Secrets of Strugur

A hole's a hole...

Nob's Ne'er-do-wells set out to rescue his cousin

Nob Brandyfoot has cobbled together quite the motley crew for his father’s task, rescuing his nephew who has boarded himself into his own home. If an insane wizard, an alcoholic former lawyer, a failed prospector, a swordsman with delusions of grandeur and a layabout halfling can’t do it… then nobody would really be surprised. If by some chance they succeed, then perhaps his father will trust them with a task of some real significance.

They arrive in the cousin’s small rural village. They swiftly find a town council of sorts who relays to them the gravity of the situation. Ever since some children uncovered ‘the hole’ by rolling a boulder away from its entrance, people have been dying in their sleep at night, all from the families of those who uncovered the mysterious hole. One of the children was dragged down into the hole screaming.

Our heroes/murderhobos ventured forthwith to the hole. MORTYR, LORD OF FIRE interpreted the magical runes on the exterior. It is a tomb of some unknown figure. After crawling through a long, narrow passage, they emerge in a chamber of clamoring skulls, and are set upon by skeletons. Lucius raises his holy symbol aloft, demanding that the foul beasts retreat back from whence they came. No light beams from the symbol of Gulivi that he holds aloft, and Lucius vomits up sour wine instead of a ray of holy magic. Not a moment later, Rolf charges into battle, sword spinning like a hurricane, decapitating five skeletons in a mighty whirlwind of blade and bone. Though his foot hurts a lot more than it did five minutes ago with that skeleton’s spear stuck in it now.

Before the party can really have time to investigate, Odayon wanders off deeper into the darkness after dancing lights. Despite the best attempts of the others to restrain him, he runs headlong through dark passages and nearly drowns himself in a basin of water. MORTYR, LORD OF FIRE’s vast arcane knowledge indicates the nature of the room, one for holy ceremonies. Lucius, confident that the Lords will punish him no further, attempts a cleansing ritual. And the Lords don’t, other than a sigil of a burning horse that suddenly appears on his head. You know, that ol’ thing.

The following room contains only a sarcophagus. The party attempt to open it for valuables, but three are caught by an un-noticed spear trap, and have no treasure from the great coffin to show for it. The miscellaneous treasures strewn about are hastily packed into a sack by the prospector, who generously offers to take all of the haul outside.

The murderhobos, injured and sick but not completely drained, head to another chamber. Rolf checks and finds signs of the missing girl in the dust while Lucius investigates a statue which appears to be of the Lords of Law and Chaos. Lucius feels the burning sigil on his forehead burrow into his mind, whispering thoughts that are not his own. Just before his eyes cloud over, his body ceases to obey his commands and he floats into the air, he half thinks, half prays “Surely, if the Lords have any mercy among them, THIS will be as bad as it gets.”


Huh, you can leave comments. I don’t remember ever using this feature before in my other obsidian portal campaigns

A hole's a hole...

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