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Swords of the Amanar - the Return

Chapter Two: An Ardaven Welcome

Lord Kellurion proved to be a fairly affable, if somewhat imperious, fellow. The Seekers took some small amusement in the way he dealt with his butler, Mensel, and they enjoyed his excellent brandy. Amongst various matters of state, two important facts emerged: they need to come up with Colors (a flag to fly, denoting their identity), and the King wished them to come to Public Court in three days. This taken care of, Artimus spent a few moments informing the innkeepers of several establishments of their search for crew. The whole group (minus Edryn, who indicated that he wished to catch up with some family business), then met for an excellent dinner at the Inn of the Weary Gryphon, where Innkeeper Marcus d’Bathel treated them to a fine meal, including “Basilisk tail”, a “farcie” made with chicken and hot peppers.

The night passed largely uneventfully, except for Aldemar. In the middle of the night, he was woken up by a dull throbbing ache from the hand in which the crystal was embedded, and, for a moment, in the dark, he thought he could see it glowing, slightly. After a while, with the ache faded and no obvious glowing, he went back to sleep, wondering what it meant.

After a good rest, the party began pursuing various goals. Artimus met with an old shipmate of his, one Meldias “Sarge” Blackhair, and his half-orc companion Garokh Crookedtooth. Artimus hired them both, assigning Meldias the position of First Mate and happy that, with Garokh, they would now have someone capable of teaching the Seekers how to use the ballistae and catapult. Meldias promised to look into some promising leads for crewmen, and the two parted ways happily.

A mysterious message was delivered to Red Talon by a young boy named Lark. He indicated that a hooded and cloaked man had given him 2 copper pieces to tell Red Talon to meet “Dyne” in the alley behind a tavern called The Copper Bowl. This seemed to mean something to Red Talon, and, slowly, the others got the story out of him that this was a man he considered tantamount to a father, but, also, that he had thought he was dead. Temper, especially, seemed wary of this, and it was agreed they would accompany him, at least as far as the Tavern itself.

Aldemar, Red Talon, Ranlok, and Madcap went to the dwarven neighborhood of Ardaven, known as the Dwelve. Here, the streets were roofed, giving the illusion of being underground or in a building, in deference to the very common influence of dwarven agoraphobia. There, on the Street of Steel, they encountered a smith named Karok who promised to make a suit of modified banded armor for Red Talon. He also sold the hish’ta a masterfully worked warhammer, in exchange for several other masterwork weapons the group had captured in their various battles. Madcap purchased some arrowheads as well so that he could make his own arrows. Madcap then traveled to the elven neighborhood of the Gardens to purchase a masterwork shortbow. Artimus and Cotterpin looked into the purchase of some gnomish cannons from a gnome named Fezzleweg, but the price was too dear. Cotterpin sulked in his alchemist’s lab aboard ship while Artimus purchased a masterwork lute from one Alfred Luthier.

The group met back at the ship before preparing to depart for Darktown. Before they left, however, a dwarf appeared at dockside, requesting permission to come aboard. He asked to speak with Ranlok, and the two went to speak privately. The dwarf identified himself as Thurnon Kegbreaker, a wizard and scholar of dwarven legends and antiquities, and he had noticed something odd about the dwarven waraxe that Ranlok carried. It was not, as Ranlok had originally surmised, the Barakuld (a weapon that would shield as well as attack); that was only an illusion meant to keep the axe's true nature hidden. With Ranlok’s permission, Thurnon dispelled the illusion, revealing that this weapon was, apparently, the Tarmakuld, or Throne-Axe. It had been one of the traditional weapons of the dwarven king, and its reappearance might mean a return to greatness for the dwarven people. With this heady revelation, Thurnon promised to research all he could about the Tarmakuld. He left the ship, leaving a thoughtful Ranlok behind to ponder what this meant, especially in light of the vision he had received in The Mirror…

To Be Continued!
 

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The DM Speaks!

Very straightforward session, in many ways. Mostly I had fun trying to make all the NPCs very distinct from one another. My favrite pair were Lord Kel and his butler, Mensel. Lord Kel would let Mensel get almost out of the room and then remember something he'd forgotten. "Oh, Mensel!" he'd call, and the Players would laugh, every time, at Mensel's cringes and sarcastic tone.

This sessions has also allowed me to foreshadow some fairly major plotlines for the campaign. Time will tell if the Seekers will note the warning signs.

- Andy
 

Chapter Three: Life in the City of Wonders

Edryn had not yet returned from his “Family business,” but the Seekers decided to head down to Darktown without him. Saqqara decided to retire early to recover from a stomach complaint, Cotterpin declined the chance to go “slumming”, preferring to work on alchemy instead, and Willem decided to head to the halfling neighborhood of Bramblebury for a late halfling-cooked supper instead. And so, Artimus, Madcap, Ranlok, Red Talon, Aldemar, and Temper proceeded to the rather dangerous neighborhood called Darktown.

Aldemar did the leading, for he was searching for some information. After trying at a tavern called the Dead Dog, they were directed to another tavern called the Ten Bells, which appeared to also be a house of ill repute. After making a few inquiries, Aldemar was pointed to one man, apparently a procurer of gladiator slaves, who sat drinking and talking with a companion. As he approached, they noticed him and stopped talking at once. Aldemar then surreptitiously hinted that he wanted information about the highly illegal arena fighting in town. The fellow looked Aldemar over, then sized up Red Talon, who was standing behind him. Aldemar hinted that Red Talon would be participating, and the gentleman at the table decided to test him out. Red Talon heard someone rushing at his back, and he whirled, dodging the attacker’s attempt to bludgeon him with an ale mug before punching the man in the gut so hard it made him stagger back into a chair. The procurer nodded, seeming impressed. He gave some information about a match to be held five days later. Satisfied, the Seekers entertained themselves for a couple of hours before heading off to the Copper Bowl Tavern.

The Copper Bowl was deeper in the heart of Darktown, and it was a much fouler and seedier tavern, run by Old Zelda, a woman of particularly ugly features and unpleasant manners. After a dubious encounter with the bar’s strongest whiskey (as ordered by Madcap, who then, displaying a rare streak of sense, passed it off on Red Talon), the group settled in to wait, while Red Talon wandered into the alley behind the bar. There, a hooded figure beckoned him deeper, and he, emboldened, perhaps, by too much ale and whiskey, followed.

The figure cautioned Red Talon not to react violently, or roof-top archers would be forced to kill him. When the hooded figure revealed his features, he was clearly not the hish’ta’s old mentor. He was, in fact, an aven, one of the dog-like people of Ifildrith. He explained that he had been hired by Red Talon’s old master, Jubali Falhazrad, to locate the missing gladiator. He wanted to give Red Talon a sporting chance, however, so he challenged the hish’ta to a fight. The two battled hard with rebated weapons, but, in the end, the aven’s skill won out. Rather than kill the exhausted hish’ta, however, the aven marked him with a strange-looking dagger. Red Talon bellowed as his rage took over, and he leapt to the fray, even as his companions began to exit the tavern. Artimus, wondering what had happened to their friend, was already outside, and he witnessed the aven leaping nimbly back as six archers fired from the roof, sending the already exhausted Red Talon into unconsciousness. Thinking quickly, he let fly with a sleep spell, and several archers fell unconscious. The aven grinned and tossed a heavy pouch to the bard. “Your friend has earned this,” he called, as he retreated through the alleys of the city. The others arrived, and Red Talon was revived, and the group, a bit wearied and worse for bad ale, made their way back to their ship.

The mark Red Talon had received could not be removed, and, indeed, radiated a faint magic. Artimus surmised that it was the Mark of a band of rangers called The Bloodhounds, trackers who could magickally mark their quarry to aid in locating him later. The pouch the aven had thrown proved to contain a heavy golden torc, set with small red garnets, which had belonged to Dyne. The group decided to keep an eye out for suspicious or unusual characters.

They did not have long to wait, in a sense. The next day, Meldias Blackhair showed up with a number of possible recruits for the crew of the Eleniel. The possible recruits included, amongst others, The Old Man, a skyfarer who had been sailing since the very first skyrunner. Artimus relied heavily on his advice, as well as Meldias’. Perhaps the most surprising figure who came aboard was a full-blooded elven druid named Sarn who signed on as ship’s healer. Temper displayed some barely concealed suspicion and alarm, but he insisted that there would be no problem.

In the afternoon, tailors showed up to take measurements for court garments, and, in the evening, a summons came that the King awaited them at his castle. And so, the seekers boarded a small, private airship, and began the long descent down to the King’s Court and their first public appearance as the King’s Privateers.

To be continued!
 

The DM Speaks!

This session was more roleplaying and character development than anything else. It was also a fun chance to play with subdual damage during the fight with the aven bounty hunter. I think more than anything else, the most fun part was playing all these various "made up on the fly" NPCs and keeping them distinct.

Old Zelda was probably my favorite. She was this dour and unhappy person with a dark growth the size of a silver piece on the side of her nose, and the PCs reacted with as much disgust as I hoped they would. When Madcap asked for the strongest drink they had, I tried to have my eyes gleam with evil glee and I grinned horribly at him as I turned away, pantomiming fetching a cask. The players started laughing right then, and I knew I had a winner. I turned back, still grinning and described her blowing off te cobwebs before acting it out. The PCs all began to cough on cue. Then I pantomimed pouring the whiskey, describing it as a brown sludge, and I "handed" it to Madcap. The disgusted and horrified facial expression Madcap' player gave was worth it all. Old Zelda will almost certainly reappear in my campaign.

I'm looking forward to more political machinations in the next session, and letting hte PCs figure out who they can and cannot trust in the King's Court. Viscount Mordenkainen should also be in the next session, and I have plans for introducing his familiar, as well as some revelations about Madcap...

- Andy
 


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