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Keys from the Golden Vault Session 43

Starring
Chéri Powder, level 9 human Illusionist Wizard
Elowen Fernwhisper, level 9 wood elf Circle of the Moon Druid
Stayzie Diamondz, level 9 orc Champion Fighter
Taveen, level 9 aasimar Warrior of Mercy Monk
Varrow, level 9 gnome Thief Rogue/Gloomstalker Ranger

Returning from Xeluan’s Tomb, the party reunites with Mayor Tavio. Stealing the Onyx Scar’s payroll and fixing the protective wards around the statue has effectively shut down the gang’s operation, and possibly dismantled them completely. But Tavio is mostly happy that the earthquakes have stopped!

He doesn’t have much to offer them, except for free meals at their local tortilla restaurant.

But, at least Stayzie is free of the infected shard.

After a long rest and a level up to 9, the party climbs back into the chartered carriage to return to Waterdeep.

But about halfway through, a pulsing ruby falls out of an overhead compartment. Reluctantly, Varrow picks it up, and an image of Bryseis is projected just outside.

The tiefling ex-adventurer-turned-Zhentarim-leader has a mission for them.

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People have gone missing in Neverwinter. Important people, with no connection to each other, but who help inform Bryseis in her dealings in Neverwinter.

She dispatched Arlo’s crew to check it out. A four person went missing while they were there, and Arlo’s gang tracked them to the Neverdeath Graveyard. They last checked in with Bryseis outside the Hallix Mausoleum.

But she hasn’t heard from them in a few days.

With the party back in range, she’s pulling in the favor they owe her (after looting her vault). Now it’s their job to rescue the missing citizens. And, if they can, pull Arlo’s crew out of a jam. She would prefer not to lose two whole teams on this mission!

At least rescuing people is something they can get behind. The carriage detours north toward Neverwinter, and after a few days travel, they arrive in the frontier city. Most of them stock up on more potions before heading toward the Graveyard.

(This mission is taken from Chapter 1 of Vecna: Eve of Ruin).

The Neverdeath Graveyard is full of undead zombies, but the party has little issue getting past them to reach the mausolum in the Main Graveyard.

The Hallix Mausoleum has previously been broken into. While Varrow scouts around, Stayzie, of course, opens the door.

Inside they find a dusty entryway lined with coffins engraved with names and dates (C1).

Stairs lead down, where a pair of wights watching the entrance sight the party. But Stayzie’s superior darkvision sees them before any surprise attack.

The undead creatures are nimble and powerful, firing their necrotic bows, and forcing Stayzie and Taveen to charge inside to get close.

They soon discover more wights, a total of four guarding the lower chamber, which features empty coffins on stone slabs (C2).

Varrow keeps a safe distance, firing his bow with sneak attack damage. As the sole human, Chéri has to light a torch to see anything, then uses cantrips to weaken the dead.

While Stayzie and Taveen are mostly keen on deflecting the enemy’s blows, they’re less suited to avoiding the wights’ life draining touch. At least Taveen, as an aasimar, is resistant to necrotic damage!

The party is horrified to see another undead down here. They recognize the shambling zombie as one of the Arlo’s group — Gregir, the mage. Chéri especially had spoken to Gregir in their previous encounter.

Wights can kill and raise humanoids as zombies with their life drain! Thankfully Stayzie and Taveen are heartier than that, and the party is able to take out the wights, as well as poor zombie Gregir.

Looks like Arlo’s gang ran into some trouble down here!

What other horrors will they find?

Live post-session discussion: 

Next session: Rescue mission in the mausoleum!

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