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This was a fairly straight forward session:

Present:

Sage Renaldo Hashton Bryce
Scout Otho
Vault Guard Iatro Sirequake (NPC)
Former Legionnaire Titus
Cleric Patience (NPC)

Having rested overnight the three groups - adventurers, peasants and legionnaires - compare notes. The peasants live not too far away and would like to go home. The soldiers are from the same region the party is but they want to leave to make sure the peasants get home. The legionnaires
may also opt to march home overland rather than wait for the cave to move.

While not dismissing the potential usefulness of the legionnaires, the party admits it would be nice if the peasants the party went to so much trouble to rescue - actually, rescued more or less by circumstance and without much in the way of effort specifically aimed at keeping them alive - got home safely.

After the legionnaires and peasants headed off, the party took steps to conceal their camp and then headed into the Valley of Temples. Happily there is a nice old road headed the right way and the entrance to the valley is conveniently marked with two old obelisks.

Obelisk are of the old gods, whose worship is now out of fashion. Being dutifully devout, Titus touches them for luck. As soon as he does this, the group gets the sensation of eldrich forces at work and the sky quickly becomes overcast. I am sure there is a lesson to be learned here.

After another couple of hours, the party arrives at a vale with a lake and what are probably wet lands; the atmosphere is redolent of rot and stagnation (I think 'edge of the bayou' got mentioned). Near the lake, there are two shrines in the old style. Both shrines have been desecrated and while lots the graffiti is orcish, some is in an ancient, ill favored language.

The party peeks into temple of Thyr; the god's massive statue is inside, beheaded and the place has a real a hellmouth vibe. The wizard uses his tricket to detect evil. It's possible it's actually Detect Air amulet or this place is very Bad. Worse, the building the party is in may be structurally unsound. It is definitely defiled and at this point the easiest option to keep it from becoming a source of Bad Stuff may be to raze it.

Leaving it alone will anger the good gods. Destroying it will anger the bad ones. Go Party!


Other temple is much the same. The group spots an inscription in this temple and while Patience and Renaldo are cleaning off the inscription so they can read it, they discover the glyph of warding; the Earth shattering kaboom is a dead give away.

This wakes up the four undead: all are skeletons, one seems to be in charge and none of them are friendly. A certain amount of unpleasantness occurs at this point but since this seem to be cheap knock-offs of legitimate skeletal monsters, they are easy to destroy.

Most of the heavy lifting is done by Patience and Iatro: Otho's one critical rolled minimum damage. On the plus side, he didn't break a string this time.

The meaning is of the inscription is unclear to the wizard but the cleric understands it. As soon as the one good person* in the party rhymes off the Three Virtues the statue moves, revealing a room beneath.

The room contains some very nice holy tapestries, well made, not desecrated and too heavy to cart around with the party. There are no obvious tunnels out, just the one room. It is generally agreed the tapestries should be moved to a decent temple in a major city and also that this is a problem for another day.

As the party heads to the other temple to loot it search for holy relics to rescue they spot the crowd of undead stumbling their way. Yay. But at least there is lots of undead.

* Otho comments that he's not inherently opposed to aligning with the forces of good, if they can assure him this won't involve massacring non-combatants and other civilians.
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