Session Date: October 14, 2017
20 Flamerule, 1367 DR
As the heroes continue their discussion of where to go — wander the swamp or go to the ruins of Iniarv’s Tower — glowing balls of light appear in the distance, rapidly approaching them. Karn identifies them as will-o’-wisps just as the undead creatures attack.
Mostly stuck on a small island, the heroes are quickly surrounded by the monsters. The will-o’-wisps attack by slamming into them, sending jolts of electricity coursing through their bodies. Luna lays into the undead lightning bugs with abandon, her Maul of Disruption obliterating the creatures with every swing. After several moments of being zapped by the creatures and smashing them in return, all but one of the will-o-wisps are defeated.
As the remaining monster streaks off to the southwest, the heroes and Gabriel (their beloved NPC worshipper of Oghma) pile into their boat to give chase. The will-o’-wisp quickly zips out of sight, but the heroes continue in that direction thinking maybe it will lead them to the necromancer they seek.
In the distance they see a hunched figure in a boat, pushing itself along in the water with a crude pole fashioned from a branch. Dexter sends Vesper ahead to check it out and reports that it appears to be an old lady.
Immediately conversation begins regarding hags in the swamp.
I don’t get it. Can’t a DM simply place an NPC in a swamp without speculation and suspicion taking over?
As the heroes row closer, the old lady turns and greets them, introducing herself as Mildred. She says she lives in a cottage near the swamp and is looking for her granddaughter. According to Mildred — she tells the heroes they can call her “Milly” — undead broke into her cottage a few days back and kidnapped her granddaughter. She asks the heroes to help her find her.
Suspicions high, Karn, the noble paladin, agrees to aid her, but also casts divine sense. Milly is neither undead, celestial, nor fiend. However, Karn does sense undead creatures not far from the boat, some thirty feet down into the water.
The heroes begin dumping flasks of holy water into the swamp above the undead. The holy water purifies and cleanses the water, allowing them to see into its depths. Finally, one the divine water has penetrated to thirty feet, skeletal corpses of gnolls are revealed. The undead creatures’ eyes glow red when the holy water touches them, and they surge upward toward the heroes.
A brief battle breaks out — the gnoll skeletons are no match for the group — and Dunkle appears just as the last skeletons dies, the rogue exiting the water and pulling himself onto a log. (He had fallen into the water some ways back and the group had only searched half-heartedly for their lost pirate rogue.)
Translation: Dunkle’s player was late to the session.
“What’d I miss?” calls Dunkle.
“Undead. Old lady,” replies Lyr as Luna smashes the last skeleton.
The heroes then have another brief conversation with Milly, finally deciding that she is at least half crazy. However, they do set off with her to the southeast, deciding she’s the best lead they have for finding the necromancer. It’s worth noting that Gabriel and Lyr both insist they should go to Iniarv’s Tower, but they are mostly ignored.
After some time traveling, they come upon the ruins of some ancient civilization. Crumbling buildings rise from the swamp, their lower stories having sunken into the mire, and they spot a ziggurat in the distance whence from tortured screams float to them.
Hounds on the trail, the Hand of Light makes haste to the ziggurat and finds a moss-covered entrance — a narrow chimney really — leading down into the structure. The screams emanate from the chimney. They quickly tie off a rope, drop it down the chimney, and head down.
Karn is the first to drop into a fairly large room. The paladin sees several humans manacled to walls and tied to tables. Snake-like humanoids wielding implements of torture — hooked knives and heated pincers — stare at the paladin, having paused at their work when they heard a clamor and commotion from the chimney as the heroes were descending.
“Torm aid me!” Karn screams as he readies his halberd and charges the monstrous men.
As the rest of the Hand of Light slides down in the room, Dexter identifies the monsters as yuan-ti. Several of the creatures simply look like men with snakes for heads. However, two of them have arms that end in dozens of snakes instead of hands.
As the ass-kicking unfolds, one of the yuan-ti loudly calls down a hallway, presumable alerting others nearby to the intruder’s presence. Sure enough, more yuan-ti — these ones with lower torsos of snakes — and large, undead, skeletal snakes arrive soon after.
Many of the yuan-ti and the skeletal snakes have nasty and potent spells that they bring to bear against the heroes. Seeing they are at risk of being overwhelmed, Dexter drops a wall of force to split the yuan-ti forces. It buys them some time, but those that were cut off find an alternative way at them.
Karn, Luna, and Dunkle spend the battle taking names and kicking ass. Dexter casts spells like his life depends on it — it does — and counterspells most of the enemies’ nastiest spells. Lyr, however, spends most of the fight invisible and doing…well, things.
Lyr had cast invisibility on himself and didn’t want to have wasted a 2nd level slot. So, he spend the fight distracting and annoying the monsters. You know, typical Lyr stuff.
Finally, the Hand of Light does prevail agains their foes, though they are rather beat up, and Dexter is mostly out of spell slots. They believe, however, that they must have found the source of the undead that attacked Leilon and carried half the village away.
As they contemplate taking a short rest, they wonder how much more of the compound was alerted and en route.
The Hand of Light
Below are the famed members of the Hand of Light adventuring party.