D&D 5E (IC) Fitz's Folly

Rodrigo nodded, almost a slight bow

"Very well - and yes I agree with you, we can also save a life here. Let us carry this girl to a local healer - if we team up we can get this done quickly. Then the necromancer will meet justice"

"Harb, do you know where the healer is? If so lead the way - if not we will carry the girl while you make inquiries. And perhaps one of us can remain behind to keep an eye on things?"
 

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"I will stay here to observe or accompany you, as you wish," says Miss Imogen. "Or you can entrust her with me as you rest. But let us act now."
 

"I'll stay with the Misses," Dellrak says checking his bow. "Well meet ye near this mad wizard's tomb hopefully."

OOC: I think Dellrak can track around the ziggurant with Miss Imogen guarding him with her powerful bow skill. Should hopefully find a door before the other three return and be ready to roll on.
Perception: [roll0]
Survival: [roll1]
Also going to cast goodberry and eat four of them, so hp 12/20
berries left 6/10
spells 1/2
 

Harb picks the girl up and turns to the boy. "Plaease show me to a healer, preferably a good one."

OOC: Might be a good time to pay them for finding us a lead btw?


Squirrels are evil!
 

OOC: I wouldn't call taking Mayni to a healer's to be the kind of activity to interrupt a rest, so Harb and/or Miss Imogen can do it during the rest.


Mayni is taken to an old woman's hut with a reputation for home care (and a little witchcraft). The woman accepts a few silver pieces to feed and care for the child (and kindly offers to take Louzo for the same period - the boy hungrily eyed the soup she had in a clay pot on her stove).

When that was done and everyone regrouped, declaring themselves fit to continue, the group worked their way through the hidden trail, barely passable through the jungle until it came to an overgrown section of the large ziggurat. The opposite side faced the Executioner's run and had shops, huts, and lean-tos built into it, but this side was overgrown by the jungle and had not been cleared for centuries or more. The little path came to a vine-covered stone, cleared just enough to reveal a worn pattern of carvings in it's ancient face.

door.png
 
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Harb left a gold piece for the care of each child with the woman. He also gave another 4 silver to each child as their reward for finding them a lead.
OOC: 2 gold and 8 silver total.


Once caught up with the others, he decided to keep a lookout while they worked out the details. He had been trained in religions in his order, but very little had stuck. His talents had proven to lie elsewhere.

Squirrels are evil!
 
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Chrysagon and Rodrigo agree that the symbol is a depiction of Merrshaulk, sleeping snake-god of the Yaun-Ti. When the empire of the serpent folk fell into ruin, Merrshaulk entered a deep slumber and the yaun-ti left the surface of the world and went into hiding. It is unclear if declining worship caused him to fall asleep, or if his prolonged torpor caused his worshipers to abandon him. Even in his compromised state, Merrshaulk is said to grant spells to his remaining worshipers, warlocks that uphold the age-old yuan-ti traditions, who believe that he will some day fully awaken, shed his skin, and renewed by transformation, restore the yuan-ti to their former place as masters of the mortal world.

Other symbols suggest that this is a door which is opened by tracing the correct pattern in the grooves of the carving. Scratchings and etchings that first appeared to be mad scribblings on Viplo's writing-desk now make sense.
 

"This do be gettin' stranger and stranger. A Death Curse that do draw people to it, a mad wizard that be house'n them, and now a sleeping Snake-God!?" Dellrak says as he eyes the "door" suspiciously.

"Anyone know what will happen should you trace the path wrongly?" he asks remembering the trap at the Serpent's Throat that nearly drowned them all.

[sblock=Combat]
AC: 15 (scale, dex)
HP: 12/20 HD: 1/2 (1d8+2)
Speed: 25'
Saves: STR +5, DEX +3, CON +2, INT +0, WIS +2, CHA -1
Features: spellcasting
Special Defenses: advantage save vs poison, resistance to poison damage

Combat:

battleaxe +5, 1d8+3, versitle (1d10)
(2)handaxe(melee) +5, 1d6+1, light
(2)handaxe(thrown) +5, 1d6+1, light, thrown, (range 20/60)
longbow +5, 1d8+1, ammunition (range 150/600), heavy, two-handed

Spell Slots: 1st: 1/2
Spells known: jump, goodberry

Usables:
arrows 18/20
pitons 10/10
torches 10/10
rations 10/10[/sblock]
 

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