Session 69 – Chapter One

13th of Eleasis of the year 1492

Preparations and Planning: A Masterclass in Overthinking

The party found themselves once again embroiled in the most dangerous and time-consuming part of adventuring: decision-making. With the Sacred Stone Monastery looming ahead, the group turned their attention to the meticulous and often tedious task of preparing for the journey. Loot had to be sorted, magical items identified, and crucial resources distributed. This was no small undertaking, as the party had accumulated a sizable hoard of weapons, armor, potions, and scrolls, many of which still needed to be properly examined. Each member took stock of their needs, ensuring that they were as well-equipped as possible before embarking on yet another dangerous mission. The discussions quickly evolved into an elaborate balancing act of strategy and necessity, with every spell slot, healing potion, and magic item weighed against the potential threats ahead.

As always, the group’s preparation was not without its moments of comedic absurdity. When discussing the possible applications of certain spells, Ace quipped, “Would Gust of Wind be useful for birthday parties?” proving that no magical ability was beyond scrutiny for alternative applications. Practical concerns arose, such as “Do we need to swap weapons and armor?”, but these were often derailed by increasingly imaginative hypotheticals. Despite the occasional distraction, the group methodically divided up spell scrolls, potions, and enchanted trinkets, ensuring that each party member carried items that would—at least in theory—prove useful in battle. However, the likelihood of actually remembering to use them in the heat of combat was another matter entirely. Ace, ever the pragmatist when it came to combat efficiency, summarized his own philosophy succinctly: “My cantrip is arrow.”

Among the many acquisitions, Ace claimed the Zephyr Scimitar, a finely crafted weapon that granted him increased speed and the ability to send enemies reeling with bursts of wind upon landing a critical strike. Meanwhile, Rayek and Angelica each received an Elixir of Vital Renewal, a rare and potent healing potion capable of instantly restoring 20 hit points upon contact. These were not the only strategic upgrades—the group also took special note of paralytic poisons, which could be applied to weapons for added lethality. The discussion of poison use led to a rather technical debate on terminology, with Kliedd raising a key distinction: “Wouldn’t that make them a venom rather than a poison?” As always, Kliedd’s precise attention to detail, even in matters of linguistics, ensured that no terminology went unexamined.

With their equipment sorted and strategy somewhat settled, the group made a final decision about their route. The Sacred Stone Monastery lay ahead, but their path would first take them near Feathergale Spire, a location they had tangled with before. Rather than avoiding it, they saw this as an opportunity to touch base with the dwarves who had taken up residence there, ensuring they had an established fallback point should things go awry. With their supplies checked, spells prepared, and a long-winded debate thoroughly exhausted, the party braced themselves for the journey ahead. If only they had known that all their meticulous planning would soon be put to the test.

Strategizing the Approach: Democracy in Action (and Agony)

Upon reaching Feathergale Spire, the party found themselves not only resting but also engaging in an extensive discussion with their dwarven allies about the valley’s history. What began as a general inquiry quickly turned into a troubling revelation—the monastery they were heading toward had been marked on ancient dwarven maps as “Morndak Hrondur.” (Morndak: “Mountain sanctum.” Hrondur: “Hall of wisdom” or “eternal watch.”) The name itself carried weight, suggesting that the site was more than just a repurposed monastery—it had a deeper, possibly forgotten history. The dwarves explained that the valley had long been home to various underground settlements, but this particular location was likely one of four fortifications-built centuries ago by a coalition of dwarves and adventurers. If this were true, then the Earth Cultists were not merely squatters—they had likely uncovered or reoccupied something old, something dwarven, and something potentially very dangerous.

What alarmed the party even more was the connection to the Duergar, the dark kin of the dwarves who rarely ventured to the surface. According to their dwarven contacts, the Duergar were not supposed to be here at all, and their presence at both the monastery and the Vale of Dancing Waters suggested a disturbing shift in their activities. The dwarves made it clear that Duergar were not just mercenaries—they were master tacticians, ambush experts, and utterly ruthless. More terrifying than their skill in battle was their paranoia; they distrusted even their own kind so deeply that it was standard practice for them to expect theft and betrayal from within their own ranks. If they were working alongside the Earth Cultists, it was unclear who was using who, or whether there was an even greater force pulling the strings. What was certain, however, was that these enemies would be highly disciplined, strategically defensive, and deeply embedded in whatever stronghold the party was about to walk into.

Faced with this reality, the party descended into debate. Seraphina, Yllanys, and Ace took the lead, arguing over whether a frontal assault, subterfuge, or stealth would be the best method of approach. The idea of using disguises came up, given that they still had the robes and equipment from some of the fallen Earth Cultists they had encountered earlier. However, Ace—never one to take things entirely seriously—insisted that “walking up to the monastery naked” might be the best plan, much to the exasperation of the rest of the group. Kliedd, ever the meticulous one, questioned how effective disguises would be in the first place, pointing out that “Wouldn’t they just expect an ambush at this point?” after the group had already dismantled so many cult strongholds. The discussion dragged on as each possibility was dissected, weighed, and eventually discarded.

Realizing that none of them trusted a traditional infiltration strategy, the conversation shifted toward a more magical approach. If they couldn’t sneak in on foot, perhaps an aerial reconnaissance mission could give them the intelligence they needed to make an informed decision. Seraphina volunteered to take on the role of scout, proposing that she could use Fly and Invisibility to sneak above the monastery, observe its layout, and determine the enemy positions before the rest of the group committed to an attack. The idea was solid—the monastery was an enclosed space, and its natural box canyon shape could work against the cultists if the party planned their movements properly. With the plan set, the group finally broke their deadlock and prepared for what would hopefully be a quick and unnoticed flight into enemy territory.

14th of Eleasis of the year 1492

The Road to Ruin

The morning of the 14th of Eleasis saw the party begin their long trek on foot toward the Sacred Stone Monastery, the towering Sumber Hills stretching before them in an unforgiving landscape of craggy cliffs, deep ravines, and endless wind-swept rock. While they had made good time planning their approach, nothing could change the simple, unavoidable fact: this was going to be a very long, very exhausting walk.

The path was uneven and treacherous, forcing the group to navigate narrow trails and steep inclines. More than once, they had to clamber over boulders or take long detours around sheer drops where the ground had crumbled away over time. Travel was slow, and spirits were mixed. Ace, ever the performer, attempted to lighten the mood with song, though whether his audience appreciated it was debatable. Seraphina and Yllanys exchanged discussions on planar anomalies, much to the disinterest of Rayek, who was more concerned with spotting anything that might be planning to eat them. ISAC, ever the pragmatist, kept track of supplies and calculated how long it would take to reach their destination—a task which Kliedd interrupted several times by pointing out, “Yeah, but that number doesn’t factor in giant birds, sudden rockslides, or unexpected death traps.”

By midday, the heat of the sun beat down mercilessly, and water became a primary concern. The group stopped at a small, slow-moving stream to refill their waterskins, taking a brief break in the shade of an overhanging rock formation. The only sounds were the whisper of the wind through the hills and the occasional distant cry of some unseen creature. No one mentioned the humungous bird Kliedd had spotted the night before—a shadow that had passed overhead, its wingspan large enough to blot out the stars. Whether it was a trick of the moonlight or something worse, the rogue had opted not to dwell on it.

As they pressed on, signs of cultist activity became more apparent. Faint trails discarded scraps of cloth, and symbols carved into stones hinted that they were heading in the right direction. The closer they got, the more unnatural the terrain felt as though the land itself had been disturbed by something ancient, something patient. That night, when they made camp, the usual sounds of nocturnal creatures were oddly absent.

15th of Eleasis of the year 1492

By the morning of the 15th, the party found themselves on the final stretch of their journey. The landscape had grown increasingly harsh and unwelcoming, the terrain shifting into jagged outcroppings of dark stone and loose gravel that crunched underfoot, every sound amplified in the unnatural silence. Their path led them into a narrow gully, its walls pressing inward like the throat of some great beast, swallowing them into the shadows. No birds chirped. No wind stirred the dust. The air hung thick with a stillness that set every nerve on edge, as if the very land was watching, waiting.

The gully’s stone path stretched ahead for another mile, disappearing into the deep shadows of the towering cliffs. The walls around them rose over 200 feet high in most places, sheer rock formations that made climbing out an impossibility. Beyond the gully, the land turned to jagged mountain terrain, impassable on foot and treacherous even for flight. The further they walked, the more oppressive the silence became. Though they had seen signs of cultist activity in days past, here, there was nothing—no banners, no watchtowers, no signs of life. It felt unnervingly empty.

The party halted at the entrance of the gully, deciding that pressing forward blindly could be a fatal mistake. The monastery lay ahead, but with no vantage point from the ground, they needed a better view. Seraphina, volunteering for the task, readied herself. With the Fly spell cast upon her and Invisibility cloaking her form, she silently lifted off the ground, rising above the gully’s edge. The rest of the party remained hidden below, waiting in tense anticipation as their wizard soared ahead into the unknown.

Seraphina’s Reconnaissance: High-Risk Aerial Surveying

With Fly cast upon her and the invisibility spell masking her movements, Seraphina soared silently into the air, cutting a path through the fading daylight as she approached the Sacred Stone Monastery. The enclosed box canyon that housed the monastery made for a natural fortress, and Seraphina was determined to gather as much intelligence as possible before her spell duration expired. From her aerial vantage point, she first took note of the patrols moving around the perimeter. These patrols consisted of two distinct groups, clearly divided by their roles within the cult. The first group was composed of unarmored cultists wearing eerie gold masks, their movements slow and deliberate, as if they were engaged in some silent ritual or prayer while marching. The second group, in stark contrast, was composed of disciplined, armored guards clad in heavy stone plate mail, their patrol routes more methodical and purposeful. Unlike the masked worshipers, these guards were on alert, scanning the surroundings with precision—a detail that made Seraphina uneasy.

Shifting her focus to the monastery itself, she quickly realized that entry would not be as simple as slipping through an open window. The tower windows, which might have served as an easy access point, were completely boarded up, as though the cult had taken deliberate measures to seal off aerial approaches. This only raised more questions—were they trying to keep something out, or perhaps keep something in? Circling around the back of the monastery, Seraphina spotted two large entrances carved directly into the canyon wall, separate from the monastery itself. Unlike the structured design of the monastery, these openings appeared rugged but deliberately made, their positioning suggesting they might lead to underground tunnels or an entirely different section of the stronghold. Whatever lay within, it was clear the monastery was only part of the cult’s operations.

As she prepared to return, Seraphina’s reconnaissance took a disturbing turn. The front door of the monastery swung open, and a massive, humanoid figure stepped out. It stood ten feet tall, its muscular frame covered in crude armor, but it was its head that sent a shiver through her invisible form—a bull’s head, complete with large, curved horns. The creature surveyed the canyon, its deep snorts audible even from her height. It remained there for several moments, standing motionless, as though it had sensed something unusual. Then, with a slow but deliberate turn, the beast retreated back inside and slammed the door shut. Her mind raced—had it detected her through some supernatural means? Or had it simply sensed a disturbance in the air? Either way, it was a chilling sign that something—or someone—was expecting company.

As Seraphina turned back toward her allies, she spotted one final, unsettling detail—movement beneath the rocky terrain of the gully leading into the monastery. Something was swimming through the stone itself, its form obscured but unmistakably present. Whether it was an elemental, a burrowing creature, or some twisted creation of the cult, she couldn’t be sure, but it meant any ground approach would not be safe. When she finally landed, Seraphina relayed everything to the group. The patrol formations, the sealed windows, the canyon-wall entrances, the bull-headed figure, and the unseen burrowing presence—all of it painted a grim picture of what lay ahead. The group absorbed the information carefully, turning over possibilities. Had the bull-headed creature truly sensed her? Were the burrowing entities natural, or an extension of the Earth Cult’s power? With more questions than answers, the party prepared for what was sure to be their most challenging infiltration yet.

The Final Plan: The Most Inefficient, Yet Ingenious, Stealth Insertion

With Seraphina’s intelligence in hand and the monastery’s dangers laid bare, the group finalized their approach with a mix of desperation, strategy, and personal stubbornness. The monastery was well-guarded, the front doors sealed tight, and the burrowing creatures lurking in the gully made a standard approach a death sentence. The party faced three options: Fly directly into the monastery, use Dimension Door to teleport inside, or brute-force their way through the canyon. Each had its risks, and none seemed particularly appealing.

Kliedd, who harbored an overwhelming fear of open spaces, flatly refused to fly, instead opting to run the gauntlet alone. His plan was, in theory, brilliant—he would use Longstrider to boost his movement speed, drink a Potion of Weightless Steps to prevent tremorsense detection, and cast Invisibility to remain unseen. With these advantages stacked in his favor, he would sprint through the canyon at unnatural speed, outpacing any threats and attempting to infiltrate the monastery’s back entrance before anyone noticed. The rest of the party, unwilling to brave whatever horrors slithered beneath the canyon floor, chose instead to Fly straight into the garden behind the monastery, aiming to land unseen and immediately take cover. Kliedd would meet them there, assuming all went according to plan.

Kliedd’s Infiltration: A Rogue’s Struggle Against Locks and Something Worse

Kliedd’s infiltration was flawless—at first. The Potion of Weightless Steps rendered his movement completely silent, allowing him to glide across the ground like a shadow. His Longstrider-enhanced speed turned him into a streak of invisible motion, darting past treacherous ground and avoiding the tremorsense detection of the unseen creatures lurking beneath. He felt their presence, subtle vibrations in the earth, but they did not react to him. The plan was working. The rogue slipped through the gully undetected, reaching the monastery’s rear entrance in record time. But just as he reached for his thieves’ tools, his confidence began to unravel.

The lock was duergar-made, newly reinforced, and utterly unyielding. His first attempt yielded nothing. He tried again—still nothing. Frustration crept in as he adjusted his tools, carefully working the tumblers. Click. Twist. Silence. He muttered under his breath, “Oh gods… the lock is the newest part of the door.” With every passing second, the chance of being discovered grew, and Kliedd knew he was losing time. He had two choices: continue struggling with the lock and risk being spotted, or find another way in.

A Chilling Discovery in the Garden of Stone

Choosing the latter, Kliedd climbed the garden wall with practiced ease, vaulting over and landing silently among the overgrown garden. He took in his surroundings quickly—at first glance, it appeared to be an old, neglected garden, filled with ancient, crumbling statues. The figures stood in eerie silence, their moss-covered forms twisted and worn by time. Some leaned at unnatural angles, their faces blurred, their limbs stiff and frozen in place. But something felt wrong.

A creeping unease settled in Kliedd’s chest, a feeling he couldn’t explain but couldn’t shake. He stepped closer to the statues, eyes narrowing as he examined one more carefully. It was a man with his arms raised, fingers spread as if shielding himself from something unseen. His posture wasn’t grand or heroic—it was defensive, desperate. Another statue, a dwarf, stood frozen mid-turn, his mouth twisted open in a silent scream, as though he had tried to flee before he was stopped. A third figure, a woman in tattered robes, knelt with her arms curled around herself, her face locked in a final, desperate plea.

A cold weight settled in his stomach. These weren’t statues. They were people.

His breath hitched as he leaned in, noticing the terrifyingly precise details—the fingernails, the creases in their skin, the strands of hair frozen mid-motion. This was no sculptor’s work. These were real. They had died like this. Their fear, their last moments, had been sealed into stone. Every posture, every expression, every twist of their bodies spoke of agony and terror, their final cries forever silenced, their flesh turned to unyielding rock. A deep, icy horror flooded Kliedd’s chest as he took a slow, measured step back.

His heart pounded violently against his ribs.

The Smoke Grenade, The Party’s Arrival, and the Unseen Threat

Instinct took over—Kliedd reached into his pack and pulled a smoke grenade. His mind raced. If something had done this, it could still be here. Watching. Waiting. He couldn’t let it see him first. With a sharp pull, he dropped the grenade to the ground—a hasty, immediate cover. It wouldn’t hide him forever, but if something in this cursed garden turned its gaze on him, he wasn’t going to stand there and let it. He took another step back, eyes darting between the statues, expecting movement at any moment.

Then, the rest of the party arrived.

From above, they dropped into the garden, landing precisely where they had planned. Seraphina, Angelica, Ace, ISAC, Rayek, and Yllanys touched down just as the grenade activated. A thick cloud of opaque smoke exploded outward, billowing through the garden, swallowing everything in heavy, blinding mist.

No one could see anything.

The party stood in confusion, feet planted on the stonework of the cursed garden, unable to make out what lay beyond the swirling cloud. They had made it. They had avoided the cult’s watchful eyes.

But they had no idea what else was already here, waiting for them in the dark.

“This is Fine.” – A Tactical Disaster in the Garden of Stone

The moment the party landed in what should have been a simple, quiet monastery courtyard, everything went spectacularly wrong. Kliedd’s ill-timed smoke grenade, meant to obscure potential threats, instead completely blinded the entire team at the exact moment they needed to see. No one could see their enemies. No one could see each other. And most importantly, no one could see the nightmare that had just awakened around them. Statues, which only moments before had seemed like ancient, crumbling relics, suddenly lurched to life, their jagged limbs unfolding like creatures shaking off centuries of slumber. Somewhere in the thick haze, Angelica had just enough visibility to confirm everyone’s worst fears—these weren’t just statues. These were monsters.

The first real clue came in the form of a vicious bite. A massive four-armed gargoyle, much larger and more imposing than the rest, lunged out of the fog, sinking jagged stone teeth into Angelica’s armor, claws raking across her scales. She let out a growl of pain and immediately returned the favor with her axe, hacking into the creature’s torso. But she had little time to react before more of them appeared, their heavy stone bodies silent yet swift, moving through the obscured battlefield with terrifying ease. Three additional two-armed gargoyles, though slightly smaller, moved in from the edges of the courtyard, picking off vulnerable targets caught in the smoke.

Four-Armed Gargoyle

For everyone else, things were somehow even worse. Seraphina, Yllanys, and Kliedd were stumbling through the blinding smoke, trying not to trip over garden debris while simultaneously dodging unseen attacks. They could hear claws scraping across stone, the unmistakable crunch of something heavy shifting through the courtyard, but the smoke made it impossible to react in time. Ace was midway through yanking ISAC out of the Bag of Holding, a process that was apparently as inconvenient as trying to pull a stubborn cat out of a laundry hamper. “Fucking Dirty Deity!” he muttered as ISAC, still halfway inside the bag, was left flailing helplessly in the chaos. Meanwhile, Yllanys had his own complications—Rayek was still stuffed inside his Bag of Holding. Realizing that keeping his party’s resident rage monster in extra-dimensional storage wasn’t helping, he frantically worked to shake him out, an experience only slightly less dignified than birth.

Kliedd, who had already been rattled by the realization that the statues were not statues at all, had no time to react before one of them struck him. He barely had time to register the cold stone claws slicing across his skin before his body stiffened—his limbs locking, his muscles hardening, his vision fading to gray. In the span of mere seconds, he was turning to stone. Rayek, newly freed from Yllanys’ bag, had barely gotten his bearings before being immediately attacked, the gargoyles’ claws raking across his exposed skin before he could even react. Disoriented and furious, Rayek did the only thing that made sense—start swinging.

With no visibility, no coordination, and one-party member halfway to becoming a garden ornament, things looked grim. That was until Yllanys decided he’d had enough of being a sitting duck. After dumping Rayek out of the bag, he took to the air, flying straight up to escape the reach of the gargoyles. It was the first clear look at their surroundings anyone had gotten since the fight began—and it came with a new problem. From his vantage point, Yllanys spotted movement beyond the garden walls. At least some of the cultist patrols were running toward the monastery courtyard, clearly alerted by the massive plume of smoke billowing from the garden. The party’s fight had been anything but subtle, and now it was about to get worse.

Gargoyle

The fight descended into a desperate struggle for survival. With half the party unable to see, two members still halfway out of bags of holding, and Kliedd completely petrified, it was clear they needed to change tactics. ISAC, now freed from the Bag of Holding, took quick action—channeling a powerful elemental blast to clear the smoke. With the haze rapidly dissipating, the battlefield was finally revealed—and it was a nightmare. The gargoyles had surrounded them, some in flight, some closing in on weakened targets, all relentless in their assault.

With the battlefield visible again, the tide turned. Rayek, enraged by the ambush, waded into battle with a reckless fury, his strikes sending cracks through the stone creatures. Angelica, bloodied but relentless, drove her axe into the massive four-armed gargoyle, shattering its body with a decisive blow. Ace and Yllanys coordinated an assault on another, landing precise strikes that broke apart its hardened exterior. Seraphina, realizing the dire nature of the fight, hurled a devastating Planar Shard into one of the remaining enemies, obliterating it in a burst of energy.

But the greatest threat was Kliedd’s condition. Though the immediate battle was ending, his petrified form stood motionless in the midst of the battlefield. If left unchecked, he would remain stone for over a day—if not longer. ISAC, thinking fast, summoned his knowledge of magic and cast Dispel Magic, unraveling the effect and restoring Kliedd to his normal self. The rogue gasped as his breath returned, his body loosening, his skin returning to flesh.

The party stood among the rubble, breathing heavily as the last pieces of shattered stone crumbled around them. The garden, now eerily silent, was once again just a graveyard of statues—some real, some remnants of their enemies. But the silence didn’t last long.

Somewhere beyond the walls, footsteps pounded against the ground, getting closer. The party listened in tense silence as the sound of boots approached the monastery entrance—the very door Kliedd had failed to unlock earlier. The cultists had arrived. And they weren’t alone.

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