‘Oh and maybe a long rest before we set off to the village? After all he did mention an exotic axe at that location and this club is, erm still a club’
Kost’s tent contains a comfortable traveling suite, including a cot, a chair, a writing desk, supplies, and a chest of clothes. In the chest is a leather bag containing 35 sp, 20 ep, 20 gp, 5 pp, one pearl (100 gp), a potion of healing and a tiny jeweled box (25 gp) which looks to have contained the Ring of Protection
Kost had nothing but his robes, the ring and a quarterstaff
The party rests and then heads off to the ruins of Thundertree.
Near the place where the Neverwinter River emerges from Neverwinter Woods, the trail becomes an old, overgrown lane winding between dilapidated buildings choked in vines and brush.
Ahead of you, in the middle of the settlement, rises a steep hill, upon which stands a stone tower with a partially collapsed roof and an adjoining cottage. A dirt road hugs the base of the hill and wends its way between old stone houses, many of which are roofless ruins with interiors open to the weather. Other buildings appear more or less intact. The whole place is eerily silent.
A wooden sign is nailed to a post nearby. It reads: “DANGER! Plant monsters AND zombies! Turn back now!”
Brand cant recall anything about plant monsters from his training with the church of Horus-Re's acolites and begins to walk towards the cottage entrance, thinking he has mistaken the twig blights for monsters when they are just weird looking plants.
The blights seem to shrink back slightly at Brand's approach, but do not otherwise move.
The building is roofless, with 5 foot crumbled walls and is full of nothing but debris. There are two other buildings close by, on the divergence of the small path up to the door of the cottage Brand is in
Brand unfortunately finds nothing but rubble among the rubble.
The party approaches two more cottages. These ruined, side-by-side cottages look as though they might have been the homes of prosperous shopkeepers or well-off farmers in their time. All that remains are collapsed walls and piles of debris. Several young trees have grown up in the midst of the ruins.
The necrotic energy proves too much for the necromancer and he falls, his body sliding partway down the slope before coming to a stop
The zombies fall lifelessly to the ground, the magic sustaining them dispelled
Brand walks over to Kost, removes the Ring of protection and tosses it to Ol, Brand then loots Kost and then loots the tent.
‘Sorry about all that folks. I’m just a firm believer in dead things being allowed to remain that way.’
Ol flicks the ring in the air before finding an accommodating digit to house it.
‘Shall we do something with this tent?’
‘Oh and maybe a long rest before we set off to the village? After all he did mention an exotic axe at that location and this club is, erm still a club’
Kost’s tent contains a comfortable traveling suite, including a cot, a chair, a writing desk, supplies, and a chest of clothes. In the chest is a leather bag containing 35 sp, 20 ep, 20 gp, 5 pp, one pearl (100 gp), a potion of healing and a tiny jeweled box (25 gp) which looks to have contained the Ring of Protection
Kost had nothing but his robes, the ring and a quarterstaff
The party rests and then heads off to the ruins of Thundertree.
Near the place where the Neverwinter River emerges from Neverwinter Woods, the trail becomes an old, overgrown lane winding between dilapidated buildings choked in vines and brush.
Ahead of you, in the middle of the settlement, rises a steep hill, upon which stands a stone tower with a partially collapsed roof and an adjoining cottage. A dirt road hugs the base of the hill and wends its way between old stone houses, many of which are roofless ruins with interiors open to the weather. Other buildings appear more or less intact. The whole place is eerily silent.
A wooden sign is nailed to a post nearby. It reads: “DANGER! Plant monsters AND zombies! Turn back now!”
Brand stuffs the items in his backpack for sale and enjoys the rest in Kost's tent.
As the read the sign, Brand feels a tinge of excitement, more undead to bamish from the world.
Brand looks at Ol and Lucius, "How are you guys doing? Ready to bury the dead so they stay that way and cut some grass and bushes?"
‘Plant monsters! Laughs Ol. Maybe it’s a good thing I have found an axe yet - don’t want to antagonise an uppity dandelion’
Brand makes his way into Thundertree.
Perception check 13
Many of Thundertree’s buildings have crumbled in the years since the town was abandoned, even as nature threatens to swallow what remains.
Cowering in the shadow of an old tree is a crumbled stone cottage with no roof. Weeds are rampant here.
14
Two twig blights hide among the weeds that flank the cottage’s open doorway.
Brand noticea something odd about the weeds and Stares at the twig blights. Brand scratches his head trying to remember.
"Are those odd looking plants, plant monsters?"
Nature check 1
Brand cant recall anything about plant monsters from his training with the church of Horus-Re's acolites and begins to walk towards the cottage entrance, thinking he has mistaken the twig blights for monsters when they are just weird looking plants.
The blights seem to shrink back slightly at Brand's approach, but do not otherwise move.
The building is roofless, with 5 foot crumbled walls and is full of nothing but debris. There are two other buildings close by, on the divergence of the small path up to the door of the cottage Brand is in
Brand searches the property and the moves onto the next one.
Perception check 22
Brand unfortunately finds nothing but rubble among the rubble.
The party approaches two more cottages. These ruined, side-by-side cottages look as though they might have been the homes of prosperous shopkeepers or well-off farmers in their time. All that remains are collapsed walls and piles of debris. Several young trees have grown up in the midst of the ruins.
10
There are six twig blights among the undergrowth
Brand walks over to the weird plants....draws Talon and pokes one.