Wednesday, August 27, 2014

Chapter 9: A Cold, Dark, Watery Grave

Nola 2 (evening; 8 days of campaign)

With the virulent rats and festering bodies cleared, the party took a moment to catch its breath in the sterilized exsanguinary chamber. Too long, as the alarm bells, barking, and hurried gongs throughout the first level summoned forth a quartet of guards from below. With pack-like ferocity, they came at Vivianna. The witch managed to ensorcell one, but suffered multiple hatchet bites and clawed blows. Though the Dawn Knight took some scrapes and bruises, the collected party finished the gnolls swiftly enough.

Pushing deeper into the burrow, toward darker and decidedly less-traveled passages, the group came to the consensus vampires were the masters of the clan. Bite marks on many of the gnolls, bleeding chambers, ancient ruins, it all made sense. Donatella apologized for some of her race, noting when they weren't ruled by an iron fist they tended to suffer delusions of grandeur. Unchecked vampires would just love to dominate a burrow such as this, instilling themselves as kings and living gods. Terrorizing the local populace would be a bonus for them. And torturing such an icon as Avencia Dare, well...

Growing commotion behind them signaled a pursuit. Maia held at the top of the stairwell long enough to conjure a lingering red mist. Those that passed through it would be reduced to their most base animal selves, turning on whoever and whatever was nearest in order to tear out their throats. It was a good spell, and a better idea, unfortunately as the group descended they came to realize they'd found a prison... with no exit. They were trapped.

The ivory prison was constructed of ancient elephant bones lashed and bound with sinew and hemp. Despite nearly twenty starved corpses, half-eaten and spoiling within, a harrowed, bone-thin man survived huddling in a corner. Theros, Aleksi, and Vivianna unbarred the corral, and a cantrip from Maia flung to door wide. There was a stink, even in this filthy dungeon, that made them all cringe.

Aleksi approached the prisoner and tried appealing to what humanity the man had left, which slowly returned as he remembered his voice and rediscovered his senses. Living like a hungry animal had a way of wiping that all clean, and with no surprise. By the looks of the dead, the gnolls had treated these people savagely.

Among the dead, Donatella and Maia recognized a mutual acquaintance, a mage by the name of Ira Cantum. She wasn't particularly gifted as far as wizards went, nor very resourceful, but she was a thief and rather stubborn. Donatella purloined a trinket from Ira's corpse, which she had likely pocketed from a gnoll of authority. It's minor enchantment was similar to Maia's knock spell, but keyed to the burrow. It might prove useful...

Sweeping about for traps, Vivianna uncovered the means of their escape: a trapdoor in the center of the prison floor! It'd been masked by straw and filth. However, it was clearly trapped, ancient runes the Dawn Knight discerned necromantic in nature. Donatella had a closer look, admiring the skill and time it must have taken to imbue. The prisoner had quite another reaction, stark terror, and he wailed and scurried into a corner. What intelligible words came out were "Death's door", "Drown", and "Drircaul". He also mumbled something about three brothers.

The prisoner's racket was quickly eclipsed by the howls, snaps, and snarls of gnolls at the top of the stair, ensnared in Maia's red mist. There was no telling how long the cloud would last, or how many others would be drawn to the sounds of vicious fighting. The reaper went to work diffusing the spell-trap, which would have animated the dead around them into ghouls. Meanwhile, Theros took position at the prison door, bracing himself to hold off the horde.

*Zzzzt* The trapdoor's runic power was broken and none of the corpses rose. The magic rushed into Donatella's skeletal hand instead. It jerked to life and clamped around Donatella's neck. Its vice grip made audible crushing noises as she gasped and struggled. Vivianna and Maia leapt to their friend's aid, while Aleksi kept the mortified prisoner from fleeing to his certain death at the top of the stairs.

Quick intervention allowed Donatella to regain some semblance of control. The hand would always remain willful, though, an idle and mischievous appendage. She put its strength to good use prying open the trapdoor, revealing still, black water and a ladder plunging down. It had a strong, metallic odor to it.

The prisoner absolutely refused to go near the opening, recalling in his wide eyes horrendous instances where decent Avencians had been dragged through kicking and screaming. The druid decided it best the man escape now, handing him a magical crystal infused with weather magic. Mists billowed around whoever held it and their skin took on a gray and unassuming pigment. Aleksi instructed the prisoner to be patient and silent on his way up. Goddess willing, the man would again see the sky, the stars, and his family.

After copious thank yous and a strong embrace, the prisoner, whose name was Alman Shallyr, said firmly, "I will forever consider you like a brother to me. If you ever find yourself in my city, Hawkmoon, you will be treated as a king."

Aleksi thanked him and urged Alman into position beside the doorway. Just in time, too, as the red mists dissipated and the blood-crazed dog-men barreled down the steps. Theros met them, sword raised. A clang of flesh on steel resounded, barely audible over the snarls and barks. The tabari pitted his considerable feline strength against his lesser foes but, given their numbers, he would not hold out long.

One by one, the party leaped into the cold, black, metallic waters. Theros went lastly, both relieved and troubled by the fact the gnolls would not approach within arm's reach of the portal. They slammed shut the trapdoor once the cat-man was under. Theros' heart sank when he forced his eyes open in the stinging water only to find the rest of the party feeling blindly for the next tunnel, the next cavern, for pockets of air, for a lever to drain the space, anything. Soon their lungs were burning, and panic hammered in their chests as powerfully as the thrum of the Darkpaw. Was this the trap all along? Had they all just killed themselves?

Just as it looked as if the group would have to force their way back up or drown, Theros discovered a fissure. Maia swam through, uncovering a kind of chimney shoot. She swam furiously upward, her head eventually breaking a surface. She took a deep, desperate breath of putrid air, but air none the less.

The others followed, finding themselves in a cauldron-like pool clogged with the corpses of those who hadn't found the fissure. The bodies bobbed in various states of decay, stirred by a long, wooden rod. A blubbery woman riddled with bite-marks danced along a narrow ledge circling the pool, chanting lowly to herself. Her nimbleness betrayed her tremendous weight.

When she realized the party was upon her, most had managed onto the ledge. At first she was amazed at the sight of living specimens, as she put it, but when she took careful stock of their armor, weapons, and overall demeanor, she attempted to ward the group away. She seemed to take a wicked glee bopping the wolf-girl whenever she attempted to cast a spell or manage on the ledge, and kept everyone else at rod's distance, but the situation didn't escalate into a full-scale battle until Aleksi caught her rod and ripped it away. Vivianna had tried to confound the dimwit into revealing what lurked beyond the cauldron, but she hadn't been particularly pleasant or cooperative. The only real fact offered was her name, Giberia.

Without the rod to balance, Giberia fell head-first into the waters. As she slowly rose again, all the makeup, balms, and powders washed away, revealing a gray, undead monstrosity in utter denial of her state of being and whipped into a rage at the perception of being laughed at. The black waters churned and rose, now under her sway. The bloated dead woke and clashed with the living party.

Vivianna called upon the power of the radiant bow, one of her most powerful spells, and launched three dazzling bolts into the corpulent creature. She promptly exploded, leaving the others to contend with the zombies. They managed to dispatch with many, but not all, which clawed and bit into their soft spots. And with a sudden shock, one of the zombies battering the Dawn Knight transformed into Giberia reborn! Aleksi was the first to turn sights on the surviving zombies, understanding so long as even one remained that Giberia could plague them again. It was a mighty and hurried effort, but the group destroyed every last corpse, and Giberia was destroyed a second time.

Just as her gooey bits were sinking to the bottom of the cauldron beside the tossed-aside rod, Vivianna shivered and slumped. Long, shadowy claws had impaled her midsection. She was swiftly dragged half-way up the wall before the darkness coalesced into a crooked, gnoll with great bat wings, a snaking tail, and curled horns. Drircaul, one of the vampiric brothers Alman babbled about earlier, had appeared. And to Donatella's shock he was both gnoll and vampire, afflicted like the curse of old. He read her stare and ridiculed her "weak bloodline". He was what vampire was always meant to be, undead and possessed of powers beyond reason... powers the party was very soon to witness.



Notable NPCs
Alman Shallyr- An Avencian prisoner and lone survivor in the gnoll's prison of ivory. Aleksi's kindness to the man earned him a special place in Alman's eyes, once his senses returned, and the druid helped him escape using an enchanted crystal. Alman mentioned if ever Aleksi was in Hawkmoon, "his" city, the Izoldan would be treated as a king.

Ira Cantum (dead)- An acquaintance of both Donatella and Maia through different circumstances, neither seemed surprised to find her dead in a gnollish prison. She had a magical trinket that might prove useful in bypassing several wards or locks set in the burrow.

Giberia of the Corpse Waters (deader)- A corpulent undead woman caked in balms, simple-minded in her reanimation and in denial about her condition. She possessed a curious, wooden Rod of Reaching and proved capable of raising zombies, controling the "Corpse Waters", and perpetuating herself in nearby undead.

Drircaul, Death of Day- A powerful gnollish necromancer, one of three ruling brothers who seem to have contracted vampirism... something long thought impossible since Gabriel's Culling reshaped the vampiric race into living, breathing, child-bearing creatures over seventy years ago. If vampirism is again a curse, this could prove detrimental on so, so many levels...

Treasure
The Idle Hand (Donatella)- Your skeletal hand is no longer your own, not entirely. If left to its own devices, it will cause mischief and mayhem! You can bet a lot of your 5's consequences will involve it. That said, if you're ever helpless (unconscious, dying, etc.), it will try to protect you (because it's attached to you) and can even cast spells on your behalf! Those spells are probably the kind meant to kill enemies or protect you, to the Hells with the others, but still.

Rod of Reaching (wood, +2 attacks and damage)- The bending of spaces allows this bargeman's rod to poke, bop, and batter from all distances. It allows for melee attacks on engaged and nearby enemies. You can also make a melee attack on a far away enemy, but must then roll a hard save (16+) to regain the usage.

Pendant of Passage (Donatella)- A pendant enchanted with a specific knock spell keyed to the burrow.

Wednesday, August 13, 2014

Chapter 6 & 7: Descent

Nola 1-2 (8 days total)

Through the sweeping, silver rains, the group traversed the floodplain half the day in pursuit of the gnolls. While their tracks has been washed away, evidence of their passing was clear in the vandalism and destruction of every man-made measure to control the waters of the region. Broken levees, a sabotaged dam, and various primal shrines meant to drive local water spirits into frenzies painted a clear picture: the gnolls wanted to supersaturate the region, perhaps flood local farmland or even drown Godswon as rainy season continued.

Their course changed slightly when they noticed a large, indigo creature Theros' spyglass confirmed was, most likely, a manticore circling over a wide lay of the plain. Strange creatures not storied for their kindness, the group made sure to keep a wide berth. Unfortunately, its eye was drawn to their position given the stretch's great openness.

About this time, Vivianna attempted to send a message to her nearest forces, however an embarrassing grab of the wrong ritual component (medusa scales) left the Dawn Knight a living statue. Donatella (laughing hard enough for tears) and a far more sheepish Maia began their attempts at reversing the condition.

The manticore descended on Theros and Aleksi like a sudden storm, while the girls were busy inside. Unlike the gnolls, this creature seemed capable of shrugging off spells and blows alike, tearing through magically-manipulated mud and clawing under paladin steel. After a solid slash by Theros, it launched the tabari forty feet and into the Hut's side hard enough to rock the shelter. Maia ran onto the porch, sounding a spectacular roar borrowing from the strength of the primal spirits aligned with her house. It was enough to frighten the manticore, which ballooned twice its girth and forced its spiny mane on edges.

Its will broken, the monster was quickly defeated. Donatella used one of her soul gems to extract its spirit, surprised to find there were actually two souls in the body. She'd taken the darker of the two, a primal spirit, though it wasn't a perfect fit in the casing of the gem. Intent on questioning the entity and learning more of the gnolls' plans before it leaked out, Aleksi warned against it. The spirit was mad, he explained, for having been ripped from its home and forced into a cage of flesh. It was incomplete, only half its being present in the crystal, while the other half still remained tethered to the spirit world. He vowed to restore the spirit should a way present itself. Given the gnoll shamans' extensive manipulation of spirits, it seemed likely they had some sort of access point.

Theros discovered the entrance to the gnoll burrow soon after, a wide well stabbed into the depths of the flood plain. It looked very old, and several in the party soon recognized it was trapped. Aleksi decided to send the Hut to the safety of a previous camp site, then. For one, it couldn't fit down the well. And just the night before, gnolls had tried to burn it to the ground. If left on the surface, no telling what might happen. He sent Valerik along with it as protector. With any luck, Vivianna would recover in the meantime.

At the rim of the well, a wisp of a magical voice asked, "Who is master?" and the general consensus (or perhaps just the first name uttered) was The Howler in the Winds. A mighty gust blasted upward, spraying the party and seeming to deactivate whatever might have followed. Or had it...

There were no ropes, steps, or other obvious ways down, so the party managed as small birds thanks to a druidic ritual. Maia opted for a simple feather fall cantrip. In the black waters around ninety feet down, deep enough the group was forced to wade, they awkwardly positioned themselves beneath two elevated gates twelve feet tall a piece- amalgams of stolen fences, broken doors, metal wire and battlefield scrap. Through feline brawn and the necromancer's touch of decrepitude, the group managed to breach the portals and reconvene on slick limestone of one of the crudely-dug tunnels. The dripping darkness awaited, stinking now of wet fur, filth, and spoiled meats.

Maia multiplied a magical coin spell in order to provide light for the party, though they couldn't shine far enough to reveal the terminus of the extending passage. Each of them managed the horrid odors in their own way (a little balm under the nose, perhaps, or a clothespin). Then the four braved the Burrow of the Nightcackler, with two hours remaining until sunset. Unfortunately, only one among them knew the urgency tied to the setting of the sun...



NPCs
Manticore (nameless; dead)- possessed by a mad spirit, suffering half in the material world and half in the spirit world, known to the druids as the Eald