After tending to the injured and checking the re-dead corpses for loot (there is none), the party explore further down the passage and loot an iron chest full of silver coins and an urn of gems. Then they assemble outside the barred wooden door and draw back the bolt, swiftly entering in force.
The two sarcophagi burst open and a pair of mummies struggle out and attack: both are quickly cut down, after Halmary turns one of them, and the two paladins hack them to pieces with help from the others. The chests and other items of value are looted–filling one of their bags of holding– and they move on to the final room.
This barred bronze door is opened and inside is a black marble sarcophagus, which Calibos and Medmyr surround; the others assemble nearby. As the two warriors get ready to push the lid off, it is flung open, smacking Medmyr in the face, to reveal a deathly knight wielding a wicked looking two-handed sword that cuts the paladin; Medmyr then finds it all a bit too much and cowers, terrified, in the corner.
Battle is joined, and the death knight proves a bit more dangerous than the mummies: Phildor hastes the party, but the death knight promptly dispels it; it’s sword allows it to retaliate each time it is hit, and it appears immune to both Halmary’s turn undead as well as Phildor’s magic missiles. Ungrid and Calibos wound it, but the fighters are wounded in turn, prompting Halmary to lay on hands to heal Calibos; Sidni fares better, as her spear manages to wound it, and the death knight can’t reach far enough to hit her back.
Xellos lands the killing blow with his axe, and the treasure is stuffed into Halmary’s bag of holding_. They return to the central chamber, opening the remaining two tombs: the first is full of green slime that engulfs Halmary, which is destroyed by fire from Sidni dousing both with oil and Xellos blasting it with his fiery magic missiles_. Thankfully Halmary suffered minor burns and his armour was intact.
The last tomb holds a putrefying corpse, inhabited by a carrion stalker, which fails to do much damage. Phildor uses levitation to lift off the lid, allowing Sidni and Halmary to chuck oil inside, setting it alight, while Ungrid finishes it off with his hammer hurled into the midst.
There is nothing left to loot, here or in the catacombs, so the party head back out into the hills. They hike back to civilisation, into the Kingdom of Keoland, and find a suitable town to spend their gold, rest, and plan their next move.
14th Coldeven, 593 CY
Just over six weeks later the intrepid adventurers find themselves heading to the marshland known as the Rushmoors, a few days travel from the town. There they look to track down the vampire lord that Calibos has been looking for, and their first point of call is the fishing village of Bloodwater Bay.
They also have a letter from the Duke, with some notes to guide them:
_My dear Calibos,
I have learnt that the vampire who cost you so much has a name: Kyros, once a great warrior who commanded legions under the rule of Vecna, the demi-god of ages past. It is known that he fell in battle centuries ago, but was given new life as the living dead by agencies unknow.
We now know that Kyros has a castle that lies deep within the marshes of the Rushmoors, several miles north of a village called Dunnsmouth; which lies along the river Dunn, a tributary off the Javan river that borders the marshland. Almahid has been given directions to a village on the border of the marshes, a small fishing settlement that goes by the dubious name of Bloodwater Bay. You should be able to find a guide there who can direct or take you to the village, and from there you should be able to find your way to the castle of Kyros.
We have also learnt that the artifacts of the long-dead paladin Kharas have been stolen from their resting place, possibly by minions or allies of Kyros. One of the thieves (sadly a lackey with no knowledge of who he was working for), under interrogation, told our torturer that they were taking the goods to Dunnsmouth, which makes us believe that their eventual destination is indeed the resting place of Kyros.
Proceed with caution, my friend. This reeks of trouble and I suspect a trap has been set for you.
Duke Owen I of Geoff._
Halmary also has had a vision from his goddess:
_A temple sits atop a finger of land amidst the moors, with priests praying in the wide chamber at its heart. A statue of the goddess watches over them, a mask on her face, radiating light and holiness. Then a shadow falls over the temple, and a black serpent slithers into the temple, bringing a flood of stagnant water with it. The statue points at the serpent and a voice demands that it be destroyed and removed from the temple.
The vision changes, with the temple now sunken into the marsh, dead trees surrounding it, with something lurking just out of sight. A partially submerged trail leads away and the vision swiftly follows it, until it reaches a village in the marsh, where a giant spider sits atop a church, watching the pale villages trudge through the marshy ground between dilapidated houses._
And, finally, they have three treasure maps to follow; if only they can decipher them.
End of Session
Kills: 2 mummies, 1 death knight, 1 carrion stalker, 1 green slime.
Level-Up: Medmyr is now a level 5 fighter.