So there they were…
Exhausted. As dawn broke, the massive party trudged back
over the bridges spanning Sharn’s
innumerable towers to Ghallanda Hall, barely making it into the warm common
rooms before collapsing into plush chairs by the hearth. The next day was spent
recuperating and drying out. The following
morning, the massive party split. Shadowale and Comfort has business to discuss,
which drew the interest of Turnin and Gnofulk.
The remaining group, consisting
of the human wizard Kyllar, the gnome druid Whudyalookadah, the elf cleric Professor
Thorntongue, and the dragonborn fighter Rhogar, chatted about what they should
do next. Kyllar was very, very keen to investigate the already investigated den
of Naman Fireslinger, a fire-liking wizard thug whose death had led some of the
party to the realization that Zyn had been committing the grisly murders, and
set them all on the path to a showdown with their former party member, which
had just been resolved by the fight in the Fey Wild not even two days ago.
Kyllar was also very interested
in tracking down the Wizened, who had stolen the party’s Bag of Holding, which
Kyllar was still very sore over. Rhogar was also interested in finding the
thieving monks, and Professor Thorntongue, who had originally helped the party find
out the general religious information on them, was also game… but the newcomer,
Whudyalookadah, was completely lost, and at his insistence, the trio brought
the gnome up to speed in a very lengthy recap, covering much of the party’s
escapades in Sharn, from the massacres of the clerics, to the framed Daask, to
the failed crusade of Steve Brighthammer von Carlsburg Jr., to the disappearances
in Greyflood, to the urchins and merfolk… to an “arms” dealer, to Professor
Thorntongue and her help in the libraries and to the current situation.
While not grasping all the
details, the irreverent gnome Whudyalookadah is sufficiently intrigued to join
in this new hunt against the Wizened.
But the hunt will need to wait
a bit. After a hearty breakfast, the party heads out, Kyllar gleefully leading
the way not towards any of the possible leads on the Wizened, but towards Naman
Fireslinger’s apartment, in the hopes of finding the dead wizard’s spellbook.
While still early in the
morning, it was already immensely hot. The massive thunderstorm from a few days
prior had evidently heralded hot, cloudless days to come. The party sweated as
they made their way horizontally across Sharn, from one section of the Middle
City to another, along walkways winding around towers and large bridges between
them. Their path bores through a tower, bisecting it, and the party takes a few
turns along the hallway “avenues,” and soon arrives Naman Fireslinger’s apartment.
The door, busted in by Zyn a
few days ago, still sits against in interior wall, sundered, and with a white
chalky outline of the murdered sentry among the splinters. Red ribbons of the
City Watch crisscross the doorway; the Watch has been here.
Undeterred, Kyllar leads the group
inside after stretching the ribbons a bit to make way. He marches ahead, into
the wizard’s room, but finds nothing but empty furniture. In the room to the
left, empty bunkbeds are found. In the room to the right, the “conference room”
with the large table, they see the three other white outlines of those murdered
by Zyn, but find no loot in the charred and smudged room.
Frustrated, the group decides
to visit Madam Inquisitive, the substitute investigator for the City Watch, who
had helped the party track down Zyn a few days ago. She had been investigating
the grisly murders a bit; perhaps she has the items not already swiped by
Shadowale, Comfort and Gnofulk when they explored the scene originally. Plus,
she did help them find Zyn. Perhaps
she could help the group find some of the Wizened?
The party again moves laterally
though the city, walking along more walkways and bridges toward Tower 4, the
precinct where the Madam Inquisitive is subbing. They’ve been here several
times in the past week, and so are waved on through; past the desks of the beat
cops, and into the office of the Madam Inquisitive, who is still working
feverishly.
Without real pleasantries, Kyllar
starts pressing on the personal effects of Naman Fireslinger, and any books he
may had had on his person when the City Watch seized the items in the
apartment-
-but the Madam Inquisitive
deflects his urgent questions momentarily. Wasn’t the party in here not 48 hours
ago? Didn’t they leave to find this murderer Zyn? You can’t just walk in here
and ask questions. How did that whole showdown with your friend go?
The party recounts the story,
but very poorly, and not at all convincing. However, the Madam Inquisitive
knows from prior experience that words are not the party’s strong suit, and
believes that the murders are indeed over.
No legit books were recovered
from the apartment; only a few notebooks and scraps of paper outlining the basic
schemes the wizard’s group was to undertake. As a token of her appreciation
though, for bringing an end to Zyn’s murder spree, she offers up the only
worthwhile effect of Naman Fireslinger; a wand. It looks dry and cracked, like
a burnt twig, but the wand is not brittle and is surprisingly inert and cool to
the touch. Professor Thorntongue readies her notes and beings a ritual that
will identify the item as a +1 wand, while the rest of the party moves into
discussion on the Wizened.
With both Whudyalookadah and
Madam Inquisitive interrupting for clarification, Rhogar and Kyllar retell the
party’s dealings with the Wizened, stressing their desire to stop these monks…
for the public good.
Unfortunately, operating in a
different area in Sharn than Grayflood, the Madam Inquisitive has not heard the
rumors of these zombie caches, no knows anything about the DieFi rods, other
than they sound rather unusual for necromancy.
Rhogar and Kyllar float the
idea of using the Inquisitive’s methods for tracking Zyn to track the monks…
but unfortunately that seems unlikely. The Contraption of Find Person is
generally quite useless. The search criteria are minimal, and the range is
pretty abysmal. It was pure luck that Zyn was both a drow (rare in Sharn) and
nearby that it even worked at all.
The group had gone over and
considered each encounter with the Wizened, and had dismissed each as a dead
end, and were desperate. Could they use the Contraption to ping for uses of
necromancy?
The Madam Inquisitive suggests
that they focus on actual investigative work (following up those leads with two
new sets of eyes and skills), but the group insists. She readies the
Contraption, and after a half hour, the milky globe displays a single, faint
red dot; detecting some residual necromantic magic in Sharn… from the position
in the globe, she thinks that this is the mortuary run by Gertrude.
The party is immediately
suspicious, and ignores the possible explanations of the Inquisitive, bids her
good day, and marches toward the Gertrude’s mortuary… passing under the thaumaturgical
neon sign, past the empty lobby and reception desk, and back into the old woman’s
workspace. She waves them over as they enter, and she pushes the slab holding
the body of Naman Fireslinger into the magically chilled wall slot.
Again without much tact, most of
the party immediately starts to press her on what she knows of necromancy. She
reminds them that she is an immigrant from Karrnath, on the north east of the
continent, where necromantic magic is common and welcomed in daily life. Even
with her meager abilities, some spells can help her deduce how her subject died
and the school of magic is quite helpful to someone in her position. This
aspect of her job hasn’t come up much recently, since the bodies have desecrated
in such ways.
…but not Naman Fireslinger! Zyn
was interrupted, and didn’t have time to flay the wizard’s face. While the rest
of the part had been chatting up the old mortician, Professor Thorntongue had
slinked away, and rolled out the wizard from the wall, readied her notes and
had begun readying a Speak with the Dead spell.
Against the objections of
Gertrude (decency) and Kyllar (practicality; the guy didn’t have any dealings
with the Wizened), the spell is allowed to complete. As the five questions are
posited to the dead wizard, Whudyalookadah is just messing with the body.
Dangling things around its unaware face, poking it, and standing atop the chest
of the deceased, the tiny gnome eventually strikes a pose like a victorious mountain-climber.
Death is no excuse not to have fun.
With another avenue to wizardy
goodness, Kyllar pounces, and asked the pyromancer what the heck happened to
his spell book? “Stolen,” the corpse replies. Perhaps the scrolls recovered by
Comfort were his early attempts to re-create the book? Rhogar attempts to cast
a wide net with the next question, and asks if the pyromancer has had any
dealings with anyone in orange? “No.” Kyllar, still all about the spell book
asks who stole it. “A drunk halfling dressed in black,” rasps the corpse. Shadowale?
Muses the party. The fourth and fifth questions are also pretty useless, with
the corpse telling the party that he was working with the 3 thugs… Whom the
part deduces were the ones killed in the apartment with him. At least that spell
book may still be out there…
Fireslinger is again deposited
into the wall, and Gertrude shrugs and gestures to the corpse. See? Necromantic
magic can be really helpful when dealing with corpses. The party asks more
about Gertrude and necromancy and Sharn.
As the rods are described,
Gertrude asserts that that is not “normal” necromancy as she knows it, and as
the discussion progresses, two options present themselves.
The first is visiting House
Sivis in Upper Sharn, a House primarily of gnomes who specialize in magical
communication; the choice championed by Kyllar.
The second is traveling to the
City of the Dead, just northeast of Sharn; a repository not only for bodies,
but also for knowledge about these things. Everyone else thinks this sounds by
far more exciting, and the wizard is outvoted.
It would be a long walk through
the rocky switchbacks to reach the City of the Dead, nestled in the crags
outside the city proper, but fortunately Rhogar has the spare keys to his
friend’s air skiff, and the party is soon flying gently between Sharn’s towers;
gliding out towards the cliffs.
Not large enough to hold an
elemental to power it, the skiff is instead shaped like a rickety boat, with enchantments
along the bottom hull for flight, and in the rear for thrust. With Rhogar
manning the controls, the rest of the party takes turns peddling to propel the
skiff forward towards their destination.
The view is impressive. With
the towers looming behind them, the party gazes at the vistas before them; the
Dagger River and its rocky banks on the left, and the rolling farmlands beyond
the plateaus ahead and to their right. While still terrified of heights, Rhogar
is able to keep a lid on his anxiety, and deftly lands the skiff; despite the
fear, or maybe perhaps because of it, the dragonborn appears be a natural
pilot; cautious but proficient.
With a safe landing, the party
exits the vehicle, stretches their legs, and debates about where to go first,
having surveyed the immediate area around them from the air…
From their landing spot, the
party heads south, towards that conspicuous-looking structure. A large roof peaking
in stone and ending in clay shingles is supported by numerous columns; the
interior open to the air. Atop the stone foundation is a lengthy slab of stone,
there is a stone slab coffin; the likeness of a soldier – sword and all –
carved atop his final resting place.
Reading the memorial plaque,
the party is able to deduce that this mausoleum is 1500 years old; and
commemorates a soldier who died in the War of the Mark… a war when the 12
Dragonmarked Houses, still in their infancy as organizations, united against
House Tarkanan and besieged those with Aberrant Dragonmarks in Sharn. Rather
than be taken alive, Lord Tarkanan and the Lady of the Plagues sundered ancient
and low-lying Sharn, breaking the hovels with devastating earthquakes and
suicidal plagues, and burying their dreams of a 13th House and
exploring the aberrant dragonmarks in more detail.
Reflecting on the grim history
of the area, and wondering what evil rubble may still linger beneath the
massive towers of the city in which they now reside… the party walks north,
wandering among the graves there. Most of the headstones here are haphazardly
placed, and quite old. Burial has slowly fallen out of fashion the last
thousand years, replaced with cremation. Still the dirt is packed down solid and
the lawn is well maintained.
The party then venture to this
odd triangular obelisk standing in the middle of this cluster of headstones. Bobbing
above the pinnacle is a levitating and opaque octahedron, from which radiates a
faint glow, bathing all the graves in soft white light. As the group walks
among the graves, they read, and realize that this is a newly constructed
memorial for officers from Sharn who died in the Last War… the 100-year long continent-spanning
conflict that ended only a previous few years ago. The party also realize that
the graves are all oriented to the obelisk, the names of the perpetually
illuminated in the comforting light, and that their final resting places are organized
by the plateau district in which they last lived. Seeking out a few names of
his fallen comrades, Rhogar pauses to pay his respects.
Solemnly, the party hikes up to
this odd white stone pillar, shaped to resemble a single unbroken piece of
polished stone, and stoically watching over the grounds. Roughly 6 stories
high, the party begins to walk around the edge looking for any clue to its
purpose, and any possible means of ingress, if it is a tower. As they wander
towards the eastern side of the pillar however, a mob of skeletons stumble
forth from the tree line about 60 feet away, rusty axes and swords swinging
back and forth with each lurching step as they move towards the pillar. Three
groups seem to be moving roughly in sync, with two singular skeletons marching
along the flanks of the host.
Professor Thorntongue is first
to react, and calls forth a Sacred Flame to lob at the center group of
skeletons, and Kyllar flings a Firebolt at them as well. Both burning magical
projectiles land among the skeletons, while the old bones are singed, Whudyalookadah
approaches an unsuspecting Rhogar from behind. The gnome’s hands disappear
beneath the fighter’s armor and near the base of the Dragonborn’s tail, and
moments later Rhogar’s scales take on a somewhat ashen hue and look to be far more
durable than before.
The cleric and wizard are
exposed, and driven onward by infernal magics, the skeleton horde closes the
distance. While Rhogar moves to interdict, he cannot interpose himself between
the horde and his comrades, and a messy battle line begins to unfold.
Not as sturdy as a typical
cleric, Professor Thorntongue attempts to withdraw to safety, but her elven
feet are not quick enough, and one of the rusty blades slashes her as she
moves. Lacking even modest protection, Kyllar doesn’t wish to risk be cut down
running away, and he generates a Thunderwave, and while the center holds, the wings
of the skeleton formation are pushed back. Whudyalookadah looks to aid the
group, and casts Faerie Fire against as much of the opposition as the gnome
can. The center cohort, which has taken a significant beating so far and whose
bones are starting to grind out dust, and southern cohort begin to faintly
glow.
The respite from the rattling
onslaught is momentary however, and the skeletons quickly regroup and advance
again, surrounding the party (save for Whudyalookadah) on three sides. Rhogar
intervenes, striking at one of the solitary skeletons attempting to hit the
Professor, but whiffs his main strikes against the center cohort.
The Professor curses as she
attempts to formulate a plan, and curses again as she sees a feminine figure dressed
in armor under a white tunic steps out from the tall white pillar despite no
obvious means of egress. She curses a third time as the figure approaches, draws
a flaming sword and begins to slash at the nearest undead and cheer the party on
in their efforts to repel the skeleton mob. Duly encouraged, Professor
Thorntongue continues to lob her sacred fires in amongst the boney rabble.
Still surrounded, Kyllar again
blast a Thunderwave. Fortunately, this time, the center cohort fails to avoid
the blast. Unfortunately the wings of the loose skeleton formation hold. Fortunately,
the center cohort is blown to bits by the percussive force, their lose bones
being tossed backwards.
As the inert bones clatter to
the ground, Whudyalookadah assumes the shape of a boar, with mighty tusks.
Unfortunately, it is a gnome-sized boar, and the adorable teacup pig charges
between the legs of one of the cohorts, inflicting no harm.
The skeleton formation is split
in two, and each retaliates; their rusty weapons swinging around, missing the
Professor and bouncing harmlessly off Rhogar in the south but cutting into
Kyllar and the boar hide of Whudyalookadah in the north. Maintaining the
attention of the southern cohort, Rhogar strikes out at the lone skeleton
harassing the Professor, and soundly clobbers it, the fighter’s weapon striking
the helmet of the skeleton, and collapsing its spine to dust as the blow drive
the bones back towards the ground. Remaining composed, Rhogar commands Kyllar
to retreat, and the wizard obeys, slinking out of the melee and asking the
newcomer who she is.
She suggests that they can talk
later, and with a prayer, swings her flaming blade into the cohort of skeletons
distracted by Rhogar, and smoldering bones fly as the tide begins to turn in
favor of the party.
Professor Thorntongue and Kyllar lob another round of fiery
magic into the cohort while Whudyalookadah makes another pass at the ankles and
shins of the last skeleton cohort. They stab at the boar but cannot seem to
take it down. Rhogar and the paladin advance, this time Rhogar battering the
cohort to oblivion and the paladin smiting the solitary skeleton.
As the bone dust settles, the
woman regards the party, looking beyond them, off into the distance… perplexed,
but her composure is soon regained, and she introduces herself as the Holy
Warden Isabella – charged with consecrating and defending these grounds from
the undead… and wonders why the party would come armed to a cemetery.
The party gestures to the
broken bones of the skeletons at their feet. Point taken. Adventurers should be
prepared. Well, what brings them here then?
The party relates that they are
hunting what they believe to be a group of monks known as the Wizened, who are
dabbling with zombies and necromancy using magical rods grafted to the spines
of some of the zombies.
Isabella has not heard of
necromancy in this way… but admits she is more familiar with smiting the undead
than in determining how they magically work.
The party learns more about this
young Isabella. She is not tied to any religious order. The gods instilled her
directly with her holy powers, and she was compelled to this place and tasked
with its protection. She is the current Warden in a long line of defenders. They
live in this warded pillar until they fall, and then a new one is apparently imbued with power and summoned by the gods. While she lives alone, this area is not always so desolate;
there are festivals and services every few days, with many coming to pay their
respects to her as protector and groundskeeper.
The party is rightly more
interested in her protection duties, and Isabella relates a little more about
their surroundings. Sharn’s current incarnation, the impressive City of Towers
is only its newest incarnation; but the site has been inhabited for thousands
of years, and these rocky hills have become the repositories of countless dead,
some powerful, many meek. The tree line marks the end of what her and her
predecessors have reclaimed and warded. In and beyond the forests, lurks a
powerful lich known as Ujix the Despoiler, and nestled in these crags are buried
other evils and treasures.
The party continues to follow
each question with another, and learn that Isabella has been serving her role
as Warden for almost 6 years, and in that time she and Ujix have entered into a
deadly game of cat and also cat; each one smiting the companions/minions of the
other, but leaving their main adversary unharmed.
After fighting alongside her,
and hearing her stories, Rhogar has been regarding the paladin with his trained
eyes as a fighter, and is able to deduce that she is both more skilled and more
resilient than the dragonborn. But the fighter’s thoughts are derailed before
he can put those facts into any kind of context by
Mention of the lich Ujix has
greatly excited the party, and they are eager to go beat up a lich; but
Isabella looks on with horror at the rash desire, attempting to dissuade such belligerent action. If you
bring an army against the lich, you are doomed to fail, for with each soldier
of yours that is slain, you feel the lost twice as bad as normal; for the
soldier falls and then rises to resist you. Such it would likely be with a
group of adventures for as soon as one falls… the fight gets that much tougher.
Aside from these occasional
probing attacks against her wards and defenses, Ujix keeps to himself.
Believing that one-on-one is the only way to defeat the lich… Isabella is
content to leave well enough alone for now. The world is dangerous enough without picking fights.
It is well on in the day, and Isabella offers the group lodging for the coming night while they plan their next move. Dusk is still a ways away however, and Isabella inquires if the group visited the tomb of Winfiz the Destroyer - nestled in the cliffs to the west. There is time enough to visit them and return to the pillar before nightfall. The group lets the paladin lead the way.
Isabella leads them to a tall alcove, with the cliff rocks shaped and smoothed away to create a safe and sheltered area. A stone-shaped arch marks the entrance, and though the exterior is quite weathered, it appears to be decorated with a weathered carving of a figure standing on cracked earth, surrounded by a disorganized horde of lizardmen-looking creatures over the bucking ground.
The group shuffles inside, and sees a small, roughly cubic shape in the center of the room. It appears to be a coffin-like object, and a gnome-sized body is displayed on the top, with etchings around his hands, and snaking around his back and neck.
At gnome eye level, Whudyalookadah notices a story, and begins reciting the tale of Winfiz the Destroyer for the party. Long, long ago, before Sharn was a city, it was quite literally a hole in the ground, filled with kobolds. A nearby gnomish tribe went to battle their ancient racial enemies, but miscalculated. Their vanguard was surrounded and being overrun when a soldier named Winfiz manifested a dragonmark, which burned into his flesh and glowed. The ground quaked, and collapsed on top of the kobold tunnels. The gnomish expedition was granted a respite. They recovered Winfiz's body, and erected this tomb to watch over the grounds and (hopefully) prevent the kobolds here from rising out again.
Local history demonstrated that the tomb did not have any magical properties, and the kobolds eventually dug themselves out. However, some of the script catches Whudyalookadah's eye, and he realizes the gnome scribe's description of the spell contains enough information to mimic Winfiz's earthen cataclysm, and he, the Professor and Kyllar learn a simple cantrip to disrupt and up heave a small section of ground.
Satisfied with a day's worth of exploring, they solemnly depart the tomb, and begin the walk back to Isabella's pillar.
It is well on in the day, and Isabella offers the group lodging for the coming night while they plan their next move. Dusk is still a ways away however, and Isabella inquires if the group visited the tomb of Winfiz the Destroyer - nestled in the cliffs to the west. There is time enough to visit them and return to the pillar before nightfall. The group lets the paladin lead the way.
Isabella leads them to a tall alcove, with the cliff rocks shaped and smoothed away to create a safe and sheltered area. A stone-shaped arch marks the entrance, and though the exterior is quite weathered, it appears to be decorated with a weathered carving of a figure standing on cracked earth, surrounded by a disorganized horde of lizardmen-looking creatures over the bucking ground.
The group shuffles inside, and sees a small, roughly cubic shape in the center of the room. It appears to be a coffin-like object, and a gnome-sized body is displayed on the top, with etchings around his hands, and snaking around his back and neck.
At gnome eye level, Whudyalookadah notices a story, and begins reciting the tale of Winfiz the Destroyer for the party. Long, long ago, before Sharn was a city, it was quite literally a hole in the ground, filled with kobolds. A nearby gnomish tribe went to battle their ancient racial enemies, but miscalculated. Their vanguard was surrounded and being overrun when a soldier named Winfiz manifested a dragonmark, which burned into his flesh and glowed. The ground quaked, and collapsed on top of the kobold tunnels. The gnomish expedition was granted a respite. They recovered Winfiz's body, and erected this tomb to watch over the grounds and (hopefully) prevent the kobolds here from rising out again.
Local history demonstrated that the tomb did not have any magical properties, and the kobolds eventually dug themselves out. However, some of the script catches Whudyalookadah's eye, and he realizes the gnome scribe's description of the spell contains enough information to mimic Winfiz's earthen cataclysm, and he, the Professor and Kyllar learn a simple cantrip to disrupt and up heave a small section of ground.
Satisfied with a day's worth of exploring, they solemnly depart the tomb, and begin the walk back to Isabella's pillar.
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