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Crypts
and Crime Lords
When
last we left our heroes, the newly-christened
Company of the Black Lantern had gotten themselves
trapped near an underground prison, and the
other group was on its way to the Necropolis.
~Monte
Shurrin
the fighter/rogue, Serai
the sorcerer, Aliya
the monk, and Mara
the cleric of Lothian had been to the Necropolis
once before. They had gone there seeking an
odd, insane old man named Igor Reichstav, who
seemed strangely preoccupied with the flies
that were so prevalent in the vast cemetery.
Through him, they found out important details
about the ratmen and the location of their warrens.
But
Igor lived in an old crypt on the very edge
of the place. This day, they had to go right
to the center of the foul Necropolis. To get
help, they enlisted their old friend Feruch,
a paladin who had joined a group called the
Keepers of the Veil. The Keepers specialize
in hunting and killing undead, so Feruch seemed
an appropriate ally to bring along.
They
sought a circle of standing stones bearing a
special magical mark -- the mark of Alchestrin,
a long-dead wizard who had once imprisoned the
soul of a woman they sought to rescue. The standing
stones would point out the location of Alchestrin's
tomb. After much searching, the group found
the mark on a crypt, and went inside.
To
the surprise of no one, the crypt was filled
with hostile undead. After much exploration
of an entire underground complex beneath the
tomb, they discovered that this was not the
tomb of Alchestrin at all: Some of the crypt's
walls had been built with the (repurposed) standing
stones they had sought. Fortunately, thanks
to an ancient carving in the crypt, they were
able to learn where the stones had originally
stood.
So
finally they arrived at the old hill where a
few stones remained. Erected long before the
entire area was a cemetery, the old sarsens
surrounded a pluglike stone. Deciphering writing
atop it, the group realized they could remove
the plug only at night -- a scary proposition
in the Necropolis.
They
went back to the city, where they were promptly
attacked by Vai assassins. The assassins apparently
were still unhappy that the
adventurers had stopped them from killing a
young woman named Phon. After fending off
their attackers, they found that Phon was now
missing. Could this have anything to do with
Helmut Itlestein, the priest whom Phon was having
an affair with (and the father of her unborn
child)?
The
adventurers could dredge up no leads as to Phon's
whereabouts, so they went back into the Necropolis
to try their hand at removing the plug. On their
way, they came upon a small lake with a bridge
reaching from the shore to an island. They had
found Clasthamus Isle, they learned: a place
controlled by a very powerful druid named Andach
and his young half-elven disciple, Hennam. Andach
kept this sacred isle free of undead by the
power of magical stones in the bridge -- the
Stones of Thamus. Heartened by the discovery
of this new ally in an otherwise terrible place,
they trekked farther into the Necropolis. Their
plan was to go to the standing stones and wait
there until nightfall.
They
never made it. They encountered (and waylaid)
a Forsaken courier who carried a message stating
that the "Vaults of the Kython" had
been found and the "Night of Dissolution"
would soon be at hand. The note -- apparently
from a high-ranking member of the despicable,
undead-loving Forsaken -- was an attempt to
gain support from Lilith, a powerful and influential
member of the Fallen (the Forsaken's earthbound
demon allies). Apparently the Forsaken wanted
the demons to help them with whatever it was
that they were doing but the leader of the Fallen,
Raguel, seemed slow to act on the matter. The
Forsaken were clearly in league with the chaos
cultists the adventurers had already encountered.
Something big was afoot.
But
before they could give it much thought, demons
and Forsaken leaped upon them, capturing the
group and taking them straight to the worst
place imaginable: the Dark Reliquary, home to
both Fallen and Forsaken.
Meanwhile,
the Company of the Black Lantern (Vexander,
Sercian,
Chanticleer, and Gaerioth)
grew tired of the dungeons around the city's
prison and bribed some prison guards to sneak
them out on a supply boat. Once in the city
again, they decided to look into some of the
individuals they had linked to the Vai assassins
that had attacked them by mistake, thinking
that Sercian was his twin brother Serai of the
other group. (The ambush by these contract killers,
in fact, was the
very event that had brought the group together.)
They found a connection between these brigands
and a man named Malkeen Balacazar. Malkeen was
the son of Menon Balacazar, a power crime lord
who dealt not only in typical malfeasance --
extortion, gambling, prostitution, and simple
theft -- but also in items relating to black
magic, and dark, forbidden things.
Some
of the company met with Malkeen (after being
thoroughly scrutinized by his -- probably vampiric
-- bodyguard) and wound up working for him as
bodyguards for his nephew. It seemed that someone
was out to kill this child of only nine years
while he was performing in a play at the Cloud
Theater.
In
a thoroughly comic escapade, the Company of
the Black Lantern sought to safeguard the cast
of the wholly awful play "The Boy who Could
Sing" -- an oeuvre clearly written around
Malkeen's nephew. (The plot made no sense but
was just a showcase for the young boy to keep
his uncle -- the Theater's chief source of funds
-- happy.) Hired thugs did indeed make an attempt
on the boy's life, but they were thwarted by
the efforts of the "heroes" in the
crime lord's employ.
The
Company of the Black Lantern wondered why anyone
would try to kill the lad. Was it because of
the strange runelike mark on his face? Clues
they followed up afterward led to a strange
conclusion, however. The forces hired to kill
the young boy had been contracted by Helmut
Itlestein.
Next
Time: Breaking out of the Dark Reliquary with
the help of an orcish god of fire! The two groups
work together! Confrontation with Helmut Itlestein!
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