Monday, October 6, 2008
The Rescue - Aftermath II
Pip grumbles a reply something to the effect of "Yeah, you do that" and says "I got a few things to take care of. I'll catch you in a few." as he walks off into the dark alley.
Iam, trying to hold onto all the pieces of his shield says, "I'll go with you Schweitzer." Zoltan and Pow Duc also agree.
Alorian, feeling a little left out, looks at Potenzia and says "What should we do."
Potenzia, scratching his chin, replies, "I'm kinda thirsty. I'll see you Rastgoth." He mumbles a few words and disapears.
Alorian, remembering his cohort, shrugs and says, "I'll meet you all...uh... I don't know, sometime. I'll swing through Miggen and check on things." He walks off toward the stables.
Leo yells, "Wait up. I'll go with you." and runs off after Alorian.
The main group of the party meet with Quai and Skovin and relay the whole story. Skovin continues to read from the riot act and admonishes the group for their actions in the city. Quai is a bit more contemplative, but agrees with his friend. They both thank the group for the information and flushing out the Aberrant Misfits. All part ways.
Pip meets those who met with Skovin and Quai the next day at the inn where you were staying. You make plans to head back to Marnot, Saltmarsh, Rastgoth and points beyond. As you are making the final preparations, an official messenger from Bishop Grellus arrives. The message is not sealed which means this is not an 'official' correspondance. It reads:
I have been informed of the details of your latest incursion into Southkeep. I do not need to remind you of the relations between yourselves and the powers of the Tilth and on which side I, Quai and Skovin stand. I appreciate the service you have provided the City but can not approve of your methods. I think it best for all of us that you all spend some focused time dedicated to the needs of the homefront - your homefront. From what I know of the situation in Miggen - the destroyed fields, loss of life, refugees - I imagine it could take as much as a year to fully stabilize things. I wish you the best of luck.
Pip laughs. "That's the nicest I've ever been kicked out of a place. Let's get outa here." Everyone agrees.
Everyone gets back to where they were headed and you all get to work nation building (barony building to be more precise.) Security, taxes, fortifications, roads, trade, politics, and more take your waking hours. Slightly over a year passes when....
Monday, November 5, 2007
The Rescue - Aftermath
The other tome is a history of an ancient temple. It indicates that there was once a much older city located on this sight with a temple dedicated to Srath Sifa, the deity of discord, murder and evil reptiles. It further mentions a reliquary reported to house a powerful magic item of the faith. There are maps and sketches included. You all figure that this might be the very temple being referred to in the tome.
The Rescue
After spending about 18 hours making contacts with Sirs Quai and Skovin, who told the group they couldn't help and Agathor, who ended up providing the same directions as he did to Pip, et al. the second bunch of PCs headed into the sewers. Taking much the same path as the first and meeting the same 'people' Iam, Potenzia, Leo and Zoltan reach the area where numerous, small, amphibious creatures lay scattered (and dead). Further exploration reveals a large minotuar and several derro (all dead). Zoltan scanned the area for sings of intelligence and found one. Preparing for battle, it turned out to only be Pip, who managed to find his way back to this point after being totally lost for the last day.
Pip filled his friends in on what he knew. The group cast a few longer lasting spells and headed on. They flew down the shaft into the large room that Pip told them was empty. It wasn't. Instead of the large gargoyles, there were two Athach who immediately started throwing rocks at those descending. It wasn't much of a fight. Pip informed everyone that the next battle would be close.
Resorting to knock spells to get through two sets of doors, the group encountered the hallway that was uncomfortably familiar to Pip. As the group moved forward they began to spread out much to Iam's displeasure. As the group moved closer on of Zoltan's high level protective spells was stripped as if from a dispel magic, but no one heard anything to alert them to the location of the source. Iam was bringing up the rear when two strange looking creatures emerged from a solid wall and closed. The o
Potenzia and Zotlan had now flown through the light fog that had also been there the time the other group approached. A six-tentacled beast who was very well hi
In the back of the fight a very large and mean looking Minotaur stepped out of another wall and waited. Shortly thereafter the o
Leo and Zoltan could not free themselves from the grap of the tentacle beast. Potenzia was flying near it repeatedly piecing with rapier and dagger. Soone Potenzi found himself the target of spells cast the mind flayer who could tell relatively where he was. Pip surprised the abomination but was quickly taken down a few pegs by vicious falcion blows and attacks from anther o
Potenzia had finally drawn the tentacled beast’s attention and it dropped Leo in favor of attacking Potenzia, barely missing. Pip ran toward Leo hoping for cures. The abomination followed. The Minotaur, evilly grinning at Iam paused while Iam braced for the attack. The minotaur first shattered Iam's shield and then proceeded to pummel Iam into unconsciousness. It and the three strange creatures moved towards the rest of the fight.
Potenzia quickly dropped the tentacle beast and Leo healed Pip just as the abomination landed blows that would have otherwise killed him. Zoltan, with all his protections back, blasted the abomination with a powerword stun. It had no effect. Potenzia bought the group some time by placing a wall of force between the abomination and the rest of the party. At about this time, the other o
Pow Duc su
While the fight had been raging outside, Alorian and Schweitzer had irritated the hydra enough that it lowered the forcecage they were trapped in. Schweitzer closed and Alorian cast spells and fired his bow. After a few rounds, Alorian had again been trapped, this time in a solid wall forcecage, effectively removing him from the fight while Schweitzer had been subject to several spells – some of which made him exhausted and others sapped energy directly. He tried to run to the door hoping for help only to meet the mindflayer who enfeebled him. The group arrived to face an onslaught of four simultaneous fireballs from the hydra. Pow Duc was able to stun the mind flayer moments before one of its tentacles reached Schweitzer’s brain. The hydra teleported away, Potenzia hit the forcecage in which Alorian was trapped with a disintigrate and the mindflayer was easily dispatched.
The battle was over. There was no sign of the creature that withdrew.
Tuesday, October 30, 2007
More Devils
Potenzia and Zoltan learn that the dwarf and the others are part of the Steel Spar - the group originally hired to recover the shipment. They were extremely delayed during the devil rampage - now sometimes referred to as Night of Hell. The Red Sash was after likely after them for unrelated martial law violations. Potenzia agrees to set him loose but makes it impossible for the dwarf to not be seen coming from the warehouse no one was supposed to be in.
The next day the party is required to break into the house of the tailor. Inside they find the thread but not after having to force a ghost back into the ether. The group also discovered a name, scribbled out in blood - Metcally.
Upon returning to the Brave Giant the innkeeper hands you two notes left by an angry dwarf. One says that as it appears the Steel Spar has been fired, that you all can deliver this note that they were originally tasked to do. It is addressed to Xyries. A little digging reveals a bit of information on both names. Metcally is an old family name in Seavering that may have reached an end during the Night of Hell. Xyries is the name of a thug of some reknown even though he hasn't been around long. You are warned against looking for him but get a location to start if you really want to.
You approach the warehouse and spend some time preparing with spells and whatnot. Zoltan spends a few extra rounds discerning the number and intelligence of those inside. Then the party attacked. The frontal assault was a bit delayed by the reverse gravity cast by an opposing mage. Once in, Potenzi found a couple of devils (Zoltan didn't mention anything about those) and a half a dozen men. A lot of steel and spells were flying around and the party was probably gaining the upper hand when Leo was pegged in several consecutive rounds by disintegrate rays. The tide may have been shifting against the party when Zoltan sealed the victory with a maximized cone of cold, shaped to miss his compatriots. Most of the opposition fell right then, some fled via teleport and one fled on foot. He was quickly run down. The group quickly looted the bodies and concealed them in the basement to delay suspicion long enough for them to leave town.
Back at the Brave Gaint another note was left. This time the Dwarf indicates he is willing to provide you the location of the other half of cloth - for a price of course. Potenzia sees to this over the next day while everyone else wraps up any business they have in Seavering.
Friday, October 12, 2007
To Seavering
The weather is good and winds favorable. You reach the Seavering docks in two and a half days. The situation is a bit different than the last time you were here. There are significantly more armed guards on the docks and a lot more bureaucratic-looking types. You are directed into a slip at the end of a pier and given the third degree before any of you are allowed to disembark. Even Potenzia with his official and possibly not-so-official papers has a hard time convincing the the docks stewards that he has legitimate business in Seavering. Potenzia, as Captain, is required to sign papers stating with the ship's home port, with whom he has business, where the crew will be staying and when you will be leaving. You are all informed of the current martial law requirements and that violating them is grounds for forfeit of property and goods, expulsion or even conscription.
"Have a nice visit."
You all head to the Brave Giant to make accommodations. After a quick bite and drink you decide to split up in twos, do a little scouting, meet contacts, and whatnot. All goes uneventfully and you meet back at the inn in a few hours. It's nearing night and you decide to stay in and not risk a curfew violation on your first day in the city.
Potenzia, unable to find the merchant at his home suggests the group checks out the warehouse early the next day at least so he can wrap up his purpose for being here as quickly as possible. You approach the warehouse and hear the clanging of metal on metal - a fight. You round the last corner and see five people trying to force their way into the warehouse through a partially open cargo door. Four of the five wear trappings of the Red Sash and the fifth of the Iron Hand - the two groups that make up what is effectivlely the city watch. The door is being held by a large (medium sized) man in heavy armor who is clearly defending the opening.
Monday, September 24, 2007
Into the Sewers
Several additional hours of trudging through the sewers of Southkeep into the deeper tunnels followed. Eventually Gruthdaal surprised the party as he approached them while clinging to the ceiling. Gruthdaal is a cross between a centipede and orc (think Centaur) but in the place of chitinous legs are muscular orcish arms each ending in clawed fingers that can firmly grip the rock. There were many rings on his 'fingers'. After some deliberation with Alorian doing the talking as only he knew orcish and the gift of a very beautiful gold and gem ring did Gruthdaal tell the group how to get to where they should be able to find the Abberant Misfits.
Another couple of hours were in front of the group. They moved from sewers into more dungeon-like tunnels where they were attacked by three dread wraiths. A few more hours and the party moved into even deeper tunnels that were very old and now unused sewers of some much older city. Pip was moving ahead of the group invisibly when he tripped an alarm wire. The group prepared for a fight.
They were first confronted with numerous amphibious humanoids wielding heavy pick axes. They really didn't present a challenge, but the crowded passageways did. Soon the party realized there were Derro involved as well (at least a rogue and arcane caster). A web spell further complicated movement. Alorian was able to most freely move and went forward. He was followed by Pow Duc, Pip and then Schweitzer. Once the Skum were mostly cleared out, the party went after the Derro rogue, sorcerer and several fighters. They too were not much opposition. Sometime during the fight a human in light armor stepped out from a room off the passage to monitor the fight. He eventually waved for others to enter. The Minotaur and Harpy the party encountered in the guard tower entered the fray. Pip was able to sneak up to the Minotuar and with Pow Duc's help eviscerate it. The lightly armored Mirvian said something to the Harpy about being incompetent and fled through a secret door. Pip followed as did the Harpy. Pip soon returned unable to catch them and not wanting to get completely cut off.
The party killed the reminding Skum and Derro, cast a few curatives and went after the fleeing misfits. The hall ended in a wide shaft that in turn led to an octagonal room. When the doors were touched the four large columns animated and the group fought off four very large gargoyles. During this brief fight one of them grappled Schewitzer and flew him to the ceiling some 60' and dropped him to the ground.
With that fight complete, a few more curatives were cast and the group moved onward. The doors led to a long hall. The far end was filled with fog. Moving through the fog around a corner, the group was blasted with first a fireball that sapped strength from Schweitzer and Alorian. A fight with a number of the remaining Abberant Misfits ensued. A Thri-keen warrior approached from behind the group with the Harpy, Medusa and Mind Flayer battling at the front. Schweitzer and Pip fell victim to the Mind Flayers mental blast rendering them less effective as they could only react and not take any initiatives. The Medusa was killed quickly. Then Agathor appeared out of no where and attempted to kill Alorian in one blow. The party took this as evidence that Agathor had in fact set them up the whole time and swarmed him. The Thri-keen was heavily wounded and the Mind Flayer came to its aid with a cure but it was not enough to keep it on its feet. Agathor fell shortly after. When he was dead, he turned back into an odd looking, gray skinned corpse (a doppleganger). The Harpy was still plucking away with arrows. The Mind Flayer teleported further down a hall and dared the party to follow before it opened the door and ducked inside. Pow Duc took him up but stopped short when he saw a huge hydra in the room beyond and started to retreat when it started casting spells. It caught Pow Duc in a force cage. Meanwhile the Harpy retreated into this next room also. Pow Duc used his dimension door ability to get out of the cage. Schweitzer, having just recovered from the feeblemind, joined Alorian and Pow Duc in another charge. When they got into the room, they could not see the Mind Flayer. Pow Duc went after the Harpy and the other two after the Hydra. Pip, having just recovered himself, followed up. As Schweitzer and Alorian reached the Hydra it started casting again - a lot. Pow Duc was again caught in another force cage. Alorian and Schweitzer were imprisoned in still another force cage cast at them. Pip, upon seeing this reached for his carpet and was climbing on when it went limp. The Mind Flayer, from improved invisibility, had dispelled the carpet momentarily. Pip fretted for a few seconds until the magic came back to his ride and he fled.
The Hydra cast a few additional spells, growing in size, wreathing itself in flames, and other less obvious effects. It then began to talk to its captives....
Friday, September 14, 2007
Instructions
Agathor relates the following information in a round about narrative. The Abberent Misfits have been operating in Southkeep for at least the last six months. They were responsible for several burglaries when they first arrived. I almost took the issue to them but then they stopped their above ground forays. It was known that they had the ability to petrify, but now it is known how. This has caused a bit of concern with the Watch as you can imagine. They have also been quite able to get people to do things they would not otherwise attempt. Some of the burglaries were more of a "voluntary" handing over of goods and then later "realizing" something had gone awry. Magic probably. Theses misfits have been operating in the sewers and the catacombs below that. I hear they are even in the old tunnels below that. I can not get you there, but know someone - or rather something - that might if he wants to. Deep in the sewers is a hub of sorts. It's a place we use to share information, goods, and other "services." You will do me the favor of forgetting about this place as soon as you no longer need it. Here you will find Zangretor at a place known as The Sludge. He will tell you how and where you will most likely find Ghurdraath. You will be on your own if Ghurdraath can't or won't help you. He doesn't understand common as far as I know - orcish and abbysal work to communicate. He also has an affinity for magical rings. He provides a valuable service in the sewers, so I would prefer you take a different approach than you did with the guard tower.
Agathor pulls a scroll out of his boot, unfurls it and points out a few places. It is a partial map of the sewers that shows you how to get to The Sludge. He hands it to you and says, "You can loose this too." With that he leaves. You are left alone in the room momentarily when a single guard enters. He walks to an oaken door across from you and turns a key in the lock. He then walks to your cell, unlocks it and leaves without saying a thing.