The Westgate Campaign Chronicles - serial

Carlo-One

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Darrow and Dermot, it being late evening on Ches 30 by that point, headed to the Giant’s Folly for some refreshment. When they arrived, the bard was playing in the common room, Aerikoth was nowhere to be seen, and Shanni was standing at a table, scornfully rejecting the clumsy pickup attempt of one of the mercenary patrons. Dermot seemed glad of the inn’s fireplace, appearing with wet hair and out of his usual leathers. After getting a drink, Darrow went over to Shanni’s table, putting a sack of troll guts against the wall first. The mercenary, looking the hardbitten dwarf over, took his cue and departed, as Shanni called out that he should ask the bard for some lines.

The bard finished playing for the evening and went upstairs as the three companions got caught up. Dermot succinctly described how they had went out to find the hermit and ran into a group of trolls by the Reddan River. Shanni, who clearly had a more restful day, mentioned she had wandered about town a bit and noted a temple of Oghma there, but had not gone in and just returned to the Giant’s Folly. Dermot explained that the old hermit was a decent fellow, but he couldn't add much more on where they planned to go, other than people wandering out that way had disappeared around there for a while. Shanni expressed her lack of surprise at this.

Darrow polished off the last of his ale and hefted his pack, thinking of nothing but bed at that point, as was Dermot. Shanni, eyeing the crowd of drunken mercs in the common room, thought that going to bed a bit early was a good idea as well. Upstairs in their shared room, Darrow got to work cleaning his armor with a rag and oil, spending around fifteen minutes or so before frowning and deciding to call it a night, while Shanni kicked off her boots and wriggled under the sheets immediately, only complaining once about the squeaking of the dwarf’s armor being polished. Dermot and the others drifted off to the sound of the wind softly creaking through the boat on the top of the inn roof.

The morning of Tarsakh 1, the three woke up after hearing the noises of the common room springing to life underneath them. Dermot urged Shanni to get up, citing that it was light already and they had to save Westgate from vampires, while Darrow needed no prompting to rouse himself and begin wiping down his armor again. Dermot washed up in the room’s waterbasin and made himself more presentable, his entreaties eventually getting a groaning Shanni out of her bed.

Downstairs, Ian Gryphonhawk wished them a good morn and promised a healthy breakfast of fresh eggs and black bread, adding a stout for Darrow. After they sat down at a nearby table to wait for their food, Dermot mentioned that the previous day he had spoken to the bard, Dubh, who had met the elf Dinendal over in Cormyr. Shanni recalled him as having been with the company around the time they had met, but the elf soon departed. Darrow thought he wasn’t bad, for a pointy-ear.

Ian and the barmaid Erinetta came over with their meal, and Dermot briefly filled Ian in on the trip to see Old Hamish, saying the old ranger and his dog were doing all right. The three adventurers then tucked into their meal, Darrow in particular tackling it with gusto, pausing occasionally to clean egg, stout, and bread bits out of his beard. Dermot looked on with mild awe and Shanni rolled her eyes at the display, the petite rogue then bringing up the idea of visiting the Oghma temple. Dermot thought it would be worth a look, since it might help them prepare for their journey into the unknown.

Darrow finished eating and left Ian a generous tip, as Dermot and Shanni laid in some more supplies for the road, including additional vials of alchemist fire. Ian mentioned that he had informed Aerikoth the previous day of their plans to see Old Hamish; the wizard had said he would check in with Ian, but had not been seen yet. This did not surprise the three adventurers, who were used to never knowing where he went, but having him eventually turn up again. Dermot left word of their plans to be either at the Oghma temple or on the road south to the Reddan River, for when the wizard did turn up.

Namer of Oghma Neferen greeted the three when they entered the temple and pointed out where Acolyte Hald was selling supplies. Shanni glanced around at the bookshelves and desks that filled the interior and headed off to see the acolyte, as Darrow began explaining that they wanted to see about acquiring knowledge. A disappointed-looking Shanni wandered back as Dermot was telling the priest about their interest in the time of the Night King, the ancient vampire lord of Westgate. Neferen indicated that the temple could provide – for a fee – a scroll of custom-researched information on the topic and accepted 75 gold from Dermot to work on the task. Darrow, who at first was taken to be joking by the priest, tacked on a request for a scroll on brewing, paying 25 gold for the added research.

Before they departed the temple, Dermot pulled out the hand-drawn map of the area in his possession and showed it to the Namer, pointing out the spot with the skulls. The priest confessed that he had no knowledge of such a location, and Dermot stuffed the map away in his pack. Dermot and Darrow then perused the acolyte’s store, thinking that some of the scrolls might be useful, given their expected undead opponents. Shanni said she could purchase a scroll of restoration, then the three departed the temple, heading south towards the Reddan River Crossing. (While I am familiar with and greatly respect the library possessed by our own Order, I must confess some envy at the prospect of being able to draw on the resources of the Oghmites in a pinch. Yet, not even they always have information that is needed, as these chronicles demonstrate. --C)
 
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Carlo-One

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A few hours later, the three adventurers had arrived by the river. Darrow halted in order to put on his good armor, while Dermot informed an already-complaining Shanni that they had a ways to go yet. Approaching the bridge, Darrow yelled out a provocative greeting to any trolls that might be around, but there was no answer. The only reaction came from a nearby deer, which halted and regarded the dwarf with wide eyes, then bolted away as Dermot shrugged apologetically at it.

After crossing the bridge and heading east along the Starmantle road, and with no enemies in view, the ranger took the time to pull out their map and compare it with their progress. He concluded that the indicated turn off the road could not be far, if the map was right, and literally started sniffing around, to Shanni’s bemusement. After a short while, Darrow answered his own question about looking for a pile of skulls when he spotted one to the north. The dwarf poked them, but nothing happened, to Dermot and Shanni’s evident relief.

They headed north into a dense and dark forest. A wary Dermot urged them to proceed slowly, saying there was something on the air. Shanni shivered at the chill in the woods, then Darrow spotted something glowing in the distance. Dermot suggested that they avoid it and started heading away, but then several glowing, floating orbs converged on the group’s location. The balls of light attacked the intruders to the forest, but after a wild melee were repelled by the adventurers’ magical weapons. Shanni and Darrow both found the experience weird and Dermot remarked that the forest was haunted.

After fending off another, similar attack, the three encountered a fence and a transparent-looking ghostly figure, blocking their way on the path past it. The ghost challenged them and inquired if they sought death and glory, prompting Shanni to circle behind the nearest tree as Dermot and Darrow looked at each other. Darrow told it that they sought to keep some moldering corpses from ruling Westgate, which caused the ghost, who used an archaic form of language to address them, to query what that had to do with it. Darrow further explained that they were seeking to find out more about the one called the Night King.

The ghost shared that his name was Alexander, once of Teziir. He knew nothing of a King, but referred to a Queen, saying she might know. At Darrow and Dermot’s prompting, the ghost told his tale, of how he was lured into the forest, which at times appeared a magical land of faerie. He had passed through the gate of skulls, which at the time appeared to be jaunty maypoles, then found a female…apparently one that he could not name, though he attempted it, eventually settling on calling her a witch. He warned she could appear in various guises and told them he had served her for an uncounted time. However, the ghost lamented, another served her pleasure, and he must now guard the way. (The term "witch" is a vague and rather unhelpful one, when describing an individual. In this particular case, it does not really do justice to the "queen" they seek to encounter, and probably is quite unfair to any self-identified witches. --R)

Darrow looked at Dermot and shrugged, as the ghost warned them to go back. Getting to the point, the dwarf confirmed that the ghost would have to fight them if they tried to pass by the gate. Undeterred, Darrow stated that they had to head that way, as there was foulness afoot, and moved forward. As promised, the ghost attacked, but despite the solid sword he carried, he proved no match for the two adventurers. Shanni emerged from behind the tree, looking more than a little creeped out, as Darrow offered an apology to the departing ghost. None of them wanted to touch the ghost’s sword and they agreed they should wait for Aerikoth, before continuing further.
 

Carlo-One

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After some time, with the wizard nowhere to be seen, the three companions split up. Shanni, disturbed by the encounter, said she wanted to make sure nothing else was lurking nearby, vanishing into the forest shadows. Dermot and Darrow meanwhile decided to walk further down the path, to see what was there. They soon encountered another ghost guarding a fence, although this one was less melancholy and more insolent than the previous one, introducing himself as Sir Frost.

Similar to the previous ghost, Sir Frost praised the Queen of that place, although was unable to name either her or his former master, although he silently mouthed the word “Tyr” to them. The ghost referred to a period of servitude with the queen, then when his flesh was too weak, he continued serving in his current fashion. He also expressed jealousy of Alexander, apparently a rival for the Queen’s affection, as well as his contempt for the other ghost for failing to prevent the adventurers from passing.

After Sir Frost referred to another new favorite of the Queen, this time of flesh, Darrow managed to provoke the ghost into a tirade, but he refused to provide a name, and resisted being tricked into letting the dwarf and the ranger past. Losing patience and at an impasse, Darrow shouldered his axe and attacked the ghost, Dermot joining in immediately afterwards. Sir Frost proved a much tougher opponent than his rival Alexander, yet eventually succumbed to a long series of blows from the adventurers, Dermot panting heavily afterwards from the exertion.

Darrow, although having enjoyed the fight, thought it prudent to wait for Aerikoth before confronting the Queen they spoke of. They made their way back along the forest path, but managed to get partially lost, searching for the way back to the main road. Hearing some chanting in the distance, they eventually made their way to the scene. There they found Aerikoth, a summoned air elemental by his side, standing over and examining the remains of a wisp before its ethereal body dissolved.
 

Carlo-One

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Dermot greeted the wizard, who seemed unfazed by the wisp attack, and explained that he had been able to find the skull-marked path into the forest. The ranger explained that the woods were haunted, and not just by wisps. They had encountered shades of dead men serving some 'Queen' – who might have a live captive, as Darrow pointed out, the dwarf also speculating that she might be a vampire. Aerikoth wondered if the fate of Ian’s son might be determined if they investigated the area, which Darrow and Dermot thought possible.

The ranger mentioned having spotted a path to a building and the three adventurers prepared for a fight, Aerikoth casting the two stoneskin spells he had prepared on his companions. Once that was done, the three headed back to the forest path, which had been previously guarded by the shades of Alexander of Teziir and Sir Frost, evidently a former paladin of Tyr. The end of the path came in a dense, dark wooded area, with a glowing green cabin visible at the top of an enormous tree, with skull decorations around it.

A spiral staircase led around the exterior of the tree, which the adventurers carefully climbed, ready for action. At the top, they examined the large door, which was evidently trapped. Before they could do anything further, they spotted something large moving below in the forest – several somethings, actually. They quickly decided it would be better to descend from ledge by the door and face whatever was lurking on the ground.

Their stalkers soon revealed themselves as a flight of large wyverns. Despite their fearsome appearance and obvious bloodthirstiness, the monsters proved no match for the three companions, who used the dense forest canopy to channel their attackers into their waiting arrows, spells and axe. Both Dermot and Darrow nonetheless suffered painful stings and Dermot pulled out waxed bottles from his pack for them, to counteract the wyvern’s poison. The ranger noted that it was made from herrup seeds and wartflower essence, which the dwarf commented tasted worse than his mother’s pea stew, but did the trick. While his two companions were treating themselves, the wizard went about collecting some vials of blood from the dead beasts.

After they made their way back to the treetop cabin doorway, Darrow – who still had some magical protection left – volunteered to open the trapped entryway. To the dwarf’s dismay, his magical axe Haelgrim could not penetrate whatever the door was made of, although it did trigger a trap, which was shrugged off. Aerikoth then attempted to use his chime of opening, but it also had no effect on the door. Dermot closely examined the door, looking for a secret catch or other mechanism, but had no luck, commenting that they certainly missed having Shanni’s skills there.

A female voice, wavering, then was heard calling from within, asking if they wished to come in and be entertained, perhaps with some tea. Dermot, taken aback, looked at his two companions and gave an uncertain “yes” in response, which was followed by Aerikoth, more assuredly, telling their unknown host that they would like to speak with her, if she was willing. Darrow shrugged and followed the other two inside, along with Aerikoth’s huge air elemental, which had to compress itself to fit.

The interior of the cabin was spacious, but occupied with several large undead constructs of flesh and bone, along with a grey-skinned hag wearing skull decorations. Before anyone could say anything, the elemental moved forward to engage the group, its tornado-like presence stymying their attacks. As bits of undead flew around the room, the hag disappeared from view. Darrow pointed out her flight – apparently having turned invisible to flee – as the three adventurers moved further into the chamber, bemused at the carnage wrought by the elemental.

While they searched the area, the dwarf expressed his disappointment at finding a hag rather than the vampire enemy they sought. Dermot, after careful examination, spotted some floorboards that were notably more worn-down than others, around a pillar in the corner of the room opposite the fireplace. The ranger urged them to look around for a switch or other signs of a secret passage, as he moved his hands over the pillar, knocking on it. Finally, he shoved his blade into a crack and twisted, revealing a hollow panel and a crawlspace. Dropping to his knees, he called out for the others to follow, as he made his way through. He shortly afterwards called back, saying that he had found a live one.

As the other two joined him, they could see Dermot examining an unconscious but alive young man in a simple tunic. The ranger thought he had been enchanted or drugged in some fashion. Aerikoth, observing the evident victim of the hag, thought it was hard to tell, but speculated that she may have been using him for her pleasures, the wizard remarking that he had heard of offspring born from hag and human males. Dermot wrinkled his nose in response and hoisted the unconscious body over his shoulder, staggering awkwardly back to the crawlspace with it. The ranger also pointed out a dangerous-looking chest in the chamber, as he and the others made their way back to the main cabin room.

After propping the unconscious man up in a chair, they decided at Aerikoth’s urging to open the chest, rather than wait for Shanni, the wizard arguing that if they departed, anything in it would be gone later. Before tackling the trapped chest, Dermot readied another bottle of poison antidote and dribbled some into the victim’s mouth, stroking his throat to trigger a swallow reflex. This had the desired result, as the man’s eyes fluttered in response, then fully opened, as he regained consciousness.
 

Carlo-One

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As Aerikoth and Darrow continued discussing plans for getting to the contents of the hag’s chest, Dermot focused his attention on the now-conscious former victim, who slowly took in the room as he regained full control of his senses, looking very confused. The ranger apologized, telling him they would like to explain, but were in a bad place, which earned a nod of recognition. Dermot then quickly went to the chest, held his breath and after a wary look, opened it. The trap only caused relatively minor damage to him, so he shrugged it off and walked back over, carrying a bundle of equipment in his arms, reckoning that it was the victim’s effects.

The man looked over the armor and sword and acknowledged they were his – for all the good it did him, he said with a bitter tone. (Killian's fate is an object lesson in why solo adventuring is a bad idea. --R) Standing up slowly, he introduced himself as Killian Gryphonhawk, of Reddansyr. His three rescuers were intrigued by this, Aerikoth mentioning that Killian’s father had been looking for him. Killian thanked them for coming there and walked a little unsteadily over to the armor, putting it on over the rags he was wearing. He then picked up the sword and swung it through a short arc. Looking at the remaining items Dermot held out for inspection, Killian indicated that the belt was his, but he did not recognize the ring and gloves in the ranger’s possession.

Dermot asked if anyone would disagree with burning the place down, which Killian supported, saying he would prefer to burn it from his memory, but perhaps it was a start. Dermot set about the cabin interior with a lit torch, the fire slowly taking hold in the floor planks. Darrow suggested they get out of there before it got going and the four exited, going down the winding exterior staircase to the base of the tree. From there, they moved a safe distance away and watched smoke start to rise from the cabin, followed by flames.

The three adventurers were satisfied with the destruction of the hag’s lair, but expressed their regret at not being able to get more information from her. Killian asked what they wished to know, and was informed there were vampire doings afoot in Westgate by Dermot and Darrow. The former victim knew nothing of vampires, but said that the hag had called herself a “supplier” for a “client” near there. He went on to explain that he had been drawn to the forest by shining, dancing lights, then had found the treetop cabin, its entrance appearing to be decorated by maypoles rather than bones. Hanging his head, Killian lamented how stupid he had been and his foolish adventurer’s longing, vowing to better appreciate his father’s inn. (Is this not the lesson life provides us, no matter what our path? That we do not truly appreciate what we have, until it is taken from us and the pain of the world is demonstrated to our chagrin? Yet generation after generation fails to learn this from its predecessors. --C)

After some discussion, it was decided the best way to get Killian home would be for Aerikoth to teleport directly there with him; the former victim was impressed by the wizard’s magical power. Dermot and Darrow said they would find Shanni, who likely had not gone far into the forest, then meet back up with Aerikoth at the skull markers on the path. Before they could do anything, however, their roguish companion approached along the path, evidently having been drawn back by the burning treetop cabin, smoke and flames from which were visible against the sky.
 

Carlo-One

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Darrow playfully greeted “Beast,” his pet name for her, and told Shanni she had missed all the fun. Killian, appearing exhausted and leaning on his sword, stood up straighter as she arrived and questioned what was going on. He introduced himself and explained that her companions had just rescued him from the hag’s hut, which was now on fire. Dermot and Aerikoth filled in some more of the details for Shanni, then the wizard teleported out with Killian, to return him to his father’s inn in Reddansyr.

A short time later, Aerikoth rejoined Shanni and Darrow at the skull markers by the Starmantle road, using them as a convenient landmark. They were debating how to find the hag, while Dermot was out in the forest looking for traces. The ranger soon appeared, looking a little worse for the wear, explaining that some wisps had interfered with his search. He admitted not finding any signs of the hag, but thought that he might have been looking too far to the south.

Dermot then led his companions in a northerly direction, Shanni grumbling along the way about not having spotted any fleeing hag earlier. Aerikoth explained that she had powers in the Art, having turned invisible to escape, but beyond that was unsure of her capabilities. Dermot also expressed his frustrations at not finding any signs of her passage.

After returning to the area with the now burnt-out hut, the ranger eventually found a streambed leading further east into the forest. The group carefully made their way along it and was rewarded with the sight in the distance of a huge tower. Moving closer, they took in the sight of what appeared to be an ancient, ruined complex, with remnants of various buildings scattered around the central tower. A waterfall cascaded down, cutting through the ground perpendicular to their path, powering an old, massive water mill that still creakily turned. Dermot, awestruck by the sight, uttered an exclamation about nearly having missed the place.

As they moved closer to the tower walls, which were dotted with humanoid remains and bones, a pile of skulls in front of them flared with light and several large skeleton warriors appeared. Aerikoth conjured another elemental, this time getting a huge water one, which moved to intercept as the skeletons closed in with their greatswords. However, its drown attack inadvertently swamped Shanni while doing no harm to their undead foes, putting her on the ground, not breathing.

After the skeletons were dispatched, Dermot hurried over to Shanni’s side and worked to pump water out of her lungs, pressing repeatedly near her ribs. Darrow slid off his ring of regeneration and placed it on her finger, in hopes that it would aid her fight. After a short while, Shanni rolled over on her side and heaved out the remaining water, exhausted but alive. Aerikoth, observing the process, stated that he would no longer summon such elementals in battle, given their unpredictability.
 

Carlo-One

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A short while later, Shanni slipped off the ring and gave it back to Darrow, who had been examining the stonework around the tower. As the petite rogue continued to heave and spit, in the most decorous manner possible, the dwarf declared that the stone looked ancient, older than Westgate – and if it wasn’t obvious, not made by dwarven hands. He also observed that the skeleton warriors they had just fought were similar to those encountered by the group in the Shore district.

Dermot was eager to continue scouting around the tower base, but first accepted along with Darrow two more stoneskin spells from Aerikoth. Skirting around the structure, the ranger spotted something to the north, so the four adventurers proceeded cautiously. In front of what appeared to be a tower entrance was what appeared to be a ghost of a man, sporting a large sword. He asked first if they were living beings, seeming surprised at their presence. He then remarked that he had not seen such for many years, save for the hag – for those she brought were already dead, truly. (The connection between the hag in the forest cabin and the lord of the ruined tower - whom we shall meet in due time - is made evident by the ghost's words. Yet it seems that the party's attention is not drawn by this fact. --R)

Darrow at first joked with the ghost, despite the morbid introduction, then asked his name, which was given as Aronson. The dwarf continued to question the guard, which Aronson admitted he was, as he was bound to prevent anyone who attempted to cross the threshold without knowing the word of passage. The ghost had been commanded so, he said, by the lord of that place, having died there. Aerikoth found this intriguing and asked how long the ghost had been there. When informed it was 1373 DR, the ghost stated that it had been twenty years of damned existence in that place.

The wizard continued to query the ghost about his past. Aronson explained that he and a companion had come to try their mettle and souls against the evil of the place, stating simply that they had not triumphed; the measure of immortality that he had achieved, he did not want. (While our Order, with reason, despises all abominations, I cannot help but feel some sympathy for those who do not choose such a path, but have it imposed on them. --C) Shanni, who had been hanging back, in a whisper pointed out a nearby rubble pile that the ghost periodically glanced at, so Darrow asked about it. Aronson, apparently uncomfortable, said he was not allowed to speak of such things. The dwarf then asked if he could take a peek at the rubble, which was just in front of the entrance. Aronson considered for a moment, then declared that he could let Darrow come to the threshold, but no further, without attacking. The dwarf then moved forward, asking the ghost to tell him before he went too far.
 

Carlo-One

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As Darrow reached the rubble pile, the ghost indeed warned him to go no further. The dwarf stopped, poked in the rocks, and looked upwards, trying to gauge where they might have fallen from. He then announced he was going to dig in the rubble for bit. A set of human bones were soon uncovered, causing Aronson to flinch upon seeing them. Aerikoth pressed the ghost, asking if they were his remains, but he said he could not speak of it. Shanni, who had been hanging back out of sight in case of a confrontation, appeared and took a look at the bones, wondering if they could be removed and given a decent burial. Darrow bent down and picked up the remains in response, putting them in his pack and saying nobody deserved the ghost’s fate.

Aerikoth queried Aronson if anyone still lived who would be interested in his fate. The ghost, with some irony, turned the question back on Aerikoth, saying he did not know who still lived. Darrow more practically wondered if there was a kid, wife or brother; Aerikoth pointed out that two decades was not a very long time, if there were any family or friends from that time.

Aronson told them that he had been a Paladin of Torm, forswearing his earthly ties to serve. His only companion was Tougal, a monk, who came with him to the place of the ruined tower; only Tougal departed. Dermot guessed correctly that he had been a monk of Ilmater, leading Shanni to put her palms over her face, saying that explained a lot. Darrow observed that it just so happened that a monk of the Crying God had tipped them off about the place. The party then departed the entrance area, but not before Aerikoth needled a silent Aronson about his faith not protecting the former paladin from his fate. (Such are the ways of those who do not understand or value faith, but see the world solely in terms of power. Could it be that the wizard is one of the faithless? If so, perhaps a similarly unwanted fate awaits him, in Kelemvor's realm. --C)

Dermot led the others, circling around the tower looking for another way inside, as they talked about Aronson’s situation. Shanni wondered if they could do something with the bones, using one of the scrolls that brings back life, as she had a couple in her possession. Aerikoth asked to see the scroll and perused it, then indicated that he did not think it would work on the former paladin’s remains; a more potent version, that of resurrection, would be required. Darrow thought that the Ascetic One, who was likely Tougal, would know what to do with his friend’s remains.
 

Carlo-One

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Shanni, still concerned about the missing hag, decided to cover their backtrail to the forest as Aerikoth, Darrow and Dermot continued to explore around the ruined tower. Darrow paid particular attention to the ancient stonework, much of it still standing amidst the rubble, while agreeing with Dermot that the place was unsettling. North of the tower they found a cave entrance, which Dermot scouted before they entered.

Inside there was something of a foul odor, and Darrow noted that the stone floor by the entrance was well worn, meaning that many people had come in and out over the years. They soon discovered a set of wooden posts and shackles for binding prisoners, although none were present. Upon examination, the manacles and posts appeared to be in good condition, and Dermot noted a bucket and broom nearby, evidently used for cleaning the chamber; however, a faint stain still covered the floor. (The world has many despicable, deadly and horrific things in it. In the songs of bards and tavern tales of adventurers, these often take the appearance of epic frights and fearsome monsters, no doubt sometimes exaggerated. Yet true horror can also be found in the realization of how a wooden post, a set of chains, and a bucket have been used for uncounted years. --R)

Their grim search was then interrupted by another ghost, who appeared by the edge of a large pit and questioned why they were there. Dermot and Darrow responded that they were there to put a stop to this, the dwarf tapping the post for emphasis. The ghost, apparently more unhinged than Aronson, laughed madly and questioned what they knew of endings. Aerikoth baldly stated that if the ghost had anything useful to tell them, it should do so, or they would end it.

The ghost was surprised by this, interpreting the threat as a kindness, as its torment had been long. It mused that they at least were not like the others who came to the cave; the ghost did not show itself to them. When asked where it lived, it pointed to the pit, saying that it had many companions, though they talked little. Darrow then went to the edge and peered over, seeing a dim gleam of bone at the bottom of the pit, which he announced was a long way down.
 

Carlo-One

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Two others like them had come once, continued the ghost, but it said it had not seen them since. Aerikoth presumed that this had been the monk and the paladin, some twenty years past. The ghost had nothing more to say on this, but began musing about how long it had been there. It had been an inhabitant of Westgate when the Night King came, then had been sent to the tower with others as…tribute? Sacrifice? It was not sure. Aerikoth observed that this was some time ago.

Dermot expressed his sorrow at the ghost’s situation, then asked why it had stayed, when the others had seemingly passed on. This resulted in a brief philosophical exchange on the meaning of “why” which ended with Dermot and Darrow grunting an end to the conversation and the ghost disappearing. Shanni appeared at this point, surprising Dermot, and asked her companions who they had been talking to. Dermot explained that there had been a shade there, an old one – claiming to be from Westgate at the time of the Night King, Aerikoth added. They told her it had not provided anything useful, only warnings that they would share the same fate. (At least from the vantage point of this reader, what the ghost told them was in fact quite useful in helping piece together the situation. It established the age of the ruined tower complex to be at least as old as the Night King's takeover of Westgate, which occurred in -286 DR - close to 1,500 years before the events described in these chronicles. It also confirmed a direct link between the vampire king and whoever inhabited these ruins. --C)

Darrow pointed out the large pit of bones, which Shanni was curious about. She mentioned that they had enough rope for them to lower her in, which Darrow thought was a dubious idea, especially given how dark it was down there. Aerikoth also noted that someone or some thing had recently cleaned the area. After some debate, it was decided that exploration of the sacrifice pit could wait.

Outside, they continued discussing the ghost as they carefully examined a nearby small tower, which had a strange symbol on the ground by its threshold and smoke rising from it. Dermot eyed it warily before kneeling by the black and red symbol, attempting to determine if it was some sort of ward. Without being able to identify it further, the party decided to pass it by, Shanni remarking that nothing done up in black and red was ever nice, except perhaps for an outfit she once saw.

Returning to the base of the large ruined tower, Shanni found a locked door some distance away from the entryway the ghost Aronson was guarding. They decided to check it out and the petite rogue had little difficulty in opening it. Dermot went through first, but soon encountered a rockfall blocking the way. Gauging the direction of the path, the ranger surmised that it must have led to the surrounding hills. The disappointed party began retracing its steps, but was surprised by a dire spider dropping on top of them. Despite its successful ambush, the creature was quickly dispatched.
 

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