Campaign writeup (2 updates September 7th)

Yeah. I've played to level 21 of it in 4e which Morrus has been running, and now I'm running it from the start for my group. We'll be starting properly a week on Saturday in a group with 2 strikers which plays for an hour or two more each week than the Thursday group with no strikers - so I'm serious that we're going to catch up at a rate of knots!
Session 2 over. Went well if I'm any judge. One fatality (which got fixed very quickly) and 3 good fights.

Also we got to have a 'bard-off' featuring the awesome power of the goliath jazz flute. (Not a euphemism).

And a complete re-write of the crypt encounter.
________________
HostMonster Coupon
 

log in or register to remove this ad

Also we got to have a 'bard-off' featuring the awesome power of the goliath jazz flute. (Not a euphemism).

If it's not yet, it will be soon.

I'm glad you're enjoying the campaign. Hopefully we'll be able to avoid any killer encounters like the crypt for the first adventure of ZEITGEIST.
 

14th May

· Having made it through the fiery forest, the chilly mountains, the stinky swamp and even smellier camp of refugees we find ourselves on the threshold of Seaquen and the Lyceum, our pouch of secrets as heavy today as it was when we first acquired it in gatepass.
· Our plan involves delivering the box entrusted to use by Erdan Menash to deliver to a “Dougan Rambousen” and then using this connection to leapfrog our way to a man of sufficient power that we can entrust to them the resistances stolen intelligence.

· As a group with many missions and interests we quickly descend into a squabble over what to do next, resulting in Tiljan heading off on her town to try and track down Ettan-Eefi (the author of the book she was studying) with little complaint from the rest of us.
· Torrent wishes to track down her mentor to deliver her gift (the rather weird dolphin shaped Falchion she took from Erdan Menash back in Gate pass but is happy to join us for now, she wishes to see the Lyceum.
· Kane wishes to do a little shopping but it is late in the day and many of the shops we pass are already shut, it takes a little gold and a few quick words from brick to persuade a purveyor of magical wares to keep his shop open enough for the rogue to pick out a set of silk slippers, guaranteed to improve his acrobatic nature!

· With our shopping done it is starting to get dark, as we have no lodgings we decide to visit the lyceum in the morning and for now just find somewhere to stay. We overhear a town crier blurting out new from Gatepass, he tells of Gabal the leader of the arcane college in Gate Pass along with his allies attacked and killed two thousand or more Regesians in their camp outside the city before the inquisitor broke his magical defences and a massive Red Dragon incinerated them all. With his news told he starts to walk away, brick calls after him and ask if he can recommend any place to stay.
· The crier explains that most of the hotels and boarding houses are full. The first wave of refugees that arrived with their fortunes still intact secured long term residence and now there isn’t even a stable to rent in the place. He does say that we can try our luck at The Royale, a lodge outside of town that caters exclusively for adventurers.

· The Royale certainly lives up to hits name, a huge multi-storey structure with many outbuildings and looks like a mixture of a camp retreat and luxury resort. A group of barbarians (or Vikings, or possibly both) are gathered outside in a massed throng, as we get close enough to see through the crowd two of their number are stripped to their skivvies and wrestling, busy trying to toss the other into a large heated pool. Within the crowd money and frothing tankards change hands with equal frequency.
· We head towards the main building and are confronted by a large gaudy sign that reads “you must be this hard to enter!” and an arrow pointing to somewhere not entirely discernable. Ever up for a challenge Kane rushes forward and crashes into the thing headfirst, splitting it in two. He picks up the two pieces proudly and stomps off towards what appears to the places largest entrance (on our way in however we see many doors leading to many differently themed bars, lounges, work rooms etc.)
· Inside a hulking brute of a man waits behind a busy bar, his head shrouded by a large hood. Kane dumps the sign down “I broke it, can we come in? oh and a dri..” but before he can finish his sentence the barman has produced the very drink the rogue was thinking of, a trick the man replicates for every patron to grace his bar, and soon we find ourselves in a rather one sided conversation where he both asks and answers our questions before we can ask them and we have rooms for the night.
· Around us the many adventurers in this bar go a little silent (and not just the hooded rangers in the corner looking broody or moody or possibly both) and even the bards stop slapping each others thighs by the fire, it would seem we have to prove ourselves.
· Kane draws his dagger and hurls it towards one of the many wooden targets hanging on one wall (full of knicks and dents from previous use), the flaming dagger sets the dry wood alight, he plods over slowly, yanks the blade out and douses the flames with the rest of his ale, a fresh mug awaits him on the bar.
· Brick is quick to take up the mantle and strides to the other bards, taking centre spot and begins to sing songs and twist tales of our glorious adventure of dousing the Fire Forest and for once mostly tells the truth, people are impressive (even if they still think its all guff) and he gets a round of thigh slaps from the other bards, all except one who quickly steps in where Brick stop and tells tales of the “Sextet of Significance” his adventuring troupe, who we spy only add up to six if you count the rangers owl.
o It’s during this song where the bards silky voice is drowned by a pitiful howling from the door, a mud splattered wolfhound sits at the threshold to the bar, pining. “DAG!” roars cricket and dashes across the bar, knocking more than few drinks aside as the barbarian is reunited with his dog and spends the night happily feeding as much meat and mead as the scruffy mutt can handle.

· After a good nights sleep in large comfortable beds we awake to the glorious smell of a hog roast and come down to find a whole boar slowly roasting on a strange spit contraption, two Halfling chefs take turns, one turning the hog by running in a tread wheel while the other bastes the pig.
o It’s over this bounteous meal that Torrent tells us that she’ll be departing for a while to catch up with her mentor and to follow a few leads of her own leaving us with just Eta’Ranth as a companion.
· With our breakfast complete we return to Seaquen and the Lyceum with the aim of tracking down Dougan, on our way through the town much of the gossip we overhear concerns the refugees. (Most comments are directed to the countries now inability to feed itself and the sheer amount of additional resources that must be shipped in).
· Soon we find ourselves at the gates of the lyceum, a huge walled building that lives up to every expectation of magical school for witches and wizards! Out side in a little guard hut sits a junior wizard busy trying to light his pipe unsuccessfully with magic, Kane is quick to seize the opportunity to make new friends by thrusting his flaming dagger towards the man and wiggling it back and forth invitingly, naturally the mage is slightly distressed but lights his pipe.
· Brick quickly takes the lead of any talking and tells him that we’re here to see Rambousen, over eagerly assuming the role of Erdan Menash (rather than merely a courier for him), the wizard turns to a little shelf inside the hut holding ceramic statues of animals and taps his wand a few times on a tiny winged mouse muttering a few weird incantation and the little mouse comes to life, and then zips off into the building proper.
· We’re left waiting for a while but eventually are shown into a reception area and are met by a stone faced matron who introduces herself as Rambousen’s aide, and after another exaggerated discussion with the bard, we’re left waiting as she promises to relay the information but “he’s a very busy man, it may take him several hours to find a gap in his busy schedule!” and once again we are left waiting.
· However not for long, barely five minutes later we hear a commotion from within the school, steadily approaching the reception area until finally the huge wooden door cracks, splinters and then is hurled across the room slamming into a trophy cabinet, in the now open doorway stands a very angry looking dwarf demanding “who here claims to be my good friend Erdan Menash!”, everyones eyes turn to Brick, sighing inwardly, another of his tall tales gone wrong. Quickly we explain ourselves and he seems less offended when we give him a glimpse of the box and we are whisked away to his laboratory so we can talk in private.
· His “lab” as such is a large study overcrammed with literally everything, books, science equipment, tools, cobwebs, dust and far too many dirty plates, cups and glasses. He gingerly shifts aside a few stacks of papers allowing us to lean against some desks rather than sit comfortably. We hand the box over and watch as he examines it, telling him about the dwarf and sphinx that we saw on the way here (prompting him to offer several possibilities including that the dwarf may have been him and the box gives control over time, space and of course sphinxes).
· However, he explains that the thing seems to be broken so he has no clue what it does, he believes he may be able to fix it but it requires some specialised materials (in this case a rare magically infused metal). Things that he would normally have at hand but doesn’t at the moment, the school was expecting a shipment of “academical supplies” by ship but it seems to have gone missing, believed to have gone off course and run aground into the swamp. The supplies he needs (amidst other things) are on that ship.
· Taking a scrap of paper he begins scribbling things down, thrusting it into Bricks hands he explains that another professor here at the Lyceum, a Professor Bananamhen’Vett has been put in charge of trying to find people to find the ship and retrieve the supplies, he is recommending us!.
o We also mention the resistance intelligence that we need to give to the head of the Lyceum but he is clearly enthralled by the box and offers to introduce us only after we help him, we leave the information with him, giving instruction that should something befall us he must take it to the headmaster, he assures us he will and the pouch is tossed onto the pile of so many other odds and ends and we are ushered out the door before we can protest.
· Asking a few of the students we eventually find our way through the maze like place and reach the door of Bananamhen’Vett – Master of Extreme Zoology! We knock his door and end up having a bit of a chat, he isn’t entirely convinced by the recommendation note but beggars can’t be choosers, we are the only people to respond to his ad. He explains that he was expecting a shipment of “pouncers” a group of thirty wolf sized spiders for his students to study and dissect however its highly likely the crew didn’t take enough precautions and let them escape and that’s the most likely reason for the ship running around.
o He gives us the directions to where he believes the ship can be found, based upon information gathered from local sailors. Brick uses his silver tongue to negotiate the fee up to 40gp for every live specimen and 35gp for every dead one we can bring back.
· With the deal shook upon we leave the Lyceum and head back to the Royale to fetch the wagon and along with Eta’Ranth we head into the swamp following the badly scribbled map given to us by the professor. Things are going well as we follow our map until we reach the little pencil triangles doodled on the paper, we quickly discover these to be a bunch of tumble down and plant covered ruins, which our targeted creepy crawlies have settled in.
o Of course naturally we don’t fully realise this at the time its only when a dog sized spider bounces out from a bush that the gravity of the situation hits us, much like a dog sized spider hits Kane and knocks him over.

· And so starts our first fight of the swamps, in which Kane entertains himself by swinging about on vines pretending to be Tarzen while we battle big spiders (that we find out are only the young ones…) and are harassed by a creepy looking vine monster later identified as a “Hexing Creeper”, something an evil druid turns into when he’s killed by lightning.
o http://www.wizards.com/dnd/images/ff_gallery/50151.jpg
o With them defeated and our ego’s only slightly bruised we load up the carcasses on to the wagon and push deeper into the ruins, up ahead is a distinctly cobwebby looking ziggurat.
· At the ziggurat we find a few more of the young pouncers and lurking near the entrance of the stone pyramid is an adult size one which indeed rivalled Dag in size (or would if the dog would come near it for comparison, but he spent most of the time near the wagon barking like the coward he is!).
· And so the battle begins with Cricket charging in and soon finds there was more than one adult pouncer and quickly finds himself once again used as bait as the arachnid menace (perhaps foolishly) surrounds him, only to be engulfed in fire, lightning, blinding powder and whatever else we can throw at them.
· It’s during this spider butchering that something odd comes stomping from the swamp to join the fray, and can only be described as a giant rotting tree stump that clomps by on its roots.
o http://www.ff14news.com/wp-content/gallery/2010-06-15-trailer-from-e3/ffxiv_e3_2010_trailer-26.jpg
o With the spiders and stumpy put in their place, we start loading the bodies (but not the stump) aboard the wagon, leaving curious Kane to investigate the pyramid entrance, which he does and finds no treasure but a bunch more spiders and quickly sneaks out to warn us. We retreat to a safe distance and prepare ourselves for a journey inside to tackle what we believe to be the nest!
· Inside the pyramid we find a long dark corridor into what was once some burial chamber, now a pantry for the Attarcops, it would appear they disturbed a few more things than dust as we also find ourselves battling the undead as well as the arachnid. Ghouls with their parazlying touch join the fray along with Elven Runefire Skeletons (fancy name) who streak about the place as ghostly fire things, setting the floor alight.
o Things do not go well for us, hemmed in a tight corridor the spiders and ghouls whittle us down as the skeletons zip about the place burning, oh so much burning and poor Elisha is killed, left a charred husk. It’s only with the timely assistance of Eta’Ranth that we survived to tell the tale.
o In grim silence we load the dead spiders and our lost companion upon the wagon, thankful that the ship isn’t too far and the majority of the pouncers are accounted for.

· After a little more wandering the ground turns more bog like, we’re nearing the coast and thus the ship, wedged between two trees she still looks like she’ll float but we have neither the manpower nor inclination to try and put her back to sea.
· Clambering aboard we search the ship finding the supplies for Dougan, and the remains of the crew, several bound and cocooned about the ship, tiny spiders feasting upon the bloated flesh (which we kill with fire!).
· Most of the other crates within the hold are smashed but we do find one very sturdy looking crate intact, emblazoned with many “FRAGILE – CONTENTS DANGEROUS – THIS WAY UP” messages and the moment someone gets near it the whole hold is drowned in a thunderous buzzing sound.
· Finding the manifest we discover that this crate contains many Stirges, a blood sucking flying insect bat like thing, highly dangerous and almost certainly of dubious legality to ship.
o http://images.wikia.com/forgottenrealms/images/d/d2/Stirge_-_Lars_Grant-West.jpg
· The shipping address says that they were bound for the Royale and sensing a chance to make a little money on the side we decide to complete the delivery, gingerly we drag the crate to the wagon and we load the thing as much as possible, taking with us the Stirges, a dead elf and 16 dead spiders spread across the wagon and dragged along by Cricket and Kane on hastily made sleds.

· It’s quite late in the evening by the time we reach the Lyceum but the place is locked up tight. Kane tries knocking on the door but gets nothing but an electric shock for his trouble. WE continue on to the lodge, sending the bard in first to make contact with the barman about his missing Stirges, he directs Brick to a piratical looking shady dealer who guides us to one of the more secretive stable areas of the lodge and we help unload the Stirges for him, earning ourselves a nice bonus of 300gp.
·
· Brick ever in the mood for illicit fun asks about saunas, massages and other relaxation services offered by the lodge… *nudge nudge, wink wink*. The pirate looking fellow says ok to the first two, the lodge handles though, but if we’re looking for something more “adventurous” he knows of a place within the town. Only Brick is interested and the man writes down an address on a small card and hands it to the Bard, our business concluded he escorts us back to the main lodge.
· The rest of us preferring a more “regular” relaxation make use of the lodge’s facilities and get good nights sleep… Leaving Brick to head into town alone, returning the next morning looking a little worse for wear, perhaps a lot more world weary and a deeply unsettling look across his face that is quickly wiped aside by a wry conspiratorial grin.


A night of adventure – as told by Brick, bard of great renown
After returning the Stirges to the Royale, Brick works his charm on the owner for an increased reward. The first thing he tries is to get an upgrade on his room; unfortunately all the rooms on the second floor are unavailable. Ever one to try his luck he suggests that rooms on the third floor would also be acceptable. The barkeep thinks for a moment and says “i don't think that you would fit in well with the people upstairs".

Never one to back down easy, the bard tries a change of tact, asking about massage. The bar keeps thinks for a moment before writing an address on a piece of paper saying “go to this address and tell them that I sent you".

Brick quickly gets himself in order before eagerly trotting his way to the address. When he finally gets there he knocks on the door and a hatch opens up at head height revealing a pair of eyes. "What do you want" the face asks. Brick reaches into his pocket and fishes out the letter he was given. A hand snakes through the hatch and takes the letter. It slams shut and there is the sound of multiple locks being unbolted. The door opens and Brick steps inside and now able to see the doorman, he sees strangest thing brick has seen for a while. The ogre that stands before him has really hunched shoulders giving the impression that his head is actually in his chest.

The door-ogre leads him through to the next chamber, and where the first room was dingy and smelly, the second is set out in complete luxury. The door shuts behind him soundlessly and before him stands an old woman, who asks "what can we do for you then?” Brick fishes into his pocket and gives her the note. Her eyes glance quickly over the paper “you must have done something really special for him to give you our services. What sort of things do you have in mind? Something normal or perhaps you’d like to try shall we say something a little more adventurous".

The goliath finds himself with an important choice, atop his shoulders rest the conjurations of his conscience, the left speaks "if we must be here just choose something normal so we can leave quickly!” the right counters immediately, his voice brimming with excitement "are you crazy we can have anything we want, choose the adventure and all our pleasures can be seen to!", spurred to action the bard realise his mouth is moving before his brain has fully decides its option, and he has agreed. He fells an odd feeling in his stomach as a little bit of his goodness slips away. "I’ll go for the adventure".

The old woman smiles, a look of sincere confidence on her face as she reaches towards a desk removing two ledgers, handing it over “So what do have in mind, we can cater to all manner of tastes. Where do yours start, Man or Woman?” concern floods the bards mind, but he responds quickly “woman”, the old continues he smiles and hands the red ledger to him. “Now you choose” she says, bony fingers opening the book in his hands, each page filled with imagines of “women”. Brick opens the first one and is amazed by the images he sees. The people in the pictures look like they have been created for specific purposes. One picture shows a girl with many orifices for pleasuring more than one partner, while another has got two mouths. Some of the orifices have teeth while others don’t. Others have tentacles, Brick flicks through the images until he gets to a picture of one he likes the look of. The old woman replies "excellent choice just step through the door opposite.

Roughly thirteen hours later Brick arrives back at the Lodge with a limp in his stride. His companions try to find out what happened last night but he replies by saying "You wouldn't believe me if I told you". Later that day he thinks back to his encounters last night and it occurs to him that the prostitute that he spent the night with had been mentality dominated into being willing and waiting. The thought stays with him for just a moment and quickly flutters from his mind, forgotten or un-dwelled-upon. He feels a sudden cold breeze pass through him, almost like a little piece of his soul cracked off and been blown away. The smile returns to his face and goes on through the rest of the morning grinning as if in a dream. His thoughts turn inward, to himself and how he should find a way of changing his own body in a similar way to increase his pleasure even more.
 



I didn't write the module with a biomantic brothel in it!

Also, damn straight it's creepy. It's a biomantic brothel where half the occupants are dominated. You wanted pleasant?

Oh, and the guy playing Brick is (a) interested in biomancy, has (b) been paying for 'massage' in half the towns on the way down here (don't ask me why, he just decided to...), and (c) is the sort of person who can't leave a button un-pressed... Even the big red ones on yellow and green backgrounds covered in warning signs and 'do not press'. He's fun to DM for... :)
 

Oh yeah, the brothel is in the adventure. Eccles just turned up the creep factor knob a bit, and his player reacted in a rather un-heroic way.

The folks behind it are supposed to be bad guys. Who wants a community of mages without a few villains and madmen, drunk on their own power?
 

Don't get me wrong, I love the idea - but I couldn't think of a way to have a dominated mutant brothel without it being creepy. At least I made it exclusive and put a guard on the door! And there were velvet drapes! They're not *always* creepy!
 

* Our day once again starts with a lavish breakfast at the Royale interviewing potential replacements for Elisha, but it’s a rather poor turn out consisting of two brooding rangers, an inept thief who introduced himself as Branwig Ninetoes, and the two serving Halflings (eager to flee their life of hog roasting drudgery and see the world).

* We were about to call the whole thing off and get on with some brave adventuring when we found a mysterious Tiefling stood at our table. When we asked his skillet he said nothing, when we asked his occupation he still said nothing, so we asked him his name and he replied “the Namegiver called me Silas, you may call me that” and sat down and started eating the leftovers. It would appear we had picked up another stray. o http://t2.gstatic.com/images?q=tbn:ANd9GcRdGPS6DhPaYYviLLw1XbYqnqaCJVA_NrZB96kk8ClhQ1F4gjS7&t=1

* With our fast broken, empty spot filled and the return of the bard we set about our day’s business. We retrieve the wagon from the Royale’s stables and head off to the Lyceum and is while we are travelling through the town that we spot a fleeting shape streaking through the sky above, Til’jan. She seemed to be fluttering from building to building carrying a sack, and as quick as she came she is gone.

* Curious, we follow her and trace her to a little market square not too far away, we find her stood atop a statue of a lion throwing sweet breads and spice buns to wayward children. She spies us and when he bag is empty she comes over, we ask about her search for Ettan-Eefi and she has reached a bit of a dead end. She hopes to speak to the Wayfarers or failing that someone at the Lyceum to see if they know of his whereabouts, so she joins us as that is where we are heading.

o The band of children follow our little procession much to the annoyance of Kane and Urien, as they call and sing and generally thank the “bird lady” over and over for her treats.

* As we are nearing the Lyceum we hear a strange and yet familiar song echoing through the streets and a green haired gnome steps jauntily around a corner singing the song of forms. Til’Jan rushes over to him and the pair seems very pleased to see each other, shaking hands and quickly hugging. “I never thought to see another Seela” says the gnome, introducing himself as Gilva, a member of the wayfarers and head of student affairs at the lyceum.

o The pair talk quickly about all things fey and faerie and then Til’Jan asks him about Ettan-Eefi, it turns out that Gilva knew him but hasn’t seen him for a long time now, some thirty years. He went in search of the Aquila, a temple of Old Sequen (the ruins deep in the harbour of the current Seaquen). He thought whatever was in the temple could aid the forest, a magical fountain.

o He tells her (and thus us) that more information could be found within the lyceums libraries, he can make the arrangements and so our merry bands grows in size once more, with singing faeries, gnomes and children in our sprawling wake to the Lyceum.

* Finally reaching the large college we spy a crowd, gathered around an odd looking bald fellow (identified as Perkins Frankheart by Gilva) speaking out against the lyceum, telling tales that they have lured the refugees here to bolster their “human shield” against Ragesia.

o Perhaps angered by public speaking, the singing children, or just a bad day but Urien takes great offence with the public speaking of Perkins and engages in his own debate, quickly proving that he can shout loudest, and the public opinion sways from one mans speech against the Lyceum to the Paladins speech of Bahumet and all he’s done for us. Without an audience the bald man walks away defeated.

* Finally we enter the school and find Bananamhen’Vett to deliver his dead spiders, as expected he tries to ignore our little deal, offering us first the original price and it’s only with

a bit of prodding that he honours the agreed price of thirty-five gold per spider. With that concluded we see if he’s interested in the body of the Hexing Creeper as well, but “no, certainly not, I suggest a temple and having it interred!” is his response and so we leave him to his spiders and go off in search of Rambousen.

* As we approach his laboratory there is a muffled explosion and a great deal of smoke emanating from within, we decide to wait in the corridor and soon enough the dwarf strides through the pinkish smoke with a magical bubble covering his slightly singed face. He calls for a few unlucky students to busy themselves airing out his lab and he takes us to one of the staff rooms, he points towards a dented but steaming hot urn “refreshment?” he proffers after filling a battered looking mug, finally dropping his charm and his voice loses its echoing glamour.

* We hand over the tools and materials that he asked for and he reaches deep into one pocket fishing out two shining platinum pieces. “so now you can fix the box and find out what it does?” we ask “oh that, no not quite… you see I was there tampering with the thing when I had a surprise visit from Commander Zavius, he was most curious about the box, curious chap in general I’ve always said, anyways he has the box now, keen to meet the chaps the brought it here” he explains. He then rolls up his sleeves, tenses his hands and performs a little “mundane” magic, some well practiced sleight of hand produces a tidy little piece of white card, stamped with black ink. “But ignore the box, those documents you left” “the ones you had no time for” “no… well that’s to say yes… those, but I did look and you were right, they are very important, if I had known wouldn’t have sent you into the swamp after that boat, would’ve taken you straight to the big cheese himself, and that’s where we’re off to now!”.

* Rambousen leads us through the many winding corridors of levels of the lyceum steadily going up and up, lazily kicking doors open and stomping passed whoever raises protest, until finally he stops at one set of doors and knocks politely, and then pushes the doors open, it would appear we’ve reached the top and find ourselves within the headmasters private study. Here we meet Simian Gohanach (the master of the Lyceum) and Kianen Steckhart (a dwarf) who is the head of the recently formed War Department.

o The trio asks many questions about the information and our ordeals to bring it here and for once we mostly honest (or as honest as Brick can be). Satisfied they ask us to watch and wait; they have several rituals that need to be cast to make our information useful to them. With much muttering, finger wiggling and awkward looking gestures the pages spread across the desk start to rise and sort themselves, binding themselves together like a book with only its spine, coverless.

o Their ritual complete the trio cast furtive glances between each other, obviously some mental game of rock, paper, scissors as finally Kianen gathers he has been picked as the scapegoat and steps forward to turn the blank first page to reveal the juicy titbits within. When he doesn’t explore the other two scuttle up behind him and read over his shoulder “hmmm supernal… written by Krevan, second in command to Leska, and there is her seal of approval”. Lembit wanders over form a quartet of chattering voices, each reading snippets before they turn the pages over.

o The book seems split into two sections; the first is a large (almost impossibly large) list of names of arcane spell users, targets for the Scourge to be caught and detained. The second (and somewhat smaller) is a gathered array of myths, stories and legends regarding The Trillith, and our cadre of learned academics looks to each other, all looking as stumped as one another, like the knowledge within the book they can only clutch at rumour and not even solid rumour as to who or what a Trillith is.

* Simian requests that they keep the book for a while so they can study it further, as we have no direct use for it we agree; hopefully they can make more sense of it, certainly more than we can. We ask for access to the Lyceums wide libraries (so we can find more information about the Aquila) and they are more than happy to give us guest passes, we sort out the details with their head of Student Affairs, and Gilva is more than happy to give us a guided tour of the place.

o Brick, Silas and Lembit quickly get to work sorting through old maps of the area, back before the catastrophe that formed what is now the harbour area. The ancient city of Seaquen once stretched across the whole area and we manage to find the rough location of the temple. Armed with a copy of the map and matching natural landmarks we believe that we should hopefully be able to pinpoint the rough area of the harbour where the temple would’ve sunk!

* On our way to the Dock Area we overhear a town crier shouting more news from the north:

o The First Ragesian army has ceased formal hostility due to the bad weather, they have set up camp to ride it out, now the only informal hostility performed by the army is the pillaging and looting to sustain themselves through until the weather breaks and they can go back to proper war… A huge fleet of Ragesian ships has been sighted and is believed to be trying to rendezvous with the first army.

o The Second Ragesian Army currently occupies Gate Pass.

o The Third Ragesian Army is on the way to Dassan but bad weather has stalled their progress.

o The Fourth is preparing to invade The Shalhalisti by going around the mountains and soon the elves will be fighting their war on two fronts as the mountain passes at Gate Pass will be used to also launch an invasion.

o No news of the other Ragesian Armies or Fleets….

* We spend a few hours at the docks pacing back and forth with out map trying to get a better feel for how the land looked back then, and a few chats to local sailors rewards us with some “old man tales” of the harbour, where at certain areas during low tide you can see the tips of the ruins, and if you hold your head underwater you can even hear the bells ringing!

o We feel confident that we’ve narrowed down the temples location to small and searchable area of the bay; all we need now is a ship. Which shouldn’t be too hard as the whole dock area is crammed with ships and more anchored within the bay and more arriving each day.

o However we realised we are woefully unprepared for actually reaching the temple once we are sailing over it, so we head back to the Lyceum to see if there is a magical solution and Gilva happily points us in the direction of a small and reliable ritual that allows underwater breathing, the only snag is that it will take many hours of study and training to memorise. Brick is eager to improve his plethora of abilities and we pay for a copy of the ritual and send him back to the Royale to learn it (and we’re thankful for the distraction that will keep him from any more “adventures” within the seedier spots of Seaquen).

* Now Bard-less we decide a visit to the Commander is in order, to introduce ourselves and find out why he is so keen to meet us. Heading over to the towns main barracks we spy Commander Zavius (a dwarf) shouting orders at a bunch of inexperienced militia, trying to march in formation. Outside the gates we spot the increasingly familiar sight of Perkins delivering anothering another of his anti-lyceum speechs, he is quicker to admit defeat as Urien strides towards him and he departs as fast as his feet can take him.

* With his drilling complete we approach the captain and introduce ourselves and we quickly find ourselves in his apartments that mostly comprise of a large office with a little bedroom off to one side, he happily busies himself preparing tea while we have a snoop around old campaign trophies (such as a battered suit of armour on a stand and two impressive looking Axes over the mantelpiece).

* The centre of his office is dominated by a large game board filled with little carved pieces. “ah so you’ve taken interest in my conquest board, do you play?” he asks and quickly explains the rules that only Lembit seems to remember (no doubt having played it many times in his many lifetimes), this is his own variation on the common game, the board and tokens represents nearby kingdoms and their estimated forces.

o As he explains this Kane tells him helpfully of the Ragesian scouts that we encountered in the swamps along with the inquisitor and wagon outside of the town. A frown crosses the dwarf’s brow as he hears the news, jots a few notes on a well scribbled pad and rearranges a few pieces on his board to take into account our new information.

* After his explanation he challenges us to a game, explaining there are room for four players and that he’ll take the currently weakest side (that of Seaquen & the Lyceum), only Lembit takes him up on his offer and takes Ragesian forces. The match takes several hours to play, each side coming up with interesting and surprising gambits but clearly the odds are in Lembits favour and quickly the weight of numbers takes its toll upon Zavius who puts up a long and bitter fight but eventually he is defeated with a long drawn out sigh. “Every match goes the same way” he says sadly “I’ve yet to find anything that will turn the tide in our favour!”

o During their game we find out that while Zavius is the commander of the militia and a great strategist he is not in overall command of the defence of Seaquen, he answers to Magister Lorb Vortberd and we should introduce ourselves to him, perhaps we could be of further service, issues his militia can’t easily deal with. However it is late by the time their game is finished so we return to the Royale to find Brick still toiling away over books and scrolls.

* In the morning we meet up with Torrent over breakfast and tell her of our plans to hire a boat, she share the knowledge that her mentor Lee Sidoneth is currently in charge of the Naval Defenses, she is sure that she can wrangle a boat out of him to aid our search and that she herself is an experienced sailor.

* However our boating plans are put on hold until we have seen the Magister, so we head into town and find his offices, they stand out by the armed guards filtering a long queue of peasants into and out of it at a fairly quick pace; it would seem the Magister runs a brisk trade! Nearby a town crier shouts about another fire and that any with information regarding the recent spout of arsons will be rewarded handsomely (based on usefulness of information).

* Soon we are inside the building, nearing our turn and we get to see Lorb (another dwarf) in all his grumbling glory as he blusters away either answering peasants’ questions with quick blunt truth or shouting at them until their nerve breaks and they hurry for the exit.

* “So” says Lorb, his stern grey eyes looking over us “more refugees come complaining!” “We’re adventurers!” states Kane boldly, the dwarf snorts a little “raise your complaints so can I get on with hearing more of the same useless blather from the idiots behind you!” and before any of us can protest continues on his rant, complaining about the refugees in general but specifically focussing his bile upon those of a religious nature, highlighting the name of one Lora’Bek or “that idiot wench with the giant eagle” as he often refers to her and her “crackpot ideas to build a temple for them, that’s all we need them putting down more roots!”.

* With his vitriolic speech coming to a close he points at us in turn “and as if I didn’t have enough on my plate without these Ragesian Terrorist trying to burn the place down around me!” sensing an opening Kane steps forwards and manages to squeeze enough words of our dealings with the nearby Ragesian scouts into the conversation that he sees us in a new light.

o Supposedly a Ragesian Terror Cell called “The White Worms” has been claiming responsibility of local warehouse fires, their attempts to destabilize Seaquen. He believes his own militia is incompetent and tahts why these blaggards haven’t been found and no progress at all has been made on the case and offers us a substantial reward for stopping the fires.

o Getting the address of the latest warehouse fire we decide to postpone our boat trip much to Til’Jan’s annoyance, but stopping the arsonists seems a more urgent task!

* Searching the warehouse we discover some curious animal tracks amongst the wreckage, tracks that Lembit strongly believes were left while the building was burning and not before hand. These tracks (most likely rats) disappear beneath the wooden floorboards and vanish into the dirt.

o A closer examination of the tracks reveals trace amounts of fire based magic, this conjures a very ancient image into the Deva’s mind.A very powerful fire mage that caused some great catastrophe that was responsible for destroying most of the city and the ground beneath it leaving a huge crater that is now the harbour.

o Kane drools a little at the idea of an ancient and powerful mages tomb literally beneath his feet and when digging at the cracks proves ineffectual he suggests the sewers! We split into two teams, those who wish to search the Lyceums library for any information upon the mage and his tomb and Kane who wants to search the sewers (and the unofficial team 3 that comprises of Cricket and Urien who simply follow the rogue to make sure he doesn’t do anything too stupid).

* Library: The fire mage was the town’s founder, no one seems to know why or how he caused the explosion that destroyed most of the city, but it’s believed that he was buried underneath the molten rock.

* Sewers: Kane does indeed find an entrance to the sewers nearby but doesn’t want to go in alone, so we wait and Urien talks to some nearby tramps.

* Tramps: They saw no one coming or going from the warehouse when it caught fire “but those white worms are like ghosts in the night aren’t they!” but we do learn there was another warehouse burnt down a week ago not too far from here, so we investigate that.

* Warehouse #2: In the second warehouse we find a locked door that survived, with his picks Kane quickly springs the cheap lock and we push the door open to a room that seems to have avoided worst of the fire. Inside we find some crates containing rotting vegetables with more rat trails, this time leading to a hole in the stone wall, further examination of the stone supports the theory the rats were on fire when they came out of the hole. We deduce that some kind of fire rat came up into the warehouse lured by the food and the fires spread as they bit their way into wooden packing crates!

o In order to confirm this theory however it does seem that a trip into the sewer is required and only the rogue seems thrilled at this idea, however his eagerness lasts only a few minutes of wading through the unmentionable and a solid two hour search for secret tunnels or entrances into ancient tombs ends in a severe case of boredom. Mere moments from giving up and turning back we find a tunnel that

smells some how… worse than the other parts of the sewer and discover this is in fact because everything is burnt and charred. At the end of the tunnel we spy several burning rats, their fiery eyes starring at us in defiance but bolt as we try to approach and vanish into smaller pipes and cracks. There is however no sign of any one else that could be in charge of them, such as a Ragesian Terror Cell, we decide the White Worms are a farce and that rats being rats (fiery or otherwise) was the cause of the fires.

* We return to the Magistrate and reveal to him our findings; he seems happy enough to believe our findings and thinks that even his idiot men should be able enough to arrange for rat poison and better storage of the town’s food supplies. The demeanour of the town seems to soften as the Town Criers spread the news of the rats being the cause of the problem and not the nefarious Ragesians.

o We are rewarded with a sizable amount of coin and a magical treasure which goes to Lembit, we are all offered Deputy Badges (along with the weekly wage of 1gold piece!) however only Lembit, Kane and Urien take up the magistrates offer.

* With a good portion of the day spent, far too late for any aquatic adventures we agree the search for the temple will have to wait until tomorrow. With no other immediate leads and keen to flash their new badges, Urien, Kane and Lembit head in to the Refugee camp to “patrol” while the rest of us return to the Royale.

o They wander the camp, the broad grin never leaving the rogues face as he slides up to random refugees, keen to abuse his new found power “do you have a permit for that?” he begins each time, watching the refugees squirm under his gaze as they profess they didn’t know they were breaking any law, he toys between watching them work extra fast to escape his gaze or with promises to head to the magistrate first thing in the morning to collect their Permits for “dog ownership”, “carrying amounts of water between three and five galleons without intent to supply” and “owning a barrow with more than one but less than four wheels”.

o In the distance they overhear the now familiar voice of Perkin’s up on his little crate addressing people who mostly don’t seem interested in listening. He doesn’t spot them advance and is shocked when the paladin strides out of the crowd and grabs his wrist “I’m arresting you on the charge of disturbing the peace”, wide eyed Perkins looks to flee but has no where to go.

o The trio of deputies then strong arm a confession from him, he was put up to making these speeches by some people that he met in a pub, a Half-elf and Halfling named Serbahn and Makom, when questioned why “they tell me the truth, how things really are!” he replies amidst frightened sobs, he’s been speaking with them for the last few months.

o Urien threatens him with life imprisonment unless he stops making these speeches and out of fear the man complies, running for his life when he’s eventually released from the paladins vice like grip.

* In the morning we are finally prepared to head out into the bay and find the temple, gathering our things we head down to the towns docks, Torrent leading the way to her Mentors abode when we are accosted by another one of Lorb’s deputies, he hails us pleasantly and says he has a message for us from someone named Jess (the name doesn’t ring any bells) her message comes from Beuron, the priest and resistance member back in gatepass and that we should contact her, more information has been left at a house, and he gives us the address.

* Our days plan already decided we ignore the message for the time being, we must reach the temple area at low tide to aid our search, we let Torrent lead us on to Sidoneths’ place and find a note attached to the door “will be out back feeding lulu, let yourself in. Lee.” We head

inside and follow the sound of people talking and find Lee talking to an odd couple of people, one a Half-elf (that he refers to as Brutus, but his appearance strongly resembles the description of a person called Malebicus that we found in the swamp witches hovels) and someone / thing that had been augmented by Biomancy (extra arms, odd shaped body and skintones). They quickly conclude their business as we shuffle in and depart as Torrent introduces us to Lee and he seems very sincere, offering refreshments and if we wish to meet “lulu”.

* He guides us out the back of the house into basement / sunken cave style affair, at first we think its some sort of private dock as it leads straight down into the harbour but no boat is docked there and soon we discover that its an enclosure, Lulu is a “giant” pink and orange squid that reeks of magic. She would appear to be both a pet and a grand experiment in the field of Biomancy.

o Most of us are slightly confused by the neon squid, Brick is practically giddy with seeing such raw Biomancy at work, while Dag voices his concern with punctual barking until Cricket takes him back into the other room and a few fishy treats from Sidoneth sooths him. But quickly Lee’s attention is brought back to the main room to stop Kane from tormenting the animal.

* Still things stay civil enough for Torrent to convince him to lend us a boat, which she’ll captain and he guides us to a serviceable looking boat outside “It’s a bit leaky so with all of you in you’ll need to bail but she’ll serve your needs I’m sure” he offers as advice, reinforcing the comment about bailing as the heavens open before we’ve even made ready to set sail. Still the tide is right so we must leave or not at all, and soon under command of “captain” torrent we’re out into the bay, sailing towards where we believe the temple to be located.

* While it takes an hour or two of sailing back and forth we finally spy the tip of a ruined tower through the water, we drop the anchor and Brick begins to prepare the water breathing ritual, granting us the ability to breath water as if air for a couple of hours. And into the water we go, some dragged down into the depths by the weight of their armour while others must clamber ever deeper down the anchors line, but eventually we reach the bottom and the entrance to the temple, its wide doors closed shut.

* Kane quickly checks the doors and can find no sign of any nefarious traps and uses one of his picks to flick the latch, suddenly the double doors lurch inwards, a mass of bubbles escape the room as the ocean swallows it and we are all sucked into the temples antechamber.

o The doors swing slowly shut behind us, a loud click from ahead draws our attention to a second set of doors, now seemingly unlocked that the seal is back in place.

* We open the second set of doors and the weight of the water flings them open, emptying into the temple leaving the place flooded to around waist height, in the room beyond luminescent glows start to appear in the darkness. As if reacting to their presence the walls start to glow, lighting the room and fully reveal the glowing creatures inside. Near the back of the temple was a large fountain but did not appear to be active, any water in the room came from our entrance.

o “Giant” Luminous Red Crabs (size of a row boat) with vibrant blue feathery plumes erupting from their shells like peacock tails, and massive claws obviously. We discover they can swat their tails around and attempt to knock people over into the water, and Kane finds out the painful way that they can spit some form of acidic venom quite a distance.

o Bright Glowing Green Squid (about the size of a wolf) that would grapple and pull people under the water with their hooky tentacles (however seeing as we can breath underwater their attempts to drown us was hampered somewhat). We did discover that they are quite nimble with their tentacles however as Brick attempted

to use his new boots to “walk” up the side of the temple and hide in the dry but was literally plucked from the wall and dragged into the room.

o Finally a bipedal octopus man thing of many colours that liked to slip under the water and generally swish at people with his barbed tentacle hands.

o Lembit is quick to point out the potential obvious when he states that all of these creatures has suffered (or been blessed in Brick’s view) from the effects of Biomancy!

* Urien, Brick and Kane take a savage beating from the aquatic menace with the rest of us walking away relatively unscathed. The stick of seawater and dead fish pervade the temple now so we hastily search for any treasure, sadly it seems to be lacking.

o However not wanting to leave two tonnes of crab meat behind we agree to transport the crabs back up to the surface and try to sell them (either as food or to the zoologist at the Lyceum).

* However Til’Jan lets out an excited squeal as she discovered Etan’Eefi’s mark upon one of the walls etchings that describes the Aquiline Heart, an ancient artefact (supposedly the heart of a giant eagle, torn out by an evil dragon), it would appear her erstwhile mentor has been and gone, the temple leading him towards the heart. She now hopes that meeting with the Wayfarers can put her on the same path as he.

* We leave the temple and Kane uses the last few moments to carve “empty, don’t bother!” upon the wooden entrance and we start hauling the dead crabs back up to the surface and head home.

o Sidoneth agrees to be a broker for us on the selling of the crabs to the local markets and we make 50gp and a mental note to avoid the fish pie at the Royale for the next few days.

* Back at the royale the place is a little more subdued than typical, the normal rabblerousing Vikings are inside quietly drinking, nursing more than a few welts and bruises. When we ask it appears they picked a fight with some monks “they wear dresses and carry sticks, we are strong, brave and massive, how did we lose!” seems to be the typical response to any questions. Their leader Sven was beaten senseless and has still not come around from the severe kicking he received.

o Kane and Urien wish to pay these “peace disturbing monks” a visit in the morning when they do their morning patrol of the Refugee Camp.

* In the morning we get directions to the Monks from the Vikings, they have established themselves in a small clearing in the forest well away from the noise of the Refugees, here the air is clean and only the gentle gong of wind chimes can be heard. An aged bald woman sits cross legged in pale blue robes, eyes closed and hands clasped. Her eyelids flutter open as Kane steps lightly into the clearing; her stern grey eyes watch him as he glides from a light step to a purposeful stride, Urien stomps in behind him, the rest of us follow.

o The deputies and the monk make peaceful enough small talk, she ignores any goading of there’s and she summons a younger monk, a young man who introduces himself as Three Weeping Ravens, the current voice of the order (so the other monks can get on with the serious business of finding enlightenment instead of talking to scruffy adventurers). He tells us a little of his order, the Order of Echoed Souls, they were originally a Shalhalesti order but fled their temple during a previous war, only to settle in Sindar. However much like before with war looming they have relocated again, the forty monks that make up their order.

o Kane asks what their order believes, to which the monk replies “we seek the infinite”, the rogue replies with a smile “me too, I just take it a bit at a time”.

o Finding no laws broken and only us disturbing their peace we depart and head off to the squalor of the refugee camp.

* This being our first real trip to the camp we finally start to see the divides and boundaries of the many factions that make up the inhabitants, split by country, race, and even religion.

* Soon we find ourselves at the heart of the camp, a well built (by camp standards) hut with a giant eagle resting outside, a thick chain around its neck keeps it grounded, a large sign with hastily painted letters reads “Dangerous Animal – Keep Away”. As we approach the giant bird begins to speak but is quickly interrupted a woman (that we assume to be Lora’bek) cradling a huge multibladed polearm and bids the eagle (called Takeshi) to be quiet.

o She introduces herself and tells us she is the leader of the Aquilline Heart, a Multi-Deific faith for the just and true. Obviously this brings her fairly high standing with all the refuges (as everyone bends a knee to someone or thing higher than them).

o She tells us of her vision; a grand temple to all gods to unite the refugees, there is far too much infighting and distraction amongst the faithful within the camp. She hopes that when people accept and embrace her idea, united by a faith they will unite into a people ready to fight a war, rather than a squabbling group who wishes to build eight different temples and keep everyone divided.

* While not all of us agree with her thoughts, enough of us do that we agree to help her try to unite the faiths.

o With us on board she lays down a plan of action, she believes they can all be swayed if they can be convinced to hear of the true benefits, something she and her agents have so far been unable to do, perhaps a bard of great renown can…

o As she tells us about each of the main sects that make up the camp:

o Four of the sects are Ragesians who have fled their own city because of the war they are made up of the Philosophers, Savages, Hospitallers and the Druids.

* They quickly put aside their differences when convinced that a show of unity against their home country will better far than division, that the temple will be an act of defiance against all that is wrong with Ragesia.

o The Dassani Dwarves who worship their ancestors.

* That the temple building itself will be a monument to their ancestors, a visible reminder of the skill and craftsmanship of the dwarves, passed down from generation to generation.

o The Seaquenites while not a faction within the camp themselves still hold a huge sway with their worship of the sea and its mistress.

* Are mostly convinced that a project as large as the unified temple would give the refugees something to do other than sitting around in squalor and they’d get to keep the temple as their own when everyone else finally returns to their countries.

o The Sindari Exiles worship the gods of sorcery.

* ??

o The only group that don’t fall before the mastery of Bricks silver tongue are the Ostaggar Mercenaries. Their Chaplin leader refuses an audience with Brick, his god is strong and would only bow to a stronger, a test of strength is in order, honest battle will decide!

* Brick skips lightly out of the Mercenary Chaplin’s abode, unwilling to fight the man himself “our champion is outside” he coos, the Chaplin following as his own followers begin to muster to witness the challenge. With an overly dramatic bow the bard points towards the Paladin, strong and steel clad in his Armour “Come Holy Warrior!” beckons the Chaplin, the paladin shakes his head with a small smile, “no, not me” and steps aside to reveal the barbarian standing behind him “the names Cricket, seems we have a differing o’ opinion” he says stepping forward, pulling the battered hat from his head and casually dropping onto Dags head who barks enthusiastically, as the Half-Orc sticks out one meaty paw to shake the Chaplin’s hand.

* He swallows slightly as the barbarian draws his own blade, a good two feet longer than the Chaplin’s own great sword, and with a wet thud he plants the tip of the blade into the mud and begins to pray “Let this blade be your voice Moon Mother, speak through me and let your will be known”, across the way the Chaplin says his own prayers, with both ready their steel begins its great and bloody dance.

* It is but a few moments later the Chaplin finds himself staring up, the coppery taste of blood in his mouth, the wide grin of Cricket looms over him “seems Sehanine wants herself a temple, you agree?” offering the man his arm “my god says similar it would seem” he says with a begrudging smile as he is hauled from the mud back to unsteady feet. In the darkening sky above the chill white of the moon looks down and is glad.
 

Man, Seaquen is a busy place.

I now kinda want a wizard whose arcane sigil translates to "Empty, don't bother!" so he can place it on dungeons after he loots them. And preferably he'll be a little dim, so people can say the phrase refers to his head.
 

Remove ads

Top