Saturday, July 8, 2017

Session 17

Date Played: August 3rd-4th, 2001






Moldain, 11th of Thaumont 1,000 A.C. (roughly 9:30 pm)

The party met up back at the Lion’s Den Inn. After making plans to return to the ship, Markus took a much-needed bath to wash the stink of “drunkard” from his skin. At roughly 10 pm the party made its way down to the docks, trying to be as inconspicuous as possible in the misty rain. Luckily there was no guard posted, however the gangplank was drawn up on the ship. The party had some difficulty deciding how to board the ship, but in the end, they decided to make a jump for the mid-ship deck. After carefully waiting in the darkness of the main deck, they decided to explore the ship by splitting up. Markus made for the hold while Chow-Lin and Hamlin remained above deck to watch for returning mates and the city guard. They realized that what they were doing was highly illegal and could put them at odds with the authorities. While Markus investigated the hold, Chow-Lin snooped about the upper cabins a bit. Hamlin noted a city guard pass by the dock but was relieved when the guard didn’t notice them.

Hamlin and Chow-Lin then went below deck to see what Markus had found. Markus had little luck locating much in the hold. The crates he saw from the other day were loaded here along with several casks, boxes, and barrels. The crates had no definable way of opening (no nails holding the planks together) and each bore the seal of the Duke burned into the wood. The party decided to snoop around the cabins, locating not only a mysterious locked door, but also the crew quarters where the four seamen were sleeping. One of the men sleeping in the hammocks wore an iron ring around his finger, which indicated to Markus that these men were indeed slavers, members of the notorious Iron Ring which he knew so much about.

Searching the floor of the hold revealed that there were heavy, unsecured planks placed in a row. Removing these planks revealed the bilge below, currently empty except for some rats. The planks were lined on the bottom with lead, a ploy which Chow-Lin explained foils attempts to detect things using magic. Determined to learn the contents of the crates, the party thoroughly investigated them. Probing with a blade, Markus found that the crates were lined with something pliable yet hard. Lifting the unsecured tops off the crates revealed a surprise. The crates were lined with a thin layer of lead and the interiors were filled with hay and padding. Bodies were placed in each crate, a total of 2 human males, 2 human females, and a male halfling. The humans all had a blue tint to their skin and purplish lips, darkened eye sockets, and displayed little or no life at all. The halfling however was evidently both awake and aware, but was unable to speak or move a muscle. Apparently his natural resistance to things magical or poisonous spared him the fate of the others. He indicated through eye movement, grunts, and blinking that he had been taken here against his will and was given something which rendered him in this state. All the persons in the crates wore little more than rags and most looked emaciated and poorly treated. Unfortunately, the party did not want to tip their hand and allow the slavers to know that they had been discovered yet. So they sealed the halfling back into his lead-lined crate and replaced everything back to the way they found it. Sneaking off the ship the same way they boarded, the party rushed back to the inn using as many back-roads and alleys as they deemed safe.

Markus had no idea when the ship, named the Prancing Seahorse, would be leaving port. In order to learn more, and possibly save those slaves held in the hold, Markus planned to spy on the ship the next day and learn more about it, the captain and crew, and the cargo it held. Hamlin decided to assist him in his vigil at the docks. Chow-Lin, however, was more concerned with locating Portio and visiting the alchemist’s shop.

Nytdain, 12th of Thaumont, 1,000 A.C.

After packing a lunch of roast beef and cheese sandwiches, Markus and Hamlin headed down to the docks. While watching the ship they witnessed a horse drawn cart bearing two more crates unload at the dock. Markus hired some impromptu distractions (local children) in order to get the longshoremen to drop the crates, but to no avail. The only useful information they gathered came from Hamlin who recognized the captain as a sea elf from Minrothad. Apparently the ship was not leaving this day because the captain paid the wharf tax for docking to the Harbormaster. Satisfied with the fact that the ship was to be in port another day and night, the pair left to locate Chow-Lin in the market.

Eric met with the Hengemaster and a brownie named Pip Bumbercork in his hovel. The brownie related a terrible tale which was corroborated by a woodland spy reporting to the druid. The independent kingdom of Haven, located in the eastern wilderness of Karameikos, was under siege by humanoids and enchanted with an evil red glow which killed anything it touched. The glow had begun to spread outwards from the valley of Haven and might soon affect the eastern portions of the Dymrak forest. Since the Hengemaster cannot travel far from his grove at such a time, he has entrusted Eric to journey there and locate the source of the glow and destroy it if possible. His training being complete, his further services were waived in exchange for this mission. Eric gathered his belongings, stopped by his parents’ home, and then departed for Specularum with Pip in tow.

Chow-Lin headed for the alchemist’s shop and learned that the fifth potion was not ready yet. She was to return by closing time in order to receive the results of the testing. Therefore, she wandered the market most of the morning, trying to locate any news of Portio’s whereabouts. During her passes through the busy market she heard more rumors of the Gnome Caravan, learned that a wine merchant had disappeared after selling a woman “bad wine,” and she learned that numerous foreigners had descended upon the city for the beginning of shipping season. Unfortunately, someone saw fit to lighten her purse for her while she was meandering. She then purchased a small leather neck pouch for a special ring (for 37 cp) before meeting the others in the market square. They all ate lunch near the old fountain.

Chow-Lin suggested searching some of Portio’s old haunts in the city. As they had not seen him yet at the Vorloi guesthouse, they headed off to the Rampant Griffin Inn. There they noted a broken window in an upper story room and spoke with the innkeep. This man was of little help and would not let them investigate the room, however they did learn that Portio was last seen in the company of a black-clad man and two other burly men leaving rather unexpectedly about two nights ago. The innkeep was shocked to learn about the broken window and sent someone up to the room immediately. The servant found a broken crossbow bolt in the room as well as some broken glass on the floor.

The party then split up by mid-afternoon. Chow-Lin and Hamlin went to report Portio’s disappearance to the Captain of the Guard. Instead they spoke to a Lieutenant Andricus who promised to investigate his mysterious disappearance and report it as soon as possible. Plans were made to inform Lord Vorloi of Portio’s disappearance via courier. Markus went to the alchemist to retrieve the results of the potion test. He was told that the fifth potion was a potion of clairaudience, and that the alchemist would pay him 320 gp for it. Markus decided to keep the potion and questioned him about a potion which could bring about the same conditions as those he saw on the slaver’s ship. The alchemist seemed leery about responding but had little information to give. He was unaware of such a potion or how it could be made unless he had a sample to test. Markus was not satisfied with his answers and decided to trail the alchemist and another man to a dwelling in the Old Quarter. After witnessing the alchemist leaving a small pouch at a house along the Street of Dreams, Markus then tailed them to a dwelling in South End. Once sure that the men were at their final destination, he made his way back to the estate on the Street of Dreams only to find that the pouch was no longer there. Questioning an old woman about the owners of the house revealed that it belonged to the Torenescu family (heraldic crest was a sceptre resplendent across a torn banner). Unsatisfied but with few leads and more mysteries, Markus returned to the Lion’s Den only to find that the others had already eaten dinner.

Eric arrived with Pip just before the city gates were closed. Eric informed the others that the Gnome Caravan had stopped little more than a mile from the city. It was in bad shape; many of the carts were damaged, guards were injured or slain, and many were wounded. The remaining goods looked meager. He then introduced Pip who explained the reason why he was sent with Eric (see below). Pip carried a medallion which the Protector’s used to communicate with their saviors. After hearing the tale of the brownie and the plight of Haven, the others were moved to assist him. Once Eric had a chance to catch up on the rest of the news, the entire party left to scout out the docks again, leaving Pip behind with Golden-Eyes the cat. They noted that the crew was all on board and that they were likely to sail with the next tide (roughly 6:30 am according to Eric). Whatever the party was likely to do, it would have to be done fast.

Cast of Characters
Hamlin Hoefurrow – halfling warrior of the Shires who has recently joined the party as a henchman.
Portio Vorloi – contact in Specularum and relation of Lord Vorloi, your patron; currently missing in action.
Iron Ring – nasty group of thieves, assassins and slavers loyal to the Black Eagle Barony.
Druid Woodrue Hengemaster – Druid of the Grove near Rifllian in the Radlebb Woods.
Pip Bumbercork – brownie from Haven who has traveled far to ask for help from the druids.
Protectors – mysterious elven guardians of Haven who hail from the Lands of Faerie.

Pips Tale of Haven

The valley of Haven was a peaceful land. Its crops were abundant, its citizens prosperous. Elves, dwarves, halflings, and humans lived together in harmony. Hidden away in the Thunder Mountains, Haven was a safe place to live. The rivers were sweet and pure; the weather was pleasant and warm.

One reason Haven was so peaceful was due to the presence of the Protectors, a fay race of Elves from the land of Faerie. These mysterious beings are a gentle folk and their magic helps to ward off evil. They helped the crops to grow and the land of Haven to prosper.

The ruler of Haven was the fair Princess Argenta. She lived in a palace made of white, shining marble which, when the sun set, glowed like silver. Princess Argenta was beloved by all her people. She was just, fair, and friendly to all.

One day, the dwarves of Haven found a ruby the size of an apple while digging in a new mine. As a token of their devotion, they gave the ruby to Princess Argenta. The dwarves named the ruby “My Lady’s Heart.” The Princess was so pleased with the gift that she invited all the realm to attend a celebration to see the wondrous gem. The dwarves were to be the guests of honor. It was to be a grand day of feasting and fun.

The day before the celebration a strange visitor arrived. He flew into the valley riding a dragon. The rider was dressed all in black. He had pale skin, long blond hair, and a short blond beard. Since Haven was noted for its hospitality, the princess invited the stranger to stay at the palace. She also granted his request to escort her to the celebration.

At midnight, disaster struck. Dark clouds hid the moon and a freezing wind blew through the valley. The crops withered in the fields. Cattle grew sick. The valley began to die.

From the palace came an explosion and parts of the walls came tumbling down. When the dust cleared it could be seen that a ruby glow surrounded the entire palace.

Haven now lies in chaos. Raiding bands of orcs, goblins, and hobgoblins terrorize the countryside. The disaster happened so suddenly that the citizens are confused and helpless. Without their leaders, who are trapped in the palace, they have no courage to fight back. Even the Protectors have disappeared. The situation has become desperate.

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