This post has potentially manipulated dice roll results.
Wendell keeps going back to the larva's reaction to Neven's body, and tries to recall any references to ooze-related injuries that might match up with what they observed. (Knowledge Nature, +4 included in roll) 21
Wendell keeps going back to the larva's reaction to Neven's body, and tries to recall any references to ooze-related injuries that might match up with what they observed. (Knowledge Nature, +4 included in roll) 21
The rapid breakdown of flesh could be similar to the corrosive effects of an ooze-type monster, but tears and gashes in what remains of flesh and bone seem to clearly indicate a beast with teeth and claws. Wendell really has never encountered or heard of a similar case.
[Balasar is planning to ask if somebody familiar with the catacombs can provide a map or sketch of the layout of the place. Not sure how/when you want to handle that.]
Wendell takes time to inspect his sling and dagger, and make sure both are in easy reach if needed. Once his gear has been confirmed sound, he takes off his bag-hat and withdraws the bound scraps of violet parchment serving as his spell book from within. He begins reading, trying to steady himself for the task ahead as he contemplates and memorizes a spell of warding and defense. Over and over, he mutters under his breath "A dweomer drives their blows aside... A dweomer drives their blows aside..." with one hand raised to his face, as the other makes open circles in the air in front of him with his open palm facing out.
[Before I hand out XP and rewards to our three gallant heroes, would one of you care to summarize what happened for the party members who couldn't make it?]
With Skoth and Elaric indisposed, it fell to Gong, Wendell, and Balasar to investigate the catacombs. The initial foray into the passageways yielded little of interest, outside of a wandering fire beetle and a sarcophagus full of the same black rotten material that had corrupted Neven's corpse. The three adventurers continued into the lower level of the tomb, where the common burial sites were located. While examining some personal effects that were laid with the departed, Gong attempted to return a child's doll to its place on a shelf. Unfortunately, this doll quickly revealed its true nature as a small ooze-like creature and attempted to engulf the monk's hand. A few quick strikes were enough for Gong to incapacitate the amorphous thing, and Wendell placed its remains in a bottle for safekeeping.
Soon afterward, the party happened across a specter in the tunnels. The spirit of the deceased acolyte Neven was wandering the catacombs, still attempting to cary out burial rites after his death. The adventurers watched the specter attempt to pick up a bottle of oil from the shelves before it disappeared through a wall. Gong quickly took the bottle himself while Balasar began trying to force his way through the wall. The loose stone and soil of the wall collapsed through the efforts of the trio, revealing a large chamber containing a table of alchemical reagents, a small altar holding the remains of some unknown deceased person to be prepared for burial, a small cot, and one hostile ratfolk working with the alchemical tools. The ratfolk was in no mood for diplomacy and fired a crossbow at the party, initiating combat.
Balasar and Gong quickly engaged the ratfolk in melee combat while Wendell provided support with his sling. The ratfolk managed to avoid Wendell's shots, but a grievous slash from Balasar's greatsword and several quick strikes from Gong made short work of the rogue. Before the party could relax, however, the ratfolk's pet appeared from a hole in the floor: some twisted mix of rat and dog, its muzzle frothing with a sickening black ooze. The creature spat a glob of the ooze at Balasar, incapacitating him with a fit of severe nausea, and took a flying leap at Gong, knocking him to the ground. Wendell distracted the animal with another shot from his sling, and Gong managed to push it away and rise to his feet. Balasar also managed to shrug off his nausea and attacked the beast, dealing it a heavy wound with his sword. The rat-thing attempted to flee from the assault, only to earn a sharp strike from Gong's staff. The animal collapsed in a stunned heap, and the immediate threat was over.
The party began to investigate the chamber and made a number of discoveries. The hole in the chamber's floor was part of a narrow tunnel leading to parts unknown. The trio hastily sealed the tunnel to prevent anything else from entering until the village authorities could investigate it more thoroughly. Wendell's examination of the ratfolk's corpse and equipment also yielded notes on creating Blackrot Venom, the substance that had corrupted Neven's body and the corpse in the upper level. Apparently, the rat-dog's secretions were the source of this substance. Wendell also found a note written to the ratfolk and speaking of some figure called "the horned one." The only other clue was a pendant on the ratfolk's corpse in the shape of a rat's skull with horns.
Upon examining the remains in the altar, Gong anointed them with the contents of the bottle he had taken from the shelf earlier, and the spirit of the acolyte Neven immediately appeared to recite the necessary burial rites. With his duty fulfilled, Neven's spirit passed on in peace. The party decided to leave the tunnels, bringing the unconscious animal and the ratfolk's corpse as part of their report to the village authorities.
The three companions who cleared the Catacombs each receive 200 xp.
Party members who did not go through the adventure, but who participated in the preliminary investigations, each receive 50 xp.
In gratitude, the city fathers present the party with a sum of gold that comes out to 100 gp per party member, including those who had to sit out the session. In addition, the party receives numerous privileges of the city, including 1/2 price at merchants. This extends to any normal equipment, as well as any magic item of common rarity. To top it off, Sir Maurius grants the party the use of one his personal prizes - a Bag of Holding.
With the assistance of the notes, chemicals, and equipment recovered from the ratfolk's laboratory, the party is able to synthesize a cure for Elaric and Balasar.
The city guard searches every basement, cellar, tomb, crypt, and undercroft in town over the course of several day. They uncover several suspicious-looking tunnels, which they block up. No further ratfolk are discovered in the city, and no more suspicious deaths come to your attention over the next couple tendays.
[You may make whatever follow-up inquiries you wish. I hope to have the next adventure ready by Dec 1st. Happy Thanksgiving everyone!]
This post has potentially manipulated dice roll results.
After hearing of (and reading, if it is available) the note which mentions "the horned one", Elaric begins pouring over various texts and consulting with other sages for any information on such an entity.
[Utilizing Elaric's Research feature, if necessary]
After hearing of (and reading, if it is available) the note which mentions "the horned one", Elaric begins pouring over various texts and consulting with other sages for any information on such an entity.
[Utilizing Elaric's Research feature, if necessary]
History Check: 16
In his researches, Elaric discovers that The Horned One is a minor evil deity peculiar to ratfolk. There is little written evidence regarding his nature, portfolio, or followers, as he does not have a widespread following in Faerun, and most of his worship is secretive and passed on word-of-mouth. Generally, he seems to value death, decay, and corruption, and his chiefest followers are typically necromancers. As far as you can tell, based on the research notes and what you can gather of the cult's goals, the one killed in the catacomb was working on some alchemical means to weaponize dead and decaying flesh. Living creatures with undeath in their bowels, zombies that are walking plague bombs, and chemical necromancy undetectable by magic might all be possible, to name just a few examples. The bizarre canine-rat hybrid (which dies shortly after being captured, exactly why you cannot tell) appears to have been created by largely non-magical means.
Wendell's Journal Entry:In contemplating Elaric's findings I am left with more questions than answers. From all I am aware regarding the chemical processes of life, there is no natural material that can revivify dead tissue, nor any physical process by which a living being can wield the powers of the negative plane without tapping into it. The conclusion therefore seems impossible. Perhaps, though, I must expand my definition of what is "natural" and "Chemical".
Perhaps the process requires an initial burst of innate magic, or something to draw physical matter of some sort from the negative plane to reside on our material world, but does not rely on that magic to sustain the effect. Perhaps, by feeding such a compound or substance to a living thing, it may be possible to alter its bodily processes.
Perhaps, in turn, this creature can refine or reconfigure the matter it consumes into a more potent form. A serpent, after all, need not consume a poisonous herb to produce venom. But even if this is the case, what substance from that realm could reside in any living thing without rotting it away? Might the influences and materials of many planes be at work here? Or does this Horned One offer its followers some divine protection against the rot?
Further inquiry into the nature of this "chemical magic" has turned my attention to the possibility of using planar materials to augment or alter living things. Before such tests can commence, however, I have to actually acquire some planar material to work with. Funds being what they are, I shall have to find a means of securing the stuff myself rather than purchasing it, ideally without killing myself in the process. - Some progress. Lord Van Der Wuulf granted me access to his family library, and it seems that at least one of his forebears had an at least academic interest in magic, particularly in regards to the School of Conjuration. These texts seem particularly geared towards the summoning and binding of planar entities, a task which I have neither the aptitude or inclination to attempt. Nonetheless, there is enough here that I believe I can use this to tease out the beginnings of a spell tailored to matter rather than entities. - This work was a godsend. The author's understanding of conjuration is ordered and well considered. As much as any magic can be, his or her system seems almost intuitive. Still, I've had a difficult time explaining WHY it makes so much sense when I have spoken to Elaric regarding the text. Perhaps the author learned closer to the way I have with many tutors and ancient renditions of spells as a guide, rather than singular instruction? In any case, I think that the principles can be applied elsewhere, and certainly in regards to securing planar materials. - My project has hit something of a snag. I tried the spell I formulated using the Van Der Wuulf treatise, but in spite of ample preparation, it appears to have failed. Not spectacularly, thankfully, but no planar matter came to my call. Perhaps I need experience with the plane in question for this to work? I felt the spell's energy, but without direction, it was like opening a door to nowhere. Though I think I do have experience with the negative plane, I will not try tying the spell there. The risk is too great. I fear I will have to table this project for now. - Something is odd. I mentioned that it felt as though the failed spell opened a door for a moment. Since that time, I have become aware that the door hasn't really closed. I don't know what I did, but I do not know enough to undo it, or what the effect will be. That said, as long as the door does not lead TO anywhere, the risk should be minimal. Nonetheless, I've informed Elaric and Skoth in case there are repercussions I am not aware of. - The door isn't just closing, it's opening wider. This isn't a real door, I must make that clear. It's more the idea that something has opened. It doesn't feel malicious, and thank goodness for that. Nonetheless, I am apprehensive as to the destination of this journey I have unwittingly embarked on. - I think I know what I did now, and while I have recorded the method, I think I will keep the process to myself for now until I better understand the long term consequences. As to the effect, I think I have tied myself in some way to the planes. Looking at the Van Der Wuulf text now, I cannot help but wonder if it was this connection that allowed the author their intuitive understanding of conjuration as a discipline. I cannot say WHICH planes I have been tied to. If anything, it seems a loose connection with all of them. I cannot sense activity on the planes, nor can I actively harness the power of a particular one. Nothing so grand as that, I fear. Nonetheless, I can tap into a small reserve of planar energy that seems distinctly mine, or under my authority. With this, I can reproduce an item I have seen within a few parameters. There seem to be limitations to the range at which I can do this, and the size and weight of the object. In spite of these limitations, this is an exciting development. I can conjure a weapon, should the need arise, and I can even summon a copy of my spell book, should the need arise. Other texts are more difficult to reproduce, sadly, but given the appropriate time to study a book I think I can do it. In a similar fashion, items that I have seen up close possess greater detail than those I have only seen at a distance. Oddly, though, this planar energy seems to be able to fill in a great many mental gaps, and I don't need to picture an object perfectly to conjure in this way. I'm still researching the possible applications and dimensions. This result, though not sought after or planned for, is most acceptable.
Elaric nods feeble agreement and then devotes his concentration to remaining conscious... and not throwing up.
Wendell keeps going back to the larva's reaction to Neven's body, and tries to recall any references to ooze-related injuries that might match up with what they observed. (Knowledge Nature, +4 included in roll) 21
The rapid breakdown of flesh could be similar to the corrosive effects of an ooze-type monster, but tears and gashes in what remains of flesh and bone seem to clearly indicate a beast with teeth and claws. Wendell really has never encountered or heard of a similar case.
Gong accompanies the others back to their quarters. He is unsure of the cause of this grisly murder, but eager to locate and eliminate the source.
Any actions our redoubtable heroes want to take before entering the catacomb?
[Would like to begin the Saturday session at the entrance to the crypts.]
[Balasar is planning to ask if somebody familiar with the catacombs can provide a map or sketch of the layout of the place. Not sure how/when you want to handle that.]
A brother of the temple is able to provide a rough sketch of the layout of the catacomb:
The red x indicates the place the body was found.
Gong spends his remaining time before the mission in quiet meditation.
Wendell takes time to inspect his sling and dagger, and make sure both are in easy reach if needed. Once his gear has been confirmed sound, he takes off his bag-hat and withdraws the bound scraps of violet parchment serving as his spell book from within. He begins reading, trying to steady himself for the task ahead as he contemplates and memorizes a spell of warding and defense. Over and over, he mutters under his breath "A dweomer drives their blows aside... A dweomer drives their blows aside..." with one hand raised to his face, as the other makes open circles in the air in front of him with his open palm facing out.
Loot from latest session:
Multiple Daggers
Crossbow+ bolts
Various Alchemical Fluids
Notes on the process of creating the Blackrot Venom and the monster that can excrete it. Note is in in an unknown language
Note instructing the bearer to "glorify the horned one one", also in an unknown language
Studded leather jack.
Silver pendant in the shape of a rat skull with horns.
Some sort of slime in a jar.
[Before I hand out XP and rewards to our three gallant heroes, would one of you care to summarize what happened for the party members who couldn't make it?]
With Skoth and Elaric indisposed, it fell to Gong, Wendell, and Balasar to investigate the catacombs. The initial foray into the passageways yielded little of interest, outside of a wandering fire beetle and a sarcophagus full of the same black rotten material that had corrupted Neven's corpse. The three adventurers continued into the lower level of the tomb, where the common burial sites were located. While examining some personal effects that were laid with the departed, Gong attempted to return a child's doll to its place on a shelf. Unfortunately, this doll quickly revealed its true nature as a small ooze-like creature and attempted to engulf the monk's hand. A few quick strikes were enough for Gong to incapacitate the amorphous thing, and Wendell placed its remains in a bottle for safekeeping.
Soon afterward, the party happened across a specter in the tunnels. The spirit of the deceased acolyte Neven was wandering the catacombs, still attempting to cary out burial rites after his death. The adventurers watched the specter attempt to pick up a bottle of oil from the shelves before it disappeared through a wall. Gong quickly took the bottle himself while Balasar began trying to force his way through the wall. The loose stone and soil of the wall collapsed through the efforts of the trio, revealing a large chamber containing a table of alchemical reagents, a small altar holding the remains of some unknown deceased person to be prepared for burial, a small cot, and one hostile ratfolk working with the alchemical tools. The ratfolk was in no mood for diplomacy and fired a crossbow at the party, initiating combat.
Balasar and Gong quickly engaged the ratfolk in melee combat while Wendell provided support with his sling. The ratfolk managed to avoid Wendell's shots, but a grievous slash from Balasar's greatsword and several quick strikes from Gong made short work of the rogue. Before the party could relax, however, the ratfolk's pet appeared from a hole in the floor: some twisted mix of rat and dog, its muzzle frothing with a sickening black ooze. The creature spat a glob of the ooze at Balasar, incapacitating him with a fit of severe nausea, and took a flying leap at Gong, knocking him to the ground. Wendell distracted the animal with another shot from his sling, and Gong managed to push it away and rise to his feet. Balasar also managed to shrug off his nausea and attacked the beast, dealing it a heavy wound with his sword. The rat-thing attempted to flee from the assault, only to earn a sharp strike from Gong's staff. The animal collapsed in a stunned heap, and the immediate threat was over.
The party began to investigate the chamber and made a number of discoveries. The hole in the chamber's floor was part of a narrow tunnel leading to parts unknown. The trio hastily sealed the tunnel to prevent anything else from entering until the village authorities could investigate it more thoroughly. Wendell's examination of the ratfolk's corpse and equipment also yielded notes on creating Blackrot Venom, the substance that had corrupted Neven's body and the corpse in the upper level. Apparently, the rat-dog's secretions were the source of this substance. Wendell also found a note written to the ratfolk and speaking of some figure called "the horned one." The only other clue was a pendant on the ratfolk's corpse in the shape of a rat's skull with horns.
Upon examining the remains in the altar, Gong anointed them with the contents of the bottle he had taken from the shelf earlier, and the spirit of the acolyte Neven immediately appeared to recite the necessary burial rites. With his duty fulfilled, Neven's spirit passed on in peace. The party decided to leave the tunnels, bringing the unconscious animal and the ratfolk's corpse as part of their report to the village authorities.
The three companions who cleared the Catacombs each receive 200 xp.
Party members who did not go through the adventure, but who participated in the preliminary investigations, each receive 50 xp.
In gratitude, the city fathers present the party with a sum of gold that comes out to 100 gp per party member, including those who had to sit out the session. In addition, the party receives numerous privileges of the city, including 1/2 price at merchants. This extends to any normal equipment, as well as any magic item of common rarity. To top it off, Sir Maurius grants the party the use of one his personal prizes - a Bag of Holding.
With the assistance of the notes, chemicals, and equipment recovered from the ratfolk's laboratory, the party is able to synthesize a cure for Elaric and Balasar.
The city guard searches every basement, cellar, tomb, crypt, and undercroft in town over the course of several day. They uncover several suspicious-looking tunnels, which they block up. No further ratfolk are discovered in the city, and no more suspicious deaths come to your attention over the next couple tendays.
[You may make whatever follow-up inquiries you wish. I hope to have the next adventure ready by Dec 1st. Happy Thanksgiving everyone!]
Ah, the harmonious sound of a shiny new level.
After hearing of (and reading, if it is available) the note which mentions "the horned one", Elaric begins pouring over various texts and consulting with other sages for any information on such an entity.
[Utilizing Elaric's Research feature, if necessary]
History Check: 16
In his researches, Elaric discovers that The Horned One is a minor evil deity peculiar to ratfolk. There is little written evidence regarding his nature, portfolio, or followers, as he does not have a widespread following in Faerun, and most of his worship is secretive and passed on word-of-mouth. Generally, he seems to value death, decay, and corruption, and his chiefest followers are typically necromancers. As far as you can tell, based on the research notes and what you can gather of the cult's goals, the one killed in the catacomb was working on some alchemical means to weaponize dead and decaying flesh. Living creatures with undeath in their bowels, zombies that are walking plague bombs, and chemical necromancy undetectable by magic might all be possible, to name just a few examples. The bizarre canine-rat hybrid (which dies shortly after being captured, exactly why you cannot tell) appears to have been created by largely non-magical means.
Wendell's Journal Entry: In contemplating Elaric's findings I am left with more questions than answers. From all I am aware regarding the chemical processes of life, there is no natural material that can revivify dead tissue, nor any physical process by which a living being can wield the powers of the negative plane without tapping into it. The conclusion therefore seems impossible. Perhaps, though, I must expand my definition of what is "natural" and "Chemical".
Perhaps the process requires an initial burst of innate magic, or something to draw physical matter of some sort from the negative plane to reside on our material world, but does not rely on that magic to sustain the effect. Perhaps, by feeding such a compound or substance to a living thing, it may be possible to alter its bodily processes.
Perhaps, in turn, this creature can refine or reconfigure the matter it consumes into a more potent form. A serpent, after all, need not consume a poisonous herb to produce venom. But even if this is the case, what substance from that realm could reside in any living thing without rotting it away? Might the influences and materials of many planes be at work here? Or does this Horned One offer its followers some divine protection against the rot?
Wendell's Journal Entry:
Further inquiry into the nature of this "chemical magic" has turned my attention to the possibility of using planar materials to augment or alter living things. Before such tests can commence, however, I have to actually acquire some planar material to work with.
Funds being what they are, I shall have to find a means of securing the stuff myself rather than purchasing it, ideally without killing myself in the process.
-
Some progress. Lord Van Der Wuulf granted me access to his family library, and it seems that at least one of his forebears had an at least academic interest in magic, particularly in regards to the School of Conjuration. These texts seem particularly geared towards the summoning and binding of planar entities, a task which I have neither the aptitude or inclination to attempt. Nonetheless, there is enough here that I believe I can use this to tease out the beginnings of a spell tailored to matter rather than entities.
-
This work was a godsend. The author's understanding of conjuration is ordered and well considered. As much as any magic can be, his or her system seems almost intuitive. Still, I've had a difficult time explaining WHY it makes so much sense when I have spoken to Elaric regarding the text. Perhaps the author learned closer to the way I have with many tutors and ancient renditions of spells as a guide, rather than singular instruction? In any case, I think that the principles can be applied elsewhere, and certainly in regards to securing planar materials.
-
My project has hit something of a snag. I tried the spell I formulated using the Van Der Wuulf treatise, but in spite of ample preparation, it appears to have failed. Not spectacularly, thankfully, but no planar matter came to my call. Perhaps I need experience with the plane in question for this to work? I felt the spell's energy, but without direction, it was like opening a door to nowhere. Though I think I do have experience with the negative plane, I will not try tying the spell there. The risk is too great. I fear I will have to table this project for now.
-
Something is odd. I mentioned that it felt as though the failed spell opened a door for a moment. Since that time, I have become aware that the door hasn't really closed. I don't know what I did, but I do not know enough to undo it, or what the effect will be. That said, as long as the door does not lead TO anywhere, the risk should be minimal. Nonetheless, I've informed Elaric and Skoth in case there are repercussions I am not aware of.
-
The door isn't just closing, it's opening wider. This isn't a real door, I must make that clear. It's more the idea that something has opened. It doesn't feel malicious, and thank goodness for that. Nonetheless, I am apprehensive as to the destination of this journey I have unwittingly embarked on.
-
I think I know what I did now, and while I have recorded the method, I think I will keep the process to myself for now until I better understand the long term consequences. As to the effect, I think I have tied myself in some way to the planes. Looking at the Van Der Wuulf text now, I cannot help but wonder if it was this connection that allowed the author their intuitive understanding of conjuration as a discipline. I cannot say WHICH planes I have been tied to. If anything, it seems a loose connection with all of them. I cannot sense activity on the planes, nor can I actively harness the power of a particular one. Nothing so grand as that, I fear. Nonetheless, I can tap into a small reserve of planar energy that seems distinctly mine, or under my authority. With this, I can reproduce an item I have seen within a few parameters. There seem to be limitations to the range at which I can do this, and the size and weight of the object. In spite of these limitations, this is an exciting development. I can conjure a weapon, should the need arise, and I can even summon a copy of my spell book, should the need arise. Other texts are more difficult to reproduce, sadly, but given the appropriate time to study a book I think I can do it. In a similar fashion, items that I have seen up close possess greater detail than those I have only seen at a distance. Oddly, though, this planar energy seems to be able to fill in a great many mental gaps, and I don't need to picture an object perfectly to conjure in this way. I'm still researching the possible applications and dimensions. This result, though not sought after or planned for, is most acceptable.
George's character ability score rolls (to keep me honest):
12
17
13
13
12
13
10
Eugh, ouch. Was hoping for at least one 17-18.