In-game year: 482

Player synopsis

Summary

Continuing their exploration of the hidden passage complex near Glastonbury, the knights push deeper beneath the hills.

Millicent returns with omens

Millicent rejoins the company with troubling news: Prince Sir Madoc has been gravely injured by a manticore. During her journey, she also encounters a mysterious woman in white riding a white stag with glowing antlers.

Millicent is accompanied by Brother Maynard, a priest who aids her in bringing the wounded prince back to safety.

The hag’s chamber

Sir Kenian leads into ancient rooms where loud snoring comes from one chamber. Inside, an apparently sleeping old woman does not respond even when Liam presses a dagger to her throat—until Millicent shouts a warning and the hag opens one eye. Liam freezes in terror: goat eyes.

The hag lashes out with unnatural strength; Kenian’s blade rings against her as if striking wood. In the cramped melee, Lycus drives a spear through the hag’s heart. A grotesque snake-like tongue spills from her mouth as she dies, and Liam severs the head to be sure.

The druid’s last stand

A druid appears in the corridor and attempts a glamour to hinder Millicent, but she resists. Lycus knocks the druid down with a flaming staff; Aspara strikes from behind; Kenian and Millicent finish him.

Liam claims the hag’s locked chest for himself.

The hidden war room

Further chambers reveal sleeping mats, a working kitchen, and a table holding a map of Uther’s troop positions—disturbingly accurate, implying active spying. The party takes the map.

Ambush and Merlin’s warning

Opening double doors, the knights enter an ambush: kerns, Cambrian warriors, and bandits behind barricades. Kenian and Liam lead the push; Millicent’s spear thrust past Kenian’s shoulder mortally wounds the last defender in the corridor. The room is cleared, including remaining bowmen.

In a nearby chamber, the knights discover Merlin caged. He warns them that “red sorceresses” operate within the complex and urges them to leave. They press on.

Red cultists, undead knights, and the sorceress

Red-robed cultists are engaged and swiftly defeated with flanking by Lycus and Aspara. Then undead knights appear, still wearing tabards of former orders—followed by a woman of extraordinary beauty whose gaze seems divine. Liam is briefly entranced, thinking her an angel, until an undead bite snaps him back.

Spears pass too easily through the undead; Liam’s sword proves more effective. Kenian falls under the sorceress’s enchantment, but Aspara strikes her from behind and knocks her unconscious. The knights capture her and carry her back to Merlin.

Merlin confirms the cult captured him to interfere with the King’s plans for Britain.

The shrine of the well: bargain for fame

Deep in the complex the knights find a flooded ancient shrine with a central well and a pile of treasure. Nearby, an old smithy bears strange four-toed tracks—possibly Dverga.

At the well, Kenian sees a beautiful woman calling herself the Lady of the Shrine. He asks for his horse; she says she does not possess it. When Liam asks for fame and success, the Lady agrees—but demands a price: one day before his death, Liam must return and give back whatever was granted. Despite warnings, Liam accepts and takes a chest of rubies.

Timeline entries to add


Next: Session 012 - The Burning of Dunkerton and the Peace of Summerland