Monday, August 8, 2016

Into the basement

After sorting out the details involving lost character sheets, and missing players, the party picked up outside the main hall of the abandoned monastery. They knew that at least some of the remaining bugbears had fled to that room, and had barricaded themselves in. The party, wishing to avoid being approached from behind while exploring the stairwell leading down they had earlier discovered, decided to turn the tables, as it were, and add to the barricaded doors, ensuring that the bugbears wouldn’t be able to get out if they suddenly wanted to.

Feeling secure in that decision, the party proceeded down the stairs for two levels, all the while enduring an overpowering stench of sewage and decay. They finally came to a large, square room filled with mushrooms of all sizes, shapes, and colors. Some managed to notice shambling forms coming from a cave in on the far wall, and after taking cover, they witnessed four spore-zombie bugbears enter, gather mushrooms and begin to leave.

One of the warlocks, whose patron is an entity connected to fungus and mushrooms, decided to pick a mushroom from a nearby cluster. This caused one of the spore zombies to confront him threateningly. Placing the mushroom back, the warlock reached out with his mind to the zombie, and made a connection with the "master" entity. After a brief discussion communicated through emotions, they came to an agreement that the party could pass as long as they left the room undisturbed. Seeing the wisdom of that choice, the party crossed the room, and exited through a door on the far wall.

The door had not been open in decades, and it lead to a darkened hallway, similarly disused. They noticed there was a faint glow coming from the far end, and the cleric’s light cantrip allowed them to see that the hallway lead to a set of stairs turning right and heading further down.

After some winding halls and stairs, the party came to an archway leading into a room. The room was H-shaped, and in the four points were sarcophaguses. The room itself was iced over and the ice glowed with a ghostly white light. They could feel that room was much colder beyond the archway, and when the paladin finally set foot in the room, the temperature was indeed many degrees colder. This action also caused all four sarcophaguses to open up, and four undead creatures clambered out. They were adorned with aged armor, and all brandished swords, glaring hungrily with glowing eyes.

The cleric and paladin agreed that they were wights, and the party engaged them cautiously. The cleric turned two, and the paladin caused another to cower in fear. The party then turned their sites on the fourth and laid into it. In this manner, they managed to take down all four wights one at a time, with only the barbarian suffering any notable damage, and the paladin having several hit points of life drained.

Looting the room proved very profitable, as the wights had been buried with what was obviously great treasures from their living lives. Now armed with some magical weapons, and a Bag of Tricks, the party prepared to enter the double doors that lay just beyond this chamber, expecting to find whatever power it was that had influenced the hobgoblin generals into starting an unwinnable war with the local communities.

However, real-life time was getting late, so the group parted ways for the night, eager for the next (and last) session of this arc of the campaign, and an answer to their burning questions about who, or what, was behind all of this.

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