26: The Wizard's Three

 
After some well-deserved rest in the sanctuary of the Dwarven Tomb, Bessok opened a shimmering portal, allowing Teresiel to return safely to Waterdeep. With another delegation member accounted for, the adventurers turned their attention to what lay ahead.

Renwick Caradoon
Renwick Caradoon
A discussion ensued, their telepathic connection buzzing with shared thoughts. They eventually decided to seek out Renwick Caradoon, the lich from the Sacred Stone Monastery. However, Vinthanamel expressed strong reservations, citing his knowledge that liches are inherently evil beings. Despite his concerns, the group ultimately agreed to proceed.

The team traveled upwards, passing through the now-quieter Temple of Black Earth and the Sacred Stone Monastery. They found their hippogriffs were gone, a reasonable outcome given the days they'd spent underground. Undeterred, the group set off on foot, Bessok's travel-enhancing magic allowing them to move at an incredible speed. He even conjured a collapsible boat to effortlessly cross the Dessarin River.

As they approached Summit Hall, they spotted a few Knights returning from a scouting mission, entering the keep. By the time the adventurers arrived, the heavy doors were closed. They knocked, and a small panel opened, revealing a Knight who sternly inquired about their identities. After brief explanations, the Knight withdrew to speak with the keep's leader. Moments later, a human woman in her 60s, who introduced herself as Lady Ushien Stormbanner, returned and invited them in. As they crossed the courtyard towards the main hall, she listened intently to their tales of confronting the elemental cults. In the courtyard, knights were diligently training squires in combat and tactics.

Lady Ushien Stormbanner
Lady Ushien Stormbanner
Once inside, food was prepared for the weary travellers. Vinthanamel, however, requested access to the library instead. There, he delved into ancient texts, learning about the past of the Caradoon brothers. More notably, he detected a distinct aura of necromantic magic emanating from directly below him. He quickly theorized it could be Renwick's phylactery.

Meanwhile, Lady Ushien Stormbanner's conversation with Bessok and Morthwyl shifted to Renwick. She revealed her awareness of him, having met him once, and her clear disdain. Renwick was not welcome at Summit Hall, and she adamantly stated they would not release the body of Samular for any necromantic purpose he undoubtedly had in mind. With a polite excuse, the Lady then left the group to discuss amongst themselves.

Vinthanamel soon rejoined them, eager to share his findings from the library. As they spoke, he also suggested that Bessok, with his ability to speak with the dead, could directly consult Samular himself to gain a clearer understanding of the situation.

Lady Ushien Stormbanner returned later that evening, leading the weary adventurers to their accommodations. It was a section of the keep that hadn't seen use in some time, evident from the layer of dust, though preparations had clearly been made for their comfort. They talked long into the night, sifting through their new information and strategizing their next steps. Finally, after days spent fighting and sleeping underground in a tomb, they relished the offered hot water, bathing and enjoying a truly peaceful night's rest.

The next morning, the Knights of Summit Hall were finishing their breakfast as the group re-entered the main hall. They requested a private audience with Lady Ushien. The last of the Knights were quickly ushered out, and the team presented their unusual request: to speak with Samular using Bessok's magic. With a bit of persuasion, and acknowledging their proven good deeds against the elemental cults, Lady Ushien relented, granting them permission.

The Old Crypt
The Old Crypt

The Lady led the group down to the crypt. Despite the imposing sarcophagus in the centre, the chamber felt more like a shrine dedicated to Samular, adorned with reverence: images, sacred texts, burning candles, and fragrant incense.

Together, they opened the sarcophagus, revealing the skeletal remains of Samular, still encased in his plate armour. Bessok immediately began his preparations to speak with the dead, lighting candles and waving incense over the ancient corpse. As he did, Vinthanamel focused his senses, searching for the source of the necromantic magic he'd detected earlier. His gaze fell upon a cloudy orb worn on a necklace around Samular's skeletal neck.

With the ritual complete, Bessok posed his questions. The voice that emerged from Samular's skeletal remains was not the usual ghostly gasp but instead filled the crypt with a clear, rich tone, a testament to the shrine's hallowed ground. Samular confirmed his desire to be interred with his brother. More startlingly, he revealed a shocking truth: he himself was responsible for Renwick's transformation into a lich, a desperate act to save his brother from death.

The revelation sent a ripple of disbelief through the group. Lady Ushien, visibly shaken, had a moment of profound doubt in her long-held beliefs. Lost in thought, she quietly excused herself, retreating to her room to contemplate this new understanding and commune with her deity, Tyr.

Shortly after, the group returned to the main hall, the weight of Samular's confession heavy in the air. This new information complicated everything they thought they knew about Renwick Caradoon. The possibility that Renwick had been honest about his intentions, and that his lichdom was a consequence of Samular's desperate love, presented a profound moral quandary.

When Lady Ushien Stormbanner returned, her demeanour had shifted, a quiet understanding now etched on her face. The group respectfully suggested that Renwick be brought to Summit Hall to finally be laid to rest. Having reached an understanding within herself about the extraordinary circumstances, she agreed. Renwick, she acknowledged, was not solely responsible for his fate and had, after all, fought many battles for the Knights of Samular. It was the least they could do for him after all these years. That said, she cautioned that the Knights would remain on guard; who knew what a prolonged existence as a lich might have done to his mind?

Content with her response, the group returned to the Sacred Stone Monastery. They found Renwick and delivered the good news. Eagerly, he gathered a few personal effects, including a potion, and handed his spellbook to Vinthanamel—he wouldn't be needing it where he was going. Then, gathering everyone close, he teleported them all to the outskirts of Summit Hall.

Noticing his arrival, the doors of the keep swung open to reveal the Knights of Samular waiting in a long, armed line, ready for any misstep. But as Renwick passed them, several offered their respects. The sight of his withered, lich form might have been distasteful, but the being within was still one of their own, a former Knight of Samular.

The line of Knights led directly to the entrance of the crypt, where Lady Ushien awaited to guide them down to Samular's resting place. Beside Samular's sarcophagus, another had been hastily prepared—only the basics, the finishing stone no doubt to be added later, after Renwick had truly passed.

Moving into the shrine, Renwick approached his brother's remains. He reached out, took the cloudy orb—his phylactery—in hand, and crushed it. A visible spirit, a shimmering essence, left the gem and floated over, reuniting with his skeletal form. Lowering his head respectfully, he quietly told his brother he'd be with him soon. Then, he turned and settled himself into his own prepared casket. Pulling out the potion he'd brought, a sickly yellow fluid, he drank it. His lich body had no way to truly swallow fluids; instead, the potion shimmered as it contacted his flesh, flowing through his form and causing Renwick to become visibly tired. He lay back, closed his eyes, and with a final, quiet breath, the ancient lich found his long-awaited peace.

As the group stood in the crypt, taking in the profound finality of Renwick's peaceful passing, a shout from upstairs shattered the solemn quiet. A Knight urgently called for Lady Ushien. Rushing up, the adventurers found themselves privy to a miraculous sight: the spirits of the two brothers, Samular and Renwick, stood as they were in their youth—young, handsome, and full of vibrant life. Playfully, they duelled each other, their laughter echoing through the hall.

When Lady Ushien arrived, they instantly straightened, their spectral gazes sweeping over the assembled group. With a respectful salute and a bow of their heads, they offered a silent, profound thank you, a gesture that transcended words. Then, their spirits dispersed, motes of light drifting gracefully upwards, as if towards the stars.

A party spontaneously erupted shortly after. It was a celebration not of death, but of brothers reunited, of a long-standing wrong set right. The Knights of Summit Hall, known for their strict discipline, drank freely for the first time in what felt like an age. Music filled the hall, and tables groaned under the weight of abundant food, a fitting testament to the closure brought about by the adventurers.

Celebrating Knights
Celebrating Knights

After the emotional farewell at Summit Hall, the group decided to linger there for a while, savouring the peace and the camaraderie of the Knights of Samular. Bessok, however, had other plans. With a flourish, he summoned a giant goat from a magical item he possessed, and the dwarf sped across the land towards Red Larch.

Upon his arrival, Bessok found the town in the throes of rebuilding. Though still largely in ruins, the area was steadily being cleared, the deep cracks in the earth filled, and a few new structures had already risen from the devastation. One particularly large building, resembling an oversized barn, now housed the remaining residents. Another proud new building stood nearby: a tavern, no doubt a beacon of hope and community for the weary townsfolk.

Constable Harburk
Constable Harburk
He met with Constable Harburk, who informed him that the gold they sought had been returned to Laeral Silverhand in Waterdeep for security reasons—Red Larch was still too vulnerable to hold such a large sum. Instead, Laeral requested they contact her in advance before meeting her at the council chambers in Waterdeep.

Bidding his farewells to the resilient folk of Red Larch, Bessok returned to Summit Hall to update the others. With a quick Sending spell to inform Laeral of their impending arrival, he conjured a teleportation circle, and they all stepped through to the grand city of Waterdeep.

From their arrival point, the group made their way to the impressive castle. Two Knights of Waterdeep led them inside, down a long hallway lined with imposing statues of historic Lords of Waterdeep, leading to large double doors at the far end. Inside, a magnificent circular council table dominated the room, designed with a central section that could be split and pulled apart, allowing a presenter to walk amongst the council members. The delegation members, now looking remarkably different from their time as captives—smartly dressed and impeccably clean—were seated at the table. All conversation fell silent as the heroic group entered.

Laeral Silverhand
Laeral Silverhand
Laeral Silverhand herself introduced the adventurers to the nobles observing from the viewing chamber above. A slow, tentative round of applause began, growing louder and more enthusiastic as the nobles realized the full scope of the group's deeds. When the excitement settled, the group was awarded their well-deserved gold for rescuing the delegation members. Various nobles then approached, offering them different boons and favours. Finally, Laeral herself stepped forward, asking each adventurer what they desired in recompense, noting that gold wasn't the sole aspiration for everyone.

The celebratory revelry at Waterdeep eventually subsided, and the adventurers, after their monumental deeds, decided to go their separate ways for a much-needed respite. Yet, their strange connection remained. They could still share thoughts, communicate across infinite distances, and their dreams continued to be haunted by visions of Vecna and his insidious cult. Steadily, an unsettling truth dawned on them: this connection to Vecna also seemed tied to his power. They realized they could momentarily release a powerful secret to the multiverse, gaining a surge in their abilities. But, in the same way that Vecna hoarded his power, they too felt an innate need to cling to these secrets, fearing that to speak them would mean losing their newfound strength.


SOME TIME APART


Over the next ten months, their lives diverged dramatically. Bessok embraced the vastness of the cosmos, venturing into the Astral Sea aboard Spelljammer ships, investigating the seemingly infinite wonders of the multiverse. Joe established a sophisticated spy network among the common folk, leaving cryptic notes at designated drops and infiltrating various societal strata through his ingenious supply of magical hats that could perfectly disguise the wearer. Vinthanamel took up residence at Summit Hall, claiming one of its towers as his own. He dedicated his time to writing a book, a detailed account of the lich who overcame his curse and the saintly brother he was finally reunited with. Morthwyl, despite trying her hand at farming, soon discovered it wasn't in her blood. Instead, she began mining her way through a mountain, eventually unearthing a magnificent treasure trove of gems hidden beneath the surface.



A Map of Alustriel's Sanctum
A Map of Alustriel's Sanctum


THE WIZARD'S THREE


As time wore on, the familiar itch for adventure returned, and it was answered in a most extraordinary fashion. Many miles from each other, as one, they all blacked out, feeling a surge of raw magical energy wrap around them. They hazily awoke inside a sanctuary within Sigil, the City of Doors. As their visions cleared, they found themselves looking upon Alustriel Silverhand, sister to Laeral, who studied them with an air of curious intensity. Behind Alustriel stood the infamous witch Tasha, muttering how this "couldn't possibly be the answer to their wish," while a tall gentleman in ancient wizard robes, his name instantly recognizable to all wizards, the powerful Mordenkainen, watched on with keen interest.

The Wizard's Three
The Wizard's Three

Alustriel introduced herself and her two companions, then gracefully took the names of the adventurers. Introductions complete, she invited them into an adjacent room where comfortable couches awaited. Here, they discussed their bewildering arrival. Alustriel revealed her own part in their sudden summons: she had sensed a powerful movement of energy across the multiverse and had tracked it to Vecna. When that energy abruptly fell silent, she could only assume that Vecna had gathered enough power for whatever terrible ritual he was about to perform—a ritual that, considering his previous escapades, would likely reconfigure the multiverse to his own twisted design.

Aware that Vecna was about to perform this ritual, Alustriel had gathered Tasha and Mordenkainen, two of the greatest wizards in the multiverse. As a group, they attempted to disrupt Vecna's plan, to disperse his power back into the multiverse. The ritual they performed was similar to a Wish spell, but instead of the result they wished for, they instead received the adventurers as their response.

Alustriel asked the group if they had any connection to Vecna that would explain this outcome. They described what had been happening since they became tangled in the ritual performed at The Hallix Mausoleum and their subsequent shift to the Shadowfell. Vinthanamel, though not present at that specific time, had oddly also been shifted to the Shadowfell while exploring the ruins of Tyar-Besil.

The pressing question of Vecna's current location hung heavy in the air. Though none of them knew, Mordenkainen suggested that the adventurers' strange, lingering tie to Vecna might, in fact, be the key to revealing his whereabouts. But what could the group do if the three greatest minds' initial plan had already failed? And this is where Mordenkainen took over. Concerned that their initial "wish" against Vecna would prove insufficient, he had concocted a contingency plan: recover the Rod of Seven Parts, an ancient weapon from before mortals even existed, and use it to battle the malevolent deity. At the right moment, a Chime of Exile could be used to banish Vecna back to Oerth, ending his ritual and dispersing his gathered power back into the multiverse. "Perfect!" he declared.

Mordenkainen and the Chime of Exile
Mordenkainen and the Chime of Exile

Though a little surprised by Mordenkainen's foresight, Alustriel and Tasha agreed that this audacious plan might just work. Given their unique connection to the situation, the group was asked if they would aid in recovering the Rod's scattered parts. In return, the three powerful wizards would use their immense abilities and extensive contacts to locate Vecna and halt any further power he might be accumulating. They couldn't insert themselves directly into the fight, as their highly recognizable and formidable presences would undoubtedly send alarms to Vecna's cultists, potentially alerting Vecna himself and only making matters worse. Naturally, the group agreed to the vital task. The three wizards, weary from their scrying and the powerful ritual that had brought the adventurers to Sigil, asked to be excused, but not before inviting them to use both their extensive library and an unoccupied bedroom.

Before he departed, Mordenkainen delivered their first lead: he had tracked the first part of the Rod to a place called Web's Edge, a notorious location in the Underdark where Drow leaders often met to conspire their evil deeds. He informed them that he would be leaving their teleportation circle open for a swift return, emphasizing the need for haste—should the Drow attempt to use the circle, it would be denied, and they would be alerted to the subterfuge.

A Map of Web's Edge
A Map of Web's Edge

With the fate of the multiverse hanging in the balance, the group wasted no time. The teleportation circle hummed to life, and they leapt through, finding themselves in a damp, silent tunnel deep within the Underdark. Bessok, ever perceptive, immediately sensed a falsehood about the tunnel's apparent end. He gave the rock face a tentative kick, and the sound that returned was unmistakably that of wood, not stone. The doorway was concealed by a powerful illusion.

Joe, utilizing his array of magical wands, swiftly revealed the hidden door, then expertly unlocked it. The group gathered, preparing themselves before pushing it open.

The interior beyond (W1) looked like a natural cave system, yet the presence of decades-old corpses and scattered supplies in the nearby area spoke of human (or humanoid) presence. A solitary red gem lay on the floor near a northern door, which they rightly suspected was a trap. Vinthanamel used his magical ability to levitate the gem. As it lifted, it crackled with a powerful release of electrical energy. He guided it towards his hand, but once it was there, its weight felt entirely wrong—it was nothing but coloured glass, a clever decoy.

An Obvious Trap
An Obvious Trap

Moving to the door next to the gem, they could clearly hear the rhythmic chanting of a ritual in progress. As they pushed the door open, the ritual completed, and a many-armed demonic creature, a Glabrezu, shimmered into existence before a small, gnome-like creature dressed as a wizard (W3). Battle erupted instantly. Vinthanamel surged forward, attempting to control the wizard, but the gnome refused the spell with sheer mental fortitude. The demon, now at the front of the group, rushed Vinthanamel, slashing its claws into him and grappling him tightly. It then attempted to magically confuse the rest of the group, though fortunately, its efforts were met with no success.

The Glabrezu and its Summoner
The Glabrezu and its Summoner

Joe moved into a tactical position and unleashed a flurry of arrows that pierced the demon's tough hide. Bessok acted decisively, grabbing Vinthanamel and, using the inherent powers of his robe, instantly disappeared from the area, transporting them to safety. Morthwyl rushed in, raining hammer blows down upon the Glabrezu, while the gnomish wizard, witnessing the rapid destruction of his summoned demon, decided to flee and alert others within Web's Edge.

Vinthanamel and Bessok found themselves momentarily floating in the ethereal expanse of the Astral Sea. Strange, colourful fish swam through the air before Vinthanamel's astonished gaze, only to skitter away in fear of the sudden arrivals. "Returning in three, two..." Bessok's voice echoed, and he pulled them back to Web's Edge, repositioning Vinthanamel to a safer spot. They returned just in time to see the area turn pitch black as the demon covered the cavern in magical darkness. Trying to use its advantage, the Glabrezu attacked Morthwyl again and again. But Morthwyl was no stranger to fighting in the dark; attuned to the subtle shifts in air movement and faint sounds, she parried and ducked. Though one of the demon's fists managed to connect, it had little impact.

Joe, his senses hyper-alert, fired into the oppressive gloom, his aim unerring. Two arrows found their mark, and the demon stumbled, its form dissipating into a sickly black fog that swiftly returned to the abyss from which it came. On the other side of the now-cleared battlefield, Bessok, having rushed to find the missing wizard, was greeted by the ominous sight of a mass of individuals heading directly towards the group. He sprinted back to his companions, urgency in his voice: "We have incoming..."

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