourself - says, You don’t look like them archaeology folk causing trouble. Still, though, you’ve chosen a sore time to visit our farm. I am afraid we can’t offer much hospitality. My kin have been taken and strange things are about. We’re off to Hillsfar to find help. And I caution you to leave this place too.
Oh, I'm sorry. I didn't mean to speak over you. It has been a hard few days, and I forget my manners. What can we assist you with?
Allie Hoop |
Allie speaks up in confusion "Um... yes... that's what we're here to help with... The undead... Safety is good... Can you help tell us how to kill the undead? I mean re-dead them, or something?"
bookrat |
The old man looks quizzically at you and says, Undead? Is that what they’re called? We’ve been calling them Nightwalkers. Been plaguing us for a week now, ever since them archeologists shows up. After my boy Murphy said he found some worked stone out in the field, rumors done spread and soon enough, a whole team of city folk and educated types were out here digging. Said they found a whole hoard of treasure, too much to carry, and we could have the rest. By we, I mean us as our two neighbors, the Hardens and the Shepherds. The dig site was on all three of our lands, so they said we could each have an equal share.
Them city folk stayed at all our houses, and paid well more than what it was worth. We could only provide so much, but they were too generous.
After they left, we could see strange, silent figures leaving at night, headed in the direction of the archeologists. Just before morning each night, we could see them coming back, often carrying or dragging people with them. Last night was much the same, and they had two folk with em.
Now, two of my own grankids, Sofia and Caleb, they watched the whole thing straight from the beginning. The city folk were digging in the largest hill near the woods, over yonder. They saw lots of unusual lights and odd colors. But it’s been two days now since we’ve seen them kids. I fear the worst, and I aint planning on letting any of the rest of mine get taken. Both the Shephards and the Hardens have already left, and they both lost some family, too.
But, I’ll make an offer, just in case. You find them two kids and bring em back to us, I’ll give you 100 gold. I’d like to see them alive, but if the worst happened, I’d at least like to give them a proper funeral.
Shiesha |
”Let’s pray Tymora is with them and they are just holed up somewhere. We are heading that way. We will do our best to help your family. ” Shie says to the farmer with concern in her voice.
seems pretty cut and dry, let’s head toward the biggest hill near the woods and see what we find.
bookrat |
At the edge of the deep wood rises six great hills, steep and covered in thick grass. Five of the hills circle the largest, which is immense and topped with a crown of standing stones. Littered about the area are smashed boxes, scattered supplies, collapsed tents, and even a broken pulley system for shifting heavy objects. There are empty potion bottles and vials scattered about.
The grassy ground has been churned to boggy mud from extensive foot traffic. The northern face of the large hill is excavated to reveal stone pillars and two bronze doors. They are open.
The undead tracks lead across the muddy ground to the south, heading for the north face of the large, central hill.
You have three choices: Search the camp, follow the tracks, or enter the barrows.
Shiesha |
Arcana: 1d20 + 1 ⇒ (19) + 1 = 20
Arcana 2: 1d20 + 1 ⇒ (16) + 1 = 17
Survival: 1d20 + 5 ⇒ (7) + 5 = 12
Kneeling and smelling the vials Shiesha says "Healing potions, and.. some seriously expensive potions used to help excavate the area is my guess. They went to alot of trouble for that relic. Maybe they left some non used things lying around. "
Investigation or Perception to search camp with Guidance: 1d20 + 1d4 ⇒ (10) + (3) = 13
21 Perception or 17 Investigation
bookrat |
Searching the camp produces a potion of superior healing, 40 days of rations, 30 torches, a barrel containing enough oil for 20 oil flasks, a thieves’ kit, a set of mason’s tools, 6 vials of holy water, 200 feet of rope in 50 ft segments, and 3 remaining tents and 12 bedrolls. The rest is destroyed.
Edlethron |
Survival: 1d20 + 7 ⇒ (9) + 7 = 16
"The two caravan members are alive, for now. The numbers have not changed." Edlethron follows the tracks.
Corso Gaczi |
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Corso starts to worry as they proceed to leave the road and follow what passes for tracks in these regions. He walks around camp, visibly alarmed, until he finds. He takes two bag of cheap canvas lying around and ties them around his legs, thereby giving his brand new traveling boots a bit of protection.
He notices Farran giving him a strange look and says: "What?! Obviously, your boots are not from Chez Radask..."
This done, he's happy to follow.
Allie Hoop |
Allie hides behind Farran and follows along. "Oh man... Are we really going in there?! That's too scary!" A specter appears in front of her and strikes at her with a bony claw "AAAAUUGHHHHH YIIIIKKKEESSS!" When the undead hand passes harmlessly through her face, she stops screaming. "Oh. Sorry." She straightens up and falls silent, her face beet red both from screaming and being unable to control her own magic.
bookrat |
My mistake. I misread the adventure. The tracks go directly into the open bronze doors. They're not a separate path.
The heavy bronze doors are caked with dirt. Once, long ago, they must have shone intensely. Embossed into them are an upraised sword set before a blazing sun. They are unsealed now, forced open.
Behind the doors is a dark tunnel, lightless and chill, with a clinging fog seeping out.
Faint words can be heard echoing from the darkness, thick with antiquated pronunciation, and with them can be heard pleas for mercy in Common.
You immediately notice that the system of justice is hundreds of years old. It appears to rely on patronage, meaning that someone isn’t worthy of being given a defense unless others step in to risk themselves to attest to the person’s character. Those who vouch on behalf of the accused become culpable as well and share in the punishment. This form of justice was to ensure that only the innocent would be vouched for as those who testified for the guilty would be punished as well.
These trials are often overseen by a triumvirate, three judges, who listen to the accused and decide on the severity of the punishment.
This system of justice is famous, or infamous, for its use of judicial champions and trials by combat, its use of weregild, and its use of zone of truth and mind reading as last resorts.
Allie Hoop |
Allie nods, blushing about as hard as a teenage girl possibly can. "Yep. Fine. Just a little illusion. Sorry."
Hearing the sound on the other side of the door, Allie asks "Are we going to be sneaky or should we rush in right now?"
I'm going to pre-buff with twinned haste if we're going to rush in. Allie doesn't know that. But it's the plan. ;)
Edlethron |
History: 1d20 ⇒ 19
"That's a judge commencing a trial using a system of justice a hundreds years old. It relied on patronage, meaning that someone isn’t worthy of being given a defense unless others step in to risk themselves to attest to the person’s character. Those who vouch on behalf of the accused become culpable as well and share in the punishment. This form of justice was to ensure that only the innocent would be vouched for as those who testified for the guilty would be punished as well.
These trials are often overseen by a triumvirate, three judges, who listen to the accused and decide on the severity of the punishment.
This system of justice is famous, or infamous, for its use of judicial champions and trials by combat, its use of weregild, and its use of zone of truth and mind reading as last resorts.
We must hurry. The vouch for the civilians." Edlethron gives a history lesson. The last two sentences he says hustling into the darkness.
50 feet move with Haste
Farran |
Sorry I have not posted. My computer died so I am posting from my phone
Farran had been quiet during the trip to this camp. He was very concerned that these creatures were in his forest. The odd sword hilt seems to be much more than just a simple hilt, as well.
"Well I suppose we should go and see what's in there. I hope we are in time to save those kids
Allie Hoop |
Allie nods. "Ok. We'd better go fast. Whoa! Farran and Edlethron! How are you so fast?"
Accidental haste on F and E.
bookrat |
You enter into the barrows.
General Features:
The barrows are centuries-old structures with magic woven into their stones.
•Terrain. The stonework is masterful, built to endure. But despite the best efforts of the builders, unquiet earth has shifted and cracked passages, causing portions of the walls to collapse.
•Weather. The interior of the barrows is icy cold and filled with a chill mist.
•Light. The frost-fog makes conditions dim, even with torches and lanterns or a light spell.
•Smells and Sounds. Indiscernible whispers are heard in the fog along with the trial proceedings.
• Anyone can volunteer to argue in defense of the accused but he or she will suffer the same punishment should the accused be found guilty.
• Anyone can volunteer to take the place of the accused.
• Anyone can ask for the trial to be done by combat with the accused selecting a champion.
• Weregild (literally ‘man gold,’ payments to those offended by another) is accepted in this form of justice.
Holy water will help remove the tsin of evil, ten square feet at a time. Additionally, a Hallow spell will purify the grounds within the area if the spell.
Muddy tracks enter the barrows. Some are scraped across the stone, as if someone was being dragged.
Voices echo deep from within. The words becoming clearer as you near. From what can be discerned, a criminal trial is being conducted.
Two armored figures stand motionless twenty paces into the barrows. They watch you with burning eyes but don’t move. In hollow, deathless voices they ask simultaneously, Who disturbs our trial? Hast thou come to speak on the behalf of the accused? Speak boldly, that we may hear thee.
Edlethron |
"We wish to witness the trial. And may stand for the accused depending who the accused is. Please escort us." Edlethron speaks boldly.
bookrat |
You are escorted further inside the barrows, to the largest room inside.
This grand room was built to honor and remember those who have died in the battle against tyranny and villainy. Ten great pillars stretch to touch the ceiling, which holds an elaborate mural of the higher planes, of deities and heroes looking down and welcoming the wary to their halls. The pillars are rare blue marble and carved to represent the ten ideals of heroic chivalry. Along the walls are glittering bronze tablets engraved with the names, titles, and feats of those laid to rest here.
It appears this room flooded at some point and the chillness of the barrows froze the water. The floor is covered in a thick sheet of red ice, making movement difficult. The surface glitters and shimmers in whatever light touches it, spraying prismatic and crimson refractions across the walls and ceiling.
Most of the northern wall is collapsed except for a small section containing a heavy stone plinth before it. There are also stone altars towards the back of the chamber against the east and west walls depicting a rising sun.
Please wait here, your escort says. The other guard remains with you, and you're allowed to walk around the room as you see fit.
The chamber is approximately 35 feet wide (east to west) and 55 feet long (south to north).
As you move around, you can read some of the tablets:
• “Odaenathus Kayn, guardian of the green glade, friend of the fey, bearer of the Emerald Sword of Summer. Single handedly slew the young green dragon Crinnanmorax, and defeated the Unseelie champion Shay Duindae tel’Orin”
• “Varisha Vihara Karith, first drow knight of the order, exemplar and greatest of us during her time, inheritor of the Moon Tear Crown. Huntress of glabrezu and vanquisher of he whose name shall be forgotten.”
• “Jalin Majere, spellfire wielder, and consummate pessimist, may the lessons you learned with us guide you on whatever plane you find yourself wandering.”
Also written along the wall is the story of the fall of Bright Crown Citadel, the orders castle and the vault where the dark objects they recovered were stored. It mentions how not even a single foundation stone was left as though the temple fortress had simply ceased to exist.
The red ice also emits necromantic energy. A consecrate spell or holy water removes the necromantic taint and the red color.
The plinth in the back of the room appears to be an offering by an ally of the Dawnfire Knights. It says, “To those who have shown us the way with their deeds and deaths, we honor thee.” And it is marked by the name of Sir Colville, grandmaster of the Delian Order, chronicler of ‘Thief’ and ‘Priest.” Beneath is the riddle of the Delian order: “If thou are to keep this, thou must first give it to me.”
Edlethron |
DC 15 Intelligence (History): 1d20 ⇒ 15
DC 14 Intelligence (Investigation): 1d20 ⇒ 1
Edlethron surveys the room.
Shiesha |
History: 1d20 + 4 ⇒ (13) + 4 = 17
Casting Detect Magic
Arcana: 1d20 + 1 ⇒ (3) + 1 = 4
Investigate: 1d20 + 4 ⇒ (16) + 4 = 20
Shiesha scans the room looking for signs and information trying to get a grasp on what is happening. She recognizes the ceremonies as a trail. The preceding remind her of the ten ideals of chivalry
Calling on her magic’s, she notices that the plinth toward the back of the room radiates magic. Her eye seems to also drift to the wall nearby where she seems to see something.
”The plinth is trapped. Be careful around it.”
Corso Gaczi |
History: 1d20 ⇒ 17
Investigation: 1d20 ⇒ 12
Investigation: 1d20 ⇒ 3
"You know, I always wondered about the so-called virtues central to chivalry. Oh, you don't know them, well, that's ok, I guess. I mean, you probably never had any contacts with knights where you grew up, right? So these were: bravery, justice, mercy, honesty, perseverance, empathy, temperance, discretion, selflessness, and humility. Tall order!" Corso comments, though it is not very clear who he is addressing.
His eyes grow wide at Shiesha's warning: "Trapped? You sure? Why, that doesn't sound too chivalrous, now does it?!"
And he starts peering through the darkness, wondering what will come for them.
Perception: 1d20 + 4 ⇒ (13) + 4 = 17
Allie Hoop |
Allie looks around the room in awe, wondering. She walks up to the engraved riddle and thinks aloud... "Your word? To keep your word you first have to give me your word?"
If it's been more than 1 minute, haste has worn off.
Allie Hoop |
Allie shrugs. "Do you think so? I don't know. Things just kind of bounce around in my head..."
IRL, I think I've heard that before.