So the week before we left it with you just having had an audience with the king. You were walked out of the Greyhawk keep and were met by a Gnomish chronicler named Larkel Backslinger. He had been sent by Advisor Sodor to act as a guide and aid you in your search for the missing Stone Masons.
First of all you went to the home of the head mason. His wife, Tered Stonesong, a Dwarven woman answered the door and let you in as you asked her questions. You managed to discover that her husband Naram, also a dwarf was a skilled stone mason that had six other dwarven masons work with him as a team. They had all gone missing.
Naram had a study that contained various diagrams of stonework ideas and plans, many of them being types of fountains or stone work that combined water functions. None of the designs seemed to stand out was being odd or drawing attention to it.
Ragnar noticed that there were a number of new looking items around the house and that those items seemed better quality items than you would expect to see in the neighbourhood. Tered confirmed that he husbands recent job was paying well and that was affording them a better quality of living. She didn’t know what he was doing though as he’d been a bit secretive, she assumed it was due to excitement and pride at working on something he was going to have a grand unveiling of.
He’s not been seen now for 11 days and has never been missing for more than one before. His current job was doing shift work, mainly during the nights. Tered was very helpful and answered all questions but didn’t provide any solid leads. Mathas (I think?) asked if there was someone that Naram went for a drink with work colleagues that might know. You were told yes, to check an inn called The Graveyard. You left and headed straight there.
The gnomish scribe guided you there, all the time grumbling about getting dusty from the road, tired from the walking around and worried that he match catch-something or have to talk to unsavoury, dirty people.
You found the Graveyard Inn, located in the cellars below a grain warehouse. Heading down some steps you walking into a 40 foot by 60 foot virtually dark room. The only light source being three candles, one at each side of the room and where light shone through the floorboard from the warehouse above. The low ceiling and short stools obviously showed that the place catered for folks of shorter stature.
After buying a drink from the barman you talked to a group of other Dwarven stone masons, sat around a table in a dark corner. They immediately seemed agitated and nervous but clearly stated they knew nothing of the missing people and could not be of help. They stated it so clearly that it was obvious they did know something and were nervous at being questioned. One of the dwarves sat at the table managed to pass Ragnar a slip of paper before you left.
You emerged from the cellar into the bright day light, stumbling around with your hands in front of your eyes to shade from the sun, feeling a little like a zombie and beginning to understand why the inn was called the Graveyard. Checking the note revealed a simple sentence: There is a house at the end of Long Latch Lane.
Larkel guided you to Long Latch Lane, complaining even more about the state his robes were getting into, and how the accounts back in his office weren’t going to add themselves up and how he’s bound to have caught several diseases by now.
Once there the house in question is easily found. All the other houses along the street are clearly lived in, with open windows, signs of furnishings within, children playing in the street and even plants in some of the window troughs. The one house though at the end, on the right, built adjoining the city wall has boarded shut windows and doors, dirt and cobwebs everywhere and no sign of life.
Mathas spots several tracks of dusty white boot prints leading in and out of a side door to the house. Ragnar decides to use some barbarian diplomacy though and smashes the front door in with a mighty kick. At the sound of the exploding doorway Larkel faints in the street, where Riley accidentally helps him gain a fresh coating of dust and dirt. He comes around moments later and hides behind a plant pot across the street quivering in terror.
Ragnar and Blackjack lead the way into the house, quickly establishing that the ground floor is clear and empty. Very clear in fact, not even any sign of the dusty boot prints coming in through the side door. It’s as if the house has been thoroughly cleaned inside.
The two defenders head up the stairs and begin to look around upstairs whilst the other members of the group come in through the front door and have a second check of the ground floor.
Upstairs Blackjack and and Ragnar explore different routes from the top of the stair, one turning left, one right and both find themselves quickly approaching the room overlooking the street that they had entered from. In that room, looking out of the window is a human sized figure, covered in robes.
“You are trespassing, leave now and you shall live. This is your only warning.” the figure states in an elderly, cold voice. Ragnar goes to respond but the figure turns and chants arcane word, summoning the dead. Suddenly the shadows around the house shift and twist, more shadows emerge from cracks in the walls and all coalesce into swarms of undead rats and severed hands, biting and grasping at everyone within.
A bloody battle ensues, with both Ragnar and Blackjack being beaten down in only a few seconds. The rest of the group, are trapped on the narrow stairway, with the swarms preventing them from moving to aid their allies. Eventually they break free and Riley calls forth a wall of radiant light that turns the tide of the battle and enables Mathas to get his two fallen allies back on their feet.
The battle is surprisingly brutal but you manage to disperse the swarms and beat down the robed figure that (those trained in Religion) identify as being a Wight. Quiet falls as you take a few minutes to recover….with the rats and hands melted back to the shadows and the Wight reduced to a pile of dust within some robes, almost nothing remains to show their was a fight, save for the vicious wounds you sustained.
Session ended there…..you’re up to 3rd level and assume that you’ve short-rested after that combat.