May 18th, 2024

Mare, Artis 1st, 1194 (Continued)

We discuss what to do with our unconscious prisoner, but can’t settle on any method of questioning that would deliver results. Ty recommends a merciful execution, but Graynor declines. In the meantime, we will carry his body with us. We then head over to the small cave near the first meeting area.

After following a steep natural tunnel for a bit, it turns into a worked stone complex. Within this area, we feel a sensation similar to an unveiling, as if a strong presence is here. The first room That we visit has one of those incorporeal controlled bodies that Marcus told us about. It’s acting as some kind of servant and is not hostile. We leave our prisoner with him. Another room is locked with a magical effect and the next room looks to be used for storage with a dead body inside.

Across from that room is a library, in which several bad guys assault us, with one of them getting away. He must have teleported or used a secret door that we couldn’t find. One of the dead spellcasters had a Kaajh’Kaalbh symbol. During this fight, a strange-looking creature briefly engages with us from a flanking position; we couldn’t get a good look due to an ongoing fog spell. It leaves after a few rounds. We pursue in the direction that we think it went unless it also teleported.

The next room is large and ornate. It contains embalming materials and torture implements. Some of the texts here mention Uunas and the altar in this room has been reconfigured for Uunas; the original iconography was of eagles. The back wall is broken and leads to more natural caverns.

In these caverns, we keep hearing an unnerving scratching noise. While investigating we are ambushed by a marsh giant, some kind of giant lobster-looking creature, and an eldritch drifter (a semi-incorporeal undead). The lobster creature has runes inscribed on its carapace that look familiar to the Architect imagery that we’ve seen. The drifter was the source of those strange noises from earlier. Later in the brawl, the strange-looking creature from earlier rejoins and Graynor quickly dispatches it. Ralzer identifies it as a drowning devil.

Farther into the complex we find four more individuals that we suspect are incorporeal hosts. They are chained to four pillars, so we avoid them. The hallway eventually leads to a dead end and we begin moving back to the entrance while performing more thorough searches along the way.

Ty eventually brute forces her way through the magical door. Within this room is an ominous sarcophagus chained down with some strange purple lighting. We pick up our prisoner and leave.