The Traitor Lord

"The Traitor Lord" (Ses 02) is the second session of The Exiled Abyss. Our party has been captured by a mysterious cult and seem to have been trust into a ritual led by a man named Belrik Donrin.

Synopsis
Last time our adventurers had found themselves in the depths of a dungeon. They had recently slain Dunzard, the criminal leader they had originally sought after. He was acting a bit strange and it seemed like the party was entrapped by the claws of a third party. Using the corpse of Dunzard, Jenavive and Torglug attempted to fool their captures. They stepped foot into a vire contaminated room with cultists conducting some sort of sacrificial ritual with archaic runes spread throughout the room. It seemed their captors would not be fooled by such ruse and a small skirmish broke out. These cultist used powers enhanced by vire, but they were no match for our party of adventures. Afterward, Inxibis led an intuitive to re-enact the ritual taken place. Our party had observed that the ritual conducted power upwards. Surprisingly Sog, not usually known for his intellect, discovered that a previous leaver bridged the gap between rooms. In the next room, our adventures were confronted with a puzzle that asked our adventures to retrieve cups behind a series of challenges. Successfully our adventurers had solved the puzzle by relating the cups to a race and arranging them accordingly. They were left with a message “With no regard to race, poison had filled their cups. For The Traitor knows no allegiances.” After they escaped the dungeon they had nowhere to go but up where the runes were conducting their power. They had been introduced to the figure that conducted their capture, Belrik Donrin. He had also captured Smitle and was working in cahoots with Ot’kor. Our adventures faced their traitor, Ot’kor who protected Donrin who entered a beam of light to “ascend”. In this battle, Ot’kor was revived using vire who entered an animalistic state of consciousness. However, our heroes managed to defeat the beast, end the ritual and save a grateful Smitle. To his own surprise and anguish, Smitle had awoken unable to move his legs. Sog carried him away and our adventures made their way to the nearest town. On their journey, our adventures had met an eccentric tiefling named Fate, a fortune teller. This fortune teller told that the party’s destiny was bound to the old empire and gave our party a few boons before making her way. They then landed in Grimsby, Smitle’s old hometown. This small town is in ruins with half of the city being overtaken with vire. Our day ends with a trip to the graveyard, where Sog takes Smitle to the grave of an old friend and Torglug continues stealing body parts with Jenavive. Today we work in the wake of an awakened threat and an injured Smitle.