Part 5: Necromancer where for art thou?

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Rukellian
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Re: Part 5: Necromancer where for art thou?

#441 Post by Rukellian »

Ryukben

The deep gnome will make good use of his time. While the others watch the gagged necromancer, waiting for someone to ask him how to get out (which I'm sure will go over well with him being gagged and all that), Ryukben will go back upstairs, confident that he no longers hear a giant skeleton rattling directly above, and search for a means to escape this place. He studies the walls for irregular stonework, pulls on random objects in the room to see if anything gives, those sort of observations.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge

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Re: Part 5: Necromancer where for art thou?

#442 Post by GreyWolfVT »

Rukellian wrote:Ryukben

The deep gnome will make good use of his time. While the others watch the gagged necromancer, waiting for someone to ask him how to get out (which I'm sure will go over well with him being gagged and all that), Ryukben will go back upstairs, confident that he no longers hear a giant skeleton rattling directly above, and search for a means to escape this place. He studies the walls for irregular stonework, pulls on random objects in the room to see if anything gives, those sort of observations.
Sent PM to clarify if this search is conducted both upstairs and downstairs or only upstairs.
Rukellian wrote:Well, downstairs first, yeah, preferably where the dark one popped his head out of.
Downstairs
Search Roll [1d6] = 4 1-2 = find something 3-6 = find nothing
under the desk that is where the "Dark One" appeared before combat the deep gnome finds a button that opens a door in the stone wall and stairs that lead up and into an unknown space but it has a moist smell and a warm breeze comes from somewhere above the stairs. Potentially an exit that leads to one of the other caves above and back outside. One would need to explore to figure that out.

will the gnome proceed to go upstairs where the skeleton battle was and search there as well?
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
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Re: Part 5: Necromancer where for art thou?

#443 Post by Rukellian »

For now, I think I found what I needed ;)

Ryukben

The deep gnome makes sure everyone close by in the room is made known of this discovery.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge

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Re: Part 5: Necromancer where for art thou?

#444 Post by Cwreando »

Arthur Dent F2/M1 Dual Class - Bracer of Defense AC 8 : HP 34/32

Arthurs Identify and Detect magic were meant for once they were back at the village. I wasn't sure how you would end this part of the campiagn. He was just letting the party know he would do that once they had time.

Arthur attacks the skeletone once he gets there.

Quarterstaff (19) [1d20] = 16 To Hit [1d6] = 2 dmg

Bandir Spellbringer - F1/M2 - Spell Armour AC 6 : AC 6 (8 hp) - HP: 11 /11:

Since Bandir stayed with the girl he had time to cast Detect magic and let Arthur do the identifying later in town. They would at least know what was magical so the could decide what to take if they tried to take too much stuff they could make sure to take the magical stuff and load up whatever else they could carry.

Bandir stayed with the girl to make sure she was ok.
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Re: Part 5: Necromancer where for art thou?

#445 Post by Dram »

Krakus- Speaking to those downstairs. One of you watch the Necromancer, I will go upstairs and help them destroy the skeleton. Ryukben I will let them know you have found a exit.
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Re: Part 5: Necromancer where for art thou?

#446 Post by PyroArrow »

Rician Lockwindberg - Paladin - Banded Mail AC 4 + Stone Warden Shield (+2): AC 2 (Now AC 4 until repairs are made) - HP: 5 /27:

At first wincing from the pain of his wounds, and reflectively pulling back from the fight as the giant skeleton retreated, to let the others move in and finish it off, Rician decides to charge at the skeleton!

Silver Bladed Long Sword +1: [1d20+1] = 17+1 = 18 Damage: [1d8+1] = 6+1 = 7 S/M [1d12+1] = 2+1 = 3 L
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Re: Part 5: Necromancer where for art thou?

#447 Post by GreyWolfVT »

Skeleton Battle/Necromancer Cave Summary

Charging the giant skeleton between the combined attacks the adventurers are able to finish off the undead creature. Thanks to the deep gnome for locating a way out everyone gathers up what that decided to take and helps the young girl and takes the bound and gagged Necromancer back to Northvale.

As it turns of the door Ryukben located does eventually wind around and out to one of the other caves that he group did not enter as there were no werewolf tracks that lead to that cave. The trek back out of the cavern is uneventful and a bit disturbing to say the least with the multitude of skulls and other creatures lining the way back out Arastor has to cover the girls eyes so she doesn't cry and fret on the way out. Figuring she has been through enough as it is. Failed attempts to make lycanthrops littler parts of the cave. Other than that it's quite well setup to prevent anything from even considering entering this cave.

Finally the group makes it to the forest again and takes very little time for the Ranger to locate a deer trail that leads back out towards Northvale coming back into the town from the fields opposite that they left from one of the farm hands notices the group coming back towards town and it is not a long while later that the guards are signaled and come to see who is entering the town as it has been a few days since the "heroes" left seeking the cause of the werewolf attacks.

The captain of the guard informs the group that while they were gone the attacks on the town had ceased and things were starting to return somewhat to normal. He is pleased to see the girl alive however is still sad to learn that nobody else missing was found alive. Luckily the girls Aunt still lives in town and takes the young girl in.

The "Dark One" has been set to trial by the townfolk it is decided killing the man would feed into his powers and might well evoke something worse like a lich or some such undead creature upon his death. So the church is asked to conduct several rituals to ensure the man is not cursed or possessed by some evil creature and he is not. After that has been concluded they decide for the number of murders he has committed that he will be put to death knowing now that he is not possessed by any such creature the necromancer is put to death and his remains are burned and buried far from the town and no where near his cavern.

With the dark threat removed from the town the party is invited to stay in Northvale for as long as they so choose. A party is thrown for them for saving the town. Some of the group decides to make Northvale their new home others try to find a way back to their home.

Actions?

For Quest completion everyone gets 500 xp each.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
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Re: Part 5: Necromancer where for art thou?

#448 Post by Bluehorse »

Arastor

Inquires with the captain about what will be done with the necromancer's lair. Will it be cleaned up and put to use? Flood it? Collapse it? Rent it out for dwarven barmitzvahs?

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Re: Part 5: Necromancer where for art thou?

#449 Post by Rukellian »

Ryukben

After a brief respite, having walked a long distance from the cave from whence the group arrived from, Ryukben stays only as long as it takes for the Dark One to be put to trial and executed. Once the deed is done, the deep gnome will make the long trek back to his subterranean home, where ever it may lie. He does not ask anyone to venture with him, given that he still does not trust surface dwellers, but if any should tag along, or travel the same road as he, he will not complain.

The events that occurred within the Dark One's dwellings was enough adventure for the deep gnome's old bones. He discarded that sort of life long ago, and having been kidnapped by the necromancer and forced back into it, even if it was for a brief moment, Ryukben is already decided in the fact that he does not enjoy the thrills of danger and combat like the surface dwellers. Already, as he makes his trek back to his home, he relishes the thought of living that simple life again, striking pick against stone for the rare glitter and shine.

-----

Rukiel the Fickle

As Northvale celebrates the heroic group's return, following the execution of the Necromancer, a man of early 30 and known to the town for his fickle ways, leans against a nearby building and smiles a wide toothy grin. "Most interesting! I think this is the feeling of fun times to come."
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge

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Re: Part 5: Necromancer where for art thou?

#450 Post by thesniperknight1 »

Pheras

Pheras doesn't stay for the necromancer's trial, in the dead of the night he packs his luggage and leaves without saying a word. He realized that the life of adventuring wasn't made for him and he was too ashamed to say that to his fellow adventurers. He now wonders around searching for a place to settle.
Don't ever tell anybody anything. If you do, you start missing everybody.” ― J.D. Salinger, The Catcher in the Rye

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Re: Part 5: Necromancer where for art thou?

#451 Post by ravenn4544 »

Without a word or a whisper, Crow fades into the darkness... Thoughts of staying in a welcoming town are quickly abandoned as the weight of a blade in the back is measured. A life on the run is... acceptable.

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Re: Part 5: Necromancer where for art thou?

#452 Post by PyroArrow »

Rician Lockwindberg - Paladin - Banded Mail AC 4 + Stone Warden Shield (+2): AC 2 (Now AC 4 until repairs are made) - HP: 5 /27:

Rician would assist the town guard in watching over the 'Dark One', and help gauge in if he is possessed. Then will hang about the town to pick up any rumors of other evil going-ons in other places. Then act on them.
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Stanilus Peri -Fighter (Bard) : Wardens in the North (D&D 1st Ed - On Hold)

Maximillian Arikas [Aether] & Steve Sanderson [Flicker] : Rebirth of Power: 4C System
Rician Lockwindberg - Paladin Knight : A Village With No Name (1st Ed D&D)
Theodore Mumfordian - Half-Elf Ranger : Terrible Trouble at Tragidore (1st Ed AD&D) [Completed]
Vicentio Senereno : Human Wizard : Veranar (5th Ed. D&D)
Tonkioso 'Gizzy' Gizmoebius : Clockwork Child : At the Forest Edge (Beyond the Wall & Other Adv)
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Re: Part 5: Necromancer where for art thou?

#453 Post by GreyWolfVT »

Bluehorse wrote:Arastor

Inquires with the captain about what will be done with the necromancer's lair. Will it be cleaned up and put to use? Flood it? Collapse it? Rent it out for dwarven barmitzvahs?
Rethor the captain of the guard replies in kind "We plan to cave the place in, I've jsut the man to help one of our friends from the logging settlement southeast of here named Dwayne is a half-giant strong man like him should get the job done fairly easily." the giant man walks over and shakes Arastor's hand the man nearly crushes Arastor's hand the large man clearly not knowing his own strength. Arastor stands there holding his hand thinking good lord he broke my hand.

Dwayne smiles at Arastor and says "Sorry about that don't know my own strength."

Image
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
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Re: Part 5: Necromancer where for art thou?

#454 Post by Dram »

Krakus- Looks at the large man as he looks like his cousin Crone. I will help you with the cave. It is a evil place. Should not a cleric cleanse the place of the evil? He then remembers the little girl from cave. What happened to the young girl?
Last edited by Dram on Tue Jun 27, 2017 1:40 am, edited 1 time in total.
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Re: Part 5: Necromancer where for art thou?

#455 Post by Nuke66 »

Mathias returns to town, frustrated with his adventuring career. He pokes around town looking for work and a congregation in order to build a temple

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Re: Part 5: Necromancer where for art thou?

#456 Post by Cwreando »

Back in town. Arthur says, "Thank you for the adventure but my quest has been completed and I have been asked to remain here in a more official capacity. I bid you safe journeys. I will identify the objects you found before you decide what to do next."
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Re: Part 5: Necromancer where for art thou?

#457 Post by Cwreando »

Back in town Bandir would like to scribe spells before going the next adventure.
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Re: Part 5: Necromancer where for art thou?

#458 Post by Cwreando »

Bandir Spellbringer - F1/M2 - Spell Armour AC 6 (10 pt) : - HP: 11 /11:

Banidr suggest the group finalizes the loot and money before they head out on the next adventure.

1 Spell Book [Galyn's Room]
Wizard spells of erase, mending, message and fools gold.

1 Short sword +1 [from Burl's Corpse]

1 set of Earrings of Intimidation [Found in the stables]
Make the wielder appear more poweful and intimidating.
Opponents suffer -1 penalties to moale and initiative and are more likely
(10%) to respond favoably to requests.

750 cp, 3,000 sp, 200 gp, 25
ep, 15 pp, a gold statuette of a plated warrior woth
250 gp and a sack of 20 gems woth 10 gp each. [Trolls Chest]

gold bacelet woth 200 gp, two 100 gp gems [From Burl's corpse]

chain mail armor, 5 ep, 14 sp, a jeweled dagger worth 100
gp, a 50 gp gem and a vial of oil of enchantment II,
which provides a tempoa enchantment of +1 if
applied to a weapon or armor [From Vilnin's corpse]

There were various short swords, daggers, leather, padded, and studded leather armor as well as short bows found on nearly every bandit you fought. Plus the odd amulet nobody was able to identify for Canis yet.

From the Necromancer is found on his person
1 Wand (identified) Wand of Ray of Enfeeblement remaining charges 1/6 cannot be recharged
2 daggers (not magical)
1 Ring (regular looking metal band) (Identified) Ring of Protection +1
1 Potion (looks similar to a regular healing potion) (identified) Healing potion (regular)
3 smoke bombs (explains how he was vanishing in a puff of smoke)

Near where the Necromancer was defeated is also found
1 Staff with a skull atop it (Identified) Staff of Undead Control (Radiates evil)

I say we should destroy the staff as it is pure evil my friends. I also think the town can keep the armor and non magical loot no one wanted to better defend themselves and help rebuild the village and equip their fighters. The money can be split equally between the party members at the time of the end of the adventure.

Since Bandir already obtained a magic item during the quest I will pick last. Unless everyone wishes to have a different way of choosing that they prefer to use.
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Re: Part 5: Necromancer where for art thou?

#459 Post by GreyWolfVT »

Just to note a lot of the treasure was the original module some of that was already divided up among the original party though i suspect they never added it to their character sheets...so a lot of what is listed is left back in the original first village that is a good two or three days away or more i forget how long the travel was initially.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Part 5: Necromancer where for art thou?

#460 Post by Rukellian »

I will refrain from claiming any of the loot. My new character didn't earn any of it and just met the group.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge

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