The sun sets over the arid expanse of the Merchant's Pass, casting a golden hue across the rolling dunes and jagged rock formations. The dry wind carries whispers of sand, the occasional howl of a predator echoing from distant bluff crevices. Leskyir—the sprawling hub of trade and deceit—lies behind you, its vibrant noises already fading as the arid wilderness welcomes you with cold indifference. Traders have packed up for the night, and the stifling heat of the day begins to dissipate, replaced by a creeping chill that bites through even the best-prepared garments.
Ahead lies a solitary dirt path winding toward a once-glorious trade route, now punctuated with faint ruins—markers of forgotten times. The moon climbs higher, its light providing faint illumination on an otherwise dark trail. But something feels... off. The faint, rhythmic beating of hooves can be heard in the distance, growing closer with each passing moment. No torches or lights accompany the sound, which travels unnervingly fast for a beast of burden.
As you consider this anomaly, the wind shifts, carrying more than just sand now. You catch the faint but distinct scent of burnt wood and something hard to place—a sickly smell, akin to rotting flowers. The air feels heavier, tension hanging like a sheathed dagger.
The road forks ahead: one path continues in a straight line toward the ruins of an old stone waystation, faintly illuminated by moonlight. The other is overgrown and barely discernible, veering toward the jagged rocks to the east. Whichever way you choose, time feels short as the hoofbeats draw nearer by the second.
A decision hangs before you in the quiet of the growing night.
You choose the path that continues towards the old stone waystation. The dirt trail crunches softly beneath your feet, the sound almost deafening in the otherwise silent desert night. The hoofbeats grow louder, closer, but they remain unseen—a looming threat veiled in darkness.
As you approach the waystation, its skeletal silhouette rises against the moonlit sky. Once a place of rest and respite for weary travelers, it now stands as a desolate monument to forgotten days. The stone walls are crumbling, and portions of the roof have collapsed, exposing the interior to the elements. You can make out a few shadowy archways, but the darkness within remains impenetrable.
The unsettling scent of burnt wood and decaying flora grows stronger as you approach the waystation, originating from within its ruined walls. A faint, flickering light dances within one of the archways, casting eerie shadows that writhe and twist like restless spirits.
Suddenly, as you stand on the precipice of the ruins, the source of the hoofbeats reveals itself. From behind a dune to the west, skeletal steeds erupt into view, their bony frames glowing with an eerie, greenish light. Each is ridden by a spectral figure clad in tattered robes, their faces obscured by deep cowls. Their ethereal forms seem to ripple and distort in the moonlight, their very presence radiating an aura of cold dread.
Skeletal Rider 1 moves its skeletal steed forward, charging towards you. The rider raises a spectral scythe, and a chilling wind sweeps past you.
The rider rolls a 13. Since your AC is 11, the attack hits!
The rider rolls 6 for damage. You take 6 damage.
You decide to unleash the raw power of the storm.
Channeling your inner power, you raise your hands, and the air crackles with electric energy. A searing bolt of pure lightning leaps from your fingertips, arcing through the air towards the skeletal riders.
Skeletal Rider 1 rolls a 6. With a Dexterity saving throw of 6, the rider fails the saving throw and takes the full damage.
Skeletal Rider 2 rolls a 15. With a Dexterity saving throw of 15, the rider succeeds on the saving throw and takes half damage.
Skeletal Rider 3 rolls a 2. With a Dexterity saving throw of 2, the rider fails the saving throw and takes the full damage.
The lightning bolt slams into the skeletal riders, who are severely damaged by the potent electrical strike.
Skeletal Rider 1, failing the saving throw, is engulfed in the full force of the lightning, taking 25 damage.
Skeletal Rider 2, succeeding on the saving throw, manages to partially evade the brunt of the strike, taking half damage, which is 12 damage (rounded down).
Skeletal Rider 3, also failing the saving throw, is struck by the full force of the lightning and takes 25 damage.
Skeletal Rider 2 moves its steed forward, charging towards you. The rider raises a spectral scythe and attacks!
The rider rolls a 4. Since your AC is 11, the attack misses!
Skeletal Rider 3 attempts to move forward, but its skeletal steed falters, and it struggles to regain control. It appears to be stunned by the lightning damage that it took and is unable to attack this turn.
Skeletal Rider 1 attacks!
The rider rolls a 12. Since your AC is 11, the attack hits!
The rider rolls 5 for damage. You take 5 damage.
With a flick of your wrist and a muttered incantation, you cast Mage Armor. A shimmering field of arcane energy envelops you, bolstering your defenses.
Your AC is now 13.
As the magical armor takes hold, you strategically retreat 10 feet, creating some distance between yourself and the skeletal riders. The desert sand crunches beneath your feet as you reposition, hoping to buy yourself some time and space to reassess the situation.
Skeletal Rider 2 moves its steed forward, attempting to close the gap you created by retreating. The rider raises a spectral scythe, but the distance is now slightly greater.
The rider rolls a 9. Since your AC is now 13, the attack misses!
Skeletal Rider 3 seems to have recovered from the effects of the lightning and it moves its steed forward, charging towards you. The rider raises a spectral scythe, and a chilling wind sweeps past you.
The rider rolls a 16. Since your AC is 13, the attack hits!
The rider rolls 7 for damage. You take 7 damage.
Skeletal Rider 1 moves its skeletal steed forward again, charging towards you.
he rider rolls a 6. Since your AC is 13, the attack misses!
With a wave of your hand and a muttered incantation, you cast Levitate on Skeletal Rider 3.
A shimmering field of magical energy surrounds Skeletal Rider 3 and its skeletal steed. They begin to rise slowly into the air, their movements becoming erratic and uncontrolled as they struggle against the levitation. The spectral figure flails, its scythe swinging wildly, but it remains suspended several feet above the ground.
You decide to unleash another bolt of pure lightning, hoping to capitalize on the chaos and disarray you've sown among the skeletal riders.
With a surge of power, you gesture, and a searing beam of electricity crackles forth from your fingertips. It arcs through the air, seeking to engulf all three skeletal riders in its deadly embrace.
Skeletal Rider 1 manages to partially evade the brunt of the attack and only takes half damage. 37 / 2 = 18.5 which is rounded down to 18 damage.
Skeletal Rider 2 fails the saving throw and is completely struck by the lightning. The rider takes the full 37 damage.
Skeletal Rider 3 fails the saving throw and is completely struck by the lightning. The rider takes the full 37 damage.
Two of the rides are reeling from the damage of the lightning attack and is unable to take any action.
Skeletal Rider 1 is still engaged with you and moves its skeletal steed forward again, charging towards you.
You take 6 damage.
You decide to unleash another Lightning Bolt, determined to finish off the remaining skeletal riders.
With a surge of arcane power, you gesture, and a searing beam of electricity crackles forth from your fingertips. It arcs through the air, seeking to incinerate the skeletal riders in its path.
The Lightning Bolt surges through the air, striking Skeletal Rider 1 with overwhelming force.
Skeletal Rider 1, failing the saving throw, is completely consumed by the lightning. The rider takes the full 30 damage. The spectral steed collapses into a heap of bones and ethereal energy, dissipating into the desert wind. The rider lets out a chilling wail as its form fades from existence.
With the last of the skeletal riders vanquished, the desert falls silent once more. The eerie green glow that emanated from the undead creatures fades, leaving only the pale moonlight to illuminate the desolate landscape. The scent of burnt wood and decaying flora lingers in the air.
As the echoes of battle subside, you take stock of your surroundings. The ruined waystation looms before you, its shadowy archways beckoning you into the unknown. The path ahead remains uncertain, but the immediate threat has been neutralized.
You approach the ruined waystation, your senses on high alert. The entrance looms before you—a gaping archway swallowed by shadow. The scent of burnt wood and decaying flora grows stronger as you step closer, hinting at the dark secrets that may lie within.
As you pass through the archway, the world shifts around you. The moonlight fades, replaced by an oppressive darkness that seems to cling to the very stones of the waystation. The air grows heavy and still, as if holding its breath. The only sound is the soft crunch of your boots on the debris-strewn floor.
Your eyes struggle to adjust to the gloom, but slowly, shapes begin to emerge from the shadows. Crumbling walls, skeletal rafters reaching toward the sky, and piles of rubble litter the interior. A faint, flickering light emanates from a chamber to the east, casting long, dancing shadows that play tricks on your vision.
As you move deeper into the waystation, you notice strange symbols etched into the walls. They are unlike anything you've seen before—a twisted combination of arcane runes and necromantic sigils that seem to pulse with a malevolent energy.
The flickering light leads you to a chamber that was likely once a common area where travelers shared food and drink. In the center of the room, a small fire burns within a makeshift hearth, casting an eerie glow on the macabre scene before you.
Several humanoid figures are huddled around the fire. Are they bandits, desperate travelers, or something far more sinister? It's hard to tell from the dark. One thing is clear: their presence here suggests that the ruined waystation is not as abandoned as it seems.