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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Thursday, October 29, 2009

Episode 18: 8/23/09

The Party:
Ashelia Raminas, elf ranger-rogue/3-3
Nineve, human knight/6
Sarek, human wizard/6
Xicar, human cleric/6
Haroldur, human wizard 2/cleric 4
Enoch, human sorcerer 1/monk 5

The next day we travel with the survivors from the ruins of the keep back to the hunting lodge. That evening, Vander approaches Nineve and mentions some helpful things he remembers about working with the cultists and Akasha, the leader. It seems she HATES silver! It's a strange thing to remember, but it struck him as odd and it was all he could think of.

As we're all sitting around the campfire, I notice the strange dog is hanging around the edge of our camp. It shrinks into the woods at my approach, but I leave it some food and I notice it back again a few minutes later, eating.

As we're heading off to bed, Zolara appears! She looks concerned. She says, "Your resilience and courage will see you through the trials ahead."

The Choosing:
Ashe - The Trumpet
Nineve - The Teamster
Haroldur - The Sickness
Sarek - The Tangled Briar
Xikar - The Waxworks
Enoch - The Desert

The Spread:
Paladin Teamster Cricket
Locksmith Eclipse Hidden Truth
Liar Rakshasa Survivor

Zolara interprets our reading:

"The Paladin represents strength in adversity. In this case I see one of you standing in victory over a fallen superior, perhaps an instructor or or father? The locksmith grants the keys to unlock destiny. He grants the tools but not insight as to how they may be used. One of you will unlock secrets from your past. The liar represents treacherous love, deception that pits brother against brother or father against son.

The Teamster is a driving external force that keeps you going, no matter what. The Teamster exhorts you to continue on, despite the self doubt and loss of purpose shown by the Eclipse. Elsewhere, the Rakshasa sits upon the backs of its slaves, imposing its will on them, opposing your every move, from the shadows.

The Cricket represents travel, in this case, a speedy return home. The Hidden Truth has the power to reveal secrets. I see family histories revealed in a new light to allow you to see past the obvious to the greater truth, and dark secrets hidden within."

Then, faster than you can say "Oops, forgot to mention the GRW!", she's gone.

The next day, we part with Vander, Edain, and the other survivors and begin the 5 day journey to Turtleback Ferry. We're not in a hurry, so I have plenty of time to spend with the strange dog that keeps following us. We win him over after a day or so, and he starts actually traveling with our group. I'm delighted that he's traveling with us, but the next day, he seems incredibly nervous. I get the sense that he's trying to get us to take another path. Intrigued, I follow the dog and lead our group down a smaller game trail that takes a slightly circuitous route around (rather than through) a valley before rejoining the main trail at the top of the ridge. I'm feeling a little irritated at myself for allowing a flight of fancy to add 45 minutes to our hike that day. As we crest the ridge, I pause a moment to take in the surroundings. As I glance back, I spot a grey render lurking in the valley below. My original path through the valley would have taken us right into its territory! I give the dog a few appreciative pats and continue on our journey.

A few days later we arrive at the tiny hamlet of Turtleback Ferry. We all buy riding horses, practically gorge ourselves on a hearty home cooked meal, and spend a welcome night in warm beds. The next day, the dog brings me a dead chicken, and I have a slightly sticky encounter with an irate farmer. I apologize and pay him 5sp for his chicken... and he suddenly offers us some more chickens "for the road". We take him up on his offer of a few fresh eggs, and spend our last night at his house.

After a hearty farmhouse breakfast, we head out to Istivin. We travel through rural but civilized lands for a few more days and finally arrive at the city walls. We take a winding path through the lower tiers of the city and make our way to the Cabal, purchasing some badly needed fresh clothes along the way. The journey takes about two days.

We finally arrive at the Cabal and are greeted by acolytes who are happily surprised to see us. We have about an hour to get situated before we're summoned to Marten's chambers.

Marten is pretty put out at us for vanishing on him, and, more importantly, The Ministry of Justice, and specifically Justice Ironbriar are after us for questioning regarding the events at the Sawfish Boys slaughterhouse. He asks us why he SHOULDN'T just turn us in. We present our arguments, with varying degrees of success, before Nineve jumps in and actually tries to INTIMIDATE him! It's a great performance, but it was doomed from the start. Marten is none too impressed, and we are taken into custody by Legionnaires (who are polite). We are escorted to a nearby prison facility, and handed over to those authorities. They shackle us and admit us to our cells.

After a few days we are transferred to a smaller prison facility. That evening, we are taken to meet Sheriff Hemlock. The Sheriff tells us he has specifically requested our transfer here to his facility and proceeds to explain why.

Apparently, there have been a number of murders in the city of late that have our names all over them. Hemlock produces a note from the most recent murder. It is battered and written in blood. It reads "You return, and now the chase begins. I am simply what you have made me, O my masters!" Apparently it was attached to the victim with something of Sarek's. Clearly, we aren't involved, but whenever Hemlock tries to look into the murders, his investigation is inexplicably blocked by someone higher up the chain. He asks if we'd be willing to investigate for him, and of course, we're in no position to disagree.

Hemlock takes us to a lumbermill. At the bottom of the logsplitter is the nauseating mess of what used to be a person. Apparently this was the miller's wife, Cassandra Vinder. Despite the gruesome scene, this isn't the murder he's interested in.

We head upstairs and find another body. Embedded in the corpse's sleeve is Sarek's missing dagger. Carved into the corpse's chest are some sort of symbols. Sarek can't identify the symbols, but he's sure they're related to ritualistic human sacrifice. I sift to to find out some information, but I don't get much of use. We discuss the murder and its similarities to other murders in question. We are told a survivor from another attack is being held at a local sanatorium. We decide to visit the survivor at the Saintly Haven of Respite while Hemlock cleans up the lumber mill mess.

The survivor's name is Grayst Savilla. It takes some convincing, but we are eventually admitted to see him. He's a wild-eyed fellow drooling on himself. He shrieks as we approach, but Haroldur seems to calm him down. Suddenly, he starts spouting nonsense. Between thrashings and mumblings, we get "He, he, he said that the victims are the harvest of seed you have sown!" and "When the harvest is done, you shall remember him forever and, and, and". Several minutes of screaming later, we get "the Misgivings shall, they shall be his throne, and there you shall bow before him!" He then collapses to the ground and lies still. Enoch and I recognize that he's still twitching slightly as Xicar moves in to check if he needs healing. Suddenly, Grayst the Mad lunges at Xicar and bites his hand! Enoch leaps in and restrains the crazy and Xicar tries to calm him down again. He spouts more nonsense, and then Sarek stuns him with a Word of Authority. While he's out, I heal check him and determine that he is suffering from the advanced stages of ghoul fever. The friar runs into the room and starts apologizing, swearing he didn't know, and he had no idea Grayst would react so strongly. We promise not to make a fuss and leave the sanatorium.

We are reutnred to Hemlock's smaller prison facility. Haroldur manages to convince Sheriff Hemlock to allow us to stay in a large communal cell instead of our individual ones. We pass the evening discussing our leads and options: basically none.

Sarek and Haroldur are interested in doing some research at the library. Amazingly, Hemlock manages to arrange this, and the next morning we are returned to the Cabal (under supervision) to research the arcane runes found on the bodies. We discover that these runes are related to a Nerull worshiping death cult and prevent spells such as Raise Dead, Speak with Dead, etc., as well as damning the soul to Nerull's realm. We share this knowledge with Hemlock, who is disturbed by the news. When we return to our cell, we find a package from Mossad! There are of course no weapons or anything, but it does contain a few essentials - better food, spellbooks, holy symbols, etc. Tucked inside the outer packaging is a crumpled scrap of paper that reads "Hambly farm" in scrawled blood.

We find out where Hambly farm is and convince Hemlock to equip us. Then we head out, under guard of course, to the boondocks where Hambly farm is. On the way, we are regaled with tales of the shocking boredom of rural life by one of the guards, who is as local. The guard mentions that if anyone knows what's going on in these parts, it's Farmer Gump. At this, naturally we stop by and talk to Farmer Gump. Gump thinks it's a bit odd that he hasn't seen the Hamblys around in the past few weeks. He mentions that he warned the Hamblys not to live near the Misgivings, a local haunted house. Haroldur inquires rather directly about the Hamblys and the history of the Misgivings, an old Lillybrook homestead. After an awkward and tactless interrogation, we leave and are led to the Hambly farm.

We come to a large cornfield and are told it's the Hambly farm. The house is apparently in the center of the fields. I stand on Enoch's shoulders to orient ourselves, and then we head in the direction of the farmhouse. At one fork, we encounter a scarecrow shaking violently. We approach it and Sarek discovers that is in fact a human in the advanced stages of ghoul fever. We're about to leave the person there and move on when we're ambushed! Several scarecrow-ghouls break free of their bonds and attack us! We wade through the ghouls and manage to only lose one of the guards, even though a few do get bitten. An eerie silence falls over the cornfield. This is an unsafe place for anyone, especially unseasoned recruits. We send the remaining guards back to town with the surviving scarecrow guy and move along.

A little while later we come to another scarecrow ghoul ambush. Enoch gets five-across-the-eyes and Xicar gets paralyzed from behind, but we finish off the ghouls before they finish off him. At length, we come to the farmhouse and barn in the center of the cornfields.

The smell of death hangs heavy in the air. The barn is constructed around a 12 foot tall stone head. Inside, it is a macabre tangle of bones and animal (mostly) carcasses. Ghouls are obviously lairing here, but none of the foul beasts are occupying the place at present.

We press on to the house, where the stench of rotting death is overpowering. We move to the kitchen and find another rune-caved corpse. Before we can investigate, I hear movement in the adjacent bedroom. I hiss a warning and Enoch sees a foot climbing out the bedroom window. In a moment, we're outside, battling the foul creature on the roof of the farmhouse. I climb the pillars of the porch and find myself facing a ghast. He opens himself up for an attack so I slash him as he shoves me off the roof. He rears, calling ghouls out of the corn. Soon, I am up on the roof again, locked in battle with my sworn enemy. More ghouls climb out of the well and attempt to pull Sarek and Enoch down to the watery depths. Fortunately, they don't manage to move the unusually tall humans. Nineve, Haroldur, Xicar and Enoch battle the ghouls, and Sarek offers ranged support to me as I battle the ghast. Eventually, Sarek vaporizes the ghast and we all prevail.

Back in the house, we search for clues and find a note. It's crumpled and written in blood, like the others. It reads, "You fools! You left them unprotected! Now I will take them from you one by one, until you come to me! Who will burn next? The scholar? The Dwarf? The Sheriff?". We have a brief pow-wow and decide to return to the city to warn our friends. I sift on the body and we discover that the killer must be a mohrg.

We rush back to the city, arriving very late at night and check on Tamklar. He's fine, though he almost puts an axe through Xicar's skull for busting in on him at this time of night. We quickly explain and bustle Tamclar and his family over to Alastor Land's place. We rouse him and take them all to the Cabal for safekeeping. Then we go to Sheriff Hemlock's place.

Our stomachs sink as we find his door is open. We burst onto a gruesome scene, much like the other rune-carved corpses. Enoch fishes a letter out of the fire, while we check on the mutilated corpse of the late Sheriff Hemlock. The letter is badly burned, but I examine it and use Sift to read its original message:

"Your Honor, Lord Justice Caradoc,

It's taken me some time, but I've finally managed to determine who has been obstructing my investigations into these strange murders. I fear a sinister and calculating mind has both perpetrated these killings, and endeavored to obscure them. A dear friend, whom I hesitate to name, has brought me information and evidences that point to a horrifying possibility. If he is correct, and I fear he may be, these murders are much more than the work of a simple madman. He has brought to light the facts that my, and many other, investigations have been misdirected, denied, reassigned, and otherwise defeated by note other than the direct intervention of Lord Justice Ironbriar, Justice of Dura and 7th Justice of Istivin, capital city of The Kingdom of Caledon. I await your direction in this matter.

Your loyal servant,

~Giles Hemlock Sheriff, Whietwall, Dura, Istivin."

Of course, this pivotal evidence is merely circumstantial, as it requires a person with the ability to sift in order to decipher any meaning from the scorched and ruined scrap of parchment. Nevertheless, this could be enough to at least clear our names with the Cabal. Besides, we all decide it's not wise for us, currently prisoners, to be hanging around the murder scene of our current jailer... We rush back to the Cabal, rouse Mossad, and tell him everything.

~Ashe

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Friday, March 06, 2009

Episode 10: 8/9/08

The Party:

Ashelia Raminas, elf ranger-rogue/2-2
Haroldur, human cleric/4
Nineve Floret, human knight/4
Sarek, human wizard/4

Zolara interprets our Harrow reading:

"Through your aid and prudence one who was lost without hope of salvation has been allowed to bring forth information from the darkness of forgotten history. One who has watched his comrades fall and was thought lost forever has been found. Elsewhere, a woman of dark power masks herself and shapes the events that will divide your future. A safe journey leads to a place of fellowship and camaraderie. Four crows, brothers in violence, plot in the depths where none who are led emerge alive. Within this place, a dark soul awaits the creeping touch of true corruption."

Our return trip is uneventful, and we arrive at the Ruby Temple in Istivin without incident. We return to our cells to recover from our journey and await debriefing.

In the morning, we give Mossad our full report. Privately, I also turn over the curiously sinister box with the writhing runes. With these formalities out of the way, I find I'm feeling slightly adrift, like I may be losing my focus on Wee Jas after our recent adventures and departure from monastic life. I elect to spend 2 days in meditation to refocus on The Lady's will. During this time, Sarek undergoes the ritual of the Ruby Initiate.

At the end of my meditations, I take 31E with me and we pay a visit to the (really creepy) lab of Dr. Morgus. The 'good' doctor is completely disinterested in the construct, but he takes my nutritive goo samples and says he'll get back to me. He snatches the vials from me and immediately begins experimentation; he shooes us out of his lab without even looking up. 31E seems to take it all in stride (which is impressive, as he only has ONE LEG!!!), but I'm glad to leave the freakshow lab and go about my business.

The next day, I meet with the completely disinterested Marten and obtain a writ to undergo the Ritual of the Deathly Scholar, as well as the Ritual of Intuit Pattern. At dusk I head down to the crypts to learn these new secrets. Later, back in my cell, with my new found power I am able to finally translate the rune above the inactive portal in Icosiel's tomb - "Amsophar"! I'm quite pleased with this bit of progress. Just as I'm putting my notes back in order, Dr. Morgus's 3-legged hunchback appears and informs me that the Doctor can create an elixir which will permanently grant 5 HP to the user, at the cost of 1 pt. of Influence (for Morgus's time). Unfortunately, I am no longer in a position to benefit from this discovery, but I share this information with the others, and Nineve and Haroldur each get a vial of the elixir.

Days pass and we begin to fall back into the routine of temple life, when we are summoned to Marten's office. He assigns us to oversee Lord Ondore's funeral (pt. 2), and introduces us to Myra, a severe-looking middle aged woman. He informs us that Myra will be observing us for a while. We hardly have time to ponder the meaning of this new development, as we are ambushed on our way out of Marten's offices by an attractive young woman who introduces herself as Elidara Lillybrook. She pleads that the decision to leave her uncle Ondore in the realm of the deceased be repealed. She is quite animated and insistent. I swiftly lose interest - we've heard sob stories like this one a thousand times. As she shamelessly throws herself at Sarek and Haroldur, I notice she has a tattoo underneath the glove on her left hand, but I can't quite make it out... Haroldur takes the bait and agrees to meet with her privately. I roll my eyes and stalk off to the requisitions officer. I put in a request for a wand of CLW and supplies for Ondore's funeral tomorrow, and then spend the rest of the day in the library.

I'm looking into Jodai, a forgotten god of luck who is enjoying a popular resurgence among the commoners. Jodai is Chaotic Neutral (the worst kind!) whose portfolio is Luck and Games of Chance. His followers hold lotteries where they redistribute church donations to a few lucky faithful.

Meanwhile, apparently finished with his private audience with Ms. Lillybrook, Haroldur works with Advocat to determine if there's any way to reinterpret the ruling on Lord Ondore. I'm a bit surprised by his tenacity, actually. However, he eventually runs up against the brick wall that is Marten, and eventually must admit defeat. The next day, he breaks the news gently to the crestfallen Elidara, and manages to make his failure to reverse an irreversible ruling seem like Marten's fault. She gives him a small token of her appreciation for his efforts - a mundane ring bearing the Lillybrook crest. Humans are so melodramatic!

It's the day of Ondore's burial, so in the evening we proceed to the graveyard to preside over his second (and hopefully final) funeral.

Nineve gives a truly moving service, but it is once again interrupted by that interloper, The Hawk! Chaos erupts as thugs and zombies appear out of the woodwork, and the hearse bearing Ondore's body takes off suddenly and crashes through the crowd!

The crowd surges forward in panic, and Nineve magically doubles in size, striking out at The Hawk, his followers and anyone looking suspicious. I manifest Expeditious Retreat (thanks to Zolara) and dash off after Ondore's renegade hearse. Nineve, Sarek and Haroldur are reluctant to let The Hawk's meddling go unpunished, but with some prodding from the ever-present Myra, they join in the chase. Some of the villains had crashed a carriage in the roadway in a well-coordinated attempt to impede our pursuit and make good their comrade's escape in Ondore's hearse. Fortunately, giant Nineve rights the toppled carriage in no time and Haroldur and Sarek use it to advance the chase. They soon overtake me as I sprint through the city after Ondore's corpse.

We race through the streets, weaving through traffic and dodging obstacles. Sarek and Haroldur manage to catch up to the hearse and stop the escape - Nineve and I run up just in time to butcher the villains. Some of the men are dressed as thugs, and some are in robes. We do manage to subdue one of the band and take him as prisoner, along with the hearse-driver, who has clearly been charmed. However, a quick search of the coffin reveals that Ondore's body is missing! We head back to the Ruby Temple with the hearse, the coffin, our prisoners, and the bodies.

Once we arrive, Haroldur and Sarek immediately set to the unsavory task of torturing the captive thug for information. Sarek is enthusiastic about the prospect... Maybe we should start calling him Sarek the Sadist... Nineve, the charmed hearse-driver and I rush inside to report to Mossad. We quickly explain the situation, and he meets us outside to search the hearse for clues while we remove the bodies. Mossad finds an empty potion vial and several black feathers. We commence investigation into the whereabouts of Ondore's body immediately.

Haroldur and Sarek learn that the thugs were hired from the docks in Cliffside, and were told to steal the hearse. The captive claimed he saw some of the men in rust-colored robes pour a vial of oil on the corpse, which then promptly shrank to an impossibly small size. One of the robed men had a crow with him; he tied the tiny shrunken corpse to a crow's leg, and the bird flew off.

In the hearse, Mossad and I find muddy bootprints, but upon closer examination, I determine the boots were caked in mud AND cow manure - which is rather unusual. Also, we notice the robes on the bodies are stained with blood along the hem... We conclude the robed men must've come from one of the local slaughterhouses. We're about to split up and search all the slaughterhouses in the area when Mossad wisely suggests we interrogate one of the robed corpses using Speak with Dead. He finds an acolyte to cast the spell for us and we learn that the villains were supposed to rendez-vous at the Sawfish Boys' slaughterhouse. With the help of the Cabal's resources, we soon locate the establishment in question. We have no time to lose, so we set out for it immediately.

The Sawfish Boys are an unsavory lot of brothers, but as they fulfill a need, their brutish behaviour and questionable exploits are tolerated. When we arrive shortly after dark, the building's lights are off and things are quiet. I scout the perimeter, but we decide to take the direct approach and knock on the door. A man who calls himself Vander Anderhoff answers, and we use our authority as agents of the Church of Wee Jas to convince him to let us have a look around. He is quite congenial, chit-chatting with us as he leads us to his office and shows us around. Next, he starts leading us down some stairs. Just before we reach the stairway, his veneer of civility drops. He draws his rapier and calls his dogs!

A pack of hounds, led by a dire wolf, bursts out of a room some distance behind us, and we are trapped between the beasts and their master. We beat up on Vander, but are unable to finish him off before he escapes down the stairs. However, the hounds are giving us some real trouble, so we are forced to let Vander go as we turn our attention to the vicious dogs. It's a very tough fight, but after what seems like an eternity we managed to finish off the beasts. There's no time to rest and regroup, though, as Vander has escaped into the bowels of the slaughterhouse...

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