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Male Human
![]() The skeleton is too slow in its undeath, and is slashed once across its chest, and then again through its empty belly to its spine, severing the bone and sinew before clattering to the stony floor. Dex Save: 1d20 + 2 ⇒ (5) + 2 = 7 Aastaroth's holy flame erupts filling the dim room with white light scorching the bone of archer skeleton 2 leaving its cloth and armor unaffected. Flames lick and dance across the bones of the archer nearly to ash. The skeleton is left hissing and smoldering, but "alive"! The prowess of Prometheus' martial skill is too much for archer skeleton 1. Unable to bring its bow around to defend itself in time, the monk's staff crushes the skeleton's chest and ribs and his rising elbow shatters the skeleton's head from its shoulders scattering its fragments about the room. Skeleton 1 (Archer): Dead
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Male Human
![]() Skeleton 1= Left Hand bow and arrow skeleton in next room
Skeleton 2 Takes 4 holy damage Skeleton 1 knocks an arrow into his bow and lets loose at Callum in the doorway! Skeleton 1 Attack: 1d20 + 4 ⇒ (17) + 4 = 21 The arrow pierces Callum's armor at the shoulder dealing Arrow Damage: 1d6 + 2 ⇒ (3) + 2 = 5 damage. Skeleton 2 takes aim at the demon cleric Skeleton 2 attack: 1d20 + 4 ⇒ (1) + 4 = 5 But the arrow strikes the doorway and rattles harmlessly to the floor. Skeleton 3, with short sword in hand swipes his blade at Callum, looking for any opening! Skeleton 3 Short Sword: 1d20 + 4 ⇒ (2) + 4 = 6 But Callum deftly parries the attack! While the skeletons are obviously undead, they do not appear to have been undead for very long. Their cloth remains clean and appears as new, with there weapons sharp and free of rust. Leoric has only passed but several months ago... ![]()
Male Human
![]() Callum swipes his sword across the bone of the undead warrior in the doorway, but without flesh, the sword's attack is missing its bite. Pain, if it does feel pain, does not affect the walking skeleton. Callum's second attack is parried by the skeletal warrior- it is a trained fighter. Doorway skeleton takes 9 damage In the next room (2) two more skeletons with arrow & bow await their turn to attack the party... ![]()
Male Human
![]() The skeleton in the doorway is struck by your staff, and then crumbles to the ground behind the might or your kick just before the Thunderwave blasts through the doorway. Skeleton Con Save: 1d20 + 0 ⇒ (4) + 0 = 4 Three surviving skeletons, that Promotheus can see are struck by the wave, and each is propelled away from him. One skeleton is 10' back from the doorway, and two more with bow and arrow drawn, stand 10' behind (20' from the doorway). ![]()
Male Human
![]() Skeletal Horde Initiative: 1d20 ⇒ 1 The stone door has swung open and is wide enough for 2 skeletal soldiers to stand abreast. With two in the doorway, there are an unknown number of skeletons behind them; some with long-sword or rapier, and others with bow and arrow.
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Male Human
![]() Standing before the stairwell leading to the fallen king’s tomb, the heroes begin their descent deeper into the labyrinth. The smell of must and mold disappears, but an unnatural and deep chill fills the air. The cold air fills the hero’s lungs making a warm fog of breath as they continue downward. The masonry begins to reflect the prestige and esteem of the once great king buried below. Bearded faces and crowned heads are carved into the ancient walls of the crypt capping the beams and pillars holding the great weight of the earth above them. A beautiful tapestry woven to chronicle the king’s lifetime colorfully adorns the stony wall. Step by step, the tapestry's story unfolds; the chronicle begins with Leoric as a young lord in Kehjistan crusading in the name of the church, then pictures him claiming his throne and coronation at Khanduras, to his pilgrimage and founding the Order of the Light and finally, the tapestry ends capturing the king’s dark and untimely death at Tristram. At the end of the tapestry, the stairwell ends also. The party finds themselves in a small empty room containing a single stone door centered on the far wall. An eerie glow seeps in around the door, providing some light to the small room. There is no sound. No skittering mice, no moths or webs or mold…no life. The air plunges into a bone-chilling cold as a booming and unholy voice echoes through the air, “The warmth of life has entered my tomb. Prepare yourselves mortals, to serve my master for eternity…” The stone door slowly rolls open shuddering off a fog of dust and revealing the silhouettes of soldiers that would look like men though, without flesh. Initiatavo ![]()
Male Human
![]() "The ring is yours, master cleric." Warriv says gratefully as he hands the ring to the half demon. "As for the guild house, I can promise a price for no more than 4,000 gold pieces to complete construction of the estate as you describe over the next 60 days. I will take your word as commitment enough for now. In a fortnight, I will collect a deposit of 1,000 gold pieces and every 15 days thereafter until completion - and Callum, this is the best I can offer you, I hope you understand. Coincidentally, the land on which Tristram resides was bequeathed to His Lordship Sir Lachdanan in the event of His Majesty King Leoric's untimely death, until the Prince was old enough to rule. As it is, with both Lord Lachdanan and the king dead, and the young prince missing, the land fell into stewardship to the king's oldest cousin who is unwilling to offer the protection a lord must provide. The land then simply fell into the hands of the townsfolk, whom I'm sure would not contest your claim, considering the circumstances. Still, the laws of the west dictate there must be a single lord of the land to claim it. I will order my engineers to begin construction on the morrow, but Callum, you and your party must decide whom will own the land on which your guild house will reside, as my notaries will also provide a deed to substantiate the land-claim. Consider wisely, if lordship will suit you. Should you fall in the labyrinth, I will claim the land and estate for myself, if none of your party members survive. Best of luck in the deep..." And with that, Warriv excuses himself for the night to order the preparations, and find some rest. ![]()
Male Human
![]() Warriv raises an eyebrow in surprise at Aastaroth. "The demon priest of Tristram? Famous, in your own right, though for different reasons than Callum...armor and shields I can offer you as I offered them to Callum, at the same price. Seeing you now, after hearing stories, I can see that tales of you are grossly exaggerated, as they often are. For you cleric, I can offer a necklace of prayer beads. While my shaman can sense significance in the beads, he cannot determine its power or value to me. I will offer them to you for 4,000 gold pieces. There is a ring I would also offer to you that is able to store your healing prayers until they are needed. That, I will offer for 400 gold pieces. Lastly, there is a weapon that I envision you carrying into the labyrinth against the darkness- though, I am not sure you are yet ready to bear its responsibility. Come see me again when you return from the depths." ![]()
Male Human
![]() Warriv takes a moment to think... "Now that you mention it, I may have something for you monk. My wares are too vast and numerous to remember them all at once. First, I can offer you boots that are said to double a man's speed afoot. Second, I have copper bracers. They look simple enough, but I think you'll find your defenses improve significantly while you wear them- a fine choice one one that chooses to not wear armor, such as yourself. Each piece I will offer to you for 4,000 gold pieces, as Callum's friend." ![]()
Male Human
![]() Inventory Roll: 1d20 ⇒ 15 Nodding, Warriv finishes his apple and tosses the core into the fire and wipes his hands. "I have many fine things for sale, young monk. For the both of you, the famous hero of Tristram and the young, eager monk I have what you may need- for the right amount of coin, of course. Make no mistake, I am not invested in what lay beneath that cathedral, nor any of the troubles that plague poor Tristram- not yet anyway. My treasure is made on the earth, not below it. I am invested in myself, and the men around me. I am happy to offer a fair price however, especially for Callum. Callum, armor I have for you- a fine suit of plate. As the famous hero of Tristram, I'll offer it to you for 400 gold pieces- 100 less than I would offer it to many. Magical shields are something I have collected many of recently, and have a fair few that would suit you well. My finest shield is available for 4,000 gold pieces, again a bargain for most. Though, I do have a shield of less, though still considerable quality for 400 gold pieces. For you, monk, I have nothing of exclusive value to a monk but you and the warrior may find equally valuable: I possess both a thick leather belt with iron studs decorating a hill giant and gauntlets stamped with the image of an ogre- both, could aid you in your quest I think. For you, the gauntlets are 400 gold pieces, and the incredible belt of giants is 4,000 gold pieces. Gold is my currency gentlemen, or its equivalent in trade to be determined by myself or my appraiser. Keep in mind, what may be valuable to you, may have significantly less worth to me. Can we do business gentlemen?" ![]()
Male Human
![]() Callum, I remember you, young sir. I wasn't planning on doing much business with the troubling stories of the fate of Tristram, but my caravan is always open. Besides, it isn't everyday I can offer a hero like yourself some of my wares...now let's see what you might be interested in. Warriv has all sorts of armor and weapons available; plate, mail, shields, leather and smiths at his disposal to make anything over the next few weeks while the caravan rests. Pick your poison. ![]()
Male Human
![]() Outside with the caravan, some of the guards point Callum down the caravan towards the fron to find Warriv and discuss any trades. Most of the merchants are in the tavern, eager for a drink and fresh meat after the long journey from Lut Gholein. Warriv is a middle-aged man, native to the east. He sits in a well-crafted wooden chair near a camp fire beside an expensive looking wagon. Warriv is well-dressed in a blue tunic, grey trousers, modest jewelry and a grey head wrap. He is slowly chewing his way through a red apple, enjoying the cool night air though available to approach. ![]()
Male Human
![]() Through dooor 1 is the carnage that one would expect after a total massacre. Demon's blood is spattered across the floor, walls and ceiling with random limbs scattered about.The berserkers did their work without any concern for mercy, loot or plunder. Behind two large bulbous, pink and fat demons lay the sign that could only be Ogden- a yellow sun rises from the horizon with beams of yellow light from the edges on wood, still attached to the post and cross-bar. Treasure Roll: 1d100 ⇒ 62
Amongst the demons, the loot is scarce- 70gp between them all. In any case, Ogden will likely be grateful to see his sign again... Back in Tristram, the heroes find the town a relative bustle as a caravan has stopped on the west side of town. Ogden and Gillian are serving beer, wine and meat to a tavern full of travelers. The inn is smokey and loud, with loud drunken stories in strange and common tongues all. Seeing the heroes come in to the inn, carrying his old sign, Ogden throws a towel over his shoulder and greets them. "Oh, you didn't have to bring back my sign, but I suppose that it does save me the expense of having another one made. Well, let me see. What could I give you as a fee for finding it? Hmmm. What have we here... Ah, yes!" Ogden scrambles back over the bar and brings back a silver full helm adorned with many gems. "This cap was left in one of the rooms by a magician who stayed here some time ago. I had forgotten that I'd had it until the caravan returned. Perhaps it may be of some value to you. Please excuse me, I have many guests. Oh, and Elder Cain asked me to tell you that it's called the Harlequin Crest, whatever that means..." And with that, Ogden was off tending to the sea of patrons demanding full plates and pints. Harlequin Crest is the Helm of Brilliance in DMG. There's a ton of rules for this helm so here: This dazzling helm is set with 1d10 ⇒ 1 diamonds, 2d10 ⇒ (9, 4) = 13 rubies, 3d10 ⇒ (8, 6, 2) = 16 fire opals, and 4d10 ⇒ (1, 2, 4, 1) = 8 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing it:
As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage. As long as the helm has at least one ruby, you have resistance to fire damage. As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are
Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant
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Male Human
![]() "As you command, m'lord." The berserkers glide into the next room like wraiths, unaffected by the darkness. The wails of war begin as the demons meet the beserkers in a clash. The berserkers are silent, killing with spectral discipline leaving the cries and guttural screams to the demons. Berserkers Attack: 1d20 + 9 ⇒ (20) + 9 = 29 Over the next several seconds the berserkers sweep through the next room like a cold cemetery wind and mercilessly annihilate its occupants. The demons, even the over lords, were caught off guard and were cut down nearly instantly. With their task complete, the berserkers return to the central room and kneel once again before their master. "It is done m'lord. How else may we serve you?" ![]()
Male Human
![]() From beyond the door, Prometheus hears the same 15 voices heard from the first attempt. 12 Ysgardian berserkers appear before Aastaroth. One among the berserkers steps forward and bows his head- the remaining 11 berserkers follow his example and kneel themselves. The berserkers are clad in matching red hide armor of exceptional quality and axes of good steel. Braids adorn their golden beards and their boots are well shined. Looking up at his master, the berserker speaks, "We are at your service m'lord. What is thy command?" ![]()
Male Human
![]() Pepin spends the night healing the heroes, Ogen spends the night filling their cups, and Gillian offers her company to help the heroes forget the nightmares that are sure to come. Cain the elder wanders into the tavern of the Rising Sun where the heroes and company have gathered and slowly finds a seat. "Heroes, I've come to congratulate you on your impressive victory. The Butcher was a demon with terrible strength! Our townsfolk have finally been avenged! The living and the dead of Tristram already owe you a debt we cannot repay." The elder spends the next several minutes identifying the heroes' items. Ogden walks around from behind the bar to join the conversation, " Elder Cain, might you explain to the masters the fate of our beloved king, if you please? Your wisdom speaks greater volumes than I could, and our heroes deserve to know what awaits them." Solemnly, the old man nods, "Ah, the story of our king is it? The tragic fall of Leoric was a harsh blow to this land. The people always loved the king, and now they live in mortal fear of him. The question that I keep asking myself is how he could have fallen so far from the light, as Leoric had always been the holiest of men. Only the vilest powers of hell could so utterly destroy a man from within..." Deckard is clearly distraught by the memory of his fallen king, so Ogden continues in his stead, "I mentioned in my letter that the king had cursed his loyal followers to eternal damnation...this is where things take a darker turn than I thought possible..
With that, all cheer left the room. Ogden excuses himself to his quarters for the night, Gillian to hers, and Deckard somberly leaves the inn. ![]()
Male Human
![]() Aastaroth Sanity Check: 1d20 ⇒ 14 Under the trap door in the floor of the Butcher's Lair you find a dusty small room with a low ceiling. You find a chest filled with 2100 gp
You also find: Loot: 1d100 ⇒ 95
1= Sword
Weapon Roll: 1d6 ⇒ 6
The items a all apparently magical in their own way, those their use is known to you... ![]()
Male Human
![]() Now that the Butcher is slain, the heroes have a moment to rest and to take in the butchery around them. Dozens upon dozens of naked human bodies create a carpet of corpses. From the walls, bodies are chained and spiked through from groin to mouth, their hands and feet severed and their entrails have been eaten or spilled out onto the floor mixing with blood and scattered limbs to create stew of human remains. The carnage is absolute, and torture is obvious. Skin is peeled from many of the victim's flesh including their faces and genitals. Most of the corpses have begun to rot and the smell is putrid. The monk's earlier thunderous blast pushed the floor of corpses, leaving a taller pile of bodies towards the back of the room. It's obvious, even from the doorway that there is another iron door on the back wall of the room that is now partially blocked by corpses. The wave also partially revealed a trap door in the floor of the Butcher's lair... The heroes must succeed a DC 12 intelligence (Sanity) check or be driven from the lair by fear. The hero must finish a short or long rest before attempting to enter the room again. ![]()
Male Human
![]() The Butcher's Dex Save: 1d20 ⇒ 19 The Butcher is quick to the spell, and manages to at least partially dodge the flames. Even still, what fire that does scorch the Butcher's pink hide continues to burn, and burn. The Butcher wails, not in agony, but in frustration- falling to its knees and with one final wail, The Butcher drops his cleaver, and collapses face first, dead. The insides of the demon begin to leak out from its corpse and pool around it. The Butcher of the Labyrinth is dead. The heroes gain a level. ![]()
Male Human
![]() Furious, The Butcher savagely attacks the monk.
But the monk deftly dodges the cleaver. Again The Butcher recklessly slashes his cursed cleaver to cut the monk down.
The Butcher curses and spits on the wounded monk. A smirk runs across the Butcher's lips before he roars again, satisfied by his own blood-letting. ![]()
Male Human
![]() The Butcher takes 9 slashing damage. The Butcher's Con Save: 1d20 + 2 ⇒ (9) + 2 = 11 The Butcher is pushed back 10 feet
The Butcher takes advantage of the distance and ferociously charges at the monk screaming during his rampage, "AHHH! AHHH! AHH!" The Butcher's Charge: 1d20 + 7 ⇒ (14) + 7 = 21
The Butcher craves more blood and swings the cleaver towards the bloodied fighter once more. The Butcher's Cleaver: 1d20 + 7 ⇒ (13) + 7 = 20
Face to face with the demon, Callum can see chunks of human flesh between The Butcher's twisted teeth and bloody gums. The overwhelming stench of death envelopes the air. The heroes must succeed a constitution save DC 12 or be sickened for 1d4 rounds. ![]()
Male Human
![]() The Butcher's Strength Check: 1d20 + 2 ⇒ (4) + 2 = 6 The Butcher takes 15 Slashing damage
Being close enough to see the monstrosity, The Butcher is a bulbous but muscular demon with height that towers over the heroes. There is a rancid stink of death surrounding it, and blood is spattered over nearly its entire naked body. The giant cleaver it wields is covered in the remains of the countless souls The Butcher has slaughtered. Oblivious to his wounds, The Butcher grins at his prey and then with a howling grunt, charges towards the fighter chopping his clever down upon his prey. The Cleaver: 1d20 + 7 ⇒ (20) + 7 = 27 Damage: 18 slashing + 7 charging The Cleaver Multi-Attack: 1d20 + 7 ⇒ (7) + 7 = 14
The Butcher follows up his charge attack with another swipe at the fighter, but Callum's veteran skill can read The Butcher's wild attacks and catches the Butcher's attacks on his shield. * The Butcher attacks recklessly. His attacks all have advantage to hit, but all attacks made against the Butcher also have advantage. * ![]()
Male Human
![]() Abe grasps the iron knob of the door (2) and turns it to open the door. The latch can heard heard, and with a click, the door cracks open. Still grasping the handle to the door, lightning shocks the monkey dealing 12 lightning damage. From behind the door, a wholly evil voice emerges from the dark, Ahh...fresh meat... Then, the eerie sound of flesh upon flesh as the demon recklessly charges the door. Roll for initiative. ![]()
Male Human
![]() Behind door 1, Prometheus can sense many minds within the spell's maximum range. It's very difficult to tell exactly how many-similar to trying to tell how many people are in a room based on the number of voices that can be heard. The minds are all thinking mostly the same thing, in the same king of voice with the same darkness. But, after spending several minutes to study the minds behind door 1, Prometheus determines that there are about 15 demons in the next room, within the spell's range. ![]()
Male Human
![]() Prometheus silently casts Detect Thoughts through his new medallion and easily pierces the mind of the nearest creature behind door 1. The creature's dark mind is jittery and clamors between different vile thoughts. For the moment, the creature is thinking, "Wait, we must wait here...they are coming...coming...wait and they will come...the sign, we must have it...the sign must be ours! ...wait, but ready... ![]()
Male Human
![]() Wirt who lives in a small tent near the creek to the north of the town has some small interest in the medallion. But won't offer full price for the item. "I don't want the medallion for myself, what the hell could I do with it? Still, I can sell it to one of the caravans traveling through for a good profit. So, I'll offer you 300 platinum pieces for it. If you don't like my offer, you can piss off." Pepin, always much more friendly than Wirt offers Promotheus Healing Pots: 1d4 ⇒ 4 to aid the journey below, and wishes the party safety and wellness. ![]()
Male Human
![]() Tristram's townsfolk: Gillian the Barmaid:
Griswald the Blacksmith:
Pepin the Healer:
Farnham the Drunk:
The townsfolk know just as much about the lost sign as Ogden. ![]()
Male Human
![]() "Certainly good master. Here is a key to your room that you may lock if it pleases you. I am also here day and night, and will keep a watchful eye out for any one suspicious. I keep no other key for that room, so if the key is lost, we'll have to break the door down." About your medallion young monk; there are traders and merchants that still travel through Tristram from time to time, but I have no use for such a thing. None are in town, as it is, but I should be happy to inform you once there are. Good luck in your search for a buyer." ![]()
Male Human
![]() "Callum, I heard that you had grown into a righteous man of the people, and made a name for yourself. It appears that the quality of the weapon you wield will match the quality of man carrying it. This, is a master crafted sword! You will find that striking your enemies will become easier, and the damage you inflict with each blow will be more severe." +1 Longsword. Add +1 to attack and damage rolls whenever you attack with this weapon "As for the trinkets you carry monk: The pendant is known as a Medallion of Thoughts. While wearing the medallion, you will be able to hear the thoughts of others around you, though with some limited use. This can certainly be of great use to you and your allies while braving the labyrinth!" Medallion of Thoughts DMG pg 181 "Still, my true interests lie with the scroll and tome you carry. Let me see...ah yes...the scroll is quite handy indeed! Reading the scroll will create a portal from where you are through which you may pass and travel instantly to another location. In this case, I have attuned the scroll to create a portal to the outskirts of Tristram. Fair warning young monk, the portal within the labyrinth will remain open until you return. Any hell creatures within the labyrinth may also use this portal as a convenient way to travel here to Tristram. Use this wisely." Scroll of Town Portal The old man sets the dusty scroll aside and inspects the ancient tome. "I am glad that you brought this to me. I am not sure if any of you possess the knowledge to unlock what this tome holds, but I will describe it to you. This, is a ritual tome. Performing the ritual described herein will bestow upon its caster an eternal companion. An animal ward will come to your side and will serve you as long as you survive. The animal which is summoned depends on the caster's personality or simply preference. This is a great treasure indeed! You have earned it heroes." [occ] Tome of Ritual Casting: Find Familiar [/ooc] As slowly as he came, the old man stands from his chair with a great deal of help from his staff. "Should you need anything else heroes, you can find me near the well in the center of town. If you do come to me please, stay a while, and listen." With that, the old man takes his leave. ![]()
Male Human
![]() An ancient man enters the Tavern of the Rising Sun. He dresses plainly and wears pale blue robes and a carries a staff that must be used to help the poor old man walk. The long passing of time has etched deep wrinkles and lines into the man's face, but he exudes confidence that only comes from deep wisdom and tested knowledge. This is no ordinary old man. "Good morrow everyone!" The old man wanders over to an empty chair at a table and slowly eases himself into it. "I am Deckard Cain, and I'm here to help you in your quest if you need it. Word travels fast in a small town, and I hear you've brought back a few trinkets from the labyrinth? It looks like you've run into a bit of trouble too while you were at it. Master Pepin is as skilled as he is wise, you are lucky he is here. Show me the trinkets and I'll tell you what I know." ![]()
Male Human
![]() After stumbling into the Tavern of the Rising Sun, bloodied and bruised from the melee below, Ogden rushes over to your aid. Ogden calls to a woman, Gillian, and tells her to bring clean sheets and to run fetch Pepin. "Pepin will be here in a moment, Ogden reassures the heroes, "He'll know what to do about your wounds, and get your back on your feet in no time." Ogden takes a moment to quickly eye over Promotheus' trinkets. "I've no eye for such things my friend. The elder in town, Deckard Cain can likely help you. And, traps you say? No, I don't know of anyone in town with that sort of knowledge...though Wirt the cripple, such a little bastard, he may have a thing or two to say on the subject. Still, let's get you on the mend before we call on anyone else, hmm? Enjoy a few pints, on the house." Ogden walks to the bar and begins to pour a few brews for the heroes as Gillian returns with Pepin shortly behind. Pepin is an old man garbed in a white tunic with pale skin and stark white hair. Still, he has a calming presence and kindness in his voice. "Ther'll be no need for those just yet master inkeep," Pepin says to Ogden, "Let me take a look at their wounds before we drink their pain away." Pepin calmly walks over to the heroes with a gentle smile and asks, "What ails you my friends?" The question is rhetoric, and Pepin beings his healing work. The heroes are restored to full health, with all spell slots and abilities restored. While Pepin says his healing prayers and applies ointments and bandages, Ogden begins to tell a strange tale... "Masters, I have a strange experience to relate. I know that you have a great knowledge of those monstrosities that inhabit the labyrinth, and this is something that I cannot understand for the very life of me...I was awakened during the night by a scrapping sound just outside of my tavern. When I looked out from my bedroom, I saw the shapes of small demon-like creatures in the inn yard. After a short time they ran off, but now before stealing the sign to my inn. I don't know why the demons would steal my sign but leave my family in peace...'tis strange, no?" With nothing left to say on the subject, Ogden excuses himself to help Gillian prepare the rooms for the heroes. The party is free to roam the town and interact, or simply head back down below. ![]()
Male Human
![]() Upon entering the room, torch in-hand Callum can see that the small room has no furniture, though some paintings lean against the wall but are covered in cloth tarps. Centered on the back wall is a wood and iron chest with a sturdy lock through the chest's clasp. The chest is locked. On the right hand wall, a weapons rack holds a finely-crafted lone bastard sword, while another rack holds a medallion bearing a large skull with pink gems for eyes on a golden chain. ![]()
Male Human
![]() Lightning Trap Damage: 2d8 ⇒ (4, 5) = 9 Callum's quick thinking saves him from the brunt of the the blast, sparring any major injury, or death. Callum takes 5 lightning damage Looking back at the painting, a hole 5 feet in diameter is burned though the center of the painting revealing a room on the other side. ![]()
Male Human
![]() Prometheus: You notice nothing remarkable. Callum: The painting is stuck to the wall, and won't come down. A faint voice hisses from the deep, climbing up from the depths of the labyrinth, climbing until as if right beside the hero's ears, "I am ALWAYS watching, boy!" A beam of lighting erupts from the painting towards Callum and across the room to the far wall. A stroke of lightning forming a line blasts out from the painting towards Callum! Callum must succeed on a DEX save or take lightning damage! ![]()
Male Human
![]() As the party searches the next room, it becomes obvious that this is a private library and study. Dusty tomes and holy texts fill the bookcases scattered around the room's walls beneath the torch light. A lonely desk rests between two bookshelves with a worn, but well-made chair set in front. Digging through the demon's pockets doesn't produce much- 15gp and a few rusty weapons and rotten armor. Callum, during his search of the room and its surroundings, notices that there are scuff marks on the floor where the desk's feet lay. The feet have almost worn a groove in the floor, and look as if the desk has been pushed many times, and several feet, to the left and right of where it sits now. Behind the desk is a giant portrait of a regal-looking man Callum recognizes as the Archbishop Lazarus- this room is in the background. While sorting through the remains of the late demon, Aastaroth comes across a brass key-ring, bearing a single brass key amongst the pile of ash. The key is of excellent quality, though it is clear that it has aged over a long period of time. This key is old. Prometheus, while searching the broad library of scrolls and tomes, finds an ornate tome set apart from the others, like a trophy. It's strange, Prometheus can read the words on the cover, but he can't understand them... ![]()
Male Human
![]() In its panic, Demon 3 fails entirely to defend itself as it takes a barrage from the heroes while it flees. Promotheus lands the final blow, and removes the demon's head from its shoulders with a flash of a kick, bursting the demon's skull across the room in a gory mess. All known enemies are DEAD. ![]()
Male Human
![]() The zeal of Aastaroth's piety erupts from the end of his mace. The holy flames consume Demon Mage 2 in a holy blaze searing the flesh from its black bones. The demon spends its last breath screaming in agony, leaving only bones and ash where it once stood. Demon Mage 2 takes 24 fire damage and is DEAD. With the end of Mage Demon 2's life, the ball of fire it conjured in the doorway is extinguished, leaving the labyrinth dark with torchlight once more. In the other room: Callum's blade rakes across Demon 2's belly, spilling its contents onto the bloody floor. Disemboweled, Demon 2 takes another Crit Effect: 1d4 ⇒ 3 trying to replace its belly for another attack. Demon 2 takes a total 14 damage and is DEAD. Being the only survivor, Demon 3 runs in terror deeper into the labyrinth shouting in infernal in his panic! KILL THEM! KILL THEM ALL, THEY ARE HERE! KILL THEM! Demon 3 takes a bonus action to disengage and then runs his full speed into the next room. Aastaroth and Prometheus may elect to take one attack of opportunity each before their next turn against Demon 3 as it runs passed them. ![]()
Male Human
![]() Attack of Opportunity: 1d20 + 4 ⇒ (5) + 4 = 9 Aastaroth slips past the rusty blade of the demon and escapes for now to heal the critically wounded monk! I envision Aastaroth in the next room with Promotheus and Mage Demon 2 as he is "next to Prometheus". With a cackling tongue, Mage Demon 2 chants an arcane prayer and the ball of fire rolls along the stony floor of the labyrinth to the doorway leading back the way they came! They are cut off from Callum in the next room! The heroes would take significant fire damage to attempt to move through the doorway with the ball of fire there. Mage Demon 2: As a bonus action, Mage Demon 2 rolls the ball of fire into the doorway between rooms and then attacks the wounded monk with fire bolt.
Callum is living up to his heroic reputation and masterfully fending off both demons at once! Callum scatters the demon's blades and stands poised to counter strike! ![]()
Male Human
![]() Dex Save: 1d20 + 0 ⇒ (5) + 0 = 5 Too distracted by the thrill of battle, holy fire engulfs the two demons as they aren't quick enough to escape the inferno. Demon 2 and 3 take 8 fire damage. Mage Demon 2: Is infuriated by the death of the other mage demon. Taking a bonus action to disengage, Mage Demon 2 steps back out of arm's reach. It raises its twisted hands in the air and begins a chant that almost sounds like a dark prayer. Flames conjure between its fingers and form a ball between its hands. With hands overhead, the demon hurls the ball of fire towards Prometheus. Fire Blast: 1d20 + 4 ⇒ (20) + 4 = 24 CRIT Damage=2d6 (12) Fire Damage The critical hit also resulted in your clothes being set ablaze. Prometheus will take Burn Damage: 1d4 ⇒ 3 damage at the start of his next turn and for Burn Time: 1d6 ⇒ 1 more round(s). The ball of fire continues to burn brightly at Promotheus' feet illuminating the entire dark stony room in dancing orange light. At the start of your next turn, you must leave the square you now occupy, or remain in place and make a dex save or take another 2d6 fire damage on a failed save, half on a successful save. Demon 2: Attacks Callum with a ravenous slash! Scimitar: 1d20 + 4 ⇒ (19) + 4 = 23 Damage: 1d6 + 2 ⇒ (4) + 2 = 6 Callum is slashed with the full length of the rusty blade dealing 6 slashing damage. Demon 3: Attacks the priest, still searing from the holy flames.
...but clumsily misses! Demon 1: DEAD
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Male Human
![]() Callum's blade fails to separate the demon from its head, but the blade slashes across Demon 1's throat causing the demon to squeal and wail as it takes its final breath before falling dead into a pool of it putrid blood. Str Save: 1d20 + 0 ⇒ (18) + 0 = 18 Fate Save: 1d20 + 0 ⇒ (15) + 0 = 15 Mage Demon 1: Summons all its fortitude and withstands the knock back of the monk's attack, but is seriously injured in the process. The demon grins with smug pride after shrugging off the push, blood squeezes from between its rotting teeth revealing the damage that's been done. Mage Demon 1 coughs, and then gurgles on its own blood before collapsing from its wounds. Demon 1: -22 HP DEAD Demon 2: Full HP Demon 3: Full HP Mage Demon 1: -23 HP DEAD Mage Demon 2: Full HP ![]()
Male Human
![]() Demon 1: Continues his assault on Callum slashing back and forth with its rusted scimitar. Scimitar: 1d20 + 4 ⇒ (20) + 4 = 24 Damage: 1d6 + 2 ⇒ (6) + 2 = 8 Callum is overwhelmed by the number of attacks and takes a rusty slash across his arm for 8 slashing damage. Multi Attack: 1d20 + 4 ⇒ (8) + 4 = 12 Multi Attack Disadvantage: 1d20 + 4 ⇒ (5) + 4 = 9 The armor does its job and protects the warrior from any more harm, for now. Demon 2: Sees an opportunity to attack Callum while he's injured. Scimitar: 1d20 + 4 ⇒ (8) + 4 = 12 Multi Attack: 1d20 + 4 ⇒ (20) + 4 = 24 Multi Attack Disadvantage: 1d20 + 4 ⇒ (9) + 4 = 13 Demon 2 Is too blood drunk and cannot land a blow on the seasoned fighter. Demon 3: Enraged by the sight of the holy fire attacks the priest with its fury. Scimitar: 1d20 + 4 ⇒ (16) + 4 = 20 Damage: 1d6 + 2 ⇒ (1) + 2 = 3 Multi Attack: 1d20 + 4 ⇒ (12) + 4 = 16 Multi Attack Disadvantage: 1d20 + 4 ⇒ (15) + 4 = 19 Damage: 1d6 + 2 ⇒ (1) + 2 = 3 Aastaroth takes 5 slashing damage. Mage Demon 1: Is infuriated by the monk's audacity and fires a bolt of fire towards Promotheus. Firebolt: 1d20 + 4 ⇒ (4) + 4 = 8
But the spell misses its target and explodes on the nearby wall instead. ACCIO FIREBOLT!!! Mage Demon 2: Snarls at the monk in disgust and hurls another firebolt at Prometheus. Firebolt: 1d20 + 4 ⇒ (9) + 4 = 13 But his attack also sails off into the labyrinth, lighting the darkness and missing its target.
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