Posts Tagged ‘Vilanious Deathmar’

Curing Zombies at Crystal Shores

Tuesday, August 2nd, 2022

Day #2-36 (Airday, 16th Dewsnap, 4333 BCCC): Herschel Gobinmyer awoke before dawn and starting “brewing” the magical potion that it was hoped would cure the zombie curse that was afflicting villagers in Crystal Shores. He filled the golden chalice with pure water, then lit two beeswax candles in the two gold candlesticks, one on either side of the chalice. Then, just as the sun was rising, he placed the Pendant of Winstone into the chalice. It was then a matter of waiting until sundown to see what transpired.

After different folks had been fed in different ways, depending upon their lodgings, two villagers went door to door, performing a “head count” of how many non-zombie people there were in the village. They then reported that information to Herschel at his home. Herschel was happy to see that no more zombies had been generated during the night. When party members Douag, Falafela, and Vandin had arrived at Herschel’s, he sent for Flenda and Gwenette, and for their father Vilan Deathmar. When all had arrived at Herschel’s, he put the question to them. “As you all should know by now, the instructions for using the Pendant of Winstone to effect a cure has limited uses. We do not know how many it will cure before it exhausts its magical cures. Therefore, we must decide upon a priority as to who gets cured first, and create a list for who else gets cured, in what order. This is not the easiest task in the world, but it must be done.”

Naturally, Flenda and Gwenette both wanted their mother to be at the top of the list. And naturally, everyone concurred, seeing as how the sisters had both risked their lives in order to find the cure! However, after much discussion, it was decided that Vox should take the first drink of the potion, as if he was cured they could then use his muscle to help corral other zombies. Also, it was the fact that Vox had also risked his life, and indeed, been gravely wounded, that put him at the top of the list. Herschel wrote out the list: Vox the Just; Vilanious Deathmar (mother of Flenda and Gwenette); Wider Veldar (village cleric); Melchar, Vinar, and Loftus Furrowbrow (the village tinker and his wife and young son); Sathe, Beefa, and Lido Lidorn (proprietor of the Inn of the Blushing Trout and his wife and daughter); Simius Soderman (the wife of the carpenter); Moosecavalli Wirth (proprietor of the Tavern of the Cracked Mug); two fishermen in the Cracked Mug; Cardon Dragone (the boat master); and finally six other villagers who were local farmers.

Herschel said, “I hope we don’t run out of cures before we run out of people to cure.” Everyone present at the meeting added an “Amen!” to that simple but profound statement.

Finally, sunset came, and Herschel noticed that the water in the chalice had changed to a dark burgundy color, much like wine. The potion was poured off into the small bottles that had been assembled, and it was found there were exactly 10 doses of potion available. “OK,” said Herschel. “Let’s go and visit Vox and see how it goes!” Then Herschel, followed by Falafela, Douag, and Vandin, headed over to Mylene Ackmard’s barn, where Vox was staying. Vox looked a little apprehensive just before he drank, but he said, “I’ll probably never get better without this, so I guess I’ll drink it!” Then he took the small bottle of the burgundy potion and gulped it down. “That actually tasted pretty good! it was a lot like wine, except it was saltier with a little metallic aftertaste,” said Vox. The party watched Vox intently, but after about five minutes, Vox expressed the notion that he was suddenly very sleepy. Then he lay down and was promptly asleep. “OK,” said Mylene. Let’s arrange the boxes to keep him safe and secure for the night.” Herschel said, “The directions said imbibers should be cured within one hour. Maybe we should wait before we administer any more doses?” But Flenda and Gwenette weren’t having any of the waiting game. They both wanted to cure their mother, and cure her now!

So the party then proceeded down the hill towards the Deathmar residence, where Vilanious Deathmar had been confined after she became a zombie. The party also had three of the forked sticks with the rope loops on them. Flenda and Gwenette both argued over who would get the privilege of serving the potion to their mother. Finally, their father said, “Girls, please! I will make it a fair game of chance.” With that, he picked up a few pebbles from the ground. He turned his back to his daughters, and then when he turned back around to face them, his right hand was clenched into a fist. Whichever of you can guess if the number of pebbles in my hand is odd or even can have the honor of serving the potion to your mother. Gwenette, you are younger, so you guess.” Gwenette guessed even, then Vilan opened his hand to reveal he had two pebbles, so Gwenette won the honor to serve her mother the potion.

Although the door to her house had several boards nailed over the doorway, Gwenette and Flenda pried them off with some of their father’s pry-bar type tools that were in the front yard. Their zombie mother had been attracted to the noise at the door, so when the door was pushed open, their mother walked outside, only to be immediately snared by loops from her husband Vilan, her daughter Flenda, and also by Jorgio. Gwenette then grabbed her mother’s head by the hair, then pulled her mother’s head back which forced her mother’s mouth skyward. Gwenette whispered to her mother, “Sorry, mom, I don’t want to hurt you, but this must be done!” Then, by the light of the torches held by Douag, Vandin, and Falafela, Gwenette poured the already opened bottle of the potion down her mother’s throat.

Gwenette held her mother’s head in the same position until it was clear that her mother had swallowed the potion. The loops were kept on Vilanious, and then after five minutes Vilanious’ formerly scowling face looked to be at peace, and then she closed her eyes, and her head drooped as if she were alseep. Everyone waited a couple of more minutes, and then Gwenette said, “OK, dad, help me carry her inside.” So Gwenette and Vilan carried Vilanious inside and laid her gently on her bed. Flenda followed them inside. Vilan motioned for the girls to follow him out, but Flenda said, “Sorry, but we’re staying here all night if we have to, just to watch over mom!” Then Gwenette got up and lit a couple of candles, and the sisters began their vigil over their mother.

The next stop was across the road, at the Church of Koassek where the cleric Wider Veldar had been confined. In a similar manner to the scene that had just played out at the Deathmar’s, the nailed boards were pried off the front of the church, Wider was lassoed with the rope loops on the forked sticks, and then he was forced to drink. After he passed out, he was placed in his bed, and the party re-nailed the boards on his door, just in case he wasn’t cured.

Then the party walked over to the home of the Furrowbrows. This would be a bit trickier, since there were three zombies inside the home. All six of the forked sticks were put to use, as by now more healthy villagers had joined in the procession. Two rope loops were put on to each zombie, and then they were made to drink the liquid. Since Melchar and his family were all gnomes, it was not too much of a problem to make them drink the potion. Someone in the crowd mentioned, “What do we do if not all of them are cured? What if one of them remains a zombie and attacks the others?” “Herschel answered, “That is a good question. I believe we should tie them up individually. Restrain their hands and feet, and tie them to different pieces of furniture. That should keep them from being able to attack each other. After all, none of the zombies has shown themselves to be smart enough to defeat even simple restraints. If and when they awake, cured, I’m sure they will call out for assistance!” So then the other villagers tied up the Furrowbrows as Herschel had recommended. Before heading to the next destination, Herschel asked Rivatha Kafar, the goat shepherd who lived next door, to keep an eye on the Furrowbrows. “I’ll do it!” said Rivatha, “just as soon as I can go home and bring back a lantern.”

Next, the party proceeded to the east, to the Inn of the Blushing Trout. Once again, there were three zombies to deal with, although these three were humans. Seeing as it was an inn, it was easy to lock up the three family members in three separate rooms after the cure had been applied to each of them. Finally, with one dose remaining, the party and other villagers proceeded to the lakeside cottage of the carpenter, Baduk Soderman. The Sodermans lived just north of Herschel’s cottage. Simius Soderman’s husband, Baduk, was given the honor of getting his wife to drink the potion. Then, after she was asleep, Baduk said he would watch over her for the night. That was agreeable to others, so then everyone retired from the Soderman’s house.

When the remaining members of the group gathered in the road in front of Herschel’s place, Herschel charged two villagers, Aslan Valkyie and his eldest son, with organizing a patrol, and to make the rounds of the village, just to keep an eye on things during the balance of the night. Herschel then said, “Let’s hope this really works, and that everyone is OK in the morning! As for me, I must retire as I must awake before sunrise tomorrow morning that I may start another batch of the potion!” Everyone said their good-nights, then went their separate ways. Falafela, Douag, Vandin, and Jorgio went back to their sleeping quarters in Mylene’s barn, where they took turns watching Vox during the night.

Day #2-37 (Waterday, 17th Dewsnap, 4333 BCCC): Early in the morning of 17th Dewsnap, Hershel Gobinmyer awoke and made his preparations to produce another batch of potion using the Pendant of Winstone and the golden chalice that had been brought back from the Tomb of Koban Hairfoot. Just after he lit the two beeswax candles and placed the pendant into the chalice that was filled with pure water, one of Aslan Valkyie’s sons, Zoan, reported the good news that all of the zombies that had been treated the previous day had been cured! Herschel was ecstatic. “My! That is wonderful news!” he exclaimed.

Although the cure was supposed to take only one hour per person, it seemed to take longer than that. Or, perhaps it had cured each of them after only one hour, but everyone who drank the potion must have slept for at least eight or ten hours afterwards. In the morning, Vox woke up and found he could stand with no difficulty at all. He was even able to release himself from the boxed-in area of Mylene’s barn in which he had been placed for safe-keeping. And in a rarity for Vox, he even offered to help Mylene with making breakfast for the folks staying at her barn. Vox peeled and diced some potatoes and sliced some bacon. Douag was watching all of this and said “Don’t overdo it, now! We don’t want you to have a relapse.”

Flenda and Gwenette were also overwhelmed with joy when their mother finally opened her eyes and spoke to them! Vilanious’s first words were, “What happened? I feel like I’ve been in a bad dream. it was like I was wandering in a thick fog, and couldn’t find my way home.” Her daughters then related the fact that Vilanious had become a zombie, and had been in that state for the last nine days. The mother then thought for a couple of minutes, and then said, “Then I guess you did find a cure, after all!?” Vilanious especially emphasized the word “did” when she spoke. Then the daughters both hugged and kissed their mother profusely. Then Flenda stayed with her mother while Gwenette went out to spread the good news.

All around the village there were cries of joy, as families were cured and reunited. Herschel made the rounds, saying, “Don’t get your hopes up too much, we have more people yet to cure!” When Wider Veldar, the cleric, awoke and found himself confined inside his church, he shouted for passers-by to let him out! Then after being released, he ran over to Hershel’s place and thanked the druid profusely. Herschel said, “You’re welcome, but you should save your real thanks for the brave adventurers who ventured forth and retrieved the Pendant of Winstone which then brewed a curative potion.” Wider said, “I will thank them, just as soon as I see them!” Then Wider went off to look for the party so he could thank them.

Back at Crystal Shores

Tuesday, August 2nd, 2022

This is more of the Advanced Dungeons & Dragons adventures that were played in 2015-2016. Now the adventuring party is back in Crystal Shores, although Lightstep and Opalent have left the group under mysterious circumstances.


Day #2-35 (Spiritday, 15th Dewsnap, 4333 BCCC): The party awoke by 6:30 am after an uneventful night, ate their customary cold breakfast of hardtack and jerky, then made their preparations to depart for the last leg of their journey to Crystal Shores. The sisters, Flenda and Gwenette, were particularly excited to start because they were headed back to their home. The sisters once again saddled Vox’s horse, then helped him up into the saddle. The party made sure their fire was out before leaving camp, which was easy since the river was close at hand. Also, the day started out cool and clear, like the storm had flushed away the heat and humidity of the two previous days.

It took about two hours to journey the last five miles to Crystal Shores, and when the village came into sight, Flenda and Gwenette surged ahead of everyone else. Flenda almost forgot about her new fiancé, Jorgio, but then turned and motioned for him to catch up. Coming into town from the east, they passed by the home of the carpenter, Baduk Soderman. They noted, quite ominously, that the front door to the house had a couple of boards nailed over the doorway. But then they saw the elder druid, Herschel Gobinmyer, standing in front of his dwelling.

Flenda and Gwenette wanted to just say hello to Herschel and then continue on to their home, but Herschel made a hand gesture and asked them to stop for a moment. Said Herschel, “Girls, I’m afraid I have some bad news. Your mother has become a zombie. She turned on the morning of the day after you set off for Karnack’s castle, so she has been in that state for nine days now. Fortunately, though, your father is all right.” By then, the rest of the party had caught up and gathered around Herschel.

Herschel noted, “I see you have three fewer members in your party. Are they just lagging behind, or did some harm fall upon them?” Falafela said, “We didn’t have anyone killed, although some had severe injuries. Do you remember our dwarf friend Tureg? He was nearly killed in the tomb we went to, although he did survive. He told us at Karnack’s that he was giving up adventuring for a living. He plans to return to his home in Garzan. Also, on our way back here from Karnack’s, Opalent and Lightstep just seemed to wander off in the middle of the night. But, we did have success! Karnack told us about an artifact named the ‘Pendant of Winstone’ that was reputed to have been buried along with Koban Hairfoot in a tomb that was in the Anshar Forest. We did find that pendant, as well as a scroll that described its use. Although, we had to mark time for a day until Karnack could decipher the scroll for us. Here is what Karnack wrote down from the scroll.” At that, Falafela fished into her backpack and retrieved Karnack’s written instructions, then handed them to Herschel.

Herschel perused the instructions for the Pendant of Winstone for a moment, then said, “Do you have the Pendant? And the chalice?” At that, Flenda and Gwenette went and helped Vox down from his horse, then they rummaged through his backpack, producing the pendant and chalice. “What’s wrong with him? Can’t he walk?” asked Herschel. Vox said, “I was struck by a foul creature in the tomb. Karnack thinks it was a wight. I have lost my energy, and can barely stand without assistance, much less walk. I am really hoping that the pendant can cure me, as well as the zombies!” Herschel mused, “Hmmmmmm….”

Herschel continued, “I should let you know the situation around the village. As of this morning, we have 19 villagers who are currently zombies. I already told Flenda and Gwenette that their mother was among the zombified. The others are Simius Soderman, the carpenter’s wife. On your way into town just now, no doubt you saw that their abode was boarded up? We have basically tried to confine the zombies in whatever building they were in. Some others that were wandering around have been confined to my garden. No doubt you can see that I had to make the briars grow tall around the garden to serve as a wall?” The party noted that, indeed, the briars and brambles were about 10 feet tall all the way around the garden, although a second gate had been put at the side of Herschel’s cottage to provide an entry into the garden, as usually the garden had totally surrounded his cottage, with the gate by the road being the entry to his property.

Herschel then continued, “Alas, poor Wider Velder, our cleric, has also been stricken by the curse. Boatmaster Cardon Dragone has turned, and you of course remember your hosts from the Inn of the Blushing Trout, Sathe, Beefa, and Lido Lidorn, were all zombies before you left. Over at the Tavern of the Cracked Mug, the proprietor, Moosecavelli Wirth is a zombie, as are two fishermen. We discovered that the tinker, Melchar Furrowbrow, and his wife and son, Vinar and Loftus, are also zombies. There are six others who also are zombies. The last ones to turn did so two days ago. I am hoping we won’t have any more turn, as nobody else seems to have a sore throat or is coughing. I have also been having everyone drink from some barrels in which I conjure up some pure water. I am hoping this rainstorm that just passed through will have helped to flush away any residue from the tainted water coming from Mont du Plat.”

Flenda and Gwenette then spoke up. “We would like to go and see our parents, now.” Herschel then cautioned, “OK, go and see them, but do not approach her, and even though she may be your mother, she will attack you on sight! By the way, we have been having everyone who is not a zombie either sleep alone in a building, or else sleep in Mylene’s barn. Mylene has devised an interesting solution of using boxes, barrels, and crates to create individual sleeping compartments to ensure nobody would get attacked by any zombies while they slept.”

At that, the sisters, with Jorgio in tow, went off to find their father. Herschel invited the other four adventurers, Falafela, Douag, Vandin, and Vox, into his cottage for some spiced pumpkin ale. When all were seated within the cottage, Herschel mentioned how Mylene had fashioned some long forked sticks that could be used to herd the zombies. He also mentioned how the town blacksmith, Aslan Valkyie, fashioned some iron rings that he attached to the ends of the forks to hold a rope in a loop until it was dropped over the head of a zombie and then the rope could be pulled tight to further confine said zombie. Herschel said, “We use two or three of those forked sticks to control a zombie, then we moved them around until we could put them up in a safe place. I also had to use a couple of entangle spells to confine some roaming zombies, causing various plants to grow and twist themselves around zombie legs, until we could get the forked sticks on them.” The party then noted how they had seen one of the forked sticks leaning against the front of Herschel’s cottage, and they had all guessed that’s what its purpose was.

Since the party had arrived in town after sunrise, it was too late to start brewing a healing portion using the pendant and chalice, so the four guests chatted some more with Herschel. Falafela said, “After we brew a potion, I think it would too risky to try to pour it down the throats of the zombies without risking getting bitten. Does anyone in the village have any small bottles we could pour the potion into from the chalice?” Herschel said, that’s a very good question. I do believe the goatherd, Rivatha Kafar, has small bottles as you suggest. He sometimes sells some goat’s milk in small bottles, and of course, he always wants the bottles returned so he can use them again and again. We shall go over and ask him.”

Leaving Vox behind to rest in Herschel’s cottage, the others walked over to Rivatha’s home. Rivatha lived immediately behind the home of the Deathmars, and Vilan Deathmar, who had been standing in front of his home talking with his daughters and with Jorgio, came over to talk to the others as they were about to pass on by. “Thanks to all of you for finding a cure! I sure hope it works! Life has had lots of surprises lately, what with many villagers becoming zombies, even my dear wife (Vilan had to supress tears when he mentioned his wife), and then I find my eldest daughter wants to take a husband. I have given my approval for the union, although I want Vilanious to also give permission.” Herschel raised an eyebrow and a slight smile came upon his lips. “Ah, so Flenda is getting married. May I guess it is to this young man standing by her side?” Herschel indicated Jorgio as he spoke. “I thought something was up, what with the way those two were casting sly glances at each other!” Then, after a few more pleasantries, the party moved on.

When they came to Rivatha’s home, they knocked on the door and were pleased that a normal, unaffected human answered the door. It was Rivatha’s wife, Niccius. She invited the party in, but asked them all to please wipe their feet on the door mat, as most of the village was still muddy from yesterday’s strong rain. Inside the home, Herschel detailed the plan to create a healing potion, and that they would need to use some small bottles to make it easier to give individual doses to the zombies. Niccius said she would be glad to contribute in any way she could, and would get to washing and boiling the bottles straightaways.

After that, plans were made for Herschel to start the potion at sunrise of the next day. The bottles were all taken to Herschel’s by Rivatha later in the day. The other party members of Vandin, Douag, and Falafela, returned with Herschel to his house. They fetched Vox, helped him to mount Horse, then led Vox and Horse to Mylene Ackmard’s barn. Mylene’s face really lit up when she saw the horse that Vox was riding, but then she said, “Oh, darn! Why is it that when we finally get a horse in town that it’s not a draught horse?” After an exchange of greetings, Mylene was glad to stable Vox’s horse, and gave him a good feed of some oats after unsaddling him and giving him a rubdown and a thorough brushing. It was arranged for the party to stay in a corner of the stable, on the ground floor, instead of their old sleeping spot upstairs, as Vox was in no condition to climb ladders.

Once everything was planned out for the morrow, the party ate a good meal that Mylene prepared for them. While Jorgio had eaten a hearty dinner at Flenda’s home, with Flenda doing most of the cooking (although she had Jorgio peel some potatoes and carrots), Jorgio joined his companions at Mylene’s when it came time to go to sleep.

Journey to Karnack’s Castle: The Third Day

Saturday, January 16th, 2016

DM note: at last the party arrived at Karnack’s castle, although not without a bit of night-time excitement!


Day #2-27 (Waterday, 7th Dewsnap, 4333 BCCC) By this time, around midnight, Lightstep was getting too tired to stay awake. He decided to wake Flenda to stand his watch. He also said he had been unable to sleep due to worrying about the evil ring they were carrying to Karnack’s castle. In the meantime, Falafela stayed on the hill to keep an eye on the other camp with the campfire. At this time, Vandin was snoring, although not loudly, and it sounded like he was saying “stones stones stones” during his exhalations. When Flenda and Tureg then took over the watch, they were informed about the horse snorting nearby. While Tureg stayed in his party’s camp, Flenda went to the top of the hill to observe the other camp. By this time, even the starlight had winked out as the sky had totally clouded over, and the wind picked up a little as it seemed a weather front was starting to pass through. After Flenda had attuned her eyes to the dark and had watched the campfire from a distance, she silently crawled on her belly like a reptile through the knee-high grass towards that other, mysterious, camp.

Around 3 am, Tureg woke the next watch pair of Gwenette and Jorgio. Tureg informed the duo that Flenda was on the hill watching another camp, and cautioned them to keep their voices low. Gwenette climbed the low hill, but although she moved back and forth on her side of the hillcrest, she could not locate her sister. Finally, Gwenette noticed, even in the almost total darkness, what looked like some bent grass leading towards the other camp. Gwenette also looked towards the campfire, and she thought she saw her sister sitting around that fire with several other people. So, Gwenette did what was reasonable for the daughter of barbarians to do — she too crawled towards the other camp. As Gwenette got close to the other camp, she could hear her sister’s voice, and could recognize the Karzulun language. So, when Gwenette had made it within about 20 feet of the camp without being detected (she was downwind of the horses), she finally stood up and said, “Flenda, you shouldn’t go sneaking off like that! You had us all worried!”

Then the four Karzuluns, led by Jen Jise, all stood up and welcomed Gwenette. They said, “Damn! Your father did a good job teaching you two to move silently. We never heard either of you coming!” So the girls sat and enjoyed the warmth of the fire, while telling their long-lost friends of their recent adventures. The girls mentioned how they had been captured by orcs, and got a ribbing about that from the Karzuluns. The girls mentioned how they had been careless to go berry and herb picking away from their village without taking any weapons. The tale continued with the story of their rescue by their friends on the other side of the hill. The raiders were finally impressed when Flenda displayed the two orc ears she had taken as a trophy from Losnoth! Finally, when it started getting lighter in the east (there would be no sunrise as it was totally overcast), the girls decided they should go back to their own camp, and they invited the Karzuluns to come along. So, the two girls and the four men and the men’s four horses all walked quite casually towards the girls’ camp.

By this time, the entire camp of adventurers was wide awake, and had lookouts posted on the hill, so they saw the others approaching them. They weren’t sure if they were about to be betrayed, so they had their weapons at the ready. But Flenda hailed the party, saying, “You’re not going to believe this, but we found some old friends of our parents! Our father used to ride with these rascals!” So then when the two parties met, introductions were given all around. Jen Jise mentioned (using the common language) that if this group was good enough to rescue Flenda and Gwenette from a nest of orcs, then they were worth keeping company with. After a quick bite of food (the Karzuluns had their own food in their saddlebags), the party departed towards Karnack’s castle to the north. The Karzuluns walked their horses alongside the others, asking questions about the particular quest the group was on. The Karzuluns mentioned they would only accompany the party to the castle, but they would not enter the castle as they (the Karzuluns) were usually not on good terms with other people. Although the main party had traveled many miles in the past two days, they quickened their step with the freshening northeast breeze bringing promise of a spring rain.

Finally, the group arrived at Karnack’s castle around 10 am, passing by fenced gardens and pastures with goats, sheep, and cattle. The Karzuluns then said their farewells, mounted their horses and rode back to the south. Approaching the castle from the south, the group could see a wall made of gray fitted stone that was about 80 yards wide and about 20 feet high, with crenellations atop the walls. There were also two towers, one on either side of the main gate, the towers being about 30 feet high. The main gate itself was made of two heavy wooden doors with iron reinforcement, each of which measured 10 feet tall and eight feet wide. The castle itself was also atop a hill that was about 20 feet taller than the surrounding countryside, and a somewhat steep switchback road led up to the gate. At the castle gate, a guard who was above the gate hailed the party. “Halt! Who goes there?” Lightstep and Opalent did most of the speaking, mentioning they had come to see Karnack, and that they had been sent by Herschel Gobinmyer of the village of Crystal Shores. The guard said, “Hold your places.” There was about a 10 minute delay as another guard took a message to Karnack. Finally, the gates opened, and the guard said, “Enter!”

Inside the castle courtyard, the group could see a stable to their right, and past the stable was a partially enclosed building with much firewood. To the left was a privy, and also a row of two-story wooden buildings nestled up against the inside castle wall on the side. To the far left was a keep with a large square tower on top, with the top of the tower at least 50 feet above the ground. To the far right was another inner wall, with a smaller tower that measured about 40 feet high at the far corner. Directly across the courtyard, about 75 yards away, was another wall, and quite noticeably, atop that wall was a large crossbow that could fire more than one bolt at once, and that crossbow was manned by guards and was aimed right at the party! There were also a number of small carts in various locations in the courtyard, and various civilians going about their tasks. The party, which numbered nine, also noticed that there were nine guards around them in the courtyard. The guards were all clad in scale mail, carrying large gray shields emblazoned with a black diagonal band. The guards were all also armed with sheathed long swords and wore small iron helmets.

A lieutenant of the guard spoke. “Karnack will see two of you at this time. Please follow me.” With that, the guard turned on his heel and Lightstep and Opalent followed him, followed by another guard. The lieutenant led into the base of the eastern tower, then inside the wall towards the east. Then the wall turned north. After more than 50 yards in this new direction, the group passed through a wall into a barracks, then ascended a circular stairway to Karnack’s tower. Karnack, a human of about 60 years, stood about 5’5” tall, weighed probably 150 pounds, sported a fu manchu moustache, and was bald except for a light-gray turban that was secured in its front with a red feather through a gold medallion. He also was wearing a long medium-gray robe with some brocaded decorations woven into it (sort of like a paisley pattern).

After introductions, Karnack bid Lightstep and Opalent be seated on two padded chairs that were of a dark wood with red velvet on the seats, and the two guards retreated to the stairway, where they remained at attention. Karnack then sat down behind his desk. Karnack spoke, “I understand you were sent here by Herschel Gobinmyer?” Lightstep answered, “Yes. He wrote out this letter to you.” With that, Lightstep removed the rolled scroll of gray parchment from his ivory scroll tube and handed it to Karnack. Karnack, after examining Herschel’s seal that had been impressed into the sealing wax, then broke the seal and began to read Karnack’s letter:


Spiritday, the 5th of Dewsnap, 4333 BCCC

The olde village of Crystal Shores

My Dearest Olde Friende Karnack,

A couple of weeks ago, the village of Crystal Shores was beset upon by a strange pestilence. A number of the villagers developed sore throats, then began to cough frequently, then some of them “turned” into a sort of mindless creature who then attacked other villagers, apparently in an attempt to bite those other villagers! Two of the villagers “turned” and had to be killed to prevent them harming others. Others then burned their bodies in an attempt to prevent the spread of the pestilence, although I had wanted to examine the bodies to see if I could detect any reason for the malady.

These strange happenings began about a month ago when a traveling cleric passed through our village, and then shortly thereafter, four more men, three fighters and one magician, passed through Crystal Shores, seemingly in pursuit of the cleric. We never saw any of those individuals again. At about the same time as those individuals passed through, two of our village’s young maidens, Flenda and Gwenette Deathmar (daughters of Vilan and Vilanious) disappeared. At the time, we sort of wondered what had happened, but nobody from the village wanted to go searching for the girls, believing that they would show up of their own accord, as, after all, they both are quite the free spirit.

In any event, about two weeks after they disappeared, the girls came back to the village, escorted by a party of adventurers who had rescued the girls from some orcs who held the girls captive at the old ruins of Losnoth, which is about 15 miles due south of Crystal Shores. The girls related their story of how they had gone off berry picking in the jungle to the southeast of the village and had been surprised and surrounded by the orcs, even though it was in the daytime. As it was, just as the orcs were about to sacrifice Flenda on an altar in the interior of the Losnoth ruins, the party of adventurers who stand before you now were in the vicinity and heard Flenda’s scream. The party then came to her aid, slaying the nine orcs at the interrupted sacrifice without loss to themselves (although one of the dwarves in their party was gravely wounded). Flenda then directed the party to where her sister Gwenette was held captive, and the party slew several more sleeping orcs. As a bonus, the party also freed two gentlemen, names of Fredo and Jorgio, although Fredo has recently been killed at Mont du Plat.

When the party returned the girls to the village, they related all of the above to me. While the sisters returned to their parents home, the other adventurers stayed the night at our local inn, only to find the innkeeper, his wife, and daughter had turned into “zombies” (for want of a better word) overnight. The party managed to capture the folks from the inn rather than killing them, then came to me straightaways to relate what had happened.

Now, I had been developing a theory that something had poisoned the local water supply from the lake and river, and that that something had started poisoning the water shortly after the cleric and his pursuers had passed through Crystal Shores. I state this because I have not developed any of the signs of the illness, but then again I do not drink the local lake water. I collect rainwater, and also make spiced pumpkin ale from my large pumpkin patch, and eat mostly vegetables from my own garden. There are several other villagers who do not as of yet show any signs of sickness either, and they seem to also drink more of other beverages than lake water. For example, we have a local goatherd where he and his family mostly drink goat’s milk and eat the meat from their goats they have slaughtered themselves–none of them are sick. However, several fishermen and others who are routinely near the lake have fallen to the sickness.

Now, although I only briefly spoke with the traveling cleric on his way through our village, he said he was on his way to the ruins at Mont du Plat as he had heard there was a valuable artifact somewhere in the ruins. He planned to retrieve that artifact and return it to his church so they could convert it into money or some such plan. However, it seems that the cleric’s pursuers somehow knew the cleric was going to Mont du Plat to find some valuable relic, so they no doubt had plans to relieve him of that valuable bauble.

So, back to the party who stand before you. They were entreated to travel to Mont du Plat to see what they could find. What they found were several more zombies in the dungeon of the old ruins there, and the party had to slay those zombies, although losing two of their party in the battles. I formerly mentioned Fredo; they also lost the dwarf Persis. The party believes that four of the zombies they killed were the pursuers, as three of those zombies were clad in armor, and the fourth was dressed as a mage. They also found the body of the dead cleric, and that cleric’s backpack and diary. The diary mentions how the cleric found the ring in the ruins; I have enclosed that diary for your perusal.

But the most disturbing thing the party found was that the cleric’s arm had been severed, apparently in a fight with his pursuers, and his arm had fallen down the underground well. The party then recovered the arm from the well, and, on the ring finger of the hand of the dead cleric, was the ring the adventurers will now present to you. I pray you DO NOT TOUCH THE RING! It does appear the ring has the power to convert ordinary persons into zombies, and it seems that while the ring was in the well, its evil was able to be transmitted through the water to our downstream village. It should also be noted that us villagers have noticed the fish were so lethargic that they could easily be caught by hand, and some of the forest animals, such as deer and even wolves, have been seen acting queerly where they would just wander somewhat aimlessly. That ring does radiate a powerful aura of evil, so beware!

I have consulted my books of lore, but could find no reference to such a ring. I pray you can find information about the ring, and of even more importance, I am dearly hoping you can discern a method with which I can restore the sick villagers back to their former health. Please help us! If you can, we will be eternally in your debt.

As always, your most obedient servant,

Herschel Gobinmyer


Karnack mostly read it aloud, relating the party’s story of how they rescued some human captives from orcs at Losnoth, then after returning two young maidens to their village of Crystal Shores discovered that villagers were getting sick from some mysterious malady. The village druid, Herschel, had been unable to determine the cause or to devise a cure. Then the party visited Mont du Plat and found the evil ring that had apparently been polluting the water that flowed downstream to Crystal Shores. Karnack read, “… the ring the adventurers will now present to you. I pray you DO NOT TOUCH THE RING! Hmmm,” Karnack continued, “let me see the ring.” With that, Lightstep very carefully opened the bone scroll tube, and gently dropped the ring in its wrapping onto Karnack’s desk. Karnack then used a couple of wooden picks, much like chopsticks, to open the wrapping. He beheld the ring with its numerous small skulls for the first time, and let out a low whistle. He then finished reading aloud the letter from Herschel.

Charnalite ring

The ring that was found at Mont du Plat.

“It does appear we have a quandary,” said Karnack. “I have learned of such mischievous magics in the past, but do not directly recall such a ring. I must consult my tomes to see if I can discern any information about it. In the mean time, you and your companions are all my guests.” Karnack then spoke to the guards at the stairway. “Lieutenant, return these two guests to their companions, and make sure they are all well fed. Arrange baths for them, if they wish. Also provide them lodging in the west wall.” Just before Lightstep and Opalent left (leaving the ring and the bone scroll tube with Karnack), Karnack mentioned that it would most likely take him at least a day to find the information, even with the help of his scribes.

Lightstep and Opalent then retraced their steps to the courtyard, along with their guards, and then were ushered, along with their companions, to one of the larger wooden buildings inside the west wall of the castle. This building was the castle’s civilian mess hall. It had four eight-foot long wooden tables with wooden benches on two sides of each table. The dinnerware was ceramic, with the flatware being of beaten iron. Just about the time the party entered the building, the skies finally opened, and it began to rain a hard, steady, cold rain. The party was treated to the best meal they had enjoyed in a while, enjoying rabbit stew with carrots, onions, and potatoes, and fresh baked bread. There was plenty of salt and pepper for seasoning, too. Fresh cow’s milk was supplied to wash it all down.

While enjoying his meal, Vandin espied another dwarf sitting at another table. Since the other dwarf appeared to be a fighter, Vandin approached the other dwarf with a friendly greeting. Vandin was taken aback momentarily, however, when the other dwarf responded in a less than cordial manner, saying something that sounded like “go pluck yourself!” After a moment’s hesitation, Vandin asked if the other dwarf would like to join the group, promising an equal share of any treasure gained. With that, the other dwarf revealed his name as Douag (pronounced “doo-agg”), and agreed to join. Vandin then regaled Douag with tales of slaying five orcs in a row at Losnoth as they kept coming through a door one at a time. And then Flenda impressed Douag even more by showing him the two orc ears she had taken as a trophy!

After the meal, the party rested and was shown to where they would be quartered for the night inside the western wall of the castle (to get there they had to enter the ground level of the western tower beside the main gate, then travel inside the wall). Wooden walls had been erected to create separate rooms along the inside wall, with wooden doors for each room. On the floor in the rooms were mattresses stuffed with hay or moss, and there were plenty of woolen blankets. Some civilian servants asked if anyone wanted to bathe, and also offered to wash clothes for anyone who desired such. Plain gray robes were offered for anyone who decided to partake of bathing or clothes-washing. Lightstep wanted to find out what was in the vial of clear fluid he had procured from Mont du Plat, so he decided to take a small sip. He decided it tasted like plain, ordinary water, although he still wasn’t sure was it was. Eventually, the party all retired for the night in the rooms assigned to them.

— The Dungeon Master

Zombie Encounter at Mont du Plat

Tuesday, December 22nd, 2015

After our party of intrepid adventurers escorted Flenda and Gwenette back to their home in the village of Crystal Shores, they discovered unexpected adventure awaited them early the next day!


Day #2-24 (Fireday, 4th Dewsnap, 4333 BCCC): Fortunately for our intrepid party of adventurers staying the night at the Inn of the Blushing Trout in Crystal Shores, the night passed uneventfully. However, upon arising the next morning and heading downstairs from their bedrooms to the main room of the inn, the party found that the innkeeper Sathe Lidorn, his wife Beefa and daughter Lido had all turned into living dead “zombies.” A pair of the zombies attempted to attack the party, but since the zombies were rather slow, the party was able to herd them, holding chairs like lion tamers, to get all three zombies behind the bar in the main dining room area. Then the party corralled the zombies by stacking a couple of tables across the bar opening into the main room. They then quickly repaired to tell Herschel and Wider about what had transpired. Herschel convinced the party they should make haste to go to Mont du Plat. Herschel also said he would get some other villagers to try to more properly restrain the innkeeper’s family.

The party did stop at Vilan’s to see if Flenda and Gwenette wanted to go along to Mont du Plat, and they did, after speaking to the druid Herschel, who mentioned to them they could do a good deed by helping to find the pestilence that was affecting their fellow townsfolk. The party did stop by Mylene’s to obtain a 5-gallon wooden keg, and then Herschel cast a spell to Create (pure) Water in the keg, so at least the party knew they would be starting off with some clean water to drink, as Herschel once again reiterated he thought there was something wrong with the water in the village. The party then lashed a couple of long poles to the keg to make it easier to carry, and especially enlisted the help of Jorgio and Fredo to help carry the water jug as they were unencumbered with any heavy armor.

Then, after a hasty breakfast of jerky and hardtack, although most of the morning was gone, the party departed for Mont du Plat to the east. They followed a trail along the south bank of the south branch of the River Bushkill. There was a jungle to the south that approached very near to the river, so the party kept an eye out for any marauding orcs or other troublesome creatures that might be hidden in the foliage.

Finally, the party arrived at Mont du Plat after a journey of about 10 miles that took about four hours, also drinking a bit more than half of their water supply. They noticed a bridge over the river to their left with a line of what looked to be several houses on the other side of the river. They also saw that the river seemed to come out of a cave higher up on the hill in front of them, and then there was a waterfall with another wooden bridge crossing the river about 50 feet higher than the party’s current elevation. Instead of crossing the river, the party took the road to the right, which started uphill at a healthy angle. They first passed a ramshackle farmhouse on their left. That structure had a severe lean or tilt to it, and looked like it would fall over at any minute. Next was a house of stone walls with a wooden shingled-roof. It had a corral but no animals in it. Next was a sod house with a thatched roof, and then finally a fairly well maintained wood frame house with its front door barely hanging on by its top hinge. Most of the old village looked like it was very run-down, with buildings that hadn’t been cared for in some time.

After another 20 yards or so, the party reached another fork in the road. They stayed to the left, heading back towards the river, still gaining elevation, but not so steep as before. After a left-right chicane-type bend in the road, eventually the road took a sharp right turn, with an old blacksmith shop on the inside of the bend. Behind the smithy were some medium-density woods. If the party had gone straight ahead on the road, it would have crossed the river on that higher wooden bridge that they had seen when they were 50 feet lower. The group could also see an old miller’s residence across the river, and its water-wheel was still being turned by the river, and the water wheel was still turning its grinding wheel, although nothing was being ground between the millstones. The waterfall in the river began just past the miller’s water wheel, to the right of that high bridge. From this position the party could see the road continued higher on the near bank of the river, and there was another wooden footbridge just above where the river debouched from the rocky hill.

The party took the right fork in the road from the smithy’s place, gaining another 10 feet of elevation. The road paralleled the river, and the adventurers saw a stone arch with a large opening in it off to their right. They left the road to investigate that arch, and saw it had stairs leading down into the dark underground. Behind that stone portal the party could see trees, and scattered amongst the trees were broken rocks that looked to have once been the foundation or walls of a building, although there were no standing walls any more. Without any further ado, the party got out some torches, lit them, and proceeded to head down those stairs, although they left their water keg outside the entrance to the stairs.

At the bottom of the winding stairs in the dungeon, the hallway turned abruptly to the left. About 60 feet further on, the hall turned to the right, and immediately after that turn another hallway went to the left (as well as straight ahead). The party took that left corridor at that first intersection. They soon came to a rectangular chamber whose ceiling had partially collapsed in its center, making an hourglass-shaped room. The room had a very foul odor, and many rats were scurrying about. There was also a whistling noise coming from the other side of the room. The party could also occasionally hear some shuffling sorts of noises, but could not determine their direction of origin. The floor was covered with slippery green moss, and party members Falafela, Opalent, and Tureg lost their footing and fell on their backsides, getting covered with the slimy moss, while trying to cross the room. Eventually the entire party made it through the partial collapse in the middle of the room to the far side of the room and discovered another passageway at the diagonally opposite corner, which they continued down. This hallway also quickly turned right, with another branch hallway to the left just after the turn. The passage straight ahead was blocked by a cave-in after 20 feet or so, so the group decided to investigate the passage to the left.

The passage opened into a room that was about 30 feet by 60 feet in size, and one corner opened into a larger, semi-circular area, although that additional area had seen a cave-in and so its size could not readily be determined. This chamber was also dry, including the floor, so the party didn’t have to worry about slipping and falling like in the previous room they had traversed, although this room did also have an unpleasant odor. The whistling noise that had heard in the previous room was louder now and was determined to be coming from somewhere in the caved-in area in this chamber. There were some scraps of timber on the floor, but nothing else to discover, so the party retraced their steps. On their way back through the hourglass-shaped room, Lightstep, Persis and Gwenette managed to fall on the slippery moss on the floor, and Falafela fell a second time, thus getting more thoroughly covered with the stinky slime.

After exiting the mossy-floored room, the party went to their left, down what had previously been the “straight ahead” hallway. They eschewed taking either of two hallways on their right that they passed, instead bearing straight ahead where they finally entered a large chamber after traveling about 100 feet. Their two torches could not light the entire chamber, but they could see that the room must have been elegant, once. The walls still had some remnants of carvings, although they had been eroded by years of water dripping down them. The floor was rather muddy with some standing water, except for some large piles of rubble that had collapsed from parts of the ceiling. As the party noted there were some wide steps on the opposite side of the room from whence the party had entered that led up a raised dais. While the party was engaged in looking at the walls and the dais, they suddenly became aware that they were about to be attacked by four zombies!

The 11 members of the party quickly fanned out to meet the zombie attack, with Lightstep, Persis, Tureg, Vox, and Vandin meeting the attack head-on, and with Falafela, Flenda, Fredo, Gwenette, and Jorgio maneuvering to get behind the zombies for attacks from the rear. Magic-user Opalent wisely stayed out of the fray, and was ready to render first aid to anyone who may have needed it. As it was, the party quickly dispatched the zombies. Vandin first felled one with a mighty blow from his hammer. Falafela backstabbed one zombie out of existence while Jorgio proved his worth by dispatching two zombies with well placed backstabs with his short sword. Vox was the only member of the party who received any battle damage from the zombies, but it was merely a flesh wound.

The party then left that chamber through the opposite passageway, which was at the far end of the room, about 90 feet away, along the same wall they entered by. That corridor ended quickly in the straight-ahead direction, due to a cave-in, thus the party took its right turn and went down that hallway instead. After close to 100 feet, the corridor turned to the right, then after another 40 feet or so it made another right turn. After another few feet, the corridor opened into another chamber. Falafela ventured into the room by herself, without a torch, and managed to not fall down even though the floor in this room was also covered by slimy moss. She heard some footsteps in the dark, then quickly retreated to join the rest of the party in the hallway.

The party waited for the zombies in the room to come to them at the corridor’s mouth. While one zombie slipped and fell down in the middle of the room, two zombies made their way to where Vox and Vandin were waiting to receive them. Vox took some damage from a zombie, then fell back, his place in the front rank quickly taken by Tureg. Then Vandin took some serious damage from the other zombie and fell back; Flenda took his place in front.

While Lightstep cast two Cure Light Wounds spells on Vandin and Vox (the spells were not very effective), Flenda cut down one of the zombies. The other zombie got knocked off its feet and Flenda, Tureg, Fredo, and then eventually Lightstep entered the room. Tureg slipped and fell on the slimy floor, but the others stayed upright. Flenda quickly dispatched the fallen zombie, but the other zombie that had earlier fallen had got up and made its way to the party, killing Fredo with its first attack. Flenda then worked her way around behind that zombie and backstabbed it down, never to rise again. Naturally, Fredo’s brother, Jorgio, was heartbroken at the loss of his brother. He did not want to go on. Some of the party also thought it would be wise to make their way out of the dungeon at this time to lick their wounds, but the sisters from Crystal Shores, Flenda and Gwenette, reminded everyone that their fellow villagers were falling sick and becoming zombies, and they wanted to try to find the source of that mysterious malady as quickly as they could. So, the party, minus Jorgio who stayed behind with a torch to watch his brother’s body and keep the rats away from it, pressed on.

The chamber they were in was L-shaped, and after they turned into the left leg of the “ell,” there was another passage leading out of it. However, there was an irregularly shaped pit about 10 feet deep across the mouth of that passage. Flenda and Opalent jumped across the pit first, then tied a rope to Opalent’s 10-foot long pole and braced it against the floor of the passage as an aid to others who would cross. One-by-one, the party crossed at the narrowest part of the pit where it was only three feet wide. The only casualty was Vandin who fell into the pit and took some minor damage. He would have been injured more severely except he had a grip on the rope and so didn’t fall too hard. The party then fished him out of the pit with the rope. After they all got across the pit, they then traveled about 70 more feet and then turned left into another chamber that was about 30 feet by 40 feet in size. Part of the left-hand sidewall was collapsed, making a pile of rocks about 3 feet high and about 5 feet in hemispherical diameter.

This chamber contained four more zombies, and while all of the previous zombies the party had encountered in this dungeon were dressed as simple villagers, three of these newly encountered zombies were clad in chainmail and were carrying swords, and a fourth zombie was wearing a robe fit for a wizard. During the initial melee, the dwarf Persis was killed by one of the fighter zombies. While other fighters were battling the zombies, Opalent took off her backpack and got out her only flask of oil. She then grabbed Falafela’s cloak, doused it with the oil, and put it on the end of her 10-foot pole. She then lit it with a torch, and dropped the flaming cloak on the head of the nearest zombie. While that zombie was burning to its extinction, another zombie took some minor damage from the blaze. The party also recognized that the flames were holding the other zombies at bay, seemingly fearing the fire. Opalent and Falafela then boldly led the way into the room with their torches and forced the three remaining zombies back. The other party members all scrambled into the room, staying close behind the two torch-bearers except for Vandin who scrambled up and over the rock pile along the wall. Eventually, the party members changed places with the zombies and then Falafela and Opalent used the burning torches to push the zombies back down the hallway the adventurers had used to enter the room.

After a couple of minutes, the zombies were maneuvered to the edge of the pit the adventurers had crossed. The torch bearers, Falafela and Opalent, then maneuvered the zombies so they fell into the pit. The party then formed a sort of “bucket brigade,” passing larger rocks from the rock pile in the room down the hall to Vandin and Vox, who threw the rocks at the zombies in the pit until those zombies were no longer moving. The party then took a short break in the hallway to eat some jerky and hardtack, and to drink from their waterskins, as the recent battles had temporarily exhausted them all. They also lit new torches, as their old torches were just about burned out.

Falafela examined the burnt zombie back in the room, and found 25 GP in its belt pouch, and passed two turquoises and a clear rock crystal she also found to Opalent. Someone also observed that the dead wizard-zombie in the pit had a bone scroll case looped over its neck and shoulder with a leather strap. Opalent tried to fish the strap with her 10-foot pole, but was unsuccessful as the strap was too firmly wedged under the dead zombie’s body, so someone lowered Falafela into the pit with the rope to retrieve that scroll case. Falafela declined to check any other belt pouches on the other zombies for fear of catching a zombie disease. Falafela said she figured the belt pouch on the burnt zombie had been purified by fire, hence was not dangerous, so she didn’t mind pinching its contents.

The party then left the room with the rock pile through a different passageway than which they had entered. After about 40 feet there was a hallway on their right, but they eschewed traveling in that direction at this time. After another 60 feet or so, there was a side passage to their right. They checked that right-hand passage, thinking it would lead them back to the formerly elegant chamber in which they had battled four zombies earlier, but after about 80 feet or so that corridor was blocked by a cave-in. So, they retreated down the hallway and went the direction they were headed before investigating that side passage. After a quick left-and-right turn it went straight for about 60 feet, then turned right. After another 30 feet, it turned right again and opened into a round chamber, about 30 feet in diameter, with a well with a raised stone wall in the middle of the chamber. Leaning against the well was the dead body of a cleric, missing its right arm. There was also much dried blood splashed around the chamber as if a great battle had taken place there.

When the party looked down the well, using a torch for illumination, they could see the surface of the water about 20 feet below. There was also a large sausage-shaped object bobbing on the water. That object was the size of a human arm, most likely the missing arm of the dead cleric who was leaning against the wall of the well. There was also a rusty chain with a bucket suspended from the ceiling on a pulley, so the party tried lowering the bucket to capture that floating arm. But try as they might, nobody could get the arm into the bucket. Lightstep then used his last spell, Detect Evil, and there was much evil radiated from the direction of the arm in the well. Therefore, it was decided to lower Falafela into the well to retrieve the arm. Falafela was tied to a belaying rope, and due to her not wanting to touch the ghastly arm lest she be turned into a zombie, she held another rope with a lasso loop in it. When she was lowered to near the water level, she was able to slip the lasso loop around the arm and tighten it, all without actually having to touch the arm. Then, after Falafela was raised out of the well, the party raised the arm, exceedingly carefully, it may be said! The party noticed there was a large, unusual ring on the ring finger of the hand on the arm. The ring had numerous skulls carved into it, and gave everyone the creeps. Nobody wanted to come close to touching the ring, so it was decided to wrap it in Opalent’s black cloak, then tie it to the center of Opalent’s 10-foot pole. Flenda and Gwenette volunteered to carry the ghastly thing on the pole.

The party then decided it was well nigh time to depart the dungeon. On their way back, Falafela ventured into the side passage they skipped on their way to the well (this time carrying a torch). It was a sort of library, although dilapidated, mostly by water that had dripped down from the ceiling. Some mice were eating some old food in one corner. Shelves of books and scrolls lined two walls, and in one corner was a small desk with a small stool, with a small backpack under the desk. On top of the desk was some writing parchment, and while most of the inked words were illegible due to water damage, Falafela could clearly read two words, “I’m sorry,” written in the common language of the realm. The inkwell had been toppled over, and all of the ink had dripped onto the floor and had dried there. Falafela quickly perused the spines of the books on the shelves, but most were either incomprehensible, or else were too damaged to be of use. So Falafela grabbed the backpack from under the desk, and after sliding the backpack out from under the desk, noticed there was a bone scroll case that had been under the backpack, so she also retrieved that scroll case.

When Falafela rejoined the party in the hall, she mentioned what she had seen in the room. Vox volunteered to carry the newly found backpack. Some now-anonymous person in the party suggested using the desk as a bridge over the pit they would have to pass on their way out, so they carried the desk with them (it was neither large nor heavy). Just as the party was finally on their way out, they heard a large booming sound with an echo, as if another part of the ceiling somewhere in the dungeon had collapsed. They quickly got to the room where Persis’s body lay, and took a few minutes to cover it with a cairn made of the rocks from the rock pile. Vandin also took Persis’ sword with him. Next, the party placed the desk across the pit leading into the next chamber, so they were able to cross the pit and the dead zombies in the pit without further incident. They found Jorgio in the chamber where they had left him, sitting alone in the dark with his brother’s body. Jorgio expressed how he was very happy to have the party rejoin him, as his torch had burned out probably 30 minutes ago, and he realized he should have asked for one or two spare torches to be left with him!

Jorgio gathered up his brother’s body, and carried it over his shoulder in a fireman’s carry. The party then retraced their way through the formerly elegant chamber, then down the long hallway to the left turn, then another right turn, then up the steps to fresh air. The adventurers were all happy to be out of the dark, damp, dank Mont du Plat dungeon. Jorgio realized they would have trouble carrying Fredo’s body all the way back to Crystal Shores, so they quickly improvised a grave, burying Fredo under another cairn of rocks made from the waste rocks laying around the woods that had formerly been part of the Mont du Plat castle. While Fredo was being buried, Vandin impaled Persis’ sword in the ground, and said a short prayer to his fallen comrade. The party also freely drank pure, fresh water from the water cask they had left outside the entrance to the dungeon.

The party then spent the next several hours trudging back to the west to Crystal Shores, lugging their now almost empty water keg with them. About halfway back, they saw a lone wolf, which appeared to be a normal, and not a zombie, wolf. When the party reached Crystal Shores, although it was already dark, they went to visit Herschel the druid straightaway, although Flenda and Gwenette went off to their parents’ home, taking Jorgio with them. Herschel, being informed that the arm and/or ring radiated evil, first cast a Dispel Magic spell upon them, followed by a Detect Magic spell. The Dispel Magic spell evidently failed, as the arm/ring still radiated magic. Herschel then went through the backpack that Falafela had fetched, and found several items: a silver holy symbol, a small flask with a clear fluid in it, presumably water, a book about the dead cleric’s faith of Gairel, two days worth of iron rations (that nobody present wanted to eat!), and, hidden in a fold inside the backpack was a small coin purse that contained 18 GP and 40 SP. The best of the items, though, was a small diary. Herschel started to read the diary, noting that the cleric’s name had been Austius. The diary noted Austius’s career in the clergy. Most of it was rather boring, but near the end, Austius noted how he had found the ring in the dungeon at Mont du Plat. He also noted how he had detected an evil aura about the ring, but was unable to let it go, instead being seduced by its power. But there were no entries that tied the ring to any sort of zombie curse. Falafela mentioned the pages on the desk with the words “I’m sorry,” and Herschel surmised those pages may have been Austius’ next diary entry, or part of a new diary.

The party also surmised (as did Herschel) that the cleric had found the ring, but had then been surprised by the four adventurers who had pursued him to Mont du Plat. In the ensuing battle, it seems that the cleric had managed to turn his slayers into zombies, but not before losing his arm and bleeding to death near the well. Herschel was now convinced that it was the ring in the well that was poisoning the water downstream towards Crystal Shores, but as a precaution he was still going to cast a spell to create pure water for a week or so, and tell the remaining villagers to not drink the lake or river water for at least that period of time. Herschel also mentioned that one more villager had turned into a zombie during the long day in which the party had been away, that being Simius Soderman, the wife of Baduk Soderman, the carpenter. She had been confined to her home. There were also zombies confined in the Inn of the Blushing Trout and the Tavern of the Cracked Mug. Herschel had also found that the tinker, Melchar Furrowbrow and his wife Vinar and his young son Loftus (all gnomes) had been found to be zombies, but must have been so for a few days already.

Herschel expressed that he still hopes to find a cure that will turn the zombified villagers back into their former selves. He spent the rest of the evening consulting his personal library, but could not find any mention of a ring such as was found at Mont du Plat. He mentioned a wise sage friend of his, Karnack, who has a castle to the northeast of Ganzir-Galad. He suggested that the party venture there after they rest for a day or so. Herschel also cast two Cure Light Wounds and one Cure Serious Wounds spells on Vandin and Vox so they were fully cured of their wounds from their battles at Mont du Plat.

Experience points: Monsters killed at Mont du Plat: 11 zombies (20 XP each, plus 2 XP per HP) = 11 * 20 + 141 HP * 2 = 220 + 282 = 502 XP. The party captured three villager zombies at Crystal Lake; they will receive their XP for that (because it was good to capture the villagers instead of killing them as the villagers may be able to be cured): 3 zombies (20 XP each, plus 2 XP per hit point) = 3 * 20 + 2 * 33 HP = 60 + 66 = 126 XP. (Total of 628 XP for capturing/killing monsters.) Treasure: 43 GP, 40 SP, 1 bone and 1 ivory scroll case (worth 5 GP each, or 10 GP total), = 55 GP equivalent. The party also found two magic-user scrolls, Continual Light and Nystul’s Magic Aura, and a cleric scroll, Create Water, in the found scroll tubes, but will not receive XP for them unless they are sold. Also, 1 backpack, a silver holy symbol, a vial of clear fluid, 2 days worth of iron rations (which were discarded due to health concerns), two turquoises, and a clear rock crystal, which were all together worth the equivalent of 149 GP. So, the total money (and equivalent) XP value is 55 +149 = 204 GP equivalent.

Total experience points: 502 + 126 + 204 = 832 XP total. This needs to be divided by five regular characters (each gets a full share) and four non-player characters (each gets a half-share). Fredo and Persis, NPCs who were killed, do not get any shares. This makes 14 half-shares to be divided, so 832 / 14 = 59 XP per half-share (Flenda, Gwenette, Jorgio, Tureg), or 119 XP per full share (Falafela, Lightstep, Opalent, Vandin, Vox). The fighter Vox gets a 10% XP bonus due to his Strength of 16, so he actually earned 131 XP.

Before the party retired for the night, they divided the treasure thusly: Falafela: 9 GP, small coin purse; Flenda: 1 small turquoise; Gwenette: 1 small turquoise; Jorgio: 7 GP, 40 SP, leather backpack (from Austius); Lightstep: 9 GP, ivory scroll tube, clerical scroll with Create Water, glass vial with a clear liquid, silver holy symbol of the god Gairel (from Austius’ backpack); Opalent: 1 clear rock crystal, 2 magic scrolls with Continual Light and Nystul’s Magic Aura; Vandin: 9 GP; Vox: 9 GP. Tureg said he did not need any of the treasure as he had just inherited 21 PP and 135 EP from his fallen comrade Persis. Herschel kept the book about Gairel as well as Austius’ diary.

It was decided that the bone scroll tube they found would be used to carry the evil skull-head ring to Karnack’s castle. Lightstep agreed to carry it himself, just before the party were about to cast lots to see who would carry the evil thing.

Also, before the party retired for the night, Flenda and Gwenette’s parents, Vilan and Vilanious Deathmar saw that their daughters were each equipped with leather backpacks, wineskins, and wool blankets. The parents also ensured their offspring each had 7 days worth of jerky, dried fruit, and hardtack to take with them, as well as four torches each. The girls also scrounged up a wineskin for their friend Jorgio, and made sure he also had 7 days worth of food and 4 torches. Tureg searched through the village and found another 4 torches for him to take along, also.

Then Flenda, Gwenette, and Jorgio retired for the night at the Deathmar’s house, with the other party members sleeping in the loft of Mylene Ackmard’s barn. It was decided that two party members should stand watch at all times throughout the night, just in case one of them turned into a zombie in the middle of the night. Lightstep and Vandin took the first watch, with Vandin relating the story of how he received his “Lakesplitter” surname from a distant relative who was said to have cleaved a lake in two. The rest of the night passed without incident.

Total accumulated experience points: Lightstep 605; Vandin Lakesplitter 576; Falafela 566; Opalent 566; Vox the Just 309; Tureg 271; Flenda 74; Gwenette 61; Jorgio 61.

— The Dungeon Master

Will the party ever find a cure for the zombie villagers? Keep reading future posts and find out!

Journey to Crystal Shores

Monday, December 21st, 2015

This is another installment related to some Dungeons & Dragons adventurers.


Day #2-23 (Earthday, 3rd Dewsnap, 4333 BCCC): Finally, after several days’ rest, the party departed from Elwood’s citadel early one morn, when the dew was still heavy upon the grass. They were Falafela the halfling thief, Lightstep the halfling cleric, Opalent the elven magic-user, Vandin Lakesplitter the dwarven fighter, Vox “the Just” the human fighter, along with their dwarven fighter pals Persis and Tureg, and also with the rescued captives from Losnoth, Flenda and Gwenette and Jorgio and Fredo. This time the party took all of their possessions with them, including their money, as it was uncertain when they would get back to Elwood’s citadel. On the two previous trips to Losnoth they had left most of their money in the care of Elwood. They followed the familiar path along the stream to the northeast towards Losnoth, but when they drew near to that place, they skirted it and turned north instead. Just before they turned north from Losnoth they all also drank their fill from the small stream, and filled all of their water-skins to the brim. Several miles north of Losnoth the party came upon the half-eaten remains of an animal, most likely a deer, probably half-eaten by the roving leopards they had been told about when at Elwood’s citadel.

Along the journey, the sisters mentioned how some of the villagers near their home had started coming down with some mysterious illness just before they were captured by the orcs. People had become lethargic, got sore throats, and then started coughing. They were hoping they would find everyone well when they got home. They also hoped their parents were well and hadn’t worried about them too much.

Finally, about 15 miles north of Losnoth, and about 25 miles total from Elwood’s citadel, the party came into the small fishing village of Crystal Shores, which lay along the south shore of the diminutive Crystal Lake. The sisters Flenda and Gwenette pointed out some local places to the party, particularly the Inn of the Blushing Trout and the druid’s residence, and then the girls left the party to rush home to re-unite with their parents.

First, the party went to the Blushing Trout and spoke with the innkeeper, Sathe Lidorn. Sathe and his daughter Lido attended to the adventurers while Sathe also mentioned that his wife, Beefa, was sick and in bed. Sathe seemed to cough more than would seem healthy when serving food to strangers, and Lido was strangely pale and sickly looking, so the party decided to just eat their hardtack and jerky they had toted from Elwood’s instead of eating who knows what. The party then went next door to Mylene Ackmard’s barn. Mylene mentioned how she was trying to establish a stop on a caravan route, and while she had three wagons ready to roll, she hadn’t acquired any draft horses to pull the wagons just quite yet.

Next, the party paid a visit to the resident cleric, Wider Veldar, at his church dedicated to the Goddess Koassek. Wider asked the party to kindly leave their weapons outside the shrine when they came inside to talk, and Vandin stayed outside to guard the armory. Wider confided to the party that he was quite concerned about how everyone was getting quite sick. He also repeated the story (first told by Sathe and Mylene) about a lone cleric who had traveled through Crystal Shores about four or five weeks ago, followed by a party of four adventurers. They all traveled upstream along the river to the east. While neither the cleric nor the adventurers ever returned to Crystal Shores, it was shortly after their passage that village folks started getting sick. Wider mentioned how a number of villagers seemed to think that the passing cleric and adventurers had something to do with the illness, but Wider is mystified how they could have caused anything like what was happening in the village. The party also noticed that Wider had quite a large pumpkin patch behind his church.

The party then continued downslope towards the lake, stopping at the residence of Herschel Gobinmyer, the druid. Herschel was a bit older than most of the other residents of the village, and he invited the party to partake of some delicious spiced pumpkin ale that Hershel brewed himself. Herschel mentioned that he noticed a number of sickly animals in the area in addition to the humans, and he was mystified because he couldn’t cure the disease in any of his animal friends. He also related the story of Zeb and Trigo, two villagers who became sick and then turned into sort of “living dead” creatures who started to attack other people. Trigo was a dwarf who used to dig for coal in the vicinity, and Zeb was a fisherman. He pointed out the plume of black smoke to the northwest along the lakefront that was Trigo and Zeb’s funeral pyre. Herschel said he wanted to examine the bodies to see if he could glean any information, but the other villagers were afraid of the two dead bodies coming back to “life” again only to attack more people. The villagers also wanted to contain any spread of the disease, so they burned the bodies. Herschel also confided that he thought the cleric and/or adventurers who traveled to the east may have caused the illness somehow. He also mentioned the ruins at Mont du Plat, about 10 miles east along the river. He strongly suggested the party travel there to try to get to the bottom of things, to see if they could determine anything that might be causing the pestilence that was plaguing Crystal Shores. The party tried to invite Herschel to join them in their quest to Mont du Plat, but he remarked that he was too old for any more adventuring.

The party then went to visit with Flenda and Gwenette’s parents, Vilan and Vilanious Deathmar. Vilan was the town’s leatherworker, and when the party approached his residence, Vilan had a large aromatic (meaning it smelled really bad) pot of boiling leather in front of his place. Vilan admitted that he was the person who had to kill Trigo, as Trigo and Zeb were about to attack another villager and that villager’s wife. Vilan, who also had a darker complexion than other villagers, admitted to being a “barbarian from the north.” While he thanked the party profusely for rescuing his daughters, he mentioned how the girls came to be so warlike. He said they just naturally took after their father, although Vilan also said with a chuckle, “But if anything, at times their mother is even more warlike than me!” He said he queried Flenda about the two orc ears on her belt, and he said how he had smiled when she related the story of being rescued, but then after having her bonds cut she was too late to join in the slaying of the orcs who were just about to sacrifice her, so in her frenzy she at least took a “trophy” of the ears!

The group then went to the Inn of the Wasp and spoke with its proprietor, Enaldie Gryni. One feature of Enaldie’s place is the large fishing net set to catch drunken guests who might fall off his elevated porch. While there were a few other patrons in the place, none of them would speak with the party. In fact, most of the other patrons were shooting dirty looks in the party’s direction. Enaldie did get Opalent, Vandin, Persis and Tureg to try his special drink, the “Wasp Stinger,” for a silver piece per drink. Most of the others merely had ale for 3 copper pieces each. Fortunately, the “Stingers” did not have any bad effects on the party, and when they found that they could not rent rooms at Enaldie’s inn due to ongoing renovations of the sleeping area, the party decided to go back to the Blushing Trout to procure rooms for the night.

While most of the party headed back to the Blushing Trout, Lightstep and Opalent did a little more exploring. They traveled northeast along the lakeshore, passing the boarded up home of Zeb along the lakefront, and then poked their heads into the Tavern of the Cracked Mug next door. There were three men in the tavern, clustered around the bar. None of them seemed to notice the door opening. Lightstep and Opalent then decided the prudent course of action was to retire from the scene, closing the door behind them.

The party then retired for the night, with the males in one room and the two females Falafela and Opalent in another room, while Flenda and Gwenette slept in their own beds at their parents’ home. Since none of the males of the party quite trusted Jorgio and Fredo, the other guys took turns staying awake “on watch” to make sure none of their possessions vanished in the night. They were all glad to have beds to sleep in after having hiked 25 miles or so during the day’s journey to Crystal Shores, and except when on guard duty, they all slept quite soundly.

— The Dungeon Master