The Westgate Campaign Chronicles - serial

Carlo-One

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Resting for a moment, the party regarded the ruins around them. Dermot noted that, unless there was something he had missed, it seemed that just the Sacrifice Pit was left to explore. Shanni pointed out that they still could go past their “friend”, nodding at the ghostly warrior Aronson still guarding the entry to the tower. Both Dermot and Darrow thought that would be a bad option, the dwarf wondering whether it would be better to take Aronson’s mortal remains to Reddansyr or to Westgate, with the idea of laying the spirit to rest. Aerikoth observed that they knew the tower was the way to go, as Aronson had mentioned that the fleeing hag had entered there.

Dermot and Darrow admitted that it would take a long time to remove Aronson’s remains and then return, at least two days even with Aerikoth’s spells. The wizard cast further doubt on that option, saying it would be possible that Aronson’s spirit could still remain guarding the entrance. Darrow thought they would still be no worse off, but Shanni – impatient as usual – thought time was of the essence, with the hag having recently passed. Dermot reluctantly came around to Shanni’s way of thinking, although he backed Darrow’s suggestion to look into the pit first.

The four adventurers retraced their steps into the cave and took inventory of their tools along the way. Dermot observed that they weren’t short of rope, but Shanni wished that they had more holy water. Once they reached the lip of the pit, Shanni peered over and down, but was unable to make out much in the blackness of its depths. Darrow, frowning at a red-stained rock, lit a torch and then tossed it over the side, counting out the four seconds before it landed with a faint thud, glowing like an ember below them. The dwarf then cursed at the realization of how long a way down it was.

Shanni suggested they use two ropes and Dermot sprung into action, hitching some rope to one of the stakes protruding from the ground, then working to sailors-knot two lengths together, as Darrow nodded his approval of the ranger’s work. The petite rogue asked him to tie the rope around her, then handed her pack and bow over as well, so she would not be overly encumbered. Dermot coiled it around her waist, then left Shanni to tie it into a kind of harness, looping around both her legs and through the belt. She took a good look over the near-vertical edge, trying to decide on the best way down, then redid the loops of rope she had made, so she could lower herself down using them as an anchor. She made it clear that she would need to be hauled back up again, though, warning her companions not to go anywhere.

As Shanni lowered herself over the edge, she slipped on the slick rock and began falling, dropping rapidly out of sight. Aerikoth quickly told the others to grab the rope, the wizard not possessing sufficient strength, and Darrow was the first to respond. The dwarf attempted to slow the fall, but the rope was slack, due to how Shanni had rigged it. However, rather than a scream, they only heard a faint "oomph" from Shanni as she hit the bottom.
 

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Carlo-One

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Interlude from "C"

It is with mixed feelings that I resume my study and commentary of these chronicles, after nigh on six months occupied with other pressing duties. The transfer of our monastery to another site in Archendale disrupted many things, yet was necessary in order to preserve both our collected knowledge and lives. I must admit to feeling both anticipation and regret at having to move - the novelty of such a challenge was mingled with regret at giving up old comforts, and of course much back-breaking labor was involved. In the end I and my fellow Kelemvorites of course accepted the necessity without reservation, as we one day will accept our final Judgment in the Crystal Spire.

Naturally I have had additional time to reflect on the events described herein. The comments of my senior novitiate predecessor "R" were helpful in illuminating the significance of the adventurers' discovery of the ancient tower complex, which was tied in some fashion to the original Night King's conquest of Westgate, nearly 1,500 years prior. In both times, there was a supply of fresh victims to the place - a fact which is disturbing beyond the obvious tragedy of the poor souls trapped there. What could still be living in this place? Un-living, of course, it would be more accurate to say. Certainly the evil there is old and powerful, as the unfortunate duo of the Paladin Aronson and Monk Tougal discovered twenty years prior.

There are not many pages left in this third volume that I now resume reading, which implies...I am not sure what. My predecessor "R" read to the end of the chronicles before scribing his sometimes acerbic commentary, while I have chosen to record my thoughts as events occur, without foreknowledge - as most of us must do in life. I shall therefore preserve my sense of wonder as we continue, although I must admit it comes with a sense of dread.
 
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Carlo-One

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The petite rogue Shanni was in fact uninjured, having fallen relatively gently into a packed pile of bones, close by the flaming torch Darrow had thrown into the pit. She called out to Dermot that she was all right, then picked up the torch, exclaiming that there were thousands of bones. She then started exploring her surroundings, succeeding in walking with a slow, shuffling motion over the thick carpet of bones, although she found it hard to keep from falling. Aerikoth hypothesized that, if the area was controlled by vampires, then whatever remains they did not animate they would drop into the pit.

Shanni’s wavering torch could be barely seen from above and the others heard a prolonged "ewwwwwww" from below as she searched the bone piles. She called up that all she could find were bones, lots and lots and lots – not even clothes. Darrow was nonplussed at this, realizing that meant a lot of folk had met their end on that spot. Aerikoth and Darrow discussed the implications of this as Dermot worriedly looked over the lip of the pit, in which the light from the torch had gone out.

Suddenly there was repeated jerking on the rope attached to Shanni and a loud hiss that was audible to all of them. Dermot and Darrow hurriedly began pulling on the rope, the ranger exhorting his dwarven companion to maximum effort. Darrow put his back into it as Dermot gave a mighty heave and Shanni fairly launched out of the pit, having evidently been scrambling up the wall at the same time. She quickly moved away, telling the others that there was something slithering and hissing in the bones. The rogue was slightly shaky untying the rope, as Darrow expressed his hatred of snakes. Dermot thought snakes sounded like a best case scenario.
 
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Carlo-One

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As the adventurers debated what could be down there, the Ghost of the Pit reappeared and said that they had seen his home now. Shanni, who had not previously encountered the apparition, staggered away, groping in turn for her bow and magic cloak while sporting a panicked expression. Meanwhile, Darrow blithely commented that the pit was not very homey. The dwarf then quizzed the spirit on who was down there with him, more specifically what had scales and hissed.

The ghost replied that he called it the Bone-Cleaner, saying in truth it was not much company. He continued being talkative, describing how the Lord of the place no longer deigned to feed there, others being taken to him instead. As Shanni found some semblance of calm and pulled on her cloak, Darrow continued interrogating the spirit, who mentioned that a hag had come, but was not much further help, although it described the chant “Nocturnum Eternum” – endless night – that was made during the victims’ passage to the place. (The querying of undead spirits is a dicey proposition at best, even for those who are not disturbed by their deathless state. Their minds, such as they are, inevitably deteriorate and focus on whatever the strongest glimpses of pleasure or terror they experienced while alive. --R) (Perhaps they are not so different from the living in that respect, although this may be a somewhat heretical concept. --C)

At this, Dermot gave a thoughtful look and Aerikoth commented that perhaps it was the password to get by Aronson. The ranger noted that there was only one way to know and started gathering up the rope. Shanni agreed it was worth a try, picking up her bow while looking back down into the bone pit and swallowing.
 

Carlo-One

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The adventurers made their way out of the cave of bones and were disappointed to see that night had already fallen on Tarsakh 1. Aerikoth gave an obvious warning that the parasitic undead would be more active after dark. Shanni heard a funny squeaking nearby and Dermot confirmed that it was bats, not mice. As they walked back towards the tower entrance, Darrow pointed out that the water in the moonlight looked like blood. The ranger replied to the dwarf that he was trying not to look, instead tensely glancing around for anything that might be a threat.

They reached the tower and were greeted once again by the spectre of Aronson. Dermot used the words given them by the ghost of the pit, “nocturnum eternum” and asked for passage. The former paladin stiffened slightly and told them those were indeed the words of passage. Shanni seemed to relax a little at the spirit’s words. Aronson then begged them not to pass, saying that years before he had entered with his companion. Then, gesturing at himself with his sword, the ghost emphasized the fate that had befallen him. Shanni’s look in response turned to one of trepidation.

Dermot asked if Aronson could inform them of what lay inside the tower. The former paladin stated that he could not divulge secrets against the wishes of the Lord of that place. Yet, he continued, he could warn them of certain things. The ghost mentioned that the Lord’s faithful followers had an easy path to his presence, while others must face many challenges. In the end, Aronson confessed, he and his companion had fled for their lives, the paladin being crushed by a trap on the way out. He asked if it was worth it, what they sought inside.

Darrow, a determined look on his face, replied that it was the lives of an entire city. Dermot added it might even be more, and that someone had to finish what had been started. Shanni, nodding slowly, agreed that was why they had come, although Aerikoth did not appear to fully share that sentiment. Aronson sadly indicated that if his fate was not enough to convince them, then perhaps they could not be dissuaded. He warned them, however, that if they harmed his master, he might not be able to stay his hand against them if they returned that way.

Drawing himself to attention, Aronson raised his sword and said that if they repeated the words once more, he would stand aside - on their souls be it. Dermot rolled his eyes and said the passphrase once again, the ghost saluting with his weapon in response. Shanni swallowed hard as Dermot looked back at the others, then walked through the ruined doorway, torch held in front of him.
 

Carlo-One

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Inside and down a set of stairs, they found themselves at the east end of a dark stone corridor, with seemingly blood-red wall tile interspersed with sandstone and jeweled patterns. Before anyone else could say anything, Aerikoth proposed that before they continued, they should eliminate the guardian spirit. Dermot commented that he found that a bit harsh while Shanni gestured at the others, saying she was being careful going ahead as she already saw “stuff”. (It is noteworthy that Aerikoth demonstrates such ruthlessness towards Aronson, although the others soon agree to follow the wizard's lead. It is not the first time, nor the last, that this sort of situation occurs in these chronicles. --R)

Unfazed, Aerikoth continued speaking, recalling Aronson’s words that he might not be able to stay his hand and pointing out that, if they needed to retreat while wounded, would it not be better to eliminate him then. Darrow agreed that if they had been fighting his master they would be in trouble. Dermot admitted that the wizard had a point, but argued that he was not sure what fighting the ghost would cost them, suggesting they could just run past him if needed. Darrow thought that the only way to end him would be to bury his bones somewhere consecrated, or else a long, hard fight.

Shanni, who had only been partly paying attention, had found a chest down the hall and called to the others to come look, even as they continued debating. Somewhat exasperated, she went back and said that she did not get the idea of leaving with Aronson’s bones or fighting him and then coming back later, because whatever was there would know and then be more prepared for them. Both Dermot and Darrow conceded her point, although the dwarf did not like the idea of fighting the former paladin. However, he finally agreed to set Aronson free, as he put it. The three then headed back towards the stairs, causing Shanni to follow them, with an oath under her breath.

Outside in the gloomy night, the ghostly Aronson was cheered by their appearance, expressing his pleasure that he had convinced them to return, so their souls would not be trapped like his, under an evil spell. Dermot soon disabused him of the notion, offhandedly inquiring if Aronson would put down his sword, speaking the words of passage “Nocturnum Eternum” again. Aronson, confused, was then told by Darrow that they aimed to break that spell and put him to rest, not being able to afford to have him at their back.

In response, the ghost asked if they would take his bones to be consecrated, otherwise his soul was damned. Darrow affirmed that he would do so, after they were done there. After some back-and-forth with both the dwarf and Aerikoth, during which the ghost said he could give no more information, he cried at them to fly from this place and return when they had completed “tasks”, seemingly struggling to speak what he wished. Grimly, Darrow gripped his ask and replied that he did not take pleasure in it, but hoped it released Aronson from his bonds. In return, the ghostly guard simply stared at Darrow, waiting.

Without further words the dwarf charged to the attack and was instantly supported by his comrades, who flanked the former paladin and poured destruction upon him with magical blades, arrows, and spells while the dwarf blocked blows from Aronson’s greatsword. Despite the ghostly warrior’s evident skill, he was no match for the group’s assault - which included a summoned dire bear - although Darrow was panting by the time his foe was dispatched. Aerikoth confirmed that they would return the remains to the Ascetic One and inform him of his comrade’s fate.

(I must ponder further on the significance of what occurred with Aronson. By striking him down, the party has condemned his soul to evil bondage if they do not subsequently succeed in recovering his bones and delivering them to be consecrated - something I would say is an uncertain outcome. Yet their ruthlessness, as "R" puts it, has a logic to it as well. What would I do in their place? I confess I do not know. Perhaps that is a sort of wisdom, in itself. --C)
 
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Carlo-One

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Once back downstairs below the ruined tower, Shanni moved down the corridor and fiddled around on the floor, seemingly securing some tiles. She told her companions that it should be all right, but to be careful, and then approached a dark chest, appearing to fiddle around some more inside it with her hand. Dermot asked what it was and was told that it was a lever of some kind, although the petite rogue could not tell if it was connected to the traps she had just disarmed. Aerikoth thought it might be prudent to leave it be at that point.

Shanni agreed and said she would peek ahead to see if there was anything like a barrier that the lever might work. Dermot went with her and then called their attention to a door-shaped outline in the north wall, while Shanni once again fiddled around with floor tiles. Dermot took a deep breath and reached for what appeared to be the door handle, but was disappointed to find out that it just opened onto a short corridor with rubble at the end of it. Shanni confirmed that the way looked blocked.

Darrow inspected the stonework in the corridor along with Shanni, the dwarf noting that it looked a little like a tomb, and the rogue remarking that it didn’t look like anything had passed through in ages. Aerikoth was curious if the others could tell if there were any structural anomalies in the area, perhaps a pulley system under the floors or in the walls. The wizard thought it might be far-fetched, although Shanni observed that such a setup would fit with the lever they had found. Darrow examined the rockfall and told the others that it looked pretty recent and seemed to be a natural collapse.

The four adventurers decided to move further west down the entry chamber corridor, as Shanni had spotted something giving off light ahead. She again warned the others to watch the floor, carefully wedging odd tiles as she moved down the hall. One of the traps she disarmed collapsed a hole in the floor, which she warned them to mind. Darrow gratefully hung back, telling the “observant folks” to let him know when it was safe. After a pause, the petite rogue told them to come down further, but just look and not touch, nor enter the light.

Once her companions caught up, they saw a red pillar of light in an alcove at the western end of the corridor and a large hole that apparently had been a covered pit, which was before a misty door. Darrow found the whole thing to be creepy, watching Shanni and Dermot uncertainly look into the pit as the ranger waved his torch as far down as it could go. Darrow, looking again at the walls, remarked that the color pattern repeated – yellow, blue then orange. Distracted, Shanni grunted that she had noticed the same thing, as the dwarf pointed out that there were yellow, blue and orange crystals by the misty door. Meanwhile, Dermot enterprisingly had secured a rope to a torch bracket and dropped it down the hole. The ranger said he would be right back and climbed about ten feet down, disappearing from view into the pit.
 

Carlo-One

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Dermot soon called up that he was all right and that the pit was not very big. At first he shouted that he had not found anything, but then discovered a door in the pit wall. Shanni asked Darrow and Aerikoth, who had arched an eyebrow at all the shouting, if they should join him. Darrow, as usual, briefly and dismissively asked what could go wrong. Dermot then relayed that he had found a lever as well and was going to try it. A single exclamation “oh” was heard from the ranger, then silence, as he failed to answer Shanni’s further queries. The petite rogue cursed and looked to Darrow to help tie a rope around her, to go down into the pit after Dermot.

After several minutes of careful preparation, Shanni reached the bottom of the pit, but saw nothing except for the door and lever that Dermot had mentioned. Aerikoth expressed his doubts about the pit door being what they were looking for, but said he would be willing to enter it, if the rest did. Shanni meanwhile kept calling out for Dermot and Darrow in turn yelled down to Shanni, to make sure she was still all right. Eventually she decided not to pull the lever and climbed the rope back up to her two companions.

The three eventually decided that there was little choice but to go down into the pit after Dermot, so Aerikoth left his summoned bear in the corridor and joined the others climbing into the pit, with the wizard suffering a minor spill at the bottom. Despite a thorough examination, Shanni could not determine what the lever did, but the others agreed that the only way to find out what happened to Dermot was to pull it. She and Darrow pulled the lever an in turn quickly fell through a trap door that opened up in the floor.

When Aerikoth did not join them, the dwarf shouted up to the wizard, who apparently somewhat reluctantly pulled the lever and went down the trap door to join Darrow and Shanni. Their new surroundings looked more like a prison, with a closed door in front of them. After examining the door, Shanni opened it and moved down the rocky corridor, finding it ended in a room with another set of levers and a visible trap door; she yelled to the others that she was going down it. A few minutes later, she rejoined her two companions, saying there was another door and a chest, which she opened, then there was a light.

After some debate about their route, Shanni pointed out that since they were unlikely to get back out the way they came, they’d be buggered if they didn’t go on, as she put it. There was also still no sign of Dermot and Shanni wanted to try and find him fast. Aerikoth, regarding the set of levers, hypothesized that they had needed to be set a certain way to find the trapdoor they intended to use to follow Dermot, or unlock it if it had not been hidden. Impatient, Shanni headed back down the visible trap door and was followed by Darrow, then Aerikoth.

The somewhat larger room they found themselves in had a dark chest in the central tiles, which after some exploring Aerikoth opened and saw a bright, room-filling flash of light. Shanni said she had no idea what it did, but she had done the same thing. The rogue then found a secret door in the southeast corner and went through it with her two companions, around an L-shaped corridor that ended with another secret door. The three adventurers quickly passed through it and entered a long, rectangular hall with three obelisks spaced out along its center line. There, with some relief, they encountered Dermot, who was evidently glad to see them as well. The ranger, however, informed them that there was no way back. (In for a copper, in for a gold, as I'm sure they must have said to each other. --R)
 

Carlo-One

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Dermot went on to point out the visible features of the hall: several statues, two doors that were “rigged” as he put it, one hidden door that went to a locked door, and one hidden door that went to another hidden door, which his companions had just emerged from. Shanni noticed that the statues each held colored balls, like those placed by the misty door they had seen in the entrance corridor. Aerikoth observed the statues and spheres for a moment, apparently hoping to divine something of their purposes.

Dermot and Shanni together went round the various doors, each pointing out ones that looked suspect, as Aerikoth moved his attention to the nearest obelisk. The petite rogue thought something was funny about the door between the bronze and purple sphere statues, which Dermot agreed with. She also noted the orange, blue and yellow repeating patterns with the balls and on the floor. The two of them then went through the door the ranger had said earlier lead to a locked door.

They returned after a few minutes and related how the lock seemed to require a special key, although Shanni commented the mechanism looked rusted shut anyway. Aerikoth used his Chime of Opening, but it did nothing to the locked door, which appeared to be mechanically inoperable. Needing relatively little encouragement, Darrow took out an ordinary waraxe and returned Haelgrim to its sheath, not wishing to nick his legendary clan weapon on the door. The dwarf then bashed down the old door with several well-placed blows.

Beyond the door they found a room with a statue of an undead humanoid that looked creepy as hells, as Shanni put it. They noticed that unlike the other statues, it had nothing in its hands. A quick review of their inventory turned up nothing they thought suitable to place there, although Dermot mentioned having a gold ring that he had found in front of a box. The ranger thought that maybe it wasn’t the statue’s style, however. Aerikoth conjectured that a gemstone of some type might fit in the statue’s hands.

Darrow mentioned that there were still other doors to try in the central hall, which Dermot and Shanni agreed they should do. Shanni pointed out one by a blue sphere, which Dermot commented went to a “funny spot” as he put it. The rogue further observed that there was a yellow sphere by the door they had just exited, commenting that it seemed that the spheres indicated working doors. Aerikoth for his part added the observation that in the room with the statue of the undead, there was a broken statue arm on the floor, although the statue itself appeared whole.
 

Carlo-One

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The wizard then moved away from the others, apparently taking inventory of the various magical scrolls and other implements he had with him. Absorbed in his task, he barely noticed his three companions heading through the south door of the central hall. After finishing his inspection, Aerikoth followed in their path through a series of doors and found them standing by a stone statue. Dermot informed him that it had moved and had some gems in its cracks.

In reply, the wizard cast stoneskin spells on his companions and then himself for added protection. Shanni commented she had given the walls in the room a once-over but had seen nothing besides two dead folk. Darrow mentioned having found a gong that might be worth trying, but Dermot did not think that would be wise. The ranger then suggested that the armless statue might like one of the gems they had found.

Aerikoth cast a light spell to help push back the darkness as they headed back to the room with the statue of the undead. Dermot observed that it had four slots, one in each hand and foot. That matched the number of gems they had found, which the ranger thought might work, even if it sounded crazy. Shanni gave a mournful little sigh as she looked at the diamond and emerald they had found, not knowing if she would see them again.

Dermot began placing the gems in the slots, keeping one hand on his sword. The statue began to emit a low hum, which grew deeper in tone as the ranger started lurching backward. Darrow also took a few steps back and Shanni shrank into the nearest corner, while Aerikoth simply arched an eyebrow as he regarded the statue with an unblinking gaze. Dermot informed a disappointed Shanni that the four gems were gone, but a deep red stone had instead appeared in the statue’s grasp.

The ranger showed it to Aerikoth, who held it up to his magical light source to get a better view. Dermot expressed hope that it was a Magic Stone of Vampire Finding, while Shanni wondered if it was valuable. After a further moment of inspection, the wizard declared that it was a magical ioun stone that enhanced the abilities of the user, making them more agile; if it were released near one’s head, it would then circle it while active. The others were intrigued by this, although Darrow said he would pass on wandering around with a stone spinning round his head.

With Aerikoth’s support for the experiment, Shanni then took four gems from her pouch and placed them in the statue’s hands, as had been done with the others they had found. However, after Shanni had backed away and eyed the statue for a bit, nothing happened. Disappointed, she snaffled the stones back, noting that only two of them had been the same as the other gems. At Dermot’s urging, she then tested the ioun stone, throwing it up by her head, where it began orbiting, prompting the petite rogue to make an “ooo” sound.

Back in the central hall, they regarded the doors that Dermot and Shanni pointed out as dangerous. They and Darrow also remarked on the number of statues in the hall, the dwarf being of the opinion that they were a puzzle of some kind. Aerikoth, meanwhile, stood a moment staring with his unblinking gaze at the walls, frowning slightly.
 

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