Third Day
The party investigated the second mausoleum and found the entombed was Iula Mairn and the inscription read “Rest in grace, death’s peaceful arms.” Would this be useful or is it just a red herring?
The party, as a group, moves around the outside of the chapel and we notice that the two spires are destroyed. The south spire lays open on it’s side and we can see into parts of the chapel as we check the outside first. We find a small ferret type rodent that means us no harm. For all the care we are taking after being surprised by the tree and the bush seems a bit heavy handed. Kiren seems awfully concerned about being set upon by something if we do not check out the area first. Her knowledge hasn’t really been an asset yet, either. A little skittish for a fighter type. Based off her skills so far, Charles still hasn’t figured out what she is or how she will be useful. Other than a meat shield for him since he is even squishier than her.
Finally going full circle, the party decides the area is safe and instead of going through the main door at the south spire we head into the chapel from the ferret side instead. Again, much concern about being surprised or jumped by ruffians when we have only come across some easy to dispatch cursed plants.
Upon entering the chapel, the air goes unnaturally quiet. Many areas of the chapel display serious damage inside along with the damage noticed outside. While Charles believes the area unsafe the rest of the party is willing to believe that the area can be traversed at will. Charles, knowing he will have to call upon the power’s of Sarenrae if they are wrong, takes time and protects the walkways the team moves through. Thulnir even marvels at the use of horrible lumber instead of the dwarven ideal building material, stone. Yet this does not deter him from nearly falling through a weak spot.
The party moves to the south spire due to an eerie red glow coming from within. The spire is laying on its side. A large hole where the used to be a way down. The party moves closer to the edge of the spire and an ominous face forms and reaches out to Kiren, Charles calles upon the might of Sarenrae and repels the dark force. Kiren and Charles spy what appears to be an opening with a ladder leading down. Unfortunately it is one level down with no way to get there yet. Of course we have to clear this floor before Kiren will head down. As we move into the south spire near the rose, the party hears hundreds of insect wings flapping and the smell or the stench of rotting meat, perhaps. The party is beset by a swarm of insects. During the battle, Mutu falls but the rest of the party makes quick work of bugs with weapon and spell. While Charles attends to Mutu’s wounds, Kiren rids the spire of the insect’s nest purposefully squishing a few of the dead creatures beneath her boot.
Wanting to clear the upper floor and still considering the idea of heading back to town early, the party moves towards the north spire. While none of us see anything the keen eyes of Kiren spy something sparkling in the room. She is unable to get to it and instead the dwarf, Thulnir surprises with a deft set of moves and retrieves a cold steel key intricately shaped with the symbols of Erestal. Perhaps Kiren will be useful for noticing things that go unseen by the rest of the party.
Lastly the party decides to check the alter near the east of the building. Kiren and Thulnir oddly caress the structure. Maybe a pagan ritual to their gods? While they investigate the alter, the floor beneath Mutu gives way. Barely hurt, we use Thulnir’s broad legs as an anchor for my rope to haul Mutu back up.
Noting that the hour was still early enough to investigate further and finding no more monsters or issues to resolve, the party decided to head down the ladder and descend into the substructure of the chapel.
As we enter the first room, we notice that it is octagonally shaped with six coffins. There is an ever burning torch providing light for Charles to see. There are two doors to the room as well. Three of the coffins are on the north side and three on the south while there is a door leading west and a door leading east. One of the coffins on the south side is slightly broken. The party is about to investigate the room further but Kiren steps towards the broken coffin. As Kiren has to be sure there is no surprise attacks, three skeletal fighters break free from their confines likely triggered by her stepping too close. One fighter in front to the south and two more break free to the north. Thulnir expertly crushes one of the northern monsters, while Charles lights the second northern one on fire. Kiren and Mutu combine strikes and take out the southern skeletal warrior. After being weakened by Charles and Thulnir, Kiren lands the final blow against the third and last warrior.
A fine magic scimitar was among the warrior’s belongings. Both Mutu and Charles express an interest in the blade. Charles knows that the weapon should go to the Blade of Sarenrae instead of the swordly incompetent bookworm of blessings.
The party, finding no other items of value, move to the east door. The antechamber holds a large statue carved in the form of Erestal and the room in lit in the magical glow of another ever-burning torch. Charles determines that the torch is magical unlike the similar one in the first room. Kiren checks for traps. After some encouragement from the crew, Charles reaches for the torch. At that moment the YouGotThis comes to life and the party…
This group is going to be the death of Charles, he thought.