Session 437 – A Dark and Evil City
General Summary
27th of Morgat (Winter) 728TR
The story so far
A group of heroes battle the evils haunting the beleaguered Kingdom of Kanday.
Sir Odin, a former Erkan of the Order of the Checkered Shield, has been raised to knighthood.
Remy, a former master thief and gambler, has won and lost fortunes.
Abaddon has traveled the wilderness, wielding a weapon of the gods, perfecting his impressive martial skills.
Edelina, a scholarly priestess of the god of Knowledge Save K’Nor, joins them on their adventures.
This is the continuation of Session 435 – The Black Knight Returns.
The heroes are tracking down the Amorvin (Free-willed Undead) knight Sir Morhgan Cade with the intent to destroy him. To accomplish this, they need to find his sanctum, likely located in or near the City of Golotha in the black souled Kingdom of Rethem.
The clues they have are that Sir Cade used a saddle bearing the mark of Idorah of Otorsa, a Golothian leather worker. Additionally, his armor was the work of Hugon of Partus, an Golothian armorsmith who uses distinctive heat-treating techniques to darken and harden steel weapons and armor.
Location: City of Golotha, near the Kingdom of Rethem.
Part 1 -Arrival
Remy contacts his smuggling network and organizes his ship, the Aces and Eights, to transport the party discreetly to the City of Golotha.
The heroes arrive without incident and, suitably disguised, enter the crowded cesspit of a city. Even for such a violent and dangerous city, it seems on edge. The poor scurry about warily, and armed men appear tense and alert. Discreetly questioning the locals, Odin learns that there is a dispute among the Agrikian clergy. The Agrikian primate, who belongs to the Order of Mamaka, Master of Steel, is being challenged by a member of the much more numerous Order of Hepra the Mace. Bloodshed is likely. Odin is more than happy to see these evil organizations come to blows; it will likely weaken the evil Kingdom.
But his priority is to find Sir Cade and his sanctum.
Part 2 – The Hearld’s Guild
The party visits the city’s Hearld’s Guildhall, the Mase of the Sanguine Saltire, where records of family lines and holdings of the noble clans are kept. These records date back hundreds of years, back as far as the days of the Corani Empire. As they cross over, though, into the temple district, the heroes note the monkish Warriors of Mameka are on full alert and supported by mercenaries. Fortunately, the Mamakans allow the party to pass with minimal examination. They have more serious issues to worry about.
At the Sanguine Saltire, Odin impresses one of the junior heralds and, under supervision and after suitable payments, is allowed to check the records for Clan Cade. Clan Cade is almost extinct; Sir Morghan is the last survivor, with most of his Clan dying out during Ezar's War. Nearly destitute as a young man, he was squired but disappeared from the records after being knighted. The records detail his clan's former holding, Darobi Manor, lost during the war. Still, a careful examination of the records reveals that his family is traditionally buried in the vaults along Temple Hill, just outside the city walls. This may be the location of his sanctum.
Part 3 – Confrontation in the Streets
As the heroes make their way to the Trident Inn, they carry out the next part of their plans. On the way, they note the commoners have gone quiet, anxiously staring at a confrontation. Four Order of the Red Shadow of Hepra Warriors Knights, and a priest of Order of Hepra the Mace, facing off against two The Order of the Warriors of Mameka battle monks and an The Order of Mamaka, Master of Steel artificer-priest. The priests are arguing, and it appears the confrontation could turn bloody. Unfortunately for the heroes, there is no bloodshed, as the party chooses not to interfere or aggravate the situation. Remy decides not to steal from one of the priests as they storm away past him. Odin does, however, plan to manufacture a conflict, but first, they must deal with Sir Morhgan Cade.
Part 4 – The Sable Bulwark
That night, Remy, Odin, and Abaddon (in rat form) sneak into the Sable Bulwark, the business of the weaponsmith and armorer Hugon of Partus, who made Sir Cade’s black metal armour. They want to look at the smith’s business records for clues.
As stealth missions go, this one runs efficiently; the heroes get in undetected, locate the smith's papers, and bypass the complex mechanical locks, traps, and alarms. The records show Sir Cade placed an order for a suit of armour yesterday, so his body must have reformed. Odin can’t resist maliciously modifying sizing so it will fit poorly if made. Ominously, the Khala-Zhada, the Master of Discipline and high-ranking priest of the feared and powerful temple of Morgath is paying.
The party escaped without leaving any trace.
Part 5 – The Old Temple
Given that the Clan Cade vault is located near the old Morgathic Temple, the party visits the next night. Edelina ensures the heroes have Darkvision so as not to attract attention. This gloomy, silent, misty, menacing, mortuary complex has dozens of vaults. Most are in poor condition, some have been looted, and many are believed to be infested with undead horrors. Swarms of bats harass the heroes and have to be dispersed.
Abaddon turns into a dog, and soon his enhanced sense of smell detects the rotten stench of Sir Cade. This is around an old vault whose worn stonework bears an engraving of a goat, the animal on the Coat of Arms of Clan Cade. Edelina detects a magical trap, which a Dispel Magic neutralises.
Part 6 – The Crypt of Clan Cade
The dank and dusty vault has several side chambers filled with caskets, and the walls are lined with canopic jars filled with ashes. The far door opens to a large chamber, a stone coffer rests in the center, and is flanked by two smaller caskets. A rusty weapon rack and mannequin for holding armor are located at the rear, with a chest filled with clothing.
Before the heroes can look further, a curse triggers, and the heroes feel their bones and flesh twist. After being stuck with a jolt of agonising pain, and Odin being particularly badly affected, from smaller caskets, two old, decaying corpses emerge. These undead encased in rusty armour attack and prove to be a handful. As the battle progresses, the hero's health and vitality are slowly sapped. Still, eventually Remy conjures an Electrified Metal Rod, which impales the undead, slowing them down and creating openings that the skilled warrior exploits. Eventually, the undead turn to dust, but the dungeoneers are exhausted.
Examining the large empty stone coffer, Edelina notes that its inside is lined with the jagged script used by the priest of Morgath in their foul rituals. These symbols will act as a beacon for and restore the body of an Amorvin, such as Sir Morhgan Cade. Edelina skillfully disrupts these intricate patterns with a complete weave of geometric symbols used by her god, Save K’nor. If Sir Cade’s physical body is again destroyed, then he will not be able to reform and will most likely be annihilated.
To be continued.
NPC Interactions
Various city dwellers.
Related Content
Created Content
Player Characters
Odin - Human - L16 Ranger
Background - Martial Disciple.
Archetype - Shadowdancer, Investigator, and Fighter.
Abaddon - Elf - L16 Monk
Background - Martial Disciple.
Archetypes - Druid and Familiar Master.
Remy - Human - L16 Aerokineticist (with Metal second gate)
Background - Acrobat.
Archetypes - Wizard, Acrobat, and Thief.
NPC Companion
Edelina - Human - L16 Holy Sage Sorcerer
Background - Astrologer.
Archetypes - Psychic and Time Mage.
Next Session
Remy
Abaddon
Odin
NPC Companion
Edelina Sprunstone
Edelina, a scholarly priestess of the Church of Save K'Nor, wanders the world looking for subjects to research. She has studied psionics, religions, and astrology.
Her current research topics include mythic history, the monstrous Ivashu in all their strange forms, and the Pradeyalkri, the giants and monsters driven from Ivinia by the god Sarajin.
Clan Cade
A minor Rethemi noble clan whose lands were lost during Ezar's War.
Order of the Red Shadows of Hepra
The Red Shadows take pride in individual skill at arms favoring mass attacks and rarely using cohesive battle formations.
The Order of the Warriors of Mameka
A feared, highly disciplined Fighting Order that employs terrifying alchemical weapons and deadly consecrated blades




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