After a 6 month (6 MONTH!!!) hiatus, the day is here for for session 13 of the Evils of Illmire session in Aldershot.
For a short while our heroes had tarried at Illmire, convalescing in the inn's grubby rooms, sleeping in its grimy beds. During this time, Ari had departed, called away by some familial obligation to a faraway place. The last our heroes saw of the elf was aboard a rattling wagon rumbling along the King's Highway, shrinking towards an overcast morning horizon.
Now fighting fit, our heroes had decided upon returning to the sinister skull lined crypt in the forested hills south-west of the town. Several passages had been left unexplored. Half a day's march lay ahead of them. Leaving the cultivated plains of Illmire, they rounded the abundantly reed-lined sluggish waters of the misty lake and navigated thorny thickets and burgeoning shady verdant foliage that flourished throughout the uneven woods which over centuries had encroached on the scattered half overgrown ancient ruins which dotted the region, scant remains of a forgotten people.
Dipping from its zenith; the sun had begun to throw the sky into hues of rose and gold as our heroes arrived at the now familiar hill. They hauled themselves up the grassy slope to the hill’s forested crest and to the crypt entrance. From there, bone-topped steps took our heroes deep into the bowels of the earth. It was not long before they found themselves back at the macabrely skull filled entrance chamber.
Back at the entrance.
Our heroes strode along the wide passageway west to a door that led to a thin brick-lined corridor which they knew went southwards to some descending stairs. Following the passageway, taking the stairs, they continued until they found their way impeded by a stone door, featureless save for a palm sized circular indentation in its centre. A close inspection revealed no apparent mechanism to open the stone door.
Our heroes returned to the wide passageway and pressed westwards. From the junction they found they turned south then west again. Ahead were steps that led deeper, unhesitatingly, our heroes descended. The steps ended in a room large enough to taper into darkness beyond lantern light. Cautious, our heroes entered
Like much of the crypt, walls bulged inwards and the ceiling sagged beneath immense external pressures. Despite the contorted shape, our heroes could see colours and shapes across the walls in their wavering light, Closer inspection lit up a number of antiquarian murals decorating the warped surfaces. Our heroes viewed the numerous murals one after another and saw a story unfold.
Utilising stylised iconography, some vanished society was depicted; a bygone tribe or clan whose civilisation seemed to prosper for a time in what were now crumbled overgrown ruins and their encounters with some monstrous eye-creature. It was a thing of utter malevolence which had targeted the clan with its cruelty and powerful magics. Attempts at parley were futile, resulting in conflict. The clan threw their strength of arms at the eye-creature to little effect, many of the clan were cursed, taking the form of fish-headed men, while much of the remaining people were annihilated. A final mural displays the few survivors burying their countless dead in catacombs. Perhaps the very catacombs here.
Searching revealed nothing else of note in this room, our heroes pressed on through a southern door.
Approaching the mural room.
Another dimly lit stony chamber opened before our heroes, populated this time by six grime stained coffins. As they moved to investigate, the coffins split open. With lids flung far, tattered armed skeletal figures lunged forward and attacked! A short battle was met, fortune graced our heroes who suffered only superficial wounds while dispatching their undead foes. Despite the obvious decrepitude of the skeletons, our heroes found they had been equipped with javelins and axes of exceptional quality. With little else of note, our heroes collected the weapons and continued.
Skeletons appear!
Through a southern door our heroes continued, another sagging dust coated chamber before them. Here too they encountered a trio of evil skeletons and battle followed. To our heroes’ surprise, they found these skeletal foes were spellcasters and Berto fell to their sorcerous power before they were vanquished. Their supernatural hold on Berto did not persist, soon the dwarf had recovered and our heroes continued.
More skeletons, this time spellcasters!
Continuing west, our heroes entered a dust caked oblong room with layers of dirt coating the floor. They were immediately pounced upon by some four legged giant skeletal beast. It struck at our heroes savagely, Cheery and Brother Steve bore the brunt of its blows, barely retaining their feet until it was defeated. A silence punctuated by the sounds of our heroes strained breathing over the room. The extended fighting was beginning to take its toll; injury and fatigue had left them weakened, Brother Steve was forced to utter some healing words before they continued.
Berto examined the enormous bestial skeleton, its origin was unclear, not resembling any typical beast.. Our heroes found an extraordinarily sized empty sarcophagus large enough to contain the skeleton, they also saw it was covered in crude carving depicting what appeared to be raccoons. Close to the sarcophagus was a somewhat plain stone shrine, on it stood a glinting green statue of perhaps jade that too resembled a raccoon. It dawned on them that the beast was some type of giant raccoon!
Taking their prize, our heroes pressed on.
It may look like a simple pack of sweets but it's really a giant dire skeletal raccoon of terrible, terrible ferocity.
Our heroes encountered a junction with a corridor that ran north-south. The northern way took them back to the pool room they had previously explored. Instead they headed south and soon the passage turned east.
Ahead was a sprawling lengthy room, its furthest reaches swallowed by darkness beyond the extent of their lantern. Rows of bones and skulls grimly decorated the bulging walls - as well as decorating a line of pillars that receded into the void ahead. Our heroes also spied a line of shadowy alcoves along each wall.
Approaching the room filled with pillars.
Preparing to enter.
With caution our heroes entered, even so, Brother Steve and Berto were surprised by the sudden appearance of more skeletal enemies abruptly emerging from darkened alcoves. Fortunately, Wensley and Cheery were quick to react and despite the onrush of skeletons managed to loose a volley at them. It could not prevent Brother Steve being grievously mauled though. Fighting continued, our heroes emerged victorious, not without injury though. They searched the long room after getting their second wind. In each alcove they found a plain stone plinth upon which sat a polished skull that grinned at them wickedly in dancing tallow light. For a keepsake, Wensley tucked one into his sack. Otherwise there were no other features other than an exit to the east.
A fight ensues.
Battle is upon our heroes.
The eastern entrance was open and led into a smallish chamber. It was featureless save for a stairwell that wound its way downward. Training their lantern light on the stairs, our heroes saw a skull and bone lined descent into abyssal depths.
Our heroes hesitated here, strength waning, they decided to explore the final door that they knew of.
Retracing their steps to the entrance chamber, our heroes headed into the northern room where they had previously encountered smashed animal symbols. The final unexplored way could be found here. It was a curious stone door with no apparent opening mechanism, its only feature a grouping of four circular indentations. Closer inspection revealed at the back of each indentation was further carved a unique symbol.
It took Wensley a while but eventually the realisation dawned on him that the symbols were associated with the four elements. The shattered tablets here when whole each displayed the symbol of an animal, our heroes came to the conclusion that these animals might represent the elements.
Eel for water Cheery ascertained, salamander for fire, gecko for earth and wyvern for earth. Our heroes placed the hastily reconstructed tablets into the depressions.
There was a low grind, flecks of dust and miniscule slivers of rock dropped from the stone door, the ground rumbled and it laboriously slid open…
Our heroes were faced with an emerald gaseous wall that filled the entire doorway ahead and with the way opened, it began spilling out. Stepping back, our heroes allowed the billowing clouds to billow forth without reaching them. Over minutes they waited, allowing it to tumble across the floor, becoming an eerie carpet of green calf-high fog that spread throughout several chambers.
Beyond the doorway, our heroes could now see a sagging chamber with splitting earth-lined brickwork lit in an otherworldly green hue? Mindful of the lazily broiling green cloud, our heroes stepped into the room and saw it turned west. Following it took them to steps descending to a lower room.
Instead of dissipating, the gas had pooled into a thick vapourific body in the lower room. At its centre was a some sort of hazily veiled, silhouetted object. From the upper half of the object a diffused green glow blazed out. Both the harsh glow and foggy smoke contributed to obscuration, it was impossible to see anything in the lower room.
It seemed to Wensley that he had heard of something akin to this. He told the others what he had been taught of everburning lanterns which had existed in the long lost past and how people of those times had made use of them for their long lived flame. Wensley went on; everburning lanterns emitted a green light and were known also to produce poisonous green gas.
With understandable hesitance, our heroes were unwilling to expose themselves to the green substance. Instead, Cheery brashly chose to let fly an arrow at the black silhouette, it pinged off with an audible clang. Unwilling to risk the lower chamber, our heroes retreated from the room.
Our heroes prepare for whatever waits behind this door.
Fatigue was threatening to overcome our heroes and they decided on returning to the surface and to Illmire for recovery before exploring further. Nearing the top of their climb up the catacomb’s bone stairs, they saw thin rivulets of water dripping down the steps and soon they emerged onto the exposed hilltop and beneath a tumultuous dusky vista. Sheets of cold rain whipped at our heroes while blue-white forks of lighting licked a darkening sky, briefly illuminating enraged obsidian clouds looming overhead. Thunderous trembling cracks followed seconds later while a fierce wind plucked at a swaying sea of treetops.
Dark and stormy night had begun to settle across the marshy wilderness. Our heroes pulled their cloaks tight, hoods low and began a tough march back to Illmire. Fortuitously it was an unremarkable hike, harsh weather perhaps keeping danger that abounded the region at bay. Late was their arrival under a black starless sky and pitiless rainfall, a quiet town greeted their entry with few lights lingering throughout the glum settlement’s homes. The Inn of the Weary Wagoner had perhaps never been a more welcoming sight worthy of its name. Our heroes took whatever respite they could, dawn came soon enough.
Some time ago our heroes had engaged the services of Ruskin, Illmire’s apathetic and disquieting carpenter to rebuild a farmstead that had fallen into their hands.
It was a shortish uneventful walk north out of Illmire’s limits to the remote farmhouse. A well trodden sunbaked track weaved its uneven way among outer farms and settlements, leading them most of the way until they reached the perimeter of their farmstead as marked out by half fallen and bleached ancient fencing. Years of neglect had left the small holding’s fields uncultivated and overgrown, wild grasses taller than the eyeline intermingled with what remained of old crops. A recent thin trail no doubt hacked down by Ruskin cut its way to a distant smear that was the farmhouse half hidden by the foliage. A short but rough walk led to the house.
It was evident that repairs had been undertaken: Decayed, rotting timbers on the exterior had been repaired or replaced. Where a gaping hole had once dominated the roof, there was now a freshly thatched covering. Inside, it was free of ruin, our heroes’ footsteps distinctly reverberated throughout the sparse empty interior. Detritus which half-filled the weather-worn exposed interior had been cleared, collapsed rafters were gone, replaced by new oak while the crumbling flooring had also been renewed. While the farmhouse lacked furniture, it was now at the least habitable. Later our heroes returned to Illmire briskly. Cool dawn had given way to cloudless blue morning. When back in the town they found and paid Ruskin. The carpenter was as distant and unsettling as ever when he took payment.
Another march lay ahead of our heroes as they set out for the catacombs again in what was becoming a familiar route. Shadows were lengthening as they made the final climb up the hill, from there, our heroes went downwards and on to the stairwell at the southern end of the catacomb.
Inky blackness met their descent, the deepening way was marked out bone decorated walls lit in a hellish glow. Round and round they went, how deep they could not know. Eventually though, the steps ended in another skull-lined tunnel that headed north.
As our heroes explored, they saw more catacombs, a maze of numerous smaller side tunnels and alcoves branching off the main thoroughfare, all filled with skeletal remains. Undeterred, they pressed on and the catacombs dwindled, the northern passageway becoming a rocky and uneven tunnel and soon after split into two ways. Our heroes took what they surmised was the north-west tunnel.
After walking for what must have been hours, they noticed the rocky passage had become a smooth circular tunnel, akin to something that might have been burrowed by some colossal subterranean beast. The way ahead undulated unpredictably, slowly veering, rising and falling, putting our heroes at risk of becoming disorientated or worse - lost. Further along and the passage split again, then again, then again! Two ways, then three, then six!, Strange junctions they were, that headed off at weird angles, including occasional steep passages and even a vertical shaft There was, our heroes noticed, faint webbing clinging to concave tunnel walls that wafted in some gentle phantom breeze. As they progressed so too did the webbing become abundant. After some time through the maze, our heroes encountered a wide junction with five exits in various directions. They could plainly see a cluster of pulsating white sacs webbed to a ceiling.
Looks like someone wants to try their paw at GMing!
Our heroes did not feel confident enough to press further into that hive of tunnels, deciding instead upon returning to a previous junction before the worm-like tunnels and heading in a different direction. There was no mishap waiting for them as they back tracked to the branch close to the catacombs and took the alternate passage. Soon enough our heroes found themselves navigating much more cavernous tunnels. They heard a strange almost rhythmic hiss ahead which became gradually louder as they marched on. “Almost like water?” Speculated Cheery. For a way, they walked on before coming to a halt.
The way ahead ended abruptly in a sheer vertical stygian drop. Wensley peered over the precipice, a torch in hand. Its inadequate flame lit revealed little. However, Wensley did see a tiny pin of flittering light at what must have been the bottom of the shaft. It took Wensley a moment to realise it was a distant reflection of his own torch on what must have been some rippling body of water.
Our heroes pulled out their ropes. Since Wensley was the lightest of them, he was volunteered to be lowered on a line to ‘get a better look’. Arm length by arm length he was dropped down the shaft, its slick walls glistened in Wensley’s torchlight until they swiftly fell away! Or at least three sides of the shaft did so. Wensley found himself hanging at the top of a cavernous ceiling that sprawled below, close to what he surmised was the chamber’s southern end. His descent continued until he could clearly see the reflection of his torch rolling in the joshing inky waters of a pool below. He also spied a thin path that circled the pool, to its north he saw a stream or river that fed into it.
Tugging on his line, Wensley was pulled up to his companions.