Yes you get a short rest. Nothing seems to bother you in this place, which seems less-evil than any other place in the dungeon so far. Anything you wish to do prior to heading to the stairs down?
Heading back to the stairs, you descend. A short hallway is at the bottom, which runs on East to a chamber.
The ghostly chant fills this room. You can discern a dozen or so voices saying, over and over, “He is the Ancient. He is the Land.”
As you enter this chamber you see 13 nitches along the walls, all looking to contain something. There are also two tunnels that lead onward, both in the wall opposite the one you entered the chamber through. The Southern tunnel seems to slope downward, while the Northern tunnel does not seem to do so.
The cult amassed several “relics” that it used in its rituals. These worthless items are stored in thirteen niches along the walls: severed raven talons A knife carved from a human bone a small chunk of amber resin that exudes an evil aura An 8-inch-diameter varnished orb made from a nothic’s eye a cracked egg containing the remains of a skeletal infant dragon A folded cloak made from stitched ghoul skin A desiccated frog lashed to a stick (could be mistaken for a wand of polymorph) A bag full of bat guano A hag’s severed finger a wooden figurine of a black knight bearing the emblem of a rose An iron pendant adorned with a devil’s face an angelic feather A small wooden coffer containing a dire wolf’s withered tongue
Bernard decides to leave the gold ring to its original owner- pilfering from the dead was not exactly a pastime of his. He enters through the hidden door.
Rollback Post to RevisionRollBack
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral-Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries;Bernard Lionsbane- Solo Curse of Strahd
The chanting stops as you peer into this forty-foot-square room. The smooth masonry walls provide excellent acoustics. Featureless stone pillars support the ceiling, and a breach in the west wall leads to a dark cave heaped with refuse. Murky water covers most of the floor. Stairs lead up to dry stone ledges that hug the walls. In the middle of the room, more stairs rise to form an octagonal dais that also rises above the water. Rusty chains with shackles dangle from the ceiling directly above a stone altar mounted on the dais. The altar is carved with hideous depictions of grasping ghouls and is stained with dry blood.
The water is 2 feet deep. The ledges and central dais are 5 feet high (3 feet higher than the water’s surface), and the chamber’s ceiling is 16 feet high (11 feet above the dais and ledges). The chains dangling from the ceiling are 8 feet long.
Half embedded in the east wall is a wooden wheel connected to hidden chains and mechanisms. A portcullis blocks a passage int he East wall, which you assume leads to the southern exit from the chamber you took the angel feather from.
The hole in the west wall leads to a naturally formed alcove.
Mist rolls off of the top of the dais beneath the altar. Looking at it it reminds you of the strange mist you have seen outside of this house, and which you know protects the border of this strange land.
This post has potentially manipulated dice roll results.
As the chanting halts, Bernard is greeted with silence as he enters the altar room. Warily, he looks at the mist and the water, which could easily conceal all sorts of deadly things.
Perception: 13
If he feels like it's safe to proceed, he'll walk up the dais and inspect the white bundle on the bundle.
Rollback Post to RevisionRollBack
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral-Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries;Bernard Lionsbane- Solo Curse of Strahd
As you reach the top of the dais you see the wrapped bundle resembles the size and shape of an infant wrapped in swaddling clothes
The chanting rises once more as thirteen dark apparitions appear on the ledges overlooking the room. Each one resembles a black-robed figure holding a torch, but the torch’s fire is black and seems to draw light into it. Where you’d expect to see faces are voids.
“One must die!” they chant, over and over. “One must die! One must die!”
The apparitions are harmless figments that can’t be damaged, turned, or dispelled.
Please give me either a religion or insight check, your choice.
This post has potentially manipulated dice roll results.
Bernard is alarmed by the apparitions. His combat instincts fire as he sends a few sacred flames, but he soon realizes that they are mere figments. As the voices grew louder, he looks down at the bundle and tries to think of what to do.
Insight with Guidance: 9+3
Rollback Post to RevisionRollBack
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral-Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries;Bernard Lionsbane- Solo Curse of Strahd
You quickly realize that the aparitions are wanting something from you. You must sacrifice a creature on the altar, or likely something bad will happen... As you think of this the puppy in your pack sticks its head out, letting out a whine as it trembles in fear.
There's a look of anguish in the old priest's eyes. It was a simple sacrifice, much less than the countless he had once condemned to the gallows for the greater good. Yet, Bernard grows determined. He will make no more sacrifices, commit no evils for the greater good. No, he will instead embody the light. And that started now.
He moves to pet Lancelot.
"Don't worry there, little boy. Nothing is going to happen to you."
With resoluteness, he turns to the apparitions. "I refuse your demands. The death cult that has haunted this abode will hold dominion no more. This I swear by the light."
Rollback Post to RevisionRollBack
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral-Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries;Bernard Lionsbane- Solo Curse of Strahd
The aparitions start a new chant... “Come, demon! We awaken thee!” A small earthquake shakes the foundations of the house above, sifting dirt and dust from the ceiling overhead.
Before you, coming out of the westernmost alcove is a rolling mass of decay and rot. Thick tendrils of waste wriggle from it, reaching for nearby surfaces. You can see the tendrils’ grip on the walls tighten with crushing force. As the enormous thing crawls towards you, you see bodily remains of humans buried in its putrid body.
Then, two small, ghostly, figures rise up, standing between you and the petrid mound... You immediately recognize them as Rose and Thorne. Rose's ghostly voice calls for you to flee.
One other item you notice, as this is all happening, is that the mist you saw upon entering this chamber vanishes suddenly.
"We are resting, but could not allow you to face this alone..." Rose's voice comes to your ears even as you slam the secret door closed behind you. As you press your back to a wall, and catch your breath, a vibration can be felt in your feet.
Soon the floor begins to quake, and the ceiling shudders and cracks as debris and dust begin to sift into the air. As the structure groans above your head, it becomes clear that the house is likely to collapse atop you. Even as you realize this you see magots start to crawl out of every crack and crevace in this chamber.
Fleeing from this chamber, you turn and head back up the stairs to the main level of the basement. Soon you are coming up on the 4-way intersection. To the North you know is a dead-end, where you fought some ghouls previously. To the South is the area with the statue of some person, but also is the secret trapdoor you found that leads up to the Den. You could also go West, and head for the stairs up to the attick. What direction do you take?
Rollback Post to RevisionRollBack
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Bernard returns to the crypt, where he had found a measure of peace. His wounds were becoming dire, and he needed some time to rest.
(Short rest is possible?)
For the next hour, he lights some incense and reads through holy scripture.
"May the light invigorate me."
Hit Dice: 24
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
Yes you get a short rest. Nothing seems to bother you in this place, which seems less-evil than any other place in the dungeon so far. Anything you wish to do prior to heading to the stairs down?
An hour of rest has done well for Bernard, and he rises to continue his journey. He briefly brushes a hand over the tombs of the children.
"I promise you, I will end the curse of this house, once and for all."
He heads down the stairs.
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
Heading back to the stairs, you descend. A short hallway is at the bottom, which runs on East to a chamber.
The ghostly chant fills this room. You can discern a dozen or so voices saying, over and over, “He is the Ancient. He is the Land.”
As you enter this chamber you see 13 nitches along the walls, all looking to contain something. There are also two tunnels that lead onward, both in the wall opposite the one you entered the chamber through. The Southern tunnel seems to slope downward, while the Northern tunnel does not seem to do so.
The cult amassed several “relics” that it used in its rituals. These worthless items are stored in thirteen niches along the walls:
severed raven talons
A knife carved from a human bone
a small chunk of amber resin that exudes an evil aura
An 8-inch-diameter varnished orb made from a nothic’s eye
a cracked egg containing the remains of a skeletal infant dragon
A folded cloak made from stitched ghoul skin
A desiccated frog lashed to a stick (could be mistaken for a wand of polymorph)
A bag full of bat guano
A hag’s severed finger
a wooden figurine of a black knight bearing the emblem of a rose
An iron pendant adorned with a devil’s face
an angelic feather
A small wooden coffer containing a dire wolf’s withered tongue
Bernard's distaste for the cult relics is apparent. However, he sees an angelic feater among the piles and picks it up.
"Perhaps Lathander is still with me here, guiding me."
He attaches the feather to his holy symbol before continuing up the northern tunnel.
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
Taking the northern tunnel you find a large chamber with many alcoves, some of those alcoves have doors blocking them, turning them into cells.
The cultists shackled prisoners to the back walls of alcoves here. The prisoners are long gone, but the rusty shackles remain.
Of note though a single skeleton hangs from the back of one of the cell-like alcoves, a glittering golden ring still on its boney finger.
Due to your observant nature, you notice a hidden door in one of the non-cell-like alcoves, leading to the South.
Bernard leans closer to the alcove, inspecting the golden ring to see if it may be magical.
Arcana: 16
Then, he'll check out the hidden door in the southern alcove.
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
(There is no check needed to tell if something is magical, but touching it is required. If you touch it you would be able to sense it is magical.)
The hidden door is unlocked and untrapped.
Bernard decides to leave the gold ring to its original owner- pilfering from the dead was not exactly a pastime of his. He enters through the hidden door.
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
Opening the secret door...
The chanting stops as you peer into this forty-foot-square room. The smooth masonry walls provide excellent acoustics. Featureless stone pillars support the ceiling, and a breach in the west wall leads to a dark cave heaped with refuse. Murky water covers most of the floor. Stairs lead up to dry stone ledges that hug the walls. In the middle of the room, more stairs rise to form an octagonal dais that also rises above the water. Rusty chains with shackles dangle from the ceiling directly above a stone altar mounted on the dais. The altar is carved with hideous depictions of grasping ghouls and is stained with dry blood.
The water is 2 feet deep. The ledges and central dais are 5 feet high (3 feet higher than the water’s surface), and the chamber’s ceiling is 16 feet high (11 feet above the dais and ledges). The chains dangling from the ceiling are 8 feet long.
Half embedded in the east wall is a wooden wheel connected to hidden chains and mechanisms. A portcullis blocks a passage int he East wall, which you assume leads to the southern exit from the chamber you took the angel feather from.
The hole in the west wall leads to a naturally formed alcove.
Mist rolls off of the top of the dais beneath the altar. Looking at it it reminds you of the strange mist you have seen outside of this house, and which you know protects the border of this strange land.
A small, white bundle is visible atop the altar.
As the chanting halts, Bernard is greeted with silence as he enters the altar room. Warily, he looks at the mist and the water, which could easily conceal all sorts of deadly things.
Perception: 13
If he feels like it's safe to proceed, he'll walk up the dais and inspect the white bundle on the bundle.
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
As you reach the top of the dais you see the wrapped bundle resembles the size and shape of an infant wrapped in swaddling clothes
The chanting rises once more as thirteen dark apparitions appear on the ledges overlooking the room. Each one resembles a black-robed figure holding a torch, but the torch’s fire is black and seems to draw light into it. Where you’d expect to see faces are voids.
“One must die!” they chant, over and over. “One must die! One must die!”
The apparitions are harmless figments that can’t be damaged, turned, or dispelled.
Please give me either a religion or insight check, your choice.
Bernard is alarmed by the apparitions. His combat instincts fire as he sends a few sacred flames, but he soon realizes that they are mere figments. As the voices grew louder, he looks down at the bundle and tries to think of what to do.
Insight with Guidance: 9+3
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
You quickly realize that the aparitions are wanting something from you. You must sacrifice a creature on the altar, or likely something bad will happen... As you think of this the puppy in your pack sticks its head out, letting out a whine as it trembles in fear.
There's a look of anguish in the old priest's eyes. It was a simple sacrifice, much less than the countless he had once condemned to the gallows for the greater good. Yet, Bernard grows determined. He will make no more sacrifices, commit no evils for the greater good. No, he will instead embody the light. And that started now.
He moves to pet Lancelot.
"Don't worry there, little boy. Nothing is going to happen to you."
With resoluteness, he turns to the apparitions. "I refuse your demands. The death cult that has haunted this abode will hold dominion no more. This I swear by the light."
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
The aparitions start a new chant...
“Come, demon! We awaken thee!” A small earthquake shakes the foundations of the house above, sifting dirt and dust from the ceiling overhead.
Before you, coming out of the westernmost alcove is a rolling mass of decay and rot. Thick tendrils of waste wriggle from it, reaching for nearby surfaces. You can see the tendrils’ grip on the walls tighten with crushing force. As the enormous thing crawls towards you, you see bodily remains of humans buried in its putrid body.
Then, two small, ghostly, figures rise up, standing between you and the petrid mound... You immediately recognize them as Rose and Thorne. Rose's ghostly voice calls for you to flee.
One other item you notice, as this is all happening, is that the mist you saw upon entering this chamber vanishes suddenly.
Bernard watches in horror. Not at the apparitions chant, nor the mound of rot and decay. Instead, it’s at Rose and Thorn.
He yells, “Did I not put you to rest? Why do you still walk as a spirit?”
Bernard dashes out of this room through the secret door, closing it shut before considering his options.
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
"We are resting, but could not allow you to face this alone..." Rose's voice comes to your ears even as you slam the secret door closed behind you. As you press your back to a wall, and catch your breath, a vibration can be felt in your feet.
Soon the floor begins to quake, and the ceiling shudders and cracks as debris and dust begin to sift into the air. As the structure groans above your head, it becomes clear that the house is likely to collapse atop you. Even as you realize this you see magots start to crawl out of every crack and crevace in this chamber.
What do you do?
Bernard realizes that the end was near. He's done all he could, and it was now time to leave.
He begins sprinting at full speed back to the entrance, utilizing secret doors and shutting them behind him to slow down the mound that was following.
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
Fleeing from this chamber, you turn and head back up the stairs to the main level of the basement. Soon you are coming up on the 4-way intersection. To the North you know is a dead-end, where you fought some ghouls previously. To the South is the area with the statue of some person, but also is the secret trapdoor you found that leads up to the Den. You could also go West, and head for the stairs up to the attick. What direction do you take?