Sunday, January 09, 2011

Episode 33: 10/31/10

The Party:
Ashelia Raminas, elf ranger 6/rogue 3
Nineve, human knight/9
Xicar, human cleric 7/entropomancer 2

After the party is over, we reunite with 31E and Dog and gather our belongings. The Palace guards escort us through the great gilded doors of the Silverspire, and out onto a wide terrace overlooking the snow-frosted and foggy city far below. Fog is everywhere. Fog along the river, where it glows orange, lit by streetlamps; fog rolls among the tiers of towers and tenements , and the polluted streets of a great and dirty city.

A short distance ahead is a sort of staging area for small, personal airships. A few seem to be available for hire, but most are elegant and ornate affairs that are certainly the private conveyances of wealthy individuals. After a brief discussion with the airman, we board a small airship. It begins its decent toward Dura, and the
Tower Macabre far below. The airship resembles a cross between a carriage and a longboat, with a comfortably appointed cabin. Outside we can see the fog-enshrouded city growing slowly nearer as we descend.

Suddenly, the airship lurches alarmingly, free-falling for a few heart-stopping seconds before returning to its previous controlled descent. Outside the cabin the airman begins shouting, obviously frightened by the strange turn of events. That's not a good sign!

The airman explains that occasionally the magic that suspends an airships fails, but it’s really rare. We press him about emergency procedures, you know, just in case. He tells us that normally he carries a supply of Tokens of Featherfall, but most of his went “missing” and he never replaced them. He currently has 2. He insists on keeping one for himself, but that only leaves 1 for all of us! As we're arguing with him about it, the airship simply begins falling. The sudden roar of rushing air is nearly deafening as the airship lists to one side, pitching us into empty space over the great city!

Nineve begins gently floating downward. I hear Xicar casting Air Walk and I quickly lose sight of them both as a bright flash catches the small part of my brain that isn't wholly consumed with the rapid approach of the unforgiving ground. A blinding bolt of energy leaps from the strange bronze canister, striking Haroldur in the back, and he stops plummeting! The intricate metal wings he has worn for so long have somehow become a pair of broad and graceful white-feathered wings! Lucky bastard.

Clutching a very tense Dog close to my chest, I turn my attention back to my impending doom. I know there's no way I'll survive the fall, but I begin to brace for impact anyway. Suddenly, I feel someone grab me from behind - It's Haroldur! With the combined weight of all three of us, he can't completely control our descent, but his powerful new wings turn a lethal plummet into a tumble we all walk away from with not so much as a sprained ankle. I'm not sure I've ever been so relieved to see him, and with our history, that's saying a lot!

We land roughly on street level and collect ourselves. Surprisingly, we managed to avoid being scattered too widely. After a few moments, Nineve and the airman touch down nearby - the airman wisely takes off at a sprint. Xicar finishes his descent down the AirStairs a few seconds later, breathing heavily from the excitement and exertion. However, there is no sign of 31E anywhere. Above us, we hear a faint whistling that rapidly grows louder. Looking up, we see a golden object tumbling out of the sky toward us! It strikes the pavement near us with a tremendous crash, throwing stone and dirt high into the air, along with a blinding shower of… rose petals of all things.

As the dust settles we recognize the familiar shape of the bronze canister we recovered from the Starry Mirror half-buried at the bottom of a shallow crater. As I climb down to retrieve it, I realize with a sinking feeling that 31E might well be in pieces at the bottom of a similar crater. Suddenly, I notice that my companions have turned away from my rescue effort. I grab the canister and vault over the lip of the crater to see 31E approaching! He's holding a feather token! He explains he found the "curious object" under his seat and was examining it when the airship malfunctioned. We're all thrilled to see him in one piece.

It is now very late at night, and there's no way we can make it back to the Cabal at this hour. We'll need to find a place to stay for the night. We’ll be unable to leave our current district (wherever that may be) until morning anyway.

I use my extensive local knowledge to lead us to the Duck and Goose, a six-story tower converted into an inn and tavern. We raise the sleepy innkeeper, who lets us two rooms. Nineve somehow intimidates him into providing us with hot baths in the middle of the night. We clean up and go to sleep.

A little while later, I'm pulled from my trance by a loud noise. Nineve is awake and bleeding from the head, and the Ulolock is rolling slightly on the uneven floor. It must've somehow fallen and hit her on the head. Then I notice something else that's strange...the inn is on fire! We wake the men and make our way out of the inn, and find that the rest of the staff and guests are also fleeing the burning building. We step outside just as part of the inn collapses and the fire rages out of control. We work with the innkeeper and other citizens to put out the blaze. Hours later the fire is extinguished with little damage to nearby buildings. Thin fingers of grey stretch across the sky, heralding the coming dawn. Just before we leave, I sift the ruins of the inn:

I see a cook loading the stove, knocking some coals onto the floor. Then a scullery maid accidentally sweeps a large coal through a doorway, where a boot just like Xicar’s kicks it down a stairwell to land in a pile of straw. It smolders for some time, before bursting into flames.

My companions are curious. I dust the ash from my hands and shoot Xicar a look, but chose not to share my findings with the innkeeper.

As we start for home, Haroldur calls an informal meeting which turns into a minor argument. He points out that we've had nothing but trouble lately: the airship's failure, the fire at the inn, and blames our misfortune on the Ulolock. He thinks we should get rid of it or leave it here, because it's too dangerous to take with us back to the Cabal. Nineve agrees, rubbing the large knot on her forehead. I point out that the Ulolock has saved our lives twice, once by giving him wings (which, disappointingly, have turned back into his familiar mechanical accessory overnight), and once by waking us up, which alerted us to the fire. Furthermore, if the canister really is dangerous, leaving it anywhere but the Cabal would be completely irresponsible. No one seems to have a retort for this, so we continue on with the Ulolock in tow.

As a foggy dawn breaks and the legitimate portions of Istivin wake, we begin the last leg of our journey home. Before we really have an opportunity to look for a hire carriage, one drops its first hire of the day directly across the street. As the wealthy-looking passenger disembarks, the driver glances toward us and indicates that his carriage is now available.

As Xicar finds a seat within the carriage, he sits upon something wedged between the cushions. He finds an unmarked coin pouch with a handful of coins within. A quick count reveals 40 platinum pieces! We glance about for the carriage's previous occupant, but he's already gone. Xicar shrugs and happily tucks the pouch into his pack.

A short while later a loud crack interrupts our journey. The carriage lurches violently, nearly throwing a couple of us from our seats and comes to an abrupt halt. The driver quickly explains that one of the coach’s wheels has broken, and
he’ll be unable to take us any further. He apologizes excessively for the inconvenience.

Back out on the street, it takes us a few minutes to secure a new coach, but soon enough we are under way again. The coach continues for several hours uneventfully, as I reflect upon the relative peace of Istivin. A panicked shout disturbs my reverie.

A moment later the coach is full of dust and noise as something large crashes through the roof into the passenger compartment! The coach comes to an immediate stop. After a second or two, we determine that a worker has somehow fallen from his perch on a ladder far above the street, and into our carriage! Lucky for him, the coach broke his fall, and he is completely unhurt, although a little shaken.

The startled driver explains that he will be unable to continue your journey. He apologizes for the inconvenience.

As we make our way towards Dura on foot for a while through the crowded and foggy streets, we are once again interrupted. A young man rushes up to us, carrying on at some length about his day-long search for a Greycloak such as ourselves. He explains that recently, the Cabal helped him sort out a tangled legal affair involving his inheritance. Extremely grateful, he has been searching for a Greycloak to whom he can pay the legal fee. Luckily, we came along when we did. Unfortunately he knows nothing about the Cabal member who aided him, but he seems sure we can
locate them. He hands Haroldur a small pouch containing several gems, and seems content that that should cover the fee.
A quick count values the gems at about 1,200gp!

The young man shakes hands with all of us vigorously, and turns to leave. As he is crossing the street, he turns to wave to us, again shouting his thanks. Tragically, he doesn’t see the heavily loaded wagon that plows into him before any of us can react, despite the driver’s attempt to halt his draft team. After doing what we can to help clean up the mess, we continue on our journey.

The remainder of the trip back to the Cabal can only be described as strange. Several more peculiar and unlikely events punctuate the bizarre journey home. Needless to say it takes far longer than it should, but eventually we make our
way through the long rows of mausoleums that encircle our home, and arrive at the Tower Macabre.

When we arrive it is late evening, but the familiar faces of Legionnaires and acolytes greet us warmly. Apparently Marten has told the Cabal staff to expect our return. We are shown to our old chambers; although spartan, they are familiar and comfortable. Clean clothes and a simple meal awaits each of us, as well as a note from Mossad requesting a word once we’ve settled in. Dog jumps onto my bed, turns around a few times, and immediately falls asleep. It's not a bad idea.

I take a long, relaxing bath, thoroughly soaking the dust, sweat, blood, and grime from my hair and body for the first time in months. Why is it the road to adventure is never lined with saunas and spas? I'm not given to vanity, but I revel in the thought that good personal hygiene is once again a luxury I can afford.

I slip into clean clothes, climb into bed around the immovable weight of Dog, and drift into a deep, restful trance.

In the morning, we visit Mossad. Though normally quiet and reserved, he is clearly happy to see us. Mossad’s office is covered with maps of Istivin. Each is marked in red with circles and numbers, although what they indicate isn’t clear. We inquire, and Mossad explains that there have been a couple outbreaks of undead throughout the city. At first they seemed unrelated, but the increasing severity of the outbreaks has raised concerns. Also, the alchemical nature of the undead in each of the outbreaks provided a common thread.

The first outbreak, which happened over two months ago, wasn’t very bad. There were less than 200 casualties. Most were simply killed by the rampant undead, but a few awakened as undead and continued the outbreak for a short time before it burned itself out.

A little over a month ago there was another outbreak. This one was worse. With the help of several other Churches, the outbreak was controlled after several days, but with nearly 1000 casualties. Many of the victims rose as undead to spread the problem, more than with the previous outbreak, but most of the victims were simply killed. The undead were mindless, like zombies, but quicker, and dripping with caustic alchemical fluids.

We get the feeling we've seen something like this before. Our thoughts turn to Filge as Mossad drops the subject and asks us about our long travels. We give an informal explanation, trying to hit the important highlights without taking all of his time. We leave out the part about Lazare turning into a copper dragon...

Mossad tells us that Marten is already expecting a full formal report of our actions since leaving the Cabal nearly 3 months ago, and notes that he'll be glad to have 31E returned.

We show him the Rod of Lawsome and the Uloloch. Mossad is impressed and intrigued by the Rod Fragment, and handles it reverentially. However, he is visibly concerned about the Ulolok, and recommends speaking to Advocat about it.

Mossad also jokes with us about the incident at the palace and the play we put on, asking that we perform it one day for the members of the Cabal. We politely decline.

As we are about to leave, our attention is once again drawn to the maps of the recent outbreaks. Xicar brings up the name which has been on all our minds: Filge. Mossad gets up, and gesturing with his remaining hand, leads us out of his office. He guides us to a portion of the Tower that we have rarely had reason to visit: the Feeble Rooms.

Within, dozens slack jawed men and women stare at us with blank eyes as Mossad leads us onward. Here and there an acolyte will occasionally wipe drool from a chin, or carefully spoon food into the open mouth of one of the pitiful wretches. As I suppress a chill, Mossad explains that we are walking among some of the most dangerous and notorious necromancers in Caledon. That they no longer have the power to harm is a blessing of the Lady.

With a dismissive gesture he indicates Tares, the young acolyte we captured in Diamond Lake so long ago. Curious, I look at him intently. The change which strikes me most is in his eyes: where there was once a bright, hard gleam reflecting madness, desperation and hate, there is now nothing. Looking into his eyes is like looking into an empty grey fog. I feel myself begin to pity him, and immediately stiffen. I force myself to recall his undead horrors, the Caller-in-Darkness which he was protecting, and to imagine the terror and suffering he would have unleashed on the world if given the chance. I turn away from him abruptly, as one would from a discarded object, and continue down the corridor.

A little further, Mossad stops before another of the drooling, mindless animals, and turns to us expectantly. It takes a second, but recognition dawns on us. Sitting before us, staring blankly off into space is Filge, the necromancer who plagued our early steps as Greycloaks.

Mossad tells us he was captured shortly after we left Istivin. The Church had a Seeker infiltrate what was left of Filge’s organization. It is suspected that Filge turned our agent against the Cabal, or killed him, but not before we got what we needed to trap him.

He was convicted, and his sentence carried out. He’s been here for nearly 3 months.
We thank Mossad for the tour, and take our leave.

In need of a lift, we decide to check in with Hezzrak. He isn’t in his small chamber when we arrive to speak with him. Life seems to be going well for the conniving little devil, however. Ostentatious displays of wealth are everywhere within the small room. Suddenly and with great fanfare, an opulently dressed but grubby young man steps into the chamber carrying a diminutive golden
throne atop a glittering miniature platform. Wrapped in lavish finery, Hezzrak glares at us contemptuously and gestures with a jeweled scepter for his porter to bring him closer.

Hezzrak can’t keep up the charade for long. Soon he breaks into gales of impish laughter, tumbles off of his throne, and tries to catch himself with his wings. They get tangled in his miniature cape and he falls to the floor with a smack. We try to suppress our laughter. He continues cackling madly until his porter reaches down to place him back upon his platform. “Don’t touch me, urchin!” the little devil snarls as he bats at the boy's hand.

Smiling, he starts chattering to us as he climbs back up onto his seat. "It sure is good to see you again. Things haven’t been dull since you left, but they’re bound to be much much more exciting now that you’ve returned!" Proudly gesturing at the lavish, gaudy surroundings, Hezzrak explains that he and Advocat have collaborated and created a lucrative trade in information ("And the occasional soul!" he whispers). He has contacts throughout the city, and so long as he gives Marten a 40% cut, the Cabal doesn’t get in his way.

We take a few moments to collectively grumble about Marten and insult his parentage. Then Ninenve, whom some might consider a connoisseur of enslaved help, gestures to the ridiculous footman and says "Who's the kid?"

Hezzrak explains that the “urchin” is his familiar. He decided that someone as mighty as Hezzrak the Shadowmaster (I raise an eyebrow) needed a loyal servant, and what is more loyal than a familiar? He cast the spell, and this street
urchin turned up. Hezzrak seems to find this quite fitting and begins muttering and cackling to himself about human wizards having imp familiars, and how he's shown them! We excuse ourselves and make our way to Dr. Morgus's lab.

The doctor is in and grumpy as ever. For a change, the lab seems to be focused on a single pursuit. The corpses of several humans lie in various stated of dissection, and the rest of the Doctor’s experiments seem to have been pushed into one corner. Dr. Morgus barely acknowledges our presence, and indicates that unless we have something important (or very interesting) to discuss, he really has essential work to get back to. I hand over our vials of Nineve-eating Cthulu goo samples from the Nexxus. He actually looks at them before shooing us out of his lab to continue his work. As we're opening the door to leave, he mutters that he might be able to actually study those "interesting new samples" if Marten would back off and give him some breathing room.

It's late afternoon when we decide to drop in on Tamclar. He grins widely and hugs our knees in the crushing embrace only a dwarf is capable of, and we all laugh and exchange greetings. Despite the happy reunion, Tamclar has changed since we last saw him, and not for the better. The left side of his face is badly scarred, and his left eye is cloudy and sightless. Tamclar also seems more care-worn, like he has aged decades in the 3 months since our parting. Something seems to be troubling him.

Tamclar explains that he got most of the people out of Diamond Lake safely, and had them scatter in small groups throughout the countryside to escape the dragon. His group was briefly attacked by the dragon, and he fell in the skirmish. Some of the townsfolk carried him to safety, and somehow he survived, but not unscathed.

While he was unconscious he had a vision of Wee Jas which he credits with his survival. Since then he has dedicated himself fully to the Cabal, and wholly embraced their teachings.

We chat about our adventures for a time, and eventually work around to If asked about what’s troubling him, Tamclar asks that the party come speak with him once they’ve ‘made the rounds’ and settled back in to life in the Cabal.

After dinner, we are asked to surrender the Rod and Uloloch to the safekeeping of the vault. Haroldur is bereft at the loss of his favorite accessory, so we leave him to pine for it alone.

The next morning, we are summoned to Marten. He greets us coolly, and then expresses interest in reading our complete report, especially the part that explains how we ended up on stage at the Prince’s celebration. Gods, he's such a douche.

Then, adopting his usual haughty manner, he says "About the Uloloch, I’ve spoken to Advocat and Mossad about that, and the Rod. It disturbs me that they fell unheralded
from the sky into your hands. You have been rather foolish to bring something so powerful into this place. At least together they seem to conceal each other in a way." He holds up his hand, dismissing any further discussion of the topic.

"Additionally, I expect your report within a week. When you are not compiling your account, I expect you to confine yourselves to the Chapel, and meditate upon your departures from the Ruby Lady’s teachings. I sense that the seeds of Chaos have taken root within each of you." He waves his hand dismissively and turns his attention back to the papers on his desk. As we're leaving, I mention Dr. Morgus' unusually organized and focused lab. I toss in that he seemed overworked when we spoke yesterday, and hint that pushing an unstable personality like Morgus can backfire if not handled delicately. Marten responds with a non-committal "Hmph". We leave, each of us fighting a mental battle to contain our seething hatred for the pompous ass.

At Haroldur's request, we head to Mossad to ask about the Rod (and the Uloloch). Mossad tells us the Legionnaires have secured the canister and the Rod in the Cabal’s vault for the time being. He says that according to Advocat, it is a battery, storing vast amounts of chaotic energy and influencing events around it. The Ulolok could prove devastating in a large city like Istivin. It seems to be stabilized somewhat by the presence of the Rod fragment. For the time being, they should remain in close proximity. He firmly adds "In the Cabal’s vaults" with an emphatic glance towards Haroldur, who looks positively crestfallen.

In the hall, we run into Arrad. His scarred face contorts itself into a rare smile as he stops to greet us. He seems genuinely pleased that the rumors of our disappearance were exaggerated, and makes it a point to observe that he was confident in our safe return as long as we have Nineve at our side. He mentions
that if we get time, he would be happy to train with the party, and see if we’ve learned any new tricks. He adds he might also show us a few tricks of his own, if we're up to snuff.

We settle into Cabal life, writing our reports, meditating in the Chapel. 31E retires to a storage room and asks to be left alone while he "runs internal processes". We even preside over a funeral, and for once, NOTHING HAPPENS!

One morning at breakfast, a junior acolyte informs us that Mossad would like a word with us in his office.

Mossad greets us warmly, but immediately gets down to business, occasionally pausing to take a bite from a tray of glazed cinnamon rolls on his desk. “You handled that funeral well, but there’s no rest for the weary. A local tax collector by the name of Blinder, was found dead yesterday evening, a hazard of the profession, I’m afraid.” Mossad pauses for another bite, then continues, “Evidently he left 3 children, and no mother. With his profession being a rather unpopular one, his children are at a considerable disadvantage.” Mossad seems somewhat troubled as he
continues, “The man was necessary, and did no harm through his trade. Taxes, though evil, are a necessity, and he maintained his children with his wages. I would like you to go to his residence and look in on his children, and make sure they are being cared for.”

Following Mossad’s directions, we soon arrive at the base of a run-down tenement tower in one of Dura’s poorer areas. Upon going to the entry and ringing the bell, a very ugly young boy comes out of a sort of office, and looks at us over a
spiked fence. “What do you want?” says the boy, fitting his chin between two of the spikes.

We start politely, inquiring after the childrens' address, but the boy is being unnecessarily evasive and difficult. It's not long before Nineve loses her patience with the brat, roaring at him that if he doesn't cooperate, she will teach him to know fear. He wets himself and gives us directions.

As we step into what passes for the tenement’s lobby, an unpleasant-looking woman with a case of dropsy or asthma or perhaps both gestures us over. “Whatcha want?” she asks, rather rudely. She suddenly seems to notice our dress and markings, and looks startled. “Oh, begging your pardon!” she says, then leans forward conspiratorially, “Has someone died? No one’s told me, I assure you.”

We ask her about Blinder and his children. She seems to relish her momentary usefulness and chatters on "Blinder? Neckett Blinder? His children? Yes, 3 of them, if you please. Five floors up, #7 on the left, opposite the stairs.” She slides a key across the counter, and looks at us expectantly. Xicar picks up the key, flashes one of his trademark megawatt smiles, and we head up the rickety stairs.

When we reach the second floor, we find that we’ve disturbed a man who was standing there, looking out of his room. “Is it Gridley that’s wanted?” he says, fixing his eyes on us with an angry stare. He is a tall, sallow man with a careworn head on which little hair remains, a deeply lined face, and prominent eyes. He has a combative look and a large and powerful build, though evidently in its decline. He blocks our path up the stairwell, and shows no sign of moving as he fixes the same angry stare on each of us in succession.

We spend a few minutes explaining our business, with Xicar attempting to placate the old codger, but without much success. This man is impossible! I could slip past him, but he'd still be a problem for everyone else. Just as Old Man Gridley starts in on yet another rant, Nineve steps up to him, a shade too close. In a quiet, even tone she explains that as Greycloaks, we help people complete their journey to the Ruby Lady. And sometimes, we help them start it, too. Gridley seems suddenly aware of the contrast between Nineve's imposing form and shining full plate, and the thin rags clinging to his aging body. Squinting at us, he tightens his grip on the moth-eaten blanket wrapped around his shoulders, and then turns into his apartment and slams the door.

When we come to the correct door and knock, a little shrill voice inside says, “We are locked in, the Land Lady’s got the key!” Xicar unlocks it.

Inside is a poor room with a low ceiling and containing very little furniture. A mite of a boy, some five or six years old stands near the door nursing and hushing a heavy child of about eighteen months. There is no fire, though the weather is cold; both children are wrapped in some poor shawls and blankets. Their clothing is not so warm that their noses are not red and pinched, and their small figures shiver occasionally.

We swiftly learn a few relevant facts. The boy’s name is Tom, the little girl’s name is Emma. "Charley", apparently also called Charlotte and presumably the third orphan, has locked them in the room. Also, Charley is out "a-washing".

Just then, there comes into the room a very little girl, childish in figure but shrewd and older-looking in the face, drying her bare arms on a womanly sort of apron. Her fingers are white and wrinkled with washing, and here and there some
soap-suds are yet smoking in the cold air. Apparently she had come running from some place in the neighborhood, and had made all the haste she could. Consequently she is out of breath, and cannot speak at first, as she stands panting, wiping her arms, and looking quietly at you. The small child in the boy’s care stretches its arms and cries out to be taken by Charley. The girl takes the small bundle in a womanly sort of manner, and stands looking at us over the burden that clings to her most affectionately.

Once Charley has recovered from her dash up the stairs, we question her as well. She goes out washing as often as she can, and proudly states that she "earns six copper a day!" She says she comes back when she can, and Tom doesn’t mind being locked in. Tom nods emphatically in agreement. Charley tells us also that Mr. Gridley and the landlady check in on them (Tom & Emma) when she's out.

Charley sits on one of the unsteady chairs, and soon Tom lays his face among the scanty folds of her dress and passes from smiling to crying quietly. While Tom cries, although she sits quite tranquilly, looking quietly at us, not disturbing
a hair of the head of either of her little charges, several silent tears fall down her face.

Panting and gasping, the landlady bursts into the crowded room. “Really, it weren’t much to forgive them the rent, sirs. Who could take it from them?” She leans in the doorway, regaining her heavy breath by painful degrees.

It is obvious to me that we can't leave these children here. The spartan room is without light, heat, or food. It is obvious young Charley, whom I estimate to be about 10, cannot continue the pace she has set for herself, and even if she could, six copper a day is not a sufficient income to provide for three people. The drafty room is uncomfortably cold. With the approach of winter, I doubt the two younger children could survive the environmental conditions, even if they had enough food, which they don't. I make this case to my companions, who are at first disinclined to intervene. I point out that prisoners are treated better, and express my astonishment that humans take such poor care of their young. No wonder they're so short-lived!

At last, their guilt pushes them to action. As it's getting quite late, we decide to take the children back to the Cabal for the evening and figure out more permanent arrangements later. Xicar carries Emma, and I distract Charley and Tom from a potentially scary situation by pointing out tracks and telling them stories on our walk back to the Cabal.

The acolytes who greet us express reluctance to take the children in. We explain that it's just for one night, and we will personally see to other arrangements for them in the morning. We see the children to a simple guest room and put them in the charge of a matronly acolyte. I instruct her to ensure they are bathed and well-fed this evening, and to watch over them and tend to their further needs, if any.

Before retiring to our chambers, we drop in on Mossad and bring him up to speed. He's not happy we brought them here, as the Cabal is no place for children, but understands that we were doing the best we could under the circumstances.

In the morning, I use my encyclopedic knowledge of the area to locate a reputable orphanage. We take the orphans with us to check the place out. The place is well-built and clean (though worn), and the proprietress is a plump, cheery looking woman with curly red hair and rosy cheeks. She was obviously born to work with children. She greets us skeptically (people tend to get intimidated when a squad of Greycloaks in full regalia drop in unexpectedly), but relaxes a bit when she notices the children. We have her show us around the place, which she does with pride. It is obviously a well-run operation. The children in her care are healthy, happy and clean. She speaks at length about the "betterment program", under which the older children learn skills or trades of their choosing, so that they may be be prepared to make a life for themselves outside the orphanage.

Xicar asks Charley and Tom if they would like to stay here instead of going back to their old apartment. They enthusiastically agree and beg us to let them stay in the orphanage. With the children agreeable, we enter negotiations with the proprietress. She takes some convincing, but after a compassionate speech from Xicar and some bombastic religiosity from Nineve, she agrees to take them in. We see the children settled in and the proprietress shows us out. As thanks, and to defray the costs of their care, I donate 30 pp to the orphanage from party funds.

As we turn down a deserted alley on the way back to the Cabal, Zolara appears!

The Choosing:

Nineve - The Wax Works
Ashe - The Desert
Xicar - The Brass Dwarf

The Spread:

The Theater The Lost The Brass Dwarf
The Tangled Brier The Owl The Sickness
The Eclipse The Beating The Uprising

"The Theater represents both your position in the greater scheme of things, and your recent moment of triumph on stage. Although Lost for a time with in the Tangled Brier, you have emerged, with new knowledge and hope for the future, despite the dangers you may never really forget. The Eclipse reveals self-doubt and loss of purpose. It also represents losing one's way along a path. The Eclipse overshadows your most difficult trials, but thus far you have overcome ever one.

"Here, the Lost has finally been made whole, although now he is lost in a different way. For him, the word makes no sense. The Owl represents the harsh reality of the natural order. The Owl's needle binds life together, but can just as easily pick it apart. It is a card of life and death. The Beating warns of coming under attack from all sides, but also indicates the dissolution of a greater whole. Strength - no matter the source - dissolves under the relentless attack.

"The Brass Dwarf represents surviving a grave danger. He also warns of a possible dark fate for one, which may save others from danger. The Sickness warns of corruption, in this case of a multitude of souls, and is influenced by the Uprising. The Uprising represents a powerful force of overwhelming strength, that if not brought under control could spell disaster, especially being under the influence of the Sickness. I fear a terrible riot of plague looms in your futures."

On that cheerful note, we stop by Tamclar's house and invite him out for a drink. We get settled with our cups, and Tamclar tells us that he has a personal matter that has been distracting him lately. “I never spoke to you about my life before we met in Kolbenborg. I moved there to escape my past.” Tamclar rolls up his sleeves to reveal two tattoos: one a pair of crossed claw-hammers, the other, the dwarven characters HFLLFH.

Xicar recognizes the tattoos. The hammers indicate membership in the notoriously violent dwarven syndicate the Hammerheads. Infamous for numerous criminal activities in predominately dwarven lands, the Hammerheads have a presence in most cities with a significant dwarf population, especially among the underprivileged in dwarven communities. The runes stand for “Hammerheads For Life, Life For Hammerheads.”

Tamclar continues “I made a name for myself in the Hammerheads; that was when I was a lot younger. Then I got married, and had a son. I decided it was time to get out. I left the Hammerheads quietly, and settled in Kolbenburg, made a living as a miner. Things weren’t great, but we got by. Then my wife took ill. Later the goblins came, and you know most of the rest. A lot of the survivors of Diamond Lake made their way to Istivin, and I, uh, became something of a local hero in the community."

Attracting attention to himself was the last thing Tamclar ever wanted to do. He worries that his unintentional notoriety will put him back on the mafia's radar. Nothing's happened yet, but he wanted to come clean about his past and voice his present concerns. We tell him we've got his back, and head back to the Cabal after finishing our drinks.

The next day, Mossad calls us into his office. He greets us warmly, but immediately gets down to business, occasionally pausing to take a bite from a tray of cookies and dried fruit on his desk. “From your report, the situation with the tax collector’s children was a rather difficult one. I’m glad you handled it so well."

Mossad pauses to select a cookie from his tray before continuing, “A wealthy patron of the Cabal contacted me. It seems she has a servant that has failed to report for
her duties for several days now. She fears the worst, and would like the body collected and laid to rest appropriately. Here’s the address, and name. Try to be quick about this one; I’ve got more for you after lunch.”

The carriage drops us off several blocks from Mossad’s address, at the edge of a particularly poor slum. A street urchin, in exchange for a silver piece, guides us to the houses we seek. It is one of a cluster of wretched multi-story hovels, with cramped pigsties close to the broken windows and sad little gardens near the doors growing nothing but stagnant puddles. At the doors and windows some men and women lounge or prowl about, and take little notice of us, except to laugh to one another or to say something as we pass about gentle folk minding their own business and not
muddying their boots with coming to look into other people's.

The urchin guides us to a three story cottage at the farthest corner. The door squeals loudly as our group nearly fills the otherwise empty ground-floor room. The room is surprisingly dark, barely illuminated by the light from the doorway. The damp weather has reduced the floor to a sticky morass of smelly mud. The building is silent, except for the creak of floorboards above us. The whole pace smells foul; it’s not a scent we can put our fingers on, but it’s definitely unpleasant. I hear the faint sound of dripping water from somewhere above us.

The stairs creak loudly as we climb them. Near the top of the stairs, something black scuttles out of the shadows and races across the floor! Nineve startles a little, but I notice it’s just a rat. It’s got something in its mouth, but I can’t tell what it is. A strange, flickering light, like that of guttering candles, leaks out into the hall from a door only slightly ajar. The foul smell is stronger here, and we can clearly hear the sounds of dripping water.

We go through the door into the room. Besides ourselves, there are in this damp, offensive room a woman with a black eye, holding a little bundled baby by the fire; a man, all stained with mud and clay, lying at full length on the ground, smoking pipe; a powerful young man fastening a collar on a dog; and a girl doing some kind of washing in very dirty water. They all look up at us as we come in, and the woman seems to turn her face towards the fire as if to hide her bruised eye; nobody gives us any welcome. “There ain’t,” growls the man on the floor, “any more of you to come in, is there?” A pause. "Because I thought there weren’t enough of you, perhaps?” This elicits laughter from the man and the washing girl. The young man with the dog echoes the laughter noisily.

Nineve "Ahems" loudly. The sprawled man says "So what is it you want with us, other than crowding our cozy abode, that is?" Using as few words as possible, we explain we are inqiring after a missing servant girl. He answers, “Her? Ha! I been drunk for 3 days, and I’da been drunk for four if I’da had the money. She’s been here ta whole time. That’s her, by the fire. And how did she get that black eye? Why, I give it her; and if she says I didn’t, she’s a-lying!” We're a little taken aback by this, and stand in stunned silence for a moment at the candidness of this drunken lout.

Impatiently, he continues "I suppose you’re done now? You’ve done what you came for, its time you went." This seems pretty reasonable. Nineve tells the servant she should report back to work or send word to her employer. As we turn to leave, I glance at the child held by the woman near the fire. She only looks at it
as it lays on her lap, and she moves to cover her discolored eye with her hand when she feels my eyes upon her. I notice with a shock of dismay that the little baby is quite dead, and has been for some time.

The woman meets my gaze and she knows I know. At first she stares at me in astonishment, and then bursts into tears.

This is clearly the reason for the servant’s absence. She refuses to relinquish the deceased infant, or accept its pitiful fate. Perhaps we can help her move on with her life, as well as provide the child with a proper burial. Strangely, the rest of the family, particularly the abrasive man still lying on the floor, are silent as I speak to the woman by the fire. The others quickly realize the situation and join me.

I visit with the woman for a few moments, gaining a little insight into her misery. I learn that her name is Jenny, and this is the 4th infant she has lost.
Xicar carefully explains to the woman, and the rest of the family, the gravity of the situation, and the importance of moving on, and letting go. He finds a particularly moving passage in the White Book to relay to the woman and her family. They seem to find the words of Wee Jas especially comforting in this dark time. Building on this, he begins an impromptu sermon, conveying the message of Wee Jas in such a way that the woman finds a great deal of comfort in his words. After we at last convince the woman to relinquish the deceased infant (to Xicar, the baby-carrier), Nineve takes the opportunity to lambaste them for their putrescence. In a powerful speech about the physical dangers and moral degeneracy of filth, she intimidates them into cleaner living conditions. Even the drunk on the floor is up and cleaning the hovel by the time we leave.

As we leave the pathetic scene behind us, we realize that it has grown quite late, evening is near, and a red, fierce glow spreads through the all-pervading fog that swirls around the city so that all seems like a waving, hazy sea of blood.

Mossad won’t be happy that we’ll be returning so overdue, but given the circumstances, he should understand. As we walk toward the closest area that we can reasonably expect a carriage to be available, we can’t help but notice several
plumes of dark smoke rising above the hovels and towers nearby. It is not the smoke of chimneys, but of large fires burning.

Nearby, a sudden commotion breaks out as a handful of dirty vagabonds come flying toward us out of the fog, like wisps of straw blown by the wind, their eyes wide with fright as they sprint past. A thin, high-pitched scream cuts through the air as a young girl, clad in a torn and blood-stained frock stumbles out of the heavy mist. The girl falls at Xikar’s feet with a wail and a sob, and lays clutching at his ankles. She lays still, and a quick examination shows that she seems to have only fainted.

Although we are used to grotesque sights, the figures that appear next cause a slight coldness to travel down our spines. Two men have emerged from the fog and stand before us in silence. They are tall and gaunt, and their clothes hang from them in bloody tatters. Blood and other fluids streak their faces and dribble from their slack-jawed mouths; their eyes are inhumanly large and inhumanly red. As they stand there, it seems that only their burning eyes live.

Several similar figures shuffle out of the obscuring fog, and stand for a moment, regarding us with their hideously red eyes as their torn lips and jagged teeth suddenly gape in a series of horrid, dripping grins.

In this silent moment of dread, it dawns on me: Oh my god, it's the Zombie Apocalypse!

Suddenly, the girl a Xikar’s feet leaps up, her talon-like nails tearing at his face, the hideous red eyes staring into his with a terrible threat, noxious fluids pouring from her nose and mouth!

As if responding to a cue, out of the mist they are swarming, the terrible, tattered shadowy shapes in the fog; out of the alleys they come charging and down the street they clamber, and their red eyes and dripping mouths are all turned toward us, the figures who stand alone in the street. The fog belches them forth in an unholy torrent.

Nineve bisects the girl clinging to Xicar and prepares to fight, but I know we have no choice but to RUN. I drag them after me, my mind racing through all the possible avenues of escape. As we flee into the fog the dead hands are close at our backs. We keep running. Gradually I realize that it has become silent for a moment. I look around to realize with growing dismay that we’ve become separated in our flight; my companions are gone. I am alone in the oppressive fog and growing darkness.

Cowering in a corner, near some crates, is a young boy. Standing protectively over him is a large dog, his fur and jowls smeared with gore. He growls deep in his chest as several lurching corpses approach. Reuniting with my companions is my priority, but I can't abandon these two to their fate. Dog, whom I have named Furmis'ul, seems to share my thoughts, and we leap down to their aid. I notice the zombies do not attack animals; they seem to only be interested in humanoids. I tell the boy not to be scared, and the two dogs and I tear through the approaching knot of zombies with a smooth efficiency.

When the immediate danger has passed I check the boy for wounds. Convinced he is unharmed (and thus uninfected), I tell him and his dog to come with me if they want to live. I know that mobility is our best defense. We stick mostly to the rooftops, leaping between buildings and balancing on ledges rather than risking confrontation on the ground. I take the time to frequently check for any sign of my companions, but the city is a maze and they are lost to me in it. Fortunately, I know we are all heading to the same destination: The Cabal.

Wholly in my element, I dance over obstacles and skirt the roving undead mobs as if it were child's play. I've trained my whole life for exactly this eventuality, and it's immensely satisfying to see my long preparations serve me so well. I reach the Cabal swiftly, with Furmis'ul, the boy and his dog in tow, all of us completely unscathed. The look on the faces of acolytes who quickly usher us in reminds me that I should probably not be grinning. I regain my stoicism and inquire after my companions. I'm apprehensive but not surprised to learn that I am the first to arrive back. Despite my fervent protests, Mossad forbids me from going out after them. I wait in the entry hall, pacing like a caged lion. After what seems like an eternity, Nineve staggers into the tower, barely alive and sentient, a shattered husk of her former self. There is no sign of Xicar.

In the morning, however, Xicar strides into the Cabal having somehow survived, "Courtesy of the Brass Dwarf", he says.

As we tend the wounded and work to come up with a plan for this new crisis, we are interrupted by a courier from one of the secure areas. It's a package from the orphanage! Inside is a note from the children and a doll for each of us, which they made as a thank-you for rescuing them and bringing them to such a nice place to live. The gift warms the cockles of our hearts (and we get a permanent +1 morale bonus to Will saves as long as the dolls are in our possession!)

~Ashe

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Friday, May 14, 2010

Episode 22: 11/14/09

The Party:
Ashelia Raminas, elf ranger-rogue/4-3
Nineve, human knight/7
Xicar, human cleric/7
Haroldur, human wizard 3/cleric 4
Sarek, human wizard 7

We burn Akasha on the cart she rode in on. Mossad takes one last look at her garlic-stuffed, disembodied head before tossing it on the pyre. That evening, Mossad mostly keeps to himself as Arrad pals around with the Legionnaires. We camp for the night in the relative safety of our fortifications.

In the morning, Mossad pokes through the ashes and fishes out a ring, which he tosses to Sarek. He puts the ashes in some urns, and then gives us each one. We scatter Akasha's remains to the four winds while Mossad says a prayer for the departed foe. Afterwards we break camp and head back to the Cabal; a journey of about a week. Along the way, we gain from our experiences and receive some special training from Arrad! As we travel, we finally get around to giving Mossad and Arrad our full report on the Blackwall Keep mission.

We settle in to life at the Cabal, but rumors of trouble in Diamond Lake pique our interest. We soon decide that the time is right for us to go after 31E. We remember that we'll need a Repair spell to attach the new leg to 31E, but those are hard to come by. After a bit of research we learn of a shop, called Stonebones, which might sell such a thing.

We make our way to the Cogs, a bustling foreigner's marketplace that is out of the way and off the radar for most of Istivin's inhabitants. We locate the curio shop and are somewhat surprised to find it is run by Stonebones, a Xorn. He is hesitant to deal with us at first, and things get off to a rocky start when Sarek spots a suspicious-looking amalgam of body parts in the Xorn's workshop. Officially, this is something we should definitely investigate, but it's clear that Stonebones won't deal with us if we give him any trouble. Things get a little heated, but we decide to turn a blind eye here for the sake of rescuing 31E. Stonebones is still uncertain about us, but the "irresistible aroma" of our gems gets the better of him and he agrees to sell us some Repair scrolls. While Stonebones is rummaging around for the scrolls, I spot a disembodied troll hand in a small cage among the jumbled piles of trinkets and treasures. I've been casually looking for just such a thing, in the hopes of combining it with my troll gut rope to make a troll hand grappling hook! I must have it. It costs me a few "delicious" rubies from my personal stash, but I eventually convince Stonebones to let me have it. Thrilled, I attach the hand to the rope and it flips me off immediately. I love it!

That evening, back at the Cabal, we are stunned to be summoned to meet with the Canoness. None of us has met with her since we were inducted as Greycloaks. No one meets with her!

Canoness Embiril Ilustani receives us in her large and richly appointed office. A cheery blaze in the hearth casts dancing shadows about the chamber. Draped in luxuriously embroidered silks and velvets, the elderly Canoness is still more graceful and charming than most women half her age (whatever that may be). Her eyes seem to shift color constantly. She chats with us in a relaxed manner that speaks of her absolute supremacy.

She informs us that since Ironbriar's imprisonment, Marten has been appointed as an Interim Justice for the district. This doesn't surprise me at all, since I've always thought Marten was a power-hungry snake. However, his appointment has elevated the Cabal's status and influence somewhat. Canoness Ilustani goes on to say that due to Marten's new post, the Ruby Temple has a more direct influence over Ironbriar's fate. She asks us to submit a recommendation on this matter. This type of thing is quite a bit above our pay grade, and we're all rather stunned, but of course we agree. After a few more minutes of small talk, she replaces our Greycloaks with Traveling Greycloaks, in recognition of our service to the Cabal. We are deeply honored to be rewarded by the Canoness herself, but we leave her chambers uneasy with the weight of our task to provide a recommendation.

Legally, Ironbriar has earned death as a punishment for his crimes ten times over. However, it seems evident that he was under Akasha's direct control for many months, and was merely carrying out her wishes when he committed his crimes. On the other hand, as Sarek repeatedly points out, it was Ironbriar who actually, physically performed these acts. But if a person is not in control of their own mind, if their will is not their own, can they be held completely and solely responsible for their actions? We weighed the arguments and it was obvious that we were getting nowhere. We decided to seek out help.

We approach Hezzrak and ask him to cast Commune. In the end, though, we decide we can't trust Hezzrak's Commune because we don't know who he's communing with! It doesn't help that when asked, the imp becomes evasive on that point... We ask him to cast Augury for us as well, but both courses of action (leniency and death) return a divination of "Weal and Woe". Those damned Divination spells never clear anything up! Desperate, we consult with Advocat and find there are some precedents for leniency in these types of cases. At length, we turn in our well-written missive to Mossad recommending leniency for Ironbriar based on evidence, the circumstances surrounding this case, and the historical precedents.

As we prepare to leave for Diamond Lake, we find Tamklar ready to depart with us. No caravans have come from the Diamond Lake area in weeks, and he is anxious to see for himself what has happened in his home region. We're happy to have him along.

A day or two into our journey by carriage, Zolara appears and offers us a reading:

The Choosing:

Nineve - The Avalanche
Sarek - The Juggler
Ashe - The Crows
Xicar - The Cricket

The Spread:

The Paladin The Keep The Dance
The Beating The Avalanche The Joke
The Juggler The Tyrant The Tangled Brier

"Regarding the past, The Paladin is strength through adversity - he does not back down under any circumstances, much like you all. The Beating shows an attack from all sides. You may have survived, but something was lost, perhaps trust. Misaligned, The Juggler has faltered in the past, and a great disaster followed.

In the present, The Keep represents all of you, your quiet strength that cannot by shaken by any force. The Avalanche shows me the chaos and suffering that arises from an unthinking crowd, though it may be averted. The Tyrant is a blight on those ruled. In this case, I see a true dragon, though his rule is felt through the actions of another - one you are familiar with, I think.

The Dance represents the rich and delicate framework in which we all exist. Knowing your place and seeing the patterns will allow you to remain in perfect step. The Joke shows us a terror overcome through trickery or wit - not force. The Tangled Brier is a card of past deeds - it tells of a lost object or person who may still influence the present day."

In a few days we arrive at the outskirts of town. We are "greeted" by a gang of thugs in tattered red cloaks who try to extort us for a "toll". Nineve convinces them that they should look elsewhere if it's easy money they're after.

We round a corner and gasp as we catch sight of what used to be Diamond Lake. It's been largely leveled. We interrupt a town gathering of sorts that appears to be some kind of lottery. Officiating it all is Balabar Smenk. Dressed in faded, tatty finery with a tin crown on his head, he is a far cry from the smooth and powerful crime boss he once was. The town is crawling with his lackeys - the thugs in the tattered red cloaks. After some quick inquiries, we find out what happened.

A huge red dragon attacked Diamond Lake. (We deduce that it was probably the same dragon that leveled Blackwall Keep). The dragon still holds the town. In the wake of the destruction, Balabar stepped in to fill the power vacuum, acting as the dragon's envoy. He and his lackeys hang out on the Harkness, and collect what valuables can be had from the scavenging survivors. About once a week Balabar sends an "offering" of goods and people to the dragon, as payment/incentive for not continuing to raze the town. The people who are to be fed to the dragon are selected through a lottery, which is currently in progress.

Some of the citizens of Diamond Lake recognize us, and beg us to save them once again from their cruel fate. However, our presence is enough to distract Balabar for the moment. He focuses on us and leaves the lottery unsettled for the time being. An excited and desperate-sounding Balabar invites us to dine with him that evening. We wearily accept. Balabar rushes off to make preparations, and in the meantime, we make some inquiries. We are looking for Lazare. We determine that he left town a few days before the dragon attack, and may have been heading to the Whispering Cairn...

A few hours later, we meet Balabar for dinner on board the Harkness. Smenk goes on and on about the fine spread he has assembled for this repast, and from the state of the town, it must have been hard to come by indeed. We enjoy the relative delicacies he has prepared and discuss the Diamond Lake situation. Balabar approached the dragon immediately after the attack and proposed their current arrangement. The dragon's demands were that no one may leave Diamond Lake, and offerings of beautiful maidens and precious objects must be made to it at regular intervals to appease its hunger and increase its hoard. Balabar was able to keep the definitions for "beautiful maidens" and "precious objects" vague enough to satisfy these requirements with what is actually left in Diamond Lake - scraggy peasants and twisted scrap metal. Balabar is aware that he can't keep up this arrangement forever - eventually he'll run out of townsfolk - and the strain of this knowledge has taken a toll on his sanity. From atop a makeshift throne surrounded by piles of junk, he chats glibly about living like a king surrounded by finery, all without a hint of sarcasm.

Balabar talks and talks and we realize he is stalling. It soon becomes evident that he has poisoned us. He really must be crazy! We start to feel foggy and drowsy, but we manage to shake off the effects. By this time Balabar has become increasingly nervous. He realizes the poison has failed and jumps up suddenly. Before we can react, he fires a loaded crossbow at Sarek, pinning him to his chair!
Nineve fires back with a blast from her pew-pew gauntlets and the battle is on!

My old friend Kullen, the albino half-orc with a grudge against elves appears from the shadows. He calls me "Pinky" and cuts into me with his axe! Fortunately, I immediately answer with a cut of Searing Light from Captain Lorring's sword. Xicar throws down Order's Wrath, which dazes Balabar (who turns out to be BalaBARD!) Enemies pour in as the dinner party suddenly becomes a pitched battle. Balabard recovers, turns invisible, and flees.

We take a few seconds to heal up and collect ourselves and then give chase. We run around on the lashed-together decks of various boats that serve as a makeshift village on the water, fighting our way through thugs and pirates. Balabar hits me with a spell and I become confused. The rest of the battle is a blur as I alternate between staring off into space singing the Hamster Dance song and accidentally attacking my dog. My companions finish off the thugs and we continue on our chase, which has now progressed to the docks. Xicar gets shoved off the dock and narrowly avoids falling into the gar-infested waters.

We have a very tough slog through Balabar's minions - thugs, pirates and the like, before we finally manage to catch up with him at the end of the dock. He is standing next to a large, violently shaking container, looking smug. As we approach, he says "Oh, now you've made him angry. You won't like him when he's angry!" and unleashes his trained dire ape, ManBearPig, on us!

Nineve and I are on that monkey like a rat on a Cheeto. The men keep Balabard occupied while we hack ManBearPig to pieces before it can become a problem. Without his meat-shield, the mighty Balabar Smenk is easy pickings. Killing him is so easy it almost feels like an accident. Looks like we solved his dragon problem after all...

~Ashe

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Saturday, January 23, 2010

Episode 21: 10/25/09

The Party:
Ashelia Raminas, elf ranger-rogue/3-3
Nineve, human knight/6
Xicar, human cleric/6
Haroldur, human wizard 2/cleric 4

We find ourselves in a stone chamber, empty except for the bodies of Filge's minions. At the edge of the chamber leading deeper into the caverns, I recognize a large patch of yellow mold. We carefully burn a path through the dangerous mold with alchemist's fire. Then, we use our troll gut rope to navigate down a small cliff and deeper into the caverns. We advance down a rough-hewn stairwell and are ambushed by more Nerullian cultists and some acid zombies. We bravely charge in with Hezzrak by our side. We blast through the competition and take a moment to examine our surroundings.

Crates of slightly disturbed dirt and individually hand-crafted storage crates line the walls of this cavern. We notice some finely traced runes along the outside of the door leading to the adjacent chamber. Nineve insists on kicking open the door, and we eventually let her. She gets blasted with a glyph of warding, but successfully disables the trap!

We proceed cautiously into the next chamber. Blood stains over the floor of this high ceilinged room. A broken column lies undisturbed on the floor, and a large pile of skulls occupies the center of the room. Atop a raised dias rests a twisted altar to Nerull. A horrible skeleton horse-daemon flies towards us on moth-eaten wings and booms out a warning. Apparently, we should not be here, but we'll never be able to leave! (Dun dun dun!) We wade in.

The daemon blasts us with waves of sickening air and swirling clouds of choking flies. His disease-ridden weapon bites cruelly into our flesh, dripping with pestilence. At the end of the long and difficult battle, poor Nineve is suffering from Plague, Red Ache, Cackle Fever, and Slimy Doom. She just seems to catch every little thing that goes around! I suggest she look into vitamin supplements.

We quickly investigate the remainder of the complex. Through some locked doors we find a well-appointed office. We root around and find:

coded ledgers!
a small statuette of a jade falcon
a small chest containing 600 gp of diamonds
Journeyman's staff
potion - Resist Electricity
a scroll of Sending

We collect the loot and return to the Cabal to get Nineve sorted out.
A few days later, after we've all had time to recover from our ordeal, we get debriefed by Mossad.

There is no need to look into the warehouse. Other agents were sent to investigate and found nothing there. We've destroyed the cell of necromancers and Justice Ironbriar has been arrested. Mossad is sure our next step is the Shadowclock, referenced int he coded ledgers we retrieved. He thinks the Shadowclock is in the district of Fallen. He thinks our quarry is the Wanton of Nature's forms. The plan is this: Too many agents wandering around Fallen looking for the Shadowclock will spook our prey, so Mossad and the Legionnaires will be waiting outside the gates of Fallen. We will go in as bait and look for the Shadowclock. When we find it, we'll send to Mossad and he'll back us up.

Immediately, we head out to this ruined section of the city. We unlock the creaking gates and enter the district of Fallen.

Fallen, formerly called Godsgate, is a large district with wide expanses and dense construction, but a portentous dearth of visible life. From the tangle of chimneys, scarcely a wisp of smoke is visible, and the multitude of tall, ruinous towers looms stark against the horizon. Nearby, one is crumbling down at the top, and in another, there are only gaping black holes where masonry has fallen away. The vast huddle of sagging roofs and peaked gables conveys with offensive clearness the idea of wormy decay, and as we approach along the now uneven road, we can see that many roofs have wholly caved in, or the buildings have collapsed completely to rubble.

Skill challenge!

We enter a slum. A few of the crumbling buildings here show signs of inhabitants. Here and there we spot a wisp of smoke or a hastily closed shutter. The few residents move around a lot, making it hard to recall anything useful about this area, but the locals are easy to push around, if we can find them. We meet no one on the rubble-cluttered road, but presently begin to pass a few inhabited houses with rags stuffed in the broken windows and bones and dead fish lying about the littered yards. Once or twice we spot listless-looking people working in barren gardens or digging in the piles of rubble, and groups of dirty, simian-visaged children playing around weed-grown doorsteps in the growing evening shadows.

We move on into a desolate area, the swath of destruction caused by the fall of the Glass Tower many years ago - the event that sealed the fate of the Godsgate district. There is little here but mounds of rubble, making navigation difficult. Even the locals avoid these areas, as the rubble can be hazardous. The decay is worse further into the district. The ruins, long clogged with rubble, are enclosed by mounds of stone; on which we can just discern the minute forms of a few solitary figures, and at whose end are what look like the foundations of another bygone tower.

We pick our way through to a ruined area. This area is little more than piles of rubble and garbage. A few buildings and towers remain, but even these are damaged so badly the desperate residents of this area have abandoned them. If anyone lives in this area, they hide themselves well, making it very difficult to interact with the locals. Here and there the ruins of towers jut out from the tangle of buildings to end in indeterminate decay and collapse, those closest to the swath of rubble seeming the most ruinous. And far out in the district, despite the multitude of high, crumbling towers, we glimpse a tall, decrepit clock tower rising above the sagging roofs and crumbling spires, yet carrying a suggestion of odd latent malignancy. This, according to our directions, must be the Shadow Clock mentioned in the cult’s notes.

In the distance something howls, a long, agonized wailing, as if from fear. The sound is taken up elsewhere, and then another and another, till, borne on the wind which now sighs softly through the ruinous buildings, a wild howling began, which seems to come from all over the district, as far as the imagination could grasp it through the gloom of the evening. Soon, the shapes of wolves, huge and shaggy in the dim light, appear behind and ahead of us. An especially large grey wolf leaps upon the remains of a fallen statue and regards us with keenly intelligent eyes. Few things would seem more out of place in the squalid ruins of Istivin than this pack of wolves. We hurry along towards the tower, and enter another slum.

Ahead of us a small group of thugs is viciously beating someone on the ground. As we approach the thugs flee, leaving a pitiful figure groaning and struggling amidst the rubble. Xicar and I quickly render aid to the person, who gives us directions in thanks. Though still trailed by the shaggy grey wolves, we follow the directions and come to a sort of open concourse or radial point with the ruins of churches on two sides and the bedraggled remains of a circular green in the center. On the far side is the clock tower we seek. The structure's once white stone is now gray and mold-stained and the black and gold sign on the pediment near the steps is so faded that we can only, with difficulty, make out the words "The Bells of Godsgate" with the word “Danger” scrawled across the sign in red paint. As we strain to decipher this inscription, we are distracted by the raucous tones of a cracked bell high in the tower. The tolling bell sets the wolves to howling again, the loud, sharp howling of many wolves together.

The sound came from the sagging belfry high above the roofs of most of the houses and towers, which was built in a clumsy Gothic fashion, with a conical black roof. Though the hands of its clock are missing on our side of the tower, we know that those hoarse strokes were tolling the hours of late evening. It was surrounded by a high wall, of ancient structure, built of heavy stones that has not been repaired for a large number of years. The gates are of heavy old oak and iron, all eaten with rust. There are many dead and skeletal trees nearby, which makes the area even more gloomy.

Then suddenly all thoughts are blotted out by an onrushing image of sharp intensity and unaccountable surprise which seizes each of us before we know what it really is. The doors of the tower stand open, revealing a rectangle of blackness inside. And as we looked about, a certain object crossed or seemed to cross that dark rectangle...

It was something living - the first we have seen apart from the wolves since entering this part of the district of Fallen - and under other circumstances we would have found nothing whatever unusual in it. Clearly, we realize a moment later, it was the form of a child; clad in filthy rags. The thing which had probably caught your first subconscious glance and supplied the touch of bizarre horror was the strange way in which it moved, jerkily crossing the doorway.

We send to Mossad that we've found the Shadowclock, and approach. The grubby, pale little girl inside the tower entreats us to play with her. Anxious to get away from the pack of scraggly wolves, we go in. As we're closing the doors, the little girl's friend, "Mr. Bigs", slams into Haroldur. Mr. Bigs is a huge hunchback gravekeeper. He tells us to leave. With his shovel. Haroldur casts Hold Person on Mr. Bigs and I coup de grace him. The creepy little girl gets angry and tries to escape by jumping into a pile of straw. We burn it. Unfortunately, after the straw burns away, we can see several large cracks in the wall through which she could've escaped. We grudgingly move on to the stairs to ascend the tower.

The inner walls of the tower are traversed by a winding wooden stairway supported by an intricate network of wooden beams, but lacking, in many stretches, a handrail or other enclosure. In certain places, two or even three stairs are missing. Far above we can dimly see the great bronze bells swaying gently in the belfry. Apart from the occasional mournful howl of a wolf outside the tower, the silence is complete and oppressive.

Nineve, Haroldur and Xicar have difficulty managing the treacherous spiral stairwell, and fall a few times. About halfway up the tower, one of the bells comes crashing down and almost takes us all out. It hits Xicar squarely but since he is tied to me, I manage to prevent him from tumbling down the yawning gulf of blackness. At length, we arrive at the top of the tower. I sift the broken mount for the bell - it seems like someone is trying to kill us!

Looking around, we see the smoky, filthy rooftops of Fallen sprawl below this dizzying perch. Above, the conical roof supports an onyx statue of an angel. Towering above the stricken district, her weathered features are streaked with grime, giving her a demonic appearance. Beyond the open doorway is a chamber strewn with cushions, silk curtains, and other incongruously fine bits of décor. Antique lanterns throw long, quivering shadows about the room as their flames flicker in the draught of the open door.

We enter the strange room. The décor of this odd chamber shows extraordinary evidences of wealth and taste. The antique lanterns are beautifully wrought and each must be of great value. The curtains and upholstery of the chairs and hangings are of the costliest and most beautiful fabrics, and must be of fabulous value, as they are clearly centuries old, though in excellent order. One area appears to be a small library. The bookshelves contain numerous volumes of the most varied kind; history, geography, politics, law, economy, all relating to Istivin and Caledonian customs and manners.

As we're looking around, we are suddenly addressed. The voice came from the entry behind us. Just inside the doorway stands a tall, voluptuous woman with long black hair and clad in black from head to foot, without a single speck of color about her anywhere. On her side hangs a simple sword in a black scabbard. Her face is strong, aquiline, with high cheekbones; overall an exceptionally beautiful woman, although with a pronounced predatory aspect, and an unhealthy pallor. From far below, we can hear the howling of many wolves. The sound seems to please the woman, as her strange, dark eyes gleam with sudden emotion.

She begins with a welcome, but relations quickly sour. We deduce that she is Akasha Von Stratt, also Wanton of Nature's Pagan forms, and a vampire. In particular, Akasha seems to have been expecting Nineve. The vampire asks if she has come to follow in her father's footsteps. A heated conversation ensues, wherein Nineve's past, and Akasha's involvement in it, is revealed.

Nineve's grandfather and Mossad were great friends, and served together. They had been tracking a vampire, Akasha, for some time, and finally saw their chance to take her out. They enlisted the help of Nineve's father as well, as he was a good man and a seasoned warrior. At some point during this foray, Akasha claims to have brought Nineve's father under her power, and in the climactic confrontation he secretly betrayed and murdered his own father, Nineve's grandfather. The battle was lost, Mossad and Nineve's father were forced to retreat, and Akasha escaped. Nineve, troubled by the death of her beloved grandfather, investigated and through magical means discovered that he was murdered by his son, her own father. Filled with a desire to avenge her grandfather's death, she challenged her father to a duel, and defeated him, losing an eye in the process.

Now, Akasha insists that this has all been part her plan, and is the will of Nerull. Akasha claims that Nineve serves Nerull in all but name, that she cannot deny her fate, her destiny is inescapable, etc. Nineve has heard enough and it's showtime!

Vampire spawn drop in from the ceiling, and Nineve is Dominated almost immediately. We rush forward. Captain Lorring's longsword bites into Akasha and unleashes a powerful blast of searing light through her undead form. That's about the extent of our success, though. The vampire spawn quickly swarm us as Nineve stands idly by. Xicar and Haroldur throw down buffs and use our newfound falcon statue to attack Akasha. Meanwhile, I am dazed by one of the vampire spawn and stand by helplessly while Xicar and Haroldur struggle against increasingly overwhelming odds. Just as I'm about to break free of the vampire spawn's thrall, Akasha crushes my will, Dominating me. I am again forced to simply stand by and watch. Xicar takes up Captain Lorring's sword and makes an impressive stand, but the tide of the battle has long since turned against our party. Just as things are looking bleak, Mossad and the Legionnaires burst in and save the day. Akasha flees, and we return to the Cabal.

We are ushered into Mossad's office for a debriefing. Immediately, he gives Nineve and me amulets of Protection from Evil. This suppresses Akasha's domination and allows us to act and think freely - for now. He encourages us to sit down, while he begins pacing his office. His excitement is as palatable as it is unexpected.

"Akasha von Stadt is a foe I have pursued most of my life", he begins. "She is the bitch of Nerull, a whore of Darkness! She lives beyond the grace of the Gods – a wanderer in the Outer Darkness. She is Vampyr, Nosferatu. We may yet stop this foe – this concubine of death – but not on an empty stomach!" He laughs heartily. We stare at him in shocked disbelief. But, we ARE pretty hungry... Just then, an acolyte delivers a tray of food.

Mossad continues with a cheerfulness which shows that the serious work has begun.

"Let me be accurate in everything,” says Mossad, “for though you and I have seen some strange things together, you may at the first think that I, Mossad, am mad. That the many horrors and the long strain on nerves has at the last strained my sanity. There are such beings as vampires, some of us have evidence that they exist. Even had we not the proof of our own unhappy experience, the teachings and the records of the past give proof enough for sane peoples.

"I have studied, over and over again since you returned from the mountains, all my papers relating to this creature, and the more I have studied, the greater seemed the likelihood that she had come again to plague me. All through the city there is evidence of her designs. The corruption of Justice Ironbriar and the recent murders carried out by Ondore Lillybrook’s walking corpse are only the most obvious, and most recent. I thought it impossible that this creature would be so brazen to return to Istivin. But return she has, as you have found in that clock tower. Now we must bend our every effort to stamp this creature out!

"The vampire lives on, and cannot die by mere passing of time, she can flourish when she can feed on the blood of the living. She throws no shadow, she makes no reflection in the mirror. She has the strength of many men, and within her range, she can command all the meaner things, the rat, the bat, and the wolf. She can come and go in a mist and disappear at will; those slain by her hand rise later as her thralls. She can see in the dark, no small power this, in a world which is one half shut from the light.

"Well, you know what we have to contend against, but we too, are not without strength. We have on our side power of our faith in the Ruby Lady, a power denied to the vampire kind, we have sources of science, we are free to act and think, and the hours of the day and the night are ours equally. In fact, so far as our powers extend, they are unfettered, and we are free to use them. We have devotion in a cause and an end to achieve which is not a selfish one. These things are significant.

"Now let us see how far the general powers arrayed against us are restricted, let us consider the limitations of the vampire in general, and of this one in particular. She can do all these things, yet she is not free. Nay, she is even more prisoner than the slave of the galley, than the madman in his cell. She cannot go where she wishes, she who is not of nature must obey some of nature's laws. She may not enter anywhere unless invited by one with the authority, though afterwards she can come and go as she pleases. Her power ceases, as does that of all evil things, at the coming of the day. By day this Vampire is limited to the powers of man, and till sunset she may not change her form, nor enjoy her unearthly powers until sunset. Finally the vampire cannot stray far from the unhallowed earth of her burial. The vampire must always return to this unhallowed earth, which restores her strength, and without which, she is powerless. This is, of course, the purpose of the cases of earth scattered about the city.

"We are faced with a grim duty, and in such case do we turn away? For me, I say no, but then I am old, and life, with its sunshine, its fair places, the song of birds, music and love, lie far behind for me. You others are young. Some have seen sorrow, but there are fair days yet in store. What say you? None will think the lesser of you, should you turn away from this foe.

At this point, we all agreed (especially Nineve) that we were willing to see this through to the end.

Mossad looked pleased, and continued. "My plan is this: We will trace each of these boxes, and when we are ready, we must kill this monster in her lair, or we will sterilize the earth, so that no more can she can seek safety in it. Thus in the end we may find her in the form of man between the hours of noon and sunset, and so engage with her when she is at her most weak, or drive her from the city and confront her with no sanctuary in which to hide. Then we cut off her head, and drive a stake through her heart, and burn her remains, and then may she find peace."

After the meal we returned to our chambers to reflect on the plan, and this new side of Mossad. We stayed in the Cabal for a few days recovering, while the Legionnaires hunt down and destroy the boxes of desecrated earth. Around mid-morning one day we receive an urgent message from Mossad to meet him at the Aerodrome in the city's center.

We rush to the Aerodrome and find him with Arrad and a squadron of Legionnaires. Mossad explains that despite placing checkpoints along all the roads in and out of the city, Akasha has managed to escape via ship! She is traveling downriver on a vessel called The Harbinger. He thinks her most likely target is Varna, a large port city. He's already made the arrangements - he bustles us all onto an airship as he explains his plan to intercept Akasha and The Harbinger at the docks in Varna.

As soon as we arrive in Varna, Mossad secures permission to board The Harbinger as soon as it docks, thus trapping the vampire. We wait for the ship, but it never arrives. Mossad gets word from the Legionnaires that The Harbinger sailed past Varna in the night!

Not to be outdone, Mossad charters a ship and we set off down the river after our quarry. We find The Harbinger 2 days later, run aground on the riverbank. A quick investigation finds most of the crew dead, and signs of several people dragging something heavy onto the bank. These tracks end in a set of deep, muddy wagon tracks.

Consulting his maps, Mossad determines that Akasha is headed for the Borgo Pass, a narrow pass 70 miles to the west. Once through the pass, she will be nearly impossible to find in the mountains.

He decides to split the pursuit up. Wagons are slow, so our advantage must be speed. He will go with several Legionnaires via boat to the next sizeable city, and then by carriage. Arrad will take his Legionnaires and travel to the nearest town by land to continue the pursuit via carriage, and the party will take the first horses they can find, and head to the Borgo Pass immediately, ensuring she has no chance to escape.

Skill challenge!

We run inland and happen upon a tiny fishing hamlet nearby. They don't have much, but Nineve's keen eye spots a few swift horses for us from a pen of mules and nags. I guide the party inland for 2 days, picking paths through the mountainous terrain I hope will lead us swiftly to our goal.

Near the end of the third day, we arrive at the pass. We're the first ones there. We have a chance to set up a bit of an ambush for once. In the distance, we can see Akasha's wagon, with riders along side, coming up to the pass. But, we're ready.

As Akasha draws closer, we see Mossad and Arrad's carriages, from different directions, also closing in on the pass... and Akasha.

As Akasha's party approaches, we pick off the horsemen with arrows and spells. Akasha's wagon attempts a charge to burst through our barricades, but we've set up several layers of impediments, and they hold firm. The horses rear, upsetting the wagon. The crate carrying Akasha topples and shatters upon the stony ground. The still form of the vampire lies within the box upon the unholy earth, scattered with dirt from the rude fall. She is deathly pale, just like a waxen image, and her eyes glare red with a horribly vindictive and savage light. With an eerie smooth motion, she rises from the scattered dirt, bits of soil clinging to the white and gold of her burial shroud.

On even footing, Akasha is no match for us. She waves her sword around in an impressive display, but we easily overwhelm her and her remaining lackeys. Nineve lands the killing blow just as Mossad arrives. He jumps out of the carriage and strolls up to the wreckage of Akasha's wagon. He reaches down and unceremoniously beheads the fiend, then straightens and pats Nineve on the back. He looks up at all of us, nodding, and says simply "Good job....Good job."

~Ashe

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Sunday, December 06, 2009

Episode 19: 9/19/09

The Party:
Ashelia Raminas, elf ranger-rogue/3-3
Nineve, human knight/6
Xicar, human cleric/6
Haroldur, human wizard 2/cleric 4

Mossad is very concerned about what we have to say. We present him with our evidence - the charred parchment, and hope he believes us. Fortunately, he doesn't have to. Mossad sifts the letter himself, and after a few moments tells us to get what rest we can here at the Cabal - he'll take care of this. We're keyed up from our adventure, but exhausted from our long and frantic journey, and it IS the middle of the night, so we head off to get some sleep (in our REAL rooms!)

A frantic Hezzrak wakes us early in the morning. He insists that we come down to the crypt RIGHT NOW because he has something to show us. He pesters and pushes us into the depths of the crypts, and then shows us... absolutely nothing important. After some antics, we piece together that the town guard is currently at the Cabal searching for us, and Mossad has sent Hezzrak to hide us in the crypt. About an hour passes, and we are summoned from the crypt to Marten's office.

Mossad is there as well. Marten restores us to our position and returns our stuff, and awards us Influence for our deeds. Then he leaves. Mossad helpfully fills us in. The Church is protecting us because Justice Ironbriar has moved against us in the night and has sent half the Ministry of Justice after us. They are currently trying to figure out what to do with us. Since we need more hard evidence to clear our names in the eyes of Istivin's authorities, Haroldur suggests we go to the lair of the Morg, which we assume must be Lillybrook Manor, to look for clues. This sounds like a pretty good idea to Mossad except for the fact that the city is crawling with guards looking for us. We'll have to sneak out.

We make preparations (including having Remove Disease cast on a few of us who are feeling rather unwell), and discuss tactics for escaping the city and confronting the morhg. Xicar comes up with the idea to cast Searing Light into Captain Lorring's sword, since that spell is particularly effective against undead. Also, a few days ago when Haroldur and Sarek were researching the Nerull human sacrifice runes, I checked out the history of Lillybrook Manor. I share what I learned.

83 years ago - the Lillybrook Manor is built by Vorel Lillybrook. Construction is partially funded by an unknown outside source.
63 years ago - Lillybrooks living in the Manor perish mysteriously over the course of a few years.
30 years ago - Vorel's great nephew Traver Lillybrook and his family move into the manor; Ondore Lillybrook is born.
14 years ago - The servants' quarters at the manor are destroyed in a fire. Ondore's mother commits suicide by flinging herself from the Conservatory window, and Traver kills himself. Ondore is taken by a fleeing servant to Istivin to be raised by relatives.
1 year ago - Ondore returns to Lillybrook manor and begins restoration work.
8 months ago - Ondore found dead.
5 months ago - Ondore's body stolen (from second funeral)

We finish our preparations and begin our attempt to sneak out of Dura.

We begin our escape in a civic quarter. Civic quarters are home to government buildings, temples, and trade houses. Guard patrols are heavy here, as well as being more alert, making hiding difficult. However, the tall, ornate towers, bridges and sculpture gardens make vaulting from building to building or scrambling up a wall a fairly simple affair. We escape the civic quarter without incident.

From the civic quarter, we find ourselves in a slum. Guards rarely enter the squalid slums. Crumbling old buildings, flop houses, run-down taverns and other seedy establishments dominate this quarter, along with tenements filled to overcrowding. The thugs and criminals of this quarter have little use for social niceties, but respond well to strength and bravado. Streetwise individuals may easily find dives that the guards avoid, side alleys, and other ways to keep out of sight. We round a corner and are face-to-face with an accident: a cart has overturned, and a small contingent of patrolling Ministry of Justice agents has stopped to assess the situation. It's terrible luck, and of course they recognize us and drop what they're doing to give chase. We scatter like quail and after several very tense minutes of ducking down alleys and hiding in plain sight, we manage to lose our pursuers. We escape the slums and find ourselves in a poor quarter.

The poor quarter is an impoverished area home to laborers and the downtrodden. Failing businesses, warehouses, and seedy taverns populate this quarter. The poor folk here pay little attention to genteel language, but this quarter provides ample opportunities to blend in with the crowds of laborers, or slip into a rowdy tavern. Our bad luck follows us here as we encounter a group of town guard. Fortunately, these guys will usually seek any excuse to avoid a fight, and we manage to convince them we're not worth it. We get away from them, but a few blocks later a swarm of rats suddenly pours out of a sewer grate, sending the crowded street into a panic. Xicar doesn't move in time and gets slightly trampled by the fleeing mob, but I realize that we can use the sewers to escape this quarter - there's no way we'll find guards down there! It's hard to convince Nineve, but we all hop down the sewer and once I get my bearings, we're home free! We emerge in another civic quarter.

We spot a group of soldiers patrolling a little ways up the street, but we manage to avoid their notice. At last, we find ourselves at the gates of Dura. I bribe an urchin to make a small disturbance and we slip past the distracted soldiers guarding the gate with ease.

We escape Dura and reach the boundaries of Istivin at dusk. A little ways outside of the city, we find a farm family to stay with for the night by passing ourselves off as traveling priests of Pelor. The evening takes an awkward turn when Haroldur suddenly drops the Pelor bluff and starts trying to convert our hosts to Wee Jas, but we leave in the morning after a great breakfast.

After several hours of hiking, a storm rolls in. The clouds hang oppressively low in the heavens as we pass through a singularly dreary tract of country. At length we find ourselves within view of the House of Lillybrook. An unredeemed dreariness seems to hang over this part of the countryside. The manor's principal feature seems to be that of excessive antiquity. Minute fungi overspreads the whole exterior, hanging in a fine tangled webwork from the eaves. The manor clings remarkably to a sheer cliff overhanging the dark waters of a small lake far below. The foundation stones of a ruined outbuilding thrust up from the weed-choked earth like rounded and decayed teeth. Several large, ragged black birds perch on the old stones, eyeing us warily.

In front of the house, we find a neglected hedge maze that appears to house a mausoleum at its center. We enter and wander around for a few minutes, eventually
finding a weeping marble statue. Just as we're moving past the statue, we hear a strange rustling in the bushes... a spellstitched ghast, accompanied by ghouls, bursts through the maze and attacks us! It's time to kick ass and chew bubble gum, and we're all out of gum! The West Side Wee Jas crew (complete with hand signs) cleans up, and we move on towards the crypt.

Two corroded bronze doors carved with the Lillybrook crest bar our entrance to the mausoleum. I begin to pick the lock, but then Haroldur remembers we have a Lillybrook key! We try it and it works! We advance down the stairs and arrive at an octagonal chamber in the depths of the crypt. Three crates full of completely normal dirt are in the center of the room. Shipping manifests are tacked to the outside of the containers. I take samples of the dirt while paranoid Nineve stabs the dirt to ensure nothing is in there. Nothing is. I also collect a shipping manifest. As there is nothing else of interest here, we exit the crypt.

It starts to rain as we pick our way through the ruined hedge maze and approach the house. Politely, we ring the doorbell. No one answers, so we go in. The doors close ominously behind us. The entry hall is large and lofty. The windows are long, narrow and pointed, reaching upward to a vast distance from the black oaken floor. Dark, stained draperies hang upon the walls, and moth-eaten, rotting trophies hang crookedly here and there. Upon entry, Haroldur and I smell the faint scent of burnt fur. Suddenly, Haroldur dodges out of the way and swears the stuffed manticore head on the mantle has lunged to attack him, but he as avoided it, saving the party! We smile and nod and move into the parlor.

The dark paneled parlor seems unaccountably gloomy, as motes of dust drift through the air and settle on the dilapidated remains of a once magnificent piano. Hezzrak bangs on the keys, but mercifully no sound comes out. Suddenly, Xicar inexplicably begins waltzing with an invisible partner, but comes to his senses after a few moments. We shake our heads and move on.

Nineve hears some scratching behind a side door. She opens it and finds a washroom. An ancient metal washtub stands against the far wall, a ring of mold crusting its inner surface. Several eyeless, tumor-covered rats are scrambling frantically within the filthy basin. We leave them and advance to a gloomy lunge.

A sagging couch slumps in one corner of the lounge, opposite a grand fireplace. Motes of dust and ash skitter and swirl along the warped floorboards near the hearth. Xicar is suddenly seized with a sense of impending doom and tries to push us all out of the house. Nineve restrains him, and after a few moments he regains his composure. We move on, through a damp, mildewy drawing room and into the library.

The door to the library creaks loudly as we open it. Feeble light struggles to illuminate rotten books, sagging shelves, and stained rugs and tapestries. Oddly, amongst this gloom is a splash of bright color - a red silk scarf is draped over the side of a fallen and molding chair. I attempt to sift the scarf. When I pick it up, a shriek startles me. Then, I see Lord Ondore's face as he suddenly wraps the scarf around my neck and chokes me to death! I pass out. Xicar heals me, and Nineve and Haroldur tell me I strangled myself with the scarf - she had to cut it off my neck! We quickly leave the library and move to a stairwell that takes us upstairs.

We pass through a landing and enter a small, unremarkable bedroom. We advance through large double doors to a musician's gallery. Large dusty windows dominate the curved wall of the gallery. Despite the heavy glass, we can hear the rising wind and the branches of the trees crashing together in the yard outside. Aside from the mold and dust of ages covering the room and several ruined musical instruments, nothing is remarkable. We continue on.

Nineve gets bored first and opens the door to another fungus-covered bedroom. Suddenly, she slams the door shut and starts clawing at her own face! She regains her composure and starts to complain about the fungus attacking her and causing boils on her face. She also mentions a child. Before we can make sense of her ramblings, Hezzrak comes up the stairs, eating cancer rats. I try to dissuade him, as they are CLEARLY diseased, but then I remember that outsiders are usually immune to disease. I shrug and tell him he can eat what he wants.

We wander into a gallery with covered portraits on the walls. We uncover the portraits and the room grows icier and icier...until they explode outward in a shower of freezing dirty water. Afterwards, I feel ill, but I try to shake it off.

We move on into a completely preserved bedroom! However, the lack of dust and mold does nothing to dispel the bewildering influence of the dark and tattered drapes which, tortured into motion by the rising tempest outside, sway fitfully to and fro. Haroldur rushes to a writing desk in the corner and appears to contemplate stabbing himself in the throat with a large splinter of wood, but then decides against. We move on.

Nineve and I force the door to a small bathroom. An iron tub, scaly with rust, squats in the center of the room. The floorboards sag and bow with the tub's weight. Green scummy water fills the tub to the brim, and dribbles over the side to pool on the floor in several nasty puddles. As I approach, the floorboards crack and give way! I barely manage to jump back in time to avoid falling through the floor. The tub falls into the cancer-rat bathroom below and explodes in a shower of water.

There's only one more door to investigate. We open it and find ourselves in a large bedroom. Everything in the room, including the bed has been torn to pieces - with one exception. A portrait hangs backward, untouched. Xicar turns the picture around and claims to recognize the beautiful woman depicted therein. As we turn to head back down to the first floor, Xicar inexplicably kicks Nineve down the stairs! Then, he turns on me with his shortspear! He shouts "Traitorous women! You filthy whores! I'll kill you all!!!" We easily restrain him and Nineve intimidates some sense into him.

We abandon the idea of going back downstairs and head up to the attic, which is full of steamer trunks. Among the random luggage, we find a well-appointed study which has an amazing view of the lake at the bottom of the cliff several hundred feet below. We proceed cautiously. Scorch marks mar the walls. A battered telescope stands in one corner, and a trapdoor leading to the roof is tied closed. I sift the scorch marks and witness a brief scene: A man and his wife are arguing. She is accusing him of something; he denies it. She throws a lantern at him and accidentally catches herself on fire... Just as I snap out of it, Nineve flails about like she's on fire and throws herself out the window! I toss one end of my troll gut rope to the boys and dive after her. Luckily, her armor had gotten hung up on the ornate roofing, and I barely manage to rescue her before she plummets off the cliff to her death! We climb back into the study, regroup, and head for the assumed safety of the basement.

We find ourselves in a vast kitchen which is damp and completely dark. It's silent at first, but soon the walls are alive with the sound of hundreds of diseased rats. We brace for impact. Several large cancer rats like the ones we saw in the bathtub emerge and approach us. I cut two of them down, but then 2 large swarms pour out of the walls and over our party. The clerics detonate negative energy bombs and we are soon saved from what would have truly been a fate worse than death! We leave the rat-ridden kitchen and investigate an unremarkable servants' quarters, complete with rusted, sagging bunk beds.

Moving on, we find the rotting pantry, which is filled with dozens of blind, bloated, diseased rats. The stench is horrible. Despite the smell, I take a moment to closely observe the rats. They appear to be suffering from some kind of bubonic plague variant. We all realize we're feeling less than stellar, all of a sudden. We're concerned and quickly move on.

Next we find an ancient wine cellar. Haroldur and I poke around and identify 8 bottles of non-vinegar that are probably worth something. We collect them and move on to a ruined workshop.

Broken glassware, shattered pottery, and rusty tools litter the floor. Suspicious crates of dirt, similar to the ones we found in the mausoleum, stand in the center of the room. As we're looking around, Xicar suddenly falls through an unseen trapdoor and disappears! Hezzrak spots a darkened doorway behind Haroldur and starts down the stairs he finds. Meanwhile, I locate the release mechanism for the trapdoor that claimed Xicar. After a brief conference with Nineve and some crate-shuffling, I open the trap door and send her down to the cavern below, riding a crate, Dr. Strangelove-style!

Haroldur disappears down the stairs with Hezzrak and calls for a locksmith. Usually that's my cue, but through the open trapdoor I can see a skeletal figure menacing Xicar and Nineve! It's the morhg, and I'm not really surprised to see it's none other than our old friend Lord Ondore. On hearing this, Hezzrak whizzes past me and flies down to the action. I call for Haroldur to quit being such a baby and get his ass down the hole like everyone else, as I line up the morhg in my Line of Lightning Sword sights. Reluctantly, Haroldur flings himself down the hole, clockwork wings flapping.

Xicar accidentally blinds himself with his own spell, and Morhg Ondore and Hezzrak point and laugh (who can blame them?). Flame leaps from Morhg Ondore's fingertips as Nineve is fricasseed! Things are dire. In a truly unimpressive display of lightning, I zap Ondore and teleport into a flank behind him. Nineve throws herself at Morhg Ondore with the last of her strength, and then I draw Captain Lorring's longsword (previously prepared by Xicar!). I savagely slice through his undead body and discharge the stored Searing Light. The glory of Wee Jas and Xicar's plan rips through his husk, destroying him utterly.

~Ashe

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