Session 38
Month 5, Continued
The Serpent King and the Order of the Grim Fist have a long discussion, in which both sides try to suss out the other without sussing themselves out too much.
- Jade is a Servant of the Heron (*cough*necromancer*cough*). She may be 200 years old ("Jade the Beautiful" was a necromancer known to dabble in crossbreeding two centuries ago). She's probably not Chaotic. She's certainly not Lawful. She worships the Heron. She likes oaths. She can cast Quest. Merideth is very certain she's undead, and the heck with what the spells say.
- Somewhere in the catacombs are three religious artifacts of importance to the Heron. Jade will allow adventurers to explore the catacombs and raid anything there, if they will agree to seek out and bring her these:
- An emerald mirror which reflects (or shows) truth.
- A scroll embedded in stone. "Only the worthy may remove it." Jade thinks she's probably worthy.
- The petrified heart of the dragon Sekhmet.
- She has mapped out three levels of the catacombs below. There is a barrier after that which "some magical creatures," including Jade, cannot cross. Merideth mutters "abominations, maybe," and Jade heard ... but only agrees that that may in fact be the criteria.
- If they wish to go down into the catacombs, they must accept a Quest. She is willing to word the Quest to account for their domain duties.
- Her pet (!) dragon is fond of the Chief of Chiefs. She is fond of her pet. She has no other interest in the lizardmen. NOBODY liked the two dragons the Grim Fist killed.
Merideth also casts commune, marking the first time in the history of the Grim Fist that a proper divination is used.
Merideth: Will Jade the Undying use the artifacts for evil?
Light: Maybe.
Merideth: Will I regret accepting Jade the Undying’s Quest?
Light: Yes.
Merideth: Will I regret not accepting Jade the Undying’s Quest?
Light: Yes.
Chlodomer: You do regret pretty much everything.
Merideth: …
And then divination … four times.
Merideth: Anything we should know about the catacombs?
Light: Too many things. Do not sleep beneath the ebon jackal.
Merideth: Anything we should know about Jade?
Light: The Heron’s servants cannot lie.
Merideth: Why can’t you tell me if Jade will use the artifacts for evil?
Light: That decision has not yet been made.
Merideth: Does that mean we could persuade Jade to the side of good?
Light: It means you should examine your assumptions.
And right before the meeting with Jade the following morning, Augury:
Merideth: The action is, I ask Jade if she’s undead.
Light: Neither good nor bad.
So Merideth asks … and Jade is undead and very matter-of-fact about it. She is also a catastrophic crossbreeding failure combined with some ritual magic failures. And much more conservative with magical experimentation these days, yes. Merideth gives Galswintha a meaningful look, which Galswintha blithely ignores.
Instead, Galswintha asks her how a cleric managed crossbreeding …
Servant of the Heron (*cough*Necromancer*cough*): HD 0, Fighting 0, Divine 1, Arcane 3.Cast as divine spellcaster five levels lower. Cannot lie.
Cast as arcane spellcaster three levels lower.
Arms: club, dagger, sling; two-weapon fighting.
Armor: none.
No turn ability (1 custom; swapped for 1 at each of 3rd and 11th)
3rd: Secrets of the Dark Arts.
11th: After the Flesh.The first three levels are pretty brutal - there’s a reason no more of them are around - but if a PC wanted to try it, I’d let 'em.
Galswintha sighs enviously. Merideth harumphs.
The Grim Fist huddles, but Vulfelind is the only voice of dissent (she’d rather see if they can find a way to sneak into the catacombs) and she eventually capitulates. They review the wording …
… and accept the Quest to focus their efforts in the catacombs on finding the artifacts for Jade the Undying, however much effort that is (i.e., they can retreat when they choose to retreat, and they only spend as much time as they decide, but any time spent in the catacombs must be put toward acquiring the artifacts).
The Grim Fist returns home to finish out their domain duties for the month, with intent to return a few days later to begin their exploration.
Month 6
Population 55,500, profits 223,000 gp. Galswintha creeps toward spelldancer.
Merideth completes her Resurrection research … and succeeds! The whole team breathes easier until she says, “Now to try to make one.” This project will complete at the end of month 7.
The Grim Fist does a reconnaissance of the first three levels - a quick peek in each room Jade said she cleared. The overall impression is of a large, three-story-high, arched hallway coupled with offices and warehouses on either side. It’s a bit bizarre, and they treat it carefully.
Then they survey the three presumed entrances to deeper levels:
-
A straight stairwell, 40 feet wide and 30 feet long, which goes down 15 feet to a platform. Unlit, but another stairwell can just be seen past the platform. A curious-looking door is to the left of the platform. Vulfelind cautiously stealths down to the platform, then back up, reporting that the second set of stairs is the same as the first, but opens into a 40-foot-wide hall that stretches deep into darkness.
-
A locked door. “Presumed” to be for the deeper entrances because it was protected by the same shield preventing Jade from entering the other entrances.
-
A water well, 12 feet in diameter. They can see an indeterminate distance down before it is too dark. Vulfelind drops a glowing stone, which, at some greater but still indeterminate distance, briefly reveals a mass of coiled, writhing somethings, before a coil wraps around the stone and plunges the depth into darkness again.
Whatever keeps Jade out does not affect any member of the party, nor their companions, at the first entrance. No one volunteers to test the waters for the third. Vulfelind fails to pick the lock at the second, and they consider breaking the door down before returning to the stairs.
At the stairs, they stop briefly at the side-door, where Vulfelind again fails to pick the lock … so Chlodomer kicks the door in. Inside, what appears to be a walk-in closet with a rusted bucket, brooms, ancient lye, … a cleaning supplies closet!
Plus a (normal-sized) rat which disappears into a crack in the stones of the wall. Vulfelind unlocks the door from the other side, and reattaches it to the broken hinge. They move on and down, to the long, empty hall.
Another glowing stone is thrown via sling, and sails 200 feet down the corridor without meeting the end. Shadowed alcoves lay on either side for the entire length, roughly every 20-30 feet, some barred by portcullis, others open air. Footsteps echo oddly in the immense, underground Hall, punctuated by the occasional drip of water, but they push forward, retrieving and then throwing the stone again … and again.
After a thousand feet, and spotting and ignoring rusted and collapsed dwarven mechanisms scattered about, and the occasional tributary hall leading off, and the endless alcoves … Merideth stairs at her map.
“This isn’t a hall,” she whispers, “It’s a city street, lined by vendors.”
They remember the almost port-city feel of the offices and warehouses upstairs, and look more carefully at Merideth’s map … and indeed, if you built a port into the side of a cliff, it might resemble what has been drawn so far.
They check one of the alcoves: there is a cunning entrance, not secret but invisible from the front, which leads into a small set of apartments - one bed still intact here, a couch there - complete with a dozen ancient, dried corpses flopped here and there.
And as the Grim Fist is checking the back door, which appears to lead into a narrow, cramped back alley, the corpses begin to awkwardly jerk and stand up. They back out of the apartment in horror and slam the door shut.
On a lark, then, Vulfelind throws the glow stone back the way they came. It briefly illuminates a horde of silent, shambling undead before disappearing amidst the press of bodies.
Vulfelind, turning to Galswintha: I think I lost your rock.
Galswintha: I’ll make a new one.
Merideth attempts a turn undead on the closest shambling things, fully expecting them to powder … but they do not. The turning attempt is useful for something, however, granting Merideth two pieces of important knowledge:
- She is standing in a twice-shadowed region, forsaken by Lawful divinity.
- The crowd is animated by a single infernal spirit.
She turns and stares hard the other direction, into the dark. Just out of clear sight, there is motion. Slow. Silent. Shambling. The Grim Fist form a circle. The torch bearer is moved to the center. Weapons drawn, they prepare for the arriving horde.
They hear a few moaned syllables shared between the undead, and a sudden, stiff wind extinguishes the torch and plunges the party into darkness, save for a tiny radius from glowing weapons, and the ruddy glow just beginning to emanate from Galswintha’s mouth.
The corpses attack.
Dragon’s breath scours them. A seemingly invulnerable foxwoman dances death among the undead … until they change to grasping, and drag her away into the darkness. The gold-and-white warrior, strong as a giant, rushes to save her, leaving the elfmaid and the Church Knight to defend the torch bearer as he struggles to light the torch.
The elf maid makes an unladylike sound, turns … and teleports the torch bearer to safety. The undead take advantage of the momentary lapse in dragon fire, and lay hands on knight and maid both, dragging them off.
Chlodomer strikes down those dragging Vulfelind off, and both sprint back … but Galswintha and Merideth are gone.
Galswintha’s mouth is held shut, with her hand held in place over her lips. Merideth’s holy symbols are torn away and clatter to the floor. Both are dragged to a bloated, monstrous corpse being used to house the spirit’s central self. It titters at them, undisguised glee in its eyes, and the whispered moans seem to form words: “We will have such fun, you and we.”
Galswintha breathes her third dragon fire. Through lips and teeth. Through fingers and palm. It washes over Legion’s central corpse, and the corpse turns to ash and charred bone in an instant. Then she falls over, the shock and pain too much for her.
Fortunately, the corpses around the two (and everywhere else) also fall, as a reddish mist erupts from the remains of the central corpse and moves toward one of the other corpses.
Merideth takes it all in with a glance. Her holy symbol is a dozen paces away; she won’t make it. She lifts Galswintha and runs for her life, shouting for the others.
The Grim Fist reunite and flee together, as the collapsed corpses begin to stand up again - back up the stairs, past the barrier, into Jade’s lair.
Jade the Undying looks at them curiously as they arrive, and Merideth states, flatly, “The barrier isn’t to keep you out. It’s to keep them in.” They keep an eye out, but the corpses do not come within sight.
Galswintha is healed, but her face and right hand are a ruin; restore life & limb repairs the damage, but leaves her needing weeks of bed rest. This puts her work on the Stone Charm to complete in month 10.
The party decides to take the rest of the month off as well, and attend to suddenly urgent administrative matters while they best consider their next actions.