Escape from the Crypt
Our heroes find themselves in a strange place, with hosts of ill intent!
Plot points/Scenes
The Pit
Your eyes open and struggle against the midday sun high above. You hear the peaceful chirping of songbirds chirping. As you rub the sleep from your eyes you feel your face is sunburnt and an unpleasant pulsing welt on the back of your head. You find yourselves in strange company at the bottom of an open pit, with high unscalable walls and spikes pointing down towards you. Getting up you notice old bones about your feet, and a skeleton shackled to a nearby wall. Only a short tunnel leads from the pit to an Iron gate. making your way up to it and listening closely you can hear some muffled voices some distance away.
- The Party members are stripped of their gear.
- A small metal pick can be found lodged in the wrist shackle of the skeleton.
- DC 10 Slight of Hand check or DC 18 strength to open the Iron door.
The Tunnel Hall
Slowly opening the iron door you enter into a cramped hand-dug tunnel, rubble, and broken tools litter the ground making it treacherous to walk in the dim light. You notice hints of smoke and incense in the air growing stronger. You see various small passages branching off this hall only big enough for someone to crawl into.
- The Passages lead into the depths of desecrated graves that have been plundered.
- A few simple (rusty) weapons can be found by searching the coffins as well as some broken tools.
Moving forward you hear voices up ahead more clearly “UGAAH these will not do Percival, their muscles are too decayed and their bones too fragile! The Hag said subjects as fresh as possible are to be used; bring me one of the live ones at once!” - (Head cultist)
At the end of the Hall you see a door ajar with light spilling out to the right of the door is another hall where the voices seem to be coming from.
The Living Quarters
Looking inside the room first you see a few scattered bedrolls laid out on straw on the floor and a pile of empty coffins in the corner; you catch and hold your breath as you hear a rustle and a figure shifts in one of the beds.
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- One Cultist (pg. 163 PHB) is fast alseep on a bedroll. he is holding a scimitar kept under his pillow and holds the keys to the cell. If combat breaks out, the other guards will arrive looking for the keys.
- Loot: A book written in common dedicated to Gamove and Xatune the gods of death, blasphemous notes have been made in the margins, and a soiled piece of parchment is tucked inside with crude handwriting describing reversed of funerary rights as a method to raise the dead.
- The party's Gear is in a locked chest.
The Ceremonial Chamber
You enter a large chamber, well lit by a large brass brazier and various candles, many of which are balanced atop a coffin dangling from the ceiling by roots wrapped around it like some macabre chandelier. In the center of the room is a circle of various symbols and a large table constructed of bones. A Cultist priest stands before it, his arms elbow-deep inside a dedicated corpse. The cultist shrieks as they see you and removes their hands to point at you, a crystal black as night still clutched in their hand. "stop interlopers, fear not! I wish not to waste my magic on you; leave us to our bidding and I will allow you to leave... alive" They gesture their outstretched hand to a doorway benighted with bones.
Combat:
- 2 lesser heath potions.
- A Black Crystal.
- 45gp worth of gold and jewels.
- A jar filled with rosemary, needles and pins, small animal bones and red wine.
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Related Session Reports
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