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17:32, 25th April 2024 (GMT+0)

Tomb of Moving Stones.

Posted by Dungeon MasterFor group 0
Dungeon Master
GM, 135 posts
Sun 25 Mar 2018
at 08:23
  • msg #1

Tomb of Moving Stones

This wide, irregularly shaped cavern has a floor of smooth bedrock. Damp dirt and stone, with tree roots protruding here and there, make up the walls. A five-foot-wide tunnel leads off to the north, and a stone slab-a door with a rusty pull-ring-stands to the east. By the stone door, a couple well-used cloaks and a waterskin are on the floor.
Dungeon Master
GM, 136 posts
Mon 26 Mar 2018
at 04:13
  • msg #2

Tomb of Moving Stones

There appears to be nothing strange about the cloaks and waterskin on the floor.  After debating among themselves the party decides to head down the eastern tunnel.  The stone door to the east has no lock and slides open smoothly. Beyond it a passage of dressed stone slopes downward.

Sixty feet beyond the stone door, the tunnel levels out. Two stone reliefs of stern dwarves in chain mail and carrying battleaxes face each other across the tunnel. The carvings stand out from the passage walls, and they have gaps around them, so they could be doors. The passage continues past them.

The party decides at first to try and go down the southern passage.  The door slides easily when pushed and reveals a long stone tunnel that ends in a pit covered by a stone bench with a hole in it.  Clearly a privy that appears it has gone unused for quite some time.

Returning to the intersection the party decides to move the door to the north which also moves with ease when pushed and heads down the northern passage.

The passage heads north then turns east and as the party rounds the bend they are greeted with the strong scent of death.
Dungeon Master
GM, 137 posts
Mon 26 Mar 2018
at 04:15
  • msg #3

Tomb of Moving Stones

The tunnel opens into a square room that reeks of decaying flesh. Three human corpses, reduced to little more than bloody bone and sinew, are sprawled in the rooms center. Two oversized rats root among the bodies, stopping to chew flesh they've pulled free. Scuttling noises come from narrow crevices in the walls.

Wanting to deeper investigate the bodies the party pulls out blades and engages with the massive rodents knowing they won't give up their meal without a fight.
Dungeon Master
GM, 138 posts
Mon 26 Mar 2018
at 04:28
  • msg #4

Tomb of Moving Stones

The rats are dealt with without issue.  Upon the corpses laying here the group finds they each have a symbol cut into their skulls deep enough to scar the skull.  The symbol looks like a triangle pointed downward with a y shaped pair of legs sticking up from the triangle.  The real mystery about it is why are these bodies here, who put them here and why.  Without any true answers or any other evidence to gather the group continues past this room and into the passage heading east.

The tunnel opens into a square room. In the center of it, a black rock about a foot across hovers three feet from the floor.
Dungeon Master
GM, 139 posts
Mon 26 Mar 2018
at 04:36
  • msg #5

Tomb of Moving Stones

After messing with the rock the party manages to move it and it suddenly drops to the ground and cracks into pieces.  After a bit of experimentation they find that something in this room in a certain 10 foot wide spread is causing a floating effect.  Though none in the party are trained in the ways of the arcane so being able to confirm anything about this weird phenomenon is all but impossible.  Satisfied enough with what they know and what they have found the party continues to follow the trail that begins heading south.

The group eventually hits another large door which they easily move out of the way.

This fifty-foot-square chamber is hewn out of rock. The floor is rough but flat, the walls show the chisel-marks of the original builders, and the ceiling is about ten feet high. Identical stone doors with iron pull-ring handles stand in the middle of the east, north, and west walls. In the center of the room stands a life-sized and lifelike statue of a dwarf warrior wearing a chain shirt, helm, and big boots. He carries a shield on his left arm and a battleaxe in his right hand. The statue has clearly been broken into, roughly, the head and upper torso, lower torso, and legs. These pieces have been reassembled and held together and upright in a stout wooden frame. A dagger along with several coins and gems lie on the floor in front of the statue, surrounded by an ring of fine gravel.

On the frame holding the statue together, a small, neat inscription reads: Petrified Ironstar (?) dwarf, found 1459 DR in Red Larch West Quarry in broken condition.
Dungeon Master
GM, 140 posts
Mon 26 Mar 2018
at 04:42
  • msg #6

Tomb of Moving Stones

The statue appears to have several offerings of valuables.  No matter what or who it's for the party agrees that messing with offerings is only bound to bring ill down upon the party.  As the party spreads out and begins investigating the rest of the room the door to the west opens and through it comes six people whose leather armor bears the same symbol that was carved into the skulls of the victims the party just found. As they begin to surround the party in this room you hear one of them say. "We are the Bringers of Woe. We have come to reward your curiosity."

Four of the attacking group pull out scimitars while the other two have bows as the all out battle begins.
This message was last edited by the GM at 04:54, Mon 26 Mar 2018.
Dungeon Master
GM, 141 posts
Tue 27 Mar 2018
at 05:12
  • msg #7

Tomb of Moving Stones

The party decimates the bringers of woe, the symbols on their leather armor clearly confirmed to be the same as the skulls that were carved into in the previous room.  After gathering themselves finishing their search and taking a quick breather the party discusses moving east or west but decide it best to continue through the eastern stone door.
This message was last edited by the GM at 03:37, Wed 28 Mar 2018.
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