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Fortuitous Meeting (1)

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Session 10: Fortuitous Meeting

Since it was early in the afternoon, the companions decided to enter the ruined town to find the spellstiched wight. Bannor led the way and they headed straight for the southernmost building, an old tavern. The old tavern seemed to have been cleaned out relatively recently.

Figuring that the wight may be haunting the ancient church or cemetery, the group turned in the direction of the cemetery. The first thing they noticed in the old church was that it had been desecrated and that it was formerly dedicated to Arthom. The group wandered throughout the building, finding nothing of interest until they reached a set of double doors in the basement of the church. The doors had no discernable latch or lock, but they were locked tight. Astaria realized that there was a possibility that the door was locked using a divine lock. A divine lock is a lock that can be locked or unlocked by channeling divine energy into it. Astaria called upon her deity and touched the door. Sure enough, the doors swung open.

Beyond the doors was an arched catacomb lit with glowing stone fitted into the wall. Although it looked as if the catacombs had not been touched by the evil of the surrounding swamp, the companions wanted to be sure that there wasn’t another entrance into the catacombs used by the undead. After walking to the end of the first hall, the corridor turned to the left and opened into a large vault. The vault had four corridors branching off of it. Three of the branches had names inscribed above the archway leading into the family vault, but the fourth had no name, just a heraldic symbol that none of the companions recognized. Bannor, Astaria, and Chiranjeev walked towards the nameless corridor, when a force hit them as they crossed the threshold. Chiranjeev was knocked back and was unable to cross through the doorway. Bannor felt a small shock, but shrugged it off easily enough. Astaria felt that there was slight resistance, but she pushed through without a problem.

Astaria and Bannor told Chiranjeev to yell if he needed them and they continued into the crypt. When they steeped within the well-lit room they realized that the man interred within the stone sarcophagus was probably a paladin of Arthom. On the east end of the room there was a life-sized statue of a human warrior dressed in shining armor and holding a fine sword, blade-down. Below the statue was inscribed, “Sir Larkin of Broadleaf”. Satisfied that the paladin’s remains were safe in his crypt the pair left the room as they found it and joined Chiranjeev in the central vault.

They decided to go down the corridor inscribed with the name, “Mardik” above the archway. About halfway down the corridor Bannor and Astaria heard a scuff across the stone floor ahead. Bannor quickly charged forward and as he turned the corner a powerful wave of despair enveloped him, stopping him in his tracks. In this crypt was a desiccated humanoid form with funerary wrappings hanging from its limbs where the bandages had come loose, a mummy. Astaria and Chiranjeev saw Bannor stop in his tracks and sprinted forward to aid their companion. As soon as Chiranjeev spied the mummy, the despair overcame him as well. Astaria, however, stepped into the room, stood in the mummy’s path and called upon Rendolar’s holy might to send the creature into flight. The mummy turned and ran into the furthest corner of the room, cowering away from Astaria’s holy might. Shortly thereafter both Bannor and Chiranjeev were able to recover from the magical despair that stopped them from attacking the mummy. They fell upon the foul undead creature, destroying it without injury.

They checked the other two corridors and both were completely intact.

As they left the catacombs, Astaria locked the divine lock, which had held for so long.

The group searched the cemetery, but surprisingly there was no restless dead to destroy. Since there was still a couple of hours of sunlight, the companions went to the next building, the town jail. This building was built from stone, with some roof damage, but overall it was intact. The group entered to search through the building for anything useful. In the two last jail cells there were two animated skeletons trying to grasp and the companions through the bars. Astaria turned the restless remains to dust by channeling the energy of her god.

The group entered the fourth building and were greeted by some sort of government building. It had a stone floor with the word “Broadleaf” carved around a seal. The ground floor of the building consisted of two large rooms with two stairwells in between. One stairway went up and one went down. The group decided to go up first, searching the rooms on the top floor for any clue of the spellstiched wight. The group found nothing, but as they walked down the stairs to check the basement, they heard a low, rumbling growl. Bannor rushed to the bottom of the stairs and was greeted by a large group of dangerous adversaries. In each of the large rooms was a large humanoid pieced together from a human and stone or dead flesh. Each of them released the leash they were holding allowing their feline charges to attack. The half-flesh golem released a displacer beast and the half-stone golem released the spectral panther. In the rear of one of the rooms was a desiccated human form with rune drawn on all visible skin, the spellstiched wight. The spectral panther and its handler were between Bannor and the wight, so Bannor began attacking the panther. Before Chiranjeev and Astaria were able to leave the stairwell, the displacer beast stepped in their way, cutting off Bannor from his friends. Fortunately Bannor was able to defeat the panther quickly with minimal injury. The half-stone golem stepped forward to attack while the wight cast spells to support its allies. Bannor quickly defeated the half-stone golem with a dizzying flurry of blows. As the half-stone golem fell to the ground, the wight cast a flaming sphere at Bannor, catching him within its flame. The damage from the wight’s spells was beginning to mount.

Chiranjeev stepped forward to intercept the displacer beast, ducking its blows as much as possible, but the beast was too quick, landing blow after blow. The displacer beast’s half-flesh golem handler attempted to cross through the area near Chiranjeev to get at Bannor, but Chiranjeev hacked him down. Luckily for Chiranjeev, Astaria was blocked behind him and was able to cast healing spells to keep him in the battle.

Bannor, deciding he was sick of contending with the wight’s spells, charged the undead creature, locking it in a powerful hold. The creature tried to break free, but Bannor was just too strong and his touch of golden ice was freezing the evil creature’s dead bones.

Chiranjeev and Astaria were able to turn the battle against the displacer beast by this point, and the beast dropped to the floor just as the wight stopped struggling.

Placing the wight’s body into a large sack, the group descended into the basement. In the basement they found the spellstiched wight’s lair. Two large cages held the cat creatures, there was a well-stocked alchemist’s lab, and the group found a cache of magic items. They found a large magical garnet and a couple of magical weapons.

Although their mission was a success, the group decided to check the final standing building in the village of Broadleaf. The building was obviously a fine home before the town was abandoned. The companions searched the entire building, finding an open trap door, and an empty treasure chest. Finally they entered a stairwell cut into the stone.

Thirty feet down the stairs; the stairwell was filled with water. Bannor could see that just below the surface was a closed portcullis. Figuring someone has tripped a trap; they searched for a lever to disarm the trap. Ten feet above the water-filled stairwell they spotted a lever cleverly carved into the stone. Bannor climbed up to the lever and pulled.

A loud boom sounded and the water began to slowly recede. After an hour of waiting, the water had drained to the point where the group was able to continue down the stairs. At the end of the path, the companions found the previous group that had disappeared during their mission to capture the spellstiched wight. The two groups introduced themselves, compared notes, and realized that their larger missions were connected in some way.

As the two groups compared stories, they came to the conclusion that the people who “killed” Bannor, Astaria, Chiranjeev, and Carcain must have stolen Darklife from Falon Gareth, and during their travels to Arkhan they killed Alisnier and Jelana’s parents.

The new, large group traveled back to Ash-Melin. On the way, Cornelius (Grafton’s shield) told Grafton that the magical gem that Astaria was carrying is intelligent and its name is Balinor. Grafton told Astaria and she was able to make contact with the gem. It told her to affix it to the handle of a weapon. She attached Balinor to her new flail.

Once back in the city, they took the creature to Erol Darmarus, the head priest of the church of Arthom. They explained that the needed to give the spellstiched wight’s corpse to Albaran Delhomme so they could get some more information about their respective quests. Erol gave them his blessing so they went to Albaran’s to turn the corpse over to her.

Albaran upheld her end of the bargain and gave the group a bag of maps and directions to get them to Falon Gareth’s stronghold in the underdark beneath Lifeswallower.

As a group, the companions went to Linus Helmsly's office to find out what he discovered about the monk's communication from beyond. Linus explained that he found a coded message written in the prose of the communication. The message alluded to the holy book of Mathouk, the dark god of the undead. He also explained that a close friend of his had some information about a cult of Mathouk worshippers in the city of Katay. The extended group of adventurers decided to join together to continue the investigation of Darklife for each of their personal reasons.

Astaria, Bannor, Carkain, and Chiranjeev investigate to discover the reason for their half-undead condition. Alisnier and Jelana search for their parent's murderers. Valamir is attempting to atone for his father's cowardice. Only Grafton's reasons are more abstract, a wanderlust that has consumed his since he was a child.

The group decided that the half-undead party would be the ones to attempt the journey to Falon Gareth's underdark lair. Grafton, Alisnier, Valamir, and Jelana would travel to Katay to learn information about the Mathouk cultists. 

   

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