I met her in a dream
Scribe Notes
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Summary
Adventure: I met her in a dream
GM: Jill Mitchinson
Session: Winter 808 wk
Night: Monday at Chez Mitchinson
Level: Low/medium
- Party
Jonas (GM Info) is a Male Shapechanger Earth Mage played by Struan
Peter Smith (GM Info), A Paladin of Uriel played by Mandos
'Adventure Full
- Employer
- Father Francis D'Assini
- Mission
- Information/Answers/Solutions
- Pay
- TBD
Points of Interest
Places been
- Old Oak behind 5th House in Row Street, Old Seagate
- (at the time) a Portal to Monastery at Dysarnton in Ravens Keep MIND THE LAWN
People met
- (Name Unknown)
- Head Gardener of Monastery at Dysarnton in Ravens Keep
- Father Francis D'Assini
- Corrupted ex-Urielite, or possibly the last shining hope of Ravens Keep.
- Brother (Unknown)
- An assistant to D'Assini, and equally hard to classify.
- Innkeeper Surly of Hillcrest
- And his hot wenches (see Vapour for more details on them).
- The Traveller
- (to meet soon)
Information Gathered
- Dissenic and Andrealphus are summoning evil into the area
- Someome is possessing, binding will and draining lifeforce of hundreds of humans and horses across the area.
- The binding/draining/possession is probably contagious
- The possession started a month ago, with the arrial of The Traveller.
- Fields are rotting, people are oppressed, the church is helpless.
- The Urielite Church has its own order of groundsmen, who care more about grass than humans.
Items Acquired
- some starfall stones from a summoning cairn.
Episodes
Prelude
The Guild meeting rooms all seem the same, though the Guild Security representative is a little unusual. He SMILES all the time and sometimes his smile gets even bigger.
We receive our instructions, we're to investigate some weird dreams being had by the inhabitants of Ravens Keep, being employed by Father Francis D'Assini for the quite fair (or is it Guild standard) sum of 200sp per week.
As we're acquainting ourselves which each other, Sam gets a delivery of a note (which he has someone else read to him) and a candle. The note essentially says "You know what to do with this. Kron"
After sorting out the standard business of Party Leader (Peter), Military Scientist (Peter) and Scribe (Jonas) we also begin making plans for catching a ship up to Aladar and thence riding to Ravens Keep. As the Ship the "Lady P" doesn't depart until the next day we separate to do our own thing for the evening.
I (Jonas) agree to keep watch over Sam as he dreams with the aid of the Candle. When he awakes he says that he's been told of a portal around the back of 5 (Fish) Roe Street in Old Seagate. When we tell the others of this in the morning, Peter says we probably means Row Street as the only Fish Roe (or Row) he knows of is in New Seagate.
After some small hassles finding the correct back of the correct 5th house in Row Street, we pass through an old Dead(!) Oak and arrive out of another Oak onto an immaculate lawn at the back of the monastery outside of Dysarnton.
After much apologizing by Peter (and dissembling by Sam) we agree to help out repairing (as much as we can) the damage to the lawn. First we go to stable our horses. We notice that the stable-boy is very weak and Peter's warhorse refuses to enter the stables.
Peter begins searching for "evil" and Sam, Cher and I check out of magical influences.
We find many things that appear to be "tentacles of dark evil" from the ground and determine the answers to a few Aura questions:
College | Binder | Power level | Medium |
---|---|---|---|
Aligned to | Dissenic | What plane bound to | no answer |
On same plane | yes and No | Can someone assume the burden of the bind will | No |
Last beyond death | marginally | distance to source | variable |
current and/or closest distance | 30 mi | direction | North |
pantheon of power | Dwarven | Rune associated |
We also query one of the Brothers (name?) the head Gardener (while we're repairing his lawn)
About a month ago (1st of Harvest?) common people began being afflicted (isolated due to bad behaviour: petty thievery, lewdness and brutality)
Others have been having dreams of death, mayhem and destruction on a large scale. Sometimes this leads to the above bad behavior.
Appears contagious and indiscriminate. No deaths but some of those afflicted are bedridden and very frail.
Sam says: This Binding Will drains the life energy from the victims, keeping them barely alive, and controlling them like puppets. The victims spread the magic somehow - there are wards on several of the stalls in the stables. Horses and humans are the known targets. The power is spread to several places, on- and off-plane, and we can sense a direction and distance based on the energy flows from the aura. It's a life-drain plague.
Father D'Assini believes he's found the first agent, a traveler in Hillcrest.
We make plans for traveling through the night to catch the good Father in Hillcrest.
After the Monastery
Sam says: Jonas is sulking because he's a kittycat and prone to moods, so I am taking up my trusty crayon for the team.
It is only 6-7 miles to Hillcrest, along the bend of the river (see this map). We follow the ox path with my horse Judith leading the way, as she is the only one in the party with Witchsight. After an hour or so, we smell a terrible stench of corrupted, rotting vegetable matter and other foul noxious odours. We figure out it's the nearby field, so we climb over the levee and take a look. There is a bunch of investigation, maybe an hour or so. The results are:
- There are four small cairns of stones in the field, one at each corner.
- Some of the nearby fields have similar cairns.
- The cairns are magical, with summoning magics.
- The individual stones are magical – starfall.
- If you carefully remove the stones one-by-one, each is more unpleasant to touch hotter than the last, and a smell of sulphur is emitted.
- The last couple of rows of stones are too hot to hold.
- Kicking the cairn over leaves you flat on your back several feet away, and with a nasty case of leprosy.
- Removing the stones slowly only gives you a girly infection.
- When the last ring of stones is broken, a dark shadow starts leaching away back to the planes of Hell.
- This dark shadow is from Dissenic and/or Andrealphus. An Old Dwarven God and one of the Powers of Darkness working together!
- Placing a ring of four stones around the shadow is sufficient to keep it here – but then the summoning magic will slowly make it stronger.
- The darkness is the cause of the putrefaction in the fields.
- We break up a few cairns, but there are too many to contemplate destroying, and Peter wants to leave a few of the portals to hell to look at later.
- A Divinate on a cairn failed, and we decided not to linger any longer.
Buoyed by the knowledge that dark forces are building tiny disease-ridden stone summoning circles all across the countryside, we ride on. We reach Hillcrest around 4am, and have to doze on the hard road for an hour or two until the smell of baking bread wafts over from the village inn and Peter lets us disturb the humans. Walking in to the village, the Orc, Lizard, Knight, Viking and Stripper all get hostile stares, but we are not offended as the villagers are hostile and rude to each other as well. Many of them are also life-drained & will-bound to the forces of hell. We eventually get the horses stabled and have breakfast, while a message is sent to Father D'Assini to see if he will accept visitors. If he says 'no', we would be suspicious and see him anyway, but we have to go through the right process. Humans! The breakfast is poor, as the harvest has been bad – no fresh berries, and the gruel is from mouldy grain. The fish is OK, so maybe the waterways aren't affected. Even the stables have some possession wards running. We sleep for a few hours, except Peter, who cleans his armour. With no sleep, his decisions will keep getting worse.
Around 9am, we finally get a reply from the innkeeper that Father D'Assini will see us – he is in a tower 4 miles NE of Hillcrest. He warns us to come with extra caution; Peter says 'just ride normally'. We follow a cart track. As we enter a small stand of trees, I feel there is likely to be an ambush, so I warn the party and dismount. Only Peter is a good horseman, and the two earth mages and the lizard need to be on the ground to either fight or cast magic. We are attacked by more than a score of blacked wingéd things, which swoop in and leech onto our faces and those of our horses. We shred those that get close, while our horses rear and panic. Peter gallops in circles, trying to stab them with his lance. We group up and help each other and cast a couple of spells to take some of them down, and then when we have a breathing space and have removed the creatures from our horses, we mount up and head on out of the woods. The creatures are neither birds nor reptiles nor bats, but creatures of foul magic - not that we read their auras.
A couple of miles further along the cart track, we come over a rise and see a small keep, with a number of high-ranking Urielites hanging around the base. In this case, I mean literally hanging, as in by the neck on gibbets. We approach the tower, and are challenged by a Urielite Brother, who then orders us to come inside. Like good little lambs, we do so. Apparently the Father is going to be 'busy' for another half-hour, so we stable and brush down the horses to avoid being snubbed. Eventually we enter the main keep, where the Brother and Father D'Assini great us. D'Assini is a sorcerer with many magical trickets. There is a table of food, covered with cloth and warded – they claim this is they entire supply of food. The story is then laid on more thickly: apparently all the Urielites were hung for their own good, and for the safety of the countryside. There is a man upstairs, called The Traveller, who D'Assini is tending to. This is supposedly the source of the plague. After a short discussion, we are advised to leave all our magic items behind in the great hall, and to allow the Brother to 'ward' them, as otherwise The Traveller will turn them against us. We are assured that our own ward rituals will not protect the items fro the traveller's influence. The party meekly start stripping off their items. Once more, for the record, I will mention that Peter had no sleep last night, and was trained to believe and obey other members of the Urielite order, so our Leader and Military Strategist should not be held completely to blame. These notes have been left in Judith's saddle-bags, and she has been left free at the keep gate with strict instructions to wait until the party is ritually slaughtered or we come back corrupted, and then flee east and down river until she finds a nice master.
My rabbit and I have talked it through, and we will make our stand with the rest of the party; it is the only right thing to do.
Meeting the Traveller
Ravenskeep Northward
Sidetracked by a God
After disturbed dreams we awake and eat then check out the graves.
- Grandma Hodges
- Wallace Hodges
Buds growing near headstones on both graves. One has been here 30 hrs and also glows lavender to Sam. It's a rye grass that has protection from maelific influences. The other has protective herbal abilities.
The area around the graves is consecrated (15' x 8' with the graves near one end)
The wind is moving unnaturally and Vapour feels it's magical in nature. Sam doesn't think so but I think it's a remnant of a charming magic.
We head off towards the dwarven area up the magical stream
Party order changes slightly as we put Sam to the rear and bring myself near to the front.
A bit further along the path the stream cross the path and Vapour finds the source of the stream about a mile away but off the path to the West. We mark the crossing point ranger style.
A little bit later Sam has a strange urge to head off the path to the East.
Sam DA's himself and asks "Name of last magic to affect". A summoning.
We follow Sam's feelings. To a blossoming Cherry tree.
It's magical, and a portal possibly to nowhere. The rest of the party goes through before I can tell them this so I wait for the to return and tell me it's safe. After 5 minutes my curiosity gets the better of me and I go through. On the other side the grass has no plane of origin.
The grass is even yet unmown, the path even and well maintained. About 20 minutes along the path we cross over a ridgeline and see earthen defense works around a cottage. It has been burnt a little.
The squire gets encompassed by a glow that surrounds him and stop's my DA.
Whilst the house doesn't provide every whim it does provide needs and reasonable wants.
A couple of hour later the house creaks and the door opens and a small old human man walks in. He greets us as Sam and companions. He takes refreshment as we assemble.
Kron says praying doesn't work for him.
He tells us.
- Princess found her true love who was loved by another maid.
- The other maid committed suicide and her brother, having been dabbling with Dissenic, embarked on revenge.
- The other maid had made other arrangements and thus is still acting in the realm but through her younger sister.
- Urielites are targetted as they married the Princess and chosen against the wishes of his family and his betrothed's (the suicide) family too. He is of the family Silver-hammer and the suicide is called Roseanne.
Kron has a Priestess of some standing (higher than the two families). Actions are find sister and convince her to stop acting for sister and also convince brother to stop his vengence.
Brother to be given to Urielite court. The clan court is believed to be too riven to be just. He needs to be made aware of the grief he has wrought in his own grief.
The younger sister is being unduly influenced by the suicide.
Time is short and other forces are attempting to horn in on the situation.
We have to stay the night, ad the sleep is very refreshing, but about 5am there are sounds of battle outside.
Dawn brings an opening of the house.
Kron brings some amulets out.
- Squire's will aid him
- Peter's improves his detection of (this) evil
- Sam's will boost his willpower (against lust possibly)
- Mine will provide three extra shift per day (for almost a week)
- Vapour's will improve his wind sense and allow him to pick up the taint
- Cher's will allow the detection of evil magic and is tasked with assisting Peter justice with mercy and compassion.
He also give Sam a sack of nine candles of communion with him. If any of the rest of us must use them we need to wrap a hair around the wick before lighting (Cher should use a scale).
He sets up a portal for us to leave to a couple of hundred of yards up the path.
Greer is released as we cross the threshold leaving. We find the Oak along the path. Through the Oak we return.
Sam finds some dwarven tracks and Vapour sees something weird in the wind.
10 in squad from tracks. And they stay off the road.
We follow the tracks to the entrance to the dwarven caves.
Meeting the Dwarves
We arrive at the entrance to the Dwarven cave about 8am.
There are signs of a scuffle with some dwarven blood and a scorch from a Blackfire (Rk 15) with aspects of Phantasm on one half of the door. The other door had a ward triggered of Fear.
We open the right door (burnt), check the ward within (It's Mass Fear) and then Sam steps in and Panics.
In the room is an injured Dwarf, on an altar (most recently to Kron). It is a sanctified room.
We then go down the adjacent corridor, triggering a Harm Entity Ward (Sam resisted) and Hellfire Ward (Peter resists) in the junction. At the junction, to the right is a room with Warded with Wall of Stone. The corners in each direction have Hellfire wards in them. I (eventually) counterspell under where the wall would appear.
After checking through the door with transparency, we call out to the dwarves within and after some small discussion and the scroll from Kron they treat us as friends. We begin helping them and get their story.
Around midnight, about 15 dwarves they thought lost to them attacked and headed further in.
Peter pulls his finger out to pray and heal more. And Sam heals more with trollskin.
Hrothstar of the Rockmina Clan, priestess of Just gods including Kron but also interest in the Human religon of the Lady.
Peter' Prayers complete and the finger points to the tainted area during. He removes the taint from 3 of the affected and improves Greer.
Roseanne has five younger sisters. Jolie and Daria have been praying with Hrothstar occasionally. One brother, Tomsk has been doing a weird personal project in the family forge.
Courses of action:
- Visit brother – Convince him of excessiveness of his reaction
- Visit place of sisters burial / spirit / haunting and conscecrate
- Visit younger sister and remove the corruption
- Kill evil dwarves
Through the Warrens
From Cher. As we ready for our trip through the dwarves complex, Peter and me spotted something black move across one of the corners of the room. I managed to get a D.E. off on it but came up not as magical, but as something with magic on it. Upon further investigation of the dwarfs who were in that part of the room, via healer empathy, found that they were drained. This led us to the conclusion that either a spectre or wrath was lurking about. Sam quickly put his pet crystal rabbit on guard and the rest of us reorganized the rest of the injured away from the walls. When we finally were ready to leave we decided that we should travel in two groups. Us, with Maryfeather, in the lead group and the dwarfs follow behind. The trip to the first on our list, the brother, started out to be a bit convoluted and narrow, but soon turned into more wider, but not much higher, tunnels. It is now that we placed our selves in a much better marching order. Peter and Vapour at the front, Greer, Maryfeather and Sam in the middle, and Jonas and me at the back. We made good time, now that the tunnels were easier, only stopping to lower the wards and magical traps, and for some reason, Sam to doodle on the walls. It is not until we came across one particular trap, one that involved Maryfeather kneeling down, moving a brick, and flicking a switch, that I realized Sam was actually marking our way. Also this trap was quite interesting, it was at a t-intersection and when Maryfeather deactivated it a gate came down blocking the way. I noticed that it was magical and pointed it out, that's when Sam cleared his throat and spat at the gate, the spit sizzled when it hit.
(Sam's D.A.: Will this stop a wrath? Answer: No'ish)
After the entertaining sizzle it was only a short while until Maryfeather stopped us and said that we are coming up to and area, which is a trade area, and that the brother's shop is just off it. Not wanting to draw attention to ourselves we formed a loose group, close to marching order, and carried on. There was a fair amount of activity, but not too much, and made it across with no problems. As we approached the corridor that his shop was down, we noticed that there was a sort of haze above the entranceway, which looked out of place. We were not exactly sure what it was but it was evil and, while not blocking, on the path we had to take. Peter had the plan to attack first and ask questions later; it was evil after all. We approached...
Before Peter could get a hit, Vapour leapt forward, and the miasma tempted poor Vapour who seemed to temporarily resist the effects of the creature. Next Peter got a mighty blow on it, and the Haze shrank. Brave Sam leap in to save Vapour, but but this conflicted with Vapour's clever plan to use a web to stop himself from going further down the corridor, and the effort of fighting off the miasma from their minds left them unable to cooperate. Peter battled on, landing another blow. Cher moved up to help, but it was too wily. MaryFeather joined in and started to prepare a spell. Meanwhile no one had noticed that when Cher moved up she had cut in front of Jonas, and her deadly threshing tail had sent him flying into a coil of rope, which he promptly got tangled in. Sam and Vapour managed to collectively wrench themselves loose of the rapidly weakening coercion, and threw themselves backwards, just as Peter stepped forward and finished off the mist. The pile of Vapour, Sam, and Peter took a while to untangle, and with Greer helping Jonas out of the rope, we were not at our most impressive.
We then went down the tunnel, finding the brother working at the forge.
As we were going down the tunnel, I was a bit worried about Vapor. He kept on dropping down on the floor, rolling about and crawling, then getting back up again. Either the Haze may have gotten to him or he was just being Vapor. Since the whole process was looked ever so stylish and cool, I think the latter was the case.
Before we got to the brothers forge we pass a couple of rooms opposite each other. To the left of us was a wool spinners workshop and to the right a leather workshop which seemed to be unoccupied. Next was the brother's forge and opposite that was were he stored his coal and metal for smelting. Having no further resistance we entered the workshop. It was occupied by four individuals. Two apprentice types, one sorting out coal/metal and the other working on something, the stoker keeping the fire going, and the brother. Upon talking to the brother for a few seconds found that he was in the middle of something and he could not stop and have a longer chat. So we took the opportunity to do a bit of D.A.'s and D.E.'s. Our results were that the apprentice shorting out the coal/metal was tainted, but not the brother. The apprentice's taint seemed to be coming from the metal they were using. Thou some of it was magical of it self, some of it was also tainted. Sam being a wise orc took some samples to study later. Peter, while watching the craftsmanship of the brother, did a sense evil and found that the brother had a conflict of his soul happening. Once the brother had finished we were able to have a longer talk.
MaryFeather reassured him that we were trustworthy, and so he agreed to talk to us after finishing his work.We did not reveal how we knew, but said that we were investigating the taint since it was heavily infecting the outside areas and the trail lead back to him.
We explained the situation to [The Brother], who was quite sure that the method of "revenge" he planned could not have been the cause of corruption. In the interim though, we did notice he was currently being controlled magically.
Revealing more we said that something had taken that and twisted it and made it more than it should be.This was much for him to process and decided to take the matter to the head of the house, his father.
So more twisting warrens, and scraping of Peter's helmet, we arrived at the home of the family. The brother knocked there was no answer. He knocked again still no answer, so he opened the door. Inside was dark which was unusual, but as our adjusted we saw that the placed had been trashed.
Before we could hold him back the brother rushed in shouting for his farther and mother. We also moved in taking a defensive stance. Seeing that who ever trashed the place had left, we immediately started tending to the injured. Sam, being the caring orc that he is, tended to the mother cradling her and checking to see if she was all right. Our other healer brought around the father, who was still grasping his axe. Being a bit disoriented upon coming to, he started to lash out at us. But with a few soft and reassuring words he calmed down and sarted to tell us what happened.
All Dwarves are Crazy
Session 8 6th (about 10 am)
The thieves took the Son's satchel. He runs into his room and we (Sam and I) follow. They got his God's Orb. And the activating scroll as well.
There is a commotion and we return into the main room to see Vapour and Cher fighting. I change, but Peter, Vapour and Merryfeather push Cher into one of Sam's Hands of Earth.
I DA Cher for duration of last magic to affect: Indefinite.
A hordette of dwarven maids enters, one gets caught in hands, then Sam puts up next set of hands. He puts some of the maids into hands and then MerryFeather and the Father start to try and calm things down.
Peter ventures into a back room an encounters some evil.
We leave and then Peter ask's Sam to tunnel through the wall and on third attempt causes a hole through his, Mine and Vapour's,. After a few (32) seconds of excruciating pain it ends and then we have trauma reactions for a minute or two.
When Sam recovers he tries again, and after bit backfires again and causes Himself and I to be very dense.
Meanwhile Cher has been fighting an evil in a back room for a bit and then legs it out of the rooms.
- "That's it, next time I find unholy evil I'm not leaving it behind"- Peter
- "You don't pick up unholy evil with your bare (tiger) mouth" - Jonas
The family regroups and spends an hour regrouping and then Merryfeather pops her head out and fills us in. We return the favour and recommend the family be moved whilst we clear the rooms out.
All of the daughters I can see have a taint of evil.
We discuss our plans then find the other small evil, a necklace. We put it and the coin purse in a satchel in the corner of the main room.
We open the door into the inner (girls) room. I DA the volume inside the door and see motes of Formerly living dwarf. Sam DA's the Pentacle and asks who it summons (Andrealphus). There's also sand on the floor. No circle and the triangle is in the pentacle.
Peter realises where he is, blushes and leaves. Sam searches the room some more, finds a few things and then finds a small metallic Peacock. He tosses it towards the doorway and it crosses the pentacle. . . . .
Our Last Moments
Sam found something under a bed, and flicked it towards the doorway. The metal figurine of Andrealphus went flying right into the centre of the pentacle ...
Surviving the Vortex (just)
Session 9 (Still later on the 6th)
The lights go out. And a rumbling sound starts. I hear a female voice inside my head. "Your mind is mine" With my last free thought I choose to change to confuse her.
When I finish the voice is lessened, the smell is sulphurous and a friendly voice is nearby. After my Renove experiences I flee the area, bounding cleanly over Vapour but failing to skirt Peter.
Cher pulls Vapour out just as a claw slashes and catches on to Vapours upper back. Then he starts to slide back. Vapour strikes a claw with a vial of holy water. Cher begins the pull again, and I leap and latch Vapour with claw to his armour's leg Peter helps and we manage to get Vapour out.
With Vapour out, Peter heads in to save Sam, Vapour gets up, Cher throws holy water.
Vapour heads in, slips into Peter and My leap doesn't land on the dresser cause it's not there and I skitter into the corner. The voice I my mind seduces me with succulent food and yummy catnip.
Peter hits, Vapour gets up and Sam changes. I'm still enthralled.
Vapour throws holy water. Peter gathers himself. Sam and I are still enthralled.
Peter strikes at the claw attached to him, Vapour throws a holy water, Sam recovers a little, I'm still enthralled.
Peter and Vapour prepare to attack, Cher enters the room. Sam recovers some more. Purrrrrr.
Peter and Vapour attack again, Cher moves in. Sam snags me as I'm going down and snaps me out of it.
Peter and Vapour continue attacking. Cher moves in some more. Sam and I reach the edge of the portal.
Vapour briefly succumbs and moves to the edge but is wedged, Cher slides in and strikes, Peter . I succumb and dive back in, Sam leaps after me and snaps at my tail.
Vapour begins to be dragged into the hole, but teleports away safely. Sam and I recover and clamber 'up' and Peter steps forward.
Quote: "I'm immune to such blandishments" - Peter the Knight as he steps into Hell.
Peter prays louder, Vapour hunts for rope to drag out the others, Sam and I reach the room proper, Cher recovers from edge and strikes.
I leap for the worst (non-dog) smell but am not able to hurt it. Sam circles the other way and encounters Peter. Vapour steps toward his mirror
Cher misses, Peter, Sam and I distract and wrench at the beasty. During this I start to feel better and stronger.
Cher strikes and hits me. OUCH! My heads clears quickly.
Then she hits me again. OUCH! (almost as bad)
She doesn't hit me a third time. So distract the gribbly some more.
It drops away and I bounce off it and hit something small and scaly.
We have all managed to escape and leave the area alone.
Session 10: Exorcism of Evil
We regroup and brush off, deciding to move forward with our original plan. Next Step is to visit the site of the sisters death and attempt to cleanse the area and release her spirit.
After visiting the Brother across town, we head back again to the now abandoned and closed-up apartment where she comitted suicide.
There is a clear area of evil where the sister died, as a pool of blood.
Peter needs to perform the ritual for a full night. He stays in the room with his new Squire at his side praying with his shield ready. The rest of us stay outside and guard the entrance.
The area quickly becomes dark, with a glow surrounding Peter keeping the inky darkness at bay.
Furniture in the apartments starts to shake and fly around the room, and Cher decides to disintergrate a particularly scary looking chest of drawers in her nervousness
It becomes even darker, and we can only see the glow from Peter now in the room, with groans and other noises apparent at times
Meanwhile, we get an unfriendly visit from sister (Kelly) obviously under the influence of the evil spirit and out to get us. We subdue her and Sam uses his skills with women to make her unconscious for the duration of the night.
While we are are distracted by the exorcism, we discover that Kelly is being dragged away by the youngest sister, Shelly. Vapour chases to stop this, and noticed that Kelly is being dragged towards an opening in the wall, seemingly oblivious to the fact that an same inky undead blackness waiting in the opening.
Vapour deals to the blackness with a couple of good hits, after which it retreats.
Shelly is very distressed and seems genuine in her reasons for trying to get Kelly away from us (after all, Kelly is now unconscious). We are unable to convincer of our good intentions, so she is also put to sleep discretely for her own safety.
The night continues. We have a number of hairy hell-creatures arrive, but managed to keep them at bay with a series of magical walls and barriers.
At the peak of the night, we decide to extract Peter's squire from the room, and he is in a bad way: He is filled with Evil and almost dead with most of his blood having been squeezed from him. We managed to stabilize him enough until we have time to remove the evil the next day.
Slowly, the evil is exorcised, and the darkness finally disipates...
Investigations and Alarums
Session 11 - Early on the 7th
After the tiring evening, dawn arrives and then breakfast.
The evenings rituals have removed the evil from the room, but much of it appears to gone into Peter's shield.
Merryfeather enquires how our night went and informs us that the SilverHammer brother is on our way to talk to us.
Greer's blessing by Peter ends with him still blind but otherwise better.
After Cher repairs the door there is a knocking and the brother (Sylvester) enter, he enquires after his missing sisters and then wakes the youngest first and talks to her quietly. After a little while he wakes Kelly (the elder sister). She's more disoriented and wonders why she's here "again". He then ushers his sisters out and leads them away.
We find the secret entrance into the passage where the girls were going to retreat to. The passage is quite short but the room behind the door has Alchemical apparatus, vials and books.
4 Books: DA from me: nature of the magic 1)Major curse. Doom of Death. Phrase 2)No answer. Mana Storage cast last. 3)No Aura. No answer. 4)Minor curse. Frostbite. No taint present.
Sam says the opening words as he puts the first book into the sack (last, ie after the other books) and it tries to open inside the sack.
Sam tunnels the other end of the corridor into the market and causes some disruption and we go unseen then run back an pull the spikes from the door.
We meetup with Sylvester and Merryfeather and head off somewhere to talk. Back to the SilverHammer rooms to fixup the summoning circle.
Back at the rooms we come clean about what we know (essentially the truth) about the situation. Slyvester was creating and "blessing" alloys with vengence and forming them into items in common use by the peasant and church folk (No more then 80 items).
He has some samples for us to review. His Makers Mark is a hammer hitting a feather.
Book 1) bound in Dragon guts and contain a mild Dragon id. It contains recipes involving dragon bits and dragon effects.
After a couple of hours (and a failed and successful divination) Sylvester, Merryfeather and Shelly return. Merryfeather explains whats involved to Shelly.
Sam's despondent at not being able to have the blood-letting be of tantric nature.
After a flash of darkness, the pentagram begins to fade.
(It's now just after lunchtime)
Session 12
Session 13
Session 13 Now late afternoon on the 7th
Sam and Vapour go into talk to the family and to heal Peter. Sam is given a couple of potions, one for him for fatigue and one for the worst of his patients.
Sam tunnels and Sam and Cher looks out and see the Dwarven infantry are through there and they say they're dealing with the situation.
Sam puts down his good (K)night and gives him some healing.
We evacuate the family and injured in the direction of the chapel and then go round to deal with the crature.
We go through two checkpoints and then get into sight of the combat. We capture the greeblie with a Hands of Earth and the dwarves can more easily defeat it.
Then the dwarves and us move through into the occupied room and defeat the last two greeblies. The last one leaves a puddle of an oily substance. The oil float on water and they're going to try holy water on it.
We retire to some new apartments, have dinner, set watches and get some decent rest.
(Morning of the 8th) Breakfast and Merryfeather fills us in on the limited events of the evening (Not much)
We head along to the Chapel. As the service moves from Kron into Uriel Peter joins in. We then retire with the family to talk about the situation.
The father thanks us (it goes on a bit long) and then gives us a chest and then Vapour present the family with a statue of himself.
"He doesn't steal" - Vapour "That's the point!" - Sam
Despite Sam and Vapour's willingness to attend the party tonight we can leave accompanied
Vapour casts flying on us all (3 casts). Cher finally admits (under confusion) that she's a Dragon.
We head for Ravenskeep.
On landing, Peter starts to sink into the marsh besides the river. I try to help him out but aren't strong enough until I cast a Hands and wrap the rope around it.
Walk into town arriving a bit after lunch. We spend the afternoon filling the bishop in on the situation.
Cher check the chest and it contains gold and gems
Then have dinner and rest the night. We then set out to find the tainted items in town. And then head out to the fields.
We start to carefully disassemble the cairns and instruct the acolytes and priests how to do so.
We spend the next day doing the same thing at the next town and again at the other town then on to the keep where the traveller is.
As we approach the tower, it's in worse repair.
Four knights charge from behind us, not touching the ground. Sam runs away and so I cast my Hands in front of them, but they basically charge through.
After we get to the gate, we see one knight firing lighting at shadows in the courtyard. Two knights clearing the ramparts and one heading towards where the traveller was. Peter follows the last knight.
After a couple of pulses Vapour and I (as Tiger) follow Peter. I am almost singed by a lightning and Vapour dodges cleanly.
When Cher follows she gets tagged by a lightning bolt.
Peter reaches the antechamber to find Father Francis and some other brothers unconscious and set-upon by some shadowy figures. He lays into the figures.
Vapour and I arrive shortly thereafter and with our (meager) assistance these shadowy figures are dispatched.
Peter then charges up to the (closed) door to the chamber where the Traveller had been held. He drops his shoulder charges. I leap, intending to add my strength and weight to his attempt to burst open the door.
My assistance isn't required and with only a small amount of damage to his armor Peter tumbles into the Traveller's room. I'm only a moment behind.
Calendar of Events
Winter | ||||||||||||||
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Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
0 Samhain
| ||||||||||||||
Frost (7) | ||||||||||||||
1 | 0 Guild Meeting Prelude |
2 | 1 Prelude After the Monastery |
3 | 1 The Traveller
|
4 | 1 Ravenskeep Northward
|
5 | 1 Sidetracked by a God
|
6 | 2 Meeting the Dwarves
| |||
7 | 2 Investigations and Alarums
|
8 | 2
|
9 | 3
|
10 | 3
|
11 | 3
|
12 | 3
|
13 | 4
| |
14 | 4
|
15 | 4
|
16 | 3
|
17 | 3
|
18 | 3
|
19 | 3
|
20 | 2
| |
21 | 2
|
22 | 2
|
23 | 1
|
24 | 1
|
25 | 1
|
26 | 1
|
27 | 0
| |
28 | 0
|
29 | 0
|
30 | 1
|