Back at the Keep, Laramond figures out what the Goblinoid sign said: Comrades, join the cause, repel the loathsome invaders who profane our ancestral caves with their sacrificial alters. All humanoids welcome. Well, that is very well written for goblins, and it gets everyone curious. The discussion at the table over what to do next is rather lively bouncing between gnolls to goblins to a lady necromancer who has gone missing.
The lure of gold and reputation wins out, and in the morning we head south the investigate the gnolls in the forest. Who, for my money, are doing good work of attacking bandits instead of caravans. It’s a long hot walk in the forest and we have to backtrack a couple times. Just so we can get attacked by big furry spiders. Yuck! They party kills some and chases the rest off before we can continue on.
I’m still hidden from the spider fight when the gnolls arrive, surround the group, and take them prisoner. Gideon is quite polite though, so they are escorted to their camp instead of killed outright. There are several dozen gnolls and hyenas there. The three largest come out to meet the party, one of which can speak the common tongue. They are killing the bandits because they are among the invaders who took their caves from them. Others came in robes – the cultists, likely – as they say those kidnap and kill people. Laramond asks if they’ll help us get rid of them, but they want proof we mean to help. They do share a map of the area with a few things marked that we did not have – one with a letter Laramond says is a Q. I lost track of the conversation at that point because a hyena got too curious and I had to feed it my jerky rations.
The party is walking away when I’m done with that, so I join back up. We check out the flooded road area, but it seems fine. Then head up for the Q place, which is just south of all the caves, up on the higher land around the valley. Turns out it is a big stone door in the back side of the hill. Terak finds skeletal footprints heading inside. Ard lifts the door open to find an antechamber with a couple dozen skeletons standing in rows. Gideon and I set a tripline in front of the door, but the party ends up going inside to fight them, and also scaring them further into the cave instead of pulling them out. They make such a racket that a bunch of zombies come out to join the fray, but the holy folk and Laramond turn and take control of enough to handle everything.
Once everything is under control, we discover barrels being stored here with false bottoms, with A.K. burned into the bottoms. The cooper is Asham, maybe this is what he’s grumpy about. Putting Laramond’s new pet skeletons in front, we head down a very long tunnel. The first room we find holds skeletons kneeling in worship to the most beautiful woman in the whole world. Terak and I go and join them, but Tala pulls me away and then things get fuzzy for a few minutes. When I come back to my senses, the group is talking about putting a tent in front of the lady, but decide not to waste the time and tent.
The next room is some sort of mausoleum with robed bodies in open graves. They begin stirring, but the holy folk go in and shut them up again so the swordsy folk can cut their heads off. There isn’t much to find in there. So, we head back and try a different path, which leads us to one of the entrances into the valley. Further along this path there are a few more doors. The first one leads to stairs, but the group wants to finish up here before going down.
The next door leads to a lavishly decorated room, where the toady merchant Mendel is sitting, with his two guards and the latest of women serving him sweet treats. He tries to get us to go away and leave things be, but the group is having none of that. I enjoy a few snacks while Gideon asks him his business. Gideon doesn’t like his answers and throws a couple darts into his chest, which signals Ard to promptly cut off his head. This convinces his guards to immediately surrender, and also causes the two women to come out from under a charm spell.
They admit he was supplying people, mostly off caravans, to the cultists. This included the cooper’s daughter to keep him quiet, and the necromancer lady who had disappeared, and the last two women he’d had with him in town. They offer to take the women back to the keep, but Tasha doesn’t trust them. She pays them a handful of gold to officially ‘hire’ them for this task. They take off and we take a look around, and I take as many sweetmeats as my pockets can hold.
Tasha finds a secret door in the back of the fireplace. It leads to a very strange twisting tunnel. We decide to investigate, and I try to lead the way, but I keep running into the walls and it feels terrible. A loud thumping begins further down the tunnel and we decide that leaving might be a better choice at this point, and head back to Mendel’s sitting room for a quick breather.