Session 11 – May 28, 2014

Session 11 – May 28, 2014

In spite of a warning from an ancient dwarven family to curse and afflict us in this life and the next, the party continued into the room.

We found that the doors to the east and west of the bottom of the stairs looped around behind the stairs, and led to the southern door in the room with the rotating bridge. Our lantern was blown out by a rushing of wind when we pushed open that door.

After lighting the lanterns to learn what a “walking” sound was that we heard, we discovered a small “box-like” creature with a shovel-like “nose”. It is the creature that is keeping the floors so neat and shoving things up against the walls.

We attacked it, but it managed to pry open a stone in the floor, so we spiked the stone to wedge it shut. We also spiked the doors on either side of the stairs.

We then went down the east passageway, and came to an set of bars that would fall if triggered. We spiked that into the up position to avoid being trapped. Just past the intersection we found a tapestry with a door behind it. The door had a trap with darts that we assume to be poison, but we blocked the darts with a shield and safely opened the door. 

We found that the passageway behind the door was dirty, so the “maid” doesn’t do this area. We went straight through to a door to the east, and ignored alcoves to the north and south each with a brass plate 5′ high. 

There was another intersection, so we continued east. We marked another pressure plate trap, and opened a door that was a room with mechanical arms working furiously to build a dwarven automaton from parts in drawers. In one corner was the wrecked remains of what we surmised was one of the automatons we defeated.

We left that room going back west and took the north passage. We came to a room with three sarcophagi. They had clockwork lids and the buttons to activate them. They also had bas reliefs of automatons. We found cubes in the hands of the first dwarf, also missing his head, and when Thorfus tried to take the cube, wrapped in a cloak, the bas reliefs came to life. They were paper thin. Once we defeated them, even though paper thin, they were incredibly heavy. Some strange wizardry on top of the fine craftsmanship.

We smashed all the other bas reliefs before taking cubes from the other two sarcophogi, and there were robes with gold thread and some jewelry.

We went west and took the north passage and came to a room with a pedestal in the middle with an opening in the top big enough for the cubes we just found. It also had buttons around the lip on the outside edge. We put a cube in, but nothing happened. We did not mess with the buttons. We retrieved the cube and went east a bit and found another room with two sarcophogi. Again top of skull gone, and more cubes, gold threaded robes and come jewelry.

When we tried to take the first cube, eleven finely crafted mechanical insects as big as a hand attacked us. The did little damage, but had a paralysis toxin. The toxin was either weak, or weakened with age, as it wore off quickly. It took us a long time to defeat them, but we finally prevailed. We retrieved the remains of all eleven, hoping to sell them for a profit.

Several members of the party were hurt, it was nearing time to rest, and we were running low on oil, so we elected to head to the surface for rest, re-supply, and to sell or trade what we had so far recovered. 

We made it back to the area below the sewer cover when we left off. It was about 7:00 pm the 20th of Enrilden, only three more days until the dwarven festival.

Galdor – Leader of Galdor’s Free Company. They were hired by Desric to find the key, prior to our hiring. Galdor’s…

Galdor – Leader of Galdor’s Free Company. They were hired by Desric to find the key, prior to our hiring. Galdor’s group lost one man to a trap. We found the trap where he died and what we believe to be the furthest they reached into the tomb.

GFC – Initials of Galdor’s Free Company that we saw in chalk in the sewers/tombs with a date and markings indicating directions. We found a couple indicating traps and one of those indicated where their companion died. It was a pit trap.

The Key – An ancient key that Desric hired us to find. It supposedly opens some sort of door in a tomb in an ancient dwarven settlement on another part of the island.

Perrette – Gray Watch assigned to watch us and we convinced to go with us into the sewer/tombs.

Perrette – Gray Watch assigned to watch us and we convinced to go with us into the sewer/tombs.

Malakor – Goblin chief who gave us free reign to come and go.

Ancient Tombs – A group of sarcophogi of male dwarves and another of female dwarves with clockwork lids that performed an action when a button pushed.

Combat Dwarven automaton that we tripped and defeated.

Female dwarven automaton that warned of death to those there to loot tomb.

Human taken over by an overseer that we defeated.

Multiple tapestries depicting events that the ancient dwarves in the tombs were involved.

Ancient dwarven tomb with access to the student gardens of the university, but our thief could not pick the lock.

Multiple traps were identified.

We found the trap that took the life of one of Desric’s previous hires.

Session 8

Session 8

In this session the party grew larger and entered into a dwarvish tomb. The party got themselves ready for a celebration in the church of Baldric for finding the Crown of Baldric. They were being watched during the celebration by a crowd in awe because of what they had found in the sewers. In the crowd looked to be an short elvish rogue and and a portly looking robed man.

They had piqued the party’s interest especially when the rogue blundered on pickpocketing a coin purse from a man. The elf started to sprint off with Galron furiously chasing behind shouting “THIEF!”. The portly man cast some mystical lights in the air to distract the crowd from what had just happened. The rest of the party had noticed the man do this and told him to stop his friend. As he yelled to the elf to stop, he kept running while Galron was trying to keep sight of him.

The man ended up introducing himself as Faldspar to the rest and had arranged to meet at the Cock & Bull tavern. Faldspar ended up finding his companion and took a wagon ride to the tavern. There the elven man introduced himself as Tarion to the bartender and introduced Faldspar to her, whom she blushed at.

Back at the celebration, Galron met up with the party again and entered the church. While Thorfus, Galron and Axel were busy talking to noble men and gorging themselves on seafood Ir’alle was in a corner shying away from people as he wasn’t in the mood to speak. Galron saw that after a while and asked Ir’alle if he wanted to go back and get a drink at the Cock & Bull tavern. The left the celebration and took a wagon ride back. Axel and Thorfus had ended up leaving an hour later

As Ir’alle and Galron made it back to the tavern, Galron had yelled “First 8 rounds on me!” and spent 2 gold on drinks for the people in the bar. As he was passing drinks out to people he saw the thief who he had been chasing. Tarion ended up convincing Galron that he had not tried stealing anything. However he wasn’t fully convinced and kept his on him for the night. Thorfus and Axel made it back to the tavern and ended up sharing a drink with Faldspar and deciding that tomorrow they would discuss how they would be tested. While Tarion went outside and started to sing melodiously to people as they walked by and made a pretty penny. Galron mesmerized by the singing tried to sing as well but it made people walk on the other side of the road.

While everyone went to bed Tarion had snuck out of the private room shared with Faldspar and not so sneakily went into the common sleeping room. He leaned very closely to the nearest man’s face to see if he was asleep, which he was not. After making it seem that he was just making sure his “snoring” wasn’t keeping anyone up before he retired for the night.

In the morning everyone had breakfast except for Tarion whom snuck out the window as Faldspar left the room. After breakfast everyone went to the townhouse to discuss the plan and what to do for the day. Once it was decided to go back down to the sewers the party set off to go grab some assistants.

At the sewer hole Thorfus had spotted a suspicious man looking the other way and ended up approaching him. After talking to him he ended up joining on the expedition. Once the party was down in the sewers they followed the marks that were left behind. The party encountered goblins that Thorfus talked to, there was a new goblin chief that requested their presence.

The party followed a goblin covered in red tattoos whom brought them to a door which the goblin ended up doing a specialized knock to be let in with the rest of the party. Thorfus had a long conversation with the new Goblin Chieftain. He had explained that if the man they brought with the party tried to leave to not let him past and also that they are always welcome in the goblin territory. The Chieftain ended up as well talking about how the dwarves from the past had created goblins out of man so that they could dig for the dwarves. As the dwarves disliked to dig and instead enjoyed crafting.

After the conversation the party was shown the route to the dwarven tomb with a goblin guide. There were more markings on the wall except non of them had an X on them. After the goblin and brought them to the tomb they looked down on a 12 feet drop to see dwarven sarcophagus’s. There was a faint but steady hum coming from the tomb . The party nailed down a piece of rope and had Tarion go down half way, using his infravision saw that, that the walls were strangely warmer than anything else in the room. After going back down we sent him down again with a light and he had seen that there was a banner with what looked like a council of dwarves. The sarcophagus’s had intricate clockwork looking designs that made them look like they could move. The floor was also oddly clean except for the corners where there were some rusty cogs and springs. The party sent down the suspicious man first.

What will happen to the party as the enter into this unexplored region, will they get out with riches or will this be their tomb with the rest of the old dwarves?

Kim can get the next one if she wants haha.

Session 7

Session 7

We return to our party the morning after getting out of the sewers. Galron, along with Walteris, the gnome fighter we rescued, are both still bedridden by thier injuries. Ir’alle takes the time to meditate, and uses a healing spell to bring Galron back to up to strength. Still weak and a little groggy, Galron nevertheless takes the time to examine the gems we acquired. Whilst he does not recognise the large gemstone, he is able to name and evaluate the others, a carnelion, a tiger eye, a sapphire and a black hematite.

Leaving Walteris to sleep off his injuries, the party decides to run some errands. Almost as soon as we step out of the house, we see Efam waiting for us. The boy says he is here to collect Sthorm, to take him to someone who wants to see him. Agreeing, Sthorm leaves with the boy. The rest of the party head into the Cock and Bull for breakfast, and ask Elspeth for recommendations on jewelsellers in the area. We also ask her to keep an eye out for Jocassa and Em, should they come looking for us whilst we are out.

First stop is Orsabet’s, where Axel picks up his new set of banded mail, selling off his old armour. Then we visit Tylic’s in order to get his axe repaired.

We then head straight to Roland’s Gems, a little ways up West Copper Street. Roland quite happily buys the four smaller gems from us, netting us 71 gold, not too much under the estimate. The larger gem has him impressed though, and he quite honestly admits he could not afford to purchase such a thing from us. The gem is a Fire Opal, easily worth several thousand gold pieces. He points us towards Almear Trueletter, the jewellers guildmaster, who owns a shop over in the High Market, on Goldsmith Street. The idea of thousands of gold pieces has us excited, so we head back to our house to collect our lockboxes and hail a wagon to ferry us across the city.

Almear’s shop is suitably fancy, with plenty of large and expensive looking jewellry on display. We are shown in by a pair of apprentices, who upon seeing what we have to sell scurry off to fetch thier master in as dignified manner as possible. Almear, rotund and richly dressed, comes out to survey the Fire Opal, describing it as finely worked. He eventually asked if we could wait whilst we gathered some friends to give a second opinion. The apprentices run off to fetch two people, and Almear takes the time to ask us a few questions, pointing out Ir’Alle’s religion and enquiring after our adventure. The apprentices return with Methias Islot, the guild secretary, and Alvus Runnelbrook, an ancient and famous elven sage. The two take the time to survey the stone and after some time Alvus turns to us and begins to tell a tale. When he first met Baldric Evenkeel, when the now God first arrived on the island, Baldric possessed a dwarven crown, that upon the brow was mounted a large fire opal. It had been thought to been lost at sea, when Baldric’s fleet was decimated and he went missing. Alvus has no doubt that this is in fact the exact same stone. We take the time to explain how we found it, then the sage leaves, passing us a note to meet him for tea after. We begin to haggle over a price, being at first offered 9000g, but Galron is apparently too shocked by the artifact of his God in front of him that the final price is 9250g. We accept half of it in gemstones, and load up the wagon, and take finder’s credit for when Almear sells the stone to the Ark.

We leave, and join Alvus for tea across the street. Here, we tell him about our adventure in the bathhouse, discussing Baldric and devilfish, and learn about the history of the old dwarven empire and slavery. We hear that merpeople live in the bay, that had been responsible for keeping devilfish and bullywugs away from the city, but after thier king died have been at civil war. We discuss dwarven keys and automatons. After a short while, Alvus thanks us for filling gaps in his knowledge, and asks we pass on any more knowledge we may discover.

The party heads back to Cock and Bull, whereupon we see a bit of a commotion outside. A crowd has gathered around Jocassa and Em, who are stood with thier families and widowed spouse of David and Kaitlyn. They offer us a small sack of silver as a reward for rescuing the two girls, which we politely decline. Bran, Kaitlyn’s husband, is frustrated however, angry at the fact that we thoughtlessly rescued the girls, when they city guard did nothing but call his wife a prostitute. In this time, Ir’Alle spies a shadowy Greycloak within the crowd and tries to calm him. Whilst we unload and hide our new riches, Ir’Alle takes the group into the inn and buys them a meal. He asks Elspeth if she knows much about the greycloak, and asks that she informs him if the guard is seen around again. Sitting down, the group seems nervous but thankful, used to a little more squalor up in Newtown. We take the time to question Jocassa and Em about how they got captured, learning that they were all abducted whilst they fished in the canal before work. David seems to have been a similar case, as he occasionally worked along the canal. They don’t remember how they got below ground, probably due to being knocked out, but there is a number of sewer entrances along the canal. We learn that people go missing in the area for a large number of reasons, since Newtown is a rough place. We try to reassure them that things will look up for them soon.

We then discuss the Empire, as just the previous year, privateers had been attacking on it’s behalf.

Offered the money again, we turn it down, and Thorfus even adds two gold to the bag, which is then given to Moratel, David’s widow. After this, we escort them back to Newgate.

We drop in on Desric to enquire about trainers in the area. For Axel and Thorfus, he reccommends four different warriors, and we take the address of Jabir, a dwarf. He points Ir’Alle towards the House of the Brotherhood and Galron to the city’s large cathedral. As there is still daylight, all but Galron head off to thier respective trainers.

Ir’Alle takes another wagon down to the House, arriving during the End of Day ceremony. He joins in, and at the end, approaches the leading cleric, Father Aleya. The Father already trains several initiates, but asks Father Qais to take on the task, and they agree to begin in the next day after morning prayers. He decides to stay with for dinner, honoured in getting to sit at the top table, and discusses is faith with the priests there.

Meanwhile, the two dwarves find Jabir’s home with a little difficulty, as Quill Street is unmarked and somewhere off of the main road, near the paper bazaar. Jabir, an older dwarf with a finely braided beard, answers, and takes us through into his yard. Watching us display our skills against a practice dummy, he agrees to begin training us the next day.

We then return to the Inn, and head into our townhouse, where we find Walteris awake. After explaining where we are, and the fate of Ermengarda, he decides to remain for one more night to finish resting.

Later that night, we are all awoken by loud knocking on our door. Looking out of the window, Axel sees a large group of cloaked men waiting for us. With caution, we talk through the door, unwilling to trust the men, even though they announce themselves as city guard and are merely here to escort us to someone for a chat. Eventually, we gear up and cautiously exit the house, still refusing to go with them as they lack sanction or a letter to say why they are here in the middle of the night. The leader, Captain Oslin orders Elspeth brought out to vouch for them, scaring her. Apologising, we reluctantly allow them to take us by cart to Thornton Manor.

We reach the large manor, and after handing over our weapons, we head into the kitchen, were we meet Lord Thornton. He seems to be rather well informed, possesing files on all of us, and asks us a number of questions about our involvement with Jocassa and Em and our adventure. We point out the deficiences in the guards of the city, and whilst we admits he lacks the manpower to ensure the sewers are swept clean, he agrees to talk the guards in Newtown after thier treatment of Bran. He tell us that the Devilfish have been causing a lot of problems. Of note was a recent attack on a small fishing boat, after killing the fisherman’s family, they left him with a message.

“Thank the Storm that blew in at the Cock and Bull for your good fortune. Lysander does not forget those who serve him.”

Lord Thornton wonders if this in connected to our friend Sthorm. He then says that if we are looking to help, he has several things that need looking into. First of course, is to talk to the fisherman. He also suggestst that we look into Magistrate Arden Grell’s ghost troubles. Whatever we do, he urges us to act carefully, as tomorrow we will be known as heroes.

With that, we return home, and spend the next week training.

Rowland – Gem merchant on West Copper Street about 5 minutes from Cock & Bull on the right. Middle aged man….

Rowland – Gem merchant on West Copper Street about 5 minutes from Cock & Bull on the right. Middle aged man. Practically jumped out at us when we entered his shop.

Rowland’s Gems – Gem shop ran by Rowland.

Almeer Trueletter – Head of jeweler’s guild. Honest but not best to accept his first offer.Very corpulent man.

Mattias Easelot – Jeweler, secretary of guild. Middle aged man, heavy set.

Aldis Rummelbrook -Famous sage with largest bookstore in all the islands. Very old elf, makes Ferri look young. Can easily remember the empire. He knew Baldric Evenkeel. Bathhouses very popular with dwarves. Native people’s have myths and legends about slavery and fall of their empire.

Goblins were slaves of the dwarves. Believe they were originally humans before the dwarves.

Quite a few merpeople live in the bay and helping a bit with the devilfish that are vexing the sailors. A bit of a civil war between groups. Was a unified group until the old king died. Closest group is friendly, the others tend to not be as friendly to surface dwellers.

Records spotty, but some artifacts and relics lead him to believe that dwarves had ways to control the minds with some of their servants. Dwarven overseers are dangerous, able to control the minds of others. It would be BAD if the Empire got a hold of them.

Lyceum Bookstore – Biggest most well-known bookstore in all the islands ran by Aldis.

Gem is centerpiece to crown of Baldric Evenkeel last seen. He never wore it until he declared independence.

David’s widow – Moratel and baby.

Kaitlyn’s widow – Baran.

Jocassa’s husband – Sanders & her parents.

Em’s parents.

Reese – Cart driver who took us to sell gem.

Gray Watch – Secret police. Worried about Imperial agents & keep an eye on indentured servants.

Four potential warrior trainers:

Lincoln – half orc

Rashalt – half elf female

Ramanus – human – best

Jabeer – older but not old dwarf, impeccably braided beard. – not as good as Ramanus. Past Paper bazaar off West Copper Street on Quill on left. Thorfus & Axel seek him out. Small courtyard out back with training dummies.

Militia – can train but will try to sign up and an expedition is part of it.

Brotherhood Community House/Shrine near harbor off West Copper Street.

Lead Cleric – Father Alair.

Father Qays – Trains Ir’Alle for 2nd level.

Velten – dwarf at community house asked if any religious relics where we explored the sewers. Treasurer of Community House. 

Boslyn captain of city watch with 15 men in gray cloaks. Orders to take us in for questioning. Headquarters – Thornton Manor. Lord Ardwine Thornton is commander. High Market area, sort of towards university.  In front of a very large manor house that takes up city block. 

Lord Ardwine Thornton. Neatly trimmed black beard. 

Arden Grell – Magistrate. – house haunted by servant who killed his wife and then killed self.

Hymart – fisherman attacked by devil fish and family killed.