Sunday, January 09, 2011

Episode 33: 10/31/10

The Party:
Ashelia Raminas, elf ranger 6/rogue 3
Nineve, human knight/9
Xicar, human cleric 7/entropomancer 2

After the party is over, we reunite with 31E and Dog and gather our belongings. The Palace guards escort us through the great gilded doors of the Silverspire, and out onto a wide terrace overlooking the snow-frosted and foggy city far below. Fog is everywhere. Fog along the river, where it glows orange, lit by streetlamps; fog rolls among the tiers of towers and tenements , and the polluted streets of a great and dirty city.

A short distance ahead is a sort of staging area for small, personal airships. A few seem to be available for hire, but most are elegant and ornate affairs that are certainly the private conveyances of wealthy individuals. After a brief discussion with the airman, we board a small airship. It begins its decent toward Dura, and the
Tower Macabre far below. The airship resembles a cross between a carriage and a longboat, with a comfortably appointed cabin. Outside we can see the fog-enshrouded city growing slowly nearer as we descend.

Suddenly, the airship lurches alarmingly, free-falling for a few heart-stopping seconds before returning to its previous controlled descent. Outside the cabin the airman begins shouting, obviously frightened by the strange turn of events. That's not a good sign!

The airman explains that occasionally the magic that suspends an airships fails, but it’s really rare. We press him about emergency procedures, you know, just in case. He tells us that normally he carries a supply of Tokens of Featherfall, but most of his went “missing” and he never replaced them. He currently has 2. He insists on keeping one for himself, but that only leaves 1 for all of us! As we're arguing with him about it, the airship simply begins falling. The sudden roar of rushing air is nearly deafening as the airship lists to one side, pitching us into empty space over the great city!

Nineve begins gently floating downward. I hear Xicar casting Air Walk and I quickly lose sight of them both as a bright flash catches the small part of my brain that isn't wholly consumed with the rapid approach of the unforgiving ground. A blinding bolt of energy leaps from the strange bronze canister, striking Haroldur in the back, and he stops plummeting! The intricate metal wings he has worn for so long have somehow become a pair of broad and graceful white-feathered wings! Lucky bastard.

Clutching a very tense Dog close to my chest, I turn my attention back to my impending doom. I know there's no way I'll survive the fall, but I begin to brace for impact anyway. Suddenly, I feel someone grab me from behind - It's Haroldur! With the combined weight of all three of us, he can't completely control our descent, but his powerful new wings turn a lethal plummet into a tumble we all walk away from with not so much as a sprained ankle. I'm not sure I've ever been so relieved to see him, and with our history, that's saying a lot!

We land roughly on street level and collect ourselves. Surprisingly, we managed to avoid being scattered too widely. After a few moments, Nineve and the airman touch down nearby - the airman wisely takes off at a sprint. Xicar finishes his descent down the AirStairs a few seconds later, breathing heavily from the excitement and exertion. However, there is no sign of 31E anywhere. Above us, we hear a faint whistling that rapidly grows louder. Looking up, we see a golden object tumbling out of the sky toward us! It strikes the pavement near us with a tremendous crash, throwing stone and dirt high into the air, along with a blinding shower of… rose petals of all things.

As the dust settles we recognize the familiar shape of the bronze canister we recovered from the Starry Mirror half-buried at the bottom of a shallow crater. As I climb down to retrieve it, I realize with a sinking feeling that 31E might well be in pieces at the bottom of a similar crater. Suddenly, I notice that my companions have turned away from my rescue effort. I grab the canister and vault over the lip of the crater to see 31E approaching! He's holding a feather token! He explains he found the "curious object" under his seat and was examining it when the airship malfunctioned. We're all thrilled to see him in one piece.

It is now very late at night, and there's no way we can make it back to the Cabal at this hour. We'll need to find a place to stay for the night. We’ll be unable to leave our current district (wherever that may be) until morning anyway.

I use my extensive local knowledge to lead us to the Duck and Goose, a six-story tower converted into an inn and tavern. We raise the sleepy innkeeper, who lets us two rooms. Nineve somehow intimidates him into providing us with hot baths in the middle of the night. We clean up and go to sleep.

A little while later, I'm pulled from my trance by a loud noise. Nineve is awake and bleeding from the head, and the Ulolock is rolling slightly on the uneven floor. It must've somehow fallen and hit her on the head. Then I notice something else that's strange...the inn is on fire! We wake the men and make our way out of the inn, and find that the rest of the staff and guests are also fleeing the burning building. We step outside just as part of the inn collapses and the fire rages out of control. We work with the innkeeper and other citizens to put out the blaze. Hours later the fire is extinguished with little damage to nearby buildings. Thin fingers of grey stretch across the sky, heralding the coming dawn. Just before we leave, I sift the ruins of the inn:

I see a cook loading the stove, knocking some coals onto the floor. Then a scullery maid accidentally sweeps a large coal through a doorway, where a boot just like Xicar’s kicks it down a stairwell to land in a pile of straw. It smolders for some time, before bursting into flames.

My companions are curious. I dust the ash from my hands and shoot Xicar a look, but chose not to share my findings with the innkeeper.

As we start for home, Haroldur calls an informal meeting which turns into a minor argument. He points out that we've had nothing but trouble lately: the airship's failure, the fire at the inn, and blames our misfortune on the Ulolock. He thinks we should get rid of it or leave it here, because it's too dangerous to take with us back to the Cabal. Nineve agrees, rubbing the large knot on her forehead. I point out that the Ulolock has saved our lives twice, once by giving him wings (which, disappointingly, have turned back into his familiar mechanical accessory overnight), and once by waking us up, which alerted us to the fire. Furthermore, if the canister really is dangerous, leaving it anywhere but the Cabal would be completely irresponsible. No one seems to have a retort for this, so we continue on with the Ulolock in tow.

As a foggy dawn breaks and the legitimate portions of Istivin wake, we begin the last leg of our journey home. Before we really have an opportunity to look for a hire carriage, one drops its first hire of the day directly across the street. As the wealthy-looking passenger disembarks, the driver glances toward us and indicates that his carriage is now available.

As Xicar finds a seat within the carriage, he sits upon something wedged between the cushions. He finds an unmarked coin pouch with a handful of coins within. A quick count reveals 40 platinum pieces! We glance about for the carriage's previous occupant, but he's already gone. Xicar shrugs and happily tucks the pouch into his pack.

A short while later a loud crack interrupts our journey. The carriage lurches violently, nearly throwing a couple of us from our seats and comes to an abrupt halt. The driver quickly explains that one of the coach’s wheels has broken, and
he’ll be unable to take us any further. He apologizes excessively for the inconvenience.

Back out on the street, it takes us a few minutes to secure a new coach, but soon enough we are under way again. The coach continues for several hours uneventfully, as I reflect upon the relative peace of Istivin. A panicked shout disturbs my reverie.

A moment later the coach is full of dust and noise as something large crashes through the roof into the passenger compartment! The coach comes to an immediate stop. After a second or two, we determine that a worker has somehow fallen from his perch on a ladder far above the street, and into our carriage! Lucky for him, the coach broke his fall, and he is completely unhurt, although a little shaken.

The startled driver explains that he will be unable to continue your journey. He apologizes for the inconvenience.

As we make our way towards Dura on foot for a while through the crowded and foggy streets, we are once again interrupted. A young man rushes up to us, carrying on at some length about his day-long search for a Greycloak such as ourselves. He explains that recently, the Cabal helped him sort out a tangled legal affair involving his inheritance. Extremely grateful, he has been searching for a Greycloak to whom he can pay the legal fee. Luckily, we came along when we did. Unfortunately he knows nothing about the Cabal member who aided him, but he seems sure we can
locate them. He hands Haroldur a small pouch containing several gems, and seems content that that should cover the fee.
A quick count values the gems at about 1,200gp!

The young man shakes hands with all of us vigorously, and turns to leave. As he is crossing the street, he turns to wave to us, again shouting his thanks. Tragically, he doesn’t see the heavily loaded wagon that plows into him before any of us can react, despite the driver’s attempt to halt his draft team. After doing what we can to help clean up the mess, we continue on our journey.

The remainder of the trip back to the Cabal can only be described as strange. Several more peculiar and unlikely events punctuate the bizarre journey home. Needless to say it takes far longer than it should, but eventually we make our
way through the long rows of mausoleums that encircle our home, and arrive at the Tower Macabre.

When we arrive it is late evening, but the familiar faces of Legionnaires and acolytes greet us warmly. Apparently Marten has told the Cabal staff to expect our return. We are shown to our old chambers; although spartan, they are familiar and comfortable. Clean clothes and a simple meal awaits each of us, as well as a note from Mossad requesting a word once we’ve settled in. Dog jumps onto my bed, turns around a few times, and immediately falls asleep. It's not a bad idea.

I take a long, relaxing bath, thoroughly soaking the dust, sweat, blood, and grime from my hair and body for the first time in months. Why is it the road to adventure is never lined with saunas and spas? I'm not given to vanity, but I revel in the thought that good personal hygiene is once again a luxury I can afford.

I slip into clean clothes, climb into bed around the immovable weight of Dog, and drift into a deep, restful trance.

In the morning, we visit Mossad. Though normally quiet and reserved, he is clearly happy to see us. Mossad’s office is covered with maps of Istivin. Each is marked in red with circles and numbers, although what they indicate isn’t clear. We inquire, and Mossad explains that there have been a couple outbreaks of undead throughout the city. At first they seemed unrelated, but the increasing severity of the outbreaks has raised concerns. Also, the alchemical nature of the undead in each of the outbreaks provided a common thread.

The first outbreak, which happened over two months ago, wasn’t very bad. There were less than 200 casualties. Most were simply killed by the rampant undead, but a few awakened as undead and continued the outbreak for a short time before it burned itself out.

A little over a month ago there was another outbreak. This one was worse. With the help of several other Churches, the outbreak was controlled after several days, but with nearly 1000 casualties. Many of the victims rose as undead to spread the problem, more than with the previous outbreak, but most of the victims were simply killed. The undead were mindless, like zombies, but quicker, and dripping with caustic alchemical fluids.

We get the feeling we've seen something like this before. Our thoughts turn to Filge as Mossad drops the subject and asks us about our long travels. We give an informal explanation, trying to hit the important highlights without taking all of his time. We leave out the part about Lazare turning into a copper dragon...

Mossad tells us that Marten is already expecting a full formal report of our actions since leaving the Cabal nearly 3 months ago, and notes that he'll be glad to have 31E returned.

We show him the Rod of Lawsome and the Uloloch. Mossad is impressed and intrigued by the Rod Fragment, and handles it reverentially. However, he is visibly concerned about the Ulolok, and recommends speaking to Advocat about it.

Mossad also jokes with us about the incident at the palace and the play we put on, asking that we perform it one day for the members of the Cabal. We politely decline.

As we are about to leave, our attention is once again drawn to the maps of the recent outbreaks. Xicar brings up the name which has been on all our minds: Filge. Mossad gets up, and gesturing with his remaining hand, leads us out of his office. He guides us to a portion of the Tower that we have rarely had reason to visit: the Feeble Rooms.

Within, dozens slack jawed men and women stare at us with blank eyes as Mossad leads us onward. Here and there an acolyte will occasionally wipe drool from a chin, or carefully spoon food into the open mouth of one of the pitiful wretches. As I suppress a chill, Mossad explains that we are walking among some of the most dangerous and notorious necromancers in Caledon. That they no longer have the power to harm is a blessing of the Lady.

With a dismissive gesture he indicates Tares, the young acolyte we captured in Diamond Lake so long ago. Curious, I look at him intently. The change which strikes me most is in his eyes: where there was once a bright, hard gleam reflecting madness, desperation and hate, there is now nothing. Looking into his eyes is like looking into an empty grey fog. I feel myself begin to pity him, and immediately stiffen. I force myself to recall his undead horrors, the Caller-in-Darkness which he was protecting, and to imagine the terror and suffering he would have unleashed on the world if given the chance. I turn away from him abruptly, as one would from a discarded object, and continue down the corridor.

A little further, Mossad stops before another of the drooling, mindless animals, and turns to us expectantly. It takes a second, but recognition dawns on us. Sitting before us, staring blankly off into space is Filge, the necromancer who plagued our early steps as Greycloaks.

Mossad tells us he was captured shortly after we left Istivin. The Church had a Seeker infiltrate what was left of Filge’s organization. It is suspected that Filge turned our agent against the Cabal, or killed him, but not before we got what we needed to trap him.

He was convicted, and his sentence carried out. He’s been here for nearly 3 months.
We thank Mossad for the tour, and take our leave.

In need of a lift, we decide to check in with Hezzrak. He isn’t in his small chamber when we arrive to speak with him. Life seems to be going well for the conniving little devil, however. Ostentatious displays of wealth are everywhere within the small room. Suddenly and with great fanfare, an opulently dressed but grubby young man steps into the chamber carrying a diminutive golden
throne atop a glittering miniature platform. Wrapped in lavish finery, Hezzrak glares at us contemptuously and gestures with a jeweled scepter for his porter to bring him closer.

Hezzrak can’t keep up the charade for long. Soon he breaks into gales of impish laughter, tumbles off of his throne, and tries to catch himself with his wings. They get tangled in his miniature cape and he falls to the floor with a smack. We try to suppress our laughter. He continues cackling madly until his porter reaches down to place him back upon his platform. “Don’t touch me, urchin!” the little devil snarls as he bats at the boy's hand.

Smiling, he starts chattering to us as he climbs back up onto his seat. "It sure is good to see you again. Things haven’t been dull since you left, but they’re bound to be much much more exciting now that you’ve returned!" Proudly gesturing at the lavish, gaudy surroundings, Hezzrak explains that he and Advocat have collaborated and created a lucrative trade in information ("And the occasional soul!" he whispers). He has contacts throughout the city, and so long as he gives Marten a 40% cut, the Cabal doesn’t get in his way.

We take a few moments to collectively grumble about Marten and insult his parentage. Then Ninenve, whom some might consider a connoisseur of enslaved help, gestures to the ridiculous footman and says "Who's the kid?"

Hezzrak explains that the “urchin” is his familiar. He decided that someone as mighty as Hezzrak the Shadowmaster (I raise an eyebrow) needed a loyal servant, and what is more loyal than a familiar? He cast the spell, and this street
urchin turned up. Hezzrak seems to find this quite fitting and begins muttering and cackling to himself about human wizards having imp familiars, and how he's shown them! We excuse ourselves and make our way to Dr. Morgus's lab.

The doctor is in and grumpy as ever. For a change, the lab seems to be focused on a single pursuit. The corpses of several humans lie in various stated of dissection, and the rest of the Doctor’s experiments seem to have been pushed into one corner. Dr. Morgus barely acknowledges our presence, and indicates that unless we have something important (or very interesting) to discuss, he really has essential work to get back to. I hand over our vials of Nineve-eating Cthulu goo samples from the Nexxus. He actually looks at them before shooing us out of his lab to continue his work. As we're opening the door to leave, he mutters that he might be able to actually study those "interesting new samples" if Marten would back off and give him some breathing room.

It's late afternoon when we decide to drop in on Tamclar. He grins widely and hugs our knees in the crushing embrace only a dwarf is capable of, and we all laugh and exchange greetings. Despite the happy reunion, Tamclar has changed since we last saw him, and not for the better. The left side of his face is badly scarred, and his left eye is cloudy and sightless. Tamclar also seems more care-worn, like he has aged decades in the 3 months since our parting. Something seems to be troubling him.

Tamclar explains that he got most of the people out of Diamond Lake safely, and had them scatter in small groups throughout the countryside to escape the dragon. His group was briefly attacked by the dragon, and he fell in the skirmish. Some of the townsfolk carried him to safety, and somehow he survived, but not unscathed.

While he was unconscious he had a vision of Wee Jas which he credits with his survival. Since then he has dedicated himself fully to the Cabal, and wholly embraced their teachings.

We chat about our adventures for a time, and eventually work around to If asked about what’s troubling him, Tamclar asks that the party come speak with him once they’ve ‘made the rounds’ and settled back in to life in the Cabal.

After dinner, we are asked to surrender the Rod and Uloloch to the safekeeping of the vault. Haroldur is bereft at the loss of his favorite accessory, so we leave him to pine for it alone.

The next morning, we are summoned to Marten. He greets us coolly, and then expresses interest in reading our complete report, especially the part that explains how we ended up on stage at the Prince’s celebration. Gods, he's such a douche.

Then, adopting his usual haughty manner, he says "About the Uloloch, I’ve spoken to Advocat and Mossad about that, and the Rod. It disturbs me that they fell unheralded
from the sky into your hands. You have been rather foolish to bring something so powerful into this place. At least together they seem to conceal each other in a way." He holds up his hand, dismissing any further discussion of the topic.

"Additionally, I expect your report within a week. When you are not compiling your account, I expect you to confine yourselves to the Chapel, and meditate upon your departures from the Ruby Lady’s teachings. I sense that the seeds of Chaos have taken root within each of you." He waves his hand dismissively and turns his attention back to the papers on his desk. As we're leaving, I mention Dr. Morgus' unusually organized and focused lab. I toss in that he seemed overworked when we spoke yesterday, and hint that pushing an unstable personality like Morgus can backfire if not handled delicately. Marten responds with a non-committal "Hmph". We leave, each of us fighting a mental battle to contain our seething hatred for the pompous ass.

At Haroldur's request, we head to Mossad to ask about the Rod (and the Uloloch). Mossad tells us the Legionnaires have secured the canister and the Rod in the Cabal’s vault for the time being. He says that according to Advocat, it is a battery, storing vast amounts of chaotic energy and influencing events around it. The Ulolok could prove devastating in a large city like Istivin. It seems to be stabilized somewhat by the presence of the Rod fragment. For the time being, they should remain in close proximity. He firmly adds "In the Cabal’s vaults" with an emphatic glance towards Haroldur, who looks positively crestfallen.

In the hall, we run into Arrad. His scarred face contorts itself into a rare smile as he stops to greet us. He seems genuinely pleased that the rumors of our disappearance were exaggerated, and makes it a point to observe that he was confident in our safe return as long as we have Nineve at our side. He mentions
that if we get time, he would be happy to train with the party, and see if we’ve learned any new tricks. He adds he might also show us a few tricks of his own, if we're up to snuff.

We settle into Cabal life, writing our reports, meditating in the Chapel. 31E retires to a storage room and asks to be left alone while he "runs internal processes". We even preside over a funeral, and for once, NOTHING HAPPENS!

One morning at breakfast, a junior acolyte informs us that Mossad would like a word with us in his office.

Mossad greets us warmly, but immediately gets down to business, occasionally pausing to take a bite from a tray of glazed cinnamon rolls on his desk. “You handled that funeral well, but there’s no rest for the weary. A local tax collector by the name of Blinder, was found dead yesterday evening, a hazard of the profession, I’m afraid.” Mossad pauses for another bite, then continues, “Evidently he left 3 children, and no mother. With his profession being a rather unpopular one, his children are at a considerable disadvantage.” Mossad seems somewhat troubled as he
continues, “The man was necessary, and did no harm through his trade. Taxes, though evil, are a necessity, and he maintained his children with his wages. I would like you to go to his residence and look in on his children, and make sure they are being cared for.”

Following Mossad’s directions, we soon arrive at the base of a run-down tenement tower in one of Dura’s poorer areas. Upon going to the entry and ringing the bell, a very ugly young boy comes out of a sort of office, and looks at us over a
spiked fence. “What do you want?” says the boy, fitting his chin between two of the spikes.

We start politely, inquiring after the childrens' address, but the boy is being unnecessarily evasive and difficult. It's not long before Nineve loses her patience with the brat, roaring at him that if he doesn't cooperate, she will teach him to know fear. He wets himself and gives us directions.

As we step into what passes for the tenement’s lobby, an unpleasant-looking woman with a case of dropsy or asthma or perhaps both gestures us over. “Whatcha want?” she asks, rather rudely. She suddenly seems to notice our dress and markings, and looks startled. “Oh, begging your pardon!” she says, then leans forward conspiratorially, “Has someone died? No one’s told me, I assure you.”

We ask her about Blinder and his children. She seems to relish her momentary usefulness and chatters on "Blinder? Neckett Blinder? His children? Yes, 3 of them, if you please. Five floors up, #7 on the left, opposite the stairs.” She slides a key across the counter, and looks at us expectantly. Xicar picks up the key, flashes one of his trademark megawatt smiles, and we head up the rickety stairs.

When we reach the second floor, we find that we’ve disturbed a man who was standing there, looking out of his room. “Is it Gridley that’s wanted?” he says, fixing his eyes on us with an angry stare. He is a tall, sallow man with a careworn head on which little hair remains, a deeply lined face, and prominent eyes. He has a combative look and a large and powerful build, though evidently in its decline. He blocks our path up the stairwell, and shows no sign of moving as he fixes the same angry stare on each of us in succession.

We spend a few minutes explaining our business, with Xicar attempting to placate the old codger, but without much success. This man is impossible! I could slip past him, but he'd still be a problem for everyone else. Just as Old Man Gridley starts in on yet another rant, Nineve steps up to him, a shade too close. In a quiet, even tone she explains that as Greycloaks, we help people complete their journey to the Ruby Lady. And sometimes, we help them start it, too. Gridley seems suddenly aware of the contrast between Nineve's imposing form and shining full plate, and the thin rags clinging to his aging body. Squinting at us, he tightens his grip on the moth-eaten blanket wrapped around his shoulders, and then turns into his apartment and slams the door.

When we come to the correct door and knock, a little shrill voice inside says, “We are locked in, the Land Lady’s got the key!” Xicar unlocks it.

Inside is a poor room with a low ceiling and containing very little furniture. A mite of a boy, some five or six years old stands near the door nursing and hushing a heavy child of about eighteen months. There is no fire, though the weather is cold; both children are wrapped in some poor shawls and blankets. Their clothing is not so warm that their noses are not red and pinched, and their small figures shiver occasionally.

We swiftly learn a few relevant facts. The boy’s name is Tom, the little girl’s name is Emma. "Charley", apparently also called Charlotte and presumably the third orphan, has locked them in the room. Also, Charley is out "a-washing".

Just then, there comes into the room a very little girl, childish in figure but shrewd and older-looking in the face, drying her bare arms on a womanly sort of apron. Her fingers are white and wrinkled with washing, and here and there some
soap-suds are yet smoking in the cold air. Apparently she had come running from some place in the neighborhood, and had made all the haste she could. Consequently she is out of breath, and cannot speak at first, as she stands panting, wiping her arms, and looking quietly at you. The small child in the boy’s care stretches its arms and cries out to be taken by Charley. The girl takes the small bundle in a womanly sort of manner, and stands looking at us over the burden that clings to her most affectionately.

Once Charley has recovered from her dash up the stairs, we question her as well. She goes out washing as often as she can, and proudly states that she "earns six copper a day!" She says she comes back when she can, and Tom doesn’t mind being locked in. Tom nods emphatically in agreement. Charley tells us also that Mr. Gridley and the landlady check in on them (Tom & Emma) when she's out.

Charley sits on one of the unsteady chairs, and soon Tom lays his face among the scanty folds of her dress and passes from smiling to crying quietly. While Tom cries, although she sits quite tranquilly, looking quietly at us, not disturbing
a hair of the head of either of her little charges, several silent tears fall down her face.

Panting and gasping, the landlady bursts into the crowded room. “Really, it weren’t much to forgive them the rent, sirs. Who could take it from them?” She leans in the doorway, regaining her heavy breath by painful degrees.

It is obvious to me that we can't leave these children here. The spartan room is without light, heat, or food. It is obvious young Charley, whom I estimate to be about 10, cannot continue the pace she has set for herself, and even if she could, six copper a day is not a sufficient income to provide for three people. The drafty room is uncomfortably cold. With the approach of winter, I doubt the two younger children could survive the environmental conditions, even if they had enough food, which they don't. I make this case to my companions, who are at first disinclined to intervene. I point out that prisoners are treated better, and express my astonishment that humans take such poor care of their young. No wonder they're so short-lived!

At last, their guilt pushes them to action. As it's getting quite late, we decide to take the children back to the Cabal for the evening and figure out more permanent arrangements later. Xicar carries Emma, and I distract Charley and Tom from a potentially scary situation by pointing out tracks and telling them stories on our walk back to the Cabal.

The acolytes who greet us express reluctance to take the children in. We explain that it's just for one night, and we will personally see to other arrangements for them in the morning. We see the children to a simple guest room and put them in the charge of a matronly acolyte. I instruct her to ensure they are bathed and well-fed this evening, and to watch over them and tend to their further needs, if any.

Before retiring to our chambers, we drop in on Mossad and bring him up to speed. He's not happy we brought them here, as the Cabal is no place for children, but understands that we were doing the best we could under the circumstances.

In the morning, I use my encyclopedic knowledge of the area to locate a reputable orphanage. We take the orphans with us to check the place out. The place is well-built and clean (though worn), and the proprietress is a plump, cheery looking woman with curly red hair and rosy cheeks. She was obviously born to work with children. She greets us skeptically (people tend to get intimidated when a squad of Greycloaks in full regalia drop in unexpectedly), but relaxes a bit when she notices the children. We have her show us around the place, which she does with pride. It is obviously a well-run operation. The children in her care are healthy, happy and clean. She speaks at length about the "betterment program", under which the older children learn skills or trades of their choosing, so that they may be be prepared to make a life for themselves outside the orphanage.

Xicar asks Charley and Tom if they would like to stay here instead of going back to their old apartment. They enthusiastically agree and beg us to let them stay in the orphanage. With the children agreeable, we enter negotiations with the proprietress. She takes some convincing, but after a compassionate speech from Xicar and some bombastic religiosity from Nineve, she agrees to take them in. We see the children settled in and the proprietress shows us out. As thanks, and to defray the costs of their care, I donate 30 pp to the orphanage from party funds.

As we turn down a deserted alley on the way back to the Cabal, Zolara appears!

The Choosing:

Nineve - The Wax Works
Ashe - The Desert
Xicar - The Brass Dwarf

The Spread:

The Theater The Lost The Brass Dwarf
The Tangled Brier The Owl The Sickness
The Eclipse The Beating The Uprising

"The Theater represents both your position in the greater scheme of things, and your recent moment of triumph on stage. Although Lost for a time with in the Tangled Brier, you have emerged, with new knowledge and hope for the future, despite the dangers you may never really forget. The Eclipse reveals self-doubt and loss of purpose. It also represents losing one's way along a path. The Eclipse overshadows your most difficult trials, but thus far you have overcome ever one.

"Here, the Lost has finally been made whole, although now he is lost in a different way. For him, the word makes no sense. The Owl represents the harsh reality of the natural order. The Owl's needle binds life together, but can just as easily pick it apart. It is a card of life and death. The Beating warns of coming under attack from all sides, but also indicates the dissolution of a greater whole. Strength - no matter the source - dissolves under the relentless attack.

"The Brass Dwarf represents surviving a grave danger. He also warns of a possible dark fate for one, which may save others from danger. The Sickness warns of corruption, in this case of a multitude of souls, and is influenced by the Uprising. The Uprising represents a powerful force of overwhelming strength, that if not brought under control could spell disaster, especially being under the influence of the Sickness. I fear a terrible riot of plague looms in your futures."

On that cheerful note, we stop by Tamclar's house and invite him out for a drink. We get settled with our cups, and Tamclar tells us that he has a personal matter that has been distracting him lately. “I never spoke to you about my life before we met in Kolbenborg. I moved there to escape my past.” Tamclar rolls up his sleeves to reveal two tattoos: one a pair of crossed claw-hammers, the other, the dwarven characters HFLLFH.

Xicar recognizes the tattoos. The hammers indicate membership in the notoriously violent dwarven syndicate the Hammerheads. Infamous for numerous criminal activities in predominately dwarven lands, the Hammerheads have a presence in most cities with a significant dwarf population, especially among the underprivileged in dwarven communities. The runes stand for “Hammerheads For Life, Life For Hammerheads.”

Tamclar continues “I made a name for myself in the Hammerheads; that was when I was a lot younger. Then I got married, and had a son. I decided it was time to get out. I left the Hammerheads quietly, and settled in Kolbenburg, made a living as a miner. Things weren’t great, but we got by. Then my wife took ill. Later the goblins came, and you know most of the rest. A lot of the survivors of Diamond Lake made their way to Istivin, and I, uh, became something of a local hero in the community."

Attracting attention to himself was the last thing Tamclar ever wanted to do. He worries that his unintentional notoriety will put him back on the mafia's radar. Nothing's happened yet, but he wanted to come clean about his past and voice his present concerns. We tell him we've got his back, and head back to the Cabal after finishing our drinks.

The next day, Mossad calls us into his office. He greets us warmly, but immediately gets down to business, occasionally pausing to take a bite from a tray of cookies and dried fruit on his desk. “From your report, the situation with the tax collector’s children was a rather difficult one. I’m glad you handled it so well."

Mossad pauses to select a cookie from his tray before continuing, “A wealthy patron of the Cabal contacted me. It seems she has a servant that has failed to report for
her duties for several days now. She fears the worst, and would like the body collected and laid to rest appropriately. Here’s the address, and name. Try to be quick about this one; I’ve got more for you after lunch.”

The carriage drops us off several blocks from Mossad’s address, at the edge of a particularly poor slum. A street urchin, in exchange for a silver piece, guides us to the houses we seek. It is one of a cluster of wretched multi-story hovels, with cramped pigsties close to the broken windows and sad little gardens near the doors growing nothing but stagnant puddles. At the doors and windows some men and women lounge or prowl about, and take little notice of us, except to laugh to one another or to say something as we pass about gentle folk minding their own business and not
muddying their boots with coming to look into other people's.

The urchin guides us to a three story cottage at the farthest corner. The door squeals loudly as our group nearly fills the otherwise empty ground-floor room. The room is surprisingly dark, barely illuminated by the light from the doorway. The damp weather has reduced the floor to a sticky morass of smelly mud. The building is silent, except for the creak of floorboards above us. The whole pace smells foul; it’s not a scent we can put our fingers on, but it’s definitely unpleasant. I hear the faint sound of dripping water from somewhere above us.

The stairs creak loudly as we climb them. Near the top of the stairs, something black scuttles out of the shadows and races across the floor! Nineve startles a little, but I notice it’s just a rat. It’s got something in its mouth, but I can’t tell what it is. A strange, flickering light, like that of guttering candles, leaks out into the hall from a door only slightly ajar. The foul smell is stronger here, and we can clearly hear the sounds of dripping water.

We go through the door into the room. Besides ourselves, there are in this damp, offensive room a woman with a black eye, holding a little bundled baby by the fire; a man, all stained with mud and clay, lying at full length on the ground, smoking pipe; a powerful young man fastening a collar on a dog; and a girl doing some kind of washing in very dirty water. They all look up at us as we come in, and the woman seems to turn her face towards the fire as if to hide her bruised eye; nobody gives us any welcome. “There ain’t,” growls the man on the floor, “any more of you to come in, is there?” A pause. "Because I thought there weren’t enough of you, perhaps?” This elicits laughter from the man and the washing girl. The young man with the dog echoes the laughter noisily.

Nineve "Ahems" loudly. The sprawled man says "So what is it you want with us, other than crowding our cozy abode, that is?" Using as few words as possible, we explain we are inqiring after a missing servant girl. He answers, “Her? Ha! I been drunk for 3 days, and I’da been drunk for four if I’da had the money. She’s been here ta whole time. That’s her, by the fire. And how did she get that black eye? Why, I give it her; and if she says I didn’t, she’s a-lying!” We're a little taken aback by this, and stand in stunned silence for a moment at the candidness of this drunken lout.

Impatiently, he continues "I suppose you’re done now? You’ve done what you came for, its time you went." This seems pretty reasonable. Nineve tells the servant she should report back to work or send word to her employer. As we turn to leave, I glance at the child held by the woman near the fire. She only looks at it
as it lays on her lap, and she moves to cover her discolored eye with her hand when she feels my eyes upon her. I notice with a shock of dismay that the little baby is quite dead, and has been for some time.

The woman meets my gaze and she knows I know. At first she stares at me in astonishment, and then bursts into tears.

This is clearly the reason for the servant’s absence. She refuses to relinquish the deceased infant, or accept its pitiful fate. Perhaps we can help her move on with her life, as well as provide the child with a proper burial. Strangely, the rest of the family, particularly the abrasive man still lying on the floor, are silent as I speak to the woman by the fire. The others quickly realize the situation and join me.

I visit with the woman for a few moments, gaining a little insight into her misery. I learn that her name is Jenny, and this is the 4th infant she has lost.
Xicar carefully explains to the woman, and the rest of the family, the gravity of the situation, and the importance of moving on, and letting go. He finds a particularly moving passage in the White Book to relay to the woman and her family. They seem to find the words of Wee Jas especially comforting in this dark time. Building on this, he begins an impromptu sermon, conveying the message of Wee Jas in such a way that the woman finds a great deal of comfort in his words. After we at last convince the woman to relinquish the deceased infant (to Xicar, the baby-carrier), Nineve takes the opportunity to lambaste them for their putrescence. In a powerful speech about the physical dangers and moral degeneracy of filth, she intimidates them into cleaner living conditions. Even the drunk on the floor is up and cleaning the hovel by the time we leave.

As we leave the pathetic scene behind us, we realize that it has grown quite late, evening is near, and a red, fierce glow spreads through the all-pervading fog that swirls around the city so that all seems like a waving, hazy sea of blood.

Mossad won’t be happy that we’ll be returning so overdue, but given the circumstances, he should understand. As we walk toward the closest area that we can reasonably expect a carriage to be available, we can’t help but notice several
plumes of dark smoke rising above the hovels and towers nearby. It is not the smoke of chimneys, but of large fires burning.

Nearby, a sudden commotion breaks out as a handful of dirty vagabonds come flying toward us out of the fog, like wisps of straw blown by the wind, their eyes wide with fright as they sprint past. A thin, high-pitched scream cuts through the air as a young girl, clad in a torn and blood-stained frock stumbles out of the heavy mist. The girl falls at Xikar’s feet with a wail and a sob, and lays clutching at his ankles. She lays still, and a quick examination shows that she seems to have only fainted.

Although we are used to grotesque sights, the figures that appear next cause a slight coldness to travel down our spines. Two men have emerged from the fog and stand before us in silence. They are tall and gaunt, and their clothes hang from them in bloody tatters. Blood and other fluids streak their faces and dribble from their slack-jawed mouths; their eyes are inhumanly large and inhumanly red. As they stand there, it seems that only their burning eyes live.

Several similar figures shuffle out of the obscuring fog, and stand for a moment, regarding us with their hideously red eyes as their torn lips and jagged teeth suddenly gape in a series of horrid, dripping grins.

In this silent moment of dread, it dawns on me: Oh my god, it's the Zombie Apocalypse!

Suddenly, the girl a Xikar’s feet leaps up, her talon-like nails tearing at his face, the hideous red eyes staring into his with a terrible threat, noxious fluids pouring from her nose and mouth!

As if responding to a cue, out of the mist they are swarming, the terrible, tattered shadowy shapes in the fog; out of the alleys they come charging and down the street they clamber, and their red eyes and dripping mouths are all turned toward us, the figures who stand alone in the street. The fog belches them forth in an unholy torrent.

Nineve bisects the girl clinging to Xicar and prepares to fight, but I know we have no choice but to RUN. I drag them after me, my mind racing through all the possible avenues of escape. As we flee into the fog the dead hands are close at our backs. We keep running. Gradually I realize that it has become silent for a moment. I look around to realize with growing dismay that we’ve become separated in our flight; my companions are gone. I am alone in the oppressive fog and growing darkness.

Cowering in a corner, near some crates, is a young boy. Standing protectively over him is a large dog, his fur and jowls smeared with gore. He growls deep in his chest as several lurching corpses approach. Reuniting with my companions is my priority, but I can't abandon these two to their fate. Dog, whom I have named Furmis'ul, seems to share my thoughts, and we leap down to their aid. I notice the zombies do not attack animals; they seem to only be interested in humanoids. I tell the boy not to be scared, and the two dogs and I tear through the approaching knot of zombies with a smooth efficiency.

When the immediate danger has passed I check the boy for wounds. Convinced he is unharmed (and thus uninfected), I tell him and his dog to come with me if they want to live. I know that mobility is our best defense. We stick mostly to the rooftops, leaping between buildings and balancing on ledges rather than risking confrontation on the ground. I take the time to frequently check for any sign of my companions, but the city is a maze and they are lost to me in it. Fortunately, I know we are all heading to the same destination: The Cabal.

Wholly in my element, I dance over obstacles and skirt the roving undead mobs as if it were child's play. I've trained my whole life for exactly this eventuality, and it's immensely satisfying to see my long preparations serve me so well. I reach the Cabal swiftly, with Furmis'ul, the boy and his dog in tow, all of us completely unscathed. The look on the faces of acolytes who quickly usher us in reminds me that I should probably not be grinning. I regain my stoicism and inquire after my companions. I'm apprehensive but not surprised to learn that I am the first to arrive back. Despite my fervent protests, Mossad forbids me from going out after them. I wait in the entry hall, pacing like a caged lion. After what seems like an eternity, Nineve staggers into the tower, barely alive and sentient, a shattered husk of her former self. There is no sign of Xicar.

In the morning, however, Xicar strides into the Cabal having somehow survived, "Courtesy of the Brass Dwarf", he says.

As we tend the wounded and work to come up with a plan for this new crisis, we are interrupted by a courier from one of the secure areas. It's a package from the orphanage! Inside is a note from the children and a doll for each of us, which they made as a thank-you for rescuing them and bringing them to such a nice place to live. The gift warms the cockles of our hearts (and we get a permanent +1 morale bonus to Will saves as long as the dolls are in our possession!)

~Ashe

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Monday, May 17, 2010

Episode 23:12/5/09

The Party:
Ashelia Raminas, elf ranger-rogue/4-3
Nineve, human knight/7
Xicar, human cleric/7
Haroldur, human wizard 3/cleric 4
Sarek, human wizard 7

With Balabar and his henchmen taken care of, we attempt to formulate a plan. Diamond Lake is a desperate town of refugees, and we just their leader and most of his cronies. Tyrant though he was, Balabar Smenk was maintaining some kind of order, and his death will create a power vacuum that could throw the remaining survivors into anarchy and chaos. And of course, we can't have that.

There is also the minor problem of the dragon. And the fact that we haven't found Lazare (or 31E) yet. However, while we were being poisoned by Balabar, he told us that the cart of offerings to the dragon is always delivered near the Whispering Cairn, and the dragon seems to be hanging out there for some reason. Lazare was also rumored to be at the Whispering Cairn, so it looks like we can kill two birds with one stone here. Yay, us.

After some debate, we decide to leave Tamklar in charge of Diamond Lake while we take the Harkness across the lake to the Whispering Cairn in search of Lazare (and probably the dragon). We also encourage Tamklar to evacuate Diamond Lake as soon as possible. The dragon hasn't been back since the initial attack, and we suspect that it may have been after Lazare, anyway. Even if the dragon does attack them as they evacuate, their only other option at this point is starvation. It's worth the risk to make a break for civilization.

We spend several days getting the survivors in order, fixing the Harkness, and making preparations. A day or so after our showdown with Balabar, we are shocked to see Kullen, wounded but healing, limping into town. Things are tense at first, but he makes it clear that he had no personal grudge against us, nor any special loyalty to Balabar Smenk. Now that Smenk is dead, he has no further beef with us. We accept his apology, and he offers his assistance with the current predicament. We send him to Tamklar, who has taken charge of Diamond Lake and is preparing for the evacuation.

At last our preparations are complete and we are ready to leave for the Whispering Cairn. Tamklar is particularly somber and it's obvious he thinks we're going to die. As we're saying our goodbyes, he suddenly remembers Mossad gave him a package for us before we left the Cabal. It turns out to be a bag of holding (type 1)! On the Harkness, we dump it out and get:

3 scrolls of sending (Keep in touch!)
1 potion of Lesser Restoration (You never know...)
1 scroll of Raise Dead (Just in case.)
1 scroll of Restoration (Hope you won't need this.)
5 potions of Cure Serious Wounds (One for each of you.)

We sail across the lake. In transit, we find Balabar's stash:

zircon ring
800 gp
bronze statuette of a knight
2800 sp
copper horn
adamantine armband w/filigree
2 gold bars worth 200 gp total
copper & silver anklet
onyx sphere w/trees

The trip across goes uneventfully and we disembark into the early December countryside. As we enter the valley containing the Cairn, the air is warmer and misty. We round a bend and see it: a vast red-gold dragon, fast asleep in front of the entrance to the Cairn. A low thrumming comes from its jaws and nostrils, along with wisps of smoke, but its fires are low in slumber. Beneath it, under its limbs and huge coiled tail and all around lay a strange assortment of things; some precious, some little more than trash. This part of the valley is thick with the dragon's scent, and the air is filled with smoke, like fog from the blasted and smoldering hillsides.

We exchange some meaningful glances and silently decide to try to sneak past it without waking it. Unfortunately, as we approach, a thin and piercing ray of red shines from under the dragon's eye. We dive behind a nearby rock. Unhurried, it lifts its massive head and turns its piercing gaze in our direction.

It bids us emerge from our hiding place behind the rock, and since it knows we're there, there's no reason not to. We have a completely unnerving but surprisingly civil conversation with the massive, murderous dragon. The dragon recognizes our scent and claims we meddled in it's affairs in the mountains (Oops.) It seems that Lazare stole something from the dragon while it was out razing Blackwall Keep. The dragon knows Lazare is hiding in the Cairn, and demands in a nonchalant but unquestionable way that we "chase the little worm out of his hole", presumably in exchange for not eating us on the spot. Haroldur brilliantly talks us through, and we enter the Cairn.

It looks like our friend the GRW spent some time blasting and clawing at the entrance. The walls are black with soot and crumbling in places where the rock has been completely baked and shattered. A little inside the destroyed entrance to the Cairn, we find several deceased deranged Imperium cultist bodies, like we've encountered before with 31E in this area. The front end of the tomb is largely like we left it. We advance to the back, the true antechamber to the tomb, and the door that required 31E's key plate to open it. The door is near the end of its closing sequence. We quickly deduce that Lazare and 31E must be in Icosiel's proper tomb, so we go on through, lest we get get sealed out forever!

Inside, things look unchanged, but the previously-docile Wind Warriors impede our progress. We are forced to fight them. This is a very tough fight that nearly claims our lives, but we make it through.

Strangely, the black portal we noticed last time appears to be active. Lazare and 31E must've gone through it. It is labeled "Amsophar". We're badly hurt and we don't know what's on the other side of the portal, so we take a moment to heal up. As we're preparing, Zolara appears.

The Choosing:

Nineve - The Rakshasaa
Haroldur - The Inquisitor
Sarek - The Foreign Trader
Ashe - The Hidden Truth
Xicar - The Wanderer

The Spread:

The Inquisitor The Locksmith The Idiot
The Snakebite The Juggler The Courtesan
The Tyrant The Beating The Eclipse

"Again, the Inquisitor appears, representing you 5 and your unswerving dedication to your purpose. To stand against the Inquisitor is to court disaster. The Snakebite represents recent deception or trickery, perhaps betrayal. The Tyrant, although still a grave threat, is now behind you, although his part may not be fully played out yet.

The Locksmith represents the keys needed to unlock one's destiny or long-hidden secrets. The Juggler here does not represent anything in particular, although I suspect you are soon to meet him in person. The Beating warns of unexpected and overwhelming attack, though not necessarily ambush.

The Idiot represents one who feigns ignorance to disguise one's true gifts. Here, the Courtesan represents two women of power - it would be wisest to be as polite as possible when dealing with them. Aligned as she is, the Courtesan represents a grave danger if the situation is mishandled. The Eclipse is darkness. Beware the dark and those who dwell within it."

Healed up and armed with new knowledge, we step through the portal to Amsophar, or hopefully, his tomb. The blackness is so deep, it is almost viscous. Stepping through it, one gets the dizzying impression of of traversing vast gulfs, a staggering distance, in just a single step. Aside from being a little unnerving, however, we all emerge from the portal unchanged and unharmed.

We step from the inky blackness of the gate into a long, wide stone hallway. Ahead, a pair of brightly lit alcoves illuminates the corridor. A faint breeze brings with it sibilant whispers that sound almost like sighing breath. It is odd, but the effect is almost lifelike. If I didn’t know better, I would think we’d been transported back to the entrance of the Whispering Cairn. Although the effects of vast gulfs of time are evident in the uneven flooring and cracks along the walls, these halls are in far better repair than ruins outside of Diamond Lake. The walls are covered with strange runes and intricate reliefs. Translation of the runes indicates that the reliefs are scenes from Amsophar's life. Farther down the corridor, we encounter an alcove.

A statue of an armored Storm King, left hand resting on a sword, right held up to shield his eyes, stands at the far end of the alcove. The marble statue has sparkling blue gems for eyes and various details made of gold. A beam of bright light shines onto the statue from above, causing the gems to glitter and the stone to glow softly. The walls are carved with delicate reliefs of servants and warriors bowing and saluting. Incorporated into the statue is a removable metal plate, marked with runes that translate as "Wind".

Further down the corridor, we find three more alcoves, almost identical to the first, except for the metal plate. They read "Thunder", "Lightning", and "Ice". We take the plates and move on.

The runes in the next hallway spell out various accolades for Amsophar. However, here and there are phrases that are missing a key word. Immediately after this, the 10 foot wide corridor we've been walking through is crossed by what appears to be another 10 foot wide hallway. My rogue-sense is tingling - this smells like a trap! I insists my companions hang back while I check it out.

As soon as I cross the threshold into the other "hallway" (it's actually just a small room placed perpendicular to the main corridor), a forceful wind blows me clear across the "trap room" and plasters me onto the far wall. There, vents in this side of the room leak a noxious dex-damaging gas! While I'm taking dex damage, I notice our friend Lazare, lying in a heap in the noxious gas. He's obviously been paralyzed by it. After a few seconds, the gust of wind of wind abates and I can move again. I grab Lazare's immobile form, get out my trusty troll-gut rope (with hand grappling hook!), and run back towards my companions, who are still in the safety of the main hallway. I toss the troll hand to my companions and it grabs Nineve. Literally seconds after it stopped, the wind kicks back in. There's no way I would have had time to run back to safety on my own. I can see how Lazare became trapped!

Eventually, my companions manage to pull me and my paralyzed baggage through the gale-force winds and back to safety.

We use a potion of Lesser Restoration on Lazare, who is conscious but very weak. He revives a little and we ask him to explain himself. Why did he abduct 31E? What's he doing in this tomb? What did he steal from the dragon?

Lazare explains that the thing he took from the dragon was a crystal disc. It was the first artifact he found as an adventurer (back in his younger days). He and his companions were set upon by the GRW, and he traded it to the dragon in exchange for their lives. Not surprisingly, the dragon betrayed them and only Lazare escaped. He's been trying to retrieve the artifact ever since. When the dragon finally left his lair (to raze Blackwall Keep), Lazare took advantage of the distraction to reclaim his property.

After years of research, Lazare has deduced that the crystal disc is some sort of key to Amsophar's tomb. He also discovered, partly with our help, that Icosiel's tomb in the Whispering Cairn was linked to Amsophar's tomb. Once he retrieved the artifact, he knew he had to go to the Cairn to see if he is correct.

Lazare also insists that he didn't abduct 31E. He simply went to the Cabal and asked the robot if he'd like to accompany him on his explorations of the Whispering Cairn (and beyond!). As this is part of 31E's programmed directives, he readily agreed. They left the Cabal perhaps without consulting all the proper authorities, as they both deduced that Marten wouldn't be willing to let 31E go.

They made it this far, but Lazare's explorations were cut short by his encounter with the trap. 31E managed to escape somehow, and Lazare doesn't know where he is.

In turn, we tell him about the dragon attack, the fall of Blackwall Keep, and the destruction of Diamond Lake. He seemed genuinely unaware of these activities, and looks more crestfallen with each new bit of terrible news. Nevertheless, it's good to be united with an old friend, and we all agree that it's very lucky for Lazare that we came along when we did!

Lazare must have been stuck in that trap for quite a while - he looks emaciated and very much worse for the wear. We offer him food and drink while we try to figure out the puzzle before us.

After several hours of study, we deduce the missing words in the text and discover these words can be arranged to make the sentence, "Amsophar made war that we might live in peace". Cautiously, I approach the "windy passage", which is still gusting intermittently, and speak what I hope are the key words. Immediately, the wind abates, and we advance unmolested.

As we're celebrating our victory over the trap, 31E emerges from around the next crossing. Apparently he made it past the first trap, only to be claimed by the second. Of course, we're thrilled to see him. We repair him and he attaches the new leg (he was very surprised we managed to find one!).

While 31E is putting himself back together, we mention that we think we know what his mechanical scarab is for. We tell him about the ones we saw in Jakardos's lab back in Blackwall Keep. 31E is skeptical, but we convince him to try it. Fortunately, I was thinking ahead, so I just happen to have an accurate atlas of like, the entire known world! We roll it out and set the scarab on the map. It whirs and clicks and skitters in a straight line for the Whispering Cairn, where it sits, fluttering its mechanical wings intermittently. This seems to ring some bells for 31E, because he makes a strange face (as much as a construct CAN make a face), and says "Of course. The scarab is currently programmed to display my original mission objective." He picks it up and fiddles with it a little, explaining that he can alter the scarab's function to display our current location. He sets it back down and we all gasp as it skitters completely across the map, coming to rest in an unknown mountain range thousands of miles from Caledon.

That's... a bit of a shock. But, there's no sense in worrying about it now; we have a Storm King tomb to explore! At this point, Lazare, who looks really exhausted, apologizes for not being much use to us. He hands the hard-won crystal disc to Xicar, and then quite unexpectedly polymorphs into a ferret and crawls into my backpack. Will wonders never cease? We take the opportunity to rest and regroup a bit before venturing forth.

We descend an elegant staircase and enter a large central room. The octagonal chamber is lit by six floating lanterns that hover around a central statue of some strange metal. The statue depicts Amsophar clad in armor and lounging in a throne. One hand rests lazily on the pommel of a sword, while the other is stretched out languidly along the back of the throne, casually pointing across the chamber, seemingly at nothing in particular. A thick, swirling fog obscures the ceiling far above. A series of 4 intricate reliefs decorate the walls of this magnificent chamber. Numerous small items: coins, jewelry, statuettes, and other small objects litter the statue’s rune-carved pedestal.

As we approach, thick mist swirls upon the reliefs, animating them strangely. I take rubbings of everything:

Relief #1: This relief shows Amsophar at a great battle fighting twisted creatures of chaos against impossible odds.

Relief #2: This relief shows Amsophar avenging the death of Icosiel, striking down a terrible robed figure wielding an orb that seems to destroy anything it touches.

Relief #3: This relief shows Amsophar wielding a long rod or staff against a tremendous form of writhing darkness and horror. Amsophar triumphs, but his staff shatters into 7 pieces, and he collapses to his knees.

Relief #4: This panel shows Amsophar being struck down by a hideous creature with the body of a great spider and the head of a wolf. The creature appears to sneak up behind him and strike while Amsophar is recovering from an earlier battle.

We eventually discover that with a bit of elbow grease, the statue rotates counter-clockwise. Each rotation seems to point the sword at a doorway. We rotate it one click, and the stone panel of the relevant door slides into the ceiling revealing a small chamber beyond. Simultaneously, a booming voice erupts from the statue and Order's Wrath washes harmlessly over the party. Then, the mist on the ceiling coalesces into 4 Belkars that descend on us menacingly...

We brace for impact and Sarek kicks things off with a fireball. With 31E's help, we destroy the Belkars. Xicar the Wanderer checks the rubble and finds:

an emerald worth 1000 gp!

At the back of the small chamber we discovered, we see a serious of identical runes. One is missing. It matches the "Wind" plate we have, so we place it in the empty slot. Nothing happens.

We rotate the statue another click. This the floor of this small chamber is 20 feet below the level of the main room. It has what looks like a small passageway at the bottom, on the far wall. I volunteer to check it for traps. I borrow Nineve's ring of Featherfall and jump down... only to fall UP! Apparently, I've triggered a Reverse Gravity trap! I fall up 80 feet (luckily taking no damage, thanks to Nineve)! Eventually my companions drop a rope up to me and pull me down out of the trap.

We rotate the state again and find another small chamber with a missing rune. We slot in the "Thunder" plate and nothing nasty happens to us.

We rotate the statue another click and reveal a tubular elevator down. We're not quite ready to leave the main chamber yet, so we decide to come back to this one.

The next rotation reveals just an empty room. I step inside to look for a secret door or something, and the panel slams shut! Yelling through the wall, Nineve tells me that as the door closed, the statue rotated forward two clicks! They can't move it back - they'll have to go all the way around again. About this time I realize the ceiling in my little death chamber is getting lower and lower...

Everybody struggles to turn the statue back around in time. A fair bit of fumbling occurs. When the door opens again, I have to roll out into the central chamber - I was flat on my belly with about 5 inches from floor to ceiling! Casting a sardonic gaze over the three puny men, I advise my companions against the "Ceiling Trap of Doom" weight-loss plan.

The next two chambers are more rune puzzles. We slot in the appropriate runes and move on.

The last chamber is a hole. Just a hole straight down. There is a little bit of debate, but Nineve's unnatural fear of elevators wins out and we descend down the pit instead. At the bottom, the pit opens up into a beautiful arrow-shaped room. Elegant marble columns and statuary grace the chamber, along with a bunch of Wind Warriors who promptly try to kill us. We fight our way tooth and nail through the whole mess of them, covering the previously-pristine chamber with blood (ours) and bits of ceramic armor (theirs). Xicar the Wanderer pokes through the debris and finds some Oil of Greater Magic Weapon +5! Then, we use my trusty troll gut grappling hook rope to get the hell outta Dodge.

~Ashe

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Friday, May 14, 2010

Episode 22: 11/14/09

The Party:
Ashelia Raminas, elf ranger-rogue/4-3
Nineve, human knight/7
Xicar, human cleric/7
Haroldur, human wizard 3/cleric 4
Sarek, human wizard 7

We burn Akasha on the cart she rode in on. Mossad takes one last look at her garlic-stuffed, disembodied head before tossing it on the pyre. That evening, Mossad mostly keeps to himself as Arrad pals around with the Legionnaires. We camp for the night in the relative safety of our fortifications.

In the morning, Mossad pokes through the ashes and fishes out a ring, which he tosses to Sarek. He puts the ashes in some urns, and then gives us each one. We scatter Akasha's remains to the four winds while Mossad says a prayer for the departed foe. Afterwards we break camp and head back to the Cabal; a journey of about a week. Along the way, we gain from our experiences and receive some special training from Arrad! As we travel, we finally get around to giving Mossad and Arrad our full report on the Blackwall Keep mission.

We settle in to life at the Cabal, but rumors of trouble in Diamond Lake pique our interest. We soon decide that the time is right for us to go after 31E. We remember that we'll need a Repair spell to attach the new leg to 31E, but those are hard to come by. After a bit of research we learn of a shop, called Stonebones, which might sell such a thing.

We make our way to the Cogs, a bustling foreigner's marketplace that is out of the way and off the radar for most of Istivin's inhabitants. We locate the curio shop and are somewhat surprised to find it is run by Stonebones, a Xorn. He is hesitant to deal with us at first, and things get off to a rocky start when Sarek spots a suspicious-looking amalgam of body parts in the Xorn's workshop. Officially, this is something we should definitely investigate, but it's clear that Stonebones won't deal with us if we give him any trouble. Things get a little heated, but we decide to turn a blind eye here for the sake of rescuing 31E. Stonebones is still uncertain about us, but the "irresistible aroma" of our gems gets the better of him and he agrees to sell us some Repair scrolls. While Stonebones is rummaging around for the scrolls, I spot a disembodied troll hand in a small cage among the jumbled piles of trinkets and treasures. I've been casually looking for just such a thing, in the hopes of combining it with my troll gut rope to make a troll hand grappling hook! I must have it. It costs me a few "delicious" rubies from my personal stash, but I eventually convince Stonebones to let me have it. Thrilled, I attach the hand to the rope and it flips me off immediately. I love it!

That evening, back at the Cabal, we are stunned to be summoned to meet with the Canoness. None of us has met with her since we were inducted as Greycloaks. No one meets with her!

Canoness Embiril Ilustani receives us in her large and richly appointed office. A cheery blaze in the hearth casts dancing shadows about the chamber. Draped in luxuriously embroidered silks and velvets, the elderly Canoness is still more graceful and charming than most women half her age (whatever that may be). Her eyes seem to shift color constantly. She chats with us in a relaxed manner that speaks of her absolute supremacy.

She informs us that since Ironbriar's imprisonment, Marten has been appointed as an Interim Justice for the district. This doesn't surprise me at all, since I've always thought Marten was a power-hungry snake. However, his appointment has elevated the Cabal's status and influence somewhat. Canoness Ilustani goes on to say that due to Marten's new post, the Ruby Temple has a more direct influence over Ironbriar's fate. She asks us to submit a recommendation on this matter. This type of thing is quite a bit above our pay grade, and we're all rather stunned, but of course we agree. After a few more minutes of small talk, she replaces our Greycloaks with Traveling Greycloaks, in recognition of our service to the Cabal. We are deeply honored to be rewarded by the Canoness herself, but we leave her chambers uneasy with the weight of our task to provide a recommendation.

Legally, Ironbriar has earned death as a punishment for his crimes ten times over. However, it seems evident that he was under Akasha's direct control for many months, and was merely carrying out her wishes when he committed his crimes. On the other hand, as Sarek repeatedly points out, it was Ironbriar who actually, physically performed these acts. But if a person is not in control of their own mind, if their will is not their own, can they be held completely and solely responsible for their actions? We weighed the arguments and it was obvious that we were getting nowhere. We decided to seek out help.

We approach Hezzrak and ask him to cast Commune. In the end, though, we decide we can't trust Hezzrak's Commune because we don't know who he's communing with! It doesn't help that when asked, the imp becomes evasive on that point... We ask him to cast Augury for us as well, but both courses of action (leniency and death) return a divination of "Weal and Woe". Those damned Divination spells never clear anything up! Desperate, we consult with Advocat and find there are some precedents for leniency in these types of cases. At length, we turn in our well-written missive to Mossad recommending leniency for Ironbriar based on evidence, the circumstances surrounding this case, and the historical precedents.

As we prepare to leave for Diamond Lake, we find Tamklar ready to depart with us. No caravans have come from the Diamond Lake area in weeks, and he is anxious to see for himself what has happened in his home region. We're happy to have him along.

A day or two into our journey by carriage, Zolara appears and offers us a reading:

The Choosing:

Nineve - The Avalanche
Sarek - The Juggler
Ashe - The Crows
Xicar - The Cricket

The Spread:

The Paladin The Keep The Dance
The Beating The Avalanche The Joke
The Juggler The Tyrant The Tangled Brier

"Regarding the past, The Paladin is strength through adversity - he does not back down under any circumstances, much like you all. The Beating shows an attack from all sides. You may have survived, but something was lost, perhaps trust. Misaligned, The Juggler has faltered in the past, and a great disaster followed.

In the present, The Keep represents all of you, your quiet strength that cannot by shaken by any force. The Avalanche shows me the chaos and suffering that arises from an unthinking crowd, though it may be averted. The Tyrant is a blight on those ruled. In this case, I see a true dragon, though his rule is felt through the actions of another - one you are familiar with, I think.

The Dance represents the rich and delicate framework in which we all exist. Knowing your place and seeing the patterns will allow you to remain in perfect step. The Joke shows us a terror overcome through trickery or wit - not force. The Tangled Brier is a card of past deeds - it tells of a lost object or person who may still influence the present day."

In a few days we arrive at the outskirts of town. We are "greeted" by a gang of thugs in tattered red cloaks who try to extort us for a "toll". Nineve convinces them that they should look elsewhere if it's easy money they're after.

We round a corner and gasp as we catch sight of what used to be Diamond Lake. It's been largely leveled. We interrupt a town gathering of sorts that appears to be some kind of lottery. Officiating it all is Balabar Smenk. Dressed in faded, tatty finery with a tin crown on his head, he is a far cry from the smooth and powerful crime boss he once was. The town is crawling with his lackeys - the thugs in the tattered red cloaks. After some quick inquiries, we find out what happened.

A huge red dragon attacked Diamond Lake. (We deduce that it was probably the same dragon that leveled Blackwall Keep). The dragon still holds the town. In the wake of the destruction, Balabar stepped in to fill the power vacuum, acting as the dragon's envoy. He and his lackeys hang out on the Harkness, and collect what valuables can be had from the scavenging survivors. About once a week Balabar sends an "offering" of goods and people to the dragon, as payment/incentive for not continuing to raze the town. The people who are to be fed to the dragon are selected through a lottery, which is currently in progress.

Some of the citizens of Diamond Lake recognize us, and beg us to save them once again from their cruel fate. However, our presence is enough to distract Balabar for the moment. He focuses on us and leaves the lottery unsettled for the time being. An excited and desperate-sounding Balabar invites us to dine with him that evening. We wearily accept. Balabar rushes off to make preparations, and in the meantime, we make some inquiries. We are looking for Lazare. We determine that he left town a few days before the dragon attack, and may have been heading to the Whispering Cairn...

A few hours later, we meet Balabar for dinner on board the Harkness. Smenk goes on and on about the fine spread he has assembled for this repast, and from the state of the town, it must have been hard to come by indeed. We enjoy the relative delicacies he has prepared and discuss the Diamond Lake situation. Balabar approached the dragon immediately after the attack and proposed their current arrangement. The dragon's demands were that no one may leave Diamond Lake, and offerings of beautiful maidens and precious objects must be made to it at regular intervals to appease its hunger and increase its hoard. Balabar was able to keep the definitions for "beautiful maidens" and "precious objects" vague enough to satisfy these requirements with what is actually left in Diamond Lake - scraggy peasants and twisted scrap metal. Balabar is aware that he can't keep up this arrangement forever - eventually he'll run out of townsfolk - and the strain of this knowledge has taken a toll on his sanity. From atop a makeshift throne surrounded by piles of junk, he chats glibly about living like a king surrounded by finery, all without a hint of sarcasm.

Balabar talks and talks and we realize he is stalling. It soon becomes evident that he has poisoned us. He really must be crazy! We start to feel foggy and drowsy, but we manage to shake off the effects. By this time Balabar has become increasingly nervous. He realizes the poison has failed and jumps up suddenly. Before we can react, he fires a loaded crossbow at Sarek, pinning him to his chair!
Nineve fires back with a blast from her pew-pew gauntlets and the battle is on!

My old friend Kullen, the albino half-orc with a grudge against elves appears from the shadows. He calls me "Pinky" and cuts into me with his axe! Fortunately, I immediately answer with a cut of Searing Light from Captain Lorring's sword. Xicar throws down Order's Wrath, which dazes Balabar (who turns out to be BalaBARD!) Enemies pour in as the dinner party suddenly becomes a pitched battle. Balabard recovers, turns invisible, and flees.

We take a few seconds to heal up and collect ourselves and then give chase. We run around on the lashed-together decks of various boats that serve as a makeshift village on the water, fighting our way through thugs and pirates. Balabar hits me with a spell and I become confused. The rest of the battle is a blur as I alternate between staring off into space singing the Hamster Dance song and accidentally attacking my dog. My companions finish off the thugs and we continue on our chase, which has now progressed to the docks. Xicar gets shoved off the dock and narrowly avoids falling into the gar-infested waters.

We have a very tough slog through Balabar's minions - thugs, pirates and the like, before we finally manage to catch up with him at the end of the dock. He is standing next to a large, violently shaking container, looking smug. As we approach, he says "Oh, now you've made him angry. You won't like him when he's angry!" and unleashes his trained dire ape, ManBearPig, on us!

Nineve and I are on that monkey like a rat on a Cheeto. The men keep Balabard occupied while we hack ManBearPig to pieces before it can become a problem. Without his meat-shield, the mighty Balabar Smenk is easy pickings. Killing him is so easy it almost feels like an accident. Looks like we solved his dragon problem after all...

~Ashe

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Thursday, October 29, 2009

Episode 18: 8/23/09

The Party:
Ashelia Raminas, elf ranger-rogue/3-3
Nineve, human knight/6
Sarek, human wizard/6
Xicar, human cleric/6
Haroldur, human wizard 2/cleric 4
Enoch, human sorcerer 1/monk 5

The next day we travel with the survivors from the ruins of the keep back to the hunting lodge. That evening, Vander approaches Nineve and mentions some helpful things he remembers about working with the cultists and Akasha, the leader. It seems she HATES silver! It's a strange thing to remember, but it struck him as odd and it was all he could think of.

As we're all sitting around the campfire, I notice the strange dog is hanging around the edge of our camp. It shrinks into the woods at my approach, but I leave it some food and I notice it back again a few minutes later, eating.

As we're heading off to bed, Zolara appears! She looks concerned. She says, "Your resilience and courage will see you through the trials ahead."

The Choosing:
Ashe - The Trumpet
Nineve - The Teamster
Haroldur - The Sickness
Sarek - The Tangled Briar
Xikar - The Waxworks
Enoch - The Desert

The Spread:
Paladin Teamster Cricket
Locksmith Eclipse Hidden Truth
Liar Rakshasa Survivor

Zolara interprets our reading:

"The Paladin represents strength in adversity. In this case I see one of you standing in victory over a fallen superior, perhaps an instructor or or father? The locksmith grants the keys to unlock destiny. He grants the tools but not insight as to how they may be used. One of you will unlock secrets from your past. The liar represents treacherous love, deception that pits brother against brother or father against son.

The Teamster is a driving external force that keeps you going, no matter what. The Teamster exhorts you to continue on, despite the self doubt and loss of purpose shown by the Eclipse. Elsewhere, the Rakshasa sits upon the backs of its slaves, imposing its will on them, opposing your every move, from the shadows.

The Cricket represents travel, in this case, a speedy return home. The Hidden Truth has the power to reveal secrets. I see family histories revealed in a new light to allow you to see past the obvious to the greater truth, and dark secrets hidden within."

Then, faster than you can say "Oops, forgot to mention the GRW!", she's gone.

The next day, we part with Vander, Edain, and the other survivors and begin the 5 day journey to Turtleback Ferry. We're not in a hurry, so I have plenty of time to spend with the strange dog that keeps following us. We win him over after a day or so, and he starts actually traveling with our group. I'm delighted that he's traveling with us, but the next day, he seems incredibly nervous. I get the sense that he's trying to get us to take another path. Intrigued, I follow the dog and lead our group down a smaller game trail that takes a slightly circuitous route around (rather than through) a valley before rejoining the main trail at the top of the ridge. I'm feeling a little irritated at myself for allowing a flight of fancy to add 45 minutes to our hike that day. As we crest the ridge, I pause a moment to take in the surroundings. As I glance back, I spot a grey render lurking in the valley below. My original path through the valley would have taken us right into its territory! I give the dog a few appreciative pats and continue on our journey.

A few days later we arrive at the tiny hamlet of Turtleback Ferry. We all buy riding horses, practically gorge ourselves on a hearty home cooked meal, and spend a welcome night in warm beds. The next day, the dog brings me a dead chicken, and I have a slightly sticky encounter with an irate farmer. I apologize and pay him 5sp for his chicken... and he suddenly offers us some more chickens "for the road". We take him up on his offer of a few fresh eggs, and spend our last night at his house.

After a hearty farmhouse breakfast, we head out to Istivin. We travel through rural but civilized lands for a few more days and finally arrive at the city walls. We take a winding path through the lower tiers of the city and make our way to the Cabal, purchasing some badly needed fresh clothes along the way. The journey takes about two days.

We finally arrive at the Cabal and are greeted by acolytes who are happily surprised to see us. We have about an hour to get situated before we're summoned to Marten's chambers.

Marten is pretty put out at us for vanishing on him, and, more importantly, The Ministry of Justice, and specifically Justice Ironbriar are after us for questioning regarding the events at the Sawfish Boys slaughterhouse. He asks us why he SHOULDN'T just turn us in. We present our arguments, with varying degrees of success, before Nineve jumps in and actually tries to INTIMIDATE him! It's a great performance, but it was doomed from the start. Marten is none too impressed, and we are taken into custody by Legionnaires (who are polite). We are escorted to a nearby prison facility, and handed over to those authorities. They shackle us and admit us to our cells.

After a few days we are transferred to a smaller prison facility. That evening, we are taken to meet Sheriff Hemlock. The Sheriff tells us he has specifically requested our transfer here to his facility and proceeds to explain why.

Apparently, there have been a number of murders in the city of late that have our names all over them. Hemlock produces a note from the most recent murder. It is battered and written in blood. It reads "You return, and now the chase begins. I am simply what you have made me, O my masters!" Apparently it was attached to the victim with something of Sarek's. Clearly, we aren't involved, but whenever Hemlock tries to look into the murders, his investigation is inexplicably blocked by someone higher up the chain. He asks if we'd be willing to investigate for him, and of course, we're in no position to disagree.

Hemlock takes us to a lumbermill. At the bottom of the logsplitter is the nauseating mess of what used to be a person. Apparently this was the miller's wife, Cassandra Vinder. Despite the gruesome scene, this isn't the murder he's interested in.

We head upstairs and find another body. Embedded in the corpse's sleeve is Sarek's missing dagger. Carved into the corpse's chest are some sort of symbols. Sarek can't identify the symbols, but he's sure they're related to ritualistic human sacrifice. I sift to to find out some information, but I don't get much of use. We discuss the murder and its similarities to other murders in question. We are told a survivor from another attack is being held at a local sanatorium. We decide to visit the survivor at the Saintly Haven of Respite while Hemlock cleans up the lumber mill mess.

The survivor's name is Grayst Savilla. It takes some convincing, but we are eventually admitted to see him. He's a wild-eyed fellow drooling on himself. He shrieks as we approach, but Haroldur seems to calm him down. Suddenly, he starts spouting nonsense. Between thrashings and mumblings, we get "He, he, he said that the victims are the harvest of seed you have sown!" and "When the harvest is done, you shall remember him forever and, and, and". Several minutes of screaming later, we get "the Misgivings shall, they shall be his throne, and there you shall bow before him!" He then collapses to the ground and lies still. Enoch and I recognize that he's still twitching slightly as Xicar moves in to check if he needs healing. Suddenly, Grayst the Mad lunges at Xicar and bites his hand! Enoch leaps in and restrains the crazy and Xicar tries to calm him down again. He spouts more nonsense, and then Sarek stuns him with a Word of Authority. While he's out, I heal check him and determine that he is suffering from the advanced stages of ghoul fever. The friar runs into the room and starts apologizing, swearing he didn't know, and he had no idea Grayst would react so strongly. We promise not to make a fuss and leave the sanatorium.

We are reutnred to Hemlock's smaller prison facility. Haroldur manages to convince Sheriff Hemlock to allow us to stay in a large communal cell instead of our individual ones. We pass the evening discussing our leads and options: basically none.

Sarek and Haroldur are interested in doing some research at the library. Amazingly, Hemlock manages to arrange this, and the next morning we are returned to the Cabal (under supervision) to research the arcane runes found on the bodies. We discover that these runes are related to a Nerull worshiping death cult and prevent spells such as Raise Dead, Speak with Dead, etc., as well as damning the soul to Nerull's realm. We share this knowledge with Hemlock, who is disturbed by the news. When we return to our cell, we find a package from Mossad! There are of course no weapons or anything, but it does contain a few essentials - better food, spellbooks, holy symbols, etc. Tucked inside the outer packaging is a crumpled scrap of paper that reads "Hambly farm" in scrawled blood.

We find out where Hambly farm is and convince Hemlock to equip us. Then we head out, under guard of course, to the boondocks where Hambly farm is. On the way, we are regaled with tales of the shocking boredom of rural life by one of the guards, who is as local. The guard mentions that if anyone knows what's going on in these parts, it's Farmer Gump. At this, naturally we stop by and talk to Farmer Gump. Gump thinks it's a bit odd that he hasn't seen the Hamblys around in the past few weeks. He mentions that he warned the Hamblys not to live near the Misgivings, a local haunted house. Haroldur inquires rather directly about the Hamblys and the history of the Misgivings, an old Lillybrook homestead. After an awkward and tactless interrogation, we leave and are led to the Hambly farm.

We come to a large cornfield and are told it's the Hambly farm. The house is apparently in the center of the fields. I stand on Enoch's shoulders to orient ourselves, and then we head in the direction of the farmhouse. At one fork, we encounter a scarecrow shaking violently. We approach it and Sarek discovers that is in fact a human in the advanced stages of ghoul fever. We're about to leave the person there and move on when we're ambushed! Several scarecrow-ghouls break free of their bonds and attack us! We wade through the ghouls and manage to only lose one of the guards, even though a few do get bitten. An eerie silence falls over the cornfield. This is an unsafe place for anyone, especially unseasoned recruits. We send the remaining guards back to town with the surviving scarecrow guy and move along.

A little while later we come to another scarecrow ghoul ambush. Enoch gets five-across-the-eyes and Xicar gets paralyzed from behind, but we finish off the ghouls before they finish off him. At length, we come to the farmhouse and barn in the center of the cornfields.

The smell of death hangs heavy in the air. The barn is constructed around a 12 foot tall stone head. Inside, it is a macabre tangle of bones and animal (mostly) carcasses. Ghouls are obviously lairing here, but none of the foul beasts are occupying the place at present.

We press on to the house, where the stench of rotting death is overpowering. We move to the kitchen and find another rune-caved corpse. Before we can investigate, I hear movement in the adjacent bedroom. I hiss a warning and Enoch sees a foot climbing out the bedroom window. In a moment, we're outside, battling the foul creature on the roof of the farmhouse. I climb the pillars of the porch and find myself facing a ghast. He opens himself up for an attack so I slash him as he shoves me off the roof. He rears, calling ghouls out of the corn. Soon, I am up on the roof again, locked in battle with my sworn enemy. More ghouls climb out of the well and attempt to pull Sarek and Enoch down to the watery depths. Fortunately, they don't manage to move the unusually tall humans. Nineve, Haroldur, Xicar and Enoch battle the ghouls, and Sarek offers ranged support to me as I battle the ghast. Eventually, Sarek vaporizes the ghast and we all prevail.

Back in the house, we search for clues and find a note. It's crumpled and written in blood, like the others. It reads, "You fools! You left them unprotected! Now I will take them from you one by one, until you come to me! Who will burn next? The scholar? The Dwarf? The Sheriff?". We have a brief pow-wow and decide to return to the city to warn our friends. I sift on the body and we discover that the killer must be a mohrg.

We rush back to the city, arriving very late at night and check on Tamklar. He's fine, though he almost puts an axe through Xicar's skull for busting in on him at this time of night. We quickly explain and bustle Tamclar and his family over to Alastor Land's place. We rouse him and take them all to the Cabal for safekeeping. Then we go to Sheriff Hemlock's place.

Our stomachs sink as we find his door is open. We burst onto a gruesome scene, much like the other rune-carved corpses. Enoch fishes a letter out of the fire, while we check on the mutilated corpse of the late Sheriff Hemlock. The letter is badly burned, but I examine it and use Sift to read its original message:

"Your Honor, Lord Justice Caradoc,

It's taken me some time, but I've finally managed to determine who has been obstructing my investigations into these strange murders. I fear a sinister and calculating mind has both perpetrated these killings, and endeavored to obscure them. A dear friend, whom I hesitate to name, has brought me information and evidences that point to a horrifying possibility. If he is correct, and I fear he may be, these murders are much more than the work of a simple madman. He has brought to light the facts that my, and many other, investigations have been misdirected, denied, reassigned, and otherwise defeated by note other than the direct intervention of Lord Justice Ironbriar, Justice of Dura and 7th Justice of Istivin, capital city of The Kingdom of Caledon. I await your direction in this matter.

Your loyal servant,

~Giles Hemlock Sheriff, Whietwall, Dura, Istivin."

Of course, this pivotal evidence is merely circumstantial, as it requires a person with the ability to sift in order to decipher any meaning from the scorched and ruined scrap of parchment. Nevertheless, this could be enough to at least clear our names with the Cabal. Besides, we all decide it's not wise for us, currently prisoners, to be hanging around the murder scene of our current jailer... We rush back to the Cabal, rouse Mossad, and tell him everything.

~Ashe

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Tuesday, September 22, 2009

Episode 16: 8/8/09

The Party:
Ashelia Raminas, elf ranger-rogue/2-3
Nineve, human knight/5
Sarek, human wizard/5
Xicar, human cleric/5

The giant falls, the keep's defenders sally forth, and the siege is broken. We rush down the hill and start stabilizing the wounded convicts. Edain, Astrid, and Black Bart have come through the battle okay. As we're seeing to the fallen and wounded, a rider approaches from the keep.

He introduces himself as Captain Lorring and seems to be quite crestfallen when he realizes we haven't brought any luxuries from Istvin with us. We patiently explain that we've been out of supplies for almost a week and fighting for our lives through orc-infested countryside to get here and save his ass. He immediately stops sulking. After surprising Haroldur with a congratulatory slap on the back and handshakes all around, sprinkled with lots of "Jolly good show, chaps!", he leads us down into the keep. As we're passing through the courtyard, we notice 3 of the Sawfish boys among the convicts. They seem to notice use, too. After we get cleaned up and settle in, we go to see Jakardos.

Jakardos is a middle aged, dark haired human. He is charming and friendly, and politely invites us up to his office. His lab is littered with automaton parts, clockwork horrors, and clockwork beetles like the one 31E carries. Jakardos explains he's been expecting us. We chit-chat a little about his collection and he shows us how the clockwork beetles are navigation devices of some kind. When placed on a map, they spring to life and skitter off to a precise location - each beetle seems to be keyed to a certain place, and will plant itself on that same place each time. The beetles also seem to be sensitive to the scale of the maps, so if the beetle is keyed to a distant location, but the map it is placed on is a detailed, small-scale map, the beetle will run off the map, off the table, and across the floor, presumably in the direction of it's marked destination. It really is quite intriguing!

After an appropriate amount of chit-chat, we get down to business. We fill Jakardos in on 31E - his missing limbs, memory loss, strange protocols and references to people and places that don't currently exist... the artificer is intrigued. He agrees to help us (for a price), but needs 31E's exact model number... and of course we don't know it. Sarek sends to Moussad for information:

Convicts delivered. Freed keep from siege from giant, orcs, ogre. Ranger outpost sacked, loss of life great. Can you ask 31E his model number? Praise Wee Jas.

Moussad answers:
Good work! Model number? 0FB3A4F3D4, why? When will you be returning to the Cabal? Praise Wee Jas!

With that sorted, we head back to our rooms. As we're returning to our chambers, we're approached by Captain Lorring. He requests our help in getting the keep squared away over the next few days... we agree to start work on the various issues tomorrow morning. However, we don't even make it to our lodgings before the first problem presents itself:

Rebuilding the Wall: Tamklar vs. Rangers!
The rangers and Tamklar are discussing the rebuilding of the keep's walls. Tamklar is suggesting making improvements to the wall which would make it stronger and better, but would take a little longer to build. The rangers want to rebuild the wall exactly how it was, as quickly as possible. The rangers seem to think that Tamklar's plan is over-engineered and will waste valuable time and resources. Tamklar points out that if the keep's wall had been properly fortified in the first place, they wouldn't be wasting time and resources rebuilding it now. They argue back and forth a bit and we attempt to convince the rangers to do it the right way: the dwarf way. Unfortunately, the ranger foremen and their convict laborers will have none of it - a hastily built wall is better than no wall at all. We fail to convince them to heed Tamklar's advice.

Next up: R-E-S-P-E-C-T!
Looking through the wall's rubble onto the remains of the battlefield, we can see a crew of convicts carelessly shoveling dead bodies into a mass grave. We hurry over to them and find out what they're up to. The convicts complain to us about heavy work and the daunting number of bodies that need dealing with. They claim they don't have time to provide proper burials for each of the fallen. We instruct them on the appropriate, respectful way of dealing with battlefield graveyards, trying to impart to them a sense of honor and duty to the dead. I don't feel like we're getting through to them, though. In the end, they follow our advice mostly because Nineve is really scary when she threatens people - nobody wants to find out what comes after "or else!" But, at least we succeed in seeing that the dead are properly buried!

Evening falls and Captain Lorring has broken out the reserves to provide a great meal as a victory celebration for the survivors. A raucous party ensues. We relax a little for the first time in weeks, and everyone enjoys themselves. The whole keep sleeps in later than they probably meant to, but the next day we're back at it, helping out.

Talk of Surrender
Despite last night's party, there's talk of surrender among some of the convicts. They see defeat as inevitable and they're wondering why Captain Lorring doesn't just give in to the orcs instead of being slowly ground down by them. A couple even propose slipping out of the keep and taking their chances in the wilds instead of being trapped behind the walls again. It takes some stern words, but we manage to convince the convicts that they don't stand a chance outside the keep walls by themselves.

Lazy Lumberjacks
One of the keep's rangers directs us to a copse of trees where a group of convicts is supposed to be harvesting timber for the repairs. However, the sounds of woodcutting are intermittent at best. We find Parne and Torkan, the barbarian Anderhoff brothers, among the layabouts. When the Anderhoff boys see us, they perk up and try to look busy. After some displays of strength and pointers on how to work smarter, not harder, we've whipped those convicts into shape and they're deforesting the countryside like pros!

Looters
On our way back to the keep we notice one of the convict gangs assigned to dealing with the corpses is returning from the battlefield, laden with spoils. Here and there we spot a thick orcish armband or torc, and several convicts have armed themselves with particularly fine examples of orc weapons. Each has a heavy pouch tied to the belts that clinks with newfound coin. They've clearly been looting the remains on the battlefield. We stop them and explain the difference between looting for personal gain (bad) and reacquiring useful items for the survival of the group (okay). We're sure to speak slowly and use small words. Eventually, we get through to them, and they agree to turn in their loot to the keep's treasury so it can be distributed as needed among the group.

It should be noted that throughout all of this, Nineve is constantly flirting with Vander Anderhoff, Buttercup-and-Westley style. She barks orders at him, like "Polish my armor, swine!" or "Fetch me that water jug!" and the like, AND HE DOES IT.

At the end of the day, Captain Lorring rewards us for moving things along from his cache of useful things: (Magic bag! Magic bag!)

Nineve: CLW potion x2, Everlasting Rations, Resist Fire potion, letter of recommendation (good for +1 influence)

Xicar: CLW potion x2, Scroll of Mass Snake's Quickness, vial of Black Veil powder, Pearl of Power lvl 2

Sarek: 2nd lvl scroll, 3rd lvl scroll, Quall's Token Whip, Scroll of Dismissal

Ashe: CLW potion x2, Amulet of Toxin Delay, Naivia (MW Comp. longbow +3), letter of recommendation (good for +1 influence)

As we're thanking him for our rewards, he mentions he's looking for a resourceful group like ours for a "small task". He wants us to slip into the main orc stronghold and take out the leadership of the tribe while the larger orc force is regrouping in the woods. He would also like to find out more about the dragons seen among the orc forces, since this is pretty weird. We agree this is probably a good idea, and there really isn't anyone else handy who can do it. We tell him we'll leave in the morning.

That evening we meet back up with Jakardos. He produces a leg that will fit 31E. He also recommends we get some scrolls or spells of Repair for healing the automaton. Unfortunately, Jakardos won't part with the leg for less than 5K. We tell him we'll discuss it with him further after we get back from our task for Captain Lorring.

In the morning, we leave for the main orc camp. Following Lorring's directions, we ride through the mountains for about a day and a half and at last find ourselves at the entrance to the orc cave. Since the main orc force is still slowly regrouping farther down in the valley, the "main orc camp" is sparsely populated, as advertised. That's always a good sign. I scout ahead, but clumsily. I spot some sentries just inside the cave, but they see me, too. They shout and throw stuff at me as I schlep back to the party to let them know about the sentries, and, oh BTW, they know we're here.

We enter the cave and the sentries are waiting for us on the other side of a rather inconveniently-placed 20-foot chasm. We exchange fire and Xicar fills the cavern with a cacophonous roar which stuns the vermin.

We soon tire of fighting from a distance. Nineve throws herself down to the bottom of the chasm and Xicar follows suit. 10 feet of falling damage? That's gonna leave a mark! I opt for the express route and leap gracefully across the empty space, drawing my swords in a flourish as I land cat-like on the other side. Sarek provides artillery support as I cut through the remaining sentries. Nineve and Xicar scrabble at the walls of the chasm like rats in a bathtub. The orcs keep coming, but eventually we kill them all, and get everyone past the chasm. A quick healing break and we're ready to advance down the corridor, deeper into the cave.

Suddenly, two flaming hellhounds streak towards us. Gouts of flame erupt from their glowing maws, and envelop me in fire! Then, a half-dragon arcanist like the one we faced while taking the ballistas during the siege appears in the corner and blasts the party with a fireball! The battle is joined. As before, these guys pack some serious firepower, and things get pretty heated. Sarek makes a big stink(ing cloud), which of course sickens everybody. Xicar chases the arcanist around, threatening(?) him with his dagger. Sarek takes pot shots at the enemy caster while the rest of us stagger around, retching. It takes FOREVER, but we eventually finish him off.

~Ashe

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