Session 7 - 07/08/2022
DM : Lasarian
Party: Baiz - Dour Warmfury - Mountain Dwarf Fighter/Champion - Mason's and Smith's Tools
Talo - Easeis - Human - Sorcerer/Spell Void - Dice Set and Thieves' Tools
Stel - Eilo - Fairy - Warlock/Celestial - Flute
Rox - Kismet of the Woods - Wood Elf Druid/Circle of the Land (Forest) - Herbalism Kit
Khaie - Magar - Grey Elf Wizard/School of Evocation - Herbalism Kit
Kor - Koram Orchammer - Hill Dwarf Cleric/Life Domain - Mason's, Cartographer's and Smith's Tools/Herbalism Kit
In the aftermath of the battle there is a shocking stillness now that the whispering voices have been silenced. Everyone looks around to make sure there are no more threats, but all seems quiet, so the group tends to their wounds and then begins splitting up post battle tasks. Kismet and Dour begin gathering deadfall wood and building a pyre. Eilo and Magar begin searching the zombies and gathering up valuables. Koram hops in the fetid pool and begins clearing out items and body parts with Easeis keeping watch over him and keeping the worst of the disgusting sludge clean with his prestidigitation magic.
It appears that much of what made up the red mist abomination creature may have been the remains of the "Giants" adventuring group. There are definitely recent remains of a dwarf, 2 halflings and a gnome mixed in with other assorted unidentifiable body parts. Strangely it does not seem that the remains of the half-elf cleric, Eliath, are present. Much of he equipment being pulled from the pool is in fact crafted for folks of small stature, confirming suspicions that some of the remains are the majority of the "Giants". In addition to some coin, there is a chain shirt, buckler and dagger, along with a scroll of alarm that goes to Magar and a potion of healing that goes to Dour. The one strange find is an ordinary looking torch with the letter "M" carved into the base of the wooden handle, which Easeis stores in his pack until it can be further investigated. Koram and Kismet perform last rites over the bodies before the group burns them on the pyre. Purification and blessings are performed in and around the pool in hopes this will re-consecrate the Grove of the Archdruid.
The group is not gravely injured, have remaining spell resources and daylight, so it is decided to continue on to Beltander, which is only an hour or two to the west.
Upon arrival on the outskirts of Beltander, the party immediately know that the village is lost. The stone wall and wooden fence that surrounded the small village are full of breaches and completely smashed away in others. As the party cautiously moves further into the main four way intersection at the village center, they see that all the houses are fallen in and overgrown with no signs of life. In the center of the courtyard formed by the intersection is what appears to be a mass grave pit, and there is a well in the SE corner of the area. The rooftops on all the houses have fallen in and the only house with reasonably intact walls is the stone home SW of the village center.
As the party is rooting through the ruined SE corner building, four zombies clamber up out of the mass grave along with some other type of undead with an evil glow in its eyes wearing a chain shirt and wielding a long sword and shield. Still having some minor injuries from the fight at the Grove does not deter Dour in the least and he wades directly into combat with the closest zombie hacking it with his battle axe. The deep toll of a bell rings out against the same zombie before Koram moves up alongside Dour. Easeis yells for everyone to focus spells and attacks on one target as he fires a ray of frost. Kismet and Magar both unleash their fire spells. Eilo flies up into the perfect position to use her eldritch blast with the grasp of Hadar, and manages to yank one zombie up and forward to drop it in the well. Even with the groups wounds, the battle seems to be going well. This all changes as the undead leader steps forward and hammers his longsword into Koram's shield before also grabbing his shield arm. Sickly green energy glows from his hand and Koram feels momentarily dizzy as a portion of his life force is drained away. Dour and Koram, both taking hits, stand their ground surrounded by the three remaining zombies and their leader, while Easeis, Eilo, Kismet and Magar burn through their remaining magical energy, including another excellent catapult by Magar. The group is sorely pressed, and has only managed to put down one zombie and drop one in the well. Koram raises his shield and the golden warhammer symbol inlaid on it flares with light as he calls upon Moradin. The two remaining zombies immediately turn away from the holy light and flee, leaving just the armored undead facing the party alone. This is the break the group needs and they rally together to destroy the leader of the undead. The zombie trapped in the well is easily dispatched with minor cantrips and large rocks dropped on it since it cannot retaliate.
The party regroups, ensures there are no other threats, and uses their remaining healing magic to clear up some of the worst wounds the group has suffered. The bodies are searched, last rites performed and then they are piled back into the mass grave where the party begins to build a funeral pyre. During the last rites, Koram also performs a ritual to detect poison and disease again to check on the party's health. Even though all the undead were infected, no others in the group have contracted the Red Death, Magar and Koram are still not showing any symptoms. The only items of note are on the undead leader, which turns out to be Eliath, the missing half-elf cleric from the "Giants". The group takes his equipment and coin. While examining the bodies, Eilo relates to the group that from her magical knowledge, she believes the abomination from the Grove of the Archdruid had something to do with creating the undead Eliath.
Everyone agrees to set up camp in the most intact house on the SW corner of the village center. They collect all the gear they have taken from the recent battles, and Magar casts a ritual to detect magic, which shows that both Eliath's shield and the "M" Torch are both enchanted. The group agrees Koram should take the shield since out of the two front line dwarves, he is the only one using a shield. The group does perform some experiments on the "M" Torch, trying to light it and damage it in various ways. Before things go to far, Easeis places it back in his pack until we can research it further or have an identify spell cast on it. With the pyre burning outside, the party converses for a while and Easeis brings up the idea of changing the name of Beltander to something else since it has been destroyed. The growing camaraderie amongst the group begins to show as the group jokes a bit and comes up with new names for the village. Suggestions include, Deadsville, Deathburg, Redmiston, Battleby, Deadpileworth, Burnallham, Redmistingtonburgville, and finally Redmist (that one seemed to be whispered on the wind and did not come from the party). Easeis also asks if any of the group are proficient masons, and both Koram and Dour respond they have some expereince. Easeis suggests that we spend an additional day in the village in order to construct a stone alcove in the center of the village over the mass grave/funeral pyre site using stone rubble from the buildings. Then we can have Eilo create a warning of some kind with her writing implements as a warning about the corruption of the Grove of the Archdruid and the village, which can be set in the alcove. Everyone agrees this is a great idea, and Koram adds that he and Dour will add some carvings of symbols to Moradin in the alcove consecrating the site against further corruption. Everyone beds down for the night and completes a long rest.
Flash to Kismet in the middle of the night:
Running her tongue across her teeth, she could still taste the warm, dark blood of the rabbit. She had no idea that the gods of the Old Faith had something in store for her until she began hearing them call her name earlier that evening. And, while they did not speak in a language that anyone else would understand, she knew that it was a deeply personal message, meant just for her. Because of her faith and the good work that her and her party had done, clearing out the undead and that horrible....thing from the standing stones, the gods of the Old Faith had chosen to reward her with incredible gifts.
The first consisted of having the ability to transform into any animal of which she had seen or studied. Her first foray into becoming an animal was frightening, yet exhilarating! She had chosen the form of a wolf as she had plenty of experience with them. As a child her mother had warned her about the strength and duplicitous nature of the wolf. She had tried to steer clear of them but now...to hunt as one, changed things completely! At least, it had for the poor rabbit.
The second gift was the ability to call a familiar, whether for companionship or help with hunting, that part was never made exactly clear. She was so happy, if only her mother could see the good druid she was becoming! And to have found such a knowledgeable group, she was more than happy to offer her services!
Silently padding along, she neared the deserted village that the group had recently cleared of the undead. The stench of their burning corpses still hung in the air, she could feel her eyes watering as well as a tickle developing in the back of her throat. Stifling a cough, she slipped past the watch, Dour Warmfury, being careful not to be seen as she slipped into the hovel they were using as sleeping quarters. Casting a glance around the room, it appeared that she had not been missed. Wearily she spread her cloak and curled up into it’s warm, soft folds. Closing her eyes, she was soon in a deep sleep, her legs twitching as she dreamt of wild things.
The next morning as everyone wakes to a new day feeling well rested, the group reflects on the things that have happened and discusses the tasks ahead.
Koram states, "Everyone, I think we should clear the zombie corpse from the well and whatever other debris we can. Then, you can all lower me down on a rope so I can purify the water to protect future travelers from drinking the fetid slop it is now."
Easeis replies, "You focus on the display alcove with Dour, and the rest of us will get the well cleaned. When the well has been cleaned, you can come cleanse it."
Koram walks by and slaps Easeis on the shoulder. "Good thought! Lets get to it." Dwarves are always at their best when they have a task to complete, and Dour and Koram briefly discuss the design and plan for the alcove before setting to work as only dwarves can.
Eilo flits down, hovering near those starting to work and says, "We should document the terrible events that have happened here, so they will not be forgotten, and to warn travelers about the potential danger that still lurks nearby. When we return to Lord Lockswell, we should petition him to build a stone memorial to Beltander and its dead. If he wants to restore trade to the area, he should consider sending volunteers to rebuild and settle here."
Easeis replies to Eilo, "We're not going to see Lockswell for a long time. We should probably focus on what we're doing now."
Koram, overhearing the discussion chimes in, "Agree that we focus on the tasks at hand, but Eilo's suggestion has merit. I will note the things that have occurred here in my map journal. After we circle through Tricaster and deal with the bandits, we could head back east to Lockswell Manor for our rewards and discuss with Marten Westbridge."
Koram tosses out some ides to Easeis as he is working about trying some random command words on the "M" Torch that start with the letter "M". What's the worst that could happen.
Eilo sits off to the side on some stone rubble writing the warning note, then she files over, hands the note to Easeis. She says, "That was the most terrible thing I've ever seen. I thought adventuring would be exciting, but this is just so... all of those poor people here in Beltander."
Koram comments as he passes by, "Definitely terrible Eilo, but imagine if there weren't folks like us to try and prevent evil from spreading. Stay positive and keep your faith in whatever good you believe in as I put my faith in the Soul Forger."
Eilo whispers, "I was sent here to gain strength. I pray it comes soon.", and with that Eilo flies out of the village east past the well. She lands in a tree not far from the edge of the village saddened by recent events and spending some time in reflection.
Easeis open the note and reads the following:
Beltander is no more.
Some succumbed, some slain,
The Red Death and Darkness took them all.
The earth is cleansed
The well is clear
The dead are mourned
But Darkness still walks free.
Beware this place.[/b]
He nods, and mutters, "I was thinking something a little less poetic, and more factual, but this covers the bases well enough."
Kismet is the last to rise, thinking she probably slept in a bit due to her excursion last night. After awaking from her slumber, she makes her way outside. Glancing around, she notices everyone else busily working around the camp. Spying Koram, she approaches him. "Koram, I've done as I promised I would. I have placed several totems and marks around the village. I can honestly say that I feel the area to be 'clean', but I cannot say for certain about the land beyond this place. Have you seen Eilo, by chance?"
Koram answers, "Ah, Good morning Kismet! It definitely feels better right here in what's left of the village already and getting some holy symbols carved into the display alcove can't hurt. Spoke to little Eilo just a few minutes ago and she seemed a bit down. Told her to keep the faith and stay positive. Last I saw she flew over to the trees over yonder past the well. By the way, didn't think ye got close enough to get spattered during last night's fun against the dead, but it appears ye have some dried blood on yer snoot."
Nodding, Kismet self consciously wipes at the dried blood around her mouth. “Just doing my part” she tells Koram, blushing slightly. Noticing Eilo flying over, she gives Koram a smile and extends her hand towards Eilo. “I have something for you, little one.” Opening the pouch tied at her belt, she removes the small bit of rabbit fur that she has fashioned into a jacket. “This is for you, I know you must get awfully cold at night.” Smiling, she gives the tiny jacket to Eilo. “Don’t lose faith, our work has only just begun. I have no doubt the Old Gods are firmly on our side.”
The Old Gods have definitely been impressed by Kismet's actions, both in Beltander and at the Grove of the Archdruid. Because she has healed the earth, the Gods see fit to bless her with the ability to cast the Healing Spirit spell one time to assist her and her allies, even though this should be beyond her current abilities.
As Eilo is hovering near Kismet, wiping a tear from her eye over the gift, she whispers, “Last night I saw a wolf walking under my tree. She smelled like nighttime and warm blood.”
Easeis shakes his head and thinks, "These people have gotten awfully chummy for having known each other for like 5 days."
Koram walks by carrying a large stone block whistling a song to Moradin and thinking that with a bunch of good folks like these, everything should go just fine. Like that Easeis guy, thinking about travelers that might happen along and should be warned. Just a great attitude!
After the alcove is built, and the note hung up securely inside and safe from the weather, the group lowers Koram into the well where he performs the ritual to purify water until the well water appears clean and pure again.
As the day draws to an end, the party camps in the same house where they spent last night. Koram thanks Easeis for keeping all the muck and guts off him at the Grove and again for the magical cleaning after coming back up out of the well. "Ye might be a bit of a strange egg there, Easesis, but what ye have done for me is most appreciated."
End Session 7
142 XP awarded for combat and an additional 50 XP for the RP/Conversation on the Greyhawk In Character sub-channel to Easeis, Eilo, Kismet and Koram.