PREVIOUSLY: The heroes begun their journey back to Kassen, a two day travel over ever so familiar ground. Whilst travelling, Kal became ill and diagnosed that he was infected with the plague from the rotted zombies. Kal soldiered on, and the heroes soon arrived at Kassen to a heroes’ welcome. Celebration turned to sorrow as the heroes revealed that many of the townsfolk were attacked by ruthless undead. As the festivities dwindled, the heroes returned to their homes to speak with their mentors and families. The heroes purchased new equipment and resupplied their used resources. During that time, it was found that strange happenings were occurring around the village. Sightings of ghosts and skeletal forms moving through the night were coming to the notice of the town hall. Meanwhile, Zevan and Asina Silvers begun sharing more time together, something that Kal has not taken kindly to…
EVENTS:
The following morning the heroes meet up at the riverbank as they have done for many years. They decide that they should start an investigation into the stolen amulets. Kal notes that there are several other things which have been going on around Kassen such as the diseased brownies and their connection to the Fey Queen that they claim is returning, and the poisoned honey.
The heroes split up and start their investigations. Evarl says he will keep an ear out as to what is going on at the bar; Nell says she will ask her father what he knows about the amulets; Kal agrees to speak with Father Prasst; and Sam agrees to find out what he can about the Browie situation.
Sam finds little to nothing about the current situation with the happenings in the woods, other than the logging operation is still in shut-down much to the dismay of Colbin Vetnar.
Kal speaks with his mentor Father Prasst and establishes that he knows little to nothing about the undead rising other than to confirm Kal‘s suspicions that it would have possibly something to do with stolen amulets. Kal questions Father Prasst about Tamran, specifically about the Ranger’s Lament, querying the fact that the priest had spent some time there. Father Prasst, somewhat dismayed about this line of questioning, claims to never have heard of the Rangers Lament and suggests that Kal continue with his studies instead of worrying about what goes on in the capital.
Meanwhile Nell returned home, and spoke at length with her father, Moltus Vargidan about the history of the area, specifically that of the amulets. Moltus explained that years ago, before the town of Kassen existed, three heroes – an elven sorceress, a great and mighty warrior and a holy knight by the name of Kassen found an amulet in an ancient dwarven crypt, in the distant Mindspin Mountains to the west. The heroes were able to establish that the key was to a treasure beyond their wildest dreams, however its location was a mystery. Moltus continued that before the three could find out where the treasure was, the three had a falling out. The three split the treasure they had accumulated over their time together evenly, including the key. As fortune would have it, the key split into three parts, and each of the three gained a piece so that none of the three would ever be able to gain access to the treasure without the other’s knowledge. And so, time passed, and Kassen founded a new home on the side of the Tourondel River, which eventually became the town which bore his name.
Moltus continued, stating that what was not readily known was that Kassen’s former friend Asar had become a warlord of sorts, accumulating a loyal army of followers. Asar’s yearning for power and wealth took new meaning as he turned his sights on Kassen, for in his mind, Kassen would never leave his new home to seek out the riches the key would unlock. Instead Asar chose to take Kassen’s piece by force, which resulted in the deaths of many villagers, Asar’s forces, Asar himself and of course Kassen.
When asked, Moltus told his daughter that he did not know the whereabouts of Iramine nor the location of the treasure that the key unlocks.
Evarl meanwhile delved further into his subconscious in an attempt to recall the events of his parents death and that of Iramine. Coming up with a black, other than Iramine was definitely responsible, but not in the way he first though. Evarl learns that Iramine was after him and when his parents refused, that was the reason she killed them. Evarl also learned, that due to spending some time tending bar, that a number of farmers, hoping to quench their thirst over lunch, were speaking of rumours concerning undead walking the Kassen graveyard at night.
Later that afternoon, the heroes, less Zevan who was spending even more time with Asina, returned to their secret rendezvous point on the riverbank of the Tourondel River a short distance out of town, and shared what they had found. It became apparent that the most pressing matter was that of the undead.
Later that night, the heroes, again less Zevan, staked out the graveyard. Evarl kept first watch, whilst the others rested. It was not long before Evarl woke his friends regarding the numerous zombies that were scrambling from the graves of recently deceased townsfolk, including those who died in the lumber mill accident.
The fight was swift, with only Nell suffering severe cuts from a ravenous zombie. With more zombies than the heroes could handle, the group fled back to the city to warm the city watch.
During the evening, several battles occur outside the town walls with the zombies, and skeletons of even older corpses through to the early hours of the morning. By daylight, numerous bodies lay at the gates to the village.
The next morning the mayor pleads with the heroes to travel to Tamran to seek aid from the Forest Marshal in order to deal with the potential unrising of undead. The heroes agree and so later that afternoon, the heroes prepare to leave for their long journey to Tamran…
PREVIOUSLY: The heroes, having narrowly avoided the trap set to protect Kassen’s final resting place, have come face to face with Kassen’s enemy, the Mighty Asar and a small army of skeletal warriors. The battle was fierce and bloody, with some of the heroes falling with near fatal wounds, but eventually Asar, and his minions were laid low. As the heroes recover, and light the lantern with the Everflame, the spirit of Kassen appeared with a warning that his and Asar’s amulets had been stolen, and that their removal had created a tear between the plane of negative energy and the mortal world. He explained that the only way to reverse the tears effects, and seal the rift, was to return the amulets to the crypt. With this information, and a small reward of treasure from Kassen in their possession, the heroes begin their journey home.
EVENTS:
The heroes begun their journey back to Kassen, a two day travel over ever so familiar ground. Whilst travelling, Kal became ill and diagnosed that he was infected with the plague from the bite of one of the rotted zombies. Kal soldiered on, and the heroes soon arrived at Kassen to a heroes’ welcome. Celebration turned to sorrow as the heroes revealed that prior to their arrival at the crypt, that many of the townsfolk had been attacked by ruthless undead. As the festivities dwindled, the heroes returned to their homes to speak with their mentors and families.
The heroes purchased new equipment and resupplied their used resources. During that time, it was found that strange happenings were occurring around the village. Sightings of ghosts and skeletal forms moving through the night were coming to the notice of the town hall, happenings that the heroes felt were best dealt with by them…
PREVIOUSLY: After dealing with three large carnivorous frogs, the heroes pushed on through knee high water in an attempt to find what they believed to be a wheel which would help them raise the gate preventing access to Kassen’s Tomb. They soon discovered the room, but not before disturbing eight angry skeletons, hell bent on preventing them from reaching their goal. The heroes were successful and successful raised the gate, but now only destiny can tell what fate lies beyond…
EVENTS:
The heroes, enter a long room with deep pits on either side. Two statues stand idol on the other side of a narrow bridge, both seeming poised in protection of it. Sam is the first to step across the bridge, but not before one of the statues races forward pushing the young warrior back.
Clearing another test or trap set to protect Kassen’s final resting place, the heroes manage to work around the trap by dexterously avoiding it, and using rope to swing across the chasm. Two large brass doors greeted the heroes at the other end of the room, their markings showing that this was a door of great importance. Sam, again, was the first to push them aside o reveal the heroes worst nightmare.
Now in undead form, Kassen’s mortal enemy, the Mighty Asar reveals himself to the heroes, leading a gang of skeletons against them. The battle was fierce and bloody, with some of the heroes falling with near fatal wounds. Eventually Asar was laid to rest permanently, and the heroes were victorious. As the heroes paused to count their losses, Zevan lent forward to light the lantern with the Everflame and an apparition of Kassen appeared before them.
Kassen explained that many years ago there was a battle that he and his fellow villagers fought against the Might Asar and his legion of men. Kassen knew that Asar was not satisfied with the arrangement that had been made between himself, our companion Iramine and Kassen himself regarding the search for the treasure they had worked so hard to find. All that he wanted was Kassen’s part of the key to seek the treasure for himself. This hatred and yearning for wealth was his undoing. Eventually both he and Asar, along with many men and women fell in the battle for defence of the village. This crypt, an ancient, long abandoned and unused dwarven burial crypt had been used by Asar as a launching point for raids on Kassen’s village. It seemed apt that the crypt be the place where all of the dead be laid to rest.
Kassen further explains that some of the bandits who were slain by the raised Asar took both Kassen and Asar’s amulets, but nothing more. Kassen warns that the raising of The Mighty Asar is not the only thing that has been released with the removing of the amulets, and he hopes that the heroes can find them, and return them to re-seal the link between the world of undeath and the mortal world. The heroes agree.
The heroes are presented with part of Kassen’s burial gifts, and Kassen provides a final warning that the raising of The Mighty Asar is not the only thing that has been released with the removing of the amulets…
PREVIOUSLY: Upon dealing with festering zombies, and discovering that some of the bodies were the same as the body they found near the Lake whilst heading towards the crypt, the heroes moved further into the dungeon only to have Eve confront her greatest fear – the fear of aging and turning on her friends. As Kal attempted to calm her down, Nell disturbed a nest of bats who promptly attacked them. With only minor injuries sustained, the heroes leaned that a portcullis blocked their advance, and so consulted the riddle stone at the cross roads to the level. Realising that the opposite direction lead to a wheel of sorts, the heroes moved down the water logged corridor and discovered a room filled with an azure coloured fungus. Zevan explained that the fungus had, as part of its properties, the ability to let of a static charge if disturbed. Hoping to avoid the fungus, the group made their way into another room with doors that were water-logged and closed shut. Inside however, the group were attacked by a giant frog. Nell was swallowed whole in the melee but not before being rescued by Sam’s deathly blows to the frog. As Sam quickly knelt down to check upon Nell’s welfare, two more frogs, appeared on the scene…
EVENTS:
After dealing with three large carnivorous frogs, the heroes pushed on through knee high water in an attempt to find what they believed to be a wheel which would help them raise the gate preventing access to Kassen’s Tomb. They soon discovered the room, but not before disturbing eight angry skeletons, hell bent on preventing them from reaching their goal. The heroes were successful and successful raised the gate, but now only destiny can tell what fate lies beyond…
PREVIOUSLY: The heroes came face to face with more of the Undead horde which had somehow risen to take over Kassen’s tomb. They quickly dealt with the menace, and although battered and bruised, pressed on further into the tomb now is search of Zeven’s sister, a minor Cleric of Erastil, and friend of Kal. As the heroes descended into the bowls of the crypt, they found old text which lead them to an ancient magic fountain, blessed by the gods with healing powers. After a short rest, the heroes pushed on into a room smelling of death. Here, the heroes were set upon by ravenous zombies which exploded upon their destruction. Having dealt with this further menace, it was further discovered that the crypt appeared to have been at least visited by mercenaries as well as the villagers. For what purpose was unknown and perhaps there was more going on, that initially first thought. For now though, it was time to rescue the kidnapped Cleric…
EVENTS:
Having cleaned themselves as best they could after dealing with the risen mercenaries, the heroes opened another door which lead south. Inside the room was a elongated pool filled with what appeared to be fetid water. Eve was the first to enter the room along with Zevan. Bother Zevna dna Eve felt almost compelled to look in the water, and although Zevan resisted, Eve could not. As she looked into the pool, she was confronted with a haunting vision of her aging and all of her friends dying around her as she gradually turned against them. This realisation hit Eve to the core, and the elf fled the room screaming.
Kal followed after her in order to calm her down.Nell and Sam meanwhile entered the room to follow Zevan. Both Sam and Nell also felt compelled to look into the water, however apart from feeling uneasy, they were no worse for ware. At the end of the room, a heavy steel portcullis blocked their entry to the next room. Nell peered through, using her staff as a light source to get a better look. The next room appeared to be similar to that of the room to the north where they had encountered zombies. The room was also the nesting place for a colony of bats. The bats immediately flew into a rage and attacked the heroes by swooping in and out of the room.
Zevan and Sam took cover under their cloaks which appeared to protect they, whilst Nell was exposed to the bats fury which in turn caused severe scratches and distracted her ability to cast spells for a short time. Eventually, Nell was able to get into a position where she could cast her burning hands spell which quickly eliminated the threat.
With only minor injuries sustained, the heroes learned that the portcullis could not be lifted and so blocked their advance. The heroes then returned to to the riddle stone at the cross roads they encountered earlier, only to find a now calm Eve speaking with Kal. Upon examination, it was found to say:
To the south you might take your ease,
To rest and reflect on Kassen’s deeds.
To the east lies the wheel, to open the gate.
To the west is the Hero of Fangwood’s resting place.
Realising that the opposite direction lead to a wheel of sorts, the heroes moved down the water logged corridor and discovered a room filled with an azure coloured fungus. Zevan explained that the fungus had, as part of its properties, the ability to let off a static charge if disturbed. Hoping to avoid the fungus, the group made their way into another room with doors that were water-logged and closed shut.
Inside however, the group were attacked by a giant frog. Nell was the first at he door, and therefore the first on the frog’s menu. During the battle, Nell was swallowed whole. Sam quickly moved forward, and with a few deathly blows, the frog lay dead, and Nell was able to be rescued. As Sam quickly knelt down to check upon Nell’s welfare, two more frogs, appeared out of the undergrowth, hunger clearly in their eyes…
PREVIOUSLY: The heroes continued their journey of discovery as they moved deeper into the crypt, in search of the cause of the restless undead. During their journey, a mystery is presented in the form of an ancient mural depicting Kassen and the battle with the mercenary army. Meanwhile a new threat looms as the heroes come face to face with more minions who have risen from death…
EVENTS:
The heroes enter the room having dealt with the spinning arrow trap. Sam is first into the room while the wiser Kal cautions the others to wait for a signal. Eve peered through the darkness and saw what Sam had come face to face with – skeletons covered in sickly, thick blood.
The skeletons soon after charged the young warrior, however he was ready. Positioning himself, Sam quickly commenced dispatching the foul beings. Nell sent forth several magic missiles to soften the creatures up, whilst Zevan and Eve fired arrows, both failing the see the blunted arrows surrounding them on the floor from the arrow trap. Zevan soon realised the folly of his bow, and charged in, his newly acquired magic sword at the ready. Sam collapsed from the wounds suffered, however Kal was about to provide a much needed spell to bring him back from the brink of death once more.
It was not long before all 5 of the creatures were vanquished, with only few party members suffering minor wounds. Kal identified the creatures as having a stronger connection with their undeath, explaining to the others that if they were not dealt with, they would soon rise to seek further revenge. Kal trusted in Erastil’s wisdom, and a burst of positive energy shot forth, turning the skeletons to dust. The heroes examined the room and found further carvings on the walls depicting a great battle, and further down, mourners who appear to be weeping for the loss of their Hero Kassen.
The party, slightly battered, and running low on spells, considered their options. Kal and Zevan pointed out that Zevan’s sister was still missing, and that they must press on. The party quietly moved down the set of stairs at the end of the room, its decent protected by a pair of statues standing solemn on either side. The stairs lead to a circular room with three passageways veering off in easterly, southerly, and westerly directions. From the east, the sound of running water could be heard along with a musty swell of mildew covered furnishing. From the south, a soft bubbling sound along with a softer light. To the west, there was no mistaking the foul smell of death and decay.
Also in the centre of the circular room stood a pedestal, surrounded on the floor by a verse covered in dust and blood. The heroes examined the carvings and found them to be in common. The inscriptions said, “To the south you might take your ease, to rest and reflect on Kassen’s deeds. To the east lies the wheel, to open the gate. To the west is the resting place of Kassen, hero of the Fangwood.”
It was decided to take heed of the wording presented and the heroes nervously made their way down the southern corridor. It was here that they located a fountain of sorts. Inscribed above it were the words, “Kassen’s legacy lives on with his people. Drink and be refreshed.” Sam was the first to try, and the wounds that he had suffered healed, and the debilitating loss of strength he suffered at the hands of the shadow, swept away. Each of the heroes took turn to cleanse from the fountain. Kal soon detected that the fountain was a holy sight. Eve confirmed that she had heard of this small temple dedicated to Kassen and of its healing powers. Kal further discovered that the magical energy was such that they could rest for a short period which would allow them a full night’s rest in only a short period.
With that, the heroes rested quietly contemplating what they had learned since arriving at the crypt.
A couple of hours later, the heroes, now refreshed continued their search. They made their way towards what they felt was the way to the main burial place of Kassen. The room they entered was not what they expected – a vast room of winding catacombs, each crypt space filled with the remains of what was once a noble warrior in the service of Kassen. However something else lurked in the shadows.
As the heroes entered the room, and begun making their way through, horrific undead humans, with bloated and diseased flesh stumbled from the darkness. The heroes barely managed to escape however Kal, with the assistance of Sam and Eve, battled through, and eliminated the zombie threat. Unfortunately it was too late to realise what sort of threat was being seen. As the zombies were dispatched, each exploded covering those around it in diseased filth and flesh. Sam managed to be covered in the goop, but was otherwise unaffected. Kal however was not so lucky, and started feeling the effects of the disease.
With the room cleared, the heroes were able to more closely examine the area. Each of the zombies were found to be wearing similar clothes to those worn by the body found days before near the lake, and each was also possession of small bags with the same embroidered masked face. Eve and Zevan pocketed the pouches which contained a handful of silver coins each. Nell however located the remains of a human torso, still carrying a backpack. Upon examination, Nell discovered it contained rotten rations, a map detailing the area surrounding Kassen’s Crypt as well as pointing out the entrance to the crypt, a potion labeled cure moderate wounds, a pouch with 13 gold pieces, and a small handbill of a type typically found posted in taverns. Although faded, the handbill clearly reads as a notice of employment, telling all those interested to meet at “The Ranger’s Lament”, a name which seemed unfamiliar to everyone. The heroes also discovered a closed door seemingly leading further into the crypt, and perhaps Kassen’s final resting place…
PREVIOUSLY: The heroes moved further into the crypt and discovered a survivor, Roldare Rodnal, a cobbler from Kassen. In a maddened state, he explained how the others were murdered by evil creatures who walked in the bones of ancient men, and who were lead by a creature who looked like a skeleton, with blue glowing eyes and a raspy voice. The heroes locked Roldare into the storeroom and moved further into the crypt, but not before Roldare explained that Zevan’s sister had been taken by an undead warrior. The heroes continued only to discover a dead end in one corridor, and a large collapsed stairwell in another. The stairwell had become a home of a large fire beetle, which was quickly dispatched, and another doorway lead further in. As the door was opened, the heroes discovered a room filled with not only smoke, but that of a shadowy ghost-like creature which was found to be the tortured spirit. After dealing with the creature, the heroes found the remains of a number of humans, a scorched and tarnished key lying by a fire-pit, and a sword which was clearly not from Kassen. Who else had come to the crypt, and why had the undead risen with such ferocity?
EVENTS:
The heroes return to the room in which they first entered. Evarl tried the key that he had obtained earlier in the maze room, which surprisingly unlocked the previously secure western door. The heroes entered and found a room which had a still, but quite clear pool and two doors exiting the room to the south. Kal peered into the pool and observed a large number of keys resting at the bottom. Written in dwarven above the pool were the words: “Magic is the key."
Nell took this to mean that the something in the pool was magical, and immediately cast a detection spell. Unfortunately, the water blocked the nature of her detection. Meanwhile, Evarl tried the second key that he had found in the fire pit which unlocked the south-eastern door.
After checking the room thoroughly for further clues, the heroes entered the south-eastern door and found a room with a small stone bench at its centre. On the far wall, a faded mural depicting the hero Kassen himself was displayed showing him defeating the mercenaries at the entrance to the crypt, with his blade piercing the chest of the mercenary leader. These figures stand alone in the center of a scene of carnage, with dead villagers and mercenaries all around them. Sam was the first to sit at the seat and observe the mural which to him appears to move. Sam’s attention was drawn to a gold medallion of sorts hanging around the necks of both Kassan and the other leader. Sam points this out to the others, and it is Evarl who recognises them as being similar to that of a painting she had seen in the town hall recently. The painting, he claimed, depicted three people namely Kassen and two of his former companions, a man and an elven woman. Evarl went further stating that he also recognised the elf, but could recall where from.
The corridor continued south and after a bend, ended in a solid wooden door. The heroes carefully enter the room beyond and found a circular chamber, with a pit in the centre and two other doors on the western and southern walls. In the centre of the room was a pillar with multiple holes across its surface. A small bridge could also be seen leading from the south to to the pole.
As Evarl took the first step in, he failed to notice a pressure plate which activated a trap in the form of a round pole in the centre of the room. Suddenly, the pole starts firing arrows in every which direction around the room. Evarl took the brunt of the bolts, and dove to the floor in an attempt to avoid the arrows. In his eagerness to escape the missiles, Evarl mis-timed the jump, and was promptly hit by several arrows. Zevan leaped inside hoping to deactivate the pole. After a few harrowing moments, and much courage from the young elf, Evarl managed to deactivate the spinning pole, kicking it off its mounting, but not before falling victim to another arrow.
Bleeding from his own wounds, Zevan ran across the room to Evarl in order to stop the bleeding. The others soon after joined them and Kal used divine magic to cure Evarl’s wounds. After resting for a short time, the heroes examined the door to the south which they found to be unlocked. Sam stated that he would be the first through the door this time, and so proceeded within. As Sam took his first steps within the much larger room, he heard the familiar sound that he and his companions had heard earlier when they first arrived at the crypt – SKELETONS!
PREVIOUSLY: The heroes discovered a maze, filled with perilous traps, and an uncanny puzzle. It was discovered that the traps had been set for them as part of the initiation, however things had clearly not yet been finished. Their solving of the puzzle led them to a further corridor, and discovery of the waling moan they had heard earlier. Their curiosity lead them to find three doors at the end of each of three passages, the moaning coming from the most southern. The heroes soon learned that something lay in hiding as they attempted to enter the southern door, as the sound of a firing crossbow echoed through the halls…
EVENTS:
The heroes moved further into the crypt and discovered a survivor, Roldare Rodnal, a cobbler from Kassen. In a maddened state, he explained how the “others” were murdered by evil creatures who walked in the bones of ancient men, and who were lead by a creature who looked like a skeleton, with blue glowing eyes and a raspy voice. The heroes locked Roldare into the storeroom and moved further in, but not before Roldare was able to explain that Zevan’s sister had been taken – alive!
The heroes continued back to where they initially came in through the stone doorway in order to go in the other direction. There, after several turns, they discovered a dead end, blocked by another stone door. The heroes then back tracked and followed the next unexplored passageway and came to an unlocked door.
Beyond the door was a larger room with two exits, the first of which appeared to be a large collapsed stairwell, whilst the other was a doorway the area of which smelt of smoke. As the heroes explored the room, they were set upon by a large fire beetle which had made the collapsed passageway its home. Zevan and Sam were the first of its targets, but the creature was quickly dispatched.
After finishing exploring the room, including establishing the fact that the collapsed passageway appeared to be a stairway of sorts which was impossible to navigate, the heroes opened the door to discovered a room filled with not only smoke. As they entered, they found a large fire-pit with the smell of charred bodies and leather goods heavy in the air. At this point, a shadowy ghost-like creature which was found to be the tortured spirit of one of the fallen Kassen townsfolk, attacked.
Unable to deal promptly with the incorporeal creature, it was Eve who caught site of a weapon in the fire. Eve moved around the pit, and grabbed the short sword with a cloth. As she attacked the creature with the weapon, she found that the sword somehow affected the creature. Zevan followed Evarl to get to a better position and discovered a burned key on the edge of the pit. As he grabbed the key, the creature turned its attention to him. Shortly after, with the assistance of Kal’s divine magic, the unholy creature was laid low.
After airing the room, the heroes found the remains of a number of humans. The key Evarl found was scorched and tarnished but clearly of the same design as the other key that they had found in one of the maze pits. The sword pulled from the fire by Zevan was identified by Kal as not being from Kassen and that its properties were magical. The heroes returned to Roldare, and then moved to the main room where they had first entered the crypt in order to contemplate their next move…
PREVIOUSLY: Having continued their journey through the Fangwood, the party happened upon the remains of a dead human, bitten by a serpent in a mysterious lake. The only clue to his identity was a pouch of Tamran coins, and a strange emblem sewn onto the pouch similar to that of the living god, Razmir. With yet another mystery to solve, the heroes continued further towards the crypt, where they were faced with the arduous task of scaling the cliffs of Serpent’s Gorge, only to then be forced to cross the river bearing the gorge’s name, in order to reach their destination – Kassen’s crypt. The heroes soon learned that something had gone wrong when the bodies of several horses were found dead outside of the crypt, and two villagers slain inside. As the heroes investigated, they were set upon by a gang of skeletons, with 4 of the 5 heroes falling in battle. As the last of the heroes was about to fall, a spirit, who appeared as a likeness of Kassen himself, and sent forth a wave of holy energy which destroyed the remaining undead. As the heroes recovered and rested for the night, a distant howl could be heard coming from deeper within the crypt…
EVENTS:
After resting for the night, the heroes heal up thanks to Kal’s knowledge of divine magic and natural healing remedies. The heroes found 2 doors, one being to the west which was secured with a lock even too difficult for Evarl to pick, and another door to the east which was found to be unlocked. The door, once the bodies were removed, opened into a corridor of sorts with several passageways going off in different directions. Evarl was the first to enter to corridor, followed closely by Zevan. Just inside the entrance, the heroes found several brooms and a pile of empty saddlebags which appeared to have been left there by the townsfolk. Zevan recognised the leather-working of the local tanner on one of the bags, which confirmed this fact. Still in the distance, the heroes could hear a disembodied moaning.
Evarl decided to take the left passageway, whilst Zevan took the right in order to cover more ground. Evarl found a similar corridor leading to the east, with more corridors off of either side. Zevan discovered the same. Upon examination, Zevan discovered clawed and bloody tracks which appears to be coming backwards and forwards across the floor. Possibly distracted by the markings, Zevan failed to notice the trap door which activated as soon as he placed his boot firmly against the pressure plate. With quick reflexes, Zevan was able to grab a hold of the edge of the pit before plummeting to his death. Evarl quickly made her way to his position and as she reached out to grab his hand to help him up, she smirked. Due to the darkness Zevan could not see, but Evarl, with his elven vision was able to see that at the bottom of the pit, a series of pillows laid out at the bottom that would have broken his fall. Zevan, somewhat embarrassed by his panic, refused to be helped up, and instead made his own way back up to the dungeon floor. Evarl meanwhile advised the others of the trap, just as Kal located a lever on the wall of a side passageway. The activation of such, he decided, was best left with more “skilled” hands than his own.
After a careful examination of the area, with the use of Nell’s light spell, it was discovered that that the area was that of a maze, and that some of the floors were possibly trapped. This was later confirmed by Sam who was not quick enough and fell into a bed of pillows even after using the broom handled that the heroes found at the front door. At the bottom however, he found a small coin pouch with a single platinum piece, a key and a note. The note claimed:
Three to open, but be quick, for the door will only open for those who work together.
h6. The heroes deduce that the area must have a puzzle of sorts associated with it, and was part of the initiation. Evarl carefully activated the lever only to hear a distant clicking sound as though part of a mechanism has been triggered.
The heroes decided that the best course of action would be to identify the traps, as where there was two, there would be others. Whilst looking for traps, the heroes discover several traps and a total of three levers. Nell discovered a solid stone door in a southern alcove without any type of lock or handle. The group deduce that the levers may activate the door and so set about to plan a way through the traps to allow each person to be able to make their way to the door before it shut.
The plan was executed, and Sam used one of the broom handles to wedge open the door just as it was about to close, leaving a small gap for anyone to fit through. After running through the door however, the heroes were confronted with a further choice – a T-junction. Checking for the tracks, Zevan noticed that the clawed tracks continued in both direction, the most recent towards the East. This was also the direction of the moaning which abruptly stopped when the heroes began making their way down the corridor. Soon after, the moaning was replaced by whispering.
Another corridor led off to the west, whilst the corridor the heroes were on continued down to a closed door – a room where the whispering appeared to be emanating from. Whilst the other heroes prepared for what was in the room from a distance, Evarl stealthily made his way to the door. Closer examination showed signs of dried blood and claw marks. The door was solid, and appeared to be bulging as though something was behind it, forcing it closed.
Evarl tried the handle and found the door was not locked, and its mechanism recently damaged. As he prepared to open the door however, Evarl, and the other heroes, were surprised as the sound of a firing crossbow echoed through the halls…
PREVIOUSLY: Having discovered a further mystery involving the poisoning of honey samples, the heroes have now been chosen to retrieve the Everflame from Kassen’s Crypt, located deep in the forest. A chance encounter with a group of savage, yet illusory, Orcs confirmed the heroes’ beliefs that this trip was to be a test. It was not until an encounter in the middle of the night with a party of diseased wolves that the heroes soon learned that not everything they shall encounter will be as imaginary as the orcs…
EVENTS:
Having rested for the night, the heroes set off in order to continue their journey towards Kassen’s Crypt. Storm clouds appeared on the horizon as they arrived in a large clearing while Zevan identified it as the Grey Lake. Several of the group noticed large ripples coming from the centre of the lake. The lake centre however was shrouded in a strange fog preventing them seeing what was on the other side. On the shore, Evarl, Nell and Zevan noticed a dark shape near the water’s edge. Thinking that perhaps it was a trap of some kind, they looked for a volunteer to snag whatever it was and drag it to them.
Sam was the most likely candidate given his skill in the use of the grappling hook. Sam approached and could see that it was in fact a humanoid body. He threw the grappling hook after attaching it to rope and connected with the shape on the first throw. Sam dragged the body closer, and as the others prepared for the worst, in that whatever was using the body as bait might come hurtling out of the water in order to kill them. Their concern however was in vein, as nothing appeared to attack them.
The body was identified by Kal as being human, but not a person from these parts. A search of the body’s belongings showed that it was in possession of a few coins containing in a well crafted pouch with a strange mask-like symbol. Evarl recognised the symbol, but could not place where she had see it previously. Kal however claimed that it was a stylised version of Razmir’s holy symbol. The coins were found to be Nirmathas minted gold, numbering 89 in total. Kal also identified that the body had large bite marks across its back. Zevan however was unable to identify the type of creature other than a serpent of some kind. Kal also identified that the body had been there for near 2 months, but the body for some reason was not as decayed as perhaps it should have been.
Kal determined that the individual should be laid to rest, and so rested the party to seek rocks in order to create a small burial mound. Evarl ventured closer to the edge and found a finely crafted short-sword near to where the body initially lay. Zevan however happened across what was left of a camp. Zevan deduced that the camp was for approximately 10 individuals and that they were all human due to the type of food and what remained of their tracks.
Kal conducted a small burial ceremony, after which, the group continued on with their journey.
A few hours later, it became clear that they had lost some time earlier after leaving Kassen, and by mid afternoon they had arrived at Serpent Gorge. Rain began to fall heavily as the light storm broke. The entrance to the Crypt was close-by, however the party was required to navigate the treacherous gorge to the river below. The party made their way down the gorge, after tying themselves together to prefer falling. Unfortunate, Kal lost his grip twice, and on each occasion caught he leg. On the initial fall, Kal became seriously injured, however was able to heal himself through the powers blessed to him by Erastil. The second time required only a minor spell to heal a torn ligament. After a few harrowing hours, the party made it to the bottom of the gorge, and soon after made their way carefully across the river. After a short rest, the party continued their journey up shore to the crypt, arriving in the early afternoon.
As the party approached the crypt, a number of large unmoving shapes could be seen near the front of the entrance. As they neared, Evarl and Zevan saw that the shapes were in actual fact 2 horses and 3 ponies. Upon inspection, each was found to be branded with the Mayor’s symbol indicating that the animals were indeed from Kassen. The bodies of the horses were still tied to their positions on posts which many years ago had been placed there to allow travellers to tie their horses up whilst they gave homage to the fallen hero Kassen. Kal found that each horse suffered horrendous injuries from either very old jagged swords, or perhaps claw marks of some sort. Under one of the horses, Zevan found a skeletal arm. Kal deduced that decomposition could not have caused this, and suspected that perhaps Undead were responsible. The party drew their weapons and discussed tactics.
The doors to the crypt were slightly ajar, although not enough for any of the party to slip through. It was therefore decided that Sam would pull open the doors with the help of Nell. The doors creaked open, and Evarl, who was the more stealthy of the party, slipped through the opening to peer inside.
Evarl could smell the reek of dust, mold and blood. The room was elongated with stairs leading up on either side to platforms which ran the length of the room. At the end, a large mural depicted a regal man who Evarl recognised as the pictures of Kassen he had seen hanging in the inn. Evarl stealthily made his way into the room noting the various piles of skeletal remains similar to those they found under the horse outside. Evarl also observed two bodies piled in the centre of the room. Further examination showed that the two men were wearing what appeared to be tool belts of some sort. Evarl also caught the distant sound of a haunted howl coming from what appeared to be the south-western door. This provided an eerie presence, placing the elf on guard.
Evarl was shortly followed by Kal who also noted the skeletal piles. Kal also identified the two men namely the carpenter and his apprentice that they he had only been looking for days earlier in Kassen. Kal approached and noted that their injuries were similar to those of the horses. Zevan was next in the room, and made his way to the eastern side of the room. Nell and Sam were last, and only had the chance to step into the room before seven of the skeletal piles animated revealing them to be undead. Each skeleton rose from its slumber, their emotionless features still portraying a sense of dread and fear, as they hurriedly made their way towards the party.
The battle was furious, and the skeletons soon overwhelmed the inexperienced youngsters. First, Evarl fell to the skeleton’s claws, then Kal, then Sam and finally Nell. The skeletons numbered only 2 by this stage, and all that stood in the way of the complete destruction of the youngsters was Zevan, who held his position in the north-eastern corner. Zevan knew that without a weapon that could damage the skeletons, such as a club or mace, that he was all but another victim to the skeleton’s wrath. Zevan braced himself for his life to fade away when a glow came from the far end of the room. A spiritual being which appeared similar to that of Kassen, the might hero that their home town had revered for so long, rose from the floor. Suddenly, the apparition spoke:
“With my last ounce of strength, I banish these evil creatures to the afterlife to be no more!”
With that, a burst of blue energy shot across the room, shattering the remaining skeletons, their bones instantly turning to ash. Zevan, bleeding from claw marks shielded his eyes from the dust which coated the room in a fine ash-like powder. When Zevan looked up, the spirit was gone, and the skeletons were no more.
Zevan, without concern for himself, made his way to Evarl who was the first to fall. He quickly stabilised her wounds. Zevan obtained the healing potion Evarl had been given prior to leaving for their journey here to the crypt, and made his way to Kal, who was also seriously injured. Zevan poured the potion into the half-orc’s mouth, and with a sputter, he regained consciousness. Zevan watched the cleric’s wounds heal, just before Kal gave a prayer to Erastil, and a similar energy burst forth from the young half-orc. The energy felt good, and Zevan realised that his friends had been healed. As the party regained consciousness, they decided to rest in the room overnight. Each party member helped move two of the bodies of the ponies and placed them against the two doors which lead from the chamber.
Zevan agreed to stay on watch for most of the evening, allowing the spell casters to rest. However as the party commenced their rest, they soon realised that it would be a difficult rest as the distant haunted howling still came from the door to the south-west…