Camulden and Varion head back to the Mendev family’s house to resume protecting them, while Duncan, Gebel, and Spoz rest in the resistance hideout in the mountains. Once they’re rested, the others travel through the portal back to the city to catch up with Camulden and Varion.
United once more, we decide to resume guarding the Mendev family. Camulden asks Plamen’s father if he can take Plamen as his squire, and the man agrees since he believes that Camulden is responsible and mature, despite his youth.
However, around that same time Varion walks over to where he buried the undead creature after we slew it, only to discover that it is no longer there. The hole in which he buried it has been dug up, and there is no sign of the creature. Varion brings this to everyone’s attention, and Spoz attempts to track it.
Unsurprisingly, the creature’s tracks lead back toward the Black Forest. We decide that we aren’t ready to head back into that place, so we retreat back to the Mendev home to plan our next move. If the pattern of its attacks remains true, then it should attack their home next. We go about planning how to ambush the creature while keeping the family safe.
We decide to have the family stay in the basement, except for Plamen since he will be joining the fight (since he’s now a squire for Camulden). The younger children are scared, so Duncan entertains them for awhile until they are calm and able to sleep in the lightless cellar.
Meanwhile, Varion builds a shaped explosive charge, which is designed to explode outward when someone triggers it by climbing through the window. Duncan helps him hide it so that the creature won’t notice it upon trying to climb in.
Once our preparations are made, Camulden and Plamen wait in the children’s bedroom to ambush the creature when it appears. Varion waits in the parents’ bedroom in case it comes in through that way, and Duncan waits in the hallway between them. Spoz and Gebel guard the lower floor.
A little after midnight, the explosive charge detonates. This time, however, the creature is not alone. Two people attack separately, one wearing bone armor and another carrying a huge sword shaped like a dragon’s fang. They attack from different directions, forcing us to separate and deal with each one in small groups.
Plamen distinguishes himself quite well, fighting bravely against the undead creature and also delivering the killing blow against the man with the dragon fang sword. Varion ends up shattering the bone armor and killing its wearer in one single powerful blow. All of our foes are vanquished, despite Duncan hoping to take one alive for questioning.
This time, the undead creature is hacked apart, holy water is poured on it, and its pieces are kept apart. Hopefully this will keep it from coming back yet again. Meanwhile, Duncan finds some magical gear on the other two bodies. In addition to the broken bone armor and the dragon fang sword, he finds a ring and an amulet.
The sword ends up going to Plamen, because Spoz and Camulden turn it down. The amulet goes to Camulden, and the ring is to be sold. The bone armor will have to be fixed before we can do anything with it, but we take it anyway.
Once the bodies are disposed of, we let the Mendev family out of the basement. We stay the night and set off back to the resistance headquarters in the morning. Plamen says his goodbyes to his family and comes with us, knowing that his family will be proud of him for the journey he is about to undertake.
When we get back to the resistance headquarters, we each go our separate ways for awhile. Duncan goes along with Plamen to get our new gear appraised, and get the best price he can for the ring. Plamen learns what his new sword can do. The shopkeeper tells us that he believes he knows what the armor can do, but the cost of repairing it will be expensive. He offers to hold it for us while Duncan discusses with the others what to do about that.
Meanwhile, the others deliver a report on our success, and learn of some other things. A large force is being gathered to head into the Black Woods, which we had heard rumor of before. Also, we are given a new mission, to track down that red-eyed creature that we have encountered a couple times in the past.
So I know its been well over a year since we played in this game, but I did always plan to finish it, we just got busy with other games after I took a break from it and time ran away. So I guess I'm wondering if anyone wants to get back into playing this game? I think the game left off at an interesting cliff hangar with a force of the resistance moving into the Black Woods. Depending on everyone's enthusiasm I could probably get a session together by this weekend even, but I know we all have a ton of games going on at the moment but I know Alex and John rarely get to play together in our games so I figured this would be a good chance to continue this campaign.
You're right, there was a sixth session. At a quick glance it looks my notes are incomplete, but I can post them anyway in case they're helpful. I wouldn't mind playing Duncan again if anybody else is up for it.
There's also that other game you started that we only played the one time, where we were going to help defend that town from the orc army that was being led by drow. I'd like to play that one again too.
We stay at the resistance headquarters for the rest of the day, then travel through the portal to Sliven the following morning. The portal drops us near the river west of the abandoned town, and Spoz and Gebel figure out where we are. They point us toward the town and we start heading there.
When we reach the town, we observe that there is a larger house, probably a noble’s residence, that is much more intact than the rest of the ruined town. We head over there to look around, and discover that the strong wooden front door is not only intact, but locked. Varion shatters the door, and we go inside.
In the house are some very surprised men. The two that are closest to us have scaly patches that Gebel and Duncan recognize as meaning they are dragon shamans. Once we persuade them that we mean no harm and thought the house was unoccupied, they identify themselves as Jideri and Nundir.
Once we’ve gotten that out of the way, Jideri and Nundir invite us to come inside and talk. They ask one of the others to see what can be done about the door, and a huge man by the name of Amiri takes the broken door and carries it off.
We explain our purpose in town, and they offer us some documents they found in the house. They are written in the local tongue, so they are given to Duncan, who gets to work translating them. The author of the documents is unknown, and parts of them seem to be written in more than one hand.
According to the documents, the former occupant of this house was named Ed Harley. His son’s name was Joel Harley. Joel and his wife Edith were killed by an assassin who broke into the house. After that, Ed went to the witch in the Black Woods, known as Baba Yaga (probably not her real name), and convinced her to summon this creature to obey his bidding. Ed Harley wanted the creature to hunt down the killer, his employers, and any outsiders.
Since then, Constantine had this village burned down. Ed disappeared, and it is unknown whether he died in the burning of the town or might still live somewhere. Joel and his wife are buried in a tomb located in town, and directions to it are included. The documents also hint that more clues might be in the tomb.
We go looking for the tomb and find it. The tomb has an inscription in the local tongue saying it contains Joel, and there are four doors around the area. Camulden opens one and goes inside. He finds a chest covered with ooze, which attacks. We destroy the ooze and open the chest.
Inside the chest is some nice cloth and a mace. Duncan discovers that the mace has a necromantic aura. We are uncomfortable with taking this but decide that we shouldn’t leave it around where others can find it either. We wrap it up and stuff it in Duncan’s bag.
Behind the next door is a room containing another chest and a large humanoid-looking creature with wart-covered greenish skin. It’s big enough that it has much longer reach than us, and it seems to gradually heal the wounds that are done to it. Duncan again remains in the hallway and sings another inspiring song. The creature is overwhelmed and knocked the ground, defeated. The chest that it was guarding turns out to contain a set of plate armor, but Duncan says that he wants to keep playing so that he doesn’t have to use up more of his bardic magic, and he will check out the plate after we finish clearing the monsters out of the tomb.
The third door leads to a larger room, the far reaches of which are in shadow. In the far corner is another chest, which is guarded by a creature with the upper body of a woman and the lower body of a monstrous giant spider. Everyone but Duncan goes in to battle the creature, and the brief scuffle ends when Spoz cleaves the two halves of its body apart.
Duncan continues his inspiring music as the group moves on to the fourth and final door. After breaking that open, they find no monsters in this room, which also contains a chest. As Camulden approaches it, he triggers a trap which causes a scythe blade to swing down from the ceiling. The blade glances harmlessly off his armor, and Camulden is able to open the chest.
Since we seem to be out of monsters to fight, Duncan stops performing and examines the items we found from the remaining chests: a suit of full plate, a scarab pendant, and a horned helm. He determines that the helm has a transmutation aura and that the full plate has the strongest aura of all the items
I just have a couple regrets. One is doing Ravenloft and the other is having Noj in the games. Absolutely nothing wrong with Noj, its just getting him and me together is practically impossible. Since he is such a good player, he tends to do involved things in the game, which generally require him to be there.