Madaxa |
Madaxa eyes the gear, "Can anyone use the hammer or that greatsword? Might be smart to, uhh, relieve him of them just in case he's still angry when he wakes up."
He moves to the door in the southern wall and takes a listen. Perception: 1d20 + 5 ⇒ (13) + 5 = 18
Zarzuket of Osprey Cove |
"I guess Dredd might want the greatsword (unless he has Paladin qualms about taking it). I don't think that Quatar has much use for a two-handed weapon, or that Krachton or I has much use for any weapon at all. We should take the key, though; it probably unlocks a door somewhere in this building."
If no one objects, Zarzuket takes the key and puts it in his backpack.
Madaxa |
Madaxa takes a closer look at the cold iron greatsword to see if there's any rust, "I wonder if magic items are immune from whatever is going on. Might fetch a pretty penny in town if so."
GM ShadowLord |
After securing the smith, you check the doors to the south.
Two arrow slits open in this room’s southern wall, and a barrel of ranged weapons and ammo stands nearby. A short but steep set of stairs leads up to a hatch.
The barrel contains three shortbows and 50 arrows, as well as a single beacon shot mixed in with the other arrows.[/ooc]
Dredd, Sir |
Dredd nods as Zarzuket stabilizes the smith.
"He made his choices, but that does not mean he needs to die. All we can do now is honor him, and his craftsmanship. We can show him the way.
I will hold onto the greatsword for now, but I prefer the flexibility and range that my guisarme provides."
As the party moves through the southern doors, they collect the additional shortbows and arrows. "It is good to stay prepared"
Looking around, Dredd investigates the stairs leading to the hatch.
perception: 1d20 + 4 ⇒ (11) + 4 = 15
Is the map updated?
Dredd, Sir |
continuing onward, Dredd moves towards the eastern door, inspecting it, and opening if he finds nothing out of the ordinary.
"we should clear all rooms quickly before proceeding up any further"
perception: 1d20 + 4 ⇒ (9) + 4 = 13
GM ShadowLord |
Moving east into the next room, you find an arrow slit studded wall facing into the main entryway. It also has a large wheel for resetting or deactivating the hidden spikes trap in main entrance room.
There are 4 longspears leaning against the north wall. One of the longspears has a potency crystal talisman affixed to it.
Madaxa |
Madaxa grins when he sees the mechanism for the trap, "should we disable this in case we need to make a hasty retreat?" He peers out the window before noticing the spears, "and what do we have here?" He examines the potency crystal, "I think I can pull this off and put it on something more useful once we have some more time. Dredd, can you make this spear a little smaller so it'll fit in a pack?"
After handing the spear to Dredd, he looks at the wheel again, deactivating the trap through conventional means (safety?) or by jamming a spear or two in the mechanism. Disable Device: 1d20 + 7 ⇒ (14) + 7 = 21
I think I can use Affix a Talisman to remove and repurpose the talisman when we have a spare 20 minutes.
GM ShadowLord |
The group ensures the smith is secured and moves north and east into the clinic.
The smell of vinegar is strong in this modest clinic. With only two beds, a small work desk, and small array of mostly empty shelves, this area is not prepared to handle challenging medical needs.The spiral stairs in the southwest corner of this room lead down to a lower level. Doors lead north and south.
The shelves contain expanded healer’s tools, 2 minor elixirs of life, and 4 lesser antiplagues.
Dredd, Sir |
Dredd holds knto the spear from Madaxa. "understood" He then nods in agreement with Zarzuket. "yes. Let us assure no path is unobserved."
Coming into the medical room, Dredd collect the supplies they fine, passing out to zarzuket. "Here, these seem like they are more your type than mine" Dredd then makes his way to the southern door, inspecting and if no oddities, he proceeds forward.
per: 1d20 + 4 ⇒ (19) + 4 = 23
GM ShadowLord |
You push on exploring the remainder of the southern portion of the building. The structure resembles the western side with the same hatching leading up the inner and outer guard stations.
You find three more shortbows, 50 arrows, 4 longspears.
This floor is completed explored now. You have paths going up and down.
Zarzuket of Osprey Cove |
Zarzuket gives everyone else a lesser antiplague each, Madaxa and Quatar a minor elixir of life each, and Krachton the expanded healer's tools.
"There sure are a lot of staircases in this building. Does anyone have any reasons to take a particular one? Based on what the guard said, I guess the northmost stairway upward is most likely to lead to Sister Vanda - but do we want to confront her yet or is there something else we should be doing first?"
Madaxa |
Madaxa stows the antiplague and elixir, thanking Zarzuket. "Where to? Take these stairs right here?" He moves over to listen again, ensuring nobody has had the chance to sneak up on them.
Spiral staircase in C5
GM ShadowLord |
A dark stairwell leads into this stony basement. Columns throughout the room support the keep’s structure overhead. Casks and wooden crates line the north and south walls, and a single iron door exits to the east. A large hole has been recently broken in the western wall, leading to a naturally occurring cave. Sticky smears of blood lead into this tunnel. Two calico cats skulk around this area.
The room continues off to the west and there is a door to the east.
Madaxa |
Madaxa nods to the cats, he spent time watching them in town to learn how to sneak around better. "Sounds good Zarzuket. Maybe the cats will warn us if anything comes in behind us."
GM ShadowLord |
As the party pushes through the solid door into the next room, they enter a long, narrow storage area that runs from north to south. The walls are lined with small firkins and kegs, and crates padded to protect delicate glass bottles. However, the initial order of the room is overshadowed by the disarray. Stray packing straw, originally used to cushion the contents of the crates, now serves as makeshift bedding—though it's dirty and thoroughly trampled.
The overwhelming stench of filth and waste hits them immediately, indicating the room has been used for more desperate purposes than storage. Scattered among the improvised beds are three gaunt figures, their appearances marked by extreme malnutrition and illness. Their skin shows signs of severe infection, characterized by extensive rust-like lesions that suggest a dire affliction.
The survivors watch warily as the party enters, their eyes reflecting a mixture of fear and faint hope. It's clear they've been through an ordeal, though the specifics of their situation remain unknown to the party. They seem too weak to pose any threat and too sick to have been involved in any recent conflict.
The room also contains some remnants of what might have been their limited sources of sustenance. Among the debris, the party discovers an unopened pony keg of akvavit, suggesting it might have been overlooked or perhaps too difficult for the weakened prisoners to open. Additionally, they find the remains of a case of minor healing potions—most are gone, likely consumed in a futile attempt to address hunger or illness, with only five potions left intact.
Krachxton |
"We're here to help." He pulls out some of the food from his pack and begins sharing it. "Eat slowly, or it will make you sicker." For wounds he will soothe them with elemental water, and then he'll begin examining them to see what can be done about the rest of their sickness.
medicine: 1d20 + 5 ⇒ (12) + 5 = 17
GM ShadowLord |
The prisoners slowly begin to recover from their initial shock and discomfort due to the party's immediate aid, they respond with a mixture of gratitude and wariness. They are visibly weak and cautious, but your kindness encourages them to open up about their ordeal.
One of the prisoners, a grizzled older man with deep-set eyes, speaks first, his voice raspy from disuse. "Thank you." he murmurs, accepting the food and water with trembling hands. He takes a moment to gather his strength before continuing. "We were. Are. Gorumites, loyal to the temple here. But when the cultists took over, they... they tried to force us to turn on each other, to prove our worth to their twisted cause."
Another, younger and less reserved, cuts in, anger flashing in his eyes despite his frailty. "They wanted us to kill one another, to serve their dead god. One of us tried, fooled by their promises, but it was a lie. He died for nothing." he adds bitterly.
The third woman nods in agreement. "They left us here to die or kill, thinking we'd break. We've been surviving on scraps and whatever water we could collect. No proper food or medicine until now."
GM ShadowLord |
"Yes, their dead god." he begins, his voice growing steadier as he speaks. "The cultists worship Xar-Azmak, a demon lord of rust, decay, and death. They believe that by reviving him, they can gain power and corrupt everything to their will." His face tightens with disgust at the thought.
"The rituals they perform... they're abominable." the younger man interjects, his tone bitter. "They think by forcing us, the faithful of Gorum, to betray and destroy each other, they can somehow fuel their necromantic schemes."
The woman nods somberly, adding, "They spoke of using the energies of death and betrayal to awaken what should remain asleep. The entire takeover of Stonehome was to turn it into a stronghold for their dark rites."
Dredd, Sir |
Dredd's imposing form stooped beside the beleaguered prisoners, his voice a steadfast rumble as he offered aid. "Any deity that condones such treatment of its followers strays far from the righteous path. This is not the act of a true god." As he gently tended to their wounds, he added solemnly, "Today, Iomedae's grace shines upon you."
As he methodically continued his ministrations, Dredd's questions were direct and purposeful. "Tell me, who is responsible for this cruelty? Where have they gone? Your ordeal has been great, I know. Yet, any detail you recall, no matter how small, could be crucial in unraveling this dark affair."
GM ShadowLord |
Zarzuket recalls Xar-Azmak as the long-dead demon lord of rust, decay, and death.
The man shakes his head at Dredd's questions "We've been locked in here, we know nothing more of their current actions. All we know is that we overheard Meitremar discussing his plans to explore and reclaim his grandfather's works below Rusthenge.", or something like that."
GM ShadowLord |
"A week ago, a Thassilonian man named Meitremar arrived, claiming to be a merchant from Xin-Edasseril. He spoke with Lord Ragnulf for an entire night. When they emerged at dawn, they gathered us all in the worship hall and spoke of bringing war to Osprey Cove, subjugating all other settlements on Chakikoth Isle, and forging an alliance with Xin-Edasseril."
"At the end, Lord Ragnulf spoke of a sickness among our ranks and claimed that his new friend Meitremar had brought him a way to expose that sickness. He opened a bottle, and it filled the hall with foul-smelling air. Several of my kin doubled over in pain—it looked as if their skin was rusting—and Lord Ragnulf ordered the rest of us to ‘put down the blasphemers’. I’m glad to say I did not mindlessly obey, but many others did, and the fighting that followed was awful. They no longer worship the Lord in Iron. They see glory in the rust instead. Meitremar and Lord Ragnulf have gone I do not know where. You must save Lord Ragnulf! He knows not what he’s done!"
GM ShadowLord |
"I'm sorry, I do not recognize this name Elder Ordwi. If they are a prisoner here, they are held in a different location. I have seen no derro either. I haven't seen anyone from the Swordfish, but I do believe that is the vessel by which Meitremar arrived. We have been locked away and it sounds like much has happened."
"Bottle? I can't recall, I'm sorry. It did seem to make the men sick, yes. Something is definitely wrong here."
I'm bringing in a new player, Sura. This is a good insertion point and we will assume she's been among the prisoners here all along. Sura can make her first post now.
Sura the Amanuensis |
Sura sidles up from behind and pushes past Dredd through to the middle of the party. "Let me just squeeze past you, tall and shiny."
Staring inquisitively at Zarzuket, eyes focusing a bit longer on his blue hair than one might feel comfortable with, Sura asks excitedly "You know Elder Ordwi!??".
Not waiting a moment for a response and barely a breath, Sura exclaims "I was supposed to deliver a message from Elder Vandous to Elder Ordwi!"
Sura bends down slightly to peer at Krachxton while squinting her eyes, and continues in a low tone, "One of the gate guards told me that Lord Ragnulf might know where Elder Ordwi was and that she would escort me to see him."
Sura’s head turns to look Madaxa up and down, raising an eyebrow at the sight of his dagger and clarifies, "And by escort, I mean she knocked me out while we were having a nice stroll."
Standing up sharply, straightening her armor and smoothing out her clothes and sleeves, Sura says with finality. ”And then I woke up in here."
Sura whispers sadly, "With these poor souls…" Looking down at her feet momentarily, muttering to herself, "I could have helped them if I had my stuff."
Composing herself quickly and addressing no one in particular, "People . just . don't . respect . boundaries . around . here." while absent-mindedly tapping her finger repeatedly on Dredd's breastplate, emphasizing syllables in a rhythmic fashion, with the last syllable being especially forceful.
After a welcome, yet brief pause, Sura asks expectantly, "So when are we leaving??"
Dredd, Sir |
Dredd looks down as the newcomer repeatedly taps him, and mutters "Stop." He takes a step back before continuing. "You do not appear to have the same infection as the others. You are coming with us."
Once Zarzuket is satisfied with answers to his questions, Dredd will lead the party onward, continuing their search.
GM ShadowLord |
Once you leave the area, deciding to take Sura along with you, you move back west into the large storage room. When you are greeted by the feline creatures this time, they do not appear as friendly. Suddenly, the two cats transform into terrifying creatures that looks part dog and part worm with tendrils of viscera are part tongue and part weapon.
R1: Krachxton, Dredd, Sura, Madaxa, Baddies, Zarzuket
Init: Zarzuket: 1d20 + 7 ⇒ (1) + 7 = 8
Init: Dredd: 1d20 + 6 ⇒ (16) + 6 = 22
Init: Krachxton: 1d20 + 5 ⇒ (18) + 5 = 23
Init: Madaxa: 1d20 + 5 ⇒ (5) + 5 = 10
Init: Sura: 1d20 + 5 ⇒ (8) + 5 = 13
Init: Baddies: 1d20 + 5 ⇒ (5) + 5 = 10
Madaxa |
Before we leave the room ...
Madaxa catches Dredd's attention and raises an eyebrow, subtly leering at the loquacious lady. He frowns slightly when Dredd's eyes narrow and he shakes his head. Disappointed that she's not a mark, Madaxa hides the dagger behind his back, keeping it ready, "just in case".
Madaxa |
Madaxa hisses at the cats, "bad kitties! He rattles the rapier at his belt to attract the purple creature's attention while he stabs it with his dagger.
◈ Feint: 1d20 + 6 ⇒ (3) + 6 = 9
◈ Dagger 1: 1d20 + 7 ⇒ (15) + 7 = 22 for P Dmg: 1d6 + 4 ⇒ (6) + 4 = 10 and Sneak Attack: 1d6 ⇒ 2 if Feint works
◈ Dagger 2: 1d20 + 3 ⇒ (3) + 3 = 6 for P Dmg: 1d6 + 4 ⇒ (1) + 4 = 5 and Sneak Attack: 1d6 ⇒ 6 if Feint works
That's what I get for flavor text with my dagger lol
Dredd, Sir |
Dredd ignores the creature next to him and focuses his strikes on target threatening his allies, using the reach of his weapon to his advantage.
◈Attack purple: Guisarme: 1d20 + 7 ⇒ (13) + 7 = 20 Damage P: 1d10 + 4 ⇒ (8) + 4 = 12
◈Attack purple: Guisarme: 1d20 + 2 ⇒ (14) + 2 = 16 Damage P: 1d10 + 4 ⇒ (3) + 4 = 7
◈Attack purple: Guisarme: 1d20 - 3 ⇒ (11) - 3 = 8 Damage P: 1d10 + 4 ⇒ (9) + 4 = 13
Sura the Amanuensis |
Sura stands fast, singing with urgency and clarity. Verses detailing unforeseen fate among new found friends fill the room, the dulcet tones stirring determination within the party members.
As the brief stanza ends, Sura stares at the wall, concentrating. An old, iron sconce, loose from disrepair and long missing its torch, is suddenly freed from its stony captor. As quick as a sprite’s thought, Sura's head whips around to face her intended target, her outstretched hand directing the projectile into one of the enemies.
◈ Focus Spell: Courageous Anthem
◈◈ Telekinetic Projectile > Purple: 1d20 + 7 ⇒ (18) + 7 = 25 Damage: Pierce: 2d6 ⇒ (5, 4) = 9
GM ShadowLord |
The combined efforts of the party prove formidable. Krachxton's stone blade and Dredd's guisarme deliver crushing blows to the first creature, quickly neutralizing the threat it posed. Encouraged by their success, Sura and Madaxa coordinate their attacks on the second creature. Sura's improvised projectile and Madaxa's agile maneuvers work in concert, allowing them to eliminate the remaining threat swiftly.
In a matter of seconds, the "battle" is won! Out of combat.
A tunnel continues for as far as you can see. There are no doors or exits, just a narrow straight path that continues far into the distance, far longer than you can see at the end. You could traverse this path now, but you would leave the upper floor of Stonehome unexplored.