VIII - Once More Into Shadow
Caine had ventured alone into the foothills of the Moon Peaks, drawn there by persistent rumors of ancient secrets and treasures hidden within the winding caverns that dotted the craggy landscape, remnants left by the long forgotten settlers of the mountains. Thus he was surprised upon awakening at his isolated camp to find a wax sealed parchment resting alongside his now cold campfire.
The letter, sent by a mage known as Mazzahs, requested the explorer’s help in seeking out the secrets of the ancient catacombs that rested beneath the Barrowmoor south of the village of Helix. Caine had heard many tales of the tombs since arriving in the Duchy, that much of their origins were shrouded in legend, the histories of those interred there lost to antiquity. The missive, clearly having reached him by way of magic, promised ample rewards for Caine’s assistance in unraveling the mysteries of the barrows, indicating that such efforts could prove key to protecting the Duchy’s settlements from threats posed by the undead.
So it was that Caine was present at Mazzahs’ tower on the morning that the company made ready to venture back into the Barrowmoor. Mazzahs introduced the cloaked, mysterious explorer to his new companions, the wizard explaining that he had sought Caine’s assistance as he was reputed to be as capable an adventurer as those he would be joining.
Mazzahs indicated that he and Brother Othar had succeeded in banishing the fell spirit that had possessed the soldier that the company had captured, and that he and the priest had gained some hints of the undead creature’s greater purpose. The wizard stated that he had it on good authority that, among the items that Perri Ticklebottom had managed to escape her doomed gambling den with was the map that the spirit had apparently sought. Mazzahs indicated that he was to meet with the tavern owner later that afternoon.
Mazzahs informed the company that Sir Dryvyk and his followers had departed Helix for Ironguard Motte at the behest of Brother Othar, to fulfill an errand of some urgency on behalf of the Church of St. Ygg.
Tamson, the company’s guide, along with Searlait, Kraomar, and Lampert met the adventurers at the wizard’s spire, ready to venture back to the tombs. As they made their way into the swamps, the air was hazy with humidity, the morning sky streaked with gray clouds that kept the waking daylight shrouded in shadow. Despite the season, the temperature was cool, just cold enough to force the travelers to draw their cloaks about them for comfort.
The catacombs have always hosted a certain amount of ambient sound. The shifting and settling of ancient beams and stone. The just discernible noises of the dank water and earth that surround the tunnels moving at their infinitesimally slow pace. Even the occasional footfall of one of the maze’s fell denizens, walking to fulfill some dark errand.
As Searlait lowers each of the explorers down the rope into the tall entrance chamber below, the adventurers are aware of these sounds, which have become almost familiar to those that have ventured into the tombs previously. But as the last of the company reaches the room below, all of the noises halt, subsumed by a silence so absolute it seems to possess a physical weight, an oppressiveness that momentarily pushes down on those that have entered. As the company makes its way to its first destination within the catacombs, the sounds of their own steps and breathing seem uncomfortably loud in the pervasive stillness.
As they follow the moisture stained corridors east, then north, a route familiar to some of the adventurers, they encounter nothing and hear no sounds within the shadowy hallways besides their own. Turning eastward again, the party reaches a passageway lined with several doors on its northern and southern walls, its eastern end halting abruptly at an archway sealed off by stone and plaster, the bricked up entrance to an unidentified tomb.
The adventurers halt in front of a doorway on the southern wall, the entrance of which is blocked by a series of rusted iron bars. The linkboy, Lampert, holds his torch aloft so that all can easily see. Kneeling beside the portal, Ishmael investigates the out of place stone that he had previously noticed during the party’s prior explorations, which sits just left of the base of the doorway. He finds it easy to lift away and in doing so reveals an iron handle attached to a mechanism which operates the movement of a chain within the wall.
OOC: For reference, the party is currently in front of the doorway marked as location 22 on the Main Game Map.
This message was last edited by the GM at 20:56, Tue 04 Oct 2022.