Session 87

The Woods of Woe

* The Sanguine Temple

**Previously...**

## And Now...

### Beyond the Woods of Woe.

Two days following the events at the glade, the group has resumed their trek towards Waiqir's fortress. The progress has been slowed as injured party members have begun to notice their injuries lingering and healing slowly. One evening, as the group is preparing to rest, Goldie uses verse magic to cast a healing spell. It proves extremely effective and, following their rest, the whole group awakens revitalized and feeling better able to press on.

Checking Dandy's map, the group sees something called 'The Sanguine Temple' near the edge of the Woods of Woe. On the notations, one describes it as a refuge for travellers overseen by a priest of Kellos, and a second, more recent entry, which speaks of it being overrun by Ferrox. We had encountered them briefly, earlier, and had a brief discussion about what we knew about them. They don't appear to like clean, running water and prefer murky, brackish or stagnant environments. They also lack personal initiative, and can be bamboozled by a sufficiently forceful leader. With that in mind, we decide to investigate.

### The Sanguine Temple.

As we approach, we see a large cleared area a little over 100m across. At its centre stands the temple itself. We can see that it consists of a round bell tower and a long, ground-level body. There is a bright, steady light emanating from he upper reaches of the bell tower. On the ground, about 20m out from the temple perimeter, there is a second perimeter of spaced-out runestones partially embedded in the ground. At this perimeter, there are a number of ancient desiccated corpses.

Dandy approaches and, from beyond the ring of stones, calls out to the temple. A ragged, rough voice responds, identifying himself as Agros. He claims that he was trying to sneak into the temple, but accidentally disturbed the Ferrox and was forced to escape by barricading himself into the cellar. He goes on to say that he cannot escape as there is a particularly large Ferrox who has decided to sleep right up against the door.

Gar suggests luring the Ferrox out of the temple into some sort of rune-based trap. Meanwhile, Leshrac and Goldie examine the runic circle. They determine that the runes are Kellosian Wards against the Undead. Based on wear, they would appear to have been here for hundred of years, since the Second Darkness, though there are many signs that they have been regularly maintained since that time.

Leshrac asks Agros if he can give us an idea of the temple's interior, specifically, the route he took to get where he is now. After a minute or so, a hand emerges from a narrow slit window just above ground level, frantically waving a flapping piece of paper. Dandy immediately rushes over with Gar at her heels, snags the paper, tosses a handful of pocket bacon and trail mix through the window and hurries back.

As this is happening, Leshrac tries to recall if he's heard the name Agros before. He dimly recalls a rumour about a minor noble abducted approximately 15 years ago under mysterious circumstances. He shares this with the group as Gar and Dandy return with the map.

### First Contact.

The group is not long into their discussion when there is a sound of movement from within the temple. A smaller-than-normal Ferrox emerges tentatively and makes its way towards the group, but stops about ten metres away and will not come closer. At first, Leshrac presents it with a Kellosian Robe, but it appears disinterested. Changing tack, he tries to bamboozle it, demanding it guide us in so that we can observe the current state of the Ferrox's work. Timidly, it agrees and, beckoning us along, begins to shuffle towards the Temple entrance.

Once throw the large, heavy doors, the party takes in a chaotic vista. The interior of the temple is in a chaotic shambles, with the shattered remnants of pews strewn across the floor. Most of the Ferrox have roosted, bat-like, along the beams and rafters of the high, vaulted ceiling, but others lie, clustered in darkened corners, or among makeshift nests made of fouled and decaying tapestries, rotting leaf matter and other, less distinct but no less ghastly detritus. All around us, they are slowly rousing themselves. At the far end of the long room there are two doors which presumably lead to the belltower. An exceptionally large, bloated Ferrox has fallen asleep there, his furred back pressed firmly against the door.

Leshrac is in full 'evil overlord' pantomime by this point, so Dandy, who loves a bit of panto, plays along. Among a pile of odious rubbish, she sees what looks like human remains. Approaching, she sees it is the torn remnants of a robed human corpse. This, she surmises, was once the guardian priest of Kellos spoken of in the hundred year old notation. His body and clothing would appear to have been torn roughly by a multitude of clawed hands, and the flesh, where it is exposed, would appear to have been mostly devoured. During this search, she discovers a vial of an unknown, semi-liquid substance.

Hearing a noise behind her, she turns to see a Ferrox child tentatively and shyly watching her as she examines the corpse. She hurriedly stows the vial, while attempting to maintain a lofty air of indifference. She imperiously asks it if there are any more, indicating the corpse. The child takes her hand in its claw and guides her eagerly towards the tower. It refuses to approach too close, but in response to a quizzically raised eyebrow, points excitedly at the door which doesn't have an enormous creature drowsily coming to consciousness in front of it. Pausing to give the creature a cursory pat on its horrid, oily head, she moves towards the tower.

One door, would appear to lead to the basement (in which Agros is trapped) while the other should, presumably, be the entrance into the upper floors of the bell tower. On cursory examination, this second door is locked, and surprisingly undamaged. Dandy notices that the creatures appear to steer clear of it. She attempts to pick the lock and, just as it appears she's going to fail (and some Ferrox are beginning to look curiously in her direction), the lock springs open. Inside, she finds a sparse and ascetic cell... the priest's living chamber, with a set of stairs leading up.

### The Dweller In The Cellar.

Goldie, meanwhile, is examining the cellar door. They find it barred on the other side, but using a thin lever, they are able to slip inside. From below, they hear Agros' voice asking if the sound of the door opening was us. Goldie assures him that it was, but he remains somewhat suspicious. Upon reaching the bottom of the stairs, Goldie asks Agros for his story. He claims to be from a nearby village which is being plagued by the undead. Hearing rumours of some sort of method of repelling the undead within the church, he came here searching for it, hoping to take it back to his people. Agros is an unexceptional-looking man in his early 30's, dressed in hard-wearing traveller's clothes and wearing a pair of mismatched boots. Agros begins gathering what remains of his stuff together while he's talking and Goldie uses the opportunity to cast a truth spell.

As he's doing this, Goldie notices a series of deep gouges near the window slit, as though something had unsuccessfully attempted to enlarge it. They don't appear to have been made by a tool, and look more like claw marks. Goldie casually asks Agros if he's a Dragon-kin and, under the effects of the spell, he says yes. He's shocked at having just blurted out his secret like that, and Goldie informs him of what's happened. They follow up with some more questions.

In the resulting conversation, Goldie learns that Agros didn't kill the priest, and that the rest of his story is roughly true. He is from a nearby village, but he's an outcast due to his curse. He thought that finding a solution to the undead besieging the town would buy him a way back in.

### The Bell-Tower.

Dandy briefly searches the priest's room before heading upstairs. The next floor consists of a modest bathroom and a small storage area, with another set of stairs. At the top of these stairs is a trapdoor leading to the room above, from which the light they saw from outside was emanating. The trapdoor appears to be sealed by a ring of Kellosian runes circling it.

Examining the ring of runes, Dandy notices one is missing. She suspects that the missing rune would act as a kind of key, unsealing the trapdoor and allowing access to the upstairs room. While she's doing this, a mysterious voice whispers down from above, saying a single word, "Ishkander".

### A Meeting of the Minds.

Leshrac and Gar gradually join Goldie in the Cellar and both are swiftly caught up re: Agros. While Agros is very keen to get out as soon as possible, Leshrac advises him to be patient and remain there until the group can figure out their next course of action.

After a short discussion, Leshrac and Goldie head into the tower to check on what Dandy (who's been quiet for a disturbingly long time) is up to, while Gar volunteers to remain behind and keep an eye on Agros. The two have a comparative discussion on the nature of being Dragon-Hybrids while Gar uses Fluffy to help clean up some of the blood spattered across the room.

### The Trap-Door.

Dandy catches the others up on the situation. She thinks that she and Goldie may be able to put their heads together to solve the Runic Lock. She surmises that the protective spells may require regular renewal to remain potent and, with the Priest dead, might be in danger of losing their power. As the two discuss this, Leshrac investigates using his magical sight. He confirms that there is some manner of powerful and ancient magic seeped deeply into this whole area. He sees the power of the runic protective circle surrounding the church and, beyond the trap door, a potent conduit to a great power.

At a loss, Goldie and Dandy begin an exhaustive search through the priest's quarters. Goldie has found some of the priest diaries and, even though they contain quite a great deal of information, nothing that helps with the trap door. As this is happening, Gar enters and mentions that the Ferrox appear to have all left. Leshrac assumes the form of a Harpy Eagle once again and goes to monitor their progress.

Dandy takes this opportunity to extend her search throughout the church. She discovers the priest's holy insigniae and something strikes her as odd about them, but she can't quite figure out what. She also finds a number of robes in his quarters, some sized for the priest and others for a younger person, an apprentice, perhaps? In addition, there are a pair of holy symbols, a great deal of personal notes, some of which go back two centuries, and, hidden away in a small nook, a locket containing a painted portrait of an elderly couple. She shows this to the others, as well as the vial (which Goldie identifies as some form of alchemical reagent. They add that it appears to be losing potency). At this point, Leshrac returns.

Gar tries using the insignia as a key. Filling a bowl with sand, he traces the symbol in it, lights it on fire and presses it to the keyrune. There is a clunk sound.

### Ishkander.

As the trapdoor opens, a powerful light flows forth from within. Fluffy and Gorbmaw both react very poorly to it, and Leshrac and Gar move away from it somewhat.
Dandy enters the room. The walls are covered in protective runes and it is empty save for a vaguely humanoid figure the size of a child. Dandy attempts to apprise the Flame of the situation, re: the priest and his rituals. In response, the flame pulses, sending a wave of illumination throughout the building. The spirit of the Priest appears and joins with the Flame Being.

Dandy asks if there's any way we can help, and the Flame conjures up a set of Apprentice's Robes, dedicated to the Order. Shrugging, Dandy pulls on the robe and the room fades away to a vast white expanse. In front of her is a young, androgynous person with dark hair and features. The person explains that anyone who commits to the robes becomes the new attendant, and assumes the duties of the priest for the duration. Dandy explains that she cannot, but knows someone who might be able to.

Removing the robe, she is returned to the room. From this point, despite many attempts by Leshrac and Dandy, attempts to re-establish communication with the entity are frustratingly futile. After several more attempts, Goldie speaks up. They surmise that the reason the spirit isn't communicating is that it's already told us what it needs. They then announce that they will remain behind to serve as the Flame's New Attendant and to re-establish the Temple.

### Fond Farewells.

Goldie bids farewell to Thanden, who has to continue searching for his wife, but promises to return to the Temple once she's been found. The others say their goodbyes as well. Dandy appears hit hard as she reflects that, with the loss of Tivram, Arik and now Goldie, she and Gar are the only ones left of the original group.

Still, there is much still to do and much further to travel. Agros offers to guide them back to his village, and so, they venture forth, back into the Mists.

*(Due to the lingering effects of Goldie's Sacrifice, the Next Session begins with all Pips turned upward in the players' favour)*