Varisia Theme: Birthplace of Legends
https://www.youtube.com/watch?v=QeKxEG9PSfEYou are a brave warrior hailing from the town of Sandpoint, in a land called Varisia on the coast of the great Steaming Sea. Life in the small town is simple, but also hard—the surrounding wilderness is full of goblins and other monsters. Lately, these monsters have been growing bolder, carrying off children and livestock from outlying farmsteads. In desperation, the terrified townsfolk have turned to you for protection. The mayor, a kindly woman named Kendra Deverin, has promised you a reward of 100 gold pieces if you can clear out a nearby dungeon where some of these creatures are said to live. It's a dangerous job, but you know in your heart that you're up to the challenge. You gather up your gear—a sturdy suit of chainmail armor and your father's old longsword—and head off into the woods, following the crude map the mayor gave you. After several hours of walking, you arrive at a desolate hillside. Just up ahead is the darkened entrance to a tunnel. This must be the dungeon!Galden: I gather up my courage and head inside.
You find yourself in a dark, dusty corridor heading down into the earth. As you walk, the light from the entrance quickly fades to no more than a faint glow, and you are forced to use a torch to light your way. In its flickering light, you can see that the corridor opens into a room just ahead.Skeleton King's Crypt
https://www.youtube.com/watch?v=QcFKnvGUpX4Galden: I enter the room.
As you head into the room you hear a quiet growl and draw your sword from its sheath. Suddenly your eyes detect movement—a pile of rags in the corner leaps up, revealing itself to be a vile goblin with warty green skin and a head shaped like a watermelon. Its filthy clothes are covered in bloodstains, and one hand still holds the roasted leg of a stolen sheep. In its other hand is a wicked-looking short sword. It snarls at you and charges!Low-level Combat
https://www.youtube.com/watch?v=2GX9lVHfnxsGalden: I attack the goblin with my longsword.
Galden: #7 Details:[1d20+5 (2)] MISS
The goblin slashes at Galden with its short sword.Goblin: #15 Details:[1d20+1 (14)] MISS
Galden: #7 Details:[1d20+5 (2)] MISS
Goblin: #18 Details:[1d20+1 (17)] HIT
Goblin: #2 Details:[1d4 (2)] DMG
Galden HP: 10
Galden: #23 Details:[1d20+5 (18)] HIT
Galden: #8 Details:[1d8+2 (6)] DMG
Goblin: Dying
With a final lunge, you slide past the goblin’s guard and send your blade plunging into its chest. The goblin snarls one last time in pain and frustration, then its bulbous eyes close and it slumps to the ground. Taking a look through a filthy pouch on its belt, you find 7 gold pieces and a small glass vial filled with red liquid. Written on the cap is the word “heal”. This must be a potion of healing
!Skeleton King's Crypt
https://www.youtube.com/watch?v=QcFKnvGUpX4Galden: I pocket the gold and put the
potion of healing in my belt's leftmost pouch.
Looking around, you see that the rest of the chamber is empty, but there are two corridors leaving this room that lead deeper into the dungeon. The east corridor is full of cobwebs and looks like it has not been used in a long time. The west corridor smells of hay and mold, but is clear of webs.Galden: I head into the east corridor.
Using your torch to burn away the webs, you carefully make your way down the eastern corridor. After about 30 feet, the corridor turns to the south and proceeds for another 20 feet before opening up into a large chamber.
This large chamber is mostly empty, except for the cobwebs hanging from the ceiling. Across the room you can see a gruesome stone sculpture of a devil perched above an open doorway. Scattered across the floor are a few gold coins. Through the doorway, you can see a flight of stairs going down deeper into the dungeon. Seeing no monsters in the room, you make your way toward the stairs, stopping to pick up the coins along the way. Halfway through the chamber, your foot catches on a hidden tripwire. Suddenly a blast of flame shoots out of the stone devil’s mouth, coming right toward you!Galden: #15 Details:[1d20+2 (13)] SAVE
Galden HP: 7
The fire burned you a bit, but you managed to survive. You finish collecting the coins, 9 gold pieces in total. All that remains is the scorched statue and the staircase leading down. You’ve heard that dungeons get more dangerous the deeper you venture. Are you ready to explore the deeper level?Galden: I take the potion of healing from my pouch and I drink it.
Galden HP: 12
Galden: I go back into the chamber where I was previously and turn into its west corridor.
You head back to the room where you first fought the goblin and turn to head down the western corridor that smells of mold.
The smell of mold grows stronger with each step down the western corridor. After about 50 feet, the corridor ends in a simple wooden door that stands half open, revealing a room beyond.
Inside the room is a large cage made up of iron bars with a layer of moldy hay in the bottom. Lying in the hay is a local farm boy from Sandpoint, one of the children who went missing in a recent goblin attack. He looks hungry and is covered with bruises. Across the room from his cage, a large key dangles from a hook a few feet off the floor, just low enough for a goblin to reach. The boy appears to be sleeping.Galden: I take the key off its hook and attempt to open the boy's cage.
You lift the iron key from the hook. It looks like it might fit the lock on the farm boy’s cage. You’re his only chance to escape the dungeon.
You slide the key into the lock and turn it, and the cage opens!
The boy is still sleeping, oblivious to your presence.Galden: I shake him lightly, trying to stir him awake.
The boy's eyes slowly open. “Thank the gods!” he croaks through cracked and bloodied lips. “I was out working the fields when that goblin ambushed me. I think he’s going to eat me. Please let me out of here! I just want to go home."Galden: "You're safe with me. I've just killed a goblin, I believe the very same one who kidnapped you. Have you seen any more creatures lurking inside this dungeon?"
“Thank you!” the farm boy sobs. “I’ve been trapped here for days. I’m getting out of here, but if you’re going to keep going, you should be careful. There’s something far more terrible than a goblin deeper in the dungeon—the goblin called it the Skeleton King. Here, take my mace with you.” He brushes aside some of the straw on the cell floor and pulls out a weapon that looks like a club with a large metal head. “I managed to hide it down the back of my shirt when the goblin captured me. I think you’re going to need it against whatever’s hiding down there. Good luck!”With that, the young boy races out of the dungeon, heading home to his family.”Galden: Still holding my longsword, I tie the farm boy's mace to my belt. The Skeleton King... This may be a far more pressing threat than one mere goblin. I head back to the room where I fought the boy's kidnapper, towards its eastern corridor. If this so-called king really does exist, then he must be in the dungeon's lower depths, past the scorched devil statue and down the staircase, and that's where I must now go.
Turning from the room, you head back up the corridor to the chamber with the dead goblin. The only way left to go is to the east, down the cobweb-filled corridor.
The floor and ceiling of this room are scarred with burn marks, but the trap has already been sprung and is no longer a threat. The only way to go is forward, underneath the devilish sculpture and down the stairs into the darkness.
The ancient stone stairs are slick with moisture. At the bottom, you find that they end in a large natural cavern filled with stalactites and stalagmites. You can see shallow pools of water on the floor and a large crack in the far wall that looks like a passageway.
As you cross the room, something doesn’t seem quite right. You stop to look around the room.Galden: Perception
Galden: #23 Details:[1d20+4 (19)]
Suddenly you realize what’s been bothering you and freeze in mid-step. Right where you were about to place your boot, a patch of yellow fungus clings to the stone floor. You’ve heard stories about such things before: yellow-colored molds that grow in dark caverns and seem harmless until they’re disturbed, at which point they release millions of poisonous spores that choke and sicken hapless wanderers. You draw back your foot and circle around, careful to give the mold a wide berth. Disaster averted, you make your way to the crack in the back of the room and find that it is indeed a passageway. From further along it comes flickering light and the rattle of dry bones.Galden: I enter through the crack in the wall into the passageway.
The passageway ends in a huge chamber with an arched ceiling. Stairs on the far side of the room lead up to a small platform. Atop the platform looms a golden throne decorated with glittering diamonds and rubies.
Sitting in the throne is a skeleton dressed in the ancient and rusted armor of a king, a weirdly glowing longsword clasped in its bony hands. Suddenly the skeleton’s head turns toward you, and its empty eye sockets fill with red flames. Its jaw opens in a horrible smile as it raises the longsword and points at you.“So,” it rasps in a voice like two stones scraping together. “Your pitiful town has sent a champion. How kind of them. Since you’ve clearly slain my goblin servant, it’s only fair that you take his place and join me—in death!” With a grating laugh, the skeleton stands and moves toward you, readying its longsword to attack!Skeleton King
https://www.youtube.com/watch?v=t9sqkfoX77kGripping your father’s longsword, you advance on the skeleton, ready for battle.Galden: I drop my longsword to the ground, untie the mace from my belt, and, lifting it up, I rush towards the Skeleton King!
Galden: #12 Details:[1d20+6 (6)] MISS
Skeleton King: #18 Details:[1d20+4 (14)] HIT
Skeleton King: #1 Details:[1d8 (1)] DMG
Galden HP: 11
Galden: 25 ⟵ [19] 1d20 + 6 HIT
Galden: 6 ⟵ [3] 1d8 + 3 DMG
Skeleton King: 7 ⟵ [3] 1d20 + 4 MISS
Galden: 12 ⟵ [6] 1d20 + 6 MISS
Skeleton King: 10 ⟵ [6] 1d20 + 4 MISS
Galden: 15 ⟵ [9] 1d20 + 6 MISS
Skeleton King: 6 ⟵ [2] 1d20 + 4 MISS
Galden: 24 ⟵ [18] 1d20 + 6 HIT
Galden: 9 ⟵ [6] 1d8 + 3 DMG
Skeleton King: Destroyed
With one last swing of your mighty weapon, the skeleton's bones crack and crumble. Bones and armor fall to the floor like a puppet with its strings cut, and as you watch, the ancient corpse begins crumbling to dust and rust until only the softly glowing longsword remains. You have defeated the undead lord of the dungeon!
As you fall to your knees to catch your breath from the mighty exertion—with a perhaps slightly overdone theatrical flourish—you hear a slow, measured clapping sound coming from somewhere behind you. "Bravo!", a highly sophisticated, civilized voice intones. "That's a fine performance from a man standing on a stage alone with no props! I was dubious someone with no experience or training would give me what I wanted, but either you're a natural, or you really are a fearsome warrior. Either way, I am always glad to showcase local talent, and the role is yours for as long as you want it." And with that you're back in Sandpoint's massive playhouse, financed entirely by its larger-than-life owner, Cyrdak Drokkus, whose latest play has been hamstrung by several of its actors coming down with some rare disease. And now, thanks to you, he has one fewer vacant role to worry about.But you and Cyrdak aren't the only ones in the otherwise empty theater, and as the two of you turn to discussing the finer details of your role and the upcoming rehearsal schedule, you're interrupted by yet more clapping, this time from a handsome young nobleman who seems to have been sitting at the back of the room the whole time! "Excuse me, but the door was half-open and as I reached out to close it I heard the performance and wandered inside. What remarkable delivery, in broad daylight no less, without costume or makeup! And you say it's your first jab at acting? I wish I was good at something other than business! There's something terribly attractive, but also more than a little offensive, about raw, natural talent." By this point the man has hopped onto the stage and is standing right next to you, cheerful and amiable as if he's known both you and Cyrdak forever, as he continues talking in a droning monologue as if he, too, is now putting on a show. "But don't let me disrupt your preparations; I'll be on my way, but first allow me to give you a little something to thank you for making my morning and speed you along in your new career, and maybe we can catch up in the weekend after the show?" And with that the man hands you a bulging pouch, heavy with coin, nods at Cyrdak, then hops off the stage, strides to the back rows, and disappears.
"He didn't even give me his name!", you at last turn and exclaim to Cyrdak, dumbstruck at the nobleman's generous gesture, and your sudden good fortune. The pouch contains dozens of gold pieces—more money than you've seen in your entire life!
"Foxglove. His name is Aldern Foxglove", Cyrdak replies, and you could have sworn you caught a shadow cross his face as he pronounced the name.The Skeleton King
https://www.youtube.com/watch?v=uUh7ogwSwSgIn the old town by full moon, old wives tell of a tale
Mad king who sought to bring, death on the realm
Once he ruled noble and beloved by all
Tragedy's embrace the mad king would befall
Accursed rule conceived in blood, wrought in bone
Demonic influence seeps, the pained mind to hold
Spiralled to madness by the loss of his love
Shortly thereafter executions began
Nobles and priests sought to placate his grief
Yet to his suffering, there's no relief
Accursed rule conceived in blood, wrought in bone
Demonic influence seeps, the pained mind to hold
Serpent of the gods, reanimate this tormented soul
The god-king's suffering would soon be felt by all
I can sense the warmth of life enter my tomb
Bring the foolish mortals to meet eternal doom
To this realm of shadows
Bound long after death
Awake from cursed slumber
Drawing fetid breath
I can sense the warmth of life enter my tomb
Bring the foolish mortals to meet eternal doom
Under my rule...
Accursed rule conceived in blood, wrought in bone
Demonic influence seeps, the pained mind to hold
Serpent of the gods, reanimate this tormented soul
The god-king's suffering would soon be felt by allTHE END