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.

Deals and Deceptions

The Mage lady got a message in her head from Avarice wanting to meet. Sammy got a message, too, asking him to help kill the Mage lady, but I tell him not to because Avarice is bad and a coward. Doc and I will go with her, and the rest will hold back unless we need them.

But first, they want to go deal with the Hags. That means they want to kill them, which is still a dumb idea, so Doc, the Mage lady, and I go off to explore a big building. Turns out to be a prison. It’s pretty empty, till we find a medical room. It has an invisible person strapped to a table. We unstrap him, but he doesn’t move. Mage lady says it’s powerful staying magic. We find a book that says it’s a doppleganger who murdered somebody. We wrap him up and put him in my bag, maybe the Queen can sort him out. I also find a couple potions, and the Mage lady says they’ll change our skin color, so Doc and I drink them. But it doesn’t really work on me. Doc’s now yellow!

As we head out, Sammy whispers that Doc and I need to come talk to the hags about a scroll they want and not to tell Saalym what the scroll is. WHAT?? They Talked to Them? Without US?!?! UGH! We don’t have time, though, it’s time to go see the coward lady.

Avarice shows up with a couple gargoyles to chat with Mage lady. She’s really mean and wants us all to leave or she’ll kill us. Mage lady says no and threatens her right back. So Avarice leaves, like always. Doc and I follow her, to catch her, but we hit her a little too hard and she turns into a pile of snow. The gargoyles fly away after that. We catch up with everyone and try to figure out where she went.

Eggy sees movement over across the city, so we go there, But it’s just bad men, goats, and more gargoyles. We have to fight them though, cuz they won’t leave us alone. They don’t have much on them, but we get another floating light and bodies to burn for the key into the tower.

Doc and I go back to the hags to make a deal. They want a summoning scroll and we all promise no hostilities after it is delivered. They say to do the ritual by one of the bridges, like the one by the prison we were at earlier, or by the big crystal. And they give us the last part of the ritual, too. We have to light a fire in our hands.

We’re still missing the final word, so we head to the eyeball tower. Saalym asks the orb of eyes what the last word is and finds out it’s poison we have to consume. So, then we go to the greenhouse and Eggy makes up some mild poison for everyone. Then back to the prison gate to try it all out.

Leshy does all the things. Put the wand in front of her heart, lights her hand on fire, tells us a secret, gets Eggy to tell us a secret, and then puts his hand out. Makes a circle of the dead guys’ ashes, looks up to the ceiling, and then drinks the poison. But nothing happens.

Sammy says there’s something wrong with the “show your face to the sky” part. We talk about how to get the sky down here, or send a copy up to the sky with the floaty room place. Then we remember the laughter at the tower with the mist. It must have been a wrong clue. So, we go back there. It’s really hard, we can’t see anything to do! Sammy flies up to the ceiling and says the words feel different. Leshy finally makes the magic go away, so Mage lady can see what it says. We have to hide our face behind a mask not look at the sky.

Back we go to the tower and everybody does the ritual and gets through the forcefield, sharing lots of secrets. It’s really fun! Even if some of the secrets are really sad. We’ve gotta go get Sammy’s family out of Hell and bring all three of them to the Feywild. I think he’d like it there.

On the Road Again

What’s this? The traitor and the locals are headed to the Cuddly Snake Inn? Are they going to turn the little thief in or run the bounty out of town? I know what I’d do. They’re not even talking to her? Ugh! Oh, there we go, she’s giving them another poster and the hobgob is nodding. I don’t think they’re going to do it. How boring!

Back to the Take. What are they Doing in there? I hate boarded up windows. Gathering up the horses now. I think that goblin’s probably the little thief, or maybe it’s the walking goblin, never can tell with magic. They’re skipping town? Cowards!

What? Why are they going to the off road? Walking, along the river? Just take a boat if you’re not going to take the roads. Gotta be careful, stay far enough back. At least there’s only two horses so they can’t outpace me. I should have packed better, no telling how far they’re going.

Toads? They’re on the riverbanks because of toads? If I hiked all the way out here just to watch them kill some freakish toads!! Oh, what’s this? It worked?? He just… he made an echo! It looks a little small, though. But it is an echo! Oh, they’ll be so thrilled! And it’s gone. That wasn’t much of an echo. Now they’re cutting out the tongues and chopping off legs. Well, gotta eat something in this wasteland, I suppose. Maybe I can get some of the leftovers when they move on.

Ugh, so boring, but at least they’re still heading north and I didn’t waste my time. Not a simple hunt, they must be running for sure. It’s just a little gnome and dwarf, they could have taken them. Dynasty cowards.

Lighting a campfire at night? In this wasteland. That’s just asking for trouble, and it looks like trouble has come calling. Fortunate that they passed by me first. Keys? they’re looking for keys. Good job I didn’t have any, I guess. Oh, of course, now they’re fighting. I guess the hobgob doesn’t like unhinged cultists talking at him. Guy didn’t even move forward. Shot him anyway. Another echo! This one’s big! Hasn’t quite got it down right, but it’s fighting without him being outside his tent with it. That’s some control at least. They were harmless, well, for monsters. Two down, and three running away.

Spooky little gobbo keeps pointing at the hobgob, I guess he has keys. The Many? What are they even talking about? And why? Just kill them and be done with it, you start a fight, you finish it. He’s just babbling about keys and prisons and going away. That drow fellow is far too reasonable. They didn’t even kill the orc they downed. Put his own friend on the fire, well, I suppose he was mostly burned up already. Note: don’t make the creepy gnome mad, he shoots sticky fire. Now they’re talking religion and redemption?! And off the crazies go, into the night. Easy prey, but not worth the trouble.

Finally! A town! Map says Jigow. Interesting place. Houses on stilts, major trade hub it looks like by the amount of docks. Bet they’re happy the toads are dead. A festival, eh? This could be interesting. Easy to stay out of sight in the crowds. He is such a rube, can’t he see those goblins are just getting him to do their harvesting? Who can do it fastest? You probably, but you’ve convince all these folk to do it for you. Nice grift. Pie eating contest? Of course he going to stuff himself now. Hobgob won, tied with another human, and a halfling. Pathetic.

Wonder what else they’ll get up to, that swim in the river looks a bit dangerous, I swear I saw a shark fin.

~FS