We return, Pash is out cold after taking Indrina Lamsensettle outside.
Bardon found a secret tunnel in the corner of the room we found her in. We leave Pash for now and head into the hall.
It led to a latrine…
We exit into the hall. We see a lady with a vacant expression shambling about.
A door with a large red ‘X’ on it back the way we came. Treeavenger goes to open it.
Bones and urns litter the floor. Two wraiths rise and call out to end “Vecnans”. They probably aren’t truly our enemies, but can’t tell the difference between true friend or foe.
After defeating the wraiths, Bardon enters the room. The door shut behind him. The shambling figure stands at a distance, staring in our direction.
After a few minutes, Treeavenger and I try to break down the door to free him. We shatter the door and free Bardon.
The shambling figure heads towards us, mumbling “Feeds. Secrets.” over and over.
We head past the mindless person. Treeavenger noticing a room on the side, revealing a bedroom of sorts.
Treeavenger removes a tapestry from the wall
I search the desk and find the notes of a man named Jerot Galgin. He calls himself the Thought of Vecna. The notes describe a ritual of emptying out a person. We learn the woman wondering the halls is named Raina Karls and she was a cultist and victim of his ritual. I found mention of magical phenomena called “Crevices of Dusk” that sometimes appear in Neverwinter. The notes indicate that these magical gateways connect to a plane populated by Undead, but it’s clear Jerot doesn’t know much more than that.
After checking the hidden door, to yet another bathroom, we head back to the hall to go through the double doors again.
We find quite the site.
A ritual, whos scale is beyond my vision is taking place. We hear a call “The ritual must not be interupted.” Unfortunate for them…
Presumed to be Jerot
The full scale of the ritual?
I teleport in using my blessing of the Raven Queen. Striking a devastating blow on the elf(?) by the chamber doors, bypassing the Nothic protecting her(?).
A larger, unseen to me, Nothic was by Jerot.
Bardon goes down. Treeavenger summons warrios of Ysgard with the Horn of Valhalla.
After taking out the first major wizard, I go to strike the cultists actually doing the ritual.
Jerot pulls out an eye that causes me a terrible fright and pauses me in my tracks.
The fight continues. One of Treeavenger’s warriors finishes off a cultist. Jerot calls out that the ritual must continue. We feel the world fall away from us.
Recite
Break Time
A riot of silvery-purple energy fills the room. You feel a sense of space tearing open—then you’re falling, and everything goes dark.
Around the world and across the planes, you perceive innumerable cults of Vecna. They snatch away people and strip their secrets in rituals like the one you stopped. Behind them, the withered form of Vecna gathers the secrets like threads, adding them to a glowing sphere of hidden knowledge in some impossibly distant place. The vision fades into darkness, leaving only Vecna’s glaring left eye.
We are surrounded in a claustrophobic like space, surrounded by wood. Seemingly in a pit of coffins.
We are almost certainly in the Shadowfell.
We hear some muffling from the coffins around us. We spend some time faffing about. Treeavenger tries to open various coffins at random. The unconcious body of Pash points towards a specific area and we find Eldon Keyward.
Treeavenger grows himself and helps all of us out of the pit of coffins.
Ghouls everywhere around us.
I take out one.
Bardon explodes onto the scene:
Bardon casts Hollow and creates a massive area the undead will not enter.
While unable to reach us, the undead start to merge into large undead masses.
Eldon Keyward recommends fleeing. I think the same. Even the hollow will now save us forever.
We decide to run.
We run through hordes and hordes of zombies and find ourselves outside of Evernight
We should avoid this place without the protection of a higher being. The nearby corpse market would be a better place to regroup.
We arrive at the market. Pash… somewhere?
A nearby merchant motions for us to approach.
She calls herself Sangora. She sells blood and information. She is aware of where some Crevices of Dusk that may return us to Neverwinter are located.
Bardon notices various magical artifacts that Sangora has on hand. The most valuable of her trinkets. An amulet, cuffs, a venomous dagger, a staff, and a peculiar glaive.
Treeavenger gives up 800 gold and his shadow for the Hag Eye amulet.
Our brain-dead asses cannot contemplate what she would want. Her price rises.
She asks Bardon to “take this to Neverwinter and place it in the hands of one you hold dear” and places an obsidian shard in his hand. She asks for some blood from Treeavenger. And of me asks for my signature. A guarantee to answer her call regardless of what is asked.
She tells us that a Crevices of Dusk can be found at the Dolindar Tomb. Stable and capable of returning us home.
She certainly got the better of us.
Another merchant offers a inconspicuous ‘locket’ I recommend we leave.
Back into the valley of graves to seek out the tomb.
We find the Dolindar Tomb.
Treeavenger finds a note saying Newmy’s Room
A ghost called Newmy appears. She recommends we don’t disturb the guardian. She is quite nice and bubbly.
The door directly in front of us, eastward, “DOLINDAR : NO WORLD TO RETURN”
Treeavenger heads to the leftmost door.
A very strange creature emerges.
A mistake to deal with these creatures.
Bardon helps drag me out of the area and shuts the door.
Treeavenger heads through the south door instead.
Six artifacts are placed around the room:
- 2,200 gold in neatly stacked piles
- A golden helmet
- A Driftglobe with a map of the gate towns of the Outlands caved on it
- A necklace of Adaptation bearing the inscription “My breath is yours, Kevetta — Take it”
- A book titled Out of the Endless Prison, outlining methods of escaping the prison-plane of Carceri
- A snow globe containing a miniature replica of the city of Neverwinter
Treeavenger wants to check the last door, despite me stating that snow globe may be the best option.
It causes wild recoil. I try his thought of touching the wall. It recoils and damages me significantly.
I go to touch the snow globe that I mentioned before and take it with me. Nothing happens.
Treeavenger took the Driftglobe and Necklace of Adaptation
We take a short rest as Treeavenger and I are badly wounded. Treeavenger take 2 more artifacts and feels a sense of greed falling upon him.
I go back to talk to Newmy. She mentions that she does not know the password. The Dolindar were a lonely people who blocked it off for a reason.
With some help from Eldon Keyward’s help, we manage to figure out that we needed to select “ALONE” from the letters in each word. Out of order, which through me for a loop.
The door opened and we see spikes and a strange figure in the corner.
Recite
End Session