Tuesday 12 March 2013

Chapter Five - The Old Chapel

The group heads out at first light to the capital city of Greyholt.  Both the strange artifact, as well as the etching from the altar are safely tucked away in Liaathvain's belongings as they make their way out the gates of the Forum and head south towards their destination. 

The plains of Dahldrum are beautiful, and the group is making good time, that is until, they hear a strange humming sound coming from inside Liaathvain's pack.  As they investigate, they see that the box holding the small artifact is the source of the noise.  It's quiet at first, but when they see a strange building on the horizon the noise begins to pick up.  It is now quite noticeable, and wanting to err on the side of caution, the group decides to deviate from their current course and avoid it, noticing the humming gets weaker the further they stray from the building.  They change their minds though, when they hear a blood curdling scream come from the direction of the structure.

Electing to investigate, they approach what appears to be a large farmhouse. It's much larger than Boro's or Stuart's, and this one has a small fence sectioning off a front yard.  Arradel opts to stay outside, and takes the important items from Liaathvain, while she and Bogor approach the front door, weapons drawn.  Radamyr casts the spell Message on the two, which allows them to whisper messages to each other even if they are not within hearing distance.  Radamyr then heads to the back of the house to investigate.

Bogor and Liaathvain explore the house, and when they enter an unusually large gathering space in the house, they begin to feel as if this building was used as some kind of church. It's then that Bogor realizes one of the sconces on the wall is different from the others, and as he manipulates it, a trap door is released behind them.  As the two warriors make their way down the stairs, Liaathvain detects evil coming from a room down the hall.  As they turn the corner they see a revolting man standing over some kind of podium.

When the two heroes realize that he is preparing to cast a spell at them, they quickly end the evil man's life.  They realize he was reading up on books filled with dark magic, and are lead to believe this man was a Necromancer, a magic using person capable of raising the dead.  Not able to find the source of the scream, they decide it is time to leave.  Radamyr once again decides it would be a good idea to burn the house down, so he heads up stairs to start a fire.

Bogor goes to meet up with Arradel, but as soon he steps foot on the front lawn, two hands come shooting up from the ground.  Bogor is quick though, and manages to avoid being grasped by the hands.  They quickly realize that there must be another necromancer nearby, for Liaathvain detects a large number of evil sources.  All but one are coming from beneath them, the other is coming from the roof.  

More zombies start to pull themselves up from the ground, and Liaathvain and Bogor engage them.  Arradel starts moving around the house with her bow drawn, looking for a chance to see the evil on the roof.  It's not long before the wizard shows himself, and when Arradel tells the group that she spots him, Bogor decides to try something reckless.

Despite the fact that a fire is beginning to start, Bogor runs up the stairs leaving a competent paladin and sorcerer to deal with the undead.  He then climbs out a bedroom window, and somehow manages to pull himself up onto the roof.  Realizing that there is a very angry dwarf barbarian facing him, the necromancer begins to cast a spell.

He doesn't even get a chance to cast it, as Bogor unleashes his full strength on him.  Now teetering on the edge of a burning house, Arradel simply needed to fire one arrow at him, which she does with skill, causing him to fall from the roof.  Liaathvain and Radamyr finish off the remaining undead, and manage to get out of the house before the fire consumes it.  

Arradel then cuts the necromancer's head off, due to her lack of assurance that he will stay dead.  Her proximity to the dark wizard however, proves useful.  The artifact she had taken in her possession is met with another humming sound, coming from around the necromancer's now removed neck.  It is an amulet, black, eerie, and most assuredly evil.  

The group is now left with not one but two annoying, buzzing trinkets, which they elect to take with them to give to Sir Ravenhold. 

The fire consumes the last vestiges of the building.  Weary, and agitated due to the constant sound coming from the objects, the group trudges onward towards Greyholt.

Night falls, and they decide it best to separate the two black amulets to minimize the buzzing to help them sleep. They need their rest for the remaining journey ahead of them.

The stars make a home for themselves in the dark sky, and the group falls asleep beneath them.

To Be Continued...

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