Adventure Two, Session Three Recap
We began as our heroes prepared to leave Bramble for the city of Sacrament. However, before they departed, some new information came to light. First, with regards to The Rod of Ryktuss, Krimko explained how its power works. It grants the wielder control of both the undead and (to a limited degree) the living (turning them into zombified, but living, slaves). He determined that none had either been aware of, or was able to remove, the magic disc he inserted into the mouth of the skull. This disc coudn't repress the full power of the rod, but it curtailed it severely. He placed this disc there when he was forced to flee the City of Sage (and the Boorka) years ago. He couldn't abscond with the rod itself, so this was the next best thing he could do. He also, much to his fear, determined that the rod had been recently used. But by whom?
After some conjecture, it came to light that Zelna was separated from the rod for around two hours when all her gear was temporarily confiscated by the Isagorn at Narfell. Specifically, Kenyss the Iron Shadows agent, is the one who "examined" the rod. This fact, combined with the bizarre circumstances of the "dummy" shipment she sent the PC's back to Bramble with, raised a bit of suspicion about Kenyss and her motives.
The party even went to The Sundered Boar to speak with Talask and Sneg, to see if they had any additional information on the subject. The only thing they learned was that the Isagorn have become increasingly paranoid that war is coming, and in response have begun ramping up the war support effort, creating goods and shipping them to their various outposts across Hariel Majour. Talask also mentioned that Kenyss is a bright young star amongst the Iron Shadows, graduating first in her class and quickly rising through the ranks. She's always out to "prove herself."
After this, the party set off on the road to Sacrament, hiring the same carriage as in Adventure One. Ben, the owner/driver, however demanded essentially double pay from the PC's, citing as his reason, "hazard pay."
The three day road trip to Sacrament was largely uneventful, with the party only encountering a dead horse being devoured by a pack of hyenas and, in a separate incident, a section of deforested Dullwood, with tree petrified tree stumps. When Teffa used "Speak with Animals" to question some insane, mutant birds hanging out in the trees nearby, she learned that apparently a medusa is loose in the area. The party quickly got out of there and avoided a possible confrontation.
They eventually reached Sacrament, the "City In Honor to Valimshae, Lord of Prosperity and Coin." Sacrament is a theocracy, ruled by priests of Valimshae. As such, the city is home to many banks and gambling establishments, as Valimshae encourages his followers to "entertain that which others call vice, but what we know to be progress and personal development." Upon reaching the city, the party set out to find an inn to rest. They came upon "The Rusty Cup," a tavern and inn that happened to be located directly across the street from "Wymer and Sons" (the money lender and vault where the party was to meet Quinias Merto).
After questioning a bank teller, Esma, and determining that Quinias has yet to arrive, the party decided to keep and eye on the bank from The Rusty Cup. After enjoying a nice meal and several ales, the party witnessed a group of young farmers enter, out of breath and scared. Listening in to their conversation, the party learned that the farmers spotted a group of "undead" headed towards town. The party convinced the young farmers to go report this to the constable, and right around this time, Guy noticed a group of seven or so CLOAKED FIGURES enter Wymer and Sons, across the street.
The party went to investigate, and although most of them remained outdoors (watching through the windows), Guy decided to go inside. Shortly after he entered, more cloaked figures arrived and a deep, disembodied voice announced that the BANK WAS BEING ROBBED. The cloaked figures revealed themselves to be undead skeletons and zombies (with bags to collect money and precious gems) and they proceeded to take everything valuable from the commoners who only came here to make deposits.
Finally, adding to the retinue of slowly rotting bank robbers, Lord Vorliss himself arrived (having voiced his command to "hand over all your valuables" from outside, just before). Vorliss stood back and let his minions do most the work.
When one teller and a bank guard were severely roughed up by the undead minions, Zelna decided to intervene, and she ran into the fray. The party decided to go in with her. A battle broke out, with the party facing off against vast numbers of the undead. During the fray, Guy managed to take the stairs to the vault, where he encountered more guards and the Vault Master, a dwarf named Farristal.
Back on the surface level, suddenly (and out of character) the bank teller Esme suddenly, and seemingly bravely, approached Vorliss. The party assumed this was to confront him. But when she reached striking distance, she suddenly offered him a vault key! After this, Vorliss pushed through the pile of combatants and made his way down to the vault, following Guy.
Down in the vault, Farristol turned to the gnome accountant Meenosh, and told him to "release the golem." But first, Guy had to help him find the key to the golem pen. Meenosh unlocked the pen, but before he was able to activate the Stone Golem (a massive statue made of stone, but resembling a stout woman holding two sabres) suddenly Farristal (out of character) turned on him and knocked the gnome unconscious! This left Guy to save the day. He rushed into the golem pen and pulled the lever that released the stony construct.
Zelna also made her way down to the vault, in an attempt to help, as she thought she perhaps knew how to use the Rod of Ryktuss. She was reticent to use it's corrupting powers, but the party egged her on. It might be their only chance to turn the tide of battle. Zelna attempted to use the rod to control Vorliss, and for a few moments it seemed to actually work! Vorliss began backing away from Guy (who he was about to strike), as if pulled by an unseen force. Zelna reeled him in towards her, but once he was within arms length, he suddenly turned around and grabbed her, tossing Zelna over his shoulder. And Zelna was still in possession of the wand!
The fight raged on, and on the surface level (above the vault) the party was actually eliminating a good number of the undead. Even Grumbeth took out a skeletal warrior, using its leg bone as a dog bone.
Guy attempted to stop Vorliss as he returned to the surface level, and he got a few good shots in, however the Death Knight was simply too powerful. Once above, everyone focused their efforts on taking down Vorliss and rescuing Zelna. For a few shining moments, it even seemed like they might succeed. In any case, they did a good amount of damage to Vorliss. In fact, when he was down below in the vaults, Guy pulled a Hail Mary and tossed a bean from his "bag of beans" at Vorliss, striking him in the chest. The bean exploded, throwing Vorliss against the wall and smoldering his armor, but he simply kept going.
The party was not able to stop Vorliss from reaching the front doors, though by this time they'd actually eliminated the vast majority of his soldiers. Once past the entrance, Vorliss (with Zelna still in tow) summoned his steed, a "nightmare." Nightmares are undead horses, partially skeletal, powered by the forces of hell. He threw Zelna over the saddle and mounted the monstrous steed. As he took off, Guy aimed a few "Magic Missiles" at the horse, hoping to take it down.
Unfortunately, Vorliss escaped, along with Zelna and the wand. As we left the party, they were preparing to possibly pursue Vorliss, as they could see the direction he was headed. Can they stop him before he has the chance to utilize the wand? Is that even his goal?
We'll find out in the next adventure!
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