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The Other Guys, A reverse Tale

This is the story for Nicholas, Michael, Mitchell, Dave and whoever else can play. It will take place in Morden's Bridge where a small group of wanderers come together after hearing tales of Adventure Team Grimm. Some may have petty grievances with the way the larger team operates, jealousy of the renown of ATG, or eager to prove themselves as good enough to get hired by PACT. They are tasked with cleaning up the mess left in the Velloshon marsh by ATG. After killing the Loxodon Knick Gnaultie they left a dangerous phylactery that began to spew dark energies. This has been creating undead zombies of all the fallen goblins and bugbears left behind after the skirmish. Now the entire marsh has become an undead nightmare that threatens the entire continent if left unchecked. These new heroes must venture into the swamp and shut down the phylactery by any means necessary.
The Orr Urgash Eight have all been turned into Wights, undead warriors.  The resurrected Knick Gnaultie is still commanding them now as a Deathlock.
Nicholas - Radbert Rodney, Human Sorceror and Warlock.  Former pirate captain partnered with Minotaur Fighter. Michael - Gunmarek, a Minotaur Fighter and rogue. 
The players will start in Morden's Bridge which has been peaceful since ATG destroyed the Wolfwere that was preying on the populace.  Now though the townsfolk have been seeing zombies and undead creatures on the outskirts of town.  As the players meet and are approached by a town elder to deal with the threat, a Bodak enters in the cover of night and attacks.  Next the players will have to band together to take on the orr Urgash Eight and the newly undead Gnick Gnaultie in the Veloshon marsh.

Plot points/Scenes

Radbert the Sailor and Gunmaruk -
Radbert grew up in The Points, a city on the south of the Forest Realms. A coastal city known for it's lawlessness, gambling and smuggling. As he approached his teenage years many cityfolk would see him chatting with the ocean itself as if someone was there. Later he would spend hours of his day swimmming in the waves until his father would drag him home and whip him. An accomplished sailor and fisherman he eventually escaped his abusive family and stowed away on a smuggling ship known as the Marid's Pearl. He joined their crew and learned that the ship and it's captain were part of a pirate fleet that attacked East Tellenheim company freighters and stole the goods. Radbert eventually was given his own sloop to command and he turned it to Privateering for whatever city state was paying the best. During this time he slowly started to obtain less and less plunder as his missions became more noble. Saving people from sinking vessels, freeing slaves, and helping those in need eventually caused his crew to turn on him. The freeing of a dozen slaves from an elven ship after engaging them in combat was the last straw. During the battle he cast a terrifying spell where purple tentacles burst forth from the deck of the ship tore apart several enemy sailors. The worst of all was he used this terrible power to save the life of a minotaur. The crew mutinied and set Radbert and his new friend Gunmarek adrift in the ocean. After a week of terrible conditions with no food or water the little skiff somehow got close to land. The two used the skiff to make their way up the Archon River and into the small town of Morden's Bridge. Radbert for the first time in his life has no idea what to do next.
Gunmaruk grew up in Ventenheim not far from the Tabaxi kingdom of Sun and Stars. Minotaur towns and farms tend to be in the dry dusty areas just outside of the jungles. An outsider race the minotaur are considered dangerous and uncultured by almost every other race in Tanaheim. Gunmaruk though had a noble soul, he always helped others if he saw someone in trouble. As he got older he learned how hurtful the other races could be but he decided to win others over by doing what he had always done and show them kindness. As he got older he proved himself to be one of the strongest and tallest in his village. He was always sent out on hunting missions or trading missions due to his exceptional fighting abilities. It was on one of these trading missions that he made his great mistake. In a busy coastal town he waded into a battle between a pirate crew and the crew of a slaving vessel when he saw several people in danger in the middle. To protect a couple of humans and their children he waded into battle and wound up wounding a dozen combatants. Eventually the ship's mage of the slaving vessel cast a sleep spell on him and he woke up days later in chains not knowing where he was.
Dave and Sarah -Gustellin’s Traveling Troupe of Mummers
Matt-

The Cobbleton Inn -
The main inn and tavern of Morden’s Bridge. Current Bartender - A Green Elf named Bessin Lilac Current Bar back - A human named Yusuf Holts
[Food, Drink, and Lodging Item Cost Drink Menu - Scruf (basic Ale made from Tellenheim Rye grain)   Gallon 2 sp   Mug 4 cp Distilled spirits: Whiskey- 8cp Rum-6 cp Madiera-6cp Sherry- 1sp Brandy- 2sp cider - 4cp mobby (Fermented Acala Fruit) - 1sp Brewed: beer, mead & metheglin, (both made with honey) Wines & wine mixes: raisin, elderberry, orange, gooseberry, currant, cherry, birch, quince, clary or cowslip, turnip, raspberry, blackberry, damson, grape, apricot, balm, lemon), hippocras (wine & spice mix), Stepony, shrub, punch & sangria - Common Pitcher 2 sp Bottle 10 gp]
Banquet (per person) 10 gp Bread, loaf 2 cp Cheese, hunk 1 sp Inn stay (per day)   Squalid 7 cp   Poor 1 sp   Modest 5 sp   Comfortable 8 sp   Wealthy 2 gp   Aristocratic 4 gp Meals (per day)   Squalid 3 cp   Poor 6 cp   Modest 3 sp   Comfortable 5 sp   Wealthy 8 sp   Aristocratic 2 gp Meat, chunk 3 sp]
The sun sets with an orange and pink hue over the town of Morden's Bridge. The air is cool but not the biting cold of the last couple of months. Most of you have traveled here during the biting cold and snow of the worst of the winter. A week ago a brutal snowstorm hit the area and some of you travelers were stranded in tents waiting to dig your way out. Now though as you walk into the Cobbleton inn, though snow still remains on the ground the winter is giving way to spring and the warmer air feels good on your face.
As you settle in the only annoyance is a group of soldiers in the back corner. They make crude comments about the bartender and are getting more rowdy as the drinks keep flowing.
On the rooftop of a neighboring building a Bodak waits. It uses it's stealth to get the drop on anyone who walks out of the inn
The following morning Mayor Clayborne Agunducus Plinth approaches you.  "Bessin told me what you folks did last night, protecting the town.  The truth is i've been down playing the danger for weeks now there have been multiple sightings of zombies and worse things on the outer edges of the local farms.  The nephew of Intar Mullustusk was attacked herding cows night before last.  Only thing that saved him was the zombies tore apart the cows giving him time to escape.  I'm asking your help to solve the problem.  A year ago an adventuring team set out from here on some quest to find a mask, they went deep into the Velloshon Marsh and barely escaped with their lives.  Whatever they faced there wasn't dead at the time.  It was a goblinoid cult bent on killing all humans specifically.  Never did hear who the leader was. Anyway whatever mess they left there is now spawning undead killing machines.  It's getting worse and if it's not stopped this whole town could get turned and then the rest of the continent.  I know you don't have any stake in this and I'm overstepping my bounds just to ask, but you are experienced fighters with varied skill sets.  You are my best hope for stopping this undead threat."  He goes on to explain that the local authorities and city states are ignoring the inner continent and focusing on the burgeoning war between Lamborginus and Penthos.  Soldiers come in but they don't pay any attention to the threats facing a little farming town.

Themes

Carriage on the road-
As you follow the road past Morden’s actual bridge you walk a good part of the night. Near dawn as you are thinking about camp, DC perception check 15 - A carriage is torn up and sits off of the road a hundred yards in the ditch. An investigation check reveals several things if they check it out. Scratch marks on the side some claw marks some blade marks. A symbol is carved in the side of the door but small not very noticeable. It is an infinity loop going up and down and several lines coming off of it. Or maybe an 8? Signs of a struggle on the inside of the carriage, ripped cloth on the seats. Looks like a merchant carriage from the East Tellenheim company. Mid grade fancy but not royalty fancy. Drag marks around the outside that end a few yards away. You set up camp for the day and set someone on watch. Several hours pass and then DC 17 Perception check - success you notice figures behind some trees several hundred yards away. Were they wearing masks? Or is that just your imagination? The party can investigate but the figures are gone when they arrive. A DC 19 investigation check will reveal some footprints but they are not identifiable as anything concrete.
  Camping Day one-
  The party begins to move through the swamp on day one of today's session- You get your gear packed and break camp. You set out into the marshy swamplands of the velloshon. Different insects begin to assault your ears and faces, buzzing gnats and small clouds of mites drift towards you. You swat them away but they always reform nearby. Large horseflies attempt to bite any exposed flesh and big dragonflies over close and no one can remember if they sting or not. The night sky and temperature are a relief compared to the blazing sun of the earlier day and trying to sleep in the humidity and stench of the new terrain. Loud frog noises and insect chirps surround you at all times and occasionally a dunking sound in the low waters around you. Navigation check DC 14 from someone to make sure we are heading in the right direction. Perception check DC15 - Flying creatures a little larger than bats begin to swoop down amongst the party. [five stirges attack at this time , roll to see who gets attacked first. Initiative rolls] Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4 + 3) hit points due to blood loss. These things only have a few hit points should be easy to kill. You continue your march through the swamp.
As the Party reaches the end of the night and begins to camp they will encounter a Giant Crocodile. The Croc is hungry and attacks (assuming the Druid and the Ranger try to befriend the creature and get it under control roll Perception check DC17. A success reveals a figure 300 feet away with a long bow. no way to know who he is pointing at. The figure shoots the crocodile and sends it into a rage. The arrow will be poisoned with something that causes violence in the hungry croc. If they players pursue the figure, they see the figure is wearing a white mask and they will flee. [Runu is a hobgoblin fighter and a member of the Orr Urgash Eight. He primarily uses swords and javelins but isn't afraid to go hand to hand if necessary. His mask is made from a human skull painted bright red. His red ears stick out of the side and black leather straps hold it in place over his face. His yellow eyes can be seen in the eye sockets.]
During the chase the figure will dash behind a tree and dissappear.
Giant Crocodile Huge beast,
Armor Class 14 (Natural Armor)
Hit Points 85
Speed 30 ft., swim 50 ft.
STR.21 (+5) / DEX 9 (-1) / CON 17 (+3) / INT 2 (-4) / WIS 10 (+0) / CHA 7 (-2)   Actions Multiattack. The crocodile makes two attacks: one with its bite and one with its tail. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
  The abandoned town -
This town looks very similar to an old west town with several one or two story wooden buildings. Checking around town we should see several signs of the cult’s hatred of humans. Buildings may have scenes of ritualistic sacrifice of what we will determine are humans specifically. Nature checks and investigation checks will be necessary. As you approach the town it appears lifeless. Several wooden buildings only a single floor or two stories stand before you. Similar to an old west town but less dry and sandy. There is plenty of mud and puddles of standing dirty water. Think Deadwood in South Dakota, still plenty of trees surround the town and brush and vines sit low on the buildings outer walls. There are 13 main buildings.   DC15 Perception check - On the main path/road that cuts through town there are signs of a struggle. Old blood can still be found in the dirt and some shreds of leather armor coated in dried blood. Some pieces of metal can be found in the dirt barely covered. [DM Note: DC Investigation check of DC 16 reveals them as part of a lantern, night’s watch perhaps?”] The inn which still has a weathered sign hanging out front that says Flower of the marsh, is the tallest building. It has two floors and some balconies jutting off of the front and back of the building. As you enter the front doors the bar floor looks normal enough. [Investigation check DC 15, behind the bar are several broken bottles and glasses. On a 17 or higher discover dried blood caked into the wooden floor. On a 19 or higher discover Undead blood.]
The kitchen area sits behind the bar and a large sitting room opens to the left of the bar and has a staircase going up. The kitchen area is a mess, old food and grains are strewn about and rancid. [DC 15 investigation check reveals all metal has been removed, pans, skillets, and pots. Dc 17 or better you also discover a secret panel leading into the dirt dug basement. DC 16 perception check Smells of death]. In the basement humanoid forms are moving around. Seven Zombies immediately look up at you and attack! Roll initiative.
Going up the stairs there is a message on the wall scrawled in blood. [It is in Goblin and reads “Death to the Human Menace” DC 19 intelligence check may allow smarter players to decipher. ]
The hallway upstairs -

[DM Note: DC investigation check reveals the black marks on the lower part of the walls are made with blood. There is a hand print clearly visible by one of the doors.] Upstairs room one reveals a bed and a small cabinet and a table. An easy investigation check reveals a brutal murder as someone was stabbed to death in the bed and dragged out. [Perception check for whomever is in this room first DC18- if successful they see a horrifying face in the window, a porcelain mask painted to look like a caricature of a human child. Think happy death day but whiter and not as cartoony. As you reach for your weapon you look up and it’s gone. [*Note see Eo Chainhead of the Orr Urgash Eight now as a Wight.] Upstairs room two reveals the same awful end. Upstairs room three Has no blood but an investigation check of DC15 reveals someone was dragged out but not murdered immediately. Curious. upstairs room four reveals lots of blood splatter and the furniture dragged into the center of the room some sort of ceremony was held here.
On the wall scrawled in blood is "Beware the Orr Urgash Eight"
The general store -
The store is clearly marked Dry goods but has no name that anyone can see. The small store which is about 40 feet across and square still has quite a bit of old inventory. Burlap and bolts of muslin, and some old seeds still in the packets. Investigation check reveals a man from Tellenor ventured up here by the name of Raif Kerrigan. A distant relative of the Duke who rules over Tellenor. There is documentation still behind the counter that signifies his right to set up the town, his connection to House Kerrigan, and his license to sell goods in Penthaheim. All odd that they are here and untouched while the safe and money drawers are destroyed and empty. DC 16 Investigation check - success reveals that most of the towns folk were of human origin.
[DM Note - As the players are investigating this town have them make a perception check periodically. On a DC 18 success in the distance they notice humanoid figures in hoods and masks that hide quickly when spotted. Super creepy masks like the strangers movie].
The Constable’s office -
Much like the other areas there is a bloody mess here. A high enough investigation check would reveal evidence that this building was hit first. Several boot prints and foot prints lead here and then out to the surrounding buildings. Hard to get a count on how many attackers participated in this but low estimates put it at twenty. The office itself has a front greeting room with a table and several chairs which are now broken. A back room with a weapons rack and tools to maintain and polish swords and halberds. The weapons are missing from their spots. Behind the weapons room is a bedroom which has evidence of another murder. The attackers clearly attacked during the night. Paperwork in the office gives an impartial census of the occupants of the town. Almost all of which are determined to be human.
House 01 - just a two room simple wooden structure this house was built as a temporary shelter for construction workers who were assembling the new tavern. A large foundation with some wooden beams can be seen nearby. Another sign of a horrific murder in the bedroom.
House 02 - Very similar to house 01 in build, the front room is overturned but not bloody. In the bedroom there is a figure in the dark. Laying in the corner is a firbolg man. His breath is raspy and uneven. His legs have been brutally amputated at the knees and large pools of blood stretch out from each. There are sword marks covering the floor of the little building. On the wall above him is another cult symbol and a message to kill all humans in Goblin written in blood.
Attack - 4 Small Carrion Beetles Armor Class 15 (natural armor) Hit Points 34 Speed 30 ft., burrow 20 ft., climb 10 ft. STR DEX CON INT WIS CHA 19 (+4) 12 (+1) 17 (+3) 1 (-5) 13 (+1) 10 (+0) Condition Immunities paralysis Senses darkvision 60 ft., passive Perception 11 ACTIONS Multiattack. The beetle makes one bite attack and two claw attacks. Bite. Melee Weapon Attack: +3 to hit, reach 10 ft, one target. Hit: 10 (1d12 + 4) piercing damage. Claws. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Acid Spit (Recharge 5-6). The carrion beetle spits a line of acid that is 30 ft. long and 5 ft. wide. Each creature in that line takes 2d12 acid damage, or half damage with a successful DC 13 Dexterity saving throw. Encounter at the Ancient Temple -
As you enter the swamp the smells and heat begin to assault you. You begin to walk into the brush and the problems become immediately apparent. Every few hundred feet you step into knee deep water, which stretches for several yards. [By rolling a nature check you can pick your way around these but it will slow you down.] the insects are horrible, many tiny harmless gnats buzz around your head and some stinging flies threaten every few minutes. Up ahead you see an obelisk of stone sticking out of the swamp. As you approach the ground firms up and turns into to normal blessed dirt. Several ancient walls remain of a temple long since lost to the swamp. Do some checks and find out history and god associated. (It is an old temple to Makalua’a an ancient nature god.) There is an old set of runes in a ten by ten foot square on the ground. With some checks you can figure out how to turn these back on. It creates an anti gravity field of 20 feet which only lifts objects or creatures and hovers them 20 feet in the air. This may make the next combat very interesting.
[History check of DC17 would give them a sense that this lifting field probably was used to move stone and aid in the construction of the temple.] Looks like the swamp got the better of them as the centuries went by. Reck of the six oozes sneaks up on them and stands on the large rock above them and starts monologueing. He starts in Goblin in case anyone speaks it. If not they can ask him to switch to common. “Foolish creatures I am Reck of the six oozes, an acolyte of Grummer Grumaulsh. You will die here this day or you can swear fealty to Grummer Grumaulsh and bring us six humans. We will slaughter the humans in front of you and eat their flesh...”. His mask is a Goats skull with large antlers affixed to the top portion. The odd assortment of bleached bone is very disturbing. He wears leather armor coated black with pitch. It looks like it's bleeding, though that is just the sap. Dark red warpaint makes up an eight symbol on his chest. He continues " We are the Orr Urgash Eight and if you do not do as you are told you will be have your souls eaten out of your bodies." DC 16 Perception check, success will allow a player to hear someone coming from behind. Bison Bellowhorne , Eo Chainhead and Shambolic Graash rush in from behind. Roll initiative. [remember to have Eo use his sneak attack damage and Bison to use his Rage. Shambolic Graash is a monk so use his ki points] Combat can use the anti gravity field if they want. If the party begins to win the fight and damage the Orr Urgash Eight too much they will teleport out using stones given to them by Gnaultie. Use perception checks to see if anyone notices the use of the stones or if they are baffled by the disappearances. Swamp navigation comes next and evading patrols of bugbears and hobgoblins. Or engaging with them depending on what the players decide. Maybe a battle where we introduce a swamp creature that will attack both.
I need one of you to be the navigator through the swamp. Roll a history check to see if anyone remembers and old maps of this Region. Or we can have the ranger and druid work together to look for tracks using a Nature Check. DC 16 or better will allow them to find tracks and movement by humanoid creatures through the swamp. Pieces of arrow fletching or other signs of warriors and armed goblinoids that move through this are back to their home base. Navigating through the swamp is difficult and slow but you feel like you are on the right track. A pack of at least 12 zombies can be seen shambling through the swampy waters up ahead. Looks to be about 200 feet away, they have not spotted you yet. You can try to attack or sneak past. [The arm and fist of now Deathlock Gnick Gnaultie is the elite fighting force commanded by the Orr Urgash Eight, after their death at the hands of Adventure Team Grimm were all resurrected as Wights.] Up ahead you see a massive creature walking slowly through the swamp. It stands thirty feet tall and looks like an enormous spiky turtle. It is a Swamp Dragon Turtle : STR 25. DEX 10 Con 20 INT 6 WIS 12 CHA 12 Saves Dex+6 Con +11 Wis +7 Damage resistances - Fire Darkvision 120, passive perception 11 Multi Attack - Bite /Claw / Claw or Tail +13 to hit Bite - 3d12+7 Claw - 2d8 +7 Tail - Reach 15 ft. 3d12 +7 Steam Breath - A 60’ cone of scalding steam. DC 18 constitution saving throw. 52 damage on a failed save half on a success. A swamp Dragon turtle is not intelligent it should be treated as a regular animal creature. These gargantuan reptiles have spiked head and small spikes jutting out at different angles around it’s eyes and cheekbones. It’s mouth is almost a beak like a snapping turtle. Huge claws allow to walk amongst the swamp and swipe down on prey. It’s shell is made up of hexagonal panels each with a spike jutting out of it.

Structure

Exposition

Previously on The Other Guys -
Radbert, Gunmaruk and the triton Paladin Donos found themselves in the small town of Morden’s Bridge in central Penthaheim. The town was attacked by strange undead creatures and the trio along with a young circus performer named Beartha as well as the mysterious cleric named Vellen, defended the town. Afterwards the Mayor asked the group to travel into the Vellshon Marsh to try to ascertain the reason for increasing undead in the center of the continent. He mentioned an adventuring team a year ago who passed through the swamp and that they may have altered something that resulted in the current nightmare. He offered to pay you a large sum of gold to investigate the matter. As you traveled into the swamp you encountered more and more undead nightmares in an abandoned town, you also kept finding signs of a strange cult calling for the death of all humans. You found several clues in the town leading you to an ancient obelisk in the swamp where you were confronted by several strange masked individuals calling themselves the Orr Urgash Eight. They have pledged their lives to their leader Gnick Gnaultie and the cult of Grummer Grumaulsh. After your meeting with the Orr Urgash Eight at the obelisk Instead of attacking you used guile to insert yourselves into the group and pretend to join the cult. Radbert using a disguise self spell turned himself into a hobgoblin. The rest of you are suitably inhuman enough to make yourselves capable of joining the cult of Grummer Grumaulsh. Now you are on a march through the Velloshon Marsh towards the enormous raised mound that makes up the headquarters of the cult. Built on top of the mound is wooden fort and it's spiky walls can be seen ringing the entire mound. You are being taken to the leader of the cult to cement your place amongst it's followers.
Up ahead you see a massive creature walking slowly through the swamp. It stands thirty feet tall and looks like an enormous spiky turtle. [DM Note: It is a Swamp Dragon Turtle : STR 25. DEX 10 Con 20 INT 6 WIS 12 CHA 12 Saves Dex+6 Con +11 Wis +7 Damage resistances - Fire Darkvision 120, passive perception 11 Multi Attack - Bite /Claw / Claw or Tail +13 to hit Bite - 3d12+7 Claw - 2d8 +7 Tail - Reach 15 ft. 3d12 +7 Steam Breath - A 60’ cone of scalding steam. DC 18 constitution saving throw. 52 damage on a failed save half on a success. A swamp Dragon turtle is not intelligent it should be treated as a regular animal creature.] This gargantuan reptile have spiked head and small spikes jutting out at different angles around it’s eyes and cheekbones. It’s mouth is almost a beak like a snapping turtle. Huge claws allow to walk amongst the swamp and swipe down on prey. It’s shell is made up of hexagonal panels each with a spike jutting out of it. As you walk you can see it not too far in the distance. Your traveling partners do not seem overly concerned. The Massive creature slowly moves in and out of deeper waters off of the path moving in the same general direction as you towards the fortress.
You all march with your strange new traveling companions through the fetid and wet swamp. As the day goes by the sky fills with grey clouds and the sun is hidden away. Mists from the ground seem to slowly coalesce around you. After an hour as you walk through some skeletal trees whoever is in front may roll a perception check. [If failed they are surprised by the arrival of Eo Chainhead.]. A small Goblinoid creature drops from the trees wearing a porcelain white baby human mask. He hisses at the group and sniffs the air. Reck of the Six Oozes says “This is Eo Chainhead he is one of our number. Eo stand down, these are new recruits.” [DM Note: roll a perception check for Eo Chainhead as he sniffs the party members. He may sniff out Radbert as Human.] As they make their way towards the fortress they will see hundreds of goblins and bugbears and hobgoblins now zombies. They shamble around huts and cooking fires that are no longer active. They all seem to be going about their past lives now as undead stumbling around. Some swing weapons slowly at logs on the ground. Some drag dead animals around and then begin to eat the carcass. Some hammer wooden cabins with no nails. The scene is macabre and disturbing. A heavy mist arises out of the ground and gets thicker as you approach the mound.
[Let the players do what they wish. Use the dragon turtle to attack the zombies, or try to escape into the mist or just be led towards Knick Gnaultie.]
Even through the mists you can see the huge raised mound up ahead. On top of the mound ringing it is a tall fence surrounding a wooden fortress. A cave opens in the side as rocks and moss are pulled away by zombies. The Eight lead you through several tunnels into the belly of the compound. Glowing moss and strange sigils throw off just enough sickly purple light to see where you are going. As you enter the large open chamber the eight gesture at you to stand below a balcony and await your new master. “Stand here, the great one will speak with you shortly.” The Orr Urgash Eight shuffle backwards and seemingly melt into the walls as they stand behind pillars and outcropping. Walking forward from the balcony above you a strange being in a dark red cloak emerges. He pulls back his wide hood and you see the features of a Loxodon. An Elephant like man with a wide trunk covered in scaps and cuts. His eyes glow a dull purple as he looks down at you. "You who have come here of your own free will can now swear fealty to me. What will you bring to our organization?" the players may respond here. "Have you brought me the man made of metal?  The one known as Cog?  He is my murderer and I will have him dead at my feet."  Have Gnick Gnaultie roll a perception check to see if he sees through Radbert's illusion. If he does he will say "HaHa! very clever human but I sniffed you out. Your death will be swift and I offer a boon to any in your party who will deal the blow. You there, Minotaur I offer you great power and riches if you kill the human now. Strike Quick and Clean!" If Gnick does not sniff out the illusion he continues his sales pitch. "To you have traveled far to join with us and eradicate the human menace. You who have always been degraded and looked down upon by the dirty souled man people. You now have a chance to strike back and get revenge on our oppressors! All you have to do is offer a piece of yourselves to the device. The Device would speak to you now, please approach one by one." Anyone who gets near the device will have to roll a constitution saving throw DC 14 or lose 2d12 HP. Here we will either do battle or the device will begin to siphon off HP.[DM Note:Now Gnaultie is a deathlock. He is still beholden to the phylactery which is now glowing and spewing energy tendrils all around. It seems to be leaking undead energy and Gnaultie commands them to give him their souls so that he can place them in the device. He can still activate the magnetic field that they are now standing on to trap any metal armor or weapons. Create a battle here in the depths of the compound with the Deathlock Gnaultie and the rest of the Orr Urgash Eight. The phylactery itself must be destroyed and it will try to defend itself energy draining tendrils. Have the Phylactery cast Arms of Hadar and Hunger of Hadar if necessary. Save Mage armor and eldritch blasts for Gnick. That plus the magnetic field will be like fighting two Deathlocks at the same time. Then have the Eight join in as needed. Once all of this is complete the zombies and other undead will drop to the ground and stop being animated. The necrotic energy stops emanating from the phylactery and the device just becomes metal once more. After word the players can leave the dungeon grab some magic weapons and money for them as loot! Then they can walk the grounds as the sun shines down on them and the mists have gone.] After the battle with Gnaultie the phylactery itself will offer the players a deal. A dark disturbing voice emanates from the Phylactery “You are strong and powerful, now is the time for deals. Allow me to enter part of your soul and we will work together to better your future!” The players may take the deal or destroy the device In whatever manner they choose. [DM Note: Nicholas will find the strange blade known as the Black Star, see write up. As he picks it up it whispers Black Star in his head and now acts as the level one version. Michael finds a similar weapon and Axe known as Fenris Maw. It is also on level one and is an awakened Axe. Dave and Sarah will find the other items and 245 gp as well as diamonds and jewels worth 350 gp. ]
After the device is destroyed and the place is looted the team walks out into bright sunshine, the mists and darkness have gone. Dead bodies of hundreds of once animated goblins, hobgoblins and bugbears are quiet once more and the insects have returned to reclaim them for the swamp. Off in the distance you see the massive swamp dragon turtle roaming in the now cleaner waters. Birds once more fly over head as the dark energies that once infected this land are gone. As they camp after a half day of travel Do a Beartha / Sarah animal interaction. A large herd of deer can be seen just over the rise. [DM Note: Beartha could arrange animal mounts for the team and maybe a moose appears for gunmaruk]. the next day they find a road and begin to travel east back to Morden's Bridge. They are met by a carraige on the road which is high end and comfortable. The equivalent of a limo in today's terms It's double wide, dark blue, and very plush. It is pulled by 4 grey Eigermares an expensive horse imported from the barbarian tribes in the Eiger lands. A well dressed elven man with brown hair emerges and greets the new team.

Conflict

"Hullo there! it is I Hellefick's Kristalinn. I am the CEO of an adventuring team known as Helle's Adventuring and Trading Company. I heard of your recent exploits and I thought I might offer you a job!" He offers the team their own headquarters in Vellen Falls which includes a monthly pay check, a Majordomo to oversee their operation in Vellen Falls and a small crew to cook and clean. Their job of course will be to delve dungeons and complete adventuring missions that can only be accomplished by the talent and skill of people like you. "Can I offer you a ride back to town?" He explains to them the benefits of working with company and a talented team of like minded individuals. They would have access to a research library and get paid for completed missions. Eventually they arrive back in Morden’s Bridge and get a warm welcome from the mayor and the townsfolk. Many farmers have found the rotted bodies of goblins not far from their livestock no longer shambling about. They receive 1000 gold and maybe another magic item or two.  Show the map of Vellen Falls if any of the players hit a History check or intelligence check.  They can see where their new HQ may be. 
If their is still time do a bounty hunter battle. Radbert has a price on his head after helping gunmaruk and having mutinied against his crew. Several hardened pirates set a trap on the bridge and try to take Radbert captive!

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