"There's something amiss on ye old crone. Ye don't seem one of the wealthy folks we've usually seen down here and there's also the bizarre bedrolls collecting dusts at the hallway near the open sarcophagus. What are ye doing here?"
Gralmor says as he gently caress the warhammer, as if eager to pummel some old and frail lady with it if he isn't satisfied with the answer.
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Believer of the almighty one, the Alpha and the Omega, whose love encompasses all of his creations, RNGesus.
Started as a player at time of registration. Started to DM a month later. Hoping to get better as time progresses.
"I don't know what you mean?" The old lady says with a frown. "I told you already, I was captured by these cultists and forced to be their servant and slave. Not sure what else I can tell you... Do you want me to make something else up for you?"
"Well, if you lads are done resting, why don't we be on our way. Think we can find this, "hidden tunnel" based on the directions?" Bulvii says to the group as he stretches.
The old lady walks with you, quiet as she brings you to the secret door. It is around where you spotted the first Fist of Bane with his torch. She points the door out to you and you soon have it opened.
This ten-foot-wide flooded passage is braced at regular intervals by wooden beams. Old torch stubs float on the murky water. It runs North for a bit, then turns West. At the point where the tunnel bends west, you hear echoes of a battle unfolding ahead.
"Oh my..." The old lady says at the sounds from ahead. "Maybe I should let you strapping adventurers check that out without me tagging along..." She falls back to the back of the group, but continues to move along with you.
Are there any preparations you want to make before moving along?
The sounds of combat intensify as you approach the area ahead.
Beyond the hall, a flooded chamber opens up with rough-hewn steps climbing to the south, north, and northeast. The floor buckles up above the water line in the middle of the room, forming a small island. Corpses and doused torches float in the water around the island, atop which two men circle each other with weapons bared. One of the men — a tall, unarmored brute with a greatclub and a scarred face — towers above his opponent but is gravely wounded. The smaller figure is muscular and bare-chested. He clutches a bloody dagger in one hand and a torch in the other, and has no flesh covering his skull.
The two figures step back from each other, eyeing you warily as they also keep an eye on each other.
"Well it seems pretty clear that the one without skin on his face is an evil undead right? That's the one we want to kill?"
Robar draws an arrow and prepares to fire on the shorter of the two targets, but awaits acknowledgement from the rest of the group before joining the fray.
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Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
"Ye folks are thinking this too hard. They're both suspect of being dangerous cultists by exitsting on this place. Shoot first and ask questions later."
Gralmor laughs menacingly as he cast down radiant flames at the skull faced person.
Sacred Flame Dexterity Saving Throw DC 12: 3 Radiant Damage
Rollback Post to RevisionRollBack
Believer of the almighty one, the Alpha and the Omega, whose love encompasses all of his creations, RNGesus.
Started as a player at time of registration. Started to DM a month later. Hoping to get better as time progresses.
Hosted Campaigns: Ale or nothing (Campaign Ended)
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The woman appears to be exactly what she has stated, an old lady captured and enslaved by the cultists.
"If you have not found it yet, there is a secret tunnel just back down the tunnel a bit, that leads onward" She tells the group.
Zogri will reach into his bag and offer the woman a bit of his rations.
We need to proceed and make this place safe. If you wait here we will take you with us.
"There's something amiss on ye old crone. Ye don't seem one of the wealthy folks we've usually seen down here and there's also the bizarre bedrolls collecting dusts at the hallway near the open sarcophagus. What are ye doing here?"
Gralmor says as he gently caress the warhammer, as if eager to pummel some old and frail lady with it if he isn't satisfied with the answer.
"I don't know what you mean?" The old lady says with a frown. "I told you already, I was captured by these cultists and forced to be their servant and slave. Not sure what else I can tell you... Do you want me to make something else up for you?"
"Well, if you lads are done resting, why don't we be on our way. Think we can find this, "hidden tunnel" based on the directions?" Bulvii says to the group as he stretches.
I'm ready when you are. Damrius stands up and dusts his trousers off before grinning to the others
Completing his song of rest Robar nods his readiness as well.
"Shall I take the task of scouting ahead for a while?"
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
"If you wouldn't mind Robar, lead on. Lets see if we can finally put an end to this hive of cultist scum." Bulvii says with interest.
Robar heads to the front of the group, bow at the ready as he moves forward quietly watching for traps or enemies.
Stealth: 19
Investigation: 8
Perception: 24
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
Damrius lights up a penny again and holds it aloft as he follows along behind
The old lady walks with you, quiet as she brings you to the secret door. It is around where you spotted the first Fist of Bane with his torch. She points the door out to you and you soon have it opened.
This ten-foot-wide flooded passage is braced at regular intervals by wooden beams. Old torch stubs float on the murky water. It runs North for a bit, then turns West. At the point where the tunnel bends west, you hear echoes of a battle unfolding ahead.
"Oh my..." The old lady says at the sounds from ahead. "Maybe I should let you strapping adventurers check that out without me tagging along..." She falls back to the back of the group, but continues to move along with you.
Are there any preparations you want to make before moving along?
Gralmor grants himself the boon of guidance before walking next to the walls of the submerged hallway to see what's at then end of it.
As the largest member of the group Zogri will move in the back again and pull out his bow.
He will wait for the others to move out first and quietly move behind them.
(Zogri stealth 4)
Damrius will wrap his hand around the coin dimming the light it puts out
The sounds of combat intensify as you approach the area ahead.
Beyond the hall, a flooded chamber opens up with rough-hewn steps climbing to the south, north, and northeast. The floor buckles up above the water line in the middle of the room, forming a small island. Corpses and doused torches float in the water around the island, atop which two men circle each other with weapons bared. One of the men — a tall, unarmored brute with a greatclub and a scarred face — towers above his opponent but is gravely wounded. The smaller figure is muscular and bare-chested. He clutches a bloody dagger in one hand and a torch in the other, and has no flesh covering his skull.
The two figures step back from each other, eyeing you warily as they also keep an eye on each other.
What do you do?
"Well it seems pretty clear that the one without skin on his face is an evil undead right? That's the one we want to kill?"
Robar draws an arrow and prepares to fire on the shorter of the two targets, but awaits acknowledgement from the rest of the group before joining the fray.
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
Damrius preps a firebolt no face equals bad right? He whispers
What is everyone else doing?
Zogri will stand near Damrius holding his bow aiming at the two.
We are from the Flaming Fist, drop your weapons and noone has to get hurt.
"Ye folks are thinking this too hard. They're both suspect of being dangerous cultists by exitsting on this place. Shoot first and ask questions later."
Gralmor laughs menacingly as he cast down radiant flames at the skull faced person.
Sacred Flame Dexterity Saving Throw DC 12: 3 Radiant Damage