Tuesday, November 27, 2007

Curses!

4 November, 595
Part II

Our heroes attempt to open the set of iron doors, but alas, it is locked and will not budge. One of the gear doors is opened and leads to a room featuring a wooden lever mounted on the wall. Experimenting with the lever shows it to enable and disable the nearby pit trap. Next they find an old woodshop and locate a stash of small valuables, including some copper cups, gems, a brooch pin, and a gold comb embedded with 3 citrines.

The group comes to a room with glass and pottery shards strewn about the floor. Kyladrian is the first to enter and is immediately ambushed by a pair of creatures. One taller manlike being with dusky skin, but with a transparent quality. The other is a small gnomelike creature with hoofed feet wearing a turbin. The group pushes into the room and fights the pair, flanking and out-numbering them. The two are defeated, but not before the larger creature scores a strike on Salla with his poisoned blade. Salla feels a bit weaker afterwards but is fit to continue. Fario carves a swift arc, slicing the creature from shoulder to hip, and felling it. For a few moments Fario has a blank look as he stares at his victim. After snapping out of it, he exchanges a long glance with Felian and then turns to wipe his blade and sheath it. Salla is particularly disturbed by this and presses for an explanation. Fario is silent but Felian explains that it is a calming technique that they haved shared with each other for a long time - and that it is hard for others to understand. Salla does not really accept his answer but does not press him further.

Continuing onward, the group encounters a forge with several hearths, anvils, and cooling tanks. In this room a secret door is found and explored. This leads to a hallway where the observant Kyladrian discovers a trap down one of the corriders. After much effort, an anvil from the forge is pushed onto the trap's pressure plate, and the trap is carefully sprung, springing spears from out of the walls. Karnak disables the trap and the group is disappointed to find the room beyond devoid of features.

At the end of another hallway, they investigate a wooden barricade, similar to the one they found in another portion of the ruins. Salla discovers that he can chip away part of it with his axe, but before he gets too far, the group decides to rest and recuperate.

On their way back up the stairs to the shop, Kyladrian discovers a secret door on the stairway that noone had ever noticed before. Indeed, it was so well-hidden that it avoided even Salla's sharp eyes. There is a torch sconce on the wall, and it is turned counter-clockwise. This was the wrong choice, as the stairs beneath them collapse, and a few unlucky adventurers are damaged as they are dumped into the mask room below. The torch is turned clockwise, and the secret door opens, revealing a short passage.

Salla and Kyladrian find another secret door and open it, which triggers a pit trap to open up. They jump backward just in time, which is fortunate because at the bottom of the pit is some kind of green bubbling slime. At the same time, the door opens wider, and a pair of hobgoblins start to chuck javelins at Salla and Kyladrian. A quick retreat is beat and the group returns to the staircase. As they leave, they notice the door beyond the pit close. They decide to block the door on the staircase and the door to the shop with chests from Keygan's storeroom.

After explaining the situation to Keygan, he is in tears over the fate of his precious rat familiar. It is at this point that the group asks Keygan to feed them, and Baxtor puts in his request for wine. Keygan icily tells them to look in his pantry, and he returns to his storefront. After replenishing their bellies, the group rests for the rest of the day, taking turns guarding the door.

Waking from their rest in the evening, Baxtor decides to visit the Temple of Lordly Might, in the hope that Asfelkir (the head priest) can remove the curse. Being a fellow cleric of Kord, Asfelkir offers a generous discount of half price for the service, but the price is too high for Baxtor. When he pretentiously asks for an advance, the half-orc agrees to remove the curse on the condition that 1) he pay the temple as soon as he can, and 2) he may never use the cleric discount for services rendered at this temple. Baxtor agrees to this and is cured of what ails him.

The group rejoins at Keygan's and starts to discuss what to do next.

Sunday, November 4, 2007

At the doors of Jzadirune

4 November, 595
Part 1

The party is awakened to the sound of Keygan reentering his shop. After a warm breakfast and a brief status report to Keygan, the group (now 6) decides to reenter the ruins and continue the search.

They come to a room with another automaton, this one apparently disabled. However, they are surprised and attacked by another "tall one", this one seemingly being controlled by one of those rag creatures they fought earlier. After a tough battle, the group makes use of its "U" key to enter a gear door, taking them to a curious chamber characterized by a sleeping gnome, snoring and slumped over in a throne.

Baxtor discovers a face carved in the wall, which starts to speak and requests one of their "finest coins" in order to get an audience with the king. So naturally, Baxtor deposits a paltry copper coin into the animated mouth. The face becomes cross at his cheap offering and curses Baxtor with clumsiness. Baxtor, immediately feeling the effects of the curse, uses his mace to strike the face in anger and breaks off a piece of the nose. The face no longer has anything to say after that and dropping a gold piece in doesn't seem to have any further effect.

The sleeping king is found to be an illusion, but Karnak finds a secret compartment in the armrest, discovering two new keys, marked with an "N" and "E". Upon opening the armrest, the gnome is heard to mutter about some doom concerning the "Vanishing Day."

The party comes to a large hall with eerie dancing lights and a large water fountain. It is here that they are ambushed by three more of the "tall ones". Again they are able to dispatch of the creatures without taking too many wounds. The party refills their canteens in the fountain and continues.

The next room reveals itself to be a theater with a stage set against the wall. When they approach the stage, a gnome dressed in a bear outfit materializes and begins an introduction to what turns out to be a whimsical play, involving other gnomes dressed in faerie and other costumes. Of course, this all turns out to be an illusion as well. The group leaves the theater briefly and fights another "tall one." This one is all but invisible, and wears a wolf mask and skin, likely pilfered from the prop room next door.

The group returns to the stage as the play is ending and investigates the stage. Salla finds a trap door and when he opens it he is grabbed by a pair of tentacles coming from the compartment below. A vicious fight follows and the creature is killed and removed from the stage. In the trap door is found some treasure, including a finely crafter mandolin, a wand, a cloak, a locked book, and a "J" key.

They come across a set of secret doors that lead to an armory, where Salla finds a nice suit of plate mail that fits him pretty well. Skillfully avoid another pit trap, the group enters a foyer with a mosaic of floor tiles set to spell out "JZADIRUNE" and a large set of iron double doors held by great iron hinges.

A timely meeting

3 November, 595
Part 2

The foursome enter through the secret door and make their way down a flight of stairs to a room with copper masks set about the walls at regular intervals. There are strange giggling and chirping noises which seem to be coming from the walls, and two round gear-like doors, one of which has been wedged open.

They venture down a hallway and Salla and Kyladrian fall through the floor into a pit trap. After being shook up a bit, they are able to escape and disable the trap. The group continues on past an illusionary wall and into a room with one wall embossed with the map of the ruins similar to the one that was given to them by Keygan.

At the other end of the long hallway Salla discovers a secret door which opens into a laboratory left in disarray. Stepping into the room, the party is attacked by a swirling pile of rags which leaps up from the middle of the room. After having disposed of that threat, Kyladrian sorts through the debris and comes up with what he believes is a vial of toxin or antitoxin, a few flasks of red liquid, and what would prove to be a key with a 'U' marking on it. Another secret door is found in this room and the group presses onward.

The party passes a hallway distinguished with several mysterious contraptions set in alcoves. They come to a room with ceiling fans, the only other notable feature an object covered with a sheet. Removing the sheet reveals a large machine roughly resembling a lobster. After disturbing the machine, it whirrs to life and begins to attack the party. Things appear to be going badly but help arrives in the form of two half-elfs who encourage the group to beat a hasty retreat while they provide cover. This, however, is not needed, as a well place strike allows Kyladrian to deliver the finishing blow on the mechanized beast.

Introductions are exchanged and the newcomers reveal themselves to be none other than Fario and Felian. They had been tracking the party and seemed to arrived to help out just in time. After Fario offers healing for the party, the group decides to head back up to the shop and rest the remainder of the night.

A day about town

3 November, 595
Part 1

The next morning our four heroes decide to stop by the Lantern Street Orphanage, from which the children disappeared, and interview the staff. Kyladrian opts not to accompany the rest of the group, as he has too many bad memories of the place.

The door is answered by an elderly halfling woman, who is skeptical of the group's intentions. After she is shown the potions with the symbol of the church, the group is let in and the woman introduces herself as Gretchyn Tashyyk, the headmistress of the orphanage. She apologizes for her reaction and explains that other parties have taken interest in the missing children as well, particularly a strange pair of half-elfs named Fario Ellegoth and Felian Shard, who claimed to be working for the mayor's office. The group interviews a few of the staff and the children and uncover a new lead when they discover that the locks on the orphanage were made by a local locksmith named Keygan Ghelve.

Later that morning the group pays a visit to Keygan's shop. They are greeted in the shop by an older gnome apparently walking around on stilts. When questioned about the locks from the orphanage, Keygan gets a bit defensive and evasive in his answers. The party presses him further but something keeps him from answering their questions outright. Finally, he invites the group to join him for lunch at the Drunken Morkoth Inn.

Over lunch, Keygan reluctantly reveals that he has been blackmailed to create a set of skeleton keys for all the locks in the city. His familiar, a rat named starbrow, was kidnapped by creatures originating from the ruins below his shop, and they forced him to create the keys. He suspects that the creatures, which he describes as "tall ones" and "short ones" emerge from his shop at night and use the keys to perform various kidnappings and misdeeds. In return for this information, he asks that the heroes attempt to recover Starbrow and return him safely to his possession. Before he leaves, Keygan gives the party an old map of the underground gnome ruins beneath his shop and lets them know that he will leave a window open in his shop tonight, so that they can enter discreetly.

After lunch the group heads to the mayor's office, in hopes of learning more about the half-elfs that were mentioned by Gretchyn. The receptionist has never heard the names Fario or Felian, and when asked if they can speak with the mayor, they are told to come back in two weeks, when his schedule is more free.

The party decides to investigate the locksmith shop later that night. A window on the second floor has been left open and Karnak and Kyladrian decide to go in together and scope it out. after climbing in, they find themselves in a dark bedroom. Silently leaving the bedroom, the two scouts make their way down a staircase, but are ambushed by a tall grey creature which seems to blend in with its surroundings. Both Karnak and Kyladrian strike together and cut down the attacker before it can even land a blow. After briefly searching the rest of the building, both Baxtor and Salla are brought up through the window.

The group finds a secret entrance built into the staircase in the store room, and so begins the expedition!

Saturday, November 3, 2007

And so it begins...

2 November, 595

Several orphaned children have gone missing! In response to an appeal from the Church of St. Cuthbert, our heroes have decided to venture forth and answer the call for help. Salla (a dwarf), Kyladrian (half-elf), Karnak (human), and Baxtor (human cleric of Kord) embark for the church on a dark and stormy evening.

Along the way, a cry for help is heard coming from an alley up ahead. Turning the corner, the group sees 3 men hovering over a cowering figure, kicking at him and shouting threats. Baxtor steps forward and issues an unltimatum. Swords are drawn and battle ensues. The thugs are quickly disposed of and the victim introduces himself as Rufus Laro, a cleric in the service of St. Cuthbert. He explains that he was on an errand from the church when he was accosted by these men, ordering him to stay away from the Lantern Street Orphanage, from which the children were abducted. The thugs had painted their faces half white, half black. Rufus asks the group to accompany him to the church.

Arriving at the church, the party is treated to a warm fire and blankets. After a short time they are ushered in to meet Jenya Urikas, the acting priestess in the temple. Jenya explains what details she knows about the missing children and offers the heroes 1200gp to recover the four orphans. The reward money has been raised by the temples and nobles of Cauldron. After the heroes accept the offer, Jenya explains that she has consulted the Star of Justice, a holy mace which can be used for divination purposes. When Jenya asked about the whereabouts of the children, the mace replied with a cryptic riddle, which Jenya shares with the party. She also provides them with healing potions, and it is agreed that the investigation will start tomorrow.

Thursday, November 1, 2007

The NPCs

Fario Ellegoth (deceased) - A strange, quiet half-elf whom the party met in the ruins of Jzadirune. He travels with Fellian Shard, another half-elf.

Fellian Shard - A talkative half-elf whom the party met in the ruins of Jzadirune. He travels with Fario Ellegoth, another half-elf.

Gretchyn Tashyyk - Female halfling, headmistress of the Lantern Street Orphanage.

Jenya Urikas - Female human, acting head cleric at the Church of St. Cuthbert in Cauldron. Jenya is fronting the investigation of the kidnapped orphans.

Kazmojen (deceased) - Involved in a plot to sell kidnapped orphans within the depths of the Malachite Fortress.

Keygan Ghelve (deceased) - Male halfling, owner and operator of Ghelve's Locks. Ghelve's familiar, Starbrow, was been kidnapped by creatures originating from the gnomish rooms hidden below his shop. Keygan was tried and executed for aiding and abetting the kidnappers.

Pyllrak - Was attempting to buy the orphaned children from Kazmojen in the Malachite Fortress. Presumably escaped.

Rufus Laro - Male human cleric of St. Cuthbert, rescued from a mugging on the streets of Cauldron.

Skie Aldersun - Female gnome, former adventurer and proprietor of Skie's Treasury, a shop that trades in magic items.

Terseon Skellerang - Human male, captain of the town guard.

Tygot Mispas - Male gnome, proprietor of an antiquity shop called Tygot's Old Things.

The Characters

Alastriel
A female elf trained in the use of magic and skilled with a bow
Role:Spell caster
Trait: None

Salla Coalbeard
A rugged dwarf warrior who wields a deadly axe.
Role: Fearlessly leads the charge into battle.
Trait: None

Baxtor Malificus
Cheerful cleric in the service of Kord
Role: Channels divine magic from Kord to assist the party in many ways
Trait: None

Kyladrian
Half-elf assassin haunted by his harsh past
Role: Trained killer
Trait: Scarred Soul

Serro Broadcuff
Halfing minstrel
Role: Lore keeper and songwriter
Trait: Long Shadowed

Sonja the Red
Warrior tribeswoman and wanderer of the wilderness
Role: Scout
Trait: ???

Karnak (Deceased)
Pickpocket from the streets of Cauldron
Role: Scout and trap finder
Trait: None