Session 031 - Legacy of the Heretics
General Summary
Date 22nd to 27th Halane (8) 720TR (Autumn)
The story so far
Quazzy has spent months trying to infiltrate the Church of Naveh hoping to undermine their plans to summon the Greater Gytevsha Krasula. She has passed all of their tests and been given the mission of obtaining one of the Demigod Desridaen's legendary Long-knives.
We catch up with the heroes after they arrive back at the City of Coranan. They plan to substitute the Long-knife with a fake and also investigate the mysterious Ivor the Pale, a former heretical priest of Naveh. He may have information or be a potential ally.
Part 1 - The Heretic Cat Priest
The priest lives on the city westside, not far from Quazzys hovel, in squalor within a poor tenement filled with cats. Ivor the Pale meets with the party, and he seems a little bit crazy, but Quazzy soon develops a rapport.Ivor story.
He was a humble Priest of Naveh trained from childhood in deception, murder, and rituals.
About four years ago, the High Priest of the temple, who is also the Primate of the church on the Hârn, was summoned to meet with the Pontiff in the far Dalkesh Empire. No word was heard from him, and the temple fell to chaos and infighting.
Ivor complained and criticized the leadership and last year received a note containing a picture of a red skull. He had been selected to be murdered in a Dezenaka ritual. He survived, killing his would-be assassins in the process.
Now free of the church, he lived a miserable life until he had a drug-induced vision of Dekejis, Naveh's Cat, who told him he must purify the church.
He immediately founded The Servants of Dekejis, a cult he plans to grow and eventually replace the Church of Naveh. This will require the murder of every Naveah priest and assassin in the city.
Then he learned that the Head of the church, the Primate, has returned from his trip with an important mission. He has been instructed by the Pontiff to create the deadliest killing weapon powered by the murder and nightmares of thousands.
Quazzy decides he may be a potential ally. Ivor said it might be possible to corrupt the Primates plans, and when he summons Krasula he may be weakened or made to turn on his summoners. He will think on it.
He also indicates he may have a work opportunity for the players and asks if they would meet him at the Blue Clover Tavern in a couple of days.
Part 2 - The Handover
Quazzy travels again into the Shrine of Desridaen and meets with the Primate, who is accompanied by Temple Assassins and moving in the shadows several Gytevsha. She hands over the package (containing the fake dagger) to the eager Primate, who inspects the package noting that the seal did not appear to have been broken.The Primate does not thank Quazzy but says that she would be rewarded shortly.
Part 3 - The Blue Clover
A day later at the Blue Clover Tavern in a backroom Ivor makes a proposition. Beneath the tavern is a long-hidden and abandoned temple of the Order of Khamar , a heretical branch of the church of Agrik. He wants to claim this for his temple, but Dekejis has told him it is full of "Ghosts, Traps, and Demons." If the party were to clear it out, they may keep any treasures they find. He hints that the secrets of the Khamar weapon forging may be hidden within.
Part 4 - The Temple
The party travels through the concealed passageway and down a ladder into the temple. They find a large chamber ringed by Iron bars with eight passageways leading to other chambers. In the center is a large Octagonal pit filled with charcoal, and nearby is a large brass Gong.
Yureb finds an old brass necklace in a side chamber, a holy symbol of the Order of Khamar , and decides to wear it.
Part 5 - The Library
The party enters an old ruined Library. Lucia sets off a trap, and the room is immediately enveloped in deadly sulfurous poisonous gas. The heroes retreat, and after the vapor dissipates, they recover from among the ruins a small fortune of rare Agrikian Texts, some Athena identifies as heretical.
Quazzy also identifies several notes in rituals books indicating that a Suúra Demon may have been bound to this building. Athena and Quazzy determine that this dangerous fiend is immune to fire and poison and is resistant to most other forms of damage, including Athena's Balefire smites, but is highly susceptible to cold.
Part 6 - The Forge
This room contains anvils, grindstones, old rusty tools of weapon forging, and along the walls are large Copper Plates with inscriptions. While inspecting them, the forges flare into life and out emerges a fiery spirit which attacks after conjuring five lesser versions of its kind. Yureb notices that the Fire Wraiths appear to have difficulty striking him, likely due to the Order of Khamar holy symbol he is wearing. Quazzy's finds that her cold spells do significant damage, and one by one, the wraiths fires are extinguished.
The Copper Plates prove to be priceless artifacts, the Order of Khamar secret techniques for enchanting weapons. Three are recovered in a useable state while one is damaged but may be able to be restored.
Part 7 - The Entrails
The chamber opposite the entrance reeks of acid and decay. Inside is a horrible scene; dozens of heavily decayed corpses lie scattered on the floor, all are in pieces, and several show signs of having huge bellies that appear to have burst with the contents scattered all over the chamber. Athena recognizes these as the remains of Shroud Ghouls, and some appear to be twitching. The bile and slime among the corpses congeal into two horrifying creatures which attack. This slime burns away flesh and terrifies the party with the sheer horror of their appearance. The heroes are severely injured but recover an ancient clerical scroll left behind by the Priests of the Order Khamar.
As the party prepares to leave this chamber, the Octagonal Pit in the center of the building flares into life, and a Suúra Demon and 8 Vii emerge.
To be continued...
Rewards Granted
Holy Symbol of the Order of Khamar - A simple brass necklace painted with the Order's symbol.
Agrikian Holy Books - A large collection, some of the books are very rare.
Clerical Scrolls - Written in Surikal with the following spells - Lesser Restoration, Burning Hands, Hold Person, Spiritual Weapon, Flaming Weapon of Agrik, Dispel Magic, Wall of Fire, Holy Weapon
4 Bags of Holy Ash.
Missions/Quests Completed
Handed over the fake long-knife to the Church of Naveh. They appear unaware that they have been deceived.
Character(s) interacted with
Ivor the Pale - Heretic Priest, cat lover, and possible madman.
The Primate, High Priest of Naveh
Challenges Overcome
Poison gas trap.
1 Fire Wraith Lord and 5 Fire Wraiths.
2 Sarcophagus Slime.
Created Content
Dekejis, Demigod - Spy and Assassin servant of the god Naveh.
Blue Clover Tavern - Tavern, Gambling Hall, Drug Den and entrance to a lost temple.
Order of Khamar - Long lost heretical Order of Agrik. Master weapon-crafters.
The Khamar Copper Plates - containing secret techniques for enchanting weapons.
Related Reports
Notes
Players Character Status
Athena the Banshee - Level 9 Paladin of Vengeance.
Yureb - Level 9 Arcane Trickster.
Quazzy - Level 4 Necromancer and Level 5 Warlock Disciple of Desridaen.
Comments