We follow the spirit to a tomb just outside the village of Westmarch. I notice that the tomb is really old; the slightest gust of wind could cause it to crumble. The windows are shattered, and the door that remains is ramshackle at best. The spirit continues into it i go to follow when I feel a hand on my shoulder, and the familiar voice of Gargax follows.
"This is as far as I can go, I'm sorry my friend that brush with death has filled me with fear, I couldn't even aid you against the Husk in the cemetery even after though you brought me a sword for protection again I'm sorry I shall await your return at the coldfeet inn" before I can try to respond he turns and walks away shoulders hanging somewhat slumped compared to his normal stature I looks as if thos fear shames him. I press on into the tomb, determined to end this Curse.
The room is filled with shattered pots and antique embalming tools and fluids; the smell of Death hangs in the air in a thick miasma, as if you could move through it. In the corners of the room, furthest from the door, are two husks. Sneaking is not an option here, and there will be no retreat. I must fight them. I start to cast a flame, but am spotted.
The fight begins
Initiative. Hp
Braak. 13. 16.
Husk1. 11. 9, 0
Husk 2. 11. 9, 0
Round 1
I grip my quarterstaff, infusing it with the power of nature with my spell shillelagh and charge the first of the two husks and swing my quarterstaff (I roll 18+5 for AC23, a hit. Doing 8+3 11pts of damage), the Husk falls. I channelled all my Rage, worry and frustration over the past few days into that strike, and it couldn't stand against it. The second Husk swings (I rolled a 9+3 for a 12, which misses), the momentum from my attack carries me out of the Husk's reach as it tries to claw at me ineffectually.
Round 2
(Rolled a 9+5 AC14 which is a hit for 6+3 9 damage) I instinctively swing my quarterstaff around as I turn, connecting with the Husk flooring it and putting it to rest. I have a quick look around, but there is nothing useful here.
| Room 2 |
Inside this room is a single sarcophogus, lid broken and the occupant rotted away a sense of calm comes over me and i feel the touch of a spirit (religion check DC15 16 Rolled +3 so 19 passes) positive energy fills me the energy removes negative effects and heals 1hd worth of damage (i asked an oracle if the rejuvenating effects of the room soothe the tenderness and as im at full HP whether the healing imbues temporary hit dice the answer is yes so i gain 7 temporary hit points).
This is a small hexagonal room that seems to have been used as a store for the necessary implements to entomb the dead, giving funerary rites before funeraryaid to rest, though two husks wait for me and in the confines of this room, they are ready for me.
Initiative. Hit points
Braak. 18. 23, 21, 19
Husk 1. 11. 9, 4, 0
Husk 2. 11. 9, 0
Round 1
Again I go for the magical essence of my staff and go in for the offence (I rolled a 7+5 to hit for 4 damage) they try to claw me (rolling with advantage as Braak is flanked 1st Husk rolls 5+3 and a 17+3 so AC20 is a hit Doing 1D4+1 2. The second Husk rolls 17+3 and 16+3 AC20 another hit doing 1D4+1 for 2 damage).
Round 2
I swing at the 1st Husk (Roll a Natural 20+3 for a critical, doing 4+4+3 11pts of damage). Killing it for my troubles, the second Husk's claws rake the place where I stood (roll 8+3 AC11 is a miss)
Round 3
I lash out again (roll 9+5 for AC14, which is a hit for 6+3 damage). I swing and knock it off balance, striking its head on the embalming table, killing it.
The dust settles, and I look around and find nothing of use in any pots that are about.
| Room 4 |
Initiative. Hp
Cursed husk. 18. 22, 17, 8, 0
Braak. 6. 19
Round 1
In its rage, the Husk swings wildly (I rolled a 9+3=12, so a miss). The words of power erupt from me grantingmagic to imbue my staffing I swing (I rolled 14+3, so a hit doing 5 Damage)
Round 2
It lashes out again (I roll a 3+3 AC6, so a miss). I come in again to strike (again 14+3 AC17, so a hit, doing 9pts of damage).
Round 3
It rakes it's out stretched hands at me (rolls a 15+3, so 18 is a hit 5pts of necrotic damage. I roll a wisdom save 2+5 for 7, the save is DC11, so I fail). Braak is now frightened. shakily Braak takes up a defensive stance as this one scares him a bit. He swings (with disadvantage, getting 16+3 to hit and 20+3 and does 9pts of damage). killing the husk.
With the fighter over i look around, finding (2d6 Gold coins) 6gp
This hallway seems to connect the prep chamber with the rest of the tomb. There is a crack in the floor 5ft across that has decayed with time (Dc10 Athletics check. I rolled a 9+2 success). I ready myself and take a running jump and clear the gap, landing safely on the otherside.
I open the door and make my way into the room when I'm hit by a blindingly bright flash and a concussion boom (dex save DC14 rolled a 13+3, so a pass). I manage to sidestep and somehow avoid the ward that is glowing on the floor. Obviously there to catch out unwanted visitors, this seems to be an office of sorts two book shelves and a desk are in the room on the desk is a chest (Investigation rolled 2+1 for a 3 to check it over for traps I don't believe there is any) it is closed i open it and inside is a pouch with with 85gp and two potions of healing, I look over the book case just a cursory look nothing too in depth (perception DC16 rolled a 12+5 rolled a 17) i spot a tome that seems out of place "A Fools Rise" by Bibnar Nabbner amongst the tomes on embalming and funery rites, I go to remove it and "Click" the book case comes away from the wall revealing a secret door.
In this room, it is a small corridor-like affair with a shrine and a small bench, obviously for Blessings and quiet contemplation before a ceremony. Upon the shrine is a potion of healing. I pocket this and leave a token 3gp there and say a prayer to the great spirit. There is another door out of this room, so I take it.
| Room 8 |
They haven't seemed to notice me. I drop into a crouch and prepare my move forward (stealth roll 17+3, so a 20). I cast produce flame and hurl it at the group of them (attack roll of 18+5 to throw the orb, hitting Husk 3 for 2 damage)
Initiative. Hp
Braak. 14. 19, 14, 11,18, 16, 12, 7, 13.
Husk 1. 9. 9, 1, 0.
Husk 2. 9. 9, 4, 0.
Husk 3. 9. 9. 7, 0.
Husk 4. 9. 9, 4, 0
Round 1
As they start to rise i release another ball of fire towards them (roll to hit of 2+5=7, so a miss). They run at me and engage one at a time. The pew acts as a funnel, so I have them bottlenecked for now, so I'm in control (Husk 1 20+3 to hit, so a critical doing 4pts necrotic damage). I feel back as I'm hit harder by the Husk than I expected. Negative energy radiates from where I was struck. I feel a coldness creep up my arm.
Round 2
I cast shillelagh, I swing again (5+5 to hit AC10 is a miss), but miss i step back into the room. With the shrine, the one I came from previously, my confidence I had gained ebbs away, with my back to the way out i have a means of escape if needed. As one approaches and attacks (Rolls a 15+3, so AC18 is a hit for 3 pts of damage), the others follow behind it.
Round 3
I call out to the spirits of nature to aid me (Healing word roll 1d4+3, I get 7pts back). The spirits strengthen me, and as the healing power flows through me i attack (roll 8+5 for AC12, so a hit dealing 5+3, for 8 damage). The Husk staggers back if it had emotions; I'm sure my fury would've surprised it. It tries to claw back at me (5+3 AC8 is a miss).
Round 4
(7+5 for AC12 a hit for 5+3 8 pts of damage)
Killing it. Husk 1 falls to the ground, and another one steps in to take its place and attacks (9+3 AC12, so a miss)
Round 5
(17+5 AC22 to hit for 5 damage) This Husk weathers my blow bit keeps coming (18+3 AC21 to hit for 2pts of damage)
Round 6
(Roll to hit of 15+5 AC20 doing 7pts of damage killing it)
Side note: as there are 2 bodies on the floor, I'm going to impose disadvantage on attacks made by creatures in that square and advantage on attacks made against them moving forward, as the floor is now uneven and has more give.
Another one fills the entrance and steps in, lunging toward me (5+3 for AC8 and 15+3 AC18 with disadvantage, this is a miss) but misses due to the bodies impeding it.
Round 7
(8+3 AC11, 5+3 AC8 with advantage, this is a hit for 7+3 10Damage) I add another Husk to the pile on the floor before this one has even tried to hit me. The 4th Husk leaps over and tries to hit me (11+3 for AC14 and 17+3 for AC20 l, 14 is enough to hit me, doing 3+1 4pts of damage). I feel the impact is harder than any I have taken so far. If these creatures had sentience i would worry it was trying to push me back to counter the disadvantage (I rolled on an oracle to see if the leaping Husk would unbalance me, it came back as no, it wouldn't)
Round 8
(16+3 AC19 and a 1+3 AC4 is a hit with advantage doing 6pts of damage) it attack (11+3 AC14 and 14+3 AC17 with disadvantage it's a hit for 5pts of damage).
Round 9
I quickly drink a healing potion (in the appendix of this adventure, it states that this is a bonus action, it heals 6 points of damage 2,+2+2 I'm granting the husk advantage to hit, but with the disadvantage it already has it'll have a flat roll) i swing the quater staff (17+5 AC22 a hit doing 9pts of damage). All goes quiet, I have a quick look around and find 45gp on a counter to the side of the room. I return to the bookcase in the secret room and pull it closed, leaning the husks to be a bit of a blockade to create a safe space to rest for a moment. And I take a short rest, regaining 2 hit points.
I enter into the room at the side of the chapel, the sight I'm met with is strange, like most (humanoid) races,s it has two arms and two legs, a head, but with a featureless face. Its skin Writhes and convulses strangely (Perception 12+5 for 17). A face appears on the shoulder and pushes out before receding and leaving the skin smooth. It dawns on me that this is the fiend I have been looking for. The Soul Snatcher, as it glares back, the mouth opens to speak, layered under the hissing like voice, I hear screams "ahhhh a fresh soul mine, MINE, MINE", and it rushes towards me, hands out stretched.
(Before beginning combat, I need to look back at the number of casualties I wrote down during the Prologue. For each day it has taken me to complete this dungeon, I'm going to roll 1d4 and add that number to the number that I wrote down. This sum is the additional hit points the Soul Snatcher will begin combat with. 12 casualties 2,2,4 on the dice, so it will have 38 health).
Initiative. HP
Braak. 19. 16, 4, 2, 11, 9, 2, 0, 2, 2
Soul Snatcher. 14. 38, 32, 24, 20, 15, 4, 0
Round 1
I activate my staff in have now done this so many times it's like second nature to me at this point.
(Roll 17+5 for AC22 for a hit doing 3+3 6 damage) It lashes out at me (rolls a 6+5 for AC11, so it's a miss)
Round 2
I follow my attacks with another (roll 13+5 for AC18 so a hit doing 5+3 8 damage) it swings with me a the blow shakes me to the core (roll 20+3 for AC23 a critical doing 12 damage) i feel the very essence of my life force being sucked out of me ad into the soul snatcher (I need to make a DC 14 con save or lose the damage taken in hit points this will last till I take a long rest when i will get them all back, i Roll a 6 so i'm now on a a max of 4 hit points)
Round 3
(I drink a potion that takes me back to 4 hp) I swing the Quarterstaff at the Soul Snatcher (roll 14+5 for AC19, which is a hit for 4 damage). I swing at it in my weakened state, and it attacks again (rolls 19+5, so AC24, this is a hit for 2 damage I roll a 12+1 Con save of 13, which is a fail, so I'm now on 2hp).
Round 4
I let the beast within out, assuming the form of a wolf and attack (roll 16+4 AC20, which hits going 3+2 5 Damage). I bite it and try to let the instinct of the wolf guide me, but I'm unable to cause it to trip. So it keeps its feet, it attacks me (rolling 7+5 so AC12, which hits my now lower AC1,2 doing 1+1 2 damage. 13+1 14con, which fails, so 2 more damage siphoned off)
Round 5
I go for a bite (rolling 11+4 so AC15, so I miss), it swipes (rolls a natural 1, so misses)
Round 6
I try to bite the Soul snatcher again (rolled 2+4 AC6, so a miss), it swipes at me (it rolls 3+5 AC8, which will miss)
Round 7
I growl in frustration at not being able to hit it (rolls 10+4 AC14 a miss), it attacks (it rolls 19+5 AC24, which hits, doing 6+1 7pts of damage I make the CON save on a roll of 15+1).
Round 8
I leap and try to bite it (3+7, which is a miss), it hits back (10+5 AC15, which hits, doing 2pts of damage again. I pass the CON save on the roll of a17+1, so an 18). The damage takes me out of the wolf form. I am now on my knees in front of it.
Round 9
I swing at the Soul Snatcher two-handed (roll a 16+5 AC21 for 8+3 11 Damage), it kicks out at me (rolls 11+5 AC16, which hits, doing 2pts. I will be honest i lost track of all the dice I was rolling. I was getting a little excited, so I stopped, took a calming breath and restarted. I rolled a 20 on the Con save, so a 21, no loss of HP i have to use a HD to bring my HP up from zero)
Round 10
I need to finish this. If I don't, then my soul will be consumed by the soul snatcher I swing, trying to hit it (I pray to the god of dice to bless my roll 11+5 AC16 is a hit, doing 9pts of damage)
It falls to the floor and starts convulsing uncontrollably. The body starts to rise, its head thrown back, and its mouth agape. The souls it was consuming started to gush out of it like a geyser. All the souls swirl around me and start to fly out of the room behind me, as they escape the soul snatcher, its body withers and dessicates till there is but a husk of what it was.
I search the room and find 115 gp, 250 sp, and 374 cp. As I go to leave i see a shard of a glass-like substance, i pick it up and look at it, shaped like a dagger made out of a deep purple glass-like material
I pick it up and take it with me; it may prove useful in my further adventures, but for now, my main concern is returning to the coldfeet in and resting as I am bruised and battered.
Epilouge
With the Soul Snatcher gone, the village of Westmarch is
no longer in danger of its souls being captured. As I return to the village with proof of my victory, I'm met
with applause and gratitude. The business owners open
their doors to me, offering reduced prices, the priest is allowed
to ascend into the afterlife, and those who recently lost
loved ones can sleep better at night. I have saved Westmarch with the help of a Few new friends and, as a result, reached the
conclusion of this adventure a few days pass before
your travelling party decides to hit the road once more.
Your destination is Kelon, and only time will tell what your
future holds.
This is the end of the 5e Soul Snatcher adventure. It was a fun experience, but for now I'm going to let Braak have a little time to relax and recuperate, and though I have used Night Cafe to help bring him to life i will try to use alternate art/pictures for posts going forward instead of AI
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