The Sleeper In The Tomb - DnD 5e

Session 3
26th or march

Having survived a nightmarish … nightmare, in which our heroes were eventually destroyed by a creature of eldritch horror, and suffering more random disappearances and reappearances of fellow adventurers, the spooked party headed down into the sleep quarters of the Sleepers in the Tomb… between stealthy assassinations and straight up fights the group finished off much of the awakened Monks, freeing some from the “if the sleeper wakes up it’s a bad idea” camp. They also seem to have taken out the High Father of the brotherhood, and in doing so cleared the way for them to search the workrooms below.

Below stairs, the group discover a workroom given over to all sorts of crafts, with books detailing the same. They find a kitchen area with some sort of portal system that uses a combination of divine and arcane magic to bring in supplies to the sleepers, as well as their wash and bathroom.

stumped as to how this helps them escape their plight the group recruit brothers they have previously ‘freed’ and ask them about their life in service.

Inix, the Dragon born, stumbled upon the fact there is a breeze coming from the central statue in the washroom, and after a range of tests and trials, the group fill the 4 basins with water and heat it up (something the monks would usual not have the option to do) to the point it releases the central statue, freeing them to descend deeper.

Down below they find themselves in a corridor of stone carvings of a dwarf, dragon born, human and halfling, with an alter to those races 4 patron gods at the other end. After working out the representatives of each patron god must be dispatched in a particular order, the “seal of the young gods” as it describes itself, opens to reveal an absolute darkness beyond…

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Session 1

Having completed a noble reclamation of dwarven religious item devoted to Moradin, a misfit gang of adventurers of dubious moral character drove a band of brigands from an old Dwarven citadel.

Inside they find strange carvings and books pre-dating anything they could make sense of. They escaped with their artefacts through a reshaping maze of underground tunnels, and lgacy booby-traps of animated carpets and magic sword.

Upon their heroic return their humble Dwarf Nun turned out to be The Raven Queen, she took the religious items the heroes had recovered and banished them in a whirlwind of raven feathers.


Moments, and an eternity later, the disparate party found themselves in a pitch black chamber they lit torches to find themselves beneath two huge statues of Kord and Asmodeus clasping hands. They began to explore and soon found two strangers who seem to know each other from a previous quest they had just been on.

Once they had compared notes on the room and the gruesome self-sacrifices they seem to find around them they noticed the statues where encroaching with sinister intent.

The Drunken Monk was the first to passify one, with an offering of incense dedicated to his god of choice… eventual all where so-passified with proof that the newcomers were devotees of a deity.


Next the group would find themselves in a spiral down to lower levels. They were assisted in this adventure by the Wizard of the group setting off every trap on the way down (even going back later to set off the ones he missed)

The group wound up at the shore of an indoor water tower. The Wizard swam down, reported on a shut-fast grate at the bottom of the pool. He would dive a series of times, losing some of his belongings in the process only to have them reaper.

The Hedonist Monk would make the breakthrough trusting to divine beer to show him the way. Making a leap of faith that they would pass the barrier, no matter how firm it looked.

The others would follow suit and end up in a small strange vestry. The Wizard would take a little longer, exhausting all rational arguments before concluding blind-faith was the last logical approach.

The party of strangers find themselves in a small unlit room, cut off from how they came in, with no explanation beyond a carved pillar and a young woman’s new pet raven….

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The Craft (witchcraft)

Witches and the Craft

There have always been “witches”, since even before the first temple was hewn out of the Earth. Since the first child ran to mother with a hurt to be healed or a fear to be dispelled, or a youth has pleaded with a popular uncle or aunt to share their secret of their success with the opposite sex. Over multiple generations advice becomes lore, experimenting becomes skill becomes ritual, recipes and remedies become spells and potions.

This ‘craft’ had power, yes – but purely natural and mundane. Sometimes stating one’s desire for something out loud starts one on the path to obtain it; sometimes believing your healer has access to powers greater than your own makes you heal faster; sometimes cursing an enemy affects them even without external influence; sometimes any prophecy or guidance is sufficient, even if it’s not correct.

The Craft survived and co-existed with organised religion – there are always some matters one would rather keep from one’s priest, and solutions more likely to be received at a more ‘local’ level than seeking to interrupt the God’s Games. However that’s not to say the two institutions have co-existed peacefully, wielders of the Craft have often come under persecution from clerics unwilling to share even a bit of their power over the flock. For that reason witches have historically operated subtly from the shadows.

A few generations ago, during the Underdark war, the ancient rituals and techniques of the Craft started to take on actual arcane power, surprising even those using the methods. Soon new powers were discovered, far more powerful and varied than those going before.

Students of the Craft can follow any faith, but popular are Ioun (the Goddess of Knowledge, Skill and Prophecy), Sehaine (Goddess of Illusion, Love and the Moon) for those specialising in those areas, and of course Corellon (God of Beauty, Art, Magic and the Fey). Not all arcane magic users are students of The Craft of course – without access to a hereditary teacher use of the new arcane power has had to have been (re)discovered independently of the ancient way. However it might be fair to say both the new “Arcane Magic” and “Science” have their basis in the ancient techniques and approaches of the Craft.

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