Adventure Thread
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The corridor ahead narrows and winds its way Northward. From his current vantage point he can see a tiny sliver of what is around the corner. It appears to be a door.
Sneaking up to the closer form, he attacks it from behind. He is the ready to attack the next one hoping that if he works fast enough he will surprise both of them.
Vidar is positioned and ready to strike the second form without any resistance.
From this vantage point, he has a better view of the door at the end this corridor.
Once done with that he will check the door to see if he can discern anything about it.
The doors stand imposingly before him. The handles show signs of wear, their surface slightly smoother where hands have grasped them over the years. The textured surface of the doors, weathered by time, gives the impression that they have stood undisturbed for a significant duration.
A rush of cold wind greets him, the sound akin to a shriek as it sweeps through the newfound chamber. The vastness of the chamber envelopes him, its ceiling sunken and jagged stalactites hanging precariously above. Gnarled stalagmites rise from the floor, collecting pools of green water that glimmer faintly in the dim light.
There is a shattered crater at the chamber's center. Within this indentation lie broken chunks of stone mingled with shattered, yellowed bones. Across the room is a set of doors (north). To his right is a high ledge (east), and to his left (northwest) is a cramped tunnel.
A set of towering carved doors at the opposite end of the chamber directly to the north. These doors bear intricate raven reliefs, though time and wind have faded their once vibrant details. Two round keyholes, each the size of a fist, mark the center of these doors.
Beyond the chamber's floor, an obscured ledge remains hidden high above. The wind howls from this hidden alcove, and an occasional glimpse of a hulking shadow hints at movement. The ledge seems both distant and precarious.
Nearby, a cluster of stalagmites creates a cramped tunnel leading westward. The dim, flickering light from within reveals a path.
Rolls
Sneak - (1d20)
(3) = 3
The stone demon's form seems massive and heavily armored, its body etched with weathered runes. Its stance exudes a predatory readiness, poised for action at the slightest provocation. It's pacing in the area above the ledge and occasionally peers into the chamber.
Rolls
Sneak - (1d20)
(6) = 6
The sight that greets him is both haunting and comforting. Another bonfire with flames fed by charred bones. At the heart of the corridor, a rectangular flat stone cradles a wolfskin wrap, an enigma waiting to be unveiled.
1. Share as much as you would like about Vidar. Who he is, what his goals are, and what his last memory before this cave was.
2. Vidar now has these items and abilities.
Items
Bearded Axe (d8), 1 inventory slot
"Wrought iron head with hooked steel cutting edge attached to an oak haft"
Sacrificial Bundle (small) , 0 inventory slots
Crude figure of a person made from moss, twine, and ash; burn at a bonfire to restore 1 point of Vigour.
Abilities
Parry (any weapon, reaction)
Deflect attack and riposte; STR save to avoid all physical damage and retaliate with damage advantage. - failure of save results in the attack against you gaining damage advantage
Disarm (axe, adds 1 fatigue)
Hook your opponent's weapon hand; target needs to make a DEX save or be disarmed.
Hack (axe, adds 1 fatigue)
Attack your opponent in a frenzy for double damage. If you roll the max damage value, Your opponent needs to make a STR save or stagger back from the ferocity of the attack, moving back 5 feet and losing their next turn.
3. Meditating at this bonfire will tie Vidar's soul to it. On death, this is the bonfire he would return to.
There is nothing else here of interest. The corridor is relatively short.
Exits: South leads back to the Stone Demon's cavern. North leads to an open hollow from which dim, echoing sounds of water can be heard.
He sits there thinking over these things at the bonfire wondering how he ended up here.
A murky pool sits in the heart of the room. The air carries a pungent smell of dampness and decay.The steady dripping of condensation adds a rhythm to the chamber, as if the very walls exude the essence of water.
In the midst of this damp sanctuary, a dusty skeleton rests against the rough Eastern wall. It's skull lolling with one leg outstretched.
His attention is drawn to the murky pool's enigmatic allure. Its depths seem impossible to gauge, and the slick sides glisten with green algae. Amidst the uncertainty lies a hidden secret—the skeletal fingers of another unfortunate soul, barely visible, clinging to the pool's sides.
He the carefully goes for the skeleton by the water. Not trusting the water He keeps his battle axe ready.
He has time to act before either skeleton is standing and ready to attack.
Rolls
Attack - (1d20)
(2) = 2
Damage axe - (1d8)
(4) = 4
Even as the first skeleton falters, the second skeleton remains determined. Water cascades from its bony form as it inches closer to standing position.
Vidar has time to act once more before either skeleton is ready to attack.
Rolls
Damage axe - (1d8)
(1) = 1
The second skeleton, having finished getting out of the water, pulls back its spear to strike.
Rolls
parry - (1d20)
(15) = 15
Damage axe - (1d8)
(6) = 6
parry - (1d20)
(4) = 4
damage axe - (1d8)
(1) = 1
Vidar fails the first parry STR save. The skeleton rolls 2d6 and chooses the higher of the two for damage
Rolls
Spear Damage 1 - (d6)
(4) = 4
Spear Damage 2 - (D6)
(2) = 2
With the watery skeleton momentarily thwarted, Vidar seizes the opportunity to launch a powerful strike. His battle axe cleaves through the air, landing with a bone-rattling impact on the skeleton's form. The force of the blow inflicts substantial damage. Despite the intensity of the strike, the skeleton still stands.
Both skeletons are still standing, but both are significantly damaged.
Vidar’s action is next. He can attack either skeleton, or perform any other reasonable action.
Rolls
Damage axe - (1d8)
(5) = 5
parry - (1d20)
(19) = 19
damage - (1d8)
(1) = 1
Rolls
Reanimate - (d12)
(5) = 5
Spear attack dmg - 1 - (d6)
(6) = 6
Spear attack dmg - 2 - (d6)
(3) = 3
He’s now taking critical damage. He needs to make a STR save with his current STR at 9. If he succeeds he’s still in the fight.
Rolls
str check - (1d20)
(6) = 6
Rolls
Damage axe - (1d8)
(5) = 5
Rolls
Reanimate - (d12)
(8) = 8
In the wake of his fierce blow, the chamber falls into an eerie stillness. The remnants of the once-menacing skeletons lie scattered across the floor. Among the scattered bones the discarded spears form a somber juxtaposition, a silent tribute to the battle that just transpired.
Beside him, the murky pool's secrets remain hidden, its waters too clouded to discern what lies beneath.
To the north, a corridor that bends toward the west, yet the bend is littered with a handful of arrows.
To the south, the familiar bonfire corridor.
Ash spear (d6, 20’, 1 inventory): Ash wood shaft fitted with sharpened iron head, used for thrusting or throwing. Allows Vidar to use thrust ability.
Thrust (spear, 1 fatigue): Lunge forward to extend the range of your weapon and strike targets up to 10 feet away.
Vidar’s resilience will stay at 0 and STR 9 until he rests at a bonfire. That will fully recover both stats, however, the skeletons will reset back to their starting positions in the room if he does.
to note any dangers.
Can you throw spears for use as a distance weapon?
He approaches the pool with caution and studies the murky depths with a discerning eye. The surface ripples slightly, the condensation trickling down into the pool, creating soft echoes of sound.
His careful examination reveals little clarity in the water. The murkiness conceals any secrets the pool may hold. Despite his scrutiny, no immediate threats reveal themselves, and the pool's tranquility seems undisturbed.
Vidar’s resilience is restored back to 5.
The skeleton’s do come back with spears even if you take them. They also reset to their starting positions so you would be able to sneak past, attack them before they animate, or any other ideas you would want to try.
You can throw the spears as a weapon for d6 damage at a 20 foot range.
Vidar's measured approach ensures he spots the bowman without triggering its attention. Along the corridor's length about halfway between the bowman and himself, he noticed a cramped alcove, offering the promise of shelter from the bowman's potential range.
Rolls
Dex check - (1d20)
(19) = 19
Vidar doesn’t require a DEX save because rushing to attack doesn’t require any additional skill on his part.
Rolls
Arrow attack 1 - (d6)
(2) = 2
Arrow attack 2 - (d6)
(2) = 2
Rolls
Form STR Save vs 10 - Critical Damage - (d20)
(19) = 19
Just beyond the form, the path extends southeastward. A fresh breeze wafts from that direction, carrying with it the delicate fragrance of blossoms.
There is little else of note in the immediate vicinity of the form.
Rolls
stealth - (1d20)
(10) = 10
Volley (shortbow): Fire two arrows without hesitation – roll damage die twice (Fatigue)
Dire strike (i.e. critical hit): Fire another arrow and roll another damage die.
The tree's verdant leaves cradle brilliant red apples, suspended like precious gems amidst the sea of green. A hooded woman tends to the tree with a gentleness that befits the surroundings. She holds a wooden basket, and her movements are methodical as she gathers the ripe apples and places them carefully into her basket.
Small and frail, her form stooped with age, she turns to greet Vidar. Her simple white cloak, its hood drawn around her head, conceals much of her features. Her voice, soft-spoken and carrying an antiquated dialect, complements her piercing eyes.
"Hello," she says with a smile, "I don't often have visitors, or maybe I do. I get lost in thought while tending the apples
"As for your fate," she continues, her gaze thoughtful, "it must be tangled, lost in the skein of existence. That, my dear wanderer, is a question only the Norns can unravel. Be cautious not to wander aimlessly for too long, for without a guiding thread, you risk becoming an empty husk, a mere shadow of your self."
If nothing seems wrong after the bite of the apple he will eat more.
She nods with understanding as he speaks, her hooded gaze never leaving his face. "I cannot predict the path you'll tread, wanderer, nor can I assure you that any of the remaining Gods will offer guidance. All I can offer you is this counsel: Ahead lies peril, as I'm sure you've already discerned. To depart from this place, you must confront the demon, and beyond that, your journey to rediscover your fate awaits. Be vigilant, for escape is the first step toward revealing your destiny."
Vidar begins to look around the grotto and sees what exits there are if any besides the one he cam from.
Just beyond the lifeless heap is the beginning of a shallow include. Broken and shattered bones lie at the base of the incline.
Rolls
Damage - (1d8)
(5) = 5
Rolls
Figure Spear Attack - (1d6)
(1) = 1
As Vidar ascends the arched corridor, the distant echoes of a colossal presence grow increasingly intense, reverberating from the chamber ahead. Upon reaching the zenith, he gains a clear view through the open doorway into the next room.
The scene within is anything but tranquil. The chamber is a chaotic tableau, littered with heaps of shattered bones, fragmented weapons, and mangled armor, as if some cataclysmic force had violently swept through. The stone floor and jagged walls bear grievous scars. Stalactites hang overhead but the only remaining stalagmites are on the edges. All others have been crushed to powder.
The rocky ledge, situated on the chamber's western side, offers a commanding view of the expansive open area below. It is the same area that Vidar entered shortly after waking up next to the bonfire. In the heart of that area, a colossal stone creature paces relentlessly. Strung around its neck dangles a sizable bronze key.
Meanwhile, on the southern wall, another heavy iron key hangs from a hook