The Crooked Lady's Lair Transcript
The Frostyear Guardians, Book I:
The Heroes of Adrest
8 Ches, 1491
RANDAL: (Amused) "“All th’ best treasure ye say? Could ye possibly be counting th’ treasure ye haven’t even told ye minions about?”"
Randal turns to the panel behind the goblin’s chair. He produces another set of sticks, but he doesn’t throw them. Instead, Randal strikes one sharply against the other, sending a flame towards the wooden panel in the back wall as he casts prestidigitation
VARIAN: "We will certainly take the loot... But what might save your life is information.”
"The one we've heard called the Crooked Lady. What do you know about her? What are your dealings with her
Randal's spell causes the door to fly own, clanging loudly enough to make pair of goblins still bound to Noch throne wince. Sure enough the panel was on hinges and carefully (for goblins at least) concealed to look like part of the wall. A small room is just barely visible beyond.
Noch states at the open door a look of hatred on he bloodied face.
NOCH:
(angry) "Fine... all my good stuff is back there... you take. But there lots more loot too... we keep it in lowest cave... that way *he jerks his head to indicate a tunnel in the east wall.*"
(amused) "Ohhh... you know Crooked Lady too? She make you give tribute too? That why you want Noch's loot?"
SALEEK:
Saleek draws a shortsword and holds it underneath nochs chin.
(angry) "**WHO IS THE CROOKED LADY**"
Saleek rolls [[1d20+Intimidation (Cha)]] = 7+0 = 7
Saleek rolls [[1d20+Intimidation (Cha)]] = 18+0 = 18
RINI: (confused) "...what's this Crooked Lady?"
(curious) "Goblin. Describe this lady to me."
NOCH: (tense) "She like you all... but bigger... with big arms and big claws... you want to die so much you go see her... she come once... many year ago... now just send frog men for tribute..."
(annoyed) "I tells you where the loot is... you want take that one... she shows you where the deep cave is. *he indicates done of the goblin women chained to the \"throne.\"*"
(annoyed) "Noch told you everything... now let me go, you gots too."
Give me a general intelligence check.
Rini rolls [[1d20+4]] = 7+4 =11
Even with your knowledge of goblin mannerisms it's pretty vague. A troll would match the description, but they are not typically know for this sort of behavior. It seems too intelligent.
DM WHISPER TO RINI: "I'm pretty sure the answer is no, but have you spoken in goblin to Noch at the point? I can't remember for sure."
RINI WHISPER TO DM: "No, just common"
SALEEK: (angry) "Are we done here..."
RINI: Rini approaches the goblin woman tied up...
(goblin) "Is what this Noch say true? Are there prisoners down below?"
RANDAL: "“Why not? Let’s pay this crook’d lady a visit”"
Watching Noch rolls Perception [[1d20 + Perception (Wis)]] = 6+2 = 8
"“Heck if I know. I’m really just ‘ere t’ find someone.” *His eyes glint greedily for a moment.* “Not that procuring a little extra coin would ‘urt” *Randal heads towards Noch’s secret treasure vault*"
NOCH: Noch glares daggers at the goblin and struggles out of Saleek's grip, raising his hammer and charging the chained goblin. Everyone but Randal can give me a dexterity check.
(angry)(goblin) "I kill you, bitch!
DEX CHECK
Noch rolls [[1d20+2]] = 8+2 = 10
Rini rolls [[1d20+1]] = 18+1 = 19
Kenris rolls [[1d20+0]] = 6
Varian rolls [[1d20+5]] = 22
Saleek rolls [[1d20+6+1d6]] = 4+6+2 = 12
Donny rolls [[1d20+1]] = 19
In the larger woden box you find 3 vials of red liquid nestled in straw. In the smaller is a single bottle filled with a bubbling pink liquid. The metal lockbox has a simple lock on it.
The other objects in the room would appear to mostly be of the type of objects that might have sentimental value to the goblin: small animal skulls, dice, bits of fur. You do find a scroll you believe to arcane in nature.
RANDAL: Randal pockets the scroll and bottles, then turns to the locked box
Randal picks up the box, seeing no way to open it and…
Randal comes back out of the goblin’s secret cave, holding a metal box.
"“Varian, ye wouldn’t by chance be able t’ pick th’ lock on this box, would ye?”"
VARIAN: Varian immediately takes a shot at Noch when Noch moves
Varian rolls [[1d20+5]]=17+5=22 to hit with his shortbow, for [[1d6+1]]=3+1=4 damage on hit
"Just a second Randal!"
Noch charges forward his hammer held high, then Varian's arrow comes from behind piercing into the goblins back. The larger goblin stumbled and collapses onto the cave floor in his own blood as his hammer clatters uselessly to the ground.
You are all in Noch's throne room there are half a dozen goblins bound in various ways and most treated quite poorly. Nothing in the room appears hostile.
To save time, if you search Noch and his guards you find a total of 36 gp and Noch's hammer: a very finely made made dwarven warhammer with copper inlay.
RANDAL: Randal sheaths his sword once more and picks up the iron box from the floor, passing it over to varian for inspection. He then pulls a rolled up piece of parchment from his pocket and turns towards Rini, holding out the scroll.
"“So... Rini was yer name, wasn’t it? I found these notes back in Noch’s vault, but I can’t fer th’ life of me make sense of it. Ye said ye were a linguist of something sort, I figured ye may ‘ave some use for it, if it were writ in some unknown tongue”"
At a quick glance it is easy to tell that it is a scroll containing some sort of minor arcane spell, but you would need time with it to determine the exact spell.
Also whoever was searching the bodies would notice that Noch had a thick iron key on a chain around his neck.
PICKING LOCKS
Varian rolls [[1d20+5]]=14+5=19
All told you would find: 4322 cp, 2259 sp, 153 gp, 1 carnelian, 1 chrysoprase, 2 jasper, 1 moonstone, 1 Moss agate, 1 rhodochrosite, 1 sardonyx, 1 star rose quartz, and 1 zircon
I have a running total of the loot btw, and I can either convert it to gold equivalent back in town or we can keep them as gems
SALEEK: Saleek walks around scavenging arrows from the slain bodies, and comes back to the group, a worried look on his face.
"I'm going to down to the crooked lady..."
"I understand, if no one will join me. You've all been invaluable in this raid. And I'm sure the townspeople will reward you all properly. "
"But I've gotta see this through to the end..."
RINI: (worried) "I'll admit this crooked lady has me curious. Probably more so than is good for my well being. Perhaps a rest is in order before we continue though?"
(worried) "There are also prisoners that need to be found?"
Over the rest, Rini you are able to cast identify over all the party's collected items. You have a scroll of thunder wave, a scroll of enhance ability (from the earlier locked room) and...
A searing hammer: one per day this magical hammer can be used to cast searing smite on itself as a first level spell.
A sentinel pendant: while wearing this eye shaped pendant you have advantage on initiative and perception checks.
WATCH
Kenris rolls perception [[1d20+Perception (Wis)]]=3-1=2
Varian rolls perception [[1d20+Perception (Wis)]]=7+5=12
KENRIS: "i do say this hammer gives me the possibility to hinder some evil do-ers. Does anyone take offence by me using it?"
I'll take watch order in terms of when the roles came in. Kenris nothing unusual happens within the limits of your vision, but you are convinced that you can hear movement in the darkness just beyond your sight. Varian with your elven vision you catch sight of the occasional goblin or rat moving about the tunnels but nothing hostile or dangerous occurs.
The pendant does require attunement by the way.
WATCH
Saleek rolls perception [[1d20+Perception (Wis)]]=1+4=5
RINI: "Rini has handed back all the items but holds onto the thunderwave scroll"
"I think I could make use of the scroll, but this scroll of Enhance Ability can only be used by our cleric or bard"
Rini then snaps his fingers and his owl familiar pops out from its pocket dimension onto Rini's gloved hand.
(embarrassed) "I suppose it's time for you to meet Aspen. My best friend...well my only friend until I met you fellows."
RANDAL: Randal appears shocked by the owl’s mystical method of entry
(nervous) "“That’s... not natural”"
He squints at the symbol emblazoned on Rini’s belt buckle, his eyes widening slightly as something clicks in his mind
(fascinated) "“Mystra...” *he whispers faintly in awe* “I cannae believe I didn’t see it sooner.”
*Randal addresses Rini* “Ye’re a little more than just a researcher, ain’t ye?”"
RINI: Rini begins to look a little more nervous with all the attention and begins to fidgeting a bit with Aspens' feathers.
"I...yes. I studied arcana for years at the Blackstaff Tower Academy. Learning about the weave and its possibilities...I suppose I was naturally drawn to the goddess of magic and the mysteries she weaves..."
RINI: "Yes. Where to?"
WOUNDED GOBLIN: (tense) "I- I take you to place Noch keeps prisoner loot.. or to deep cave... if really want go."
RANDAL: (kind) "“Yes, we do. Do not fear, ye need not follow us into that forsaken cave. If ye so desire, ye may remain outside”" WOUNDED GOBLIN: (friendly) "Only bad stuff there... but come, come this way." The goblin leads you out the eastern tunnel, through a series of twists and turns, and downward deeper into the old mine. The air grows more humid as you go and soon the walls are slick with moisture. She also shows you past several more deadfall traps, before stopping at a the end of the tunnel. It curves around into some sort of opening to the south. The mine is totally silent here, and also the walls are smeared handprints and crudely drawn skulls. WOUNDED GOBLIN: (scared) "M- maybe bad stuff in there not in there today?" RINI: "I could send Aspen ahead of us if you like? Unless someone else would like to scout forward?" Rini rolls perception [[2d20k1+3]]=6,3+3 = 23DM WHISPER TO RINI: Your owl flits into the chamber beyond. The room itself is a long rectangle, about 20 feet wide and probably at least 100 long. You are unable to tell for certain because the chamber has flooded; dark, still water fills the chamber 10 feet beyond the door forming a narrow beach and extending back until it hits the sloping ceiling of the room. A rusted track for an unseen mine car runs down the center and into the water.
Placed just before the water is another figure, that with Aspens perception you can tell is a curde dummy of sticks, bones, and leather. A large wolf's skull is set up on its shoulders. On the ground before the figure is a large, roughly circular, flat stone and on it is an unmoving, bound human figure. Small bones are scattered about the \"beach\" and more are visible to your owls darkvison beneath the water, along with a few rotting bodies or parts there of.
Aspen can tell the figure is a Male, human teen and does not appear obviously harmed.
RINI: Rini's owl flys forward into the room beyond, the mage performing a check of the room through his familiar's senses.
(alarmed) "There's a young man tied up! Lots of water past him... But seems to be still. I don't see any threats.
"Lots of bones though. On the ground. In the water. We should be careful"
Randal rushes in. Are the rest of you following?
The room itself is a long rectangle, about 20 feet wide and probably at least 100 long. You are unable to tell for certain because the chamber has flooded; dark, still water fills the chamber 10 feet beyond the door forming a narrow beach and extending back until it hits the sloping ceiling of the room. A rusted track for an unseen mine car runs down the center and into the water
Placed just before the water is another figure, that with you can tell is a curde dummy of sticks, bones, and leather. A large wolf's skull is set up on its shoulders. On the ground before the figure is a large, roughly circular, flat stone and on it is an unmoving, bound human figure. Small bones are scattered about the \"beach.\"
Sure enough, Randal you can recognize the boy. He is bound, seemingly unconscious, but not obviously injured in anyway that would be unusual for being held by goblins.
RANDAL: Randal gives a cry of delight, scrambling through the sand over to where the boy is tied up and starting to work at the bonds around him
(relieved) "“By th’ Gods, Edward, ye had me worrying.”"
EDWARD: (confused) "M- Mister Randal? I- I wouldn't... let them... take the children first, Mister Randal."
While not obviously hurt, the boy clearly has been through a lot. The room is lit by a faint natural glow to the walls, giving dim light, but to make out much more than basic shapes you will need Rini's lights.
PERCEPTION CHECK
Randal rolls [[1d20+ Perception (Wis)]]=18+1=19
Rini rolls [[1d20+ Perception (Wis)]]=3+0=3
Saleek rolls [[1d20+ Perception (Wis)]]=13+4=17
Donny rolls [[1d20+ Perception (Wis)]]=14+5=19
Varian rolls [[1d20+ Perception (Wis)]]=17+5=22
Kenris rolls [[1d20+ Perception (Wis)]]=13-1=12
RANDAL: Randal does the same, turning Edward’s head likewise
(tense) "“Don’t look, lad. Something evil’s afoot”"
RINI: Rini continues to look towards the water, searching for the missing face.
(curious) "Her name is Mystra. Also known as the Lady of Mysteries... which seems to me we have one here..."
There is a ripple in the water and suddenly it explodes, out of it emerges a monstrous parody of a woman. Her torso is that of a bloated, drowned halfling, the flesh puffy and white, her limbs impossibly long and near skeletal. Her hair is dark, wet and also greasy at the same time. Her eyes uneven, overly large, blood red fish-like lenses. Her jaw extends unnaturally low, unhinging revealing long, snakelike needle fangs. With a roar full of inhuman pain she charges the party.
Randal and Donny averted thier eyes as the creature emerged, the rest need to make a wisdom save.
Edward and the goblin, scream out, their eyes wide with panic. They scrabble backwards pressing their backs to the wall of the cave, trying to get away.
WISDOM SAVES
Rini rolls [[1d20+WIS Save]]=3+2=5
Saleek rolls [[1d20+WIS Save]]=5+1=6
Varian rolls [[1d20+WIS Save]]=19+1=20
Kenris rolls [[1d20+WIS Save]]=15+1=16
INITIATIVE
Rini rolls [[1d20+Initiative]]=18+1=19
Saleek rolls [[1d20+Initiative]]=10+4=14
Varian rolls [[1d20+Initiative]]=3+1=4
Kenris rolls [[1d20+Initiative]]=20+0=20
Donny rolls [[1d20+Initiative]]=16+1=17
Randal rolls [[1d20+Initiative]]=8+2=10
Okay, Rini and Saleek you are terrified by the monster's sudden appearance. Your attacks and ability checks have disadvantage. You cannot move closer to the target of your fear. You can repeat the save each turn.
Randal and Donny, as you have not looked your are not effected by its fear until you do, but disadvantage on attacks as long as you're looking away.
Well to make this easy, the order will be Kenris, Rini, Donny, Saleek, Randal, Variann and then the monsters.
Since that's the order you can all post your turns in any order and I'll make sure they're resolved right.
SALEEK:
Saleek rolls Wisdom save [[1d20+1]]=15+1=16 disadvantage [[1d20+1]]=9+1=10
Saleek moves back as far as he can, a cold sweat creeping up around the back of his neck. He casts hunters Mark upon the horrid visage of this new for and notches an arrow, his hands shaking.
Saleek Let's the arrow loose [[1d20+8]]=5+8=13 [[1d20+8]]=17+8=25 dealing [[1d8+1d6+6]]=7+2+6=15 on a hit.
RINI:
Rini rolls [[3d4+3]]=3+2+3+3=11 force damage
Rini casts magic missiles at the creature
Rini rolls [[1d20+ Wis SAVE]]=18+2=20
RANDAL: "“Everyone put out yer torches! We may not be able t’ look it in the eye, but let’s make sure it can’t do the same!” *Randal extinguishes his*"
He then casts vicious mockery
"“Hey, ye ugly witch! Ye have to use this pond t’ look at yer own reflection because ye broke all th’ mirrors”"
*Randal shouts a bardic inspiration to Kenris* “Come on, Kenris! Get that witch!”",
Randal rolls [[1d4]]=2 psychic damage
Saleek's hands are shaking just a little too much to get a solid shot off and the arrow flies just by the creature's oddly small torso. Rini's spell goes off darts if light streaking thought the air. The creature trying to bat them away with is boney clawlike hand. It does not work and the darts pierce into her pale hide.
Randal calls out his magic laced words and the monster flinches and roars back in anger.
Rini as you feel your magic impact it's target you realize that this foe is still a flesh and blood creature and it can be hurt. You shake off the fear effect.
The creature screams out as the holy light flashes before her unblinking red eyes.
The woman leaps into the air charging towards the frightened Saleek, taking at him with long boney claws.
Monstrous Woman attacks [[1d20+5]]=11+5=12 [[1d20+5]]=3+5=8
Monstrous Woman deals [[2d6]] = 5+3+3 = 11 damage
One of the long claws rakes along the wall just above Saleek's head barely missing, while the other slices into his chest armor for 11 points of slashing damage.
That brings us to round 2, you can all post in any order for simplicity.
RINI: Seeing those deadly claws, Rini backs away as far as possible and waves his staff overhead and with each circle a flame builds. Striking forward with the staff the fire bolt launches at the monstrous woman...
Rini rolls [[1d20+6]]=4+6=10 to hit causing [[1d10]]=8 fire damage
RANDAL: As the creature draws nearer, Randal’s petty insults transform into shrill whispers filled with malice. Despite being quiet, the sound of them is piercing to the ear. Randal casts dissonant whispers.
"if you listen to the whispers, they seem to say *”!hctiw ,gninnur ekil uoy woh ees s’teL”* - whatever that means"
Randal deals [[3d6]]=2+4+6=12 damage if she fails the wisdom save
SALEEK
Saleek rolls wisdom save [[1d20+1]]=19+1=20 disadvantage [[1d20+1]]=16+1=17
Saleek waits for her to run far enough, and quickly takes the *opportunity* to notch an arrow to shoot at her. [[1d20+8]]=15+8=23 dealing [[1d8+1d6+6]]=2+1+6=9
Saleek quickly notches another arrow and follows up his previous shot [[1d20+8]]=12+8=20 dealing [[1d8+1d6+6]]=7+2+6=15
KENRIS: Kenris will take his opportunity attack as well
Kenris rolls [[1d20+5]]=1+5=6
Even as Kenris's hammer goes wide, both of Saleek's arrows fly towards the monster in rapid succession, the first striking it in it's bloated stomach, the second more deadly arrow striking the creature's large blood-red fish eye. It's head rears back from the impact, but then snaps forward. Her mouth opening into a horrible grin. Saleek you know your shots should have been deadly to a humanoid, but this creature seems to be still moving.
The strange creature leaps forward again, it's claws madly reaching for Saleek again as it seems to ignore all other targets.
Also Saleek you are free of the fear effects.
Monstrous Woman rolls [[1d20+5]]=4+5=9
Monstrous Woman rolls [[1d20+5]]=13+5=9
Monstrous Woman rolls [[2d6+3]]=1+4+3=8
The monster's long claws slash out for Saleek again, he manages to twist out of the way of first attack, but that leaves him open for the creature's second. It rakes it's long nails down the birdman's back, the claws catching for a moment in Saleek's pack. There is a tearing sound and then the sound of something heavy hitting the bone littered ground.
On the ground at your feet Saleek is the fist-sized stone disk you had been given by your longtime companion. The monstrous female creature rears back from it as if it were a live snake. She backs away from you back to the edge of the water, trying to shield her one good eye with her clawed hands.
With a last roar, sending foul spittle flying, the creature turns diving back into the water and moving with surprising speed and grace underwater as it weaves easily through the display of bodies.
RINI: Not wanting the creature to get away, Rini waves his hand to which the glowing days form and fly towards the woman underwater...
Rini rolls [[3d4+3]]=1+1+1+3=6
DONNY: Donny goes over to Saleek and places his hand on him casting cure wounds.
Donny rolls [[1d8+3+Proficiency Bonus]]=5+2+3=10
Saleek your wounds are mended. The attack was all over in a manner of seconds. The waters again return to stillness and quiet descends on the room. Only to eventually be broken by the timid voice of your goblin companion, offering to take you to the prisoners and leave this place.
When you are ready your goblin guide would lead you back through the cave to where the goblins have been keeping the prisoners. In a locked room off the goblin's storeroom are a half dozen children, ages 3 to 9. They have been trapped here since they where taken on the attack on Ardrest. They are happy to be rescued and reunited with Edward. From that room you can scavenge about 50 gold of trade goods from goblin's storeroom. From there with the goblin tribe decimated, and showing no further inclination to attack Ardrest, you are free to return with the rescued children, and whatever reward and further trials might await you all there, if you choose to remain in town.
From the trials you faced in the cave, and the rescue of the children, you've all become experienced enough to advance to level 3.
SALEEK: Saleek nods in thanks for the healing and slowly walks over to the disk. Not having looked at it in a very long time, his shoulders slump, like the weight of the world is in his shoulders.
\"I'll see you soon my friend\"
He whispers to himself.
He then turns to the group."
(tired) "We should get these kids home..."
His knee gives out momentarily, prompting him to hold on to the rock surface.
(tired) "Maybe after a ***long, long rest***"
Saleek sits down, running his fingers over the scars on his chest.
He brings out the smooth stone disc that scared the creature away.
SALEEK: (tired) "Well, to be perfectly honest. I would like to track down the crooked lady again. Just kowing she's out there makes me uneasy. There's also a situation with some thugs back in ardrest.
Also something about the Greenvalleys curse. When Varian and met kenris here, he was talking about zombies too...I'm sure we could use all the help we could get. "
(friendly) "After all is said and done, we can finally have a drink at the tavern..."
SALEEK: "The undead, are not to be underestimated..."
"I would suggest we tread carefully. I have never fought them myself, but I imagine something as unnatural as a living corpse, is surely going to give us *some* trouble. "
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