Friday, June 28, 2019
Ghosts of Mistmoor
1369 DR
Eleint 3
North West of Tilverton
Late Evening.
After a long day of searching through only parts of the Manor House the adventurers fortify themselves in one of the bedrooms to sleep and tend to their wounds.
Visions of a gigantic raven following the dreamer plagues all of them.
And just after midnight, there is a scream coming from the hallway outside the door it snaps all of them from their restless sleep.
The group debates checking on it and Zimmerman finals it then opens the door and heads out. Her toe kicks something across the floor slides towards the railing of the balcony. Turick scoops it up and says “It’s that berry shite again.”
Light from under the Library Door draws the parties attention they head, cautiously down the hallway. Padgett complains about her bedroll going cold trying to hide her fear of the dark, being the only person that cannot see in low light.
Ayrid opens the door to the library cautiously. A lone candle stands on a table with a note in it’s flickering light. Turrik reads it, finding it to be a thank you from the spirit of Reveri for helping to loosen the curse on her.
“Thank you for destroying the bookworm and laying my aunt spirit to rest.”
Turrik writes a response in his blocky dwarven script “Is there a curse on this place?”
After waiting for a response that never came the group heads back to bed.
The rest of the night passes without much more incident. However the dreams continue. In the dream a teen girl with a raven on her shoulder and a bloody dagger in her hand. The dreamers see the house from her perspective and they wake tired as though they where the ones that were wondering the hallways of the mansion.
They check their gear and Zimmermans examines and tends to everyones wounds.
Ayrid heads back to the library to see if the note had a response.
“I can help. Meet me on the tower roof an hour after midnight.”
Morning light filters through dirty window pains and tattered curtain. After shaking the sleep away and get their bearings the adventurers quickly recheck the rooms they’ve already visited before continuing their investigation. They head back to the study and take the hidden starewell down to the first floor and pickup their more systematic search.
The first door they open leads them into the ballroom they had stumbled on the night before. Just off the ballroom is the Foye’. Empty save for an old tapestry of a Paladin of Lathander and footsteps in the largely undistubed dust on the floor. In a closet they find ancient cloaks and coats that seem to still be waiting for the wearers to head back into the world.
A small Iron bound door draws their attention and the only other exit leading back into the trophy room light by the morning sun that flooded through it’s sky lights.
White Pegasus on a Blue Field “Mistmoor Coat of Arms.
From there they begin checking the rest of the rooms on the first floor. Down a long hallway that carries them to a series of doors. The first one they open leads them into and aged Kitchen. Though it seems the Kitchen it’s self hasn’t been properly cleaned in years it does show signs of recent habitation. Fresh food stuffs and a pot of jam seemingly days cold from the crusting on the aged iron.
A door off the back of the kitchen reveals downward leading stairs. Ayrid peaks out another door that leads back outside. Only the morning bird song looks back.
They follow an narrow alocoved hallway tucked into the corner of the kichen to what appears to be servents quarters. Just past the quarters the end of the hall and it opens into the Tower.
They follow the parallel halway out of it back the towards the kitchens and find barracks capable of comfortably housing about twenty men at arms a smaller room just off of the barracks shows the armory.
The first floor nearly cleared they decide to poke their heads down the stairs from the kitchen before heading back to the otherside of the Manor.
They find themsleves in a wine celler, the distant sound of running water meets Ayrids elven ears, he points this out to the rest of the group. Two sets of the stairs lead deeper into the earth. One leading into what looks like a hallway the other into and darkened open room that seems to be where the water is coming from.
They look into the room with the sounds of water. It appears to be a cold storage room. Shelves line the walls and a pool of freezing cold water runs through one corner of the room.
The passage of the stream looks like it would fit a halfling inside. Turrik jumps into the water and looks down the tunnels. He reports that the stream is swift but not pulling him along, Zimmerman lights up the dwarfs helmet so that he can swim a little ways down the passage to check for openings.
Up stream the passage narrows into a sharp turn a little over forty feet from the pool. He pushes his way around the corner to find another sharp turn. His armor grinding against the passages walls Turrik heads back to the pool and tells the group what he founds. From there he heads downstream. About fifty or so feet down the passage it begins to narrow down into a smaller and smaller passage.
He returns to the party and begins taking his armor off so that he can make his way further upstream and investigate the switchback.
He wiggles his way through the swithback to discover a chamber with a bridge passing a bare five feet above the water. The sides of the stream and splashing of the current make the walls of the stream impossible to scale without assistance. He examines the water closer, following the water smoothed stone. He discovers and limed over corpse with a dagger pinning into to the stone. Near the skeleton Turrik finds hand holds to haul himself out with. He dislodges the dagger from the stone corps and pulls himself out of the freezing water to discover a tomb in a carved cave. Three bodies lie desecrated. The Dwarf does his best to right the mausoleum and offers his respects to the souls.
The Dwarf looks at the stairs leading up on the otherside of the bridge but decides to head back up stream. He stops, turns back, and starts moving the child sized corpse from the stream.
As soon as Turrik touches the body and spectral raven flies out of the wall, through the dwarf, and back out to the otherside of the room.
He puts the bones of the corpse on the dry land and quickly makes his way back through the underwater passage to let the group know what he’s found.
The Party decides to backtrack and check more of the house before heading out to the grounds to try and find the tombs entrance. They check the Hallway off of the wine celler.
They open the door to find a Black Dragons treasure chamber...after a moment of fear the party notices that the dragon is stuffed and Regines spirit sits in a thrown below the Dragons rearing head. She looks up annoyed and says to the party “Go away, I’m doing things.” Zimmerman detects some traces of evil in the spirit but sees that it is actually eminating from the Raven spirit.
The stuffed dagon begins to move as the essence of the girl and raven fade from sight.
Padget tells the group to stand back and moves forward and drives her spear, it’s steel tip blazing to life with magical flames as she plunges it into the hide of the now animate Dragon. The Dragon, the spark of life no where in it’s eyes gives no sign that it was struck as the flesh beneith it’s scales gives off the scent of long rotte dand burning flesh. Turrik muscles his way into the fray next to Padgett as Ayrid lets looses a pair of wicked arrows. The shaft glances harmlessly off of the tick dragon scales. The crature, moving with the stiffness of the dead, snaps at Padgett and she stays just out of reach of the gnashing, rotting, teeth.
Padgett yells out “I get to keep the corpse.” as she plunges her spear back into the dragon. Turrik swings ghostwacker at the corpse but cannot get inside the creatures beating wings. Ayrid launches another pair of arrows at the rearing creature, this time, striking home in mouth opening in a hiss. Not acknowleding any of the strikes the jaws snap down on padget, teeth slicing flesh but not grabbing hold.
Zimmerman calls on Lothander to drive the beast away but in the darkness of the cave the power is not strong enough. Ayrid launches another volly of arrows into the soft interior of it’s mouth. One shaft sinks deep into the roof of the creatures mouth and it falls with a splash of coins into the piles of treasure.
The dwarf, clapping the celebrating elf on the shoulder. The sparkle of the treasure draws his attention. Suspicioiusly he picks up a handful of gems and coins. It all turns out to be fakes and copper. The treasure and Dragon meant to be an art piece rather than an actual horde.
“What is this tripe, it’s all cheap knock offs and glass.”
Ayrid, poking disapointedly through the “treasure” he discovers a hidden door hidden in the back of the wall. Listening carefully he examines the well concealed portal for any traps or hidden glyphs. Determining that it’s mostly harmless he opens it with an rusty creek.
It reveals a hallway leading to an iron bound wooden door. The Elf makes his way cautiously down the hall towards it and examines it with his delicate fingers. He opens it slowly to reveal a room with supplies scavanged from the rrest of the house. A young man is sleeping in one of the plethora of cells that the room houses.
Casting eyes over the hodge podge of furnishings they party can easily tell that there are at least two people living her outside of the cells. A ladder on the wall between two f the cells leads goes up into the ceiling.
Zimmerman studies the sleeping figure. He’s dressed as a woodsman, younger. Zimmerman grabs a set of keys from the wall and bangs them agains the cell bars.
The man starts awake thinking the group is his captors. Shaking away the sleep in his eyes he sees that the group is not his captors.
He claims his name is Joshua and he is employ of Lord Blain. He had been searching the house and in one of it’s privys and he doesn’t remember much between then and now aside from being visited by his captors. His captors have been treating him well but they’re obviously keeping him from reporting their presence.
Zimmerman unlocks the cell.
Joshua offers his help and the group starts going through the pilaged supplies and weapons to outfit the young man and re claim any treasures. After rummaging Turrik throws a fur cloak over his shoulders.
Zimmerman pulls hout a skull that they had found in the counts room and a scroll. After making some small preperations and saying prayers over the items the parchment glows. The glow rises and engulfs the skull.
The teeth of the skull chatters “Who summons me?
Zimmerman responds and demands the same of the spirit. The lord of the Manor speaks..
He tells them of the vault hidden in his room...that it is trapped...they already found the trap.Padget says, well then why don’t we take him up and have him help us unlock the vault.
Zimmerman scoops up the skull and they head to the lords room. They arrive in the room “How do we open the vault?”Zimmerman asks.
“The command word is Medussa”
At the utterance of the word the mirror begins to shimmer.
“To exit the command room is Persisus”
Zimmerman says a prayer to ward the room. The spirit of a Wyvern appears, bows to the young cleric, and then fades from vision.
The Party moves into the mirror.
the room on the otherside they find an absolute mountain of treasure. The room ringed by suits of Armor. In the shadows of the room figures begin to move. Skeletons materizlize from every shadow, the shadows continue to writh with movment. A six foot tall figure with blazing eyes aproaches them.
Zimmerman calls on Lothanders light and it’s blaze bursts forth from the rising sun on her shield and 10 of the approaching skeletons blast into dust.