Session 0014 - Glass Zombies

Roster

Absent

Session Log

Eriana moves into the Cannith building with the engraved symbol of the anvil and gorgon carved into the keystone above the doorway. She climbs up the wall next to the barricade to get a look beyond it using her darkvision.
She does an excellent job climbing and being stealthy. Beyond the barrier she sees a 30-foot long hallway that leads to a large room beyond. There are archways opening into rooms to the left and right (south and north, respectively).
Moving about in the large chamber she sees two figures slowly milling about, apparently unaware of her. They are short and stocky humanoids that appear to be fused with the strange glass all over the town. She does not think they are alive, but she does not get a clear look at them.
In the large chamber beyond she spots a fireplace on the far wall flanked but a couple of statues. The floor in that room appears to have been largely cleared of the glass, giving the impression that someone has gone to some trouble here to clean up the floor in the room.
She then climbs back down and reports to the group on what she discovered.
While she was gone, Ferdinand lights up his hooded lantern and keeps it largely shuttered so he can have a little light to see by.
Once Eriana returns the group decide to circle around the building to look for another opening. They start going around the north end of the building and see what looks like another fireplace on the north wall of the large room. This time Sarroxtíoð climbs up the wall next to the fireplace structure that protrudes from the building at this point. It is obvious the ceiling has largely collapsed so he hopes to get a good view inside. The wall is about 30-feet high and he has little difficultly scaling it.
He is able to peer inside using his darkvision. He sees four of the strange stocky humanoids in the large room, and gets a better look at them. To him they appear to be dwarf zombies that are fused with the strange glass substance.
There are three fireplaces in the room, one each on the south, west and north walls. Two statues flank each one and in the center of the room is a large design on the floor he can not make out. It looks like the glass substance has been cleared off the floor here to reveal the design.
Sarroxtíoð tries to secure a rope here down to the ground outside, but is unable to find a good spot to tie it down. Instead, he just climbs down to rejoin the rest of the party and tell them what he found.
After a brief discussion, the group remain convinced that the spellcaster they saw run away could be hiding inside. They want to get a look into the other two rooms so Eriana climbs the walls on the north side of the building farther to the eastern entrance. Inside she views a smaller room that is filled with rubble. It looks like piles of broken glass has been stacked up here, and inside are two more of the zombies milling about.
She then moves to the south side of the building and climbs up the wall to look into the last room. It is a mirror-image of the room to the north, filled with a large pile of debris, including piles of broken glass. This room also contains two more of the dwarf glass-infused zombies.
The group have a brief discussion and decide to check out the building to the east before dealing with the Cannith building.
They approach that building and walk inside the foyer. The structure before them appears to be a church, and they can see symbols of the Sovereign Host carved into the stone walls inside. The roof has fallen in, but the walls appear solid and strong. A graveyard sits behind the church.
Inside the church rubble from the collapsed ceiling fills the interior of the church. There is an altar to the north that can be seen poking up through the debris, but rubble and a coating of glass obscure all other features of the interior area.
Sarroxtíoð moves up to the altar and spends some time examining it while the others move around the large room to see if there is anything interesting here. After a brief look, the barbarian spots what looks like a fancy wooden spoon next to the altar but it is encased in the glass.
He takes out his pick and carefully chips away at the glass to free it.
While he does this, Rocinante moves about the room casting a detect magic spell to see if he can detect anything. He comes to the conclusion that the spoon that Sarroxtíoð discovered is enchanted. Once he frees it from the glass, Rocinante casts a read aura spell on the wooden spoon and confirms it is enchanted. The party allow him 10 minutes to thoroughly examine the spoon to try and identify it. He critically succeeds and identifies it as a Purifying Spoon (Teaspoon). Once per day the spoon can cast a cleanse cuisine spell effect on the substance it is stirred within, up to 1 gallon of food or drink.
After this, the party go outside to search the graveyard. Here they find the area covered in the glass but they quickly discover many of the graves have been recently dug up and empty. They presume these could be where the glass-infused dwarf zombies have come from.
Convinced now that there are no more Emerald Claw cultists about, the party decide to deal with the undead in the building to the west. The barricade does not look terribly sturdy and should be a simple case of just pushing through it.
Wasting no time, Sarroxtíoð plows into it and makes an opening with a fairly loud noise as the debris is pushed aside. The undead inside immediately respond, moving to attack. There is one in the room to the north just around the corner that emerges and claws the barbarian.
A long combat takes place where Ferdinand rushes beyond the barrier and tumbles past a zombie only to find himself quickly outnumbered with five of the creatures. Both Alicia and Eriana move in to help him while Sarroxtíoð finds himself holding off two the the zombies.
Both Rocinante and Saferous hold back and provide ranged support to the combatants.
During the fight they discover that the glass seems to provide armor for the zombies and hardens them against attacks. However, when they do hit the creatures enough the glass breaks off and exposes their bodies such that they are easier to hit and damage.
They also discover that their tactics are simple. They are slow, but start by clawing at the party with powerful arms that have a great deal of strength behind them. If they hit, the zombie grabs their target and grapples with them, pulling their opponent close and then try to bite them. During the combat they are particularly effective grappling their opponents, forcing the party to repeatedly work at getting free or helping allies to get free.
Sarroxtíoð discovers that his vitality lash spell is very effective when it works, but the creatures can resist and it does little damage when they do. He does a good job of fending himself off against two of the zombies. He is strong enough that in all their attempt to grapple him they succeed only once and he was able to break free.
The others faired less well. At one point both Ferdinand and Alicia were almost knocked out. They were aided considerably by Eriana, though she too ended up badly injured. Saferous does his best to help out with his sling, having learned previously that his bomb are not very effective against the undead. He does manage to get one impressive critical hit and kill a zombie, blasting a bullet into its leg.
Rocinante was having better luck using his electric arc cantrip. The creatures seem to save poorly against the spell, and in a couple of cases they critically fail to save against it and the cantrip has dramatic effect, blasting away shards of glass from their bodies.
Eventually they manage to destroy all eight zombies, but are left quite wounded.
During the fight, Ferdinand used up another healing potion and fumbled in the fight causing his ears to ring and leaving him temporarily deafened. Saferous also fumbled with his sling at one point, straining his ankle and leaving him slowed down and clumsy.
Alicia managed to keep herself and Ferdinand in the fight thanks to using her battle medicine skill, but she is badly injured after being grappled twice and bit more than once by the zombies.
Fortunately, after the fight everything is quiet. There are no sounds of any other opponents nearby, so the group take a brief break to consider what to do next.