(S073) Cultists Under the Church

Tracing Garm to an ancient church outside Thornwinds, the party battles wandering skeletons and ambushes a black-market trade with blood hunter cultists for Vecna's hand case.

Infobox

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Chapter: =this.session-chapter
DM: =this.dm-session
Session Day: 141
Time Passed: Morning Rest & Naval Skirmish
Rewards: Moon Sword,Love Letter from Alistair,Charcoal Rubbing,Ring of Animal Influence,Rope,Metal Hand Casing,Enhanced Scimitars,Necklace of Fireballs,Metallic Dragon Wings

πŸ‘₯ PCs

πŸ‘₯ NPCs

πŸ—ΊοΈ Locations

πŸ—‘οΈ Creatures

🏴 Factions

πŸ“¦ Items of Note

◀️ Previous Session ▢️ Next Session
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πŸ“ Session Summary

The Wild Cards were called The Menagerie by some until they came up with the name The Wild Cards.


🎬 Scenes


πŸ“œ Missions & Quests


NPCs

πŸ‘₯ NPCs with the party
None
βš”οΈ NPCs Fought
None
πŸ’¬ NPCs Other Interactions
None
πŸ—£οΈ NPCs Discussed
None

S073: Cultists Under the Church

Date: 2024-07-06

Short

The party left their feverish companion Calliope aboard the ship and ventured to the old church at Bone Arch, where they discovered an ancient cemetery guarded by wandering skeletons. After defeating these undead guardians at a mausoleum belonging to House Telara, they explored the church itself and found a hidden passage beneath the lectern. Following recent footprints down a tunnel carved from black stone, they emerged into an underground chamber where they witnessed a shocking betrayal - Garm stood alongside two chrome duplicates of himself, trading with black-robed cultists for what appeared to be Vecna's hand case.

A fierce battle erupted when Shadow trapped the chamber floor with magical brambles, forcing a confrontation between the party and the cultists. The combat was intense, with the cultists wielding enhanced scimitars that dealt both physical and psychic damage, while the party coordinated devastating attacks including Bastion's steel wind strike, Shadow's fireball, and Sas's transformation into a massive hyena. After defeating most of the cultists and forcing Garm to disengage, the session ended in a tense standoff with Garm claiming he had obtained what he needed from the exchange, leaving the party demanding explanations for his betrayal and the true nature of the mysterious relic now in his possession.

Summary

The party awoke to find Calliope burning with fever, too ill to join their investigation of the old church where Garm had reportedly been spotted. Leaving their companion to rest aboard the ship, they made their way through the town toward Bone Arch, encountering only a halfling woman struggling with her misbehaving child along the road. After a fifteen-minute walk beyond the city's edge, they crested a hill and gazed down upon their destination - an ancient church surrounded by a vast, neglected graveyard.

The sight below was both haunting and intriguing. The old church sat one hundred feet down the hillside, its weathered stones telling tales of countless years. Around it sprawled a cemetery filled with tombstones, mausoleums, and burial plots that stretched toward distant marshlands. Most unsettling were the five skeletons wandering aimlessly near a crumbling mausoleum, their bone-white forms adorned with remnants of armor that clinked softly in the wind. These undead appeared to be naturally risen rather than magically animated, a common problem in old burial grounds.

Shadow decided to investigate the mausoleum stealthily, creeping closer to observe the wandering skeletons. Her approach went unnoticed until she ventured within striking distance, when one of the armored skeletons suddenly lashed out with bony claws, raking across her flesh. Combat erupted as the party engaged the five undead guardians, each skeleton falling with a distinctive blue spark of static electricity as their animating force dissipated. The battle was swift but decisive, with Shadow's arrows, Sas's bludgeoning strikes, and coordinated attacks from the others reducing the skeletons to scattered bones.

With the immediate threat eliminated, the party entered the mausoleum belonging to House Telara. Inside, they discovered an angel statue overlooking burial plaques bearing the names Elara and Gareth, along with inscriptions in an unknown language that Shadow carefully preserved with a charcoal rubbing. Their investigation revealed broken crypt stones and a love letter from someone named Alistair to Amelia, speaking of unexpressed romantic feelings. Despite thorough searching, they found no secret passages or mechanisms within the ancient tomb.

Shadow then employed magical detection spells to survey the broader area. Her enchanted ring revealed a complex tapestry of supernatural energies throughout the graveyard - faint traces of both good and evil magic intermingled from decades of burials, consecrations, and occasional desecrations. The church itself radiated stronger positive energy, marking it as truly sacred ground. Among the tombstones, they discovered a Ring of Animal Influence on the grave of an elf named Elrohir, though their attempt to use it for communication with Artie failed when they learned owlbears were classified as monstrosities rather than animals.

The party approached the church itself, a simple non-denominational structure with rows of stone pews and a lectern at the front. Barlo noticed a small piece of wood fall when they opened the door - likely a primitive alarm system. Inside the spartan interior, they discovered that the lectern concealed a hidden mechanism. After Barlo confirmed it was free of traps, they activated the device, causing the lectern to slide aside and reveal a ladder descending into darkness below.

Leaving Artie to stand guard at the church entrance, the party secured a rope and descended into the hidden passage. The tunnel was carved from black stone markedly different from the white stone of the church above, with a red stone pathway running down its center. Recent footprints in the dust indicated others had passed this way recently. Shadow cast a concealment spell to mask their approach as they followed the sloping passage toward distant voices echoing from ahead.

The tunnel opened into a large underground chamber filled with ancient sarcophagi and stone pillars. What they witnessed there stopped them cold - Garm stood in the center of the room alongside two chrome-colored mirror duplicates of himself, conducting some kind of trade with five black-robed cultists. A body in white robes lay nearby as the cultist leader handed Garm a metallic casing, speaking of a relic they had guarded for a long time. The party realized they were witnessing the exchange of what appeared to be Vecna's hand case.

Shadow acted swiftly, casting a spell that filled the chamber floor with magical brambles and thorns to trap their enemies. The cultist leader shouted for attack as his followers began moving through the painful spikes, their scimitars glowing with red energy as they enhanced their weapons. Garm demonstrated remarkable agility, leaping clear of the magical trap with supernatural grace while his chrome duplicates moved with similar fluid precision.

The battle that followed was fierce and chaotic. Shadow's arrows found their marks while Bastion manifested spectral dragon wings for protection and unleashed devastating magical strikes. The cultists proved formidable opponents, their enhanced weapons dealing both physical and psychic damage, with one managing to stun Barlo temporarily with a particularly vicious strike. Sas transformed into a massive hyena, her new form pushing enemies aside as she retained her druidic spore abilities even in animal shape.

As the combat intensified, Bastion's steel wind strike spell carved through multiple cultists with lethal precision, while Shadow's fireball from her magical necklace engulfed the chamber in flames. The cultists' blood hunter techniques allowed them to enhance their weapons, but they could not withstand the party's coordinated assault. Barlo's rage-fueled claw attacks proved devastating, his critical strikes enhanced by his supernatural fury as he demanded answers from Garm about his betrayal.

The tide turned decisively in the party's favor as cultist after cultist fell to their combined might. Shadow's precise archery incapacitated the cultist leader with arrows to both knees, while the others were either killed or knocked unconscious. Faced with overwhelming odds and the destruction of his allies, Garm finally called for a halt to the fighting, disengaging from combat and raising his weapon in a defensive but non-threatening posture.

With most of the cultists defeated and Garm surrounded, the party forced a tense standoff. Garm claimed he had obtained what he needed from the exchange - the mysterious relic now in his possession. The party positioned themselves to prevent his escape while demanding explanations for his actions and the nature of his dealings with the cultists. The session ended with both sides wary but willing to negotiate, the underground chamber littered with the aftermath of their violent confrontation as questions about Garm's true motives and the significance of the traded artifacts hung heavy in the air.

Scenes

Journey to the Church

The party travels from their ship to an old church outside the city, leaving behind the sick Calliope.

Discovering the Graveyard

The party observes an old church with a large graveyard containing tombstones, mausoleums, and wandering skeletons.

Skeleton Combat at the Mausoleum

The party engages in combat with five skeletons near a decrepit mausoleum in the graveyard.

Exploring the Mausoleum

After defeating the skeletons, the party enters the mausoleum to investigate.

Magical Detection at the Graveyard

Shadow uses magical detection spells to scan the church and graveyard for supernatural presences.

Entering the Church

The party investigates the old church building and discovers a hidden entrance.

Descending into the Church's Hidden Passage

The party discovers a hidden passage beneath the church lectern and descends into a tunnel system carved from black stone.

The Underground Trade

The party discovers Garm conducting a trade with cultists in an underground chamber beneath the church.

Combat in the Underground Chamber

A fierce battle erupts between the party and Garm's group of cultists and chrome duplicates.

Escalating Combat

The battle intensifies as both sides take heavy damage and use powerful abilities.

Combat Resolution and Negotiation

The party continues their battle against cultists and Garm, eventually forcing a standoff where Garm agrees to negotiate.

Memorable Moments

Shadow is suddenly ambushed by an armored skeleton while stealthily investigating the mausoleum

The party's first encounter with the naturally risen undead in the ancient graveyard

The party discovers a hidden passage beneath the church lectern

Following a primitive alarm system to uncover a secret tunnel carved from black stone

The party catches Garm trading with black-robed cultists for Vecna's hand case

Discovering the true purpose of Garm's presence in the underground chamber

Shadow incapacitates the cultist leader with precise arrows to both knees

Turning the tide of the fierce battle in the underground chamber

NPCs

Calliope

A party member who falls ill with a high fever and must stay behind on the ship. Her condition prevents her from joining the party's investigation of the church.

Halfling Woman

A nondescript halfling woman encountered on the road with her misbehaving child. She was trying to manage her crying child during the brief encounter.

Wandering Skeletons

Five undead skeletons wandering around the mausoleum, some wearing remnants of armor including ring mail, chain mail, and leather. They appeared to be naturally risen undead rather than magically animated by a necromancer. When destroyed, they emitted blue static electricity as their animating force dissipated.

Garm

The main antagonist who has obtained some kind of artifact through a trade with cultists. He appears with two chrome/metallic mirror duplicates of himself and demonstrates high combat abilities, able to dodge magical attacks with monk-like movements. He initially fought the party but eventually agreed to negotiate when cornered, claiming he got what he needed from the exchange.

Cultist Leader, Simon

A black-robed figure with a gravelly voice who leads the cultist group. He possesses a metal hand casing (relic) that he trades to Garm. Commands the other cultists and initiates combat by yelling 'attack!' when the party is discovered. Eventually shot in both knees by Shadow and incapacitated for questioning.

Black-Robed Cultists

A group of cultists in black robes who demonstrate blood hunter-like abilities, enhancing their scimitars with red glowing energy. They work with the cultist leader in the trade with Garm and engage the party in combat. Most are defeated during the battle.

Chrome Mirror Duplicates

Two silvery, chrome-like beings that appear to be mirror duplicates of Garm, similar to ones the party encountered in the Feywild. They accompany Garm and seem to follow his lead in combat, demonstrating similar abilities and defensive movements.

Locations

The Ship

The party's vessel where they spent the night during a rain shower. Calliope remains here due to illness with a high fever.

Bone Arch

A location near the city that the party travels toward on their way to the church.

Old Church Graveyard

A large, poorly maintained cemetery surrounding an ancient church. Contains numerous tombstones, mausoleums, and wandering undead. Located 100 feet below a hill, with marshland visible in the distance. The area is permeated with mixed magical energies from years of burials and various consecration/desecration rituals.

Telara Family Mausoleum

An old stone mausoleum belonging to House Telara, containing an angel statue and wall crypts. Features inscriptions in multiple languages including Common and an unknown script (possibly Halfling). Some crypt stones are broken, and the structure shows signs of age and decay. Contains the names Elara and Gareth on the main plaque.

Elrohir's Grave

The tombstone of an elf named Elrohir where a magical Ring of Animal Influence was discovered. The grave had a floating skull that appeared and was destroyed by Artie.

The Old Church

A simple, one-room non-denominational church building that serves as sacred ground. The interior is Spartan with rows of stone pews and a lectern containing a hidden mechanism that reveals a secret passage. Made of alabaster white and ivory-colored stone.

Church Hidden Passage

A narrow tunnel beneath the church lectern, carved from black stone with rusty metal ladder rungs. The passage is about five feet wide and six feet high, sloping downward with a red stone pathway running down the middle. Recent footprints indicate others have passed through recently.

Underground Chamber

A large underground chamber beneath the church containing multiple ornate sarcophagi and coffins. The chamber has stone pillars, runic markings on the ground, and appears to be an ancient burial site. The chamber is dimly lit with various glowing elements and serves as a meeting place for secret exchanges.

Items

Moon Sword

Barlo's magical sword that provides light in darkness and has special properties, though it has no effect during daylight hours. Used in combat against the skeletons and to illuminate the black stone tunnel.

Love Letter from Alistair

An aged and moldy piece of paper found in a broken crypt stone, containing a love letter from someone named Alistair to Amelia. The letter expresses unrequited love and mentions flickering candlelight, suggesting romantic feelings that were never fully expressed.

Charcoal Rubbing

A charcoal rubbing taken by Shadow of an inscription in an unknown language (possibly Halfling) found in the Telara mausoleum. Created using charcoal from a tinderbox to preserve the text for later translation.

Ring of Animal Influence

A simple wooden ring with carvings of various animal creatures around it. The ring has three charges that regain daily and can cast animal friendship (targeting only beasts with intelligence), fear (targeting beasts), or speak with animals. Found on Elrohir's tombstone and discovered to be ineffective on Artie since owlbears are monstrosities, not animals.

Rope

A rope tied by the party to secure their descent down the ladder into the hidden passage beneath the church, providing a safety line in case the ancient ladder fails.

Metal Hand Casing

A metallic encasing that was over a hand, described as a relic that the cultists have held onto for a long time. This item is traded from the cultist leader to Garm during their underground meeting. It appears to be Vecna's hand case and is significant to both parties' plans.

Enhanced Scimitars

Weapons used by the cultists that can be enhanced with red glowing energy. The cultists slide their offhand up the blade, causing it to glow with red light like heat before the glow fades. These appear to be blood hunter-style weapon enhancements.

Necklace of Fireballs

Shadow's magical necklace containing beads that can be thrown to cast fireball spells. She used one bead to cast an 8d6 fireball with DC 15 save during the underground combat.

Metallic Dragon Wings

Spectral wings manifested by Bastion from his draconic heritage that grant AC bonuses and can be used as a reaction to protect against attacks. They appear to be from a silver dragon and provide protection equal to his proficiency bonus.

Spells

Detect Good and Evil

Cast by Shadow using her ring, this spell revealed faint traces of both good and evil energies mixed throughout the graveyard area. The spell lasted 10 minutes and showed the church had stronger good alignment, while detecting various supernatural creature types and consecrated/desecrated areas within 30 feet.

Detect Magic

Used by Shadow to scan for magical auras in the graveyard. The spell detected abjuration magic on many tombstones and faint necromantic energies throughout the area, but revealed no strong magical items or active spells - only residual magical traces from past rituals and spells.

Speak with Animals

Attempted by Bastion using the Ring of Animal Influence to communicate with Artie, but failed because owlbears are classified as monstrosities rather than animals in the magical taxonomy.

Find Traps

Cast by Barlo on the church lectern mechanism to ensure it was safe to activate. The spell confirmed there were no traps present on the hidden mechanism.

Pass Without Trace

Cast by Shadow to help the entire party move stealthily through the underground tunnel system. The spell adds +10 to everyone's stealth checks, allowing them to approach the chamber undetected while investigating the meeting between Garm and the cultists.

Spike Growth

Cast by Shadow to create a 20-foot radius area of brambles and spikes on the ground. Enemies moving through the area take 2d4 piercing damage for every 5 feet of movement. Used strategically to trap Garm and the cultists during the trade meeting.

Hunter's Mark

Cast by Shadow on Garm at 3rd level to track his location and gain advantage on perception/survival checks to find him. Cast at higher level to maintain concentration for up to 8 hours, ensuring the party can track Garm if he escapes.

Chill Touch

A necromancy cantrip cast by Sas that deals necrotic damage and prevents the target from healing until the start of the caster's next turn. Manifests as a skeletal hand that attacks the target.

Scorching Ray

Bastion cast this spell at 6th level, creating six rays of fire. Three targeted cultists and three targeted Garm, though Garm's group used defensive movements to avoid most damage.

Fireball

Shadow cast this spell using a bead from her necklace, creating a 20-foot radius explosion that dealt 26 fire damage to cultists who failed their saves, while Garm's group took half damage.

Steel Wind Strike

A powerful spell cast by Bastion that allows multiple melee spell attacks against different targets, killing multiple cultists with devastating strikes and allowing teleportation between targets.

Healing Spirit

A healing spell cast by Shadow at 3rd level that creates a transparent owl bear spirit that heals creatures when they move into its space or start their turn there. Provides 2d6 healing and can be moved as a bonus action.

Wild Shape

Used by Sas to transform into a giant hyena, gaining 44 hit points and becoming a large beast. Retains druid abilities including spore-based attacks while in animal form. The transformation pushes nearby enemies out of her space due to her increased size.

Misty Step

A teleportation spell cast by Bastion to quickly reposition himself during combat, allowing him to teleport and then close the gap to attack enemies.

Classic

Last we left off, our intrepid party found themselves facing a troubling situation as Calliope fell gravely ill with fever, forcing them to leave their companion behind aboard their ship. Undeterred by this setback, they pressed forward with their investigation of the old church at Bone Arch, where rumors placed their quarry, Garm. The journey led them through quiet streets and beyond the city's edge, until they crested a hill and gazed down upon an ancient, weathered church surrounded by a vast graveyard that stretched toward distant marshlands.

What they discovered below was both haunting and dangerous. Five skeletal guardians, remnants of armor still clinging to their bones, wandered aimlessly near a crumbling mausoleum belonging to House Tolera. After Shadow's stealthy reconnaissance turned into sudden combat, the party swiftly dispatched these naturally-risen undead, each falling with distinctive blue sparks as their animating force dissipated. Their investigation of the mausoleum revealed mysterious inscriptions, a touching love letter, and magical energies that painted a complex picture of the graveyard's supernatural history.

The church itself held the key to their true destination. Behind its simple, non-denominational facade, they discovered a hidden mechanism within the lectern that revealed a ladder descending into darkness. Following a tunnel of black stone marked with recent footprints, they emerged into an underground chamber where they witnessed a shocking scene: Garm, accompanied by two chrome mirror duplicates of himself, conducting a trade with five black-robed cultists. The exchange involved what appeared to be Vecna's hand case, and when Shadow's magical brambles trapped their enemies, a fierce battle erupted that would determine the fate of this mysterious relic and force a confrontation with their former ally's true motives.

Snarky

When last we left our intrepid adventurers, they had stumbled upon what can only be described as the world's most awkward underground business transaction. After leaving poor Calliope burning with fever back on the ship (because nothing says "great timing" like getting sick right before the big showdown), our heroes decided to investigate some suspicious activity at an old church. What they found was Garm - yes, THAT Garm - casually trading what appeared to be Vecna's hand with a bunch of black-robed cultists like he was swapping baseball cards at recess.

But our party wasn't about to let this supernatural yard sale continue without crashing the party. Shadow kicked things off by turning the entire underground chamber into a magical thorn maze, because apparently she's been taking notes from every fantasy movie ever made. What followed was a chaotic battle royale featuring enhanced scimitars, spectral dragon wings, a druid who decided the best way to handle cultists was to turn into a giant hyena, and enough magical firepower to light up a small city. Barlo went full rage mode demanding answers, while Bastion carved through enemies with steel wind strikes that would make a blender jealous.

Now, with most of the cultists either unconscious or very permanently out of commission, our heroes find themselves in a tense standoff with Garm himself. The mysterious relic has changed hands, questions are piling up faster than bodies in the chamber, and everyone's wondering just what exactly Garm's been up to. With weapons drawn but a temporary ceasefire in effect, it looks like our adventurers are about to get some long-overdue answers - assuming, of course, that Garm doesn't have any more chrome duplicates hiding in his back pocket.

Middle English

Hearken well, ye noble folke,
To tales of daring deede,
Of heroes brave who ventured forth
When comrades were in neede!

Fair Calliope lay fevered sore,
Upon the shippe she stayed,
While forth her stalwart companions went
Where Garm's dark path was layed.

Through towne they walked with purpose true,
Past halfling mother's strife,
Beyond the walls to Bone Arch old,
Where death doth spring to life.

Upon a hill they stood and gazed
At church of ancient stone,
Where graveyard vast with tombstones spread
Made mortal hearts to moan.

Five skeletons in armor clad
Did wander 'mongst the graves,
Their bony forms with metal dressed
Like long-forgotten knaves.

Bold Shadow crept with stealth most fine
To spy upon the dead,
But skeletal claws did rake her flesh
And battle-cry was spread!

With arrows swift and bludgeon strong,
The party fought with might,
Each skeleton fell with sparks of blue
Till none remained to fight.

Within House Tolera's tomb they went,
Where angel statue stood,
O'er Alera and Gareth's rest
In stone and marble good.

A love letter from Alistair
To fair Amelia penned,
Spoke words of passion unexpressed
That death alone could end.

With magic ring did Shadow seek
What energies lay near,
Both good and evil intertwined
Made supernatural sphere.

The church itself with sacred power
Did shine with holy light,
While 'mongst the graves they found a ring
Upon an elf's last site.

Within the church so plain and bare,
A lectern held a secret way,
When moved aside, a ladder showed
To passages of clay.

Down tunnels carved of blackest stone
With red path running through,
They followed footprints in the dust
To chambers dark and true.

There Garm stood with mirror twins
Of chrome and silver bright,
While cultists robed in blackest cloth
Made bargains in the night.

A relic case of metal wrought
Changed hands 'tween foe and friend,
As Shadow cast her bramble spell
To bring their schemes to end!

The cultists drew their scimitars
That glowed with crimson fire,
While Garm leaped high above the thorns
With grace that did inspire.

Then battle fierce did rage below
In chambers old and deep,
With dragon wings and arrows true
And claws that made foes weep!

The hyena-Sas did charge and bite
While Bastion's steel winds flew,
And Shadow's fireball lit the dark
As cultist blood ran through.

When smoke did clear and battle end,
With enemies laid low,
Brave Garm called halt to fighting fierce
And stayed his deadly blow.

Now standoff tense in chamber deep
'Tween heroes and their foe,
What secrets does the relic hold?
What truths shall they now know?

Limerick

Poor Calliope burned with a fever so bright,
The party left her to rest for the night.
To Bone Arch they'd roam,
Past church and old home,
Where skeletons wandered in broad daylight.

Five undead in armor clinked bones as they walked,
Near mausoleums where death spirits stalked.
Shadow crept near,
But claws brought her fear,
As battle erupted where no one had talked.

With arrows and bludgeons they fought the bone crew,
Each skeleton fell with a spark of bright blue.
House Tolera's tomb,
Held secrets in gloom,
And love letters old that nobody knew.

A ring they discovered on Elrohir's grave,
For talking to beasts it was meant to save.
But owlbears, they learned,
Are monsters concerned,
Not animals tame or particularly brave.

The church held a lectern with secrets below,
A ladder descended where few dare to go.
Through tunnels of black,
They followed the track,
To chambers where cultists and Garm made their show.

With brambles and thorns Shadow trapped all the foes,
While Garm and his doubles struck elegant poses.
The cultists fought hard,
But fell in the yard,
As fireballs bloomed and steel wind strike rose.

When battle was done and the smoke cleared away,
Garm held up his hands in a gesture to stay.
The relic was his,
But what was amiss?
The truth of his motives would wait for the day.


Exported from GMAssistant on 2026-08-16