3 Illumination 509
The party, and their assisting priests of Halor, are in a large chamber where they have just fought off a band of vicious Mohrgs—hideous skeletal undead with visible viscera and long, whip-like tongues that they use to paralyze their prey.
After healing up and searching the large room (finding nothing), they move on down the corridor. Savaric leads the way looking for traps, with Mõrvar looking for magic.
Searching the immediate area, they find two small, empty rooms, accessible via portcullises—the source of the Mohrg infestation. They apparently heard their movements in the large room and opened the doors and came running. They also made their way into another sizable room where Savaric finds a large pit trap in the center of the room. This danger is marked and avoided by the rest of the party.
In a further corridor, Savaric sets off a spear trap and damages himself. They make their way further and encounter a chamber full of mummies. These foes are soon vanquished, but not without various members of the band being disabled by crushing despair.
Recovering from this encounter, they make their way back south and head down another corridor. Mõrvar manages to detect a magical aura in the corner of the corridor. Surm determines that the nature of the aura is to cause great pain and inflict damage—it is a strong aura. After a debate as to whether or not Surm will dispel the magic or allow someone to bear the pain and be healed (saving the dispel for later), they opt for the later. Savaric volunteers to take on the magical aura.
He strides forward and suddenly cries out in great pain, his limbs contorting in magical agony, and collapses. Mõrvar quickly examines the body and determines that he is dead.
Meanwhile, Savaric awakens in a beautiful, verdant grove. The sound of water trickling down a peaceful stream fills his ears. The smells of flowers, trees, and rich earth fill his nostrils. Beyond him is a vast forest, with both deciduous and evergreen trees. And beyond that is a hill on which stands a huge wooden longhouse. He looks down and finds that he is dressed in simple, but clean, clothes.
A hand reaches down and a man offers to help him up. Savaric looks up to see a handsome man with long red-brown hair and beard dressed in green lacquered light armor. He has a quiver of arrows slung on his shoulder and an exquisite short sword at his side.
“Welcome, hunter,” the man says. His voice is deep, warm, and friendly.
After a brief conversation, in which Savaric determines that the longhouse he sees is the man’s hall, not much more about where he is, the man offers Savaric deal. The half-orc could remain in this realm, hunting, or he can return to where he was and perform a service for the man. Savaric tries to wheedle more information from the man about the nature of the deal and the realm, but the man only smiles and “that would be telling.” Savaric eventually agrees to return and perform the service. The man seems pleased and tells him to go north and find a shrine to Isranthr. There he will receive further instructions.
Then Savaric wakes up.
Mõrvar is freaking out about Savaric being dead. Surm and Rilka are dubious, asking the priests of Halor to apply healing to the body.
Savaric opens his eyes and slowly rises. Everyone is glad that the half-orc seems to be alright. He describes to the others what he saw and what was said when he was “gone.”
Rilka is in awe—she believes that Savaric has found himself in the presence of a god and was returned to the world of the living.
Surm is a more skeptical and feels that Savaric got the short end of the bargain.
Mõrvar is still freaking out how Savaric was dead and now he’s alive.
The Prioress of Halor offers no guidance—they have little knowledge of the ways of the Northron gods.
After applying some healing to Savaric to get him fully recovered, the party moves on, as the trap has not reset itself.
Down the corridor, they encounter two things: a cell containing what is obviously a zombified priestess of Halor and another chamber with a series of hanging cages containing the skeletal remains of prisoners that have been long abandoned. After a discussion with the priestly contingent of the party, they send the zombie to its final rest.
Continuing to make their way through the necromancer’s lair, they encounter a series of ghosts and a band of nosferatu, a primitive form of vampire. Savaric manages to slay one of the vampires in a single volley of arrows in a stunning display of archery. Eventually, after a tough battle, all of the creatures are slain. The last one is finished off by Mõrvar, just as it is about to drain the lifeforce from Prioress Drenham. She nods in thanks to the sorcerous warrior.
Traveling further through the corridors, they find a room that is clearly cloaked in supernatural darkness. Thinking that it may be another Nightshade creature, they retreat to the nosferatu chamber. As they plan their next move, a Shadow moves into the room behind Mõrvar and strikes, draining him of much of his strength. The party engages with the incorporeal creature and finally force it to dissipate.
The priests apply restorative spells to Mõrvar and the party retreats from the Tomb back to their encampment outside.