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3 - Shraevyn's Tomb


Sellsword

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Amarandé stills as he approaches the casket, gripping his staff tightly as he sways in a non-existant wind. Gasping slightly, glances around the room quickly. "'Ware, all of you. Whether triggered by trap or by master's call, we are about to be set upon. Skeletons, and more animated than I should like."

Loosening his grip on the reins of his hounds, he prepares to ensconce the party in a bless the moment he spots any danger.

Edit- might actually start with a Turn Undead if he registers quickly enough that we're being beset by undead

Edited by Arbuthnott (see edit history)
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"Quickly, form a circle around Amarande so we can help defend each other."

Mandons takes up a position with sword and shield, ready to battle whatever assails them.

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Kordannaghlan Penniesaver (gnome f2/th3) AC 09 Hp 16 thac0 19

 

Falls in line with the others, sword in hand. "Anyone going to pick that up?" He nods toward the sword.

 

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broadsword thac0 19, 1att/rnd, 2d4/1d6+1, spd5; dagger thac0 19 2att/rnd, d4/d3; shortbow thac0 19, 2a/rnd, d6; backstab x2

gnome, common, giant, goblin, kobold

wi/10' passage slope 1-5 d6, wi/10' unsafe walls 1-7 d10, open locks 60%, find traps 45%, move silent 40%, hide in shadows 30%, detect noise 25%,

climb walls 70%

 

 

 

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"Be leery; while this could be any of a number of swords that Shraevyn enchanted, if this is supposed to be the sword of the dales then forget not that Lhaeo said that Randel Morn had already found the mythical blade. Would it have been neatly reset for our convenience in the ensuing week?"

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Kordannaghlan Penniesaver (gnome f2/th3) AC 09 Hp 16 thac0 19

 

"Do we know what Morn looks like? Perhaps this ghostly emanation?"

 

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broadsword thac0 19, 1att/rnd, 2d4/1d6+1, spd5; dagger thac0 19 2att/rnd, d4/d3; shortbow thac0 19, 2a/rnd, d6; backstab x2

gnome, common, giant, goblin, kobold

wi/10' passage slope 1-5 d6, wi/10' unsafe walls 1-7 d10, open locks 60%, find traps 45%, move silent 40%, hide in shadows 30%, detect noise 25%,

climb walls 70%

 

 

 

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image.png.151b17ddb7b385a69020a1d6c0d96023.pngValandil's senses are heightened as he approaches the coffin, a palpable sense of malevolence weighing heavily in the air. The oppressive aura of the room sends shivers down his spine, but he remains steadfast, his resolve unwavering.

Pausing for a few moments to gather his courage, Valandil reaches into the coffin with a steady hand. His fingers brush against the sword's hilt, but he hesitates, a sense of caution staying his hand. Instead, he opts to retrieve the paper tucked into the hilt, curious about its contents.

With a careful motion, Valandil extracts the paper and unfolds it, his eyes scanning the paper for information. His expression remains composed, betraying little of the unease he feels in such darkness. As he looks at the paper, his mind races with possibilities, seeking to unravel the secrets held within.

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Heeding the warning of Amarandé, you brace yourselves against a potential attack. Silence is the only thing that greets you, aside from the gentle fluttering of the phantasmal cloak. Kord continues to examine the ghostly figure closely--it does not look like Randal Morn, at least not according to what you know of him. The garb is antiquated in contrast to the helm that the phantom wears, a helm seemingly possessed of a great level of artifice. If you had to wager a guess, you would wager that this is an image of Shraevyn himself, though to what purpose you cannot discern.

Reaching into the casket cautiously to examine the note, Valandil unrolls the small scrap of parchment to reveal the following:

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You are not given long to wonder over the sequence of events that would lead to such a note being left here before Theoath cries a warning. Extending his divine senses, the entire chamber resonates with the feeling of malice--both present and not present at the same time. There is an air of expectancy to the evil, though also of chaos. The aura is powerful, though muffled somewhat--for lack of a better word. It is a strange sensation, but one that points to obvious danger.

Triggered by no obvious action, you hear the sickening screech of stone grating against stone, and skeletons burst through the wall into this vast chamber. Warned by Amarandé and Theoath, you are ready for the attack.

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Eight skeletons, two of which stand above the others, rush toward you, weapons raised. Four other humanoid creatures lumber slowly forward, their human faces twisted in agony. Judging by their tattered appearance, you quickly deduce that these were probably once a Dales patrol--presumably the same men that accompanied Randal Morn before they were slain.

Empowered by his connection to the goddess Mystra, Amarandé stands before the group, a sense of divine authority gathering as he stares down the oncoming undead. Six of the skeletons reel from Amarandé's power, retreating to the far corners of the chamber, interfering with the advance of the slower, lumbering zombies. The rest continue towards your group.

OOC: Two skeletons remain--the largest--which each tower nearly three feet above the others. They appear to be the animated remains of some type of giant or giant-kin. Four zombies accompany them, presumably reanimated Freedom Riders from Randal Morn's expedition. The six skeletons that were turned by Amarandé have retreated as far as they can into the corners of the chamber--they will not return to the melee unless someone approaches them within 10 feet, at which point the turning will be broken.

As you were made aware of the attack--if not the exact timing--I will give each of you a free surprise round of actions ahead of the first initiative roll (so you get one free round of actions now, then we will roll initiative for the first full round). Surprising groups receive one round of attacks with melee, missile, or magical items. The surprise round cannot be used to cast spells.

Please list your surprise round action as well as your intended actions for the first round of combat!

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Having learned his lesson well from the battle with the spider skeletons, Mandons chooses to battle any available zombies first, leaving the skeletons to those of his colleagues armed with blunt weapons. Once there are no zombies left, he will help mop up any remaining skeletons, prioritising the giant ones.

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Watching the skeletons recoil dispassionately, Amarandé mutters "That's it!" to himself, before whistling sharply to get the attention of his hounds. Throwing down their reins, he barks out "Mawr! Haswy!" directing them to attack the leftmost giant skeleton.

Using what time remains, he begins to sing a soft prayer to Mystra. As his voice gains volume he grasps his staff in both hands and slowly raises it above the ground, and when his chant climaxes he slams the staff into the ground, releasing a pulse of blue light that washes over the room and blesses everyone.

OOC: I know I can't cast spells in the surprise round, but maybe I could make a start casting a spell to reduce the casting time in round 1, so that the bless goes up before everyone's turn? If not, there's nothing I'd choose to do instead, so I'll use the surprise round to direct the hounds but otherwise skip it.

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Kordannaghlan Penniesaver (gnome f2/th3) AC 09 Hp 16 thac0 19

 

"Grab that sword and let's get out of here?" He attacks the leg of the giant skeleton that the dogs aren't on. He will back out of the chamber, swinging at any opponent in reach as he does so

 

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broadsword thac0 19, 1att/rnd, 2d4/1d6+1, spd5; dagger thac0 19 2att/rnd, d4/d3; shortbow thac0 19, 2a/rnd, d6; backstab x2

gnome, common, giant, goblin, kobold

wi/10' passage slope 1-5 d6, wi/10' unsafe walls 1-7 d10, open locks 60%, find traps 45%, move silent 40%, hide in shadows 30%, detect noise 25%,

climb walls 70%

-4ac vs gnoll, bugbear, ogre, giant, titan

 

lgswdmg

lgswdmg rnd1

lgswdmg rnd2

lgswdmg rnd3

 

Name
lgsw
1
1d20 1
dmg
5
1d6+1 4
lgsw
9
1d20 9
dmg
5
1d6+1 4
lgsw
11
1d20 11
dmg
7
1d6+1 6
lgsw
19
1d20 19
dmg
2
1d6+1 1
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With the undead assault beginning, Valandil's determination intensifies. Knowing the importance of the Sword of the Dales to their quest, he swiftly reaches into the coffin and grasps the hilt of the ancient weapon. With a firm grip, he pulls the sword free, its weight familiar in his hand.

As he prepares to face their attackers, Valandil's focus sharpens. His stance shifts into readiness, his eyes scanning the room for the approaching undead.

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Warned of the oncoming attack, you are prepared and react quickly. Before anyone moves, Amarandé is already part of the way through a spell, divine radiance of his goddess Mystra enveloping each of you, steeling you against the melee to come. Mandons and Amaril rush towards the zombies. The half-orc parries several reaching arms, clearing a space for Mandons to race through the group with his sword. Two quick cross-cuts and one of the zombies is severed below the ribs, parts tumbling to the ground.

Amarandé's hounds attack the closest giant skeleton, growling loudly as they surround it and snap at bony legs. Only one manages to connect and is shaken loose as the skeletal warrior turns its attention to the hounds. Meanwhile, Kord races towards the other giant skeleton, sliding between its legs while attempting a cut. It misses, glancing off the huge femur, but the gnome manages to disengage again without harm.

Valandil steps forward towards the casket, reaching in to withdraw the blade. The blade is well-balanced, lighter than he'd expect it to be, and its highly polished steel gives it a mirrorlike appearance. The hilt is inlaid with gold and precious gems, and the whole weapon glows with a soft blue radiance. Though there is no emotion, no intelligence within the steel, the power of the enchantment on the blade is palpable.

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The undead make no reaction when Valandil turns to face them with blade in hand, continuing to lumber forward as warriors and hounds from your party dart between them. Valandil slashes at the nearest zombie, a glancing blow by any measure, but the Sword of the Dales pulses with power, cutting deeply into the creature's leathery flesh, nearly severing the arm.

OOC: The Sword of the Dales functions as a +3 long sword when utilized in combat. It is possessed of other abilities as well, but that's the only one pertinent to this combat.

I'll pause here to take actions for the first round, and give others a chance to catch up. Jack, Theo & Lirion can include surprise round actions if they like. I gave Amarandé the benefit of the doubt with the bless spell, you'll likely need all the help you can get!

So far during the surprise round one of the zombies has fallen to Mandons' blade, another was wounded by Valandil, and one of the hounds gnawed on one of the giant skeletons. The bless spell is in effect, adding +1 to attack rolls going forward. Please post your actions, I'll move forward tomorrow!

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image.png.6812066c692a3b080c16faa0b5b677e0.pngTHEOATH "THEO" GRANGER
Human, LG, Paladin of Chauntea [3]
AC 5 | HP 16


Theo tries to guard his companions with his weapon and shield and Aura of Faith (evil -1 attack w/i 10'). He is calling upon his courage to stand strong against the evil of the undead animation and he strikes the first undead that comes into reach.


 

OoC: He has his aura of protection 10' so stay close friends. Evil -1 attack.

Searching for the evil spirit with Detect Evil 60'.

You mentioned Giant kin so I'm included a 1d8 die roll for damage, just in case that is the closest to me when I attack.

Edited by rauhric (see edit history)
Name
Short Sword attack
19
1d20 19
damage 1d6 small or medium
2
1d6+1 1
damage 1d8 large
4
1d8+1 3
Initiative
9
1d10 9
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Hefting his staff with both hands, Amarandé levels the butt at the nearest skeleton and begins to mutter beneath his breath as he traces its outline; wherever his staff moves, yellow fire flares to life on the giant's bones, casting long shadows across the chamber. If he can, he spreads the Faerie Fire to both of the giant skeletons and all of the zombies, although he prioritises the skeletal foes first and foremost.

As he works, he keeps an eye on his companions as they fight their various battles, and should any of them get grievously injured and fall back he will abandon his casting to instead cast a Cure Light Wounds on them.

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