City of Crypts

That's not how you get Lichloved!!

She got inside me!
Sun 12/6

Bill won’t draw a map.

Rob and Bill are assholes.

The next room we enter, over a MONTH later, is a rectangle with pillars and no furniture. Midians. Such bad decoration sense. There is also mist in the room.

Shambling Fetid Corpses appear in the mist while the Creepy Kid is “filling holes”. 14 AC, 10’ aura Con DC 12 (Poison) vs Staggered, -1 Dex saves, no double dmg from radiant, immune poison, charm and exhaustion, full dmg slashing.

The next room has more pillars and a glowing red circle, flashing light of Zalkar the Painbringer, waves of arcane energy washing over the arcane casters. The rest of us sun walk from the room and peer from the corners as the half-elf necrovoker touches the circle, taking 15 necrotic. Now a black triangle appeared in the center with a chain. It’s covered in Midian B. Invocation against the forces of night and death. The half-elf picks it up and “stores it”.

In the next room there are sarcophagi, cracked, leaking green fluid pooling in the center. After we go inside, the three cracked ones have thin humanoids with greenish skin covered in carved symbols in their skin, long skulls and over sized jaws with sharp teeth.

Acid Ghouls, when hit acid leaches onto the weapons (Con save), spit acid for 3d6 (Con 1/2) once per 2 rds, took full dmg from slashing, vulnerable fire, immune necrotic, necrotic dmg heals them.

2 Cure Light Wounds scrolls, 2 scrolls Neutralize Poison, 1 Sealed Urb (welded shut), 400g.

The half-orc uses the lid from the sealed sarcophagus to get past the acid to pop up a cracked one. Doing so acid gushes out and splooshes over him.

Next room has 4 columns covered in alternating plates of bronze and iron, with mummified corpses chained to them. And also chains hanging from ceiling with skulls on the end. When the half enters the chains rattle and the skulls sway. When the half-orc enters 4 skeletons with chains hooked into them, they spider like scrawl around to get to them.

Resist necrotic, full slashing, full fire, Dex save even, ac 13, can shoot chains and slide people.

500gp, 500gp, 2 potions of spider climb, 2 scrolls 1 divine spells

Next room sounds like a weird crackling fire coming out of it, 5 sarcophagi, four standing up on the walls, one in the center made of iron on a dais. Fire and smoke are leaking out of the edged of the main sarcophagus. Chained to the 4 are skinny pale chicks, bodies covered with smoking midian glyphs. Long reddish hair dripping blood and the same for their eyes.

When the group walks in, they speak in Midian “Zaitha-ib-teroth” is the person inside of the sarcophagi, spoken by the shark teethed women. She is here in a place of honor from the Lord we already killed. Girls do Int drain, chant in Midian to shoot bolts, normal dmg from fire, when the Necrovoker walked into the middle of the room his skin broke out in gangrene and took necrotic damage, ac 14, they can cause bleed, scream for Wis save, when the half orc moved in he took necrot like the half elf. He moved in 3-4 hexes. 2d6 psychic dmg at will with eye contact, can dissolve and absorb into your skin.

Search the room and the primary sarcophagi. Pop a chest, inside staff made of dark wood with runes and a glowing gem (+1, stores 3 spell levels), 1000gp, 750gp, copper midian death mask +1 Wis/Int 3/day, 250gp, sphere of crystal with a heart and clear fluid inside beating (immune charm), then identifying the chain (resist necrotic 3/day)

When the half-orc pops the main sarcophagi there is an earth shattering boom. Took fire damage. Charred corpse inside. Loot her skull.

1200 exps each. Last session 2600 exps each.

Head back to town. Bard points out that shouldn’t wear Midian items into town. Real Midians snuck in and now they kill Midians on sight.

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MINIdian Me

I not only got to save an elven princess, but I got to look up her skirt too!
Sun 11/1

Female elven ghosty, wispy and see through, mithril chain and breastplate with hoes in it, pleaded with us to leave so she doesn’t have to kill us. Spiked chains wrapped around her leading back to the sarcophagus.

I charged her, she materializes and her flesh is rotting and stitched together with shark teeth and creepy glowing bug eyes. With her are 6 wights and 3 mummies.

Wights are not resistant to necrotic or thunder, deal necrotic dmg,

Mummies have the same Rotting Fist (Necrotic and Phys, 5 dice), +0 Con, not vuln radiant, immune necrotic,

The elf ghost used unholy smite but missed, only +2 Con save, resistant to necrotic, Lady Barathiel, uses psychic attack on me for 2d6 psychic barrage, unholy smite = 11 necrotic wis dc 12 for fear,

Try to break one of the links on the chain, get a 20, black energy crackles around me as the chain begins to break. I fail the second round. The Necro cast snowball swarm, then the sarcophagus burst forth with black necrotic energy, vaguely man shaped form made of this energy, has a brightly polished copper mask. He says, “I have had enough of you halfling!” 3 rds later manage to break the chain with the assist of the Ruthani Druid cantrip to break the chain.

Boss “Doom Bolts” me, does 19 dmg necrotic, save vs wis dc 11 stun, did full dmg on a save, also “Curse of Doom” dc 12 Wis, I fail and get reddish outline (faerie fire + ext dmg),

Boss is vuln Radiant, immune necrotic, normal dmg from fire,

When I break the chain we all heal up to half of the max hp each. It also casts Remove Curse and gets the curses off of the half-orc and myself. Also get adv on next attack vs boss. When the half orc kills the boss, all of the undead disintegrate.

Bright white glow fills the room, ty for saving me, you have my eternal gratitude, +1 Insp for all but the necro. Search the room and sarcophagus.

Loot: 1200g, 500gp, 500gp, 500gp silver midian goblet (drink 3/day prot from good), set of black midian silk robes (1 Ac armor, doesn’t count as armor), midian copper death mask +1 ac, black iron enchanted war staff (quarterstaff, necrotic dmg, +1D6 dmg on crit), 3 potions of healing, 3 scrolls (lvl 1 arcane spells), 3 scrolls of remove curse, cloak of fire resist.

Potions: 1 Micky, 1 Robert, 1 Rob. Scrolls: 1 Shawn, 2 Rob. 1 Staff Robert. Mask + Robes Micky. Green Hand will buy goblet. Cloak Fire: Robert. 2 Remove C on Shawn and 1 Remove C on Rob. Ixnay, I take Robert’s cloak and he takes the mask.

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The Half Dmg Club is Pretty Cool isn't it?

Sun 10/25

Weird flickering purplish light from the room ahead of us, twists and turns in corridor. Inside the room are 4 pillars carved from purplish black rock. Roughly finished with skull motifs, and the skulls eyes are flashing with a weird rythmic effect.

Thick coating of dust in the room, not cleaned like the rest of the dung. Chained to the pillars are a lot of skellies. Can’t find physical traps in the room. The pillars are not traps, but have hostile magic.

When we enter the room the dust under our feet swirls and the skeletons get up, clanking their chains.

The skeletons are bound in chains and have a weird crackling purplish energy covering them that makes our hair stand on edge. Even the Necromancer doesn’t like it. Purple energy crackling on the chains as well. They seem to be a magical effect, not a binding.

Skeletons were not super good at Dex saves, cold did full dmg, resist slashing. Fire did full, Necrotic did full, Do bonus “impact” dmg on crits, first one killed the chain retracted into the pillar as if absorbed, extra hp, 12 ac, vuln radiant, not resist bludg, when the die they crumble into the dust covering the room.

Sidebar: The Half Dmg Club is Pretty Cool isn’t it?

Loot: weird fragments of weird glass like substance.

We leave the dungeon and head back to the town to get in a Long Rest. We barely make it back before they lock the gates. Clustering at the gates, people who are not entering the city. One grp is Tarak Nomads, others are poor adventures, some others dressed in buck sins with face paint and feathers. Celtic vibe.

Going in, soft cultured urbane voice, man in exquisite robes, asks for a moment of our time. Invites us to sleep in his camp. He offers to make it worth our while. Holds up a single black coin. We decide to take the offer for the coin.

He is from the Talathos, wants to know if we have considered his offer. The Necro and Half-Orc say they are not interested in his offer. Creepy Kid calls him a false religion. I tell them no, Zhon doesn’t like them. The NPC’s hanging with the Ruthani.

I manage to stop the Necro from grabbing the black coin. Scoop it into a pouch and then let the Necro hold it. We join the Ruthani. They have decent food and beer. They freeze when we enter, staring at the Necro radiating evil. I put my hand up, say he’s cool, and go grab a beer. The druid has been chatting with their leader. Ripped bastard. She’s been whispering to him. One of the girls says’s he not cool. One of the Ruthani. The Necro asks Muffy to stand up for him. She says he’s horrible evil with soul stealing items, but he’s totally cool. I like him. The Necro gives a thumbs up.

The leader stands up, and I recognize the Ruthani and wolf girl who approached us from the Green Hand before. They are submissive to the leader of this group. They call us over. Gave the Necro a beer.

We go talk to them, I explain that until Talazhon throws in an offer I;m gonna try to veto all votes. They bring up that non-recruited grps will likely be targeted eventually by the Order of the Circle. Kill the unknown. Drink beer and sleep. Head back to the dungeon after sunrise.

Head back to dungeon, enter and go back to the room past the skeleton chain room. There are 4 pillars in the room, same purply energy with the faces, but no skeletons attached by chains. Across is an iron sarcophagus with black energy leaking from it.

Enter the room and a purply elf girl appears in bent and rent armor, bandaged like a mummy. Terrible wounds on her and wrapped with chains like from the previous room. She looks at us and says, "Brave adventures, I have been bound to guard the Tomb of ‘x’. Please leave here and loot any other rooms. I stare at the half-orc like he’s nuts.

I charge, she materializes into what she looked before but solid. There a 4 Wights and 2 Mummies.

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Voxis Christ

I’m just hear for the suck. Who uses a crossbow? At least I hit.
Sun 10/11

The brd pulls the necro and me aside, she last this last room only serves 2 purposes. It’s either a ritual for energy and laerted everyone we’re here, or it’s for amusement. I say we need to clear the room behind us to make sure we dont get jumped.

Weird green glowing in room, runes form around me, I run. The runes go away wehn I run. The half orc and the cleric go back in and strange intermittent noises, like muttering from a distance, start up. And the glowing green runes start up, on the walls and around people inside.

No traps, took 3 of us entering the room beforee the mobs jumped us. Vague human shapped blobs of green fire. Resistant to dmg. Vuln cold. We wasted them but the Necro killed 3 of them with Snowball Swarm blowing them up.

The fires go out in the coffins. We search as the runes fade from the wall and the muttering ends. The bard bitches.

Loot: 2 potions of healing (micky, doug), potion (red fluid, fire resistance 1d6 rds), 800gp

We hear low muttering from off in a distance down the dungeon. The lock and I notice the bard is taking notes off of a wall and making rubbings so I copy her notes. She noticed and I ask her what she’s doing. She won’t tell me what she was doing. We take a short rest.

During the short rest we heard a gonging nise for 2 min.

The next room I find an arcane trap and I disarm it. There is a creaking and clicking on one of the tiles as i depresses. Large statue and 6 pillars. We can hear a slow dripping noise in the room. Statue of The Painbringer, the statues is leaking blood from runes carved into it.

Checking the altar, there are religious items. I check it out and a low noise fills the room, low moaning. There is a brief purple flame around me and then it fades.

Dagger, weird looking with a curve and jagged indentations. 1’ long with gentle curve and a ruby on handle. It has a palpable sense of evil. (Magic wpn, if death blow, heals user 2d4 hp, Taint 1) Two electrum death masks (500gp each). Elven skull covered with gold and silver with Midian C carved into it. The skull radiates evil as well. (Taint 1, +1 DC’s on spells)

As we are searching the blood from the statue flows down and forms a large pool at the base of the statue. 8 humanoid shapes, dark rusty red bloodish shapes, amorphous, come forth. Resistance to normal dmg. Immune necrotic. Vuln Radiant. Str Drain. Deals only Necrotic dmg. Blood Shadows. Vuln Fire. The bubbly fluids fade away and sublimate.

Voxis Christ, I’m just hear for the suck.

Next room, after short rest to heal str drain, find room with a large sarcophagus made of black stone, vry tall. Room is distrubingly cool and damp. When we get close, it has an effigy of a skeleton in robes on top. There is cold air wafting around it. Psychic trap goes off, and there is a physical too. I fail and see disturbing images on the wall. Disarm physical trap.

After the murals fade there is no feeling in my head, after I took the dmg. We pry open the sarcophagus. There is a weird sound from the walls, a squelching noise. There is a sound from the walls like wet fles tearing, 5 Midian Corpses drop down.

When we crack the lid smoky tendrils reach out with clawed hands no the end and attack me and the half orc. The boss is Resistane to Necrotic, Vuln to Radiant. The cleric Guiding Bolt blasted the boss.

Search the room and find 1 midian silk robes (500g), 1000 gp, 1 copper death mask (300gp), long rod elaborate runes (?)

Check the next rom to the south (of 2 options), filled with pedastals with skulls on top chanting in midian c. Central skull has runes and is weeping blood and making the gurgly noises. There is a figure in purplish red and black robes. It’s humming and polishing the robes.

I say, “Greetings” in Midan C. He says they have not had visitor in some time. Are we offering our skulls in offering to the “bull shit Midian NPC”? We crap him, robes are 50 gp. The main skull begs us to kill it. I kill the dagger. If you kill something with immunity to necrotic the dagger drains hp from me. We take the skull with it.

The skulls in the room are worth 100gp each, 1800gp.

We go back to the next room to the south, and break for the night.

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A Bard, a Druid, and a Cleric walk into a bar. No it isn't Micky.

“You’re tolerable now.”
Sun 10/4

The monk is off looking for space to make a brewery and the cleric is off praying. We take a week of down time and I start losing gold in dragon poker. The Necro and the Kid interview cleric replacements.

1st is a skinny guy in mixed leathers with a mace and shield. Has a twitch. He seems clumsy and inept. The necro and the kid tell them they’ll get back to him. He bumps into Shawn, a serving girl, and me. He’s overly and creepily apologetic.

2nd is a guy in ill fitting chain, long scragly hair and one eye is bigger with a lot of white in it. He doesn’t smell good at all. He needs to be paid in advance to pay off his room debt. And some gear upgrades as well. He looks around nervously when he gets up and three rough looking thugs follow him out back.

While playing dragon poker there is a really attractive girl playing who stands out and I end up losing 20g of my own money. I lose more gold. Sianna Goldsong (Sienna). She is skinny and probably has else blood in her. She starts hitting on me and I recriprocate. I find out she’s a Bard and give her a manual. She’s a 3rd level.

3rd has white junk on his face with eye shadow. Has mowhawk and dark purle robes. He acts refined. He’s been here 2 years and worked with other groups. Malador. He does melee and ranged dps.

4th is a female halfling. She asks if we are looking for a cleric. She says that’s awesome!! She’s a cleric! She’s a cleric of Zhara, the Laughing Goddess. Her last group disbanded and went elsewhere. They left a note and all. The Kid says mentally that this one seems expendable. The Necro agrees.

The Kid says she is hired but doesn’t join the Bond. She seems dissapointed. But she’s immediately pumped and perky. Muffy Honeydew, bubble gum pink hair. Level 3.

I ask the group if they want to bring a Bard along. The Kid is against it. A weird musty scent like franescense and murr. A guy in black robes covered in dust and wrapped in bandages with a face wrap. He says he heard we were looking for a cleric. He worships a Neutral deity. Mhorem. He heals.

The Kid went off to find the stinky cleric. He gave the bum 5 gold for saying that he thought the cleric stunk to him. He blows it all on beer. I go to the safe house to see the Tomb Robber’s Guild. The beggar calls Sianna a cunt. She’s card sharking and they don’t know how. The Mhoremite is just creepy. Muffy Honeydew has been kicked out of three groups.

The half-orc asks about dropping by the blacksmith. I refuse to go. So he goes on his own. They’re still working on it. Get back to the Lich and the Virgin to talk to Yagra. I explain the offers. He says the Ruthani and Talathos have recruitment issues and need people. The Order of the Circle is better organized than them. The Pantheon probably won’t offer. The Talahzon are probably waiting to see if we don’t burn out.

We decided to hire the bard (against the Kids advice) and Muffy Honeydew. We drop a tip with the bartender. A day later a new girl arrived and left a note for me saying she heard we were hiring. There’s a note with her room number. We go in and adv gear is pushed to one side in a bare room. A human woman by the windowsil peering out, in chain, bow, swords, and is feeding a large spider.

She says I look delicious and heard we were looking for party members. She can kill things and off heal. She is a druid. She’s flirty with me. Iylara Blackraven (Eye-lara). She’s with the Green Hand. The red tattoos indicate she’s with Synne. Synne’s religion has super hot chicks but have an anti-patriarchy. Neutral Evil.

We will get back to her. A servant drops off a msg from the barkeep. I read the note. It’s from Zheist. We didn’t check in with him about The Litany. We tell him we never found it. When we describe the room he says that the demon we killed was The Litany.

We ask for more specifics next time. He gives us a new dungeon. It’s tougher than what we handled last time. It’s a relatively untouched complex with an active Midian undead in it. He wants us to get him an elborate magical skull (1000g), scrolls on Midian religious practices (500g) its in a trapped tube. The Midian buried there is awake and active. Not sure on creature type. The Talathos is interested in this tomb.

The bard is trying to shark people again. I pull her aside and tell her I don’t need her sharking me. She says I could do a a favor for her later. Just so long as it doesn’t get me into trouble with the Guild or the party. We shake on it.

Final day I go find the Bard and ask if she was interested in the dungeon. I convince her to come along. We all head out after the cleric shows up. Muffy shows up super stoked. Before we leave the bartender gives me one more note from the kid instead. It’s from Yagra, we should keep our eyes open for him. The intelligent undead that exist are usually lethargic. It’s rare from them to be up and and about running business means he’s involved in a larger scheme. Also some of the afctions may be using this as a test to see how we meet their requirements. The bard acts snippy when I don’t show her the note.

When we get to the front gates the druid is there asking why we left without her. She says she got a note saying we wanted her to come. I check the note, it’s my handwritting. The Kid says we might need her since this is a harder dungeon. We hire her. Ideas on who this might be. Not magical. The bard and the druid don’t seem to like each other. “Bitch!” “Cunt!”

Through ruins on 3rd mesa, a public building of some sort. A spot looks like there was a sizeable magic fire fight with smouldering purple and blue crackling energy around them. One of these craters recently collapsed as the energies exploded. We make our way through the foundation to a large hole that goes 10’s down.

There are signs of a frayed rope tied off of one side of the hole and climbing tools. I get lowered down and cast light. I see another rope we missed with a corpse hanging from it. Looks a week old. The corpse screeches, it has shark eyes and starts clawing at me. It did physical and necrotic dmg when it clawed me. Resistant to dmg and a bonus on Wis saves. 13 AC.

The half orc jumps down. It’s a chamber like a cistern. Wall is manufactured from nature but there are cracks. There is a hole facing north in a wall. Someone walled off some stairs and it was broken into previously. Mr Scuttles is the name of the spider.

Down the corridor I went into to escape damage there are two corpses I almost tripped over. Looks like the first group here might have full wiped before they got to the first room. They are Dried Corpses, strng zombies with fear effects, 20’ move. The resistance is against non-magical.

150 gp

Purply strobe light coming from room down to the right.

The druid is snarky and likes to joke, also brave. The bard is paranoid and looks out for herself first. The halfling seems to have a fetish for berserkers.

Corridor leads to a left and right cooridor. To the left there is a room with metal sarcofagus that were burst outwards with a green fire burning inside. To the right there is a purple pusling light. There is a circle on the floor and four load bearing pillars. There is vapor drifting in the room. The light comes from the pillars. Three foot circle on the ground, perfectly round, jet black. Not weather beaten like everything else. Scattered around this room are piles of bone burning with purple fire.

I go to the right and search for traps. Find nothing. The piles of burning bones stand up into burning skeletons, purple fire. AC 13, Necrottic dmg when hit it, prob 1d6. While fighting the purple lights strobe and disorient, Int save for Disadvantage. When that happens we can see a large eye that opens and blinks hovering over the jet black circle. It looked at the cleric (Wis save for no effect) then bonus action to do an eye beam for dmg. Then a skeleton purple charged a fist and hit the orc for a Wis save but he made it. The 2nd did not do it as well. The other 2 hit different targets each and purple charge each. They are vulnerable to cold dmg. Purple Charge hits and fail Wis save = end of the round vuln to necrotic. The eye is resistant to physical dmg. The primary beam does much more dmg, necrotic. The beam that did 26 dmg to me only comes online when you’re vulnerable to necrotic. The Eye can do ranged opportunity attacks. Vulnerable to Radiant. Has evasion vs ranged attacks. I missed once. Melee worked fine. When it died everyone in the room it exploded in a barage of purple energy. Light fades, circle is gone, and vapor seeps out of room.

200g, 200g, MW Longsword (Robert), 2 scrolls of remove curse, potion of fire resistance, potion of necrotic resistance (1d6 rds each),

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The Bardnomancer

First off, go fuck yourself!! Secondly, he sings his own praises.
Sun 9/27

We face the next door, made of granite and covered in metal, covered in faces. The air around it moves to where it looks like something is breathing. I can’t find any traps before the door, but there is a trap on the door. A thick black fluid leaks out of the eyes on the door for a full 5 min which does necrotic dmg to me.

The bard began to cast a ritual Detect Magic. While doing so purple lights over the sarcophagus. The half orc throws a javelin at one of the braziers (anger issues?) and it dongs off. Three walk in and a breeze kicks up with a cinnamon smell.

The sarcophagus is about 12’ long, 6’ wide, 4 1/2’ tall. Palpable aura of cole and evil coming from it when the monk examines. He tries to open it. He takes electricty damage as an arcing lightning bolt hits him and then everyone else in the room. A cloud of foul smelling gas comes out after the half orc opens the sarcophagus with a faint cinnamon smell.

5’ emaciated leather skin humanoids, glowing red eyes, iron death masks, 3 total, midian bronze death masks. The main guy is more skeletal and a guant fream, skin is covered with glowy purple symbols, wearing a robe black and reddish trim (gosh), copper death mask.

The creatures skin has damage resistance. 2 claw attacks each for necrotic damage. The boss waited and readied an action for the first round. These things are Wights. The boss is a mummy uses Dread Gaze on me but I saved. Vulnerable to fire, has dmg resistances. Mummy has rotting fist for 5d6 dmg + ?. The necro kills the mummy with fire dmg and it explodes dealing 11 dmg to the warlock right in front of it. 10’ radius. Wights don’t like sunlight, they have a vulnerability.

We kill everything and search for loot.

Loot: 1726g, black iron crown (magic, necromatic +1dc necromancy spells, stores 1 lvl 1spell) (shawn), 2 potions of healing (1 doug, 1 michael), 2 potions neutralize posion (1 doug, 1 michael), 1 scroll of remove curse (1 doug), 1 red and black silk midian robes (evil, + 1 ac, stacks on armor) (michael), + prev loot of 161g, (Total 314.5 gold each)

We head back to town. The guards were betting on us getting back to town. The monk seems obsessed with his brewery idea and getting things off the ground. At The Virgin and the Lich we hear hammering noises. There is an orc hammering on a copper vat. He’s working on the brewery items per the monk. It’s scrap copper but better than before.

The monk and I go off to discuss my business ideas on getting people on the hook to sell items to us. We discuss it in private and then we come back. I say to him in front of everyone to say “Yes” when I notice a girl in her early 20’s with blonde hair with green stripes dyed in and a green tattoo on her face wearing chain and leather. She looks like a human. With her are two beefy guys in chain mail with bows and swords. There is a second girl who is older in leather. She is attractive but doesn’t do upkeep. She has odd ocd ticks like scratching herself and keeps looking behind herself.

The 2nd girl is exhibiting animal like behaviour. The 1st girl says her name is Taryn Mac-neith. She asks what we know about the politics in the regions. She also has a business proposition. Her orgination is called The Green Hand, they represent the high priestess who rule their order back in the country of Sian. It is a Ruthani country. They are concerned with the amount of damage between the Midian undead, the Faithless, and Order of the Cirlce. The OoC has picked up allies and over the past 3 years several of the smaller towns near have been taken over by the Order of the Circle and “purged”.

The Order of Circle has plans here and is trying to take control of the area to control the caravan routes. They have people who will do dirty assignments but will be very well awarded. The OoC wipes out people who worship the Talathos. If we kill them in advance then the OoC has no excuse to go into an area.

The Kid feels a sharp emotional hatred towards the girl. The monk notices she’s a Ruthani (druid) so she worships the Nature Pantheon. The Pantheon has been hearing about them. They’ve been getting organized recently. The 2nd girl was likely a girl who was an animal who can transform into a human.

Necromancer: 91g
Monk: 46g
Half-orc: 100g
Kid: 300g
Doug: ?

537g, I can hook 21 grps w/25+g each.

There is a guy approaching the table who is pale and albine with creepy slitted yellow eyes. The kid notices him and points him out. The kid says, “Something creepy this way comes.” He has 3 staves strapped to his back. He comes to our table.

We feel a dark evil aura from the guy and then it seems like it snuffs out. He was a dry whispery voice. He says that he has a counter offer to the druid. He is Thanar of the Black Sun. He is bald. He represents a group that doesnt’t want us to work for the Druids or Pantheon and will pay. The Black Sun is a symbol of the Talathos and Ancient Midia. The Kid tells him that the Talathos is a false religion.

I talk to Yagra and he can set us up with a merchant who can buy and sell for us. He’s not a merchant, he’s a respected business leader. He will set up a meeting with us.

I hire scribes to create manuals of the monster information I have, and the traps. 75g for 25 copies. The next day Yagra has a meeting for us with Lan-Tharesh. Yagra warns us that he is a Master Thief and each one in the city has a specialty where they run things in city. I get the half-orc to agree not to speak and the monk refuses to go.

We meet an avg looking guys in a cloak and leather. H e asks us to follow him. The monk ends up following us and joins. We go down a few alleyways. We stop at a culdesac with a few shanties. One building has an old decrepit woman begging outside where he says we have to tip. We do so. Down a dark corridor we get lead to a room where there is an orc with dual wield’s flails. Tells us to have a seat.

There is a small table and a man dressed in fine quality but not austentatious. Human growing old. Lots of guards. He says we’ve been in town 5 days. It’s usually proper to pay respects sooner. I explain that I am a social reject and willing to pay. Need protection and a vendor.

100g per month of protection. And will provide a charismatic vendor that will deal with items and groups for us. I provide the lore and info for monsters and dungeons initially. 10% of my income for the Tomb Robers Guild. So anyone who fucks with me fucks with them. Buy and sell for us. No stealing from members or vendors. And I take down independents or inform on them. Agrees to no upcharges on customers. Makes me “kiss the ring”. Faction “Tomb Robbers Guild”.

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Just the tip!!

I’m gonna get these guys off!!"
Sun 9/13

After we sold the last of our goods we made our way back to the Virgin and Lich. And luckily… Hmm, is it luck, providence, or careful research? How does this guy know about so many crypts that no one has found yet. We might need to investigate this Zheist fellow. And, if necessary, ensure we find his sources of information for our later use.

Zheist did have another job available to go break into a Midian wizard’s crypy that had never been entered yet. It’s a simple retrieval mission where we go and get him a copy of the Dark Litany of the Talathos. In return he’s offering 500gp + what we find there. And depending on what we find he may buy other items off of us as well.

The monk said that he heard there was new inventory at the Alchemy Shop so we round out our evening there. He is also now selling Antidote (Poison 2nd save, 24 hrs) 50g and Poultice (2nd save on disease, 24 hrs) 75g. Additionaly he can craft Level 1 Potions 100g (200g) and Level 1 Scroll 50g (100g) from the Wizard spell lists.

I was ready to head off for bed (because you never know if you’re gonna get a good nights sleep in this Midian hell hole) however the half-orc seems dead set upon seeing the half-orc blacksmith (/sigh). At least the guys gave me a good laugh on the way.

We were passing the Zhur fire nutjob, cultist…er respectable priest…prosteltizing his faith again when the wood elf casted Silence on him. The jeers from the crowd and his stunned suprise were only topped by his awkward shuffling to measure the area before he huffed his way all the way home. The people of this town do seem to be rubes though. He promised that followers homes would never catch on fire if they converted. Which they thought was great! Until one of the party pointed out they lived in a desert.

I don’t really remember what happened at the half-orc shop. It’s not like me to be racist, but I just kept hearing them say shit like, “Zug zug!! Daboo!!” So I left bored and went back to the inn to go to sleep. I vaguely recall them later talking about some boogey man priest they met in a dark alleyway. Seriously though. Going to talk to a priest in a dark alleyway? Maybe I should offer the group some candy to get into the back of my wagon.

After we left town the next morning we saw some other adventuring groups leaving at the same time going out to other mesas. We headed to the 3rd mesa following the map, on the north facing side. At some point in the past the entire side sheered off exposing crypts and tombs carved into the cliff facing. And this fortuitious event (was it not natural perhaps?) has resulted in endless rows of all kinds of hooks and pylons hammered into the edge so ropes can be set up to climb down to these entrances.

So at this point the party started fighting about who was going to go down first to examine the door once I refused since I don’t know how to climb. Three of them were trying to go down at the same time. It was utterly bizare. So I decided to do the smart thing and shut the fuck up and watch. Which was when I saw the monk wood elf do one of the stupidest things I’ve ever seen. Without a full examination of what lay below he leapt out into the air in a swan dive and let the rope bungee him down to the entrance. Yes, if you expecting the next sound I heard to be either “Splat!” or “Bong!” you were correct.

Antics aside I eventually got us inside. The entrance did not appear to have ever been entered and a magic mouth announced in Midian C that this was the Tomb of Mal-akaros-ban-sarath. High Wizard of the “empty titles”. You know the typical drivel and rhetoric they throw out. I didn’t manage to pop the traps however taking some nasty cuts getting us in. One of the only things of note getting inside was that inside the first room it was noticeably cooler by about 15 degrees. Again there was another trap on the following door and I failed at popping it again. Dry red spores shot all over me for a Con save which caused me to start coughing red blood.

Inside the next room is an empty room with iron braziers on the sides and carvings on the far door. The braziers lit up with an eerie red flame once we entered. The half orc examined one brazier (to my surprise) and once he got within five feet of it his flesh began to flake off and redden, flowing into the brazier. He lost 3 temp Con (regain on Short Rest).

And then on the next door what did you think there was? Yes, a trap. But it was magical this time. And guess what. I set this one off by accident as well. There was a loud wailing noise and we started bleeding from all of our orifices. Except the warlock that is. We noticed a red light glowing on the disc that is always circling the warlock’s head which went out when the trap went off.

The next room had 4 large black columns and we could hear a dry scuttling noise. After we entered Dark Mantles dropped from the cieling and attacked us while ghouls supported them. We dispatched them and moved on. But not before we noticed the red light reappeared on the kid’s disc once we were done in that room.

The next room was a wide long corridor with 10 large black pillars with faces carved in them. The faces on the pillars are not duplicated anywhere. They are specific people…which causes me to think that actual peope were harmed in the making of these columns. I didn’t find any traps on the next door, but before I popped the lock an effect went off which caused the monk to lose 1 Int as the faces on the columns opened their eyes (glowing red) and started babbling. After the effect 6 ghouls suddenly appear by the columns to attack us as well.

After we were finished with the ghouls we found the next room covered in distorted images of people with a stone platform 1 1/2 feet tall inside of a thaumaturgic circle in the middle, dripping blood into a circle around it. A man was bound by a reddish chain on the platform and looked old and sallow looking. He had rolled back shark like eyes and teeth. The kid said that it was a creature of the Talathos and has been here 1000’s of years. When the necro entered the room a creature appeared, coalescing out of a blood red mist.

It had reddish skin, vulture face, red eyes, leathery bat wings, and cloven hooves. It could do a special attack creating a fettid cloud to cover the entire room for a Con save. Failure allowed only an action or a bonus action with no reaction until you took a short rest. Also a second demon appeared on the second round. I screamed for the group to kill the human on the altar and the cleric did so. Once dead it melted into a bubbly fluid that flowed into the altar activating the weird paintings and carvings in the room. They began to bleed from their eyes and some kind of effect caused me to lose one 1 temp Con until a short rest.

After a short rest I went to examine the next door and search it for traps when it suddenly opened on it’s own. Inside was an altar on the far side dedicated to the Talathos. Along the walls are 4 statues on each side and in front is a black sarcophagus with lit braziers surrounding it. This particular altar was dedicated to Koresht, a Talathos god, and it had a secret door behind it. While searching the room the statues animated and began to attack us.

We cleared the room and then popped the altar concealing the secret door. The next room had 4 black columns covered in faces again with another door leading to the next room, which gave off a coppery smell. This was when two Carrion Crawlers and two Gricks come out to attack us. Also about 15’ up one of the walls there was a crack which lead to an opening. This was probably how the carrion crawlers and grix got into the crypt.

End session for the night.

Door Trap – Spinning Blades
Dex save for damage next to door as spinning blades pop out. This will usually appear on doors with a higher technology level. Especially those which resemble clockwork mechanism or complicated locks.

Door Trap – Red Poisonous Spores
Con save for small AoE damage next to door or become poisoned. This can appear on any door or chest and sprays to a moderate range. Perhaps 10-20 feet depending on the trap. It affects your lungs, so in theory if you could clog your nose and mouth while protecting your eyes and not suffocating it could be ignored.

Stupidity Trap – Eerie Braziers
These braziers will light up with an eerie light when you enter the room. If you examine them or get next to them they will begin to break down your body and use it as fuel for the magical fuel sources powering the crypt or the master of the crypt. It causes temp Con damage until you take a short rest.

Room Wide Traps – Magical Psychic Trap
One door I examined showed a magical trap. If you do not disarm it a piercing psychic wail will fill the entire room for an Int save or take damage. This fills the entire room, but not the next one. Also it appears to have ties to madness, illithids, and elder alien gods. Those with ties to those powers may be immune. We ended up bleeding from all of our orifices. So make sure to pack extra pairs of underwear. I mean it. It got really gross down there. No one likes ass blood.

Room Wide Traps – Magical Psychic Trap
Another that we found on a door required an Int save before the eyes on faces carved into the columns of the room glowed red. It was an Int save for Int damage with no effect on a successful save.

Dark Mantles
They stealth in the ceiling and then drop down to engulf you once you are below. If they engulf you, you become Blinded and Suffocated. It requires a Str check to get them off of you. They will typically be working with other creatures in a symbiotic relationship. These will attack you once the Dark Mantles have dropped. Also, Small creatures like Halflings are entirely engulfed except for their feet.

Ghouls
Our first encounter with them was when they were working with the Dark Mantles. However these are standard ghouls like anyone would expect. A nasty bite attack and they can cause paralysis to non-elves with their claws on a Con save. Make sure you take them out quickly or stay at range.

Sacrifice Chambers – Demonic Summoning
We found a room covered in distorted images of people with a stone platform 1 1/2 feet tall inside of a thaumaturgic circle in the middle, dripping blood into a circle around it. A man was bound by a reddish chain on the platform and looked old and sallow looking. He had rolled back shark like eyes and teeth. When we entered the room a demon was summoned and it summoned a second demon on the next round. We had killed the first demon already so I’m not sure if that had an impact upon the second summoning. At this point we killed the human on the altar which destroyed the ritual. However this set off a two room wide trap that caused temp Con damage.

Unknown Demon from Sacrifice Chambers
I am unsure of the demon’s type or name that was summoned. However it had reddish skin, vulture face, red eyes, leathery bat wings, and cloven hooves. It could do a special attack creating a fettid cloud to cover the entire room for a Con save. Failure allowed only an action or a bonus action with no reaction until you took a short rest.

Animated Statues
They can appear as any form of statue and are indistinguishable from inanimate ones. They will always wait to attack you when they think they will have surprise on their side or a tactical advantage in the room. They have Blindsight, high AC’s, solid HP, and a lot of condition immunities.

Carrion Crawlers
These nasty little buggers can walk on walls and ceilings while also causing a Con save for Paralysis. You need to drop these early from range if possible. They look like bloated tentacle worms from hell the size of a fat halfling. Yuck.

Grix
These fuckers are resistant to all non-magical damage. So they feel like a trap. Kill them last if possible. I’m not sure if they do anything special.

Loot
Silver ring w/black stone (+1 save 3/day) (Micky)
161 gp (not dispersed)

View
Holy shit!! Lair actions are OP!!

Cleric got a 21 AC…gl Bill!
Sun 9/6
Well my feet hurt and I’ve got sand up my butt. That’s the City of Crypts for ya. We met up with our merchant contact at The Lich and the Virgin, but our first haul was pretty paltry. A measly 25.96 gp each. Hopefully there is more down in the crypt itself. We were just killing vagabonds and wandering monsters above.

Checking in on the little girl and Yagra ended up being an upside for going back before night fell however. He’s obviously making an effort to take care of the little girl by crafting makeshift, tattered curtains and the sorriest excuse for a bed any Halfling’s ever seen. We pooled together enough money to properly feed both the girl and Yagra with the best food we could get our hands on for the next 10 days (wealthy life style). That should help with their malnourishment. I hope.

Once squared away I went to sleep but didn’t get a comfortable night’s sleep again. At least I got some rest. But I had the oddest taste in my mouth…like I was kissing the grave…and my pants were “soiled”. I wonder if those undead harpies are trying to feast upon my soul still, even from this distance. If it continues I’ll ask Yagra about it.

We gathered together for the next day and the warlock child is now dragging a doll by it’s head in the sand while a disc floats around his head and glowing, purple mist vacates his eye sockets. Yeah. Nothing says, “Don’t mind us!” like your very own creepy kid. Which is of special note due to the Circle Jerks, ahem, the Order of the Circle who took special note of our own creepy mascot.

We managed to get back to the crypt without serious issues after that; however, a new trap on the door that was not there before got me. I would later notice inside that the doors were well oiled and maintained and that there were signs of recent and frequent use inside. Combined this speaks to entirely too much activity for a locked and sealed crypt. I’ll come back to this in a moment.

When we entered the crypt and turned down the hallway glowing red runes lit up on the bottom half of the walls running down the corridor. They were written in Midian B, but I did not risk reading them. While it did seem to have some kind of negative effect upon the cleric, I doubt this was simply a trap. More likely this was some kind of effect set to not only hamper and slow intruders, but also warn and awaken the guardians inside.

The first room we entered had no guards or traps inside. There was an altar dedicated to the Talathos with a statue for each god while Zhon’s statue was shattered and destroyed. Also there was a large concave disc resting in the center of the room. Inside of it is a depression coated in metal that is about half a foot wide. And lastly the columns were covered in weird distorted faces.

As we entered we could hear a low rustling sound and a strange cinnamon scent. Which again is odd since there are no traps or guardians inside. And this room is obviously highly important enough to warrant an religious altar. Something that was not in any of the other rooms that we explored later. And when we moved towards the altar its significance became even more apparent.

First the eyes on the distorted faces on the columns started leaking whispy, green smoke while glowing green. And then the warlock’s disc floated over to the large disc on the ground and settled into the metal depression. The kid looked thoughtful for a moment and said, “The mechanism is not whole”. The disc on the ground emitted a strange humming noise for about a minute before the disc floated back to resume it’s orbit around the warlock’s head.

Closer examination upon the altar revealed it was made of a black stone with red flecks going through it. Also the greenish vapor coming from the eyes of the altar flowed straight up, ignoring the air currents. We would also later realize that the vapor causes some sort of miasma of the mind, clouding your thoughts and weighing heavily upon your mind. If the magic in this place wasn’t dissipating I think the effect would have been greater.

We cleared the rest of the crypt without major incident. Only the Wight proved somewhat difficult to manage. Hell, I think the traps did more damage to me than the creatures inside did. We did a once over on the place making sure we didn’t leave anything behind and then we left, heading back to town. I made sure to lock everything up as we left…just in case.

We found our two contacts back at Dustburn and unloaded our haul. Much better this time. 539gp each versus only about 30gp the previous run. Not too shabby and a decent start. I managed to pay the warlock back and now I’ve got a nest egg with which to move forward. Now it’s time to start on my book. Just need a title…

“The Marvelous Adventures of a Daring Halfling!!” No. “How to Survive the City of Crypts!!” No. “Monster Encyclopedia!!” Eh, too bland. “Monster Manual”? Maybe…

Midian Corpses
These shambling undead move faster than they look, so don’t be surprised. They usually have some kind of metal fixtures bolted to their heads and are reanimated undead. They are resistant to most types of damage, though Force does fine. And they are vulnerable to Radiant damage. They also case a Fear effect the first time you see them when they can act which can paralyze you with fear for a round.

Undead Midian Priests
Those lower nobles wearing electrum death masks seem to be standard undead with the ability to shoot an energy beam for life drain damage versus a Con save.

Tomb Spiders
They hide in the shadows and have a greyish appearance with red glowing eyes. Their chitin also pulses with red veins. They are undead and vulnerable to fire. Also they cause Poison when they hit you, Con save.

Wight, Midian Lesser Noble with Copper Death Mask
The one we saw was dressed in antique bronze leather armor with a copper midian death mask wielding a bow and sword. He had red glowing eyes. He made two ranged attacks per round and also had a Lair Action for an extra attack. He did a lot of damage. In melee he could Life Drain twice a round which would heal the Wight and reduce the max hp of the target as well. Kill him from ranged.

Exps:
1525 total w/all previous awards (lvl 3) (everyone, including Michael and Shawn)

Loot: (Midian Armor on Wight never awarded to party)
25.96 gp each (everyone from prev session)
539 gp each (everyone but Michael)
Shawn: Red Crystal Amulet (1 necro slot = 5 temp hp 24 hrs)
Rob: 2 scrolls of Healing Word
Michael: 1 potion of healing from the book
Doug: 1 potion of healing from the book.

View
I see you brought your pet with you.

“Damn. That ain’t right…”
Sun 8/23

After we get our loot we go back to the Lich and the Virgin and Yagra says that this was convenient timing. His eyes are dead black now. He wants us to collect Illithid Protoflesh from some pyramids so that he can form a new body, but they are beyond our reach for now. So it’s in his best interest to help us get to the point where we can.

There are a lot of opportunities at the City of Crypts where people would bet on their luck to make it through. But nowadays, even beyond the the War of Three (really Pantheon vs Talathos vs Morkhaal) there are still other fuckwits screing things up.

He thinks we should focus on quick and easy loot options with a moderate amount of success. He’s aware of a necromancer downstairs that is looking for gainful employment. There is also a man downstairs named Zheist from overseas. He is hiring people to clear out ruins if we bring back specific items that he is looking for.

We head down stairs to look for the necromancer. About 1/3 of the people in the tavern are adventurers. We head to the back and find the half elf necromancer. We start talking to him and he seems put off with the half-orc. WHen I talk to him he says, “I see you brought your pet with you.” My response, “Damn, that ain’t right.”

Krom (Robert), ? (Doug), Aust (Michael), Thess (Rob), Zander (Micky), Theodin (Shawn)

While they are all getting to know the necro better I look for Zheist. Also the monk was back in the back arguing with the brewer over the quality of his beers. There is a guy sitting in the back matching the description.

He is wearing solid craftsmanship robes and the sides of his head are shaved with tattoos. He’s got whitish hair and a scar over one eye. He is drinking water. The warlock opens up by saying we wish to enrich him and ourselves.

The warlock wins him over so I ask for terms. He says that since we are risking the bulk over the dangers. So he will offer gold rewards for the items he is seeking. He says that we should beware when the items speak to us. The monk says that the half orc speaks. I start bawling laughing while there is dead silence after. The half orc says it’s not funny but the monk says that it must have been lost in translation.

There are the ramins of what was on a Midian Villa on the 3rd messa outside of town. He’s hired two previous groups and neither have returned. However they were peasants and desert rats. He is looking for metal tablets written in midian a, b, or c. There may be an old crypt beneath the villa as well.

We head out to the dungeon.

There is a slight greyish mist as we head out. As we move through it we feel weezey and coughing. The necro starts coughing up a gooey reddish fluid that smokes and evaporates as the sun hits it. The third mesa is about 1 1/2 to 2 miles wide. There are more ruins here that have been scoured over and possibly burnt that are several thousand years old. It was obviously an estate at some time when we get to the edge.

There is a man sitting down in ragged clothing by an old fountain in the ancinet estate ruins. I search for traps as we move forward. We find the guys is stacking skulls in different patterns until they fall over. Then he stacks them up in a different pattern. When the half orc throws a stone knocking over the skulls he only sighs again before restacking them.

The mans face is blotchy and pock marked and his eyes are red and leaking red fluid. He turned around when the half orc tapped him on the shoulder. The monk realizes he’s insane and infected. While the half orc is talking to him the man says, “Shhh, I can hear the voices.” I shoot him without hesitation and he falls over the pile of skulls. When we kill him a jet of red fluid fires out and hits me.

The half orc goes into another are behind one of the walls and calls for me. I get boosted to on top of the wall by the monk. At this point a section of the wall collapses. The half orc found a trap. Six scavengers scream, “Free loot!” and charge the half orc.

We drop them and and I cut off their heads and cave them in with maces. We find out from the necro that if we do that they instead may come back as incorporeal undead. The necro thinks the skulls were being used for divination.

We look in the next room and the rocks (pile of rubble) look like they were done that way deliberately. It’s a trap. We start trying to figure out how to move forward and then the monk stops me. Then 3 scavengers jump out to attack us. And we drop them.

We go search the bodies and the ashes. 36 silver, 74 copper

We go to the next room and find Blood Hawks. They get Pack Tactics and have advantage if they flank. Also they frenzy when hit and can grapple targets they’ve attacked.

We took a short rest.

We find red glassy fragments, like volcanic glass, scattered abut the area. 30g
Fragment red ceramic vase or tablet with midian cuniform. Midian C.
25g blood hawk feathering
18 sp, 16 cp

6 entipededs with reddish brown carapace, Con save or Poison, camo skin

One further room has a rope tied to a pillar going off the edge of the mesa. Next room no traps. We check the rope first. The monk desceds to a ledge 20’ down. This part of the cliff sheared away and there isa large set of double doors (metal and pitted) with 3 dead scavangers near the door.

We call him back to make sure there is nothing else up here.

25gp from the spiders we killed

Desert Spiders, burrowed, camo skin, poison

Next room weird smell, coppery like, musty. Then a fluttering noise. Stirges, auto hit once hit you.

20sp, 40 cp, bronze tablet with midian c, red crystal on a pendant

The pendant was a magic item at one point but no longer. It’s a residual effect.

Next room after stirges has faded paintings on the wall. We get a weird creepy feeling from them. The monk says there is some kind of residual magic in them.

Crossbow

Next room strange musky insect smell and hear clicking and chattering.

Sand Scorpions – camo skin, poison on hit

3 midian bronze tablets midian c, necklace 75g, bronze death mask,

When the monk gets back in after making his drawings we see that his sketch isn’t of the room. The half orc looks at it and it looks like the room as it was, not as it is. There is a woman in a flowy, low cut dress wearing a midian death mask.

Last room has 75gp that may be collectible

Check the bodies 20’ down, the faces and chest are coated in metal. Some kind of liquid metal spray trap. Examine the door and there is residual magic on it. I start picking the lock. Second wheel rolls around there is a hand. The doors swing in inwards.

There is a 10’ corridor that goes 15’ deep before the cooridor turns and there is a cold breeze. It’s made of a smooth stone that’s polished. I smell a faint scent of murr and cinnamon. I hear a faint whispering voice staying, “Stay with us.” I lock the place back up and make it look like I wasn’t there.

View
Jack the Younger

Holy fuck, Yagra was in a little girl’s bracelet!!
Sun 8/9

So we decided to move on and look for shelter and our trusty half-orc survivalist helped out again finding a series of caves in rock outcroppings. While setting up we noticed the little girl was looking at something in the back of the cave. Since she’s been so…odd…we’ve been keeping an eye on her. So the creepy kid and the monk went to see what she was looking at.

In the back of the cave there are several detailed, faded cave paintings depicting colossal being on fire with black skull shooting energy out of their eyes as they destroyed cities. The monk realizes it’s a depiction of the fire elemental lords summoned by the Malaval in the war which destroyed the Midian Empire. I didn’t catch what they spoke about but the little girl is definitely exhibiting strange behavior.

The monk and the creepy kid tried to convince me that sleeping next to the painting, which were dedicated to destroying Midians, would probably help me sleep. But I wasn’t having any of it and slept far, far away. And I slept great!

The next day we got hit by a sand storm which slowed us down, but didn’t stop us thankfully. Later we stumbled across a caravan that wasn’t already destroyed for once too. So we approached and joined them.

The caravan was being defended by the Border Legion which happened to be the half-orcs previous regiment. The caravan is a group of religious pilgrims that they came across on their patrol. It’s just a group of poor peasants but the Border Legion is spending time protecting them as long as their patrol route will allow. That’s mighty nice of them actually. Seems like the same values the half-orc has.

Though I will say that poor peasants are probably poor for a reason. Stupidity. They marveled at the pantheist monk asking for his blessing and they ended up giving him money too. Giving someone your money when you have almost none because they say, “Wooga wooga, insert god’s name, bless you wooga wooga.” is just nuts!!

At least they shared their food and I got to eat a decent meal instead of rations for once. I also wanted to note that the young boy seems to have potential. Before he went to sleep he tied a rope from his sister’s wrist to himself with a loaded crossbow at his side. Solid paranoia with problem solving skills.

After going to sleep I woke up, while standing and not laying down, being grappled by the monk. Apparently I sleep walked for some reason (fuck you Midia, leave my sleep alone you fuckers!). It was then that the monk and I saw there was a shadowy figure made of darkness with two glowing red eyes roughly in the direction I was walking. And when we blinked, the figure vanished without a trace. Before going back to sleep I tied a piece of rope from my ankle to the young boy’s. I figure if he’s already on “random walk away” duty for his sister he can cover me too.

However before falling asleep it hit me that I forgot about the box being warm to the girl when she touched it. The monk’s concerned about me wanting to touch the box right after the sleep walking and the shadowy figure but after I explain about the box changing he comes around. He sure as shit didn’t want to be the person to touch the box, lol. So, I touched the box and it was now warm and pulpy (soft) feeling with the faint sense of a pulsing heartbeat almost coming from it.

We immediately woke the group up and discussed the problem. Since everyone had already gotten enough sleep we decided to pack up and leave early in the morning. We didn’t want this box with us any longer than it had to be.

Later that day we came across a canyon that had statues carved into the sides, a good 60’ tall. They were statues of the Talathos gods and we got a seriously creepy vibe while passing beneath them. Something about them…I just don’t know. But the monk and I ended up getting very shaken by the experience. We were just off of our game after that.

That evening we found some rubble and rocks that must have been buildings at one time in the past. So we took shelter there to get some protection from the wind. It was later that night that the fuck up “wandered” by.

While on watch the monk and I heard singing in the distance and after a few moments we see a man walking our way. It’s an average looking man wearing travelling gear and playing a lute. He introduces himself as Zaradok, a wandering bard asking for a spot by our fire. After the monk says that he doesn’t think the bard is out to get us we let him join us.

I found the bard boring so I go back to sleep (making sure I was tied up the young boy of course); however, I found myself thinking of the strangest things and unable to go to sleep. Apparently this was some kind of Aura that was affecting all of us.

The warlock (getting tired of writing creepy kid, warlock is easier, and less confusing when there are other kids) was also feeling “disconnected from his bond”. Just so you know, I’m not using any of his weird as words for shit. Bond, pact, big fat donkey dick for all I care!

Anyways, he reached out to the mind of the Bard (keep in mind this is his recounting the details here) and went completely bat shit. Walking in random directions, talking about how butterflies tasted purple, and more. This lasted for about 5 minutes before he went back to normal. And by normal I mean creepy and asking the group whether we could kill the bard. Which apparently we should have done in hindsight.

While all of this is going on the young boy and I hid in the shadows of one of the wagons with our crossbows trained on the bard. Just in case. The monk isn’t for killing the bard but says that he won’t stand in the way if the group wants it. I keep my mouth shut and hide for the rest of the night. Just in case.

The monk later notices a tattoo on the bard’s hand signifying Tythis the Chaos God. In discussion later I suggest that maybe the odd things happening are just some side effect of being around someone who worships a god of chaos and he hasn’t done anything to us. So we end up letting him stay figuring we were less than a day away from Dustburn. Though again in hindsight we should have dumped him. It really bugged me that he survived alone in the desert.

The next morning I check the box again (no change in status) before we head off to Dustburn. About midday we see some smoke in the distance. So we head that way. It was at this time we found out that the young boy is sick. He’s cold and clammy with his eyes rolled back into his head and having a hard time breathing.

The sister seems concerned but there’s an odd distance and she doesn’t seem like herself. We discussed our options and decided upon having the bard go with the warlock and monk scouting while separating the girl from the boy. Just in case. I flat out told her I was worried she was causing the effect which didn’t go over well with the little girl or the party. Doesn’t bother me though. I wanted to make sure that she understood there might be evil inside of her.

The monk, warlock, and bard found a roughly assembled, shitty house by some rubble while scouting. The smoke was coming from the chimney. There’s 3 men outside praying with ash covering their faces. When the monk gets closer he figures out that they are worshipping Khestros the Unknown. He’s a god that none of the other religions have heard of and say doesn’t exist, but his clerics are being granted power. His priests are called the “beggar priests”. Nutjobs.

They leave the bard behind to scout out the men in case they come after us while the monk and warlock head back to camp. At this time we noticed a bracelet made of black beads with a silver holy symbol of Zhon on the little girls wrist. The half orc finds out that she found it days ago and that it will not come off of her wrist. So we have the cleric take a look and he says that it is a reliquary.

Now thanks to fuckwit the bard we get jumped by the ashen men (best guard duty ever). Seven of them come rushing us screaming “Death to The Heretic!!”. However we killed 3 of their numbers before they could even take an action so the last four fled.

After we looted the bodies and scouted to make sure they were gone we come back to the sounds of fighting at the camp. We find the bard is choking the little girl screaming about how she has to die for the benefit of everyone and there’s something in her head.

We managed to stop him and save the girl, so we questioned his crazy ass. While the guys arguing over whether to kill him and pumping him for info I examine the bracelet more closely. When I do so the young girls talks to me in hushed tones (sounded like a cultured male, not her) commanding me in the name of Zhon to put the bracelet on the boy’s wrist.

So I take off the bracelet (which came off easily now) and the bard tries to attack me. I moved away, hid, and listened to them interrogating him. Long story short he only seems to want to stop this bracelet from possessing someone because he hates Zhon. It’s got nothing to do with the safety of the children at all.

So I talk over the details with the cleric and he says we should put on the boy and see what happens. Once it’s on him the boy looks healthy again and sits up. He sounds like a cultured adult male (like with the girl) and thanks us. When he does the warlock asks for a reward. Oh yeah, they killed the bard at some point while all of this was going on. Stupid fuckwit.

The young boy walked over to the girl and tapped her on the cheek, saying she’ll be alright. It turns out the spirit possessing the boy is the legendary Lord Yagra the Necromancer, one of the Tower Lords from the City of Crypts. We get everything together and head towards Dustburn.

He told us that he will eventually get his own body and let the boy free later. Later the monk brings up the box and Yagra looking at it. I said it was a great idea! He told us that it was an undead relic inside seeking a host like Yagra was. And it had already started it’s work on me, but if we get rid of it I’ll be fine. The girl eventually comes around.

When we get to Dustburn you can tell that there was once one plateau that overlooked a valley. Some force in the past cracked it up and there are now fissures and canyons in it. And you could see a sizeable, walled town on top of one of the lower mesas.

There were also 4 windmills and the base of the road leading to the town had a lot of smoke coming up. Near the town there’s a half dozen more mesas with ruins all over the place and a few makeshift bridges over the canyons. Carved into the cliffs are also several large faces as well, but not sure of whom.

When we got to the road there was a huge pit about 30’s across and 15’ deep with a massive fire burning in it. Some men wearing protective leather were dragging 6’ bundles (read bodies) to the fire and throwing them in. That was when Yagra told us to call him Jack for now to avoid attention. He said that the fire may be big enough to destroy the box but when I brought up concerns over all of the dead bodies he said that it was probably a bad idea.

An old ugly guy walks up and welcomes us. Severin, head of the corpse burners guild. He told us to always burn the dead or they come back up. They also don’t kill crazy people here. They get turned over to the Order of the Circle. Severin tells us that there is a Pantheist Church here but Borelon (the cleric) is not usually not sober.

We noticed that the ruins are impressive engineering wise and the town was mostly built from the ruins as we ride up the road towards Dustburn. At the gate the guards stopped us and asked whether we’re visiting or want residency. When I found out that there were no rights to a trial if you’re not a citizen I told him that I was appyling. Visitors have to leave after 1 week of visiting the town.

We find an inn, The Virgin and the Lich, and go inside in order to buy some booze for the Borelon. It was fairly crowded and filled with adventurers. Once we’ve got the “bribe” we run down to the church (a ramshackle old thing) Yagra purifies the drunken, sleeping priest.

Borelon was freaked out about the box and how evil it was telling us he couldn’t do anything about it and to get it out of there. So we gave him the booze as hush money and left. The monk and the warlock discuss what to do with the box and end up agreeing to sell it for us. So we give it to the merchant we escorted to town to sell it for us.

It was around night time then and it turns out Dustburn locks their gates at night so we headed back to The Lich and the Virgin to get some rooms.

The next day we find out that Dustburn was run by a council of the guild masters from the guilds in the city. It was once run however by “Water Lords” who controlled the water supply. But they got killed years ago because they used slaves and some adventurer slaves they took were not pleased. Ashburn is run by the Tomb Robbers Guild (the thieves guild) and where the darker and evil things are dealt with.

Group Loot: 390.8g each after all items were sold from the past 3 adventures

Healing Salve 1d6 healing & Advantage on save vs disease next roll: 40g
Healing Potion 1d4: 20g

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