Alright, another session, this time lasting 6 hours.
[sblock]So, we pick up with the wizard's mansion being attacked by ghouls (2 standards and 10 minions, I think). This was an interesting fight in that it was over two stories (with a collapsed floor and a beam across for walking upstairs), and there was danger of falling out the window. The players handled it pretty well, but a few more healing surges were shaved off.
With the threat taken care of, they could hear more howling ghouls closing in from elsewhere in the city, and so decided to make a hasty retreat from the building. They decided to go to St. Lucian's, as the magical box had mentioned something about it. I ran this as a skill challenge (8/3), and the players made it there with no real penalties (after using some advantages to reverse failures).
The courtyard of the temple (a temple of Pelor) had a minor blessing, helping push ghouls away. The players stopped for a short rest, checking out the outside of the pristine temple, but finding nothing out of the ordinary (other than it being in great shape in a mostly rubble city). The doors were locked, windows closed from inside, etc. After a the short rest, the players went back to the door, but it was now cracked open. They entered cautiously, only to find the inside in terrible condition; flesh was literally hanging from rafters, there was a multitude of dead men, women, and children partially devoured and draped over pews, and an altar boy mounted over the podium.
A few skill checks later, and they were able to determine that the dead humans were killed by being eaten and put up no resistance (they had been restrained), all the locks were secured and none had been disturbed, and the temple was desecrated on the inside and had a lingering Evil presence. They also found some catacombs under the temple, and the Warpriest of The Raven Queen moved the bodies there before performing a ceremony to cleanse the temple (successful Religion). They also found some notes from Brellec Monsen, the high priest of Pelor at the temple. He mentioned the boy named Darien who was having visions that were getting worse, and how he'd sent him to his home to rest, along with his younger sister and Brellec's assistant. Another note detailed how the city had come under attack by ghouls, and how they had ambushed the refugees on their way to the temple (it also questioned what gods would allow this).
The players thought about taking an extended rest in the refreshed sanctuary-like temple, but were afraid that the ghouls would track them to the temple and wait for them outside, so they left. They PCs set out to Darien's farm outside the city, which was a 6/3 skill challenge (to avoid the ghouls). They made it no problem, and arrived at the house, which was pretty devastated. Walls were knocked in, and the inside was covered in writing (ink, blood, engravings, etc.), going on and on about insatiable hunger and visions. As they searched the house, they heard the laughter of a little girl, and a ghost appeared.
We rolled initiative. The combat involved the little girl (Darien's younger sister), Echoes of Madness (abberants that were basically physical forms of insanity), and a 10/3 in-combat skill challenge. The ghost was defeated several times (as were the Echoes), but she would reform one round later, and often summon more Echoes. When they eventually completed the skill challenge (to fight the dark presence off of the house), she revealed her true form (a half-eaten physical body), and was very quickly put down. When she was, psychic energy washed over the party, informing them of what had happened to Hampstead.
Three months ago, a young famer named Darien found a broken human bone in a field. He picked it up, carrying it around while he worked. The bone had come from an adventurer that had fallen to Doresain, the Ghoul King, Lord of the White Kingdom, and Exarch of Orcus. The fact that Darien had it slipped his mind, but he began to have terribly violent images and visions. It didn't take long for the hunger to kick in. In desperation, Darien contacted Volkanth and the cult of the Sleeper in an attempt to cure his visions, but the cult arrived too late; one night later, the hunger proved too much, and he began a terrible killing spree. Many of those that he killed rose again as ghouls, a vicious yet pale imitation of what Darien has become. Now, Darien calls himself the Chosen Maw of Doresain.
They also knew that Darien knew they were there, and that he was on his way. They thought about running, but the fact that they were all dealing radiant damage (the result of a check from the skill challenge) and the major quest experience for freeing Hampstead of the ghouls was enough to get them to stay, even though they probably had 10 healing surges between all four PCs. Darien arrived along with a living man who was wearing Pelor robes but was covered in human flesh. He called for them to show themselves, and the parties tried to Bluff him into better position. Their Bluff worked, but the Fighter's Athletic check to burst through a weakened wooden wall failed (he didn't even hit a Moderate DC), and the fight was on, yet without the better positioning.
It was an interesting fight, but the party didn't hold back, dropping a lot of dailies that they'd been saving. They whittled Darien down (a solo) before his companion (a higher level standard controller), killing him, though he was pretty vicious (he almost killed the Sorceress, continuing to grapple with her after she was down so that the PCs couldn't pull her away). His companion went down fast enough when he was the only target left, and the dwarf spared him so they could question him (he was marked for death by The Raven Queen). (The dwarf kept getting that feeling of elation again all throughout the fight). The bone mist slowly formed into a huge white ghoul, staring at them with more hatred than they'd ever seen, but then it dissipated.
While taking a short rest after the fight, they could hear the ghouls dispersing in all directions, broken by the loss of Darien, who was holding them all together. When the man awoke, he was Intimidated into answering some questions by the dwarf. He was Brellec Monsen, and he had finally given into the "urges" and eaten those in the temple. He wasn't undead himself, but he was twisted, now. He said that Darien had kept control of the ghouls, and that he was planning on raiding Ashenport (a port city to the north). He also said that Dagon had a cult there (run by the town leadership) that was sacrificing souls to Dagon, but that Darien hated Dagon and planned to destroy it. He then shut up.
After a quick discussion, the Warpriest surprised everyone by saying he wanted to take the priest to the temple instead of outright killing him (as the priest was marked to die by The Raven Queen). They did, but he obviously felt pain as they took him through the blessed courtyard, and was injured when they brought him inside. The Warpriest placed him on the podium and then broke his neck. When he did, the dried blood in the room evaporated, the walls new and pristine. Brellec Monsen's dead face was one of pain, but it changed to one of a slight smile. When the Warpriest turned to take the priest into the catacombs, he noticed gold left behind where his foot was, as if he had been standing on it. The coins were all minted with the symbol of Pelor, and this continued until they recovered 800 gold.
The Warpriest left a note in the temple, and the Scout used his druidic magic (Whispers in the Wind Alternative Reward) to let Sister Naenia (the leader of the temple of The Raven Queen in the Warwood) know the ghouls had been taken care of, and asking her to come help with the survivors. With that, the players recovered the dwarven prince's body (it was at the first farm they had come across), took a well-deserved extended rest, and left for Ashenport (knowing they had to take care of Dagon's cult).
The trip was uneventful. They were greeted merrily by many people (a huge festival was taking place), but the PCs were on edge. They pretty quickly took to finding out what was going on in town with a Streetwise, and were pleasantly surprised to find out that adventurers had taken care of the cult about a week ago. (Ashenport had let out a call for the festival, inviting merchants, adventurers, nobles, and other rich people to attend. More adventurers than expected showed up, they teamed up, took out the cult, and split a reward.)
They went to the docks to find a ship to the dwarves, and found one exactly where they needed to go in two days. After waiting, they discovered that it had been hired by Varult Hammerheart, the dwarven priest of Kord that had hired them in their first session. The dwarves in the party (the Warpriest and the Fighter) drank with him the entire two-month trip there, and the dwarven Fighter, an exile, asked how he should act upon returning the dwarven prince. Varult advised him not to wear the armor (dwarven plate, inscribed with depictions of dwarven ancestors). He also advised the Fighter to offer the armor and hammer to the dwarves if it had belonged to the prince, and the Fighter agreed (he knew they might offer it to him as a reward for good service).
They arrived, walking into the dwarven mountain (Cloudforge clan) with Varult Hammerheart. He announced that he was here to see the prince, and said that this bunch wanted to speak to the king. Their names were taken, and not long after they were announced in the great hall (which was huge, with the king on a throne at the back). They approached, and the Warpriest reluctantly gave proper respect (he decided at this moment that he had been royalty before he had died, and that he wasn't used to bowing or kneeling to others), though the others had no problem with it.
The king waited for the Fighter. The Fighter explained about returning the prince, and the king's mood seemed to soften. He walked up to inspect the inside of the coffin, then confirmed that the armor was his son's (when he touched it, the armor turned from plate into chainmail, surprising everyone), as was the Fighter's hammer. He returned to the throne, and offered full hospitality to his guests. There was a boom of thunder in the halls, and a dwarf near Varult apologized, saying that his god (Kord) disagreed about the armor belonging to the Cloudforge clan. The dwarven king humored Gortha (the female dwarf and follower of Kord), and she approached the Fighter. She arm-wrestled him (a series of surprisingly tense opposed rolls that went back and forth, getting quite an enthusiastic reaction from all the players), but eventually lost.
Gortha was angry (in a good-natured way), saying the armor was his. The Fighter was confused, but she told him to put it on. The king gave permission, saying this would be something he "hadn't seen since his son" had done it. When the Fighter touched it, it turned back into plate armor. When he put it on, he knew what it was: The Invulnerable Coat of Arnd, an artifact originally worn by a follower of Kord. I gave the players a sheet with all the information, and the players were floored by the artifact. The Fighter was very happy, and finally understood the feelings of elation or sadness (at victory or defeat), since the armor only communicates with its mood (and wants to achieve victory).
As happy as the Fighter was, it only grew. Gortha identified herself as Gortha of Kord clan (from one of the dragon magazines, I think...
http://www.wizards.com/dnd/downloads/dragon/395/395_CD_Kord.pdf), a clan of dwarves originally created by exiles. Now a recognized clan in its own right, it boasted some of the most powerful warriors among dwarves today. Gortha was an ambassador of the clan, and said that as a dwarf apparently worthy of that armor, he was more than happy to join their clan. The Fighter accepted immediately, finally having worked himself back into a dwarven clan after his exile.
The king smiled, and said that if they were interested, he had a mission for such great warriors. Apparently, a small group of mind flayers nearby were mind-controlling creatures and causing a problem, and he was looking for adventurers...[/sblock]
With that, we called session. The Fighter really got to shine tonight, but the Warpriest had some nice moments (the temple, in particular, and also reversing failures in skill challenges with advantages, or letting everyone deal radiant damage at one point). The Scout got some attention (the Echoes of Madness caught his eye, and he was super excited for the mind flayers at the end), but I'm sure he'll get more next session.
Overall, a very, very good session. Very packed and substantial, with a lot of fun pretty much the entire time through.