Cultists and Death

Heading down the stairs we follow some footsteps to a pair of cultists playing strip chess. They don’t mind us ransacking the room, seeming very focused on their game and each other. How strange, but they seem busy for the moment, so become a later problem.

The next room, I am encouraged to sneak into alone. It is a dormitory, full of bunks and chests. I rifle through each chest, avoiding the bed with the lone sleeper, relieving these cultists of their money seems the least I can do. Plenty of robes here, too, should the group decide to disguise up while we explore. The sleeper jumps up when I get to her bed, and a short scuffle ensues as she runs out straight into the rest of the party. Amazingly, Ard doesn’t kill her, but knocks her out and Gideon ties her up before waking and questioning her. Ashara tells us that she is well taken care of here. That Shamet promised her a better life. They knock her back out and bind her securely on her bed before we move on.

We continue on, finding a room with two people conversing quietly. I unlock the door and the group rushes in, to find what Tasha calls an Oathbreaker in black armor and a woman in leathers. I stay in the hallway while the group takes care of them. Once down and dead, they are relieved of all of their earthly possessions, many of which are magical, including a portable hole, currently empty, but quickly filled with everything, including these bodies. It takes some convincing to get Tasha to try on the platemail because it is blackened, a symbol, she says of oath breaking, but she’ll be safer in it.

Onward, we find a crypt with 5 bodies laid out in death. We decide to leave them be for the time, instead heading down nearby stairs to a single door. Inside, a woman in black robes reads from a book. I, once again, stay in the hallway while they fight her. Unfortunately, a man in red robes comes from up the stairs and tosses a spell at me. A quick shriek brings help out into the hall to deal with him, while I run into the room, tossing some rocks at the woman. She responds by summoning over a dozen zombies. It is very unpleasant in there until we get some turning power going. Afterwards, we have to head back to the entrance to get a quick rest and some medical care before we can continue.

Having still not found the prisoners, we have to head back in. Back in and to the right this time, we find some doors, an open sacrificial room, and a temple full of unmoving undead. There is a bell in the back of this latter room that seems like it might activate the undead – 30 skeletons and 30 zombies. They don’t seem to care if we’re in the back of the room by the hall, however. So, I open a nearby door to find just 6 undead, three of each type, guarding a couple women, Aseneth and Arpad, and merchants. We unlock them all and draw up a map back to the entrance to get them out.

We all head back down the hallway together, finding a collapse behind one door, and a double bedroom behind the other. This one has a couple more cultists who immediately attack and must be put down by the group. Laramond finds some historical tablets here and a book translating them – the story of the evil goddess this place is dedicated to.

Moving on, we check out the sacrificial altar room. The altar hold bloodstained containers, and the walls are frescos showing a man fighting past monsters that guard seven tombs to reach a woman in black. There is a single cultist here, a man hiding behind deep red pillars. We talk him out without a fight, tie him up and take him back to where Ashara is still bound.

Not ready to fight 60 undead, we head back to the crypt with five. And their shadows rise. Laramond is able to take control of some and between those and the recently found magic weapons, the group is able to put them down. They look around, but don’t find much else here.

We head back to the temple, checking out the small rooms around the edges, without bothering the silent undead. Finding a bedroom with a secret door hiding a treasure room. Using the new portable hole, we steal all the treasure. Tala comes back in from guarding the back entrance and takes a look for secret doors – many of which lead to the disorienting tunnels. Back in the sacrificial room, Ard tries to pick up the vessels on the altar, and is nearly possessed by one, so he uses a skeleton to move them all into the portable hole for later destruction. We’ll have to talk to Rafe about borrowing the forge for a few hours one evening.

Then we really do have to deal with the sanctuary. Do we collapse the tunnels? We don’t have the right gear for that, even if I could figure out how. Instead, we prepare a bottleneck. Gideon and I set up a tripwire in the hallway. The fighters line up to fight them, with the new Mace of Disruption in the middle. Then the clerics and Laramond line up behind them. I go hide in a little room with a locked door with the rescued prisoners, and eat the final remnants of Mendel’s food. The group wins out, but poor Tasha is unconscious for the effort.

We head back to the room where they fought the Blackguard, to see if his stone horse will wake up with the magic bridle they had found. It does, and Ard rides it back to the keep, with Tasha draped across its haunches. It looks stable enough, so we head out to go back to the keep.

Unfortunately, the bandits from a few days ago find us in the woods, and they’re unhappy at having been robbed. They demand half of what we took from the cultists, instead of just what we took from them. Laramond tries to negotiate with them. Several folks want to just fight them, but with Tasha down, and the others not feeling well, we should not chance it. Laramond pulls some money bags and art pieces off of his donkey and sets it down for them – around 2000 gold worth. They accept this offering and head off toward the caves. Gideon, Terak, and I trail them a little ways to be sure of their direction and number, about 20. Then we all get back to the keep for some rest and healing.

Of Bandits and Death

The bandit cave entrance is surrounded by rotting, severed heads, with one empty spot. Gideon can hear people idly chatting inside, so we head inside. Three men are playing guards in the front-most room, probably they should have been watching the entrance. Embarrassed by their failure, I guess, they immediately attack when we say hello. The swordsmen put two of them down, one rather permanently, and the third surrenders. He was smart enough for that, but is not terribly helpful. This isn’t an established bandit group, it sounds like, just transients that come and go as they will. He doesn’t even know who is in charge today, or how many people are here. The heads outside, he says, came from when the orcs lived here. He does have one interesting piece of information, Hesselwhite is here with a gang. He also says the hall aren’t trapped, so I get to hang back, if we’re trusting him. We leave him and the other live one tied up, and weaponless and head deeper into the cave.

The next room is full of crates and rugs, and two bandits in a rather intimate position. They scurry out of view, as I do the same. Someone shouts out that they are under arrest, but this doesn’t seem to accomplish anything. Eventually, Gideon just walks in and ties them up behind the crates. The things in here aren’t very interesting, except the rugs, but those are too big to carry away without a wagon. We do take the arrows away from the bandits, so they can’t get free and shoot us.

Down another couple hallways, we find a feast hall with six more folks. One welcomes us and invites us in. I guess we could look like bandits, such a strange group as we are. He, Cemund, offers us food and drink. Gideon and Ard accept his hospitality, while Tasha and I stay at the door, confused. When asked about the caves, he says they also avoid the undead. Hesselwhite, he says, brought along 8 other halflings with him, and plans to attack a wealthy caravan. Ours, most likely. They don’t hurt people here, they just don’t have anything, so they steal what they want. He says the gnolls got run out of their caves in another part of the valley, but he’s not sure by what.

We go to talk to Hesselwhite, to ask him politely not to attack our caravan, I guess. I unlock the door to their room, but I missed the needle trap and get jabbed by poison. Slim slows it down so it won’t hurt me anymore. Tasha opens the door, the halflings inside are already barricaded behind their beds, so I head back to a nook to hide until the fighting is done. Hesselwhite manages to run out past everyone and escape the cave, but we tie up the survivors. There’s a stone box in here, that also stabs me, I need to get some glasses or something, I should have seen that. There’s money, gems, and a warm-feeling hunk of jade inside. Gathering up the treasure, bodies, and prisoners, we head out. The other bandits don’t stop us. Slim and some of the other holy folk bury those they killed before we go back to town.

They give the prisoners to Sabine. We let the Chaka know about Hesselwhite and the danger he still poses, and then ask if he’ll take on Terak and Tasha to help us guard. He speaks with them and agrees for the return journey. Mouse buys the stone box from me, and gives me some pointers on spotting traps. We buy some paints to give to the kobolds, and argue about whether to investigate the undead or goblins next. Then we rest up for the night, leaving the question unresolved.

Heading back to the caves in the morning, Cemund and his friends almost rob us, but stop when they recognize us, then bail when stirges show up in force. I hide and get far away from that, but the swords folk put them all down. We get the talkative kobold to come out and accept the paints we brought him. He tells us that the undead cave is mostly orc skeletons, but that there are sometimes humans in weird robes, too. Those weird robed humans are who they stole the dragon egg from, about a month ago. Most of the time those humans go into the caves at the far end of the valley. Laramond wants them to paint rocks to start an art trade with the keep. Sweet child, the people would rather kill than trade with kobolds.

Terak really wants to go after the cultists, rather than the undead, but we’re not sure which of the end caves that is, so he gets overruled. The undead cave smells awful – rotting flesh is an aroma all its own. The left room is full of dead orcs, old dead humans, skeletons, and rats. Laramond says there are undead in the other direction, as everything here is full dead, except the rats.

The other direction holds a common area full of dead orcs as well, women, children, and men, all stacked up. The ceiling ripples with bats. Gideon, throws a dart at a corpse, he must have gotten bored. Skeletons rise up from the piles of bodies and lurch forward to attack. I get right out of there until the noise dies down.

Laramond says there are more undead behind a wall, and we find a secret door. It isn’t locked, so Tasha opens it. There is a small table and chairs, a large chest, and a chalk map on the wall. Slim steps inside and shadows rise up, but he scares it away. I come in to check out the box and get sprayed with blue powered ink – great! Now I can’t see Mouse until this all wears off. So embarrassing! The group takes all the money, and once lifted, I find a key beneath it. Well, that’s mine now. The map is of the area around, with all the dangerous groups we’ve heard about marked on it. Plus, what Laramond says is a Q in the northern forest, and a tower to the west, or is that east? It’s not really on the map.

The next room we find has large rats eating face-down orc bodies, so we close the door again. They want to go in and kill the rats, so I go back and hide under the little table while they do that. My hand is still a bit black with poison. There’s nothing but dead bodies in that room, and they insist on wading through the bodies in the other rooms, too. I get bit by some rats, and all we have to show for it is a jewel-encrusted sword-hilt. Then they decide to set the whole cave on fire to burn up all the dead bodies.

Before heading back to the keep to get my hand properly cared for, we make a tour of the other cave entrances. We find a wooden sign in the goblin language at one, smooth-worked blood red stone at another. A door with skulls nailed to it that invite us inside. And the foul odor of some great beast emanating from another. Right, so a couple options for the cult, and one Terak says we should Really stay away from. Back to the keep to rest. Is it time to take the Chaka to the southern border, yet?