From The Gralhund Estate
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Introductions at the Docks

One overcast morning, a small boat rowed across a dark sea. The Oarsman was an forlorn older man. The rest of the occupants were Wilben, a half-elf with nicks, cuts and a large stab wound; Haze, a halfling with a freshly scarred and milky white left eye; Nono, a bruised and bludgeoned gnome; and Mercy, a battered tiefling with marks around her neck.

The oarsman mournfully talked about the dangers below and ahead the group as he landed the boat on a dock. The land, the Gralhund Estate just off the Sword Coast, was full of Gargauth worshippers. The group was cursed and not free to leave until they have broken it.

He loaded empty barrels onto the boat, informed the group that he would be back by the next new full moon, and if they were all lucky, they'd be back at the docks at that time.

Mercy took to collecting driftwood while the other three investigated the cabin by the docks. Though explicitly warned to not enter, the group peeked through some cracks and found that something was moving in there. They scurried back to safety and decided to head north.

The troupe came across a hanged man wearing peasant's clothes. Mercy inspected him and determined he was far too late to save. The troupe worked together to build a cairn for the body.

During a mourning song by Haze, the wind stopped and Mercy sensed undead coming from under the tree. They were attacked by the tree and the undead humanoid that emerged from under the tree.

As a group, they successfully fended off the tree and the undead.

To the Safety of Town

The troupe, led by Haze, left the ghastly tree behind and headed west towards the woods. The two boys went hunting and foraging. Mercy spotted some eyes in the distance and changed the fire color to alert the hunter-gatherers. The men returned and the women reported that something out there was watching the campsite.

In the morning, the group put together that two blue, almost gorilla-like creatures were the ones watching in the distance. With the threat gone, Wilben climbed a tree and spotted a village in the distance. The troupe headed towards town.

Near to the town, Mercy helped a young woman and a much older man free their ox from a muddy field. The woman, Liona, welcomed them into the village of Wakefield. The town was populated by two distinct group—young adults and elderly folk. Liona informed the troupe of the rules of the village and highly encouraged them to stay there permanently. After a quick jam session in the middle of town, the troupe brought some meager joy to the village and earned some food & a citrine jewel. Everyone in the troupe interacted with various villagers, learning more about their strange ways but never quite getting the full picture. The pervading feeling was that the villagers are merely eking out a living while surrounded by countless dangers.

The troupe agreed to stay in the village for one night before they take off in the early dawn for answers.

Liona suggested the troupe do some work to earn their keep for that night. The troupe left off wheelbarrowing to the windmill to transport already-milled grain.

The Windmill

The troupe arrived at the windmill around noon and set about their tasks. Mercy started the process of milling the grain as the others poked around. Mercy and Haze heard a noise outside, and Wilben peeked over the barrels at the windows to catch a glance of blue. Mercy and Wilben went upstairs but can't tell where the creature has gone.

Halfway through the milling—CRACK! Mercy led the way back upstairs with her rapier drawn. A fight broke out upstairs between the troupe and the multiple ghasts that broke into the windmill. The party successfully fought them off. They cleaned the windmill and burned the corpses outside afterwards.

Mercy checked out the surroundings outside while the rest discovered supplies in some chests upstairs. The three took the abandoned supplies for the troupe's use.

Liona greeted the troupe when they returned. She was shocked by their tale and beckoned them to privately discuss it. The troupe learned that the monsters had been becoming bold in the past months, and that Wakefield should be protected by Father Caudicus' sanctifications.

Liona spoke of the Father's root cellar. Townsfolk were forbidden to enter, but she implied that the troupe should check it out. One adventurer some seasons ago explored it, and still occasionally visited town.

The troupe entered the cellar and discovered a dark ritual that had been long completed and disturbed. A possibly magical knife was missing from the macabre display.

The troupe intended to visit Father Caudicus in his temple to inform him of the issue in town. The troupe has been welcomed to rest at Liona's for the night.

The Kirin and the Crossroads

On their 3rd morning, Mercy detoured the party to the north toward a dying tree. Her divine senses told her that another undead creature was fomenting underneath. The troupe was startled by an injured animal's howl and a flash of white fur. Mercy plowed into the forest in chase while the others tried to keep up.

The troupe found a pack of frenzied wolves circling an injured kirin. The wolves turned on the troupe and managed a number of blows on Mercy and Haze. After some spellwork, the majority of the pack was reduced to char, and the remnants staggered away with partially healed wounds from Mercy's grace.

Mercy healed the injured kirin, but it was too far gone. The kirin's soul visited her and consented to becoming her steed. While Mercy was healing, Haze stomped off to the woods in frustration at his companion's hasty actions. Wilben and Nono discussed the new spells they had worked out overnight. Wilben went to retrieve Haze and the two had a heart-to-heart.

Mercy offered to let the smaller folk ride on the kirin. On the way back toward town, Mercy described how she felt drawn to the tree by intuition. After deciding that the matter of the tree could wait a day or two, the troupe resumes their travel towards the temple.

At the first crossroads, they investigated signs of a previous ambush, with an injured party heading south. Haze found a sign that pointed south for the Gralhund Estate, and west for Craig's Hollow. Following Liona's directions, the group headed left for the Estate.

Between the first and second forks in the road, the group spotted a purse discarded on the side of the road. Haze posited that it was a liquid metal. Nono studied it further to determine that it was mercury, a useful supply in crafting magic weapons.

At the second crossroads, Mercy smelled some corpse rot from the northwest and sensed that there was undead in the distance.

The Gralhund Estate

In the early evening of the 3rd day, the troupe proceeded to heed Liona's instructions and headed in the direction of the temple. As twilight approached, they arrived at the last crossroads and saw the Gralhund Estate in the distance. In fear over being caught in the woods at night, the troupe headed towards the Estate, hoping to find shelter there.

The troupe spotted numerous shambling skeletons blocking the road. Nono determined that they were mostly driven by "sight" and would have a hard time detecting invisible creatures. Once the party was hidden by Invisibility, the troupe sneaked past the skeletons. The deeper the troupe went, the more undead they saw surrounding and facing towards the manor house. They appeared to be trying to get into the manor house.

Mercy vaulted Wilben onto the estate's outer walls and Wilben set up a rope for the rest to climb up on. Some of the fiend patrols on the wall took notice of the noise, and Wilben had to distract them with the sound of a scream in the inner courtyard.

The troupe attempted to enter the manor but were foiled by a locked door. A blood devil threw the door open and started commanding the devils around the estate. The devil was easily able to see through the troupe's invisibility and interrogated them. Once satisfied, she invited the troupe in for a fireside chat. Camosh, the blood devil master of the house, expressed incredulousness that the troupe attempted to break into her well-defended home in order to find safety away from the undead. After some discussion of their various intentions, she allowed the troupe to stay for the night. She pressed them to help her rid her lands of the undead, and disparaged the villagers and Father Caudicus.

The troupe safely slept and in the morning of the 4th day, Camosh saw them out of her house. Sometime during the night, Haze brokered a deal with her and received information and an imp, much to the party's shock.

The Temple and the Crypt

In the morning of the 4th day, the troupe left the Gralhund Estate proper under the cover of invisibility. While on their way to the temple, Wilben discovered a stone marker for the Gralhund Estate crypt. Undeterred, the troupe made their entrance at the temple and met Father Caudicus. He enlightened them on the history of the island, including the Lord Tomasin Gralhund who cavorted with devils until he disappeared 25 years ago. The Lord's high mage, known as Nefilphasia, continued a skeletal siege on the Estate house that can be seen to this day.

The Father also spoke poorly of the adventurer who interrupted his Wakefield ritual. He asked the troupe to retrieve the knife from "the man in the woods," known to reside in a lighthouse in the northwest section of the island. In addition to the knife, the Father requested replacement ghast hearts to recomplete the ritual.

Wilben inquired about the temple's god, The Lord Who Watches, and learned their credo. Nono traded silver with the temple in order to acquire spell material components. After a light meal from their gardens, the troupe left to explore the surrounding lands. Haze brought up the link between the Tomasin, Camosh, and Nefilphasia, and stated that Camosh was the only one standing between Nefilphasia and total domination of the island.

The troupe followed a deer trail to a clearing with a dead tree. In their investigation, they determined that undead had at some point been raised from the area, and there was another disturbance at the edge of the glade. They followed children's footprints back to the road and found they intersected with the path to the Crypt.

Heading to the crypt, they spotted a small girl who dashed down the path ahead of them. Wilben led the chase to a mausoleum, and Mercy detected undead surrounding the group. Ghostly specters appeared and attacked the troupe. After the specters are defeated, the little girl reappeared and admitted she just wanted to play. She had a message from her mother. In the afternoon light, the group decided to join the little girl Vivian and go visit Mother in the swamp to the southwest.

The Witch in the Swamp

In the mid-afternoon of the 4th day, the little girl Vivian led the troupe through the bush into the swamps. She encouraged everyone to take the shortcut over a partially broken bridge over a river, which they safely crossed. The troupe met Vivian's "mother" Nefilphasia, the necromancer leading the siege on the Estate. She had a number of undead at her disposal, including alligators and children. After introductions, Nefilphasia requested the troupe's help in finding Albert, her partner who had been working on her secretive living dead tree project. She advised the troupe as to the state of the island and her eyes on the ground. She made her desires plain: she needs total control of the island. She offered safety for the night and future help in breaking the curse if the troupe could help her wrest control from the devils in the Estate.

While the others were preoccupied, Haze took a moment with the necromancer to ask about the orb he had been looking for. After some private discussion, Haze made a deal with her and brought it to the rest of the troupe's attention. He said that Nefilphasia would make another orb for the group if he would bring her a book from her library in the Estate. The troupe questioned how she knew that they could get into the Estate safely, and Haze told them that she knew they went to the Estate. Everyone grilled him on this until Wilben broke him down with a stare.

Nono set up a tiny hut for the group, but unfortunately could not fit the kirin in. Mercy and her kirin slept outside in the marsh.

During day 5, the troupe took a "shortcut" through the marsh that resulted in lost time and some minor pains. Back at the disturbed glade, they retread their investigation. They returned to the temple to see if they had seen the missing Albert or any strange men in the area in the past month. When Father Caudicus heard that the troupe met Nefilphasia, he called her an interloper.

The troupe left the temple with pockets full of tomatoes. They argued amongst themselves about who they trusted amongst the island folk, with the village of Wakefield being the most innocent and downtrodden of the groups. Haze argued against trusting the Temple, insisting that they must be hiding something horrible compared to the devils and the necromancer.

In the end, the troupe decided to investigate the man in the woods in order to retrieve the missing knife for Wakefield's sake.

Craig's Hollow

In the afternoon of the 5th day, the troupe set off to find the man in the woods in the lighthouse to the northwest. They backtracked to the Docks & the Estate crossroads before settling down for the night. Nono cast Tiny Hut and they set a watch: Mercy, Nono & Benignus, Wilben, and then a voluntold Haze. Yellow eyes glinted low in the distant darkness at the troupe as they rested. Mercy woke up in the morning to find that Haze had fallen asleep during his watch. When confronted with the danger he put them in, as Tiny Hut only lasted 8 hours, Haze moped about it sincerely.

Following the road towards the northwest, they spotted the ruins of Craig's Hollow off the path. The buildings were decrepit except for one stone building that looked to be in good condition with a bubbling cauldron in the fenced yard. Mercy, calling out for villagers, unwittingly attracted the attention of 3 boars. Wilben stunned the boars and after some quick deliberation, the team collaborated an attack immediately after Nono set a fireball amongst the boars. The boars inadvertently revealed that the fence is enchanted as they are bounced off of it.

With the boars taken care of, Nono "knocked" on the door of the stone house and the troupe investigated it. They found a long dead wizard in a bed, with a cup and a spell book at their bedside. The troupe buried the wizard in the yard within the confines of the enchanted fence. Nono scavenged the house and came out with some healing potions and scant material components, while Haze took some chains from the surrounding buildings. Otherwise, Craig's Hollow was a shambles.

Back on the path, the troupe approached a rope bridge over a gorge. Wilben, with the help of his backpack, helped his smaller teammates across the bridge. When Mercy attempted to cross, the weight was too much for the ropes and one snapped. The two managed to safely finish the crossing, but the bridge was in bad shape. Mercy bid her kirin to return to the wizard's house in Craig's Hollow and the troupe continued on foot.

They find a dead tree in the distance, its fallen leaves a telltale purple. They hurriedly left the tree behind and Benignus found the troupe a tucked away spot to camp.

By the misty mid morning of the 7th day, the troupe arrived at the lighthouse.

The Lighthouse

On the morning of the 7th day, the troupe approached the lighthouse. Outside the door, there was a sled and clear footprints around the area. Nono determined the sled was likely the same one as the one involved in the fracas on the road they spotted a few days beforehand. Mercy knocked and received no answer. When Nono opened the door, Haze walked in and lit up his instrument, bringing to light more dragged sled marks that he begged Mercy to check out.

Nono & Mercy waited outside while Haze and Wilben cautiously maneuvered themselves up the stairs, triggering, avoiding and marking various traps all the way. The boys explored the top floor of the tower, discovering the missing dagger lodged in a heart on a table. In another room, Haze discovered a dingy man chained up. By this point, the girls made their way up the tower. Haze released the chained man from his bindings while the group interrogated him. The man was Albert, Nefilphasia's partner in necromantic studies. Albert had doubts that the party had been sent by Nefilphasia, and Nono tricked him into revealing some surface thoughts. Haze found a strange necklace on a desk in the prison room and pocketed it. Wilben scooped the heart-dagger whole into a cup and carefully placed it in his backpack.

A heavily garbed man caught the troupe at the top of the tower. With his bow aimed at them, he barked questions and directions. Haze discretely snuck Albert back his necklace, and Albert created a large gust of wind to disrupt the tense discussion and escape. He didn't get far before the troupe recollected and tackled him. After helping the tower resident Lorenzo secure a sullen Albert and giving back the heart-dagger, the group sat down for conversation.

Lorenzo asserted that Nefilphasia's children were former villagers that died. Albert confirmed that the missing Wakefield generation were the ones who died in the war. He didn't seem to trust anyone on the island, and especially distrusted Father Caudicus and the Temple. He harbored no fondness for the villagers, and only preferred the devils over the necromancer because the devils were contained to the Estate.

The discourse continued, with the troupe wondering about where their allegiances lay.

The Shipwreck Camrose

In the early afternoon, the troupe concluded their discussion with Lorenzo. With the ghast heart and dagger pierced into the table, an uneasy truce was laid out. Lorenzo wanted the troupe to act as if Lorenzo was dead, so Lorenzo could move unseen. He had no trust in anyone at all on the island and did not believe there was a way off the island. He hinted that he had a deal with the devils.

On their way back along the path, the troupe meandered to get a closer look at the shipwreck off the coast. Nono, feeling something odd in the wind, stopped the troupe to check if there was magic in the air. She detected the troupe's magic items in addition to conjuration magic on her pilfered spellbook.

At the shore by the shipwreck, the troupe realized their mistake. The wreckage was accessible only by going down a sheer cliffside, some hundreds of feet away in the water. The troupe deliberated their options. Spurred by a question of trust, Haze and Wilben engaged in a heartfelt discussion about their friendship. Meanwhile, the girls devised a plan to access the ship. A flying Mercy carried Nono over to the ship. She ferried each party member across.

On the ship, the troupe salvaged some rich supplies and located a bleached skeleton. The sky turned dusk and dark by end of their looting. They flew back across the water and found a very close place to set up camp. The flying Mercy scouted the area alone. She spotted several small wispy creatures in two packs not far from the troupe. One pack was watching the troupe. Mercy caused the creatures to scatter by her presence.

The troupe hurriedly set up camp in the safety of a Nono's tiny hut. They sorted through the papers and determined that the Camrose was intending to pick up cargo from Lord Tomasin about 25 years ago, but never completed the trip.

Nono and Haze bonded slightly over their familiars before Haze's imp performed an macabre show with a mouse. For the night's watches, Benignus generally saw a large creature distantly glinting in the moonlight, while the others saw darkness.

When the troupe rose in the morning of the 8th day and the tiny hut dissipated, they were surrounded by chattering noises.

Elemental Chase

On the morning of the 8th day, the troupe left the safety of their tiny hut to find themselves approached by mephits. The troupe held off on attacking while the mephits surrounded Nono. A terrified Nono turned herself invisible and slipped past the surprised mephits. The bards hypnotized and put some mephits to sleep while Mercy knocked the rest out.

With the threat delayed, Nono reappeared and the troupe deliberated as to why they were after Nono. She divvied up her recently acquired items between the troupe members. Mercy took the spyglass, Haze took the spellbook, and Wilben took her borrowed book.

The previously spied earth elemental lumbered into view. The troupe split up to test their hypothesis. The earth elemental attempted to follow Haze, but was blocked by Mercy. Haze teleported himself to the wrecked Camrose, only to find it already occupied by a water elemental scouring the ship. When he was about to be attacked, he thunderstepped his way back to the coast with the water elemental on his heels.

Between the quickly travelling Haze, a flying Nono, and a guarding Mercy, the troupe confounded the elementals chasing after the book. The frustrated elementals abandoned the futile flying chase.

The troupe decided to head back to Craig's Hollow. On the way, Mercy stopped the troupe at the dead tree and intentionally triggered the undead underneath it. After doing what they could to cleanse the area, Haze tried to cajole Wilben to carry the components he needed to raise a skeleton. Wilben declined.

Back at the rope bridge, Nono sent Wilben flying over the chasm to fix the broken rope. The troupe successfully crossed the bridge without breaking it under their weight.

The troupe continued their frantic pace towards Craig's Hollow and were last seen ambushed by more boars.

Return to Craig's Hollow

Ambushed! The boars approached to attack. The bards once again froze most of the enemies in place. A fantastic shot from Haze left the one non-stunned boar dead in its tracks, but broke his bowstring. Mercy attempted to ride the largest boar and created a great distraction, but it distracted the troupe just as much as the boars. After some vicious attacks on the boars, they turned tail and retreated. In the aftermath, the troupe carved some meat from the boar Haze felled.

The troupe continued on towards Craig's Hollow and met Dintereal at the wizard's hut. Mercy, seemingly the only one with any inclination for cooking, whipped up a meal with some of the boar meat and foraged mushrooms. In the meantime, the boys searched for a stick to be used as a cooking implement. Nono studied the hut and glimpsed markings carved in the cement under the house. She roped Wilben and Mercy into helping her gain better access, and found a magic circle for non-detection.

Meanwhile, Haze stuck around the stew pot outside and saw the wizard's skeleton dig itself out of its grave. With some cursory questioning between Haze and Nono, they determined it might still retain some semblance of intelligence, or it was a complete marionette to Nefilphasia. Mercy was antagonistically dismissive of the skeleton.

The troupe rushed back to Wakefield and asked their new skeleton follower, dubbed El by Nono, to stay behind at the windmill. Mercy deposited the boar meat at a storehouse, and the elderly folks directed them to converse with Liona.

Liona and Mercy talked at length about the food, Father Caudicus, Lorenzo, and some other topics before Mercy mentioned that the villagers should avoid the windmill for the time being. Liona became increasingly upset as the troupe tried to assuage her fears and confusion over a walking skeleton near the village.

The troupe left off tromping back to the windmill in order to placate Liona, who may yet gather up a crowd to go kill the "dangerous" skeleton.

Under the Windmill

The troupe was tired and irritated when they stomped back to the windmill. When they arrived, they did not see El. Mercy and Nono were increasingly wary at the dangerous airs about them. They found tracks that lead away from the windmill, but saw that the tracks led back into the windmill in the end. Wilben and Haze spotted a trapdoor that led to a cellar. Inside the cellar, the troupe found El waiting listlessly.

The troupe questioned El and made their way around the room. In small offshoots from the main room, there were crypts carved with the names and dates for various dwarves. All the dead dwarves belonged to the Bladed Keys Mercenaries. They all died within a year or so of 1179, about 2 years after the Gralhunds came to rule the island, and some 312 years before the current timeframe.

While Wilben and Mercy read the dwarven runes, Haze studied the heraldry on the floor in the center of the room. The troupe discovered that the lions in the heraldry were the same as the lion section of the gryphon-emblazoned pouch they had found.

When interrogated, El agreed with the notion that he knew of the room before, that he led the troupe there for a reason. The bones scattered about the room were all human. Nono detected that the hair-raising feeling she had earlier was increased in the arena, as it was now surrounding her in the walls and the ceiling. The arena was drenched in the same magic that seeped through the ground underneath the Living Dead Trees.

The troupe left El in the arena, confident that he wouldn't be discovered by the villagers. Liona greeted them on their return, setting her torch and pitchfork after Haze smoothly lies about the skeleton.

The troupe set Dintereal up in the stables for the night and took a shack for themselves. Partway through the night, Benignus alerted them to the earth elemental making its way towards the village. The troupe moved together to a Tiny Hut close to the creepy grove to the north of the village. The elemental quickly lost the scent after that, and wandered away into the forest.

Mercy went into town to gather some history on the island. She found Mathers to be informative on the subject. Meanwhile, Nono grilled Wilben and Haze and they admitted that they were not simple bards. They had been spies, and died coincidentally around the same time.

Wilben and Haze decided to use the upcoming boar feast as a distraction. Their plan: to investigate the village to find the orb that Camosh requested.

The Boar Feast

On the 9th day, Haze, Wilben and Nono visited El in the arena under the windmill. The troupe questioned them and gleaned some nuggets of information. It seemed like El killed themselves in their house as part of a spell in order to hide their spellbook away from Nefilphasia. The elementals were chasing the book, not to return it or destroy it, but for another unexplained reason. The elementals would keep returning for the book even if they were dispersed. The arena was special, but not in regards to the elementals.

Back in Wakefield proper, the boar feast was prepared and the troupe split up once again. Mercy mingled with the villagers with Nono trailing behind. Mercy earned an unenthustiastic look from Liona as she told a rambling story about her work as a paladin and her faith.

The boys, enabled by an invisibility spell, checked each shack in the village for the orb. They turned up empty handed for materials, but Wilben noticed old Waterdeep and Gralhund tiny treasures suitable for commoners in some of the shacks. The pair showed up to the feast in time to enjoy some mediocre blackberry pie.

In the evening darkness, the troupe decided to take care of the withering tree in the north before bed. They demolished the weakened undead emerging from beneath the tree and torched the tree itself. Investigating further, they determined the rough process that created the undead. They surmised that the buried dead fed the tree necrotic energy, which would then drop tainted leaves on the ground which filtered through the ground to the de-fleshed skeletons. It seemed like the same energy that could be felt underneath the windmill.

The troupe camped out not far from the torched tree, with Benignus checking in on the earth elemental's fruitless progress. In the morning, the troupe discussed once more visiting the arena in order to study the location itself further.

Memories of the Collapse

At the start of the 10th day, the troupe revisited the windmill once more. Under the stairs inside the windmill, a high keening and humming noise filled the air. Nono investigated the arena remotely with an arcane eye. Inside the arena, El loitered inside a giant magic circle that took up nearly the entire chamber. Unable to discern the runes around the edges nor the exact significance of the marking in the center of the circle, the troupe cautiously entered the arena.

El denied doing anything or having any visitors since the troupe's last visit, but indicated that this was what they wanted the troupe to see. Between Wilben's translations and the troupe's magical competence, the dwarven runes were found to be calling for "the Eleven" to retake the land. The troupe debated the circle's significance and whether Albert, as the only known dwarf on the island, had a hand in the project.

When the troupe left the windmill, a misstep revealed that they had a stalker. Haze teleported over to nonchalantly chase Vivian, who tearfully ran away.

In the fields by the village, the troupe stopped to talk to Liona. They informed her that they were being tracked at night and that they don't stay in the village in order to prevent it from accidentally coming in. They also asked after Lorenzo's habits.

At the blacksmith's house, Nono read out his letter to the Camrose in order to provoke some recollections about the Estate. The blacksmith Karlin acknowledged that he was once the house steward, but his memory was failing in old age. He reluctantly talked about the Collapse 25 years ago where everyone ran screaming away from the castle to the village and beyond. Something tragic happened at the same time in Craig's Hollow, and all those who escaped those areas ran to Wakefield.

He suggested that some other villagers could answer more questions. He also pondered on the fate of a forester he once met before the Collapse, who he last saw a few years ago. Away from the villagers, Wilben quietly suggested that the woodsman could be in the cabin by the docks.

Gossiping village elders Meredith, Gert, & Wilda lively discussed the history of Wakefield with Haze. They spoke of poor Liona's mother, who went back to retrieve something and never returned.

The herbalist Mathers was from the village just outside the estate, and was a young man at the time of the Collapse. He spoke of all sorts of strange heraldry walking through the town, but he did not know if Liona or her parents were from that village.