[6
Kuthona 4707 continued]
The Dark Lady of Wartle demands payment. |
In a small dingy tavern in the riverside hamlet of Wartle, three members
of the adventuring party that set out from Magnimar suddenly face a nightmare
come true. A spectral apparition in the
form of a solemn woman wearing a water-drenched gown appears, and holds out her
palm as if expecting payment. Goragar and
Kang realize that the “Dark Lady” is a bodiless incarnation of dark spiritual
energy known as a spectre, the remnant of a murdered or evil creature bound to
the material plane out of hatred of those that remain. Goragar enchants a coin
with magical light and drops it on the ground so that, even with the lanterns
snuffed, everyone can see the creature.
Kang puts a coin on the table and crouches down, but Artemis bolts out
of the tavern and starts applying a rare alchemical blanch to his arrows. The Dark Lady nods to everyone in the tavern
who has paid her obeisance by leaving a coin, and then glides after
Artemis. He fires a modified arrow that
tears away part of the Dark Lady’s spectral form, causing her to shriek in
anguish. Artemis runs to the far side of
the tavern, but the spectre follows by passing straight through walls! Her soul-draining touch ages the Magnimarian
years in mere instants.
Goragar
runs out after the two, draws his blade from an enchanted scabbard, and shouts
for Artemis to bring it back in his direction.
Kang begins preparing a blanch similar to Artemis’ for his crossbow
bolts and whispers to Goragar that perhaps they can talk to the Dark Lady and
discover a way to cure her state of spiritual limbo. “We’ll cure it by killing it!” growls the
half-orc, ready for battle. Meanwhile,
at the water’s edge aboard the Pinkeye’s
Comeuppance, Briza and Kozen hear the sounds of a disturbance coming from
the center of Wartle. They advance
cautiously and see Artemis menaced by the ghostlike figure of the Dark Lady. Briza runs to stand next to Goragar as
Artemis leads it back in their direction.
The Dark Lady stops before Briza, holds out her hand, and moans the
words “all must pay.” Briza nervously
takes out a coin and drops it through the spectre’s intangible hand, and it
nods at her. But Goragar has determined
that the Dark Lady must be destroyed and he launches an attack on the creature,
trusting that his greatsword can vanquish her.
Although he too is aged some years by the spectre’s touch, his
magic-infused blade tears through the Dark Lady again and again until, with the
coming of a strong wind, she vanishes with a long, low moan of agony.
Artemis
has picked up enough knowledge of spell lore during his time on the streets of
Magnimar to know that a powerful spell of restoration
will be needed to heal him and Goragar of the effects of the spectre’s
touch if the premature aging doesn’t wear off by itself. He tells the others that the town of Ilsurian,
further downriver, contains a priestess of Erastil who may be able to
help. The residents of Wartle slowly
emerge from hiding and return to their previous activities, mostly pretending
that nothing has happened. When
questioned, the bartender of the Lean-To grudgingly reveals that the Dark Lady
was a beggar whom tavern patrons mocked with hurled copper coins. Kang suspects there’s more to the story, but
decides not to press the matter since the Dark Lady has been destroyed forever. Later that night, back at the ship, Tillia is
aghast at word of the spectre’s attack.
Captain Othlo passes word to Kang that his would-be assassin Skivolo has been told to leave
his crew and never return.
Giant black widow spiders can deliver a powerful toxin through their fangs. |
[7
Kuthona 4707]
Dawn arrives and preparations are made for departure. Briza has excellent luck fishing, Goragar is
the victim of a veritable snipe hunt when he asks a local if a magical scroll
of restoration is available, and
Kozen uses a handy transmutation spell to clean the rust off a back-up sword
purchased by his friend Briza. The
sudden appearance of a black widow spider the size of a horse skittering out of
the swamp startles the crew and passengers of the vessel, but Artemis sinks an
arrow into it, Kozen magically manipulates the spider’s own shadow to fix it in place,
and Kang’s hurled bomb reduces it to a smoking husk. The ship soon leaves Wartle behind and the
day’s journey upriver is unremarkable.
[8
Kuthona 4707]
The
first day of Winter Week, a time for feasting and exchanging gifts with friends
and families, is punctuated by the appearance of nearly a dozen stirges
dive-bombing the boat. One of the oxen,
Tillia, Kozen, and her dog Taz are victims of the mosquito-like creatures’
blood-draining bites before the attackers are dispatched. Fortunately, no one is seriously hurt.
[9
Kuthona 4707]
Another
clear, cold morning greets the adventurers.
--------------------------------------------------------------
Director's Commentary
This will be a terrible Director's Commentary because I can't remember where the inspiration for the Dark Lady came from--I don't know if I adopted it from a Pathfinder product or just made it up. I think the motivation behind it was to add a little something of substance to the night's stay in Wartle and something more deadly than the random encounters that the PCs had been tromping over. Anyway, it was interesting to see their varied reactions to it and I thought the encounter was successfully creepy.
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