Session 9 will be the finale of this beginning adventure. My thanks to “Keep on the Borderland” for introducing yet another group to old school D&D.
PCs present: Thorg, (Phil), Mike, Huggra, Reeny, Orwill
The men-at-arms have been sent away, the silent acolytes of Inverdia have been posted to guard a room in the party’s rear (how they will call for help or alert the party is anyone’s guess!) and the group continues in search of the evil chapel and its high priest(s).
First, they discover an empty room and proceed to turn it inside out searching for clues. They find some scrolls containing mysterious rites to some being known only as He Who Shall Not Be Named, which they take for future study.
Faced with a large, open chamber and a set of doors, they choose to examine the doors. Opening one, Phil notices hordes of armed and armored undead, who lazily turn to gaze at the intruder. Phil shuts the door and the party proceeds into the large chamber.
Candles spring to light as they enter and they see hideous shadows playing on the walls in the shape of demonic creatures torturning their victims against a hellish landscape. They notice what appears to be a rather large, cylindrical bell of some black metal, supported by hefty wooden beams. A female voice is chanting in an unknown tongue but pauses long enough to command “Deal with them!”
Four figures in the now-familiar purple robes approach with weapons drawn. Three engage the party while one attempts to ring the bell. Inverdia flies into a rage and outs himself by shouting some crazed nonsense about Orcus. Orwill never did trust him, and targets him for death when Inverdia unwisely offers “and f*ck St. Cuthbert, by the way!” He then rushes at the high priestess.
The four adepts are easily dealt with without ringing the bell. Inverdia runs into undead guards on his way to the priestess and enters into a 1-on-3 fight. He has a brief senior moment and forgets to turn them (the DM is tired but he comes to and routs 2 of them. Reeny gets to the priestess first and she attempts to strike him with a staff carved in the likeness of a serpent.
All the while, the far wall dissolves into a black and purple swirling vortex which spits out debris of dirt and stone.
Reeny quickly takes down the priestess but the vortex remains. Meanwhile, at the far end of the room, undead guards burst through the doors and swarm into the chamber.
The party attempts to sort our their flight or flee responses and stays to fight the undead — the dozens and dozens of undead. Phil falls in the onslaught while Orwill seeks revenge on the false priest of Cuthbert, stabbing him in the back while Inverdia was engaged with the guards. Reeny rushes back to drag Phil out of the melee and the party finally decides to flee with their lives. Behind a hasty wall of flaming oil, they beat their retreat. The last thing they saw was Inverdia turning many undead while invoking his demon lord, Orcus. He was able to control a group and sent them after the fleeing party, and that, as they say, was that.
On their way back to the Keep, they clearly heard the angry baying of many wolves to the east. More disturbing was the overflight of a gigantic, red/gold beast, mounted by an armored rider, headed toward the west.
Another siege of the Fortress of Ogard was commencing, with the Keep, and the party, directly in its path.
(and here we break for several weeks to give Savage Worlds a try)