Session 18: The Trollstones
It’s time for LORE.
Before we head out to our next adventure, we obviously have to go shopping. Clem buys a bunch of liquors and mixers, to test out the Boozenomicon we found at the artist house. Gral gets himself a “phat outfit makeover.” Shoshana and Clem buy something out of the back of a caravan called Old Badgerbeard’s Fine Valdian Liquor, guaranteed to add +2 to any Taint save by remindin’ ya of the simple joys in life.
Shoshana spends a little time playing translator and introducing people to the couple of orcish outriders who are gonna stick around. (“This is K’evin, he likes long walks on the beach and mah-jongg…”)
Anyway: we’ve just saved a town from people who hate parties, so naturally it is time to roll on the carousing table. Valeria finds a group of people to teach her favorite game, Man-go, and proceeds to lose 25 gold gambling against “complete newbies.” Clem wins a suspiciously similar amount at gambling, and can neither confirm nor deny that the noob hustling Valeria is just her in a fake mustache. Gral and the outriders teach a few orcish games, and Gral handily cleans everyone out by channeling the spirit of an experienced gambler. Bard Poker ain’t for amateurs, y’all.
Shoshana, still getting used to having more money than her entire village combined, buys a couple of drinks for some folks…then gives some cash to some needy travelers…and then the word gets out she’s giving out free money, and she has to use her Shadow Powers to gtfo before she’s swarmed. Whoops!
In the morning, Clem sends a letter back to her caravan, saying hi and updating them on the latest news. It’ll probably arrive alongside the original package, but that’s fine.
We head out and spend an uneventful journey retracing our steps to Mornheim. We notice Old Lady Jolene has moved out; the cottage stands empty and abandoned. Before long, the trees begin to take on that distinct skeletal cast and the skies begin to dim. We get that familiar sensation of the life draining away from the land. The birds stop chirping, except for the harsh caw of carrion birds. Flies cease to buzz. The air takes on the dusty, dry smell of grave dirt as we once again approach the necropolis Mornheim.
The hastily assembled walls of the town rise up before us. A few people are out working the orchards, with sentries posted to keep an eye out for the dead.
(There’s a wooden sign posted: “NO DEAD PEOPLE. This means you, Frank.” This sign won’t stop Frank because Frank can’t read! It’s posted on the end of a shovel, probably for hitting Frank when he comes back around again.)
Kyr Crabber is on duty when we show up, leading some repairs on the walls. “Oh hey, yer back!” He hauls the gates open for us. “Where’d you go? Heard you were going off to get some medicine. Want me to get the doc?”
Valeria shifts awkwardly. “Um…I’ll tell her myself?”
“So you’re not delivering meds, then.”
“Uh, it’s a magic thing. Don’t worry about it. How’s the town?”
He lets us deflect. “We got hit hard last night, and the Penitents didn’t show. Some sort of super-ghoul, I guess? It hit the walls pretty hard. Lady Aubrey took a hunting party out to the catacombs to try to track it down and kill it. They musta only left an hour or two ago.”
Shoshana shouts up that we’re gonna do a magic ritual to purify the water supply so it stops making the people sick. He’s like huh, it’s the water that’s doing that? That’s why I don’t drink it. 😉 Shoshana tells the old drunk an ancient Valdian proverb: HYDRATE OR DIEDRATE.
Anyway, It’s still early in the day and Valeria is buzzing with excitement, so we’re gonna get right to it. She’s gonna get to Be A Hero!
The ritual has a limited range, and the notes on the scroll say to plant the magic item at the river source, so we hike on up to the local landmark known as the Trollstones. Crabber says they looked pretty normal the last time he did a patrol; looks like a “big pile of rocks with water comin’ out.” Well, he’s not wrong.
In Valdia, “trollstones” is a catch-all term for any kind of standing stone, henge, or menhir, the assumption being that they were erected by trolls in ancient times. Many of them are assumed to be old druidic sites. This one, though crude, is huge and impressive. Hundreds of enormous stones are piled into a huge cairn. River water flows out of the gaps – some upper sections in impressive waterfalls, some flowing from underneath directly into the river basin. The water has a murky look to it, and the grass closest to the water is sickly and dying.
Valeria Investigates the area by strapping the Eyegis to the Aethis and sendin’ them swimming in. Our very good gator soon finds an entrance into the Trollstones! Turns out there’s a pretty substantial hollow under the big pile of rocks.
There’s air inside the cave, but we’ll have to swim a bit to get there. Shoshana strips off her big heavy skirt and Valeria hauls her onto the gator. We all dive underwater. CON saves all round! Valeria rolls a six and picks up 2 taint as the necrotic curse in the water seems to sap the life out of her. The cave is dark and dank, so we light up A-Luxor. We can now see a tall, craggy cavern, water dripping in rivulets over the jags of stone. Between the running water, uneven rocks, and slippery moss, it’s definitely difficult terrain. Clem nat 20s a Perception check and shudders as she feels the visceral power of the Pale King pulling at her soul.
The DM debuts a Special Location Rule. Due to the uneven footing, we may either treat the area as difficult terrain or try to move at full speed with a DC10 acrobatics check. If you fail, you slip on the rocks and fall prone partway through your movement.
We spot carvings in these stones, all over the place. Massive letters, deeply chiseled into the cave walls in a script we don’t recognize. However, there’s a smaller carving underneath in Old Valdian, seemingly a translation. Shoshana reads it out to the others: “This is the Tomb of Urdemak, First and Last King of the Trolls. Grandson of the Woods, so [unintelligible] with Life, that Death could not hold him. May we weep for his passing, and dread his return.”
Gral considers. “Perhaps this Urdemak is an agent of the Pale King?”
Shoshana rolls her eyes. “Uh, DUH. He sounds undead, don’t he?”
“No, I mean like the Lurker, or that creepy ringmaster. Something that’s higher in the Curse’s hierarchy than the dybbuk, something that’s controlling the Curse in this town.
Before we can plan a potential Boss Fight, Clem hears movement coming from outside the radius lit up by A-Luxor. It sounds like the rattling of bones. She draws her Warhammer and we all roll for initiative!
Shoshana backs up behind Aethis and readies a Chill Touch while Gral readies his crossbow and Clem draws her sword. Two massive skeletons lumber into view. Judging by their shape and their enormous claws, these are troll skeletons, clattering across the slick terrain with surprising ease.
One charges Clem, bowling into her like a truck even as Gral and Shoshana strike at it. She stands her ground, though, and meets it head on with her hammer for two crushing blows, bloodying it. (Well, if it had blood.)
Behind us, the water roils as two huge shapes rise out of the pool, forming into Water Weirds. Each has a skull floating in it. Valeria uses her shield as an umbrella against a deluge of water and breathes ice at them, but their churning water breaks up the ice crystals that form.
Clem whacks the crumbling troll skeleton again. Shoshana Burning Handses out of panic as the Weirds close in on her, which turns out to be a terrible idea against water monsters.
Gral manages to hook a troll skeleton right on a vertebra – hey, this looks important! – and yanks it right out of the spine, collapsing the skeleton. Meanwhile, the Water Weirds try to engulf Valeria and Shoshana, grappling them.
Valeria casts Command on the one holding her and tells it to Drop It. It obligingly drops her into the shallow waters. Aethis loyally slaps the Weird with its tail, cutting a slice through the water. It blorps itself back into shape, but clearly it’s been disrupted somewhat. Then, unfortunately, it just picks her right back up again. Aethis just keeps on slappin’.
Shoshana, like any cat that has been picked up against its will, claws and bites at the big water hand, dealing a decent amount of damage. In retaliation, the water rushes up over her face, and she takes 1 Taint as she chokes on stank cave water.
Meanwhile, Gral casts Phantasmal Force to momentarily convince a troll skeleton that magic shackles are wrapping around it. Clem sees a skeleton acting like it’s restrained and is like sure, I’d hit that. She crunches it to dust, Second Winding and charging toward where Valeria and Shoshana are getting absolutely soaked.
Gral, out of skeletons to fight, casts Dissonant Whispers on Valeria’s captor. It fails, but he damages it, and he uses his bonus to wooble Valeria out of the water. She takes 3 psychic damage as things get not Water Weird, but Key Weird, and she shlorps out of the water and hits the ground hard. Ow. Meanwhile, Shoshana finally manages to squirm free, dodging an AOO to go hide behind the tanks.
Gral loads up his heart-seeking crossbow bolt, hoping it’ll target a skull just as well, and nails the floating troll head for a chunk o’damage. Unfortunately, that means it’s noticed him, and he gets picked up by the big ol’ water hand. Aethis continues to twerk, thrashing the monster with its slappy tail.
Clem pulls her greatsword and strikes decisively with Great Weapon Master, severing one of the elementals from its water source, and it collapses into harmless water.
Shoshana, finally able to use ranged attacks, shoots the remaining one with a blast of cold, hoping to freeze it. And it does, icing over. Gral makes an athletics check to break out of the crumbling ice sculpture, and manages not to become art.
We stand in the dripping cavern once more. A-Luxor flits around happily, not sentient enough to notice there was a fight.
Valeria burns her new candle, and we take a short rest. The light of the holy wax candle is pleasant and it seems to keep the darkness and dread of this place away. Also, we don’t get a pile of taint, which is nice. Eventually the wick reaches its last, seeming to burn far faster than a candle should, but for a short time it was bright and cheerful in this dark, dank place. The joyful, flickering flame departs and we are once again left with the dark and the wet, the sound of rushing water and old ghosts.
We must pick a path. For lack of any differentiation, we go left. There’s a pile of skulls and bones piled up on the side of the tunnel. (Valeria grabs a troll vertebra as we pass by. It is quite old. It’s a T11 anteclinal vertebra, in dog anatomy terms. It’s the one that’s best for stabbing, apparently? We don’t have time to unpack this, Dr. Valeria’s Player.)
Shoshana rolls a nat 20. With her excellent darkvision, she sees another carving. Most of them have been in Troll – most of the party didn’t know trolls had written language, but here it is. The rest of this part of the cavern seems to be propped up by a few not-especially-sturdy wooden support pillars. We hear some scrambling coming from our left, and a pair of ghouls with axes rush out of the side tunnel.
Shoshana pokes her head out toward the noise and does a wink-and-finger-guns. One hit, one crit. Both ghouls instantly melt from acid. The DM complains because they were gonna chop down the support pillars and drop the ceiling on us in a fun puzzle fight, but NOPE LOL. You’re gonna need tougher enemies than that! (Shoshana’s player immediately knows she will regret saying that.)
With the ghouls out of the way, we take a closer look at the carving, its lower half reading in Old Valdian:
“His mother was a River-Queen and Daughter of the Wood, and her love suffused him with such life that no spear nor axe could fell him, unique among the Trolls. He feared not the touch of flame or acid, as no wound upon him could cause lasting harm. As he grew, he became the great champion and defender of the woods. For the first time, the [unintelligible] had a King.”
This seems to be a continuation of the first set of troll-runes. We want to show Dr. Kjeller, or perhaps Dr. Galvan.
Shoshana makes a Knowledge!Religion check. The Way of the Woods has a large but loose pantheon of wood spirits. The most powerful are affectionately referred to as Baba and Gramps, the grandmother and grandfather of the woods. They have many children, who are powerful wood spirits in their own right. If Urdemak’s mother was known as the River Queen and Daughter of the Wood, she would be one of the children of Baba and Gramps, which would have made Urdemak a wood troll demigod. That certainly explains the bit about not fearing flame or acid.
We listen ahead. From the rightward path we hear something scratching against stone. On the left we hear the sounds of rushing and dripping water, and wailing. This place seems, unsurprisingly, to be chock full of undead. Gral does a stealth ahead to the left path and doesn’t see much. The wailing is from a lot deeper in; whatever’s making it just has a darn good set of lungs.
Sneaking over to the right path, he sees something very interesting. There’s some sort of man-made structure! There’s carved stone pillars and smooth, rectangular construction. Huh, maybe the undead have construction tools? Also, he sees a large creature. It’s wearing a cloak.
Shame it’s spotted Gral.
He can barely see it, but he can feel the thing’s gaze upon him, sapping the life out of him. “That is NOT A FRIENDLY THING,” he hisses back to us.
The Bodak, as the DM calls it, slithers toward Gral and uses its Withering Gaze, trying to crumble him to dust. Despite a save, he still takes a hefty chunk of damage.
Shoshana aims a Fireball down the tunnel, roasting something that’s crawling out of a shadow and charring the Bodak. More skeletons and ghouls are pouring in, and the ones that avoided the blast squeeze their way out of the side tunnels and begin to funnel down toward us. Gral casts Bane upon the Bodak and two of his minions.
Clem charges ahead, keeping her footing on the slippery rocks, and cleaves a skeleton apart. Valeria throws a trident from a distance, forking another in the ribs. She holds her hand out, and glowing rose vines extend from Kyr Marius’ gauntlet to snap the trident back to her for another throw.
The Bodak steps forward, its eerie breath rattling out of its round mouth, and turns its terrible gaze on Valeria. Valeria’s holy aura defends her, and she only takes half damage.
If we want to make direct attacks against it, we must either avert our gaze (granting disadvantage) or make a Con save vs 3d10 damage. Shoshana sidesteps the decision with a Shatter spell, aided by Gral’s Bane, that destroys the second skeleton and bloodies both the ghoul and the Bodak, luckily just missing one of the support pillars. The ghoul charges Clem and misses, which is a mistake, since Valeria is right there to Sentinel it. She forks it with the trident like she’s picking up trash on the side of the road, and tosses it lifeless (un-lifeless?) into a corner. The Bodak hisses in displeasure. “Uuuuuseless…”
Gral uses Phantasmal Force to convince the thing that he is charging into melee with it, even though he’s staying well clear.
(“The Phantom of the Orc-era is theeeeere, insiiiiiide your mind…” one of the players quips.)
Clem heads on in with a Great Weapon Master attack, able to avoid its gaze as it turns to attack the illusory Gral. With a mighty swing, she takes a huge chunk out of the strange creature, tearing through its rotting robe.
Valeria risks the CON save against its horrible stare, and passes. She throws her trident twice – a nat 20 and a nat 1, natch. The trident clatters against stone as the thing dodges out of the way, and then she yanks the trident back with her glowing vines, burying it in its back and shredding its rotted flesh. She is mildly a Fire Emblem character now, so she gets to do epic crit poses. Victory!
We cautiously emerge into the chamber that’s now been vacated. Valeria can recognize the style of construction! With A-Luxor’s light, we can now see that the Bodak was scratching at a carved stone door. Wait, this is Aquilian architecture! Valeria would know that style anywhere. There’s brick, and a bit of a frieze of eagle, and the columns are carved with legionnaire motifs. It’s simple, as Aquilian style goes. A heavy stone door is set into the center of the wall. We investigate it and, of course, check it for traps.
Valeria crits her investigation and finds the mechanism to open the door. It looks like the mechanism is broken, but with a bit of fighter-and-paladin muscle we can get the door open, no problem. Valeria doesn’t read much Old High Aquilian, but there’s writing on this. Something maybe like “Place of…” something.
Is it the nuclear waste message? “This is not a place of honor?” Only time, and reckless decisions, will tell.
With a nat 20, Valeria realizes something important. The writing wasn’t part of the original design. She can tell there was some sort of latent spellwork, like a low-level Stone Shape, that was set up to supersede the carving that was originally there. Something happened to trigger the spell, and a bunch of letters engraved themselves over the stone. Valeria’s not sure, but she thinks it says something along the lines of Containment Breach.
Uh-oh.
Shoshana copies down the writing, so we can double check with Lucinius, and then we crack that bad boy open.
There are four huge coffers here, like treasure chests. One is open and empty. (Shoshana’s player gets excited, assuming this is where they got that Warden mummy! But no, the DM said coffers, not coffins.) There is a sunken hollow in the center of the room, which has only a metal grate covering the opening to the water close below. Gral can see heavy chains dangling into the flowing water; something was once chained up there, but the chains have now been broken. Hmm.
Maybe this troll king Urdemak is the Pale King, and this is where he was imprisoned?
We think about it, but we’re doubtful. The Aquilian structure postdates the construction of the rest of this place, pretty substantially. This isn’t part of the troll tomb; this is something the Aquilians placed within the tomb site centuries later.
Our investigation reveals no traps. The coffers seem like some kind of foot locker? At the end of room, there is an altar with a bird on it – an altar to Oberok, flanked by austere stone lecterns. Valeria knocks over the statue of Oberok, because Rack’s sacrifice wasn’t for nothing, dangit! (Archaeologists Hate Her!)
In the carvings on the walls, we recognize a repeated word. It’s the word Lucinius pointed out in the mummy’s tattoos, the one he told us meant “Warden.”
Lucinius would be So Mad at us for ruining an archaeological site, but he’s not our dad. We find 400 old Aquilian gold coins. Valeria can easily tell us that we COULD use them as gold, but they’re more valuable as collector item. We roll a ONE HUNDRED on the loot treasure hoard table and nearly win a Rod Of Beating The Game. Instead, we find in the next locker a set of 4 Aquilian icons, each depicting an Aarakocra version of the four lesser gods, as they were before the Deicide. Rack the Soldier (which is weird to us), Lethe the Smith (without martial accoutrements), Torme as an owl-faced bird holding a tome, and a small, insignificant crow-like figure wrapped in a cloak – surely an old version of Guile.
In the third locker, we find a book. It appears to be written primarily in High Aquilian but with a lot of diagrams. Perhaps a training manual? Most of it has translations into Old Valdian, it seems! Shosh takes a look at the text. It’s titled: Warden’s Training Manual: The Spear and the Spell.
This is a magic item. If we train with it for a week, we gain advantage on saves vs each other’s attacks. Interestingly, it’s been modified to work for non-Aarakocra and translated, which means it was yet another collaboration between the Aquilians and the people they supposedly never invaded.
Meanwhile, Shoshana rolls well and finds a surprisingly well-preserved scroll in the lectern, with high Aquilian calligraphy inscribed on it. It feels magically inert to Shoshana – this is no spell scroll. Valeria rolls poorly on an Int check and doesn’t recognize most of the words. But the bit at the end is a common phrase.
As far as we can translate, which isn’t much, we read:
“First Prisoner, Item #5
Containment Procedure: [Lorem ipsum dolor sit amet] waters blessed by local spirits [consectetur adipiscing elit, sed do eiusmod tempor] influence of the prisoner.
As per request by [unintelligible], [incididunt un labore et dolore] disruption [magna aliquia].
Description: [Ut enim ad minim veniam] First Prisoner.
Let the Vanquished be forgotten, let the Victorious reign eternal.
Glory to Oberok.”
The scroll is damaged, but it doesn’t look like intentional damage, it’s just Real Old. This is important as hell! It’s clues!
With a nat 20, Valeria realizes something about the door. Based on the way the rest of the door is weathered, in this wet cave, the Containment Breach message is comparatively very new. Within-the-last-couple-of-years new, compared to the ancient ruins. Maybe around a decade old? A little less?
That’s not too far from when the first stirrings of the Curse arose. This could have easily happened after the Curse began – or perhaps simultaneously.
We wrap up our exploration. The Aquilian structure is at a dead end, so we backtrack and begin to go down the tunnel with the wailing. We come across a third carving, though cracks and erosion have made parts of it illegible:
Man, no wonder the Pale King set up shop here.
“[unintelligible] that the Great Wyrm came. The sky filled with flame and fury; the wood burned with the Wyrm’s wrath. Urdemak led the Woods against the great Wyrm. He [unintelligible] the spear [unintelligible] aloft by a dozen giant eagles and [unintelligible] onto the Dragon’s Back.
Urdemak’s claws tore open the Dragon’s throat as it was filled with terrible flame. The fire, straight from the dragon’s heart, scorched Urdemak’s flesh from his bones. As the dragon’s death-spasms faded, the defenders of the Wood gathered around, awaiting their King’s regeneration.
But so thorough was his destruction by the dragon’s flame, bane to trolls, that he could not call the power of life to restore him, and so instead, the king’s grasping soul found only Death”.
As we move past the third carving, the sounds of rushing water echo through the dripping, dank cave. Gral’s keen ears hear something underneath that, clattering and clanking in the passage off to the left. He Mirror Images and we move ahead. Sure enough, there’s a big ol’ skeleton in plate armor waiting for us.
Valeria charges in, but as she passes by one of the piles of scattered bones, a skeletal hand snakes out and grabs her ankle. Startled, she fails to wrench her claw out, and she topples to the ground. The DM is pleased we are FINALLY next to one of the bone piles during a fight, we’ve avoided them like three times by chance. Valeria pushes to her feet and smacks the pile with a wrench, scattering the skull pile and sending the bones pinging off the rocks, but she’s lost her move on the skeletal knight. Gral throws Faerie Fire at it, but it dodges with practiced ease. No other enemies seem to be illuminated by the spell.
Clem charges the skull knight, smashing down on it with her Warhammer. It parries with its longsword and slashes down on her with a Blinding Smite of dark power.
Squeezing out of the rocks like a roiling dark mist comes a wailing, ghostly figure. The wraith drifts to Shoshana and grips her from behind. Her maximum HP is reduced by 21. That’s a LOT for a sorcerer! She chokes and pales as the life drains out of her.
Valeria decides she does not like this wraith thing that just ate her buddy, and mightily smites it, bloodying the cursed thing. Aethis twerks at a second pile of skulls that is swiping at Clem’s feet and smashes it apart, coming away with a hand clutching its tail. It derisively shakes off the weakened bones.
Gral throws a Dissonant Whispers at Ser Spooks the Skull Knight, and makes it afeared. It tries to flee, which gives Clem a chance to swing at it.
As Gral connects with the mind of the skull knight to frighten it, he gets flashes of this guy’s life the same way he sees into the Allsoul. This was originally a Paladin of the Order of the Hammer who left Valdia. There’s images of fighting pirates? Much of it is first person view of wielding a sword, smoke billowing from it as his Blinding Smite summoned Lethe’s flames. This guy’s maybe decades dead – not centuries, but not yesterday either. And the armor is clearly ceremonial rather than practical – something he might be buried in. Seems whatever’s haunting the Trollstones is recruiting from Mornheim’s catacombs.
As it tries to run past Clem, she catches it with her Warhammer, dealing it a terrible blow. She gives chase, dropping her hammer and drawing her greatsword. This thing’s armor was once a set of glorious full plate, but much of it has fallen away, and he’s not defending himself well – like he’s using a shield that isn’t there anymore. Aethis snaps its jaws shut on the Skull Knight’s leg, grappling it. It tries to drain Clem’s life force, but she shrugs off its magic. With Great Weapon Master, she brings her silvered greatsword down. The shock of the blow crumbles its cracked bones apart.
Shoshana’s claws manage to catch in the wraith’s mists, tearing holes through it. Gral runs toward the wraith with his silver dagger out, shoving Shoshana out of the way and plunging it into the wraith with the help of his Psychic Blades.
He summons the power of Blank Mask, a covert ops orc bard from the Asciension War. As he strikes through the wraith, the ghost of a hooded orc with a blank bard mask appears, grabs Gral’s dagger, and pulls the wraith’s head back to slit its throat like an assassin. The dagger clatters to the floor as both Blank Mask and the wraith fade away.
The way stands open, and there is another inscription on the wall.
“The power of Death filled him as Life had before, but, as Life begets Life, Death must spread itself, and Urdemak, now a thing of rot and decay, proceeded to lay waste to those he once protected. His great strength and will to live magnified by the cold grip of death. Eventually, the children of the Wood, the sons and daughters of the great ones, took to the field against their nephew. Many died, but eventually the thing that had been Urdemak was defeated.
The Trolls constructed a great tomb of many large stones to house the body. His mother was reduced to tears [unintelligable], and with those tears flowed her wish that none would ever suffer as she had suffered, that none would see their children returned as twisted servants of death.”
Well that certainly explains…literally everything about Mornheim.
Valeria reaches out and grants a blessing from Rack upon her friends with Aid, which our HP totals all very much appreciate.
We short rest again in the warden’s outpost, Gral singing a Song of Rest, and all take 4 taint. We return to the passage of the fourth tablet and find our way forward.
As we approach the tomb itself, we can hear a voice ahead, speaking modern Valdian. “They’ll be here any minute! Wake up, you old idiot!”
Gral can sense something up ahead, similar to how he senses the Allsoul. If the Allsoul is a rock concert, this is a kid on a triangle. But for a single soul to even be audible? That’s astounding. If that’s a single voice, that’s a voice of immense power.
“I know you’re in there! You ingrate! What, afraid you’ll make your mother sad? After everything I did for you,” a sodden-looking figure in ratty robes is shouting, waving his arms in frustration.
As we make it into the huge chamber, we can see he is dwarfed by the imposing standing stones. Massive stone sarcophagi tower in a semicircle over a burbling, whirling spring. To the side, an enormous rock landslide partially buries the skeleton of a mighty dragon.
Every inch of this cave wall has been carved with Troll words, depictions of life and deeds of Urdemak. Given that the centerpiece is a pretty epic mural of Urdemak fighting the Great Wyrm, we can guess where the dead dragon came from.
One of the sarcophagi has been broken open, and someone has placed an enormous troll skull, massive even for a troll, on top of it, turning the tomb into a huge stone altar. A small, human-sized silver crown is placed upon its head; we recognize the same style of crown from the Pale King tapestry we looted from the castle.
Somebody’s turned this place into an altar of the Pale King. Possibly that little dude over there.
Valeria would like to object to that, preferably with violence. Gral would like to alter that altar.
The skull must be Urdemak, first and last king of the trolls. The crown, though – perhaps it was the thing that was being held in the Aquilian chamber?
The little man still hasn’t stopped complaining. “Wake. Up!” He throws a rock at the skull and misses. “Useless ingrate!”
As we approach, armor clanking, the figure turns around and groans. “Oh. You again.”
I’m sorry, have we met?
Shoshana sarcastically waves hello. Gral rolls insight. It’s not trying to hide who it is. Gral’s not sure whose skin it’s wearing, but it’s that frickin’ dybbuk again.
“What are you trying to do here?” it complains. “I put a lot of work into this place!”
Shoshana stops waving and flips him off.
The dybbuk raises his voice, in that spooky cadence necromancers use for sounding dramatic. “Urdemak!” it intones. “These interlopers have violated your tomb! If you would, rise up and destroy them!”
The skull does not move.
We roll for initiative anyway.
The dybbuk moves first. “Fine. You won’t kill them yourself? I can still make use of you!” It begins to chant, mumbling quickly with pronunciation that sounds archaic even for Old Valdian. Something about “Guardian of the River Morn, servant of my-“ It switches language, but clearly it’s summoning something. The dybbuk deftly steps back onto the altar and gestures as the waters begins to writhe and roil and spin, rising to engulf the massive skull and claws from atop the altar.
Now if you’ll excuse the DM, he needs to add one more thing to the initiative order. This thing, he calls…the Pale Spring.
As this thing’s health bar grows across the top of the screen, we recognize it looks similar to the Water Weirds on a far larger scale. More human and troll bones rise from the pool into its swirling mass, but Urdemak’s mighty skull and claws form the cornerstones of its shape.
If we’re coming here to put a sword in the water, the DM figured the water should have a chance to object first.
Gral slaps Clem with an inspiration and makes a joke in Orcish along the lines of “who pooped in the pool?” Shosh rolls her eyes, but it fails its save. Let us be clear: you, sir, are stank water.
The Spring raises itself up and the chamber begins to flood. Its claws seem to be wreathed with some kind of horrible necrotic energy. We all manage to keep our feet against the huge wave it throws at us, except for Aethis, who was swimming instead of standing. The gator is dashed against the rocks and bursts into a cloud of sparkles, gone until Valeria can resummon it.
Valeria, outraged, charges forward and hurls a trident, her gauntlet allowing her to whip it back a second time. She also casts Shield of Faith on Shoshana. Shoshana, who is aggressive but no fool, casts Mirror Image on herself and tries to hide behind a rock.
Clem tries to slog through the deep water, rolling good Athletics to avoid it being difficult terrain, and whiffs both her attacks, sword slicing harmlessly through the water – until Gral’s bardic inspiration kicks in. The bones seem to flow into place to form armor to block her swings, but she manages to crack some femurs.
It uses its legendary action to crit Clem. It’s facing the other way, but the troll claw flows through its center as a new watery arm grows out and rockets into the drow.
The dybbuk leans casually against the empty sarcophagus. “Y’know, if you would have shown some gratitude and killed them, this could all have been avoided!” It wiggles its hands and some skeletons crawl out of the cracks in the rocks and form out of the mounds of bones. “You! Throw things at them!” it commands them.
It spares a glance toward the dragon skeleton. “No. Don’t even think about it. We’re not there yet. I know better than to trust YOU.”
The Pale Spring’s claws surge with energy, giving it an extra d10 on attacks. Both Clem and Valeria get slammed as the bones hurtle toward them on powerful jets of water.
Valeria gets up in the Spring’s face and smites it. After all, it’s both undead and an elemental. As Valeria raises her sword She-Ra style, vines grow around it and down into the water. s she strikes into the mass of water, The bones try again to form armor but the glowing rose vines grow through the cracks, wrapping around the bones and crushing them to powder. It roars with anger, and for the first time, the dybbuk looks genuinely concerned.
Gral rolls perception at the DM’s request. That note he heard before, he hears it clearer and louder now. From the skull, from the claws, echoing from the unbroken stone sarcophagi. Gral has talked to powerful ancient spirits before; he gets the unmistakable vibe that Urdemak is deeply enraged. But there’s no animosity toward us; he’s angry at the way this dybbuk has disturbed his rest and dared to use him.
Shoshana squeaks an “I’m sorry, Clem” and casts a fireball toward the melee. The chamber lights up with flames and rattles with a mighty KABOOM. The dybbuk is pretty scorched and any mook skeletons in the way are gone to ash, but Clem manages to dodge the worst of it. Steam rises off the Pale Spring as it turns to retaliate, the frigid water coming to life and sucking Shoshana under. The bony fingers of the Pale King wrap around her and in her terror she falters – and lets the Pale King gift her 10hp in return for 2 taint.
Clem rushes at the Dybbuk, intent on destroying the one who turned the Red Hand into a death cult, but the Spring strikes at her as she runs, knocking her unconscious. She takes 3 taint as she falls toward death, into the Pale King’s domain.
Gral’s nearly out of spells, but he throws a Healing Word at Clem. He channels an Orcish drill sergeant yelling “DID I SAY IT WAS NAPTIME, SOLDIER? GET UP, SOLDIER, YOU ARE NOT AUTHORIZED TO BLEEEED.” Then he draws his sickle and goes in! His Psychic Blades barely scratch it, rolling low.
The Pale Spring readies its claws, charging them up again to strike with extra damage. Clem dodges, narrowly avoiding another killing blow, but it manages to slam Valeria hard against the rocks.
The dybbuk orders the remaining skeleton to throw something at us. Its aim is not great. A clavicle just sort of clatters toward us awkwardly.
Shoshana leans back and lets raw electricity course out of both of her hands, blasting her usual twinned Chromatic Orb at a much higher level. The dybbuk is booted completely out of its flesh suit. We see the familiar floating skull in the bell of the jellyfish as the body it was wearing falls apart. The Pale Spring takes a heavy hit too, the electricity surging through it in a brilliant crackle, steam rising. It retaliates, trying to drag Shoshana down into the undertow, but she hangs onto a sturdy rock and keeps her feet under her.
Clem pushes herself to her feet, Second Winds, and buries her sword into the currents. It’s got more bone fragments than bones inside now, and she manages to take a chunk out of one of the huge troll claws. It swipes back, but feebly, for minor damage – which allows Valeria to strike in with a Sentinel.
The dybbuk’s lost its body and the Pale Spring’s nearly down; it’s not gonna stick around. It woobles away down through the cave floor, eluding us once again.
Gral throws the last of his inspirations into a Psychic Blades. A ghostly circle of orc heroes raise their lances and plunge them into the water, all at once. The elemental lashes out, flailing as the circle of orcs presses inwards, its claws passing through the specters even as they crush its bones. It falls, reduced to simple water, back into the spring, and the two troll claws wash back down into the central pit.
The waters recede and we are left standing in the tomb of Urdemak the Troll King. Wait, no, there’s still a skeleton mook there. We give it a sternly worded Go Away.
Valeria runs over to Clem, patting at her for 15hp and healing herself 15hp as well. We managed to turn around fast enough to avoid one of the fight mechanics. If the dybbuk got desperate, it would have awoken the dragon. It hesitated when Clem went down, and then Shosh nuked it.
We all take a deep breath. Clem’s a bit miffed that she didn’t get to beat the crap out of the dybbuk for possessing her old friend, but such is life.
We set to moving the piles of bones out of the water. Shoshana uses her Mage Hand to remove the crown from Urdemak’s skull, since nobody wants to touch that thing. The skull is suffused with necromantic energy. To Valeria’s Detect Magic, the crown is lighting up like a bonfire. Gral’s getting vibes from the skull, though – it’s feeling a lot more chill with the dybbuk driven off.
It takes some elbow grease and ingenuity to place the enormous skull and claws back into the open stone sarcophagi and close them again.
We roll against Taint for exposing ourselves to the necromantic energy of the fight. Everyone succeeds.
Hey, what do we do with this evil crown?
We talk it out. Judging by what we’ve seen down here, it sounds like the River Mother’s blessing on this tomb and these waters was what was stopping all undead from rising in Mornheim. The Aquilian containment zone worked by submerging the evil undeath crown in the blessed waters.
It looks like the dybbuk, or another agent of the Pale King, managed to remove that blessing and turn the tomb into an altar of undeath. Valeria’s ritual will slow down the undead and stop the Curse from poisoning the city through the water, but it won’t restore the blessing of the River Mother. Submerging the crown, at this point, would just start tainting the water again. We decide to put it in a foot locker in the Aquilian structure; at least it’ll be contained.
While we worry about the crown, Valeria begins her ritual. Shoshana has coached her on the pronunciation of the Old Valdian incantation. There is a section that’s invocation of the Power; written to reach out to Grandmother and Grandfather but Valeria switches to Draco-Aquilian to invoke her patron Rack.
She raises the sword we prepared, anointed with the druidic poultice made of the plants we gathered in Bad Herzfeld, the vine of the moon lily wrapped around the sword like a chain of Rack. As she reads the words aloud and drains power from the scroll into the sword, the writing on the scroll melts away.
Standing on the altar where the skull used to be placed, Valeria strikes the sword down, sheathing it into the water. It stays upright as it leaves her hands. The moon lily’s vine grows upwards, blooming into a massive flower above the water, its roots extending deep down into the spring.
The sickly, murky look fades from the waters and they once again run clear. The purified water begins to flow down through in rivulets through the tomb of Urdemak and down into the River Morn.
Valeria has Achieved Her Quest! +1 Inspiration!
We take some time to admire our work and clear the Pale King’s trappings out of Urdemak’s tomb, but soon it’s time to leave. As we turn to go, Shoshana places her hand on the stone sarcophagus holding Urdemak’s mighty claws, and pauses as she feels a wave of overwhelming power.
It feels like gratitude.
As she blinks stars out of her eyes, Shoshana sees her hand atop the king’s tomb, overlaid by the ghostly shape of a troll’s heavy, sharp claws. She blinks again and the image is gone, along with the strange sensation, but as she flexes her claws she feels like something has changed.
(Shoshana has received a boon: Claws of the Troll King! Grants an extra d4 of damage to the Primal Savagery cantrip, with an additional d6 of damage for each sorcery point spent, up to 3d6. Each additional die also heals the caster that many hit points. Requires attunement.)
We climb our weary way out of the caves. Luckily, it seems we’d already cleared the area of nasties, or they’re avoiding the newly blessed waters, and we’re mostly undisturbed on the way out. We are drained, exhausted, and of course absolutely soaking wet.
As we hike back to town, we see the clear waters flowing through the still blighted land of Mornheim. Maybe it’s our imagination, but the area around the river seems just a little less Tim Burtony. It’s been several hours; the sun is almost down as we hurriedly drag ourselves to the safety of the walls. Near the city, we see a ragged group emerging from one of the catacomb entrances. It’s Lady Aubrey and her crew; they look quite scorched except for Mercedes. We, on the other hand, look quite damp.
Aubrey squints at us. “You’re back? The fuck’ve you been up to?” She hasn’t been home to find out we showed up.
Valeria chirps, “We Purified the Water!” You can almost hear the capital letters. Shoshana just points at Valeria and nods. “What she said.”
Gral, thankfully, is a master storyteller and actually gives Aubrey the deets as we schlep back to town.
“…And you found this scroll in my house?” she asks, once he’s done. We nod and hand over the scroll. The spell incantation has melted away, but the instructions on spell components still remain. Aubrey’s obviously taken aback by what she sees. “…this is my mom’s handwriting. I don’t…you’re gonna have to tell me everything. We should get inside the walls.”
She composes herself, back to business for now. “So did it work?”
Valeria nods. “Yup. We weren’t able to restore the blessing, but the water won’t be making everyone sick anymore.”
“Wait, wait, the water was blessed?”
Shoshana nods. “Yep, uh, the Trollstones is this big troll grave, and there was a blessing from a Child of the Woods to prevent her son from rising as undead, and the Curse seems to have broken it-“
“Why does it feel like you learned more about my home in a day than I’ve known in my entire life?!”
“Uh, we went…real deep. And fought monsters about it.”
“Yeah, I’ve gone real deep! I’ve fought monsters! You know what I found out? I found out there’s SUPERGHOULS.”
When we get to the walls, the old troll gardener, Skulbjor, is guarding the gate. “Oh! It’s dem! Hey, where’s your chomper?” he asks, looking around for poor exploded Aethis.
“…Don’t worry, they’ll be back!”
“Oh good, dat’s a good chomper. How was your hunt, Lady Aubrey?”
“Well the thing is dead. Again.”
As we drag ourselves inside, Gral approaches the old troll. “Skulbjor, how familiar are you with the legends of this place?”
“Well, I grew up here,” he says. “I’m older than most anybody what lives here.”
“Have you ever heard the name Urdemak?”
Skulbjor considers for a minute, his face scrunched up in concentration. “No, I don’t know dat one. Where’s he buried?”
“The Trollstones were his tomb. He was a great troll king, whose power was perverted by the undead in this place. His spirit was angry, but I think we were able to put it at peace.”
The troll considers this quite seriously. Finally, he nods. “Dat’s good to hear. One thing the previous troll told me is dat it is a very old troll tradition that there must always be a troll in Mornheim, and to never ever mess with the Trollstones. Lady Rosalind went there a lot. She went there the day she got sick, even. I found her there, yanno. Brought her back to the castle myself, but she never woke up.”
Man, do we have a story for him later.
While walking, Valeria takes moment and thanks Shoshana for helping with the translation and pronunciation of the spell, and helping save the town. There’s hugs. 😊
The two adventuring parties stumble into the gates of Mornheim as the sun sets, sharing stories. Skulbjor looks out over the hills for a long moment before closing the gate. “Urdemok. Wow, das interesting.”
Valeria and Gral roll CON saves against the Pale King’s taint. Clem and Shoshana, meanwhile, have gained enough taint to receive an Offer.












