Session 381 - Tears in the Night
General Summary
10th to 12th of Kelen Spring 728TR
The story so far
A group of Heroes re-enter the stage after almost four years since their last adventure.
Sir Odin, a former Erkan of the Checked Shield, has been raised to knighthood.
Remy, a former master thief and active gambler, has won and lost fortunes.
Abaddon has traveled the wilderness, perfecting his impressive martial skills.
Edelina, a scholarly priestess of the god of Knowledge Save K’Nor, joins them on their adventures.
This is the continuation of Session 379 - The Forbidden Hill.
Location - Manor of Posiar, in the Kingdom of Kanday.
The village of Posiar has been plagued by nightmares for over a week. The villagers are tired, grumpy, and on the edge. The Lady of the Manor, Erane Erden, and the local Priest of Peoni, Father Habus, have asked the heroes to investigate.
The unnerving events started after a fierce storm felled a great tree atop the sinister Forbidden Hill. Animal life fled the hill, and a large opening to underground passages was uncovered. The heroes have entered.
Part 1 – Munching Bones
The first chambers are covered in wet, sticky mud. Rotten wooden statues of what Edelina believes to be earth spirits or a tribal earth goddess flank the entrance. The next chamber contains dozens of clay pots filled with dusty animal bones or scraps of cloth. The air is stagnant, and the heroes feel lightheaded, although Remy conjures some fresh air, which helps.
Further in the air, it turns rancid, and something rotten is nearby. The heroes enter a crypt with dozens of vaults along the walls. In the vaults are skeletons and, on occasion, rusty weapons. However, the orderly arrangement of bones has been disturbed. Bones are scattered on the floor, and many of them show signs of gnaw marks. The cause is soon apparent: magical Light from Edelina's hands reveals a disgusting-looking humanoid creature, only 4 to 5 feet tall but with exceptionally long limbs, hunched back, and covered in stinking, messy brown fur. Its head has an oversized jaw with yellow tusks, and its eyes are bulbous and huge. These are the much-loathed, grave wights who, despite their grotesque appearance, are living creatures.
Odin charges in, catching the cowering creature off-guard. Unfortunately, this is a ruse as another hides in an adjacent vault and emerges behind the brave knight. The party battles on, Odin is caught in the vice-like grip of one of the smelly humanoids, and Remy is bitten badly on the shoulder. Odin decapitates one, but a repulsive female grave wright shambles forward from a chamber further back. She looks at the heroes with her Evil Eye, and they become paranoid and frightened. Nevertheless, although shaken, the heroes battle on. Soon, the remaining male wight is badly wounded, and the female's evil eye focuses again, screaming “Flee” telepathically at Odin. Fortunately, he has just enough strength to resist running to safety. The remaining grave wrights are eventually cut down, but the heroes must spend time bandaging up.
Part 2 – More Threats
Furthermore, the air quality continues to deteriorate. The heroes avoid a well-concealed pit trap and find a shrine with a stone table inscribed with carvings of animals and fae creatures. At an ossuary, they see scores of skulls and a rusty chest filled, disappointingly, with dried acorn shells. Some wooden statues of earth spirits animate but are quickly turned into splinters.
A rockslide partially blocks the passage forward, but the heroes think they can squeeze through. Edelina feels powerful psionic examinations of something nearby. Again, the elemental spirits of the earth awaken, and boulders animate, but they are soon broken down. On hands and knees, heroes make their way through the blocked passage, receiving a few bumps and grazes for their efforts. What they find surprises them.
Part 3 – Sinmara
The chamber is illuminated by a green light emitting from a magical semi-transparent dome. Inside, a green mist boils and the skeletal remains of some demonic-looking horned winged creature. The dome is contained in a complex magical circle inscribed on the ground, although rocks and water have partially ruined it from a recent mudslide. Old wooden chests lay nearby, their iron locks nothing but solid rust.
As the party walks around the circle, the mist seems to follow. Puzzled, the characters try speaking to the fog, but it does not respond, and Edelina thinks the barrier likely stops telepathy. They consider repairing the magic circle but lack the knowledge of arcane. Left with few options, they discuss destroying the creature.But first, they open the chest, finding the contents mostly ruined except for some silver bars and an expensive silver bowl. There are tattered ceremonial headdresses and clothing that Remy tries on. They are in an appalling state, with more holes than cloth, but it seems to draw the attention of the smoke creature. Taking a risk, he slicks his arm through the barrier. The green smoke warps around it but does not harm him.
The party makes a decision. As they cannot stay with the bad air for much longer, they will disrupt the remaining barrier, releasing the entity. They are ready for a fight if necessary.
As Remy scruffs the magical circle with his foot, the barrier disappears. Suddenly, they feel a wave of joy and telepathically hear a female voice. “Free at last. Thank you. I have been imprisoned for so long. I am Sinmara and in your debt.” The spirit disappears, and heroes feel they have done a great good. Edelina feels the psionic noise she felt earlier has gone.
Part 4 – Celebrations
The party quickly rechecks the area and finds a magical silver amulet with a large red stone among the ruined goods in one of the chests, the Earthmother's Charm; they must have missed it when they first looked.
They emerge from the Forbidden Hill, report the events to Lady Erane Erden and Father Habus, and rest the night, to see what happens. Is the threat truly gone?The following day, the party wakes well-rested, as does the village. This is the first night the village has slept without nightmares in many days. The villagers, her ladyship, and Father Habus are ecstatic and see the party as their savior and great heroes. Lady Erane organizes a great feast in their honor, which will be held in the commons, with everyone in the village attending. She is also generous and, against her chamberlain's half-hearted objections, allows the heroes to keep all the treasures they found in their expedition.
During the feast, the Lord of the manor, Sir Maild Erden, arrives from his quest to fight the orcish hordes in the distant Kingdom of Kaldor. After a few moments of puzzlement and a long private discussion with his wife, the battle-hardened knight thanks the party for their efforts and rewards them with 5 acres of land each. For now, heroes decide to donate that for Father Habus and the Church of Peoni to manage.
To be continued.
NPC Interactions
Father Habus - Priest of Peoni.
Erane Erden - Lady of Posiar Manor.
Turryl of L’sean - Chamberlain.
Sir Maild Erden - Lord of Posiar Manor.
Created Content
Nothing this week.
Related Reports
Player Characters
Odin - Human - L5 Ranger
Background - Martial Disciple.
Archetype - Investigator.
Abaddon - Elf- L5 Monk
Background - Martial Disciple.
Archetypes - Druid.
Remy - Human - L5 Kineticist (Air and Metal)
Background - Acrobat.
Archetypes - Acrobat.
NPC Companion
Edelina - Human - L5 Holy Sage Sorcerer
Background - Astrologer.
Archetypes - Psychic.
Next Session
NPC Companion
Edelina of Sprunstone
Edelina, a scholarly priestess of the Church of Save K'Nor, who wanders the world looking for subjects to research. She has studied psionics and astrology.
Clan Erden
Clan Erden has held Manor of Posiar for 170 years and recently expanded its holdings to include a nearby hamlet at Traven.
Their liege lord is the Baron of Gimon.
Creative and fun as always, well done! Love this, I will probably steal the idea. Good stuff! Noticed a potential typo: gave wights I assume you meant gravewights or grave-wights.
Thanks, I corrected it.