Friday, September 21, 2018

GM Notes - Morgansfort Session 7


It is around 11:30 p.m. Father Thelbain acts quickly and has his acolytes clean up the remains of the dead, mute cultist, Brother Malachi. Brother Karnoff is bound and gagged. Before more discussion of Ravenstone and Bishop Nemesine can be had, the Morgansfort alarm bells begin to ring. Fearing soldiers coming to the church to investigate and find a dead cultist, the priest ushers them to the back of the sacristy where he tells them they must leave the fort immediately. He explains that the cultists have ingratiated themselves to the Bailiff Tomandy as diplomats from Ravenstone. If Br. Malachi is discovered to be dead, the PCs will be arrested. Thelbain is also eager to keep his connection to Nemesine via blackmail private as it will mean his de-frocking. He encourages the group to take Karnoff with them which they want to do anyway as a way in to Ravenstone. He gives each of them a healing draught before leading them to the upper level of the Chapel of St. Queril where it meets the northern fort wall.

Thelbain talks his way through a guard tower and follow the inner keep wall around to the central tower. As they make their way above the fort, they see troops below mobilizing and in the distance, strange lights appearing over the Old Island Fortress. Thelbain unlocks the tower door with a special key. Inside they descend a long spiral staircase to the ground floor and beyond until they reach another door of a far older make. Thelbain tells them that they will find a way out of the fort through the cliffs to the north by the sea. It is a way only know to himself, the Bailiff, and the Baronet. Thelbain tells the party the staircase to the passages below heads south. If they turn themselves around and head towards the most northern and western path they will find the way out. The group enter the passage and Thelbain closes the door. The key clicks behind them. They are locked in.

Pater scout ahead down the stairs 20 ft. south, coming to a landing with three stairways branching west, south, and east. The group heads down the western branch. The ceiling did not slope with them. As they descended the ceiling became cavernous above them. They found themselves in a north-south “hallway” with cobblestone flooring and white-washed plaster walls. They realize they are in fact in an underground city. The floor is a road and the walls are buildings. Examining the walls more closely they found a door directly from across the stairs. Pater checked for traps, found none, and opened the door. A crossbow bolt shot out missing Pater and Nyphus at the front, hitting the wall behind them. The “bowman” was a (in-animated) skeleton sitting across from the door with a crossbow aimed at the door which apparently discharged with the disturbance of the door. The room is covered in dust and curtains hanging on the walls. There is no further way forward.

The group head north back in the hall and reach a doorway/gate leading to a 30’ x 30’ octagonal room with a large well in the middle. There are other doors to the west, north, and east. Pater checks out the well and the group are surprised by a giant, fanged skull on a stalk body of vertebrae. The snake-like bone creature begins to sway, hypnotizing part of the party. The group engages in an extended battle. Pater is hit a couple of times and comes close to death before jumping on the back of the spine behind the head. Eventually the group manages to defeat the great thing cutting the head from the spine which clatters to the bottom of the well.

Nyphus “lays hands” on Pater with a loud slap, rebuking him for disturbing the well and reviving some hit points.

The group recognizes the room to be a small, town square and head through the door north. They find another dead skeleton holding a small chest. Inside the chest are two cruets of holy water and a small scarab broach (of protection). Br. Karnoff comes to life and starts mumbling motioning towards the well-room. The party see shambling figures silently approaching the threshold to the well-room from the south. Renic springs into action and charges. Pater fires an arrow. Mel and Nyphus attempt to turn the zombies. Mel’s turning works and four of the foul beasts flee. Mel and Nyphus coat their arms with the holy water and join Renic in bottle-necking the zombies at the door. All contribute, but Renic’s new sword is the bloodiest ending the battle with a pile of a dozen zombie corpses stinking up the room. During the combat Pater tried both the room to the east (blocked/caved-in) and the door to the west (locked/stuck).

Now the party find themselves in an underground city, past midnight with low to mid-levels of hit points, and their spells depleted. They must now decide whether to rest whether to push on to find their way out or hole-up for the night to rest up. Once out, they need to plan a course of action. Ravenstone is far north across the sea. Do they return to Slateholm to find a ship? How do they transport their prisoner (Karnoff) without arousing suspicion? What if he refuses to help them get into Ravenstone?

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