Session 5 - "The Walking Dead"
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Session 5 - "The Walking Dead"

Session
January 24, 2021

Looking for answers into the previous night's murder of the trio of unidentified bodies, Amber Forgeson takes the lead in dragging the guilty-looking dwarf proprietor of the Black-Bearded Brother, Orrik, off for an interrogation of their own. He escorts Amber, Lanin "Bones" Emsbaltriforte, Meryn Anteos, and Mr. Mistoffelees away from the taverns to where the bodies are being kept in storage in the fishermen's shack by the docks, just chillin' (#sorrynotsorry).

The victims appear to be two elves and one human, all dressed in flowy ritualistic robes. All stabbed identically through the heart. Meryn is able to discover that all of them bear pendant necklaces with a moon surrounded by a half-circle, the emblem of Sehanine Moonbow. Amber investigates beyond the proximate cause of death to discern little frozen drops of water around the wounds, and sees that the wounds themselves seem to be frozen, unlike the rest of the bodies. Mr. Mistoffelees recalls vividly the figures he'd seen the prior night and is nearly certain these were part of the group of five dancing some sort of ritual under the full moon. But where are the other two? "Maybe the moon ate them," the bard jokes. Orrik looks rather concerned nonetheless that there were more bodies which have not made a return, but he doesn't seem willing to say why that alarms him.

Did the town investigate the crime scene, Amber wants to know? Well, CSI Bremen is unfortunately not a thing in these here realms, and Orrik answers sheepishly that they hadn't thought to do so - they'd focused on body recovery instead. This leaves the group with a dilemma:

  • Investigate the scene themselves for more clues, or
  • Follow Torrg's trading caravan at Hlin Trollbane's suggestion to catch up with the purported killer

After dispatching Orrik to determine whether anyone had seen the caravan leave and how many they numbered, the group opts for investigating. In this late afternoon hour, things are calm. Tracks are clearly evident where the three victims had been dragged away. Footprints have also worn a circle in the snow where the five had trodden, with five hollows in the snow equidistantly around it. Two seem suspiciously shallower than the rest to Amber, indicating perhaps that the bodies that had rested there, hadn't stayed as long...

A small toothpick of an ice dagger, all that remains, is found, but there are no emblems or any clues of any sort as it is mostly melted away. Lanin, keeping an eye on their surroundings as the tallest among them, alerts the group to strange lights in the distance. Two by two, lights of blue, pulsing softly and strangely far off. 

Amber is able to recall folklore that tells her this is a good time to head back to town. Those are Coldlight Walkers! Undead, reanimated people who can freeze solid anyone they kill. The paladin, however, proposes standing their ground and investigating these creatures - maybe they'll hold more clues, says Meryn.

Cautious fear wins out and the group makes a return to town to warn them of the impending danger. Orrik goes pale at the news, his prior theories seemingly proved right. Cora Mulphoon - still babysitting Speaker Dorbulgruf Shalescar and Grynsk Berylbore at the inn - is the next stop. Slowly the group realizes this town is essentially defenseless against major threats, despite Cora's perky reassurances that they are small and mighty.

Amber seems reluctant to leave for Targos while the town still faces danger. "I guess being one of Moradin's chosen I'm supposed to be able to keep these creatures at bay and fight them but I've never done that before," she says uncertainly. Perhaps they can recruit help? Maybe Türkvrak is feeling better after all the trout that disagreed with her. Meryn resolves that they should do what they can. "When creatures such as this are placed in our path, it is our duty to remove them and lay them to rest."

So inspired, the plan is formed. But how? Mr. Mistoffelees proposing finding a way to separate the two walkers, if possible. Meryn sets to making holy water over the course of the next hour. While they wait, the group returns the box they'd found at Thurdenne's shack in the river to the Speaker. His eyes light up brightly as he recognizes it. What is it? the group wants to know. "The biggest treasure I have ever owned," he says nearly reverently. Cora just shakes her head, bemused. She doesn't seem to know what the strange capelet of thick almost oilskin-like fabric is - but she does recall the box, and Thurdenne, a troubled woman who formed a sort of bond with the Speaker long ago. Back when he was always there for the town, in the times of the floods. It was a shame she was no longer with them.

Game, set, match. The plan is afoot as evening threatens to turn to night - it's now or never, and the group heads back out through the streets of Bremen to the wilds, hoping to see the lights again, bearing their wits, weapons, and "one skin of holy water and a willing spirit," sums up the paladin.

One light shines far off. Then not so far. Then, in their direction, as the goliath observes somewhat alarmedly before wildshaping into a brown bear. With some bardic inspiration and some blessings, the gap between them is closed. Meryn has the first move - a decisive attack which sets the tone for the party. Faerie fire, toll the dead, charge attacks and more threaten to overwhelm this undead before it can even pose a threat. 

And then. Despite the support of his party via inspiration and bless, Meryn fails at a critical time (nat 1 plus... not enough), and the walker's light increases in intensity to the fury of a thousand suns, blinding the paladin. He doesn't see a second walker approaching, nor does he see Mr. Mistoffelees succumb to a blast of icy cold, immediately rendering the bard unconscious.

The cleric succeeds on Turn Undead for the second walker, and it is forced to flee away from Amber, allowing her to shield the bard from further harm. Once on his feet, Mr. Mistoffelees sends some humor after it, and it makes - disturbing - laughing noises as only the undead can, causing its light to shine erratically in all directions as it sits and laughs, and laughs, and laughs. Until an arrow from Turkvrak the ranger reaches it, allowing it to restore its - composure? Are dead things composed? More like decomposed... Except not, because they're frozen, so...

Regardless, it's curtains for the first walker who falls to the blind man's sword, restoring his sight. The bard tries again, sending vicious words right over the walker's head before turning tail and fleeing with his remaining health. No matter, there's still a bear on the loose, and Lanin cleans up the second walker - by now a pincushion of arrows from the ranger - sending it at last to eternal rest.

Having survived their first skirmish as a party, congratulations are in order as they regroup and set about returning to Bremen with the news of their success.