Session 16 - Garden's Side of the Story
Garden, you were walking back through the Blade when darkness suddenly descended upon you. In the utter gloom, you barely had time to hear the faint sound of feet before the sharp pain of a blade sliced across your side. You did have enough time to recognize the effects of drow sleep poison before you went under.
You awake sometime later (not too long, or so you think), gagged and trussed up like a pig for a roast, being hauled along by many hands through darkness. A few experimental squirms makes you realize you’ve been relieved of your possessions. You are hustled down one stone corridor after another, and through one snug one (even for you). You smell mostly wet stone, mold, and a faint bitter scent that seemed to come from your captors. Eventually you are set down and chained to what seems to be a wall by the feel of it. This final room is much larger, and smells of mildew and dust, along with more of the bitter odor. What few sounds you hear, scufflings and whatnot, echo as if it were a stone room.
Those who’ve taken you move away, and you can hear them whispering in a language you don’t understand. Then one voice, louder than the others, issues something that sounds like a command from the tone. There’s a beat of silence before another says, in Common, “Use the trade tongue; it doesn’t understand ours, fool.”
“Beer for everyone, and be quick about it,” the first voice snaps. An odd metallic clicking sound begins to trot to and fro in the room. It sounds like a metal chicken. Granted, you’ve never seen one, but if you had it would sound like that. There’s the sound of a keg being tapped in the corner, liquid pouring into mugs, and something being drunk by many people. Occasionally you hear a funny little voice say, “Five cop, five cop for mug house special, five cop.”
“Shut it, you aren’t getting paid,” one of your captors snaps.
The metallic clicking comes closer, and you smell good beer from a flagon being thrust under your nose. “Dwarven drinking ale. Pop-u-lar. Two sil.” You know that voice! By Tymora, it’s one of those homacals from the Bronze Gear tavern! Something tugs at your gag as the beer mug lifts to your mouth, but something comes flying by your head with a clang, presumably striking the homacal in front of you, as it pauses.
“None for him,” someone growls.
“Sor-ree,” it says, and scuttles off again. “Sticks is sor-ree.”
For long minutes you’re left alone, so naturally you test your bonds to see if you could wriggle free. Someone laughs nastily close by. “We can see you, little thief. Stop squirming.”
A barked command in that unfamiliar tongue by an unfamiliar voice causes silence to fall. In the quiet, the same voice speaks again, now sounding very confident and arrogant. One of the others near you ventures what sounds like a protest. Something rustles above your head, sounding like a leather tent, and the protestor goes quiet.
Suddenly someone strikes a twilight rod to life (they’re like the brighter sunrods, except twilight rods give off a faint blue glow and are more useful to those who can see in low light conditions). Now you can see, and the situation is not good. You’re in a cavern that’s been augmented in the past with worked stone, now crumbling. Low shelves like catacombs line the walls, and tucked away in each one are the familiar rags of a dark creeper. A round dozen creepers are at their leisure, drinking beer, counting loot from what looks like belt pouches and traveler’s packs, or preparing their weapons. Crates, boxes, and sacks litter the room. As you watch, two creepers depart, climbing up the wall to an aperture above, and two different ones return. Scouts, perhaps?
But what really catches your attention is the slab-sided stone “throne” against one wall. A tall, slender figure lounges there, twice as tall as the dark creepers, his “rags” far more elegant. His glittering dark eyes are cold, and he toys with a long, slender blade you know as an “assassin’s needle” – a very thin adamantine knife good for administering poison.
Above him, clinging to the ceiling, are what appear to be two dark leather tents, folded up. Except they each have several sets of dark eyes. And they’re breathing.
The man on the throne speaks to you in the Common tongue, and his is clearly the authoritative voice. “Do not bother to boast to me of your clan’s inevitable revenge, thief, for I doubt they will ever find your body down here in the dark. Though we shall be certain to save a piece so they know not to go where they are not wanted. You dare to think you can come barging into the Underdark with all the subtlety of a cave-in? Fool, you shall learn differently, and so shall your meddling friends.”
At that moment you hear a loud sound echo in the distance – Charissa’s gun! Far away, but that was definitely her gun! The leader suddenly douses the light, and hisses unknown commands as you all wait in the tense darkness. You hear daggers being drawn, low chanting from near the throne, and above you, the faint slithering of whatever monstrous pets are lurking in wait to kill your kith and kin…
Garden, you were walking back through the Blade when darkness suddenly descended upon you. In the utter gloom, you barely had time to hear the faint sound of feet before the sharp pain of a blade sliced across your side. You did have enough time to recognize the effects of drow sleep poison before you went under.
You awake sometime later (not too long, or so you think), gagged and trussed up like a pig for a roast, being hauled along by many hands through darkness. A few experimental squirms makes you realize you’ve been relieved of your possessions. You are hustled down one stone corridor after another, and through one snug one (even for you). You smell mostly wet stone, mold, and a faint bitter scent that seemed to come from your captors. Eventually you are set down and chained to what seems to be a wall by the feel of it. This final room is much larger, and smells of mildew and dust, along with more of the bitter odor. What few sounds you hear, scufflings and whatnot, echo as if it were a stone room.
Those who’ve taken you move away, and you can hear them whispering in a language you don’t understand. Then one voice, louder than the others, issues something that sounds like a command from the tone. There’s a beat of silence before another says, in Common, “Use the trade tongue; it doesn’t understand ours, fool.”
“Beer for everyone, and be quick about it,” the first voice snaps. An odd metallic clicking sound begins to trot to and fro in the room. It sounds like a metal chicken. Granted, you’ve never seen one, but if you had it would sound like that. There’s the sound of a keg being tapped in the corner, liquid pouring into mugs, and something being drunk by many people. Occasionally you hear a funny little voice say, “Five cop, five cop for mug house special, five cop.”
“Shut it, you aren’t getting paid,” one of your captors snaps.
The metallic clicking comes closer, and you smell good beer from a flagon being thrust under your nose. “Dwarven drinking ale. Pop-u-lar. Two sil.” You know that voice! By Tymora, it’s one of those homacals from the Bronze Gear tavern! Something tugs at your gag as the beer mug lifts to your mouth, but something comes flying by your head with a clang, presumably striking the homacal in front of you, as it pauses.
“None for him,” someone growls.
“Sor-ree,” it says, and scuttles off again. “Sticks is sor-ree.”
For long minutes you’re left alone, so naturally you test your bonds to see if you could wriggle free. Someone laughs nastily close by. “We can see you, little thief. Stop squirming.”
A barked command in that unfamiliar tongue by an unfamiliar voice causes silence to fall. In the quiet, the same voice speaks again, now sounding very confident and arrogant. One of the others near you ventures what sounds like a protest. Something rustles above your head, sounding like a leather tent, and the protestor goes quiet.
Suddenly someone strikes a twilight rod to life (they’re like the brighter sunrods, except twilight rods give off a faint blue glow and are more useful to those who can see in low light conditions). Now you can see, and the situation is not good. You’re in a cavern that’s been augmented in the past with worked stone, now crumbling. Low shelves like catacombs line the walls, and tucked away in each one are the familiar rags of a dark creeper. A round dozen creepers are at their leisure, drinking beer, counting loot from what looks like belt pouches and traveler’s packs, or preparing their weapons. Crates, boxes, and sacks litter the room. As you watch, two creepers depart, climbing up the wall to an aperture above, and two different ones return. Scouts, perhaps?
But what really catches your attention is the slab-sided stone “throne” against one wall. A tall, slender figure lounges there, twice as tall as the dark creepers, his “rags” far more elegant. His glittering dark eyes are cold, and he toys with a long, slender blade you know as an “assassin’s needle” – a very thin adamantine knife good for administering poison.
Above him, clinging to the ceiling, are what appear to be two dark leather tents, folded up. Except they each have several sets of dark eyes. And they’re breathing.
The man on the throne speaks to you in the Common tongue, and his is clearly the authoritative voice. “Do not bother to boast to me of your clan’s inevitable revenge, thief, for I doubt they will ever find your body down here in the dark. Though we shall be certain to save a piece so they know not to go where they are not wanted. You dare to think you can come barging into the Underdark with all the subtlety of a cave-in? Fool, you shall learn differently, and so shall your meddling friends.”
At that moment you hear a loud sound echo in the distance – Charissa’s gun! Far away, but that was definitely her gun! The leader suddenly douses the light, and hisses unknown commands as you all wait in the tense darkness. You hear daggers being drawn, low chanting from near the throne, and above you, the faint slithering of whatever monstrous pets are lurking in wait to kill your kith and kin…