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The Selgaunt Campaign: Harpers Undercover in Sembia [no more updates]

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haiiro

First Post
(I've stopped updating this thread. Please see the last post for details.)

A quick aside before we get started: character backgrounds, a full introduction, changes to the Realms and other info can all be found on the website for this campaign: http://3d6.org/. These Story Hour entries are also posted there, accompanied by photos and artwork (in the Journals section). Enjoy!

[size=+1]Tuggle's Follies[/size]

(In the Realms: 4th & 5th of Kythorn (June), 1372 DR, The Year of the Rested Serpent)

The Road South

The party's attempts to stay undercover ended the moment they stepped out of Vars' wagon and found everyone staring at them. Behind them was the Dalesouth path, leading back to their training ground in Tasseldale. Ahead, the last leg of Rauthavyr's Road -- and Selgaunt at it's terminus. All around them is the dust and noise of dozens of people passing through the small and squalid town of Essiar, the closest settlement to the North of Selgaunt.

Their journey to this point had been by wagon. Specifically, a cramped and strange-smelling wagon belonging to an amiable spice merchant, Vars. He spoke of only one thing of consequence on the entire trip from Essiar: a recent spate of bandit attacks around Selgaunt and the River Arkhen. As a result, our merry band is alert, but not terribly worried -- they are seven in number, and only a long day's walk separates them from Selgaunt's gates.

Bidding farewell to Vars, they begin marching Southward.

The road is busy at this time of year -- and all the more so because of Rook's Night, which has provided them with a cover story thus far. Among the items that their principal contact within the Harpers, Agrafion, gave them is a small cage containing four ravens. As people from all over Sembia travel to Selgaunt to celebrate Rook's Night -- an annual festival commemorating the nation's most illustrious bird, the raven -- a few more will hardly stand out.

Unless, of course, those few are these seven peculiar individuals.

Here is what the average Sembian passerby -- a farmer returning from Selgaunt with his mule, or a trader heading there on a laden wagon, perhaps -- might notice, in approximately chronological order. There is a silver-haired elf, clad in an outlandish iridescent outfit bedecked with jingling bells. Oh! And look -- a worshipper of Torm in gleaming banded mail, whose mild-mannered expression belies the fact that he looks as though he stepped out of a stained glass window. Next to him, the most striking woman they've ever seen, clanking sleekly along in heavy plate shot through with enamelwork flowers -- who also looks like she might have emerged from churchglass.

Her radiant beauty is matched only by the blazing good looks and natural charm of another elven companion, who idly strums a lute and takes in the scenery with glittering eyes. The next two folks might look a bit out of place, but to a keen observer one's twitching gait and the other's fluid, loping stride make them equally hard to miss. The latter looks like a strange collision between a swashbuckler and a barbarian, while the former appears to be the product of a ruffian and a meaner ruffian -- unarmed, but appearing fully capable of uprooting trees with his bare hands. As these two are content to remain quiet, it is the silken voice of the final figure -- not his size or garb -- which draws the viewer's notice. Moving in and out through the group as they walk, this attractive gnome projects a certain something that makes the passing merchant think it might be wise to have her prettiest daughter move to the back of the wagon, out of sight.

Next to most of the other travelers on Rauthavyr's Road, this bunch stands out like a gold coin in a purse full of coppers. Quickly realizing this, the party begins to work on a new and somewhat more elaborate cover story. They will need to be able to move about Selgaunt without exposing themselves as Harpers -- which would be a dangerous thing to do, given the way most Sembians feel about Those Who Harp. Their trainer and principal Harper contact, the thistle-haired Agrafion, has tasked them with pursuing the Harper cause and code in Selgaunt -- and given them their first mission.

The last Harper to pass through Selgaunt, a woman by the name of Allekar, was able to secure an excellent contact within the city: Thissiken of Dracon Row. The majority of what the Harpers know about Selgaunt came to Allekar through Thissiken, and he has been an invaluable resource thus far. Before the party started their journey from Tasseldale, Agrafion received word by from Thissiken by feather token that his life was in danger -- and that he needed their help. Agrafion dispatched his newly trained recruits -- our charismatic party -- without delay.

As the party walks down the road in conversation, they quickly arrive at the notion of hiding in plain sight. This motley band is going to stand out everywhere, so why not deflect questions by standing out as much as possible? In short order, they have become Tuggle's Follies -- a troupe of traveling entertainers accompanied by their manager, porter and guards.

With their legitimate musical talents, Cupric and Jaehn fall into the role of the principal entertainers. They are backed up by Artemis, whose tumbling talents should be adaptable to the stage. Armed and heavily armored, Tal and De'lea become the guards. Strong, unarmed and possessing no talent whatsoever for entertainment, Vicktor is relegated to the role of porter. Lastly, Tuggle's prodigious charm makes him the natural leader -- the manager and face man for Tuggle's Follies.

Once they've settled on this course of action, the Follies waste no time spreading the word -- to be precise, spreading it to each and every person they pass on the road. Amidst strumming and singing, they announce to anyone who will listen -- which is, not to put too fine a point on it, everyone -- that they will be performing in Selgaunt. Cupric at last remembers a Rook's Night song he was trying to recall, and its merry chorus of "Ca-caw! Ca-caw!" accompanies many of their meetings with other travelers.

In this manner the Follies pass the time until dusk, when a thick fog begins to set in. They are close enough to the Sea of Fallen Stars to smell the salt on the breeze, and Cupric notes that fog is a regular occurrence in Sembia at this time of year. Nonetheless, with visibility limited to hundred yards at most, the group forms up into a proper column and begins actively scanning the terrain to either side of the road.

In the front is Cupric, who has ceased to sing and play music and instead scouts a little ways ahead of the rest of the party. Behind Cupric is Talishmere, the gleaming symbol of Torm on his breastplate beaded with moisture from the fog. De'lea brings up the rear, the metallic noises of her enameled plate sounding strangely loud within the mist. In the middle of the column are Tuggle, Vicktor, Artemis and Jaehn. Jaehn's bells tinkle merrily, while Vicktor slouches quietly along next to him. Artemis keeps a ready hand on the hilt of his rapier, and Tuggle walks near him off to one side, with the thicker patches of fog rising to his chest.

Ambush

Not long after they've settled into this marching order, Tal hears a bestial grunting off to the right side of the road. The party fans out a bit, and Tal draws his greatsword and heads for the copse of trees where the sound seemed to come from. Facing the opposite direction, De'lea concentrates and detects evil on the far side of the road. Just as she senses the aura of evil's presence, a massive form lunges out from behind the tree Tal is approaching. Shaking leaves free as it shoulders its way around the trunk, this two-headed creature roars and swipes at Talishmere -- and in the moonlight, he can see that its arm is wrapped in thorny vines and spiked straps.

The blow connects, staggering Tal, and suddenly the other Follies are jolted into action. Tuggle creates the ghost sound of a swarm of giant rats off to one side of the giant creature, while De'lea approaches the underbrush wherein she detected evil. At the same time, feral-looking humanoids step out from behind trees and rise up from the bushes on either side of the road, sending several arrows zinging through the group. Vicktor moves up to engage the two-headed creature with Tal, while Cupric tries to get a bead on the archers. Jaehn prepares to assist the others with his spells, while Artemis takes this opportunity to flee down the road and into the fog.

A few short seconds later, Cupric has told the nine-foot tall two-headed humanoid a magically charged joke -- casting Tasha's hideous laughter and rendering it helpless. As bizarre as the spectacle of this giant beast clutching its sides and roaring with laughter may be, Vicktor and Tal waste no time laying into it with sword and fists. Across the road, De'lea is able to dispatch an archer, although she knows not what manner of foul creature it might be.

Looking like an unwholesome crossbreed of orc and gnoll, the archer's skin is oddly withered in some places, and scaled in others. Cupric notices this as he fells another one, catching it with an arrow in the throat despite its best efforts to stay behind cover. The remaining two archers let fly again, and again their arrows fail to find their mark. A heartbeat later, Tal and Vicktor have felled the laughing creature -- and at this, the two archers waste no time in bolting into the fog and fleeing the battle.

Searching the bodies reveals a few interesting details. The hybrid nature of the archers is made clear, and Cupric's store of bardic lore brings their name to mind: dogsbloods. They are apparently fairly common in Sembia, and are indeed suspected to be an orc/gnoll cross that breeds true. They wear ill-fitting clothes and dark leather armor, and wield odd horn bows. One of them carries a large brass whistle, which the party claims for their own. The larger creature is first thought to be an ettin, but it to has odd patterns and variations on its skin. Cupric is able to identify it as a war-ogre, but knows nothing of them apart from the name.

Examining the war-ogre's body turns up several very large nails that have been pounded into its back -- as well as one driven into the back of its head. These are not magical, but careful study that suggests they are used to control the creature in some way. Someone with sufficient knowledge of anatomy could insert them into specific areas of the body and brain to make the creature more docile -- or fiercer. When Talishmere pulls out the nail in the war-ogre's head, it is found to be at least eight inches long.

Although they may be waylaying travelers along Rauthauvyr's Road, it is clear to the Follies that these are not mere bandits -- rather, part of some much more organized and powerful group. Before they have a chance to leave the ambush site, however, they are subject to a strange visitation.

The Shimmering Man

Practically in the middle of the party, a glowing orb appears in the air -- popping into existence under a small tree by the side of the road. The Follies scatter, taking up various hiding places in the immediate area. As they look on warily, the ball of shimmering light expands slowly -- from a mote into an oval, then a larger oval, then a doorway with a rounded top. When the bottom touches the ground, Jaehn creates a minor image opposite the doorway, mirroring it exactly as it continues to grow. Artemis returns at this point, lingering just at the range where he can observe the light.

A moment later, the sparkling door coalesces into a shimmering humanoid form. This form appears to walk through the doorway while at the same time pulling himself together from its substance. As the image mimics this action, the being steps completely through the doorway -- which is now gone, as all of the light has gone into giving depth to his form. The shimmering man seems poorly resolved, and no details can be made out. He stands there, impassively surveying the area without seeming to notice the image or those members of the party who are still visible. After looking from side to side, he reaches up with his right hand -- as if to grasp a staff that is not there -- and seems somewhat surprised. With his hand still up, he says, "Shauuuuuundaaaaaakul" in a sonorous voice, and then disappears without fanfare.

Although Jaehn and Cupric both have knowledge of portals, neither they nor any of the other Follies have ever seen or heard of this sort of thing. Baffled, the party presses on for Selgaunt with all haste.

Entering Selgaunt

They arrive at the Statue Gate in short order and without incident. A scattered crowd is gathered under the twin armored warriors that are carved around the massive gateway arch. The statues are thrown into sharp relief by the light of several torches at ground level, and these also illuminate the more mundane guardsmen who are letting people into the city. There appear to be two groups of guards -- one group clad in luminous sky blue capes, the other in functional black tabards. The guards in black seem to be doing most of the actual work, and the Follies approach them. Tuggle spins their tale, describing the troupe as Vicktor brandishes the cage of ravens. Satisfied that they are here for Rook's Night, the guards let them pass with only a cursory inspection.

Having asked about finding a place to stay for the night, they were directed to the Flags -- a large district of inns and taverns down one fork in the road and not far from the Gate. The street itself is bustling with activity, even this late at night, and people with cages of ravens are everywhere. As the party quickly finds out, most businesses in Selgaunt don't use wooden signs or representative objects to advertise themselves. Instead, they hang large colored flags over their doors, depicting their wares and services. Divining this, the Follies wander down the crowded street looking for a flag that suggests musicians and is hung from a decent inn. Only one building in easy view fits the bill, and they decide to go inside.

The Follies' First Performance

Noise and light spill out as they open the door, and they step into an equally crowded common room. At one end are two small stages, with a troupe of untalented minstrels on one and a dancing bear on the other. The common room is packed nearly wall to wall with people, and a long bar runs across the back wall. Thinking that this might be a good time for their first public performance, Tuggle begins casting glamour to make himself more charming -- and before the spell is even cast, the head bartender has begun shouldering his way through the crowd, glaring at Tuggle.

The barkeep is a short, stocky man with a bald head and craggy features, and he's brandishing a cudgel in a businesslike manner. Before any of the Follies have had a chance to react, he growls, "We'll have none of that in here!" Tuggle begins to apologize as Cupric steps in and tries to mollify the barkeep. Between Cupric and Tuggle, the barman is convinced that they meant nothing by it -- and even agrees to give them a chance to perform on the spot. By way of explanation, he whispers conspiratorially to Cupric that if they start using magic openly, the Skyclads will be all over the place in no time. Cupric's honeyed words also pry out the fact that the bartender -- Frango, actually both head barkeep and owner of the inn, which is called Farry's Port -- makes regular bribes to the guards to avoid their attention.

The minstrels seem somewhat resigned to being shooed off the stage by Frango, but the dancing bear troupe is a different story. Led by a dwarf with a massive handlebar mustache, this group shoots dark looks at the Follies as they make their way offstage and out the front door. Once the stages are clear, Tuggle begins introducing the group as the other Follies confer about the precise nature of their act. After borrowing a mandolin from Jaehn, Cupric and the outlandish wizard strike up a merry tune. Artemis, despite being urged to perform feats of strength, settles on a vigorous kicking dance he learned among the Storm Horn barbarians. On the smaller stage, De'lea begins posing seductively in her plate armor, making eye contact with attractive men in the audience. Meanwhile, Tal stands near the stage in case his blade is needed, and Vicktor lurks by the exit.

Within moments, the crowd is caught up in the performance -- people are clapping in time with the Rook's Night tune being played by Jaehn and Cupric, and several men have moved to the front of the audience to dance with De'lea. Although improvised on the spot, the Follies' performance far outshines the average tavern fare -- so much so that people are stepping outside to bring in passersby. It's not long before the common room is more full than before, and the bartenders are busy keeping the wine and ale flowing freely. Seeing that things are going well, Tuggle begins working the crowd: a combination of charming the ladies, taking song requests and spreading the word about the Follies.

The Follies play and perform for around half an hour, at which point they bow their way off the stage. Frango is thrilled at their performance -- and the business it brought in -- and offers them room and board until Rook's Night is over, in exchange for daily engagements at dusk. The Follies agree in a heartbeat -- they've just covered their expenses for a short while, and found a perfect way to begin building their reputation. In combination with the gold and silver that was tossed into Jaehn's upturned hat during their act, they made out quite well. Ready for sleep, all but Jaehn, Cupric and Tuggle retire to their fine rooms upstairs, one at each end of the hall on the second floor. The remaining three linger for a bit to mingle with the crowd, establishing that everyone enjoyed themselves -- despite missing the dancing bear -- and would like more bawdy songs tomorrow night.

Night at Farry's Port

After the common room empties out and all of the Follies are upstairs, everyone is asleep in short order -- with the exception of Vicktor. Their rooms are good enough to have glass in the windows, and Vicktor stays up for some time looking out over the main thoroughfare. Sometime after the street has more or less cleared out, he sees a figure emerge from an alley opposite the inn. Cloaked and hooded, Vicktor can't make out much about him except that he's fairly short in stature. After a few moments spent glancing around, the figure fades back into the alleyway and out of view.

When this process has been repeated twice more over the next several minutes, Vicktor trudges down the hall and wakes Talishmere. Watching with Vicktor, Tal's darkvision lets him pick out enough details to establish that the figure is none other than the dwarf who lead the dancing bear troupe, mustache and all. They watch for a little while longer, and then both Tal and Vicktor head for bed.

Hours later, the Follies are all awakened with a start by a tremendous BOOM -- distant, but so loud and powerful that it makes the floor shake. After leaving their rooms to confer briefly, the Follies decide that it's not an immediate threat and return to sleep.

During breakfast in the common room the next morning, the Follies find out that the sound was probably an explosion -- mostly likely one of the dracotechnics shops to the South going up. This is apparently not all that uncommon, and no one at breakfast seems terribly disturbed by it. A brief foray by Artemis, Vicktor and Cupric into the alley across from Farry's Port turns up an enormous bear turd, found near where the dwarf was seen during the night. This out of the way, the party sets out into Selgaunt to seek Thissiken of Dracon Row.

Heading Into the City

A bit of asking around establishes roughly where Dracon Row can be found, and the party makes its way over the Arkhen and deeper into the city. As they walk through the already busy and bustling streets, they notice that the guards dress in a variety of colors -- and each time a new color is spotted, the Follies make casual inquiries as to what each group is called. In this manner, they establish that there are nine groups of guards (plus the Silver Ravens), each associated with a particular merchant prince:

Black - Shalligh’s Black Capes
Blue - Ursmeril’s Skyclads
Dark Grey - Bright Slayers
Gold - Baric's Pikemen
Green - Daridon’s Ravens
Grey - Gurrom's Wheels
Pale Green - Calderro's Blades
Red - Alseyn's Rangers
White - Davisson's Legion

The areas of the Low City that they pass through are marked by taller buildings -- most are two stories, often more -- of widely varying ages and styles. In the smaller streets, construction seems to have been haphazard and frequently revisited. Buildings overlap, and the higher floors are braced against those on the opposite side of the street; some roadways are paved or cobbled, while others are packed dirt criss-crossed with wagon ruts. Most buildings seem to be quite old, and there are more wooden structures than stone ones. No matter what area they are in, however, people carrying caged ravens of all types are a common sight.

Dracon Row

Arriving at Dracon Row, the Follies notice that quite a few things are different about this ramshackle little district. Passing under the iron entry sign that bears the district's name, they step from cobbles to sand. Before them stretches a maze of haphazard streets, all covered in sand -- piled into deep drifts in some places -- and flanked by stone and brick buildings. There are no torch brackets to be seen on any of the buildings, and there is at least one shovel by every doorway, as well as a prevalence of what look to be water barrels.

Walking a short distance down the substantially quieter street, Cupric enters the first shop he comes to -- a small sandstone building with a brass plaque over its door that reads "Garyid's." While Cupric finds out if the shopkeeper has heard of Thissiken, the rest of the party notices that all of the businesses in Dracon Row use lettered signs and plaques, rather than the colorful flags that are so common elsewhere in the city. After coaxing a squeaky halfling, Garyid, out of the half-sized door in the rear of his shop, Cupric is able to get precise directions to Thissiken's -- which turns out to be not far down the road.

The other thing that turns out to be not too far down the road is a large pile of rubble strewn between two buildings, accompanied by a pall of dust and smoke that has lingered and spread down the street. Small groups of onlookers can be seen around the rubble, and as the party approaches it is clear that this is the wreckage of a shop -- quite probably the one they heard explode during the night. Scampering about among the smashed stone, broken timbers, roofing tiles and other detritus is a frantic, sooty gnome. His wild white hair waving about, he is attempting to shore up the building on the far side of the blast site -- lifting scorched planks and beams and wedging them in against the wall.

The Follies step into the rubble and offer their assistance, which the gnome gladly accepts. Still trying to shore things up, he starts ordering the Follies around. Seeing that the building he's trying to shore up looks fine -- remarkably unharmed by the blast, actually -- and that his efforts are fairly pointless, they mostly try to look busy. While trying to convince the gnome that he can stop propping things against the wall, one of the Follies asks if he knows Thissiken.

"I'm Thissiken!" says the gnome. "Why do you want to know? Who are you? What do you want?" He delivers all of this almost without punctuation, "Whydoyou wanttoknow? Whoareyou? What doyouwant?" Trying to calm him down, the Follies assure him that they are friends, and that they were sent by Agrafion. At this, Thissiken insists that they go into his shop.

The shop, which is adjacent to the blast site, somehow contrives to feel cramped despite the fact that it's actually a sizable building. The interior is dark and cool, lit only by some sort of magical globe off in one corner. There are two gnome-sized doors on the back wall, and a hodgepodge of shelves and seating in the main area. Also noticeable is a large bell hung from the ceiling, adjacent to which is a round trapdoor of some sort.

A series of rapid-fire introductions and explanations ensues. Thissiken flits about, trying to explain things too quickly or not at all, and eventually disappears into the back to prepare some tea. When he returns, he insists that everyone partake -- ""Havesometea!" -- and settles down somewhat once a few Follies have done so.

Tal and De'lea do much of the talking, patiently explaining to Thissiken why they are there, and trying to find out exactly what it is that he needs. What emerges is this: the shop next door belonged to a fellow drakesmith, Algaer, and Thissiken knows that it didn't blow up by accident. Sometimes little accidents happen in the dracotechnics trade, but this wasn't one of them. Last night, he was up late and noticed flickering flames -- "Strictlyforbidden!" -- outside his shop. He rang his shop's blast bell and jumped into his blockhole -- here he gestures at the circular trapdoor, and explains that every dracotechnics shop has a bell and a blockhole. The blockhole is a thick-walled stone tube, much like the top of a well (only set into the ground) intended to protect the drakesmith from an explosion.

Before he made it into his blockhole, he caught a glimpse of several figures in red cloaks carrying torches -- one of them extremely tall -- who were running down the street, away from Algaer's shop. He relates that he had seen this same group twice in the last two tendays, and that he sent the message to Agrafion after the second time. While explaining all of this, he keeps telling the Follies that he fears for his life -- and appearing to mix up his facts at the same time. De'lea concludes that he's hiding something, while Tal and some of the other Follies think he's telling the truth.

Wondering why the fact that strangers blew up someone else's shop makes Thissiken think he's next, the party keeps pressing him for details. In due course, he explains that it seemed like they were casing Algaer's shop -- "WhywouldI wanttocall theguards? Noguards comedownhere." -- and that at one point they came into his shop and started asking him all sorts of questions about paintings. Further probing into this topic reveals that Algaer had quite a few paintings, and that he had even shown them to Thissiken on occasion. Thissiken also recalls that Algaer had returned from a long trip just yesterday, and that he had been carrying something large and flat wrapped in cloth -- perhaps a painting?

Realizing that Algaer may still be in his shop -- possibly even trapped in his blockhole -- the party asks Thissiken if he's looked for Algaer. He seems surprised that they would ask this, and says that no one has looked for him.

Clues in the Rubble

The Follies return to the rubble pile and begin searching around in earnest. While some try to uncover the blockhole, others scan the outlying areas for clues. They turn up several items of interest: a torch stub, which smells strongly of smoke and ash and faintly of honeysuckle; shreds of canvas, some still bearing paint; and a tiny rune, crisply etched into one of the remnants of Alger's door. In addition, they also clear the area over the blockhole -- but Algaer is not inside. The blockhole is not empty, however, and Cupric uses a bit of sleight-of-hand to retrieve a leather pouch that was half-covered by sand. While this is going on, Vicktor identifies the symbol on the door, which looks as though it were etched by acid: it is a mark of death, often used by thieves and assassins.

Peeking into the pouch while screened from view by the other Follies, Cupric finds several wooden tokens, a carved brass object and a letter:

Hail and Well Met, Lockmyre. My regrets, but I do not have the work you’re looking for. I deal in the fire of dragon’s breath, not in the flames of artists' brushes. Perhaps one of the many fine shops that line Avent Row will have what you seek. (Signed, Algaer of Dracon Row)

Returning to Thissiken's shop, the Follies ask exactly what he'd like them to do for him. What he wants seems fairly straightforward: find out who blew up Algaer's shop, and keep him (Thissiken) safe. In exchange, he will set them up with lodgings at Selgaunt's premiere inn, Pub, for two tendays. Yes, just "Pub" -- "Roomsarevery difficulttoget!" Also, he can provide them with information about the city. Sensing that this might not sound attractive enough, he asks the Follies when they entered the city and at what time of day. When this is related to him, he says, "Then the guards on the gate would have been Skyclads and Blackcapes -- and I can tell you that for any time of day." Pleased with this sample and with his offer, the Follies agree to help Thissiken.

They give him one of their feather tokens, which he has used before, and tell him to use it to contact them in an emergency. Some considerable effort is spent making him understand exactly what is meant by "emergency" -- for example, people asking him questions about paintings is not an emergency. They also arrange to meet him at Pub one hour after dark that same day, so that they can get their room keys and begin learning about the city from him. Still distraught, Thissiken insists that they walk him back to his shop, and they agree.

At this, Thissiken returns to the back of his shop, closing the small door behind him. Cupric takes this opportunity to send a brief message to Agrafion, who had requested that they contact him within ten days of reaching Selgaunt, or once they had made contact with Thissiken -- whichever came first. Cupric accomplishes this by opening the door and pretending to have lost the sleek raven that darts from his hands and streaks off into the sky. While he is doing this, Jaehn uses detect magic to establish that the peculiar brass token -- a small, flat object on which is carved some sort of fire or wind emerging from a doorway -- radiates very faint conjuration magic.

After sharing what was found in the rubble, and discussing some of what Thissiken told them, the Follies arrive at their plan. Since Thissiken mentioned that another drakesmith, Martooth Battlebrow, had also spent some time with Algaer, they want to try and track him down. As the wooden tokens in the pouch from Algaer's blockhole turned out to be tavern tokens for a dockside bar, the Copper Cup, that also seems like a good place to visit. Lastly, Cupric needs to acquire an instrument -- and of course they have a performance at dusk at Farry's Port.

With all of this in mind, Tuggle's Follies step out of Thissiken's shop and prepare to do some detective work.
 
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haiiro

First Post
This is going to be a pretty big one-two punch, but as the writeup for our second session is also complete, I'm going to go ahead and post it now.

The first session was deliberately paced to allow the PCs to get into character, and to allow us all to get to know each other as a group. Now that that's taken care of, things really heat up in session two. :D
 

haiiro

First Post
Dockside Battle

[size=+1]Dockside Battle[/size]

(In the Realms: 5th of Kythorn (June), 1372 DR, The Year of the Rested Serpent)

Rooftop Lurkers

Since Thissiken told them that the only other drakesmith who spent much time with Algaer was one Martooth Battlebrow, the Follies decide to make his shop their first stop. They're only a stone's throw from his place, so they enter the alley alongside Thissiken's in single file, heading for the next street over. Cupric, however, heads the opposite direction -- intending to seek out a music district and obtain an instrument for himself. He has arranged to meet the rest of the Follies at midday at their second stop, the Copper Cup.

Emerging from the alleyway, Tal catches a glimpse of movement on the ramparted building adjacent to Martooth's ramshackle shop -- a brief flash of blue on the rooftop. As soon as Tal has whispered this news to the other Follies, they spread out across the street. Narrowing her eyes, De'lea tries to detect evil on the rooftop, and finds two faint auras. She communicates this to the party in a slightly louder voice than Tal, and in response Tuggle aims a recent occupant at the same area. He learns the name and race of one of the beings on the roof -- Ursuro Mull, a tindali -- and informs the Follies that something up there isn't human.

At this point, Vicktor has circled around behind Martooth's shop -- which sits askance to the road, jutting out from the ragged line of shops to either side of it. Finding the junction of Martooth's side wall and that of the adjacent shop to be very convenient, he begins climbing up towards the ramparts. On the street, Tal has approached the door of the shop closest to Martooth's (the small metal sign over it reads "Tarayn's") and knocked on it sharply, while Artemis has begun swiftly climbing the front of that same building. Jaehn, Tuggle and De'lea are all hanging back, waiting to react to what transpires above.

What happens next depends on the observer's viewpoint.

Artemis crests the ramparts and surveys the scene: he takes in a figure in faded blue robes with leather wrappings on his feet, hastening to the back of the rooftop. In the same heartbeat, he hears a faint sizzle off to his left, and a thin blue ray emerges from the shadowed corner, striking him in the shoulder. This beam's effect is dramatic: Artemis goes through several minutes of becoming very frightened in just under a second, breaking out into a cold sweat and preparing to flee in a blind panic.

Seeing this from his vantage point on the street, Jaehn finishes up a summoning spell -- and brings a celestial giant bee into existence on the roof, directly in front of Artemis. For Artemis, this doesn't improve the situation -- now sheened in sweat, he lets go of the rampart and begins his drop into the street. On the roof, observed by none of the Follies, the enormous bee flourishes its glowing Stinger of Judgment and launches itself at the fleeing blue-robed figure. Without turning around, he nimbly sidesteps the bee's attempt to smite him while simultaneously drawing a dagger from under his robes. Those below can hear only the rumbling buzz of the giant bee.

On the street, De'lea readies her bow and prepares to fire at the first hostile creature that shows itself on the roof above. Out of everyone's sight, Vicktor finishes his brief ascent -- and comes face-to-stinger with the bee. In his peripheral vision, he spots a small floating object -- about the size of a grapefruit, with several stalks or tendrils protruding from it -- near the front of the rooftop. Zipping through the air, this tiny creature lets loose with a thin blue ray from one of its stalks, and this ray strikes the bee. The bee's buzz goes up several notches in volume, and it does an about face and heads straight for Vicktor. Vicktor leaps onto the roof and grapples the bee in one smooth motion, catching it around the base of one frantic wing and pinning it to his body, and roars, "I have the foul beast!"

Having landed safely in a drift of sand, Artemis has now fled at top speed down the nearest alley, disappearing from view almost before any of the Follies have noticed his passage. Seemingly unperturbed, Tal knocks again at the door of Tarayn's shop -- and when he receives no response, tries the handle and finds it open. He steps into the shop's cool and quiet interior, taking in the blockhole, bell and shelves jam-packed with alchemical peculiarities, as well as two doors on the back wall. As one of the doors is barely thigh-high on him, Tal knocks on the larger door -- and hears glass break on the other side.

Suspecting that his bee may have missed its mark, Jaehn finishes up a second summoning spell -- this time calling into being a shining white celestial monkey. This monkey appears on the roof and immediately begins chasing after the blue-robed figure, its wild shrieks sounding like a cross between monkey howls and a choir of monks. Faced with a wide gap between two buildings, it somersaults into the air -- De'lea and Tuggle spot it from the street, tiny sparkling halo and all -- and disappears from sight. Blinking, De'lea says to no one in particular, "I think I just saw a monkey of Sune run across the roof."

Inside Tarayn's shop, Talishmere opens the inner door with a vague premonition of dread. In the small room beyond is a bulky dwarf wearing some sort of armor cobbled together from leather and various bits of metal plate. He is staring, aghast, at a smoking puddle on the glass-strewn floor in front of him. Tal says, "Are you open for business? I tried to knock."

His eyes still wide, the dwarf responds, "Get that armored apron from the bench behind you." When Tal has found the apron, the dwarf says, "Put it on." After waiting for Tal to do so, he continues: "Now lay on the puddle."

Tal replies, "How about if I just lay it over the puddle?" This done, the dwarf steps carefully around the spill -- trying to tread on the apron as little as possible -- and makes it through the door, which he slams shut. Leaning against the door, he gives Tal an appraising look and says, "You're pretty sharp, for a human."

A brief discussion ensues, during which Tal learns that Tarayn last saw Martooth this morning, and that he can't understand why any self-respecting drakesmith would want to keep regular hours. Things head South when Tal tells him that there were people up on his roof, and get steadily worse once he mentions that his friends are in fact up there right now. Meaning to head up to the roof, Tarayn demands Tal's sword -- Tal refuses -- and the dwarf winds things up by ejecting him from the shop.

Outside, Jaehn's bee has vanished -- leaving Vicktor somewhat confused -- and Artemis, his fear having worn off, has returned to the group. When Jaehn feels the bee pop out of existence, De'lea lowers her bow and the Follies move completely out of combat mode. As there are now small crowds of people watching them from one street over, Tuggle bows and announces loudly, "And thus ends our performance!"

While De'lea waits nearby, Artemis, Jaehn and Tuggle gather around the door to Martooth's shop. On the roof above, Vicktor finds a rope-wrapped glass jug of wine and a few crumbs where Tal first saw the robed figure. Speculating that perhaps it was just a wino after all, he walks over to the edge of the roof facing the street to tell the other Follies what was on the roof. At this moment, his failed attempt at diplomacy complete, Tal emerges from Tarayn's shop. Spotting him, Vicktor shouts down a description of what he found -- and then drops the wine bottle. Making to catch it with his heavy steel gauntlet, Tal naturally winds up drenched in wine when the bottle shatters over his upraised hand.

Martooth's Shop

By then, Artemis has already picked Martooth's lock and let himself in with Tuggle and Jaehn in tow. They are joined shortly thereafter by Vicktor and a rather pungent Talishmere, who is the subject of some ridicule. The Follies find the interior of the shop to be much like the exterior: haphazard and disorganized. The lower floor is mostly taken up by a large table and benches, a small stairway that corkscrews up into the ceiling, and shelves on every wall. These shelves are taken up by all manner of containers, from heavy earthenware jugs to delicate glass boxes, and in combination with the marked absence of a bell or blockhole this makes it look like Martooth might just be in the container business.

While De'lea waits outside, the rest of the Follies search Martooth's shop from top to bottom. They turn up two items of interest, one inside and one out. Upstairs, they find a small painting depicting an unusual scene. The left half of the work is taken up by a wall and doorframe, while the right half depicts a rather nondescript street at night. Centered in the right half, as if observed by someone peering around the doorframe, is a shimmering humanoid figure -- more faded and redder in color than the one the Follies encountered on Rauthauvyr's Road, but in exactly the same "looking for something" pose. A brief discussion establishes that they aren't going to steal the painting, and Jaehn ascertains that it isn't magical before returning it to the shelf.

Downstairs, Vicktor is called over to identify a symbol that has been scratched into the lower right corner of the front door. It consists of three dots or circles, and to the left of the top two circles are two small triangles. Drawing on his carnie background, Vicktor relates to the Follies that this is thiefsign: each circle represents a time that someone entered Martooth's shop, and each triangle stands for an occasion on which they stole something from him. Before they all regroup on the street in front of Martooth's shop, Artemis takes a moment and re-locks the door behind him.

Meanwhile

After taking a few minutes to share information and speculate as to who -- if anyone -- the blue-robed being was watching, the Follies begin walking in the general direction of the river. Jaehn, however, splits off from the group and heads back towards Farry's Port. His intention is to send out empathic signals to Drake, his silver raven familiar, until he gets within a mile of the inn and is able to receive a reply. Once Drake has joined him, he'll make his own way to the Cup and meet the others there.

Meanwhile, Cupric has been making some discoveries of his own. Deftly gathering information from a variety of Selgaunt natives and other passersby, he has been researching the music business while the other Follies were at Martooth's shop. He has learned that there are two music districts in the Bazaar: the first is in the Southspur district, adjacent to the city wall some distance East of the Trade Gate. This is one of three gates into Selgaunt -- the other two being the Statue Gate, which the Follies came through last night, and Sailor's Arch, to the South. In Southspur is a very large and exclusive shop called Mazendria's, which is said to be frequented by the High City's best musicians. As people laughingly inform Cupric, it costs twenty gold pieces simply to set foot in the door -- and so a cluster of less pricey shops has arisen around Mazendria's, catering to those who can't afford it but wish they could.

The other district of note is called the Strings, and consists of a street packed with cubbyhole shops each devoted to a particular instrument, or part of an instrument. The Strings is quietly tucked in behind Red Cobbles, a service market that borders the Arkhen just South of the Davisson Bridge. Instrument-wise, nearly anything can be had in the Strings, but quality varies and most shops are too small to have much on hand -- instead, one has to wait for an instrument to be crafted. A bit more asking around also determines one other significant fact about both of these districts: they're too far away for Cupric to make it there, shop around, and still be at the Copper Cup by noon. Intending to seek them out later, Cupric instead turns his talents to finding out where the Cup is located -- and once he has done so, begins making his way towards the docks.

Off on his own, Jaehn has made contact with Drake. As the raven takes flight, Jaehn turns around and begins giving directions to Drake while walking towards the river. After making inquiries into the whereabouts of the Copper Cup, he changes direction slightly and begins making directly for it. Still in his customary disguise -- a portly human of completely unremarkable appearance -- Jaehn moves through the busy streets as he listens to Drake describe what he saw at Farry's Port. Only one thing stands out: a group of bears that were led up and down the street in front of the inn a few times, after which they did not reappear.

After receiving this information, Jaehn posts Drake in the rooftops around Martooth's shop -- with instructions to keep an eye out for anyone in blue or red robes, and for non-gnomes entering the shop itself.

En Route to the Copper Cup

Not wanting to draw undue attention to himself, Vicktor hangs back about fifty feet from the other Follies as they walk through Selgaunt's busy streets. Although every member of the party has had experience with cities, this is easily the busiest one any of them have ever been in. The winding streets are jammed with people, nearly all of whom seem to be carrying ravens. It's difficult for anyone to take it all in, but the Follies also catch sight of myriad wine sellers, raven hawkers (carrying tall poles draped with cages full of rooks), messengers flitting from place to place, halflings selling sweetmeats, swarthy fruit merchants, and beggars showing off their ailments. All of these people combined make it difficult for Vicktor to keep the Follies in sight, so he moves a bit closer to the main party as they walk.

Taking immediate notice of the beggars, Talishmere begins handing out iron rations. He gives a day's rations to each beggar that he sees, and while they thank him he tries to find out the location of the Copper Cup. As always, De'lea has her eye out for flowers -- but after several minutes she has not seen a single flower-seller. Settling instead on scarves, she has no problem spotting a number of outlandish cloth merchants. Each appears to have donned an entire closet before leaving the house, and they are swaddled and draped about with all manner of brightly colored clothing. Flashing a gold coin, De'lea is able to buy several handfuls of scarves from one such merchant, and she begins handing these out to attractive (and apparently unattached) men as she spots them.

Coupled with her radiant beauty and innocent comments -- "Love is free if you look hard enough" -- this practice quickly draws an entourage around her. Tal and Tuggle keep a watchful eye on her as the crowd of hangers-on continues to grow, and Tuggle has to suppress a smirk when someone comments loudly, "I've never seen a hooker in armor before!" De'lea seems unaffected by this, and continues handing out scarves even as Tal is handing out rations.

Vicktor, who has been watching all of this transpire as he moves through the crowd, is suddenly distracted when he makes eye contact with a peculiar figure off to his right. He appears to be an elf, but the ugliest elf Vicktor has ever seen. He is completely bald, and his face and head are covered in scars and pockmarks. He doesn't break eye contact as he shoulders his way towards the crowd and steps up to Vicktor, who has stopped to wait for him. Observing this from further down the street, Artemis remarks, "Ahh! Carnie elves!"

In a gravelly, accented voice, the elf says, "You look like a man who's good with his fists." Vicktor grunts in assent. "How'd you like to come fight for me?" Vicktor makes a noncommittal noise in the back of his throat. The elf continues, "Name's Orkrur," and sticks out his hand. Noticing that his knuckles are scarred and bruised, Vicktor shakes his hand and tells him his name.

Cracking a joke about how hard it is to obtain a license to fight within the city, Orkrur goes on to explain that he runs a fighting ship, the Bloody Barge, and that he'd like Vicktor come do some boxing for him. He tells Vicktor that the Barge moors just South of the city most of the time, but will be tied up at the largest pier in the bay for Rook's Night. He intimates that Vicktor would have a chance to make several hundred gold pieces, which catches Vicktor's interest. Still deadpan, Vicktor agrees to come fight for Orkrur, at which the elf hands him a wooden ring. As Vicktor looks it over -- its dark surface stained with blood and sweat -- he explains that this token will get him onto the Barge. With a wink, he bids Vicktor farewell and fades back into the moving crowd.

The rest of their walk to the docks passes without incident, and the Follies (or at least, most of the Follies) at last arrive at the Arkhen. Between them and the river are the tidiest -- and by far the largest -- docks any of them have seen. From end to end, the whole dockside area must be at least a mile long, and the shoreline swarms with people. The broad river is no less busy, jammed with every imaginable type of boat along its entire length. Looking out towards the bay, the party can see only a thicket -- or more aptly, several forests -- of masts, bobbing and weaving every which way as galleys, sloops, traders and ships of the line head up and down the Arkhen.

Across the river, high white marble walls run the entire length of the shoreline: the Follies have caught their first glimpse of the High City. A few towers can be seen protruding above the vast walls, and one tower in particular catches their collective eye. This edifice juts at least a hundred feet higher than the wall, and from its apex they can see massive cables stretching down and across the river -- into the Low City -- in three different directions. Bringing their attention back to the stretch of impossibly busy docks ahead of them, the Follies begin making for the Copper Cup. As they avoid bales, beams, lines and clutches of dockworkers, they notice that there don't seem to be very many guards on the docks -- and those that they do see are mainly orcs and half-orcs. This goes for most of the dockworkers as well. Continuing down the docks, the Follies are once again struck by how clean and orderly the area appears to be.

As they approach from the North, Cupric has already gone into the Cup and begun making inquiries about Martooth Battlebrow. At the same time as Cupric is finding out that no one at the Cup has heard of Martooth, Jaehn is one street away to the South, walking down a narrow road that runs parallel to the Cup.

At this point, everyone in the party -- and on the docks around the Copper Cup -- hears the same thing: an inhuman roar loud enough to wake the dead.

A Lot Can Happen in Sixty Seconds

In full view of the main group of Follies, a section of deck on a large ship moored at the dock explodes upwards in a shower of planking and splinters. A massive, hulking figure smashes its way out of the wreckage and begins hauling itself ashore -- and although only its upper half is visible, it is clearly at least ten feet tall. In that frozen moment, the Follies have time to observe that the creature is roughly humanoid in appearance, but lacks any sort of defined musculature -- instead, it looks like a mass of guts and ropy muscles jammed into a mottled, giant-shaped skin. The monstrosity howls again, and suddenly everyone is in motion.

As the dozens of dock workers, pedestrians and onlookers begin to flee from the river's edge, a second creature -- clearly of the same type, although not identical -- smashes through a different section of the same ship's deck and leaps ashore. As the ship's masts thrash wildly and sailors are tossed into the river, Artemis is already speeding towards the second creature. He draws his rapier as he runs, nimbly dodging coiled lines, barrels and other impediments while building up speed. Knowing that the giant's great reach will allow it to strike him before he can skewer it, Artemis dodges to one side as he comes within striking distance -- but not quickly enough.

The behemoth's barrel-sized fist catches Artemis in the ribs, snapping several and sending jolts of pain through his body. Undeterred, he continues his lunge and aims his rapier for the giant's chest. The blow strikes true, and Artemis watches in horror as the slender blade bends to a right angle and completely fails to penetrate its thick hide armor. While this is going on, the first beast is smashing through a pallet of barrels arranged by the dock, crushing some to splinters while flinging others aside like toys. As the crowd around the Copper Cup finally has a chance to fully react to the situation, their screams become loud enough to drown out the tormented roars of the rampaging giant.

Jaehn pokes his head out from between two buildings not far from the Copper Cup, and sees a third giant emerging from the swaying ship behind the first two. He sizes up the situation and decides to see if he can distract the trio of giants -- and with this in mind, he creates a minor image of two more giants, right in the thick of things. To make it clear to his companions that these are their giants, he adds huge scars on the backs of their heads in the shape of his mage rune. Knowing that any physical interaction with the real giants will make it fairly easy for them to disbelieve his illusion, Jaehn concentrates on making them swing and miss, while avoiding the blows their foes aim at them.

The giant facing Artemis clasps its hands together and brings its paired fists down on the slender man like a piledriver. As Artemis reels, the beast follows up with a swift kick that nearly drives him to the ground. Trying to roll with the blow, Artemis begins trying to set himself up for a quick escape from this fearsome melee. The other giant, meanwhile, has focused its attention on the beast that first broke out of the ship -- a punch is followed by the same paired-fist attack that nearly felled Artemis, and both blows hit the other giant like falling tree trunks.

Not so for De'lea's arrow and Tuggle's magic missiles, nor Tal's crossbow bolt. The arrow sinks into the wounded giant's hide armor with no effect, while Tal's bolt goes wide. Only Tuggle's tattoo needles find their mark -- but the giant doesn't even seem to notice their impact. As the Follies begin attacking the giants in earnest, nearly all of the people on the dockside have fled from the scene, including De'lea's entourage. Two carts with chocks under their wheels -- with two wild-eyed, neighing horses hitched to each of them -- and a few cowering pedestrians are all that remain.

Finding himself suddenly alone in the Cup -- the other patrons having fled out the rear door when they caught a glimpse of the giants -- Cupric assesses the situation through one of the windowframes. Hearing a shrill whistle blast cut through the bedlam, he tries to see whether or not the rampaging giant bears the same control nails in the back of its head as the war-ogre they fought the night before. Between the giant's frenzied movements, the crowd and the clouds of grain erupting from the barrels the creature is destroying, he can't tell for sure -- but he spots what could be glints of metal studding the back of its head. Hoping for a repeat of his earlier success, he steps out of the Cup and sends a wave of Tasha's hideous laughter washing over the wounded giant. It doubles over with laughter, pounding a barrel to splinters in the process.

Just then, several of the Follies hear another whistle -- this one much lower in tone than the first, and coming from a different direction.

At this point, it seems as though everything is happening at once. The wounded giant is laughing and roaring in pain all at the same time, and stands rooted to the cobbles. Near death, Artemis tumbles away from the knot of giants, avoiding one last swipe that is aimed at him as he retreats. Tuggle has slipped down an empty alleyway, entered a small storehouse, and found a window from which to rain magic missiles on the giants. Vicktor, who has been crouched behind one of the horse-carts (now creaking wildly as the horses struggle to escape) from the start, has begun trying to pinpoint the source of the high-pitched whistle. Jaehn has stayed put, and continues to try and keep two of the giants occupied on the shoreline. Cupric bellows out a joke about the closest giant's mother at the top of his lungs -- and it glares at him with its fist-sized eyes and roars back, "I ate my mother!" De'lea bobs and weaves to avoid obstacles as she keeps loosing arrows from her bow. Tal moves to intercept Artemis, loading his crossbow as his heavy boots clatter across the cobbles.

Hoping that the frenzied horses might do some damage the giants, Tuggle calls up a mage hand and begind worrying free one of the tethering pins on the nearest cart. As he gets the pin loose, that horse bolts straight for De'lea -- and as if on cue, all three of the other horses also break free of their burdens. One tramples a cowering halfling under its hooves, splashing blood on his companion -- also a halfling who didn't flee fast enough. The other two horses bolt off at top speed: one heads straight for the river, and the other straight for the Cup. De'lea avoids being run down only by blind luck, as she hits the ground and the horse's hooves strike the cobbles all around her. Seconds later, two of the horses have tumbled headfirst into the river (after maddened attempts to halt their forward movement), and the others have bolted off into the city.

Both whistles have been heard again amidst the chaos, and Vicktor is finally able to determine the direction of the high-pitched one. Crouching low, he scoots away from the mayhem, heading further up the shoreline. At the same time, Tal suffuses Artemis with Torm's blessing, mending bones and stanching blood with curative magic. Throughout the past several seconds, Tuggle has launched missiles at the giants as often as he can cast the spell. Even though they don't seem to have any effect, he knows that they must be doing damage, a little bit at a time. Noting that the low whistle made the two pursuing giants look around, Cupric uses ghost sound and his knack for vocal performance to mimic it perfectly, and causes it to emanate from a point right in the midst of the giants.

The nearest one doesn't appear to notice, but the giant that had been attacking Artemis perks up and turns towards the sound. As he begins moving towards the source of the phantom whistle, however, all three of the misshapen creatures are distracted by the appearance of a squad of humans and half-orcs wearing the grey of Gurrom's Wheels, who burst onto the scene from the South. Although as yet unnoticed by the Follies, a squad of Baric's Pikemen has also arrived, and is making its way down the alley behind Tuggle's hidey-hole.

Several of the Follies are visibly relieved when the Wheels show up, clad in chainmail and armed with shortswords, and led by a whipcord-thin bald man with the bearing of a veteran. The Wheels all come to an abrupt halt, clearly trying to take in the chaos before them: three hideous giants, two of them wounded (and one of those laughing hysterically); a sinking ship moored to the dock; the trampled halfling; smashed barrel-staves and planking scattered everywhere; and the armed and armored Follies in the middle of it all.

Their leader shouts, "Gurrom will kill us if we try!" -- although his words are all but lost in the noise of the battle. At the same time, three of the half-orcs in his squad charge the nearest giant. One of them sets his sword just right and rams it into the giant's chest up to the hilt -- and in response, the giant rears to its full height and swats his head off with a single blow.

Following through, the giant staves in the next guard's sternum in a shower of bright blood -- and in the same movement, throws one leg out in a powerful mule kick that tears one of the third half-orc's arms clean off. The momentum carries the guard spinning to the ground, and he's dead from shock before his blood has finished spattering to the cobbles.

In the same moment, the Follies at last fell the first giant, who continues laughing uproariously even as blood clogs his throat and gurgles messily from his wounds. As he crashes to the ground like an avalanche, Tal, Cupric and De'lea head into the thick of things -- traipsing through his innards in the process -- and wind up among the remaining Wheels. This group has still not acted, and they are caught completely off-guard when the Wheel-slaying giant plows into one of them, breaking bones and driving him back with one massive shoulder.

Three Follies and the last three Wheels are now arrayed against two giants -- one right in front of them, the other ten paces off by the shore. Cupric moves his ghost sound to the listing ship, and the unharmed giant spins about and begins clambering aboard, following the low whistle. What happens next takes the Follies completely by surprise.

Appearing to have come to some sort of decision, the leader of the Wheels narrows his eyes and stabs Talishmere through a gap in his armor. One of the half-orc Wheels swings at Cupric, who avoids the blow while casting another hideous laughter on the guard-killing giant -- this time meeting with success. As Tal draws back, startled, a third guard darts around behind him and slips his blade between Tal's ribs. Almost simultaneously, De'lea cries out, "We're on your side!" and Cupric shouts, "Stop attacking my friends! We're trying to help you!"

As this is going on, the Pikemen begin pouring out of the alley just North of the melee. As they emerge, the lured giant stomps aboard the ship -- which promptly capsizes from his weight. He falls to the deck, causing it to list even more, and becomes caught up in the rigging. As the ship heels over completely, its slick, barnacled underbelly glistening in the sunlight, the giant slips off the deck and slides into the Arkhen with barely a splash. Without further ado, he begins noisily drowning.

As De'lea shouts once more for the Wheels to stop attacking them, the final laughing giant is taken down by water blasts from Jaehn (lurking in the Copper Cup) and magical needles from Tuggle (still hidden in the storehouse). Clutching his face where Tuggle's final missiles struck, he sinks to his knees and begins to topple -- and at the same time, one of the Wheels takes another stab at Tal, catching him in the throat. Blood welling out over his armor, Tal crumples to the ground.

At this, De'lea stops trying dissuade the Wheels and begins wading into them -- and in the same instant, the melee is joined by several of Baric's Pikemen. Staying well back, the Pikemen jab at the Wheels with their long spears as De'lea chops at them with her sword. Cupric takes this opportunity to duck down and force a flask of healing elixir down Tal's throat. When they both rise to rejoin the battle around them, they are thoroughly surprised when a few more Pikemen arrive -- and begin thrusting their pikes at them.

While things begin to get really confusing in front of the Copper Cup, Vicktor is crouched behind a stack of masts further up the docks. All of a sudden, he hears the shrill whistle again and is able to pinpoint its source: on a small barge moored about ten feet offshore, lurking under a canopy that covers the aft portion of the boat, is a dark figure holding a large brass whistle.

In a heartbeat, Vicktor is up and running across the cobbles. By the time he reaches the edge of the dock, his run has become a full-out charge, and he leaps out over the water and into the barge -- where he tackles the whistler. As Vicktor's ropy arms close around him like an iron vise, the whistler's hands wind up crushed against his chest and he utters a short girlish scream -- which is cut off abruptly as Vicktor increases the pressure, saying, "Well, he can't whistle anymore!"

The barge continues to sway as Vicktor grapples the figure -- clearly an orc of some sort -- and refuses to let him draw breath. As the orc tries to speak, Vicktor whispers to it, "Sleep...sleep..." and its eyes begin to close as it succumbs to the crushing strength of the Beast of Saerloon.

Once he's certain the orc is out cold, Vicktor examines him a bit more closely. He's dressed in drab greys and browns, and his only possession of note appears to be his whistle. Pocketing this, Vicktor hauls the small barge in to shore and hoists himself back up onto the docks. Still able to hear some of the noise from the ongoing battle, he heads back towards the Cup at a brisk pace.

Back in front of the Cup, everything is still happening at a breakneck pace. A few of the Pikemen have hung back, held up by the sight of the trampled halfling and his wailing companion, as well as the expiring giant -- and his dead and drowning fellows -- and the quick-and-dirty melee between the Follies, the Wheels and the other Pikemen.

Wasting no time, De'lea grapples one of the Pikemen who is trying to impale Tal yet again, and Tal fells one of the Wheels flanking him. Meanwhile, Artemis has recovered enough of his strength to head back into the fray, and skirts the line of buildings as he approaches the fighters. Thinking fast, Tuggle fires off a recent occupant, targeting the spot where the Wheels' leader is trying to kill Cupric and Tal. Learning that the man's name is Garilly, Tuggle takes a deep breath and belts out, "Garilly! Cease fighting now!" from his hiding place.

Garilly's brow furrows as he considers this -- and also takes in the fact that his squad is down to himself and one other Wheel. With one last swing at Tal, he turns and bolts from the scene, running full-tilt towards the closest inland street. His cohort does the same, not even bothering to get in a last lick as he flees. Seeing this, the shell-shocked Pikemen come out of their reverie: two charge in towards the Follies, spears at the ready, and another wheels about and stabs at Artemis as he comes within range.

Not having any of that, Artemis ducks under his pike and slips his rapier into the guard's throat, killing him instantly. At the same time, Jaehn -- who emerged from the Cup as the Follies and Pikemen were routing the last of the Wheels -- sees two Pikemen bearing down on him. Magically disguised as a drunken vagrant, Jaehn staggers back towards the nearest wall, trying to get out of their way. Both stab at him as he stumbles by, and the leader's pike pierces him so deeply that he almost passes out on the spot. Yanking himself off the pike and running back into the Cup, he rallies and uses a well-placed color spray to daze both of the Pikemen. Struck blind and rendered unconscious by its wondrous display, they collapse to the ground, their pikes striking the cobbles with a harsh clatter.

Aparently unconcerned about the danger to his compatriot, one of the advancing Pikemen tries to skewer De'lea while she is grappling another member of his squad, and he narrowly misses them both. Seeing that things are going poorly, the last Pikeman to emerge from the alley drops his spear and starts running down one of the long piers that jut into the Arkhen.

The remaining two active Pikemen are quickly cut down by the Follies, and when De'lea lets go of the one she's grappling he takes off like a shot, bolting for the river's edge and leaping in without hesitation. At the same time, Vicktor returns from his little excursion to find Tal and Tuggle trying to rally the Follies -- and nearly all of their various opponents dead or fleeing at high speed. As Vicktor assesses the situation, a Wheel that no one had noticed before darts out of the Copper Cup with a long dagger in his hand.

Taking note of the two fleeing Pikemen, Cupric (who has yet to engage any of the guards) takes careful aim at the one who's already in the water and lets fly with an arrow. It arcs out over the water and finds its mark, and the guard thrashes noisily for a moment before sinking under the surface. Seeing the second Pikeman leap from the end of the dock, Cupric considers shooting him as well -- and decides against it.

In the confusion, none of the Follies -- most of whom are heading for the alleys that Tal and Tuggle are waving them towards -- attack the Wheel that emerged from the Cup as he sets upon the first of the dazed Pikemen. He draws his blade across the man's throat, and then stabs him under the collarbone for good measure. Moving on to the second man, he slits his throat in one smooth motion -- and then tears aside his armor and carves a large "G" into his chest.

As the Follies scatter -- Vicktor to the North, Cupric and Artemis to the West, and Tuggle, De'lea and Tal to the Northwest -- Tuggle shouts for them all to meet up back at Farry's Port. Hoping that everyone heard him, he takes off himself -- and after the last Wheel carves his mark into the second Pikeman that he dispatched, he too flees the carnage with all haste.

From the moment the first giant emerged to the moment the Follies left the docks, only sixty seconds have passed.

The Follies Regroup

With two exceptions, the Follies make their way back to Farry's Port by the most direct route possible. Jaehn takes a path that brings him close to Dracon Row, and collects Drake without slowing down. Drake communicates to him that he saw nothing out of the ordinary while they were gone. Vicktor makes a stop of an altogether different nature: he returns to the barge that he left only moments ago, stuffs its unconscious passenger into a large burlap sack, and then heads for Farry's Port with the orc tossed over one shoulder. With none of the Follies drenched in blood -- spattered, or red to the ankles, yes, but not drenched -- and Vicktor sticking to side streets with his cargo, everyone makes it back to Farry's Port without incident.

Arriving separately and in pairs, the Follies immediately head upstairs, and all of them gather in the larger of their two rooms. Vicktor gets there last, and everyone is surprised that he has brought a prisoner.

Once the orc is out of the bag, some Follies search him -- finding only a coin purse containing twenty of Sembia's pentagonal gold coins, called Princes -- while the others examine the whistle. It looks nearly identical to the one carried by the dogsbloods they encountered the night before, with the only real difference being that it's built to produce a different tone.

Having had some time to get their minds around what just happened on the docks, the Follies begin sharing stories and discussing the events of the past few hours -- and in particular, the eventful minute in front of the Copper Cup.

The Follies are mostly in agreement that the first giant was out of control, and the two whistlers were trying to get the other giants to help them keep him in check. They are more divided on other topics, some seeing coincidences -- the two attacks roughly coinciding with the two times they saw the shimmering man, for example -- and others speculating about conspiracies. Whether or not Gurrom's Wheels and Baric's Pikemen are involved in some sort of guard war is also a topic of discussion -- but everyone agrees that whether or not they themselves were involved before, they certainly are now.

When Vicktor points out that their prisoner won't stay asleep forever, talk turns to what to do with the orc. Having sensed his evil, De'lea favors turning their prisoner over to the authorities, while Tal would prefer to bring him to justice in the nearest temple of Torm. The others disagree in one form or another -- but one thing everyone agrees on is that they don't want the orc to wake up and get a good look at them all. After blindfolding him, Cupric casts a ghost sound to mask their location as well, making the room sound like the inside of a barn (complete with whickering animals, chirping birds and so forth). Tuggle follows up by using a recent occupant to learn the prisoner's name: Valic Zell.

With the sounds of Selgaunt outside their window -- and the sounds of a pastoral farmhouse in their room -- the Follies settle in to wait for the orc to wake up.
 
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haiiro

First Post
...and that brings us up to date. :)

The dockside battle was easily the largest and most complicated combat I've run under 3rd Edition rules, and it was a blast -- three hours to play through in real time, sixty seconds to experience in game time.

Although none of the other Follies are aware of it, the mystery Wheel who came out of the Copper Cup at the end of the battle was actually Jaehn (using his hat of disguise). It came up in conversation when they got back to their room at Farry's Port, but Jaehn played along and didn't claim credit for the incident.

Our next game isn't until November 23rd, so you've got a bit of a wait ahead of you for the third installment. ;)
 

thedangerranger

Registered User
Dockside Battle Royale

Cupric here.
Good lord that battle was confusing. Not from a rules or gameplay point of view, but more of a "What in the name of Sune's little black book is going on?!?" sort of way. We were all fairly thrown when the Cavalry (guards) decided we were part of their targets.
-tdr-
 

Broccli_Head

Explorer
Like the story so far even though the posts are realllll lllllong!

Couple of things....I like the title to the story hour, except what follows the colon. I think that the Selgaunt Campaign would be enough.

Also...I know you changed things for the Realms, so is your Year of the Rested Serpent a change as well (since 1372 is the Year of Wild Magic according to Alaundo's Roll of Years)?

Just picky, I guess.

In anycase, I'm hooked. Loved the dock battle and am intrigued by the possible plots and sub-plots. I love your attention to detail in Selgaunt describing all the wards and such.

too bad you don't play until next weekend.
 

haiiro

First Post
Broccli_Head said:
Like the story so far even though the posts are realllll lllllong!

Couple of things....I like the title to the story hour, except what follows the colon. I think that the Selgaunt Campaign would be enough.

I might try breaking the posts in half, but so far I've just stuck with posting the whole session in one go. As far as the title goes, since this is a new Story Hour I wanted it to be a bit more descriptive -- I'll give that one some thought as well.

Also...I know you changed things for the Realms, so is your Year of the Rested Serpent a change as well (since 1372 is the Year of Wild Magic according to Alaundo's Roll of Years)?

Yep, I tend to fiddle with the Roll of Years.

In anycase, I'm hooked. Loved the dock battle and am intrigued by the possible plots and sub-plots. I love your attention to detail in Selgaunt describing all the wards and such.

Thanks! :)
 

GrassyKnoll

First Post
Very Good, love the story so far, will be following it with interest. Anyone reading this who hasnt seen the '3d6' site itself should take a look as well, as it has a load of info and is nicely set out as well.
 


haiiro

First Post
The Promise of Darkness

(I'm going to try splitting this session's posting into 2 or 3 parts, and put them up as I finish writing them. If this works out well, I may just continue doing it that way.)

[size=+1]The Promise of Darkness[/size]

(In the Realms: 5th of Kythorn (June), 1372 DR, The Year of the Rested Serpent)

Interrogating Valic Zell

Realizing that Cupric's ghost sound will expire long before Valic is likely to wake up naturally, the Follies return to discussing what to do with their prisoner.

"I can make him talk," Talishmere intones darkly.

"I can make him fall in love with me," replies Tuggle.

"I don't want to see the results of that," Tal shoots back, giving the orc a light kick in the ribs for emphasis.

After a bit more banter, the Follies have formulated their plan. With Valic still bound, blindfolded and gagged, they will ask him a list of questions -- starting with those that can be answered with a nod or shake of his head. Since they don't know whether or not he speaks Common, Artemis will get things started in Orcish.

Calling forth the least of Torm's blessings, Talishmere uses a cure minor wounds to bring Valic out of unconsciousness. Once Artemis has established that Valic does indeed speak Common -- and conveyed to him that he shouldn't try to cause any trouble -- Cupric starts in with their questions. Drawing on his vocal training, he alters his voice (sounding like a cross between a pompous priest and a drill sergeant) and fires them off in rapid succession: Were you hired by the guards? Were you controlling the giants on the docks? Do you work with dogsbloods and ogres?

In response to each question, Valic shakes his head or shrugs, as if confused.

Rightly suspicious, the Follies change tactics: Cupric loops one of Jaehn's mandolin strings loosely around Valic's neck, and asks Tal (referring to him as "Jurvius") to come forwards. Tal places a dagger at Valic's throat, at which the orc flinches back. Cupric says, "It seems that some of your answers can't be conveyed with a simple yes or no. We are going to remove your gag, but if you scream or call out, we will be forced to harm you. Do you understand?" After a moment's hesitation, Valic nods his assent.

Once Artemis has given him some water, Valic proceeds to answer Cupric's questions somewhat more clearly -- at first. When asked why he was blowing his whistle during the dockside battle, however, he replies, "I like to whistle."

At this, Vicktor moves Tal aside and crouches behind the orc. Almost languidly, he gently places his hands on Valic's shoulders and chest.

"My friend, I remember your pretty whistle, whistle..."

At this, Valic squeaks, sits bolt upright, and blurts out, "I'm sorry I lied!"

Vicktor smiles, glad that the orc remembers him so well. From that point forward, Valic is completely forthcoming -- and visibly relieved as soon as Cupric calls Vicktor off (using the name "Jamis").

Valic's Story

As he tells it, Valic is a handler and trainer of giants that have been fitted with "the iron spines." The spines make them calm or angry, and allow the giants to be controlled with the right kind of whistle. He considers this to be a an art, although he allows that it isn't a perfect method of controlling the creatures.

He reveals that he works for a woman named Lassiter, though he has never seen her. The moment he blurts out her name, he appears to regret it. With fear in his voice, his describes Lassiter as riding on a barge that is completely shrouded in cloth -- and tells the Follies that she "speaks inside his head." For the past three years, Lassiter has been bringing him and his fellow handlers giants and ogres to train.

He and these two others -- Asdruc, who he describes with some trepidation as "the dwarf with no face," and Leleeria Yane, an orc ranger of some sort -- train the giants for weeks or months at a time. Once their training is complete, one of two things happens: either Lassiter returns to take them away (perhaps bringing new creatures with her), or she instructs Valic and the others to deliver them to a client. In this particular case, their client was Gurrom Lek -- a High City merchant prince in Selgaunt, whose guard faction is known as Gurrom's Wheels.

In the last year, Valic, Asdruc and Leleeria have delivered giants to Gurrom six times. This time, Gurrom was supposed to meet them just after dark -- and Valic cringes as he tells the Follies how angry Gurrom will be now that the giants have escaped. When they tell him that the giants were all killed and Gurrom already knows about it, Valic becomes even more fearful.

When asked who else buys his giants, Valic tells the Follies that he has only had one other customer: a dark-skinned halfling in Saerloon. This halfling was always clad in chainmail, but apart from that Valic cannot remember any other details -- and he never knew his name.

Eager to please his captors, Valic tells them that he also has a meeting with Asdruc tonight. Whenever they arrive in Selgaunt, Asdruc disappears into the city -- and returns with "his pets." Their meeting is to take place in their usual spot: a trio of piers called the Lamb's Feet, popular with small barges because they're close to Davisson Bridge. From there, the three handlers are to return to their base camp via the River Arkhen.

Asked for details about the location of their camp, Valic can only tell the Follies that it is "to the North, mostly." He has never walked from there to Selgaunt, and without looking at a map he can't be any clearer than that.

Using his own musical knowledge as a sort of sounding board, Cupric spends some time finding out about the process by which Valic trains his giants. He establishes that each creature or group of creatures is trained to respond only to a certain pitch of whistle, and that what commands they are taught varies widely. There are no universal commands, unless a particular group is specially trained to respond to them.

Wanting to find out if Valic can tell them anything about the dogsbloods who ambushed them on Rauthauvyr's Road, the Follies make arrangements to remove the orc's blindfold. All of them save Jaehn move behind the curtains that divide their room, and Jaehn uses his hat of disguise to change his appearance -- into that of Garilly, the Wheel captain who stabbed Tal during the dockside battle.

Once Valic's blindfold is removed, it becomes clear that Jaehn nailed his disguise: Valic squints at him, and then says, "I know you. You work for Gurrom!"

Ignoring the whistle that is proffered to him, Valic just won't let go of this notion -- so the Follies decide to perpetuate it. Over the next few minutes, Valic establishes that they aren't betraying Gurrom, so all of this must be some sort of test. Since he's obviously failed Gurrom very badly by letting the giants escape, they're trying to find out if he's still worthy to work for him. As he tells them that the whistle sounds familiar (and is definitely used to handle war-ogres), but that he can't remember who might have owned it, Valic appears completely convinced that he is being tested.

Satisfied that Valic has told them all that he can, Jaehn re-blindfolds the orc and Vicktor chokes him into unconsciousness once again.

The Follies Split Up

A brief discussion ensues about the Wheels' participation in the dockside battle, during which Jaehn reveals his role at the end of the conflict. He tells the other Follies that it was him -- disguised as a Wheel -- who slew the two Pikemen and carved the letter "G" into each of their chests.

At this, Tuggle makes a face and says, "Aww...you use that dagger for eating."

The other Follies' reactions are varied, but Cupric is able to get things back on track by reminding them that everyone does strange things in the heat of battle.

With their performance and dusk and a meeting with Thissiken shortly thereafter, the Follies decide to split up for a few hours: Tal and Jaehn will take the unconscious Valic and drop him off near the docks (allowing him to keep his meeting with Asdruc, and continue to sow confusion among the guards), while Cupric and Artemis go off in search of a lute for the bard. De'lea, Tuggle and Vicktor will all remain at Farry's Port. Before Tal puts Valic back in the burlap sack he arrived in, Artemis forges a brief note to pin to his chest:

For now the test is passed, speak of this and death is at hand.

To further muddy the issue, he forges this in Algaer's hand, using the letter to Lockmyre as his sample. After that, Valic's whistle is tucked into his shirt and he is unceremoniously dumped back into the sack.

In Search of a Lute

Particularly in a city as large and bustling as Selgaunt, one might think purchasing a masterwork lute would be a simple affair -- but this simply isn't the case. As Cupric found out earlier in the day, there are really only two places to buy good instruments in Selgaunt: Mazendria's, and the Strings. As Jaehn and Tal are heading out to drop Valic off by the docks, Artemis and Cupric set out for the Strings.

Watchful for guards, the two Follies are able to reach the Strings in short order. What they find is a long, fairly narrow street composed entirely of tiny stalls and shopfronts -- some large enough to walk around in, others small enough to be called alcoves. The street is surprisingly quiet, though not in the sense of being empty of people. Rather, it is quiet in the sense that the only ambient noise comes from the small sounds of people busily applying their craft: fretsaws, hand-drills, tiny boilers, the plucking of strings and so forth.

Just as was described to Cupric that morning, most shops seem to focus on a single type of instrument, or even parts of a single type of instrument. Given the sheer number of tradesmen, it takes well over an hour for the two Follies to find what Cupric is after: an elven lute merchant. Knowing well that the craftsmen of Cormanthor and Evermeet are some of the finest lute-makers in Faerûn, the dream-bard is thrilled to find one tucked away in Selgaunt.

He is less thrilled to find out that like most of the shops in the Strings, Sefin the lutecrafter's tiny store keeps no instruments in stock. Instead, Sefin makes each one to order, with an average lead-time of two tendays. Since he was hoping to acquire one for this evening's performance, Cupric politely exits the shop, notes its location, and nods for Artemis to follow him to Mazendria's.

The Temple of Sune

At Farry's Port, Vicktor discovers that one silver piece will be more than enough to drink himself under the table. Showing restraint that would have been wholly uncharacteristic a few years ago, he settles on merely drinking copiously instead. Also in the common room (where they will be performing that night) are De'lea and Tuggle, respectively attempting to pick up an attractive elf and socializing with the other patrons. (Most of the patrons are more than happy to share their versions of the dockside battle, rumors of which have already spread this far. Their tales seem to divide into two sorts: those that center on giants killing guards, and those that revolve around an attack by winged minotaurs -- leaving Tuggle pleased that none of them include the Follies.)

As if so often the case, De'lea meets with almost immediate success: the gorgeous elf, Laffia, is very interested in learning more about the teachings of Sune. He suggests to De'lea that they visit the temple of Sune, and once she's checked his aura (not evil) De'lea agrees. Having been half-listening to their conversation, Tuggle's interest is piqued, and he offers to accompany them. Since Vicktor is content to drink and await the return of the other Follies, De'lea, Laffia and Tuggle head out for the temple.

After some unfocused rambling (Laffia proves not to have known where the temple is per se), the trio arrives at Sune's sanctuary. It's an imposingly beautiful building: a tapering, lacquered red spire, six stories tall, with slender windows scattered randomly up the face of it. Incense and soft music suffuse the interior, which is delicately lit by the tall windows and a small forest of red candles.

Having grown somewhat tired of Laffia's company, Tuggle and De'lea try to pawn him off on a nearby priest. The devastatingly attractive priest is more than happy to take him under his wing -- but his real interest lies with De'lea. Sune's faith is not known for producing many paladins, and even in a city as large as Selgaunt the cleric could have gone his whole life without meeting more than a handful. Perhaps able to spot her celestial heritage, he fawns over De'lea, leaving Tuggle bored -- or at least, bored until De'lea mentions their performance that night.

In full-on entertainer mode, Tuggle steps in to talk up their engagement at Farry's Port. As soon as he is certain that De'lea will be involved in the actual performance, the priest tells them that he will be attending it -- along with as many other Sunites as he can gather before dusk. Bubbling with excitement, he tells the Follies to expect a crowd and bustles off to begin spreading the news.De'lea and Tuggle leave the temple shortly thereafter, and begin walking back to Farry's Port (with Tuggle advertising their performance en route).

Without warning, a raven drops from the sky and swoops straight towards Tuggle, who is startled but still manages to throw up an arm for it to land on. The bird neatly dodges his upraised arm, alighting instead on his shoulder. The moment it touches down, the raven crumbles to dust before Tuggle's eyes -- and leaves behind a crumpled scrap of paper.

Opening it, Tuggle finds a message from Thissiken:

left shop going to pub was followed trying to lose him in belv row herbal come quick please
damn didn't lose him will try again help
 

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