Adventure LogWe were quick, and they were undead.
It was an easy choice to confront the undead of this keep rather than to attack "the bugs." The darkness was pervasive and unnatural, but Sylvar cast a spell on Kanaan's weapon to illuminate our path. The maze of hallways led us up to an ominous, glowing rune. At the mere sight of it, Kanaan was possessed by an unholy fear that sent him sprinting through the passageways straight into a room of zombies.
Pelor came to our aid, and we quickly turned them into dust. At that very moment another group of undead shuffled towards the Morgan at the back of our party. By the time I had reached that end of the hallway, the Morgan and Morthos had reduced the group down to only a few enemies, but one was gripping Kanaan by the neck. Kanaan was no match, though, and soon the halls were empty again.
We believed that Kanaan's evil premonition was a sign that pointed towards the source of the unholiness. Retracing his path, we came to a crypt that would weaken the knees of any godfearing soul. Dozens of skeletons sprang from the dusty tombs and clamored towards us. Just as we put them to rest, five more took their place. Sylvar took down four with a single blow, and I was able to turn quite a few as well. Yet the victory was only temporary. Sensing something awry, Morthos questioned aloud whether we were gaining anything from this experience.
Kanaan and Sylvar discovered the means to end this cycle of undeath as Morthos and the Morgan continued to thwart our attackers. A small room at the end clearly opened into a hallowed tomb once blessed by Bahamut. Our only question was how to gain entry.
"Only the humble may pass," read the inscription above the doorway. We experimented with kneeling at the door and lighting and relighting the candles at the altar, but it was Morthos who was touched by divine inspiration and saw fit to kneel at the altar of Bahamut. (I believe this was not uncoincidental. As the Morgan eloquently explains, the Raven Queen is a close ally of Bahamut in this quest to end Orcus' rise to power and to restore the Raven Queen's undisputed position as Guardian of the Dead.)
Inside that tomb, we came face-to-face with the man responsible for the fall of Winterhaven's Keep, Sir Keegan Padraig. He challenged us singly, demanded to know our identity and purpose, and questioned us closely. Using perception, diplomacy, intimidation, and simple honesty, we won his favor and learned his story. Sir Keegan was a great knight and a defender of Winterhaven until the death of his wife Elizabeth left him grief-stricken. He turned to the dark arts in hopes that it would allow her to return to his side again. Now, generations after his destruction, his spirit lies in turmoil, guilt, and grief, unable even to remember her name.
Sir Keegan ended his story with an urgent request: "Bring my heir to this place. I must tell him my story and reveal to him the truth about my great-great-grandson." We agreed but pointed out that Ernest would be reluctant to believe us and even more reluctant to visit the cursed keep. Sir Keegan did not hesitate and handed us his sword to hold in his name.
As soon as we returned to Winterhaven, we awoke the Baron. They treated us with a cool respect--until they saw the Padraig sword. Ernest Padraig dismissed his servant and spoke to us in confidence. That was when we learned of his son: a man who left in search of Sir Keegan's sword and was presumed dead, but we knew to be both alive and a significant threat, Kallarel.
We began to prepare for our return to the keep, hoping that the Sir Keegan's sword was enough to ward off the curse that haunted Padraigs in that forsaken place.
"Three things cannot be hidden: the sun, the moon, and the truth." -Illumination #7
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