By 4.00 a.m. the storm begins to fade but the party are still several hour from the nearest signs of civilisation so they push themselves further and another five hours later they reach "Seaview Farm" where they are once again shown great hospitality by Trocard and Jerot Hairal, the farmer and his wife. They remain here until midday, have a bite to eat and a few hours sleep.
Carrying a small parcel of seaweed bread, a gift from Jerot to a friend of hers in Gullsnest, and a hint of joviality in their step, the companions once again head onto the open road. They decide to really push themselves through the afternoon in order to reach Gullsnest before sunset. Anvil feels the strain more than the others, and by 5.00 p.m. he is steaming, almost smouldering as the familiar and welcome sight of Gullsnest comes into view.
As Anvil heads for the general store the rest of the group head to the "Empty Nest" for a few drinks before heading to the Wayhouse to report the situation to the local miitary forces.
They give their report to the Daoren d'Deneith, Gold Blade and commander of the forces housed in the local area, and discuss tactical military options before then sending a report back to Aleal d'Lyrander in Sharn via Hilbert d'Sivis and the Speaking Stone housed here.
Once the reports have been made it is time to let off some steam and the group head once more for the inn, where a night of drinks, revellry and merriment commences without delay.
Eyre 21st, Sar, 998 Y.K.
The following morning Hilbert d'Sivis approaches the group with a reponse to their letter to Aleal d'Lyrander. It offers gratitude for their efforts and wishes them a safe and swift journey back to Sharn. This is all they were waiting for, their contract fulfilled they gather their packs and begin to head north, out of town an into the Silln Highlands once more, they figure they have a ten day journey ahead of them, all being well.
The usually quiet air of this small port is shattered by screams and yells of townsfolk and the continuous screeching of metal against metal, coming from the north two large figures can be seen in the morning sun. Several men surround these figures armed with swords and halberds they tentatively jab at the intruders only to collapse to the floor a moment later in a misty spray of blood.
As you get closer you see two large creatures that seem to be made from shifting chains that vary in size and shape, ranging from extremely thin and razor-sharp, to thick and mounted with barbs, spikes and blades. The creatures clank and screech continuously as their chains slide around their bodies.
Deep within the chains of one of the creatures, hanging like a grim marionette is the naked form of a woman, hooks and barbs pierce her skin and limbs, as she screams from the heart of the creature you are uncertain whether it is keeping her captive, or whether it is she who controls it.
Drawing closer you watch as it minces several villagers in the blink of an eye and the woman’s gaze turn to you.
With a look of recognition and insane pleasure she yells, “FOR THE CRIMSON FIST!!!”, and the figures head towards you. As you begin to move into action you hear calm and distant words within your mind.
“You are needed, I implore you, do not resist….”
These words do not compel the group to relax their resolve and with great effort they try to fight the magics that begin to surround them.
In a moment the world that surrounds them rushes towards them with dazzling speed, dragonmarks dance in the air about them for the briefest moments that feel like minutes, the world that they know falls away and in the blink of an eye they find themselves standing on cobbled ground.
*Ajax comments
Ajax is furious that they have been teleported away. Partially becuase they have left the innocent villagers of Gullsnest to be slaughtered, but also because of the damage this could do to their hard-earned reputation.
*Kapek comments
Kapek, too, is incensed, knowing that there is little hope of getting back to Gullsnest in time to be of any help. He can only hope that the warriors of House Deneith are up to the task...
Anvil's Workshop, Shadows Way, Blackbones, Sharn
9.10 a.m.
The shadows that surround them do not carry the haunting feel of the tunnels beneath the lighthouse, the smell of industry is familiar, and the sound of grinding gears and manufacturing on a massive scale carries along the streets of Blackbones. The sign that hangs by the doubles doors simply states "Anvil's Workshop".
From inside the building a stifled scream rings out.
As Anvil heads for the general store the rest of the group head to the "Empty Nest" for a few drinks before heading to the Wayhouse to report the situation to the local miitary forces.
They give their report to the Daoren d'Deneith, Gold Blade and commander of the forces housed in the local area, and discuss tactical military options before then sending a report back to Aleal d'Lyrander in Sharn via Hilbert d'Sivis and the Speaking Stone housed here.
Once the reports have been made it is time to let off some steam and the group head once more for the inn, where a night of drinks, revellry and merriment commences without delay.
Eyre 21st, Sar, 998 Y.K.
The following morning Hilbert d'Sivis approaches the group with a reponse to their letter to Aleal d'Lyrander. It offers gratitude for their efforts and wishes them a safe and swift journey back to Sharn. This is all they were waiting for, their contract fulfilled they gather their packs and begin to head north, out of town an into the Silln Highlands once more, they figure they have a ten day journey ahead of them, all being well.
The usually quiet air of this small port is shattered by screams and yells of townsfolk and the continuous screeching of metal against metal, coming from the north two large figures can be seen in the morning sun. Several men surround these figures armed with swords and halberds they tentatively jab at the intruders only to collapse to the floor a moment later in a misty spray of blood.
As you get closer you see two large creatures that seem to be made from shifting chains that vary in size and shape, ranging from extremely thin and razor-sharp, to thick and mounted with barbs, spikes and blades. The creatures clank and screech continuously as their chains slide around their bodies.
Deep within the chains of one of the creatures, hanging like a grim marionette is the naked form of a woman, hooks and barbs pierce her skin and limbs, as she screams from the heart of the creature you are uncertain whether it is keeping her captive, or whether it is she who controls it.
Drawing closer you watch as it minces several villagers in the blink of an eye and the woman’s gaze turn to you.
With a look of recognition and insane pleasure she yells, “FOR THE CRIMSON FIST!!!”, and the figures head towards you. As you begin to move into action you hear calm and distant words within your mind.
“You are needed, I implore you, do not resist….”
These words do not compel the group to relax their resolve and with great effort they try to fight the magics that begin to surround them.
In a moment the world that surrounds them rushes towards them with dazzling speed, dragonmarks dance in the air about them for the briefest moments that feel like minutes, the world that they know falls away and in the blink of an eye they find themselves standing on cobbled ground.
*Ajax comments
Ajax is furious that they have been teleported away. Partially becuase they have left the innocent villagers of Gullsnest to be slaughtered, but also because of the damage this could do to their hard-earned reputation.
*Kapek comments
Kapek, too, is incensed, knowing that there is little hope of getting back to Gullsnest in time to be of any help. He can only hope that the warriors of House Deneith are up to the task...
Anvil's Workshop, Shadows Way, Blackbones, Sharn
9.10 a.m.
The shadows that surround them do not carry the haunting feel of the tunnels beneath the lighthouse, the smell of industry is familiar, and the sound of grinding gears and manufacturing on a massive scale carries along the streets of Blackbones. The sign that hangs by the doubles doors simply states "Anvil's Workshop".
From inside the building a stifled scream rings out.
Without hesitation the group begin to take action.
The ground close by is filled by the amorphous form of some kind of oozing creature covered in eyes and biting mouths, a Gibbering Mouther.
Lorric decides to head round to the rear entrance in order to prevent their escape whilst being in a flanking position, as more gibbering mouthers rise from the drains he realises that unless he changes position it will be he who is trapped between enemies. The Gibbering mouthers begin to chatter their maddening babble leaving Lorric in a rather more confused state of mind than usual.
As the combat progresses, the gibbering mouther inside the building spits acid into Ajax's eyes, blinding him, meanwhile a four foot diameter orb floats silently out of the steam from the leaking pipe across the street. Its large central eye intently assessing the situation, the six eye-stalks on its head dancing wildly searching for targets, they settle upon Anvil and he is quickly assaulted by a Ray of Exhaustion, but it seems that the thing has never met a warforged before and is not aware that they are immune to such effects. One of its other eye-stalks targets Katerina paralysing her in place, leaving her unable to act, one of the gibbering mouthers moves towards the paralysed figure of Katerina and engulfs her totally.
*Ajax comments
Despite being blind and attacked by two opponents Ajax is sure he can handle them and yells for his comrades to concentrate on helping Katerina.
Anvil fires one last arrow and the floating aberration falls from the sky, dead.
*Ajax comments
Despite being blind and attacked by two opponents Ajax is sure he can handle them and yells for his comrades to concentrate on helping Katerina.
The continued assault from the floating orb creature wears upon the group as it begins to use its large central eye to stun them. Anvil bombards it with arrows as it is too high for any other form of attack. Ajax follows Katerina's lead by becoming engulfed by the gibbering mouther that he is fighting, however the rest of the group spend most of their time for a while, freeing the elven healer from the clutches of the aberration. As the thing dies it falls from her static form, and in short order Ajax manages to free himself, killing it a few moments later.
Engulfed by the Gibbering Mouther Ajax uses his warshaper abilities to grow a mouthful of fangs and bites his way out. While he is pleased with the efficiency of his new fighting style he finds the taste of sewer marinated Gibbering Mouther really not to his taste.
The spindly yellow creature positioned by the back door decides that it is time to leave as its companions are being slain before its eyes. they party do not persue.
Ajax decides that it is time for him to have a go at the floating eye, even though he is still blind and has only a vague idea of where it is. In a moment of perfect stupidity he charges out of the building and performs a mighty leap into the air with the poise of a skilled warrior. As he begins to swing his sword with precise motion his face hits the wall with full charging force. He slides down the wall to the floor some ten feet below him bouncing slightly as he hits the street below. The creature above watches the whole attempt with grim amusement.
*Ajax comments
*Ajax comments
In the midst of his ferocity Ajax may just have let his confidence get the best of him this time.
Anvil fires one last arrow and the floating aberration falls from the sky, dead.
As the party begin to regroup the creature that vanished with the child in its arms, suddenly reappears and mkes a hasty exit out of the back door. The foe is quickly surrounded and killed. The mute child shows no reaction as Lorric catches him as he falls from the large aberrations arms.
The group spend a few moments gathering their senses and bringing Katerina's immobile form in from the street. They begin to clean the workshop of the spilled blood and ichor and after about ten minutes they see Katerina's body slump and she comes to her senses. After she heals those who need it the party begin to discuss what is happening.
Their thoughts are broken by the regimented sound of boots marching down the street outside. For the first time since the riots several years ago, there are city guard in the area. A most concerning sight.
The captain of the five man unit steps forward from his men and speaks. They seem concerned about the attack, and especially concerned about the well-being of the child. But as the questioning progresses it becomes clear that these guards are not as they seem.
*Kapek comments
Kapek is dismayed by the group's confrontational attitude towards the city guard. He feels no need to protect the child, and does not wish to be forced to choose between abandoning his colleagues and fighting the city, because Ajax cannot control his temper.
They become intent on taking the child and are not prepared to let the party accompany them, this raises the party's suspicions, they ask the captain for his identity papers, and although they seem fine it only seems to fuel their suspicions.
The guard move around the unresponsive child in a defensive position and as communications break down the captain begins to take a swing at Kapek with his halberd.
*Kapek comments
The Captain's odd attitude and body language are making Kapek suspicious by now, and it comes as a great relief when the talking stops . . .
As combat ensues it becomes even more apparent that these are not normal guards. They seem to enter some kind of frenzy or rage and their skin becomes flushed, the veins beneath their skin swell, fuelling the rapid growth in their body mass. Their wounds heal with unnatural rapidity and although the group eventually defeat all the guards, it is not without some grievous wounds.
Their thoughts are broken by the regimented sound of boots marching down the street outside. For the first time since the riots several years ago, there are city guard in the area. A most concerning sight.
The captain of the five man unit steps forward from his men and speaks. They seem concerned about the attack, and especially concerned about the well-being of the child. But as the questioning progresses it becomes clear that these guards are not as they seem.
*Kapek comments
Kapek is dismayed by the group's confrontational attitude towards the city guard. He feels no need to protect the child, and does not wish to be forced to choose between abandoning his colleagues and fighting the city, because Ajax cannot control his temper.
They become intent on taking the child and are not prepared to let the party accompany them, this raises the party's suspicions, they ask the captain for his identity papers, and although they seem fine it only seems to fuel their suspicions.
The guard move around the unresponsive child in a defensive position and as communications break down the captain begins to take a swing at Kapek with his halberd.
*Kapek comments
The Captain's odd attitude and body language are making Kapek suspicious by now, and it comes as a great relief when the talking stops . . .
As combat ensues it becomes even more apparent that these are not normal guards. They seem to enter some kind of frenzy or rage and their skin becomes flushed, the veins beneath their skin swell, fuelling the rapid growth in their body mass. Their wounds heal with unnatural rapidity and although the group eventually defeat all the guards, it is not without some grievous wounds.
*Ajax comments
As an inhabitant of the Fallen, and a Shifter, Ajax has no good experiences with the Guards and so relishes the chance to fight them.
As the street falls into relative silence once more and the everpresent drone of machines and industry is the only sound the group can hear, they begin to move the bodies into the workshop and decide their next course of action. They search the bodies and upon closer examination, Anvil finds that each one bears a tiny symbol tattooed on the back of their necks, just under their hair, it is one they have come across before. It is the same as those found in the "Skullgnawer" sewers where they recovered the child. It seems that they have returned for him.
Their first course of action is decided and they head to the House Cannith Enclave in Dragon Towers, with the intention of speaking with Martell d'Cannith.
1.00 p.m.
House Cannith Enclave, Cannith Tower, Dragon Towers, Middle Central Plateau.
The plaza surrounding the main enclave in filled with bold and imposing works of art, crafted from steel and stone, they reflect the might and power of Eberron's most powerful dragonmarked house. Artisans shops cling to the edges of the plaza and cluster about the bases of these massive sculptures. As the party head in through the great wrought iron gates that sit beneath the impressive sculpture of a gorgons head, they are surrounded by the bustle of tradesmen, merchants and artisans all arguing trade prices and import taxes, haggling over mining rights and raw materials in the great hall of House Cannith's main enclave.
The group approach one of the hosts and ask if they can have an audience with Martell d'Cannith. After a short conversation and some deliberation the host informs them that the Martell they are seeking is not resident within Sharn and is practically unreachable, they leave a message letting him know that they will be staying at "The Frolicking Mug" inn, in Firelight District, and that they need to speak with him urgently. From here they take a skycoach to the inn.
1.30 p.m.
The Frolicking Mug, Crimson Heights Tower, Firelight District, Lower Menthis Plateau.
The group hire a room and order drinks before discussing their predicament and next course of action. They are indecisive as to their future actions and quite a debate breaks out. They know that they have to keep the child safe, although some of the group feel that this is a burden that they shouldn't have to bear. Unsure of whether or not Martell will get the message from the Cannith Enclave, the host did seem a little unsure about it, the group decide that they should find any other way to contact the elusive noble. They finally decide on heading to "The Painted Heart", the tavern where Fezzal, the hobgoblin contact of Martell, usually can be found.
After leaving instruction with the barman that if anyone comes looking for them they will return in a couple of hours, they once more head out into the mean streets of Sharn, taking a skycoach to Greyflood.
2.00 p.m.
The Painted Heart, Greyflood District.
Clinging to the cliffside, the road down to the waterfront is bustling at this time of day. Cranes and lifts carry goods from the docks far below into the warehouse districts of Preacrious and The Stores. The Painted Heart however is quiet at this time of the day. As they walk in, the party can see Fezzal at his usual seat playing solitaire with a mug of ale by his side. He glances up as the group enter and casts a nervous look towards the child. Hurriedly ushering the young boy to a seat by his side in the shadows he asks what they are doing here.
The group take some time and explain their predicament to the nervous hobgoblin.
Fezzal offers to conceal the child in the "Painted Heart", but claims that he can only offer this service for 24 hours. He can not contact Martell as they had hoped, but he says he will be in contact in four days time on Wir, 25th Eyre. After some discussion the group decide that this is better than having the child in their care due to the fact that they feel that they could be under constant threat from the forces that attacked the workshop. They decide to leave the child and head back to "The Frolicking Mug".
2.45 p.m.
The Frolicking Mug, Crimson Heights Tower, Firelight District, Lower Menthis Plateau.
Upon their return to "The Frolicking Mug" the party are informed by the barman that shortly after their departure someone entered the bar and left a message for them. It simply reads, "You will be contacted here shortly after sundown".
The group take this opportunity to head out into the city to trade their loot and buy some new equipment, they also collect the keys to their new house in Oakbridge.
The details of the house now owned by the Crimson Fist.
Oakbridge - Middle Northedge, Hanging Bridge, Greenwall Tower.
to Buy: 1100 gold
This spacious residence is in a the highly desirable Oakbridge district. Cleverly designed as part of the renowned 'Hanging Bridge', it sits over the lush gardens and orchards of Stoneyard, clinging to the side of the bridge with an apparent precariousness yet sturdily supported by one of the city's 'flying butresses'.
Recently in use as a metal-smiths it is fully equipped to continue this trade.
It is a large, well consructed building within a safe and friendly neighbourhood.
Features include:
- Four spacious bedrooms with views extenting over the magnificent Central Plateau.
- A large kitchen/dining area.
- Spacious lounge with adjoining balcony with views over Stonyeyard's parks.
- Stabling designed to house four horses with additional space for a reasonable sized cart.
- Workshop with well fitted, sturdy workbenches and amenities fitted for the safe use of a small forge. Storage space is included in the form of a small out-room to the rear of the workshop.
- Indoor wash-room.
Clients must be aware that there is a manufacuring tax of 75 gold/annum on this property due to the facilities conveyed.
7.30 p.m.
The Frolicking Mug, Crimson Heights Tower, Firelight District, Lower Menthis Plateau.
The group return to "The Frolicking Mug" as the sun sets. As they are entering the establishment Lorric notices several archers located on balconies and in tower windows overlooking the building. They are all hiding with nocked arrows trained on the group.
"It's a trap", whispers Lorric, and although he briefly describes why, the others can not see any threat. They enter the inn with caution.
The smell of cooking fish fills their nostrils as they enter and the barman offers them a meal and drinks as they head to a table, they graciously accept and sit and wait, discussing the archer presence outside in hushed tones.
As their meal is served a figure steps from the shadows in one corner of the bar, the group are a little surprised that they didn't see him before. The elf pulls his hood back and they see the familiar face of Velseth d'Thuranni, the elusive aide of Martell d'Cannith, he gingerly pulls his collar up to further cover the dragonmark that coils up his neck as he approaches the group's table.
*Ajax comments
Ajax would never admit it but Velseth worries him. He will fight anyone face-to-face but Velseth's ability to sneak up on him worries Ajax, he can easily imagine Velseth coming up behind him and slitting his throat before Ajax even knows he's there.
"Is this seat taken?", he asks rhetorically before sitting with the group.
The group are informed that Martell will be arriving shortly, he lets them know that the archers outside are his men and that they are perfectly safe from attack by them. He tells them that his men were killed outside Anvil's workshop as they watched the building, they got word out that it was under attack by aberrations but that is all he is aware of, once the group tell him what happened in the minutes after he relaxes a little and tells them not to be concerned, he will take care of the bodies that they have secreted in the workshop.
He lets them know of the fate of Gullsnest, and that the woman in chains that attacked the sleepy town was called Saeloth.
Saeloth
Once an explorer of goblin antiquities , Saeloths sorcerous powers took her far and wide, from Xen’drik to Darguun, then her studies took her to Yarkuun Draal, a city where a great goblinoid civilization once dwelt.
Here she was touched by the madness; something dark crept into her. The unbearable things that swam in her mind forced her to retire and so she chose Gullsnest as her home.
After several years of bad luck seemingly cursing the village, poor fishing, failed crops, disease and the scourge of the seas, the villagers formed a lynch mob one night. They attributed their run of bad luck to the arrival of the witch, Saeloth.
She was taken to the Highlands, shaved and pinned out in the summer sun to die as sacrifice and to end the curse of Gullsnest.
This was six years ago.
After some discussion, Velseth glances out of the inn window, "He is here, you best not keep him waiting", he scrapes the groups unfinished food onto one plate and takes it back to his dark corner. The group head out into the street.
A sky-coach that looks as though it would be better suited to being pulled behind the lightning rail, the matt-black paintwork is only broken by the occasional polished silver piece of trim, even the windows are black. As they leave the inn the coach drops a few feet and the door opens, a set of steps swing out of the door and a voice from with bids them "Enter".
One by one the party enter the coach, within sits Martell d'Cannith, illuminated by the dim glow of a half-shuttered everbright lantern. "Please have a seat, make yourselves comfortable", he says as the door begins to close behind them. In moments the coach is elevating, it heads up some 75 feet or so before stopping and hanging mid-air. "We are safe to talk now" Martell says with a gentle smile.
The Meeting with Martell d'Cannith
8.00 p.m.
Crimson Heights Tower, Firelight District, Lower Menthis Plateau.
Martell asks the group what is going on and they reply with the entire story of their recent escapades. He seems concerned that the child is currently staying with Fezzal and suggests that they take the youngster to their new home and continue to care for him there. He will send another carer from House Jorasco so they are not tied to the house and can continue to work.
*Ajax comments
But won't cough up any cash. Apparently he thinks protecting the world is reward enough. Bah.
The group ask if it is possible that the child teleported them back to Sharn, Martell pauses for thought, "It is entirely possible, but highly unlikely", is his reponse.
They ask if there is any way that they may contact him should the need arise and begrudgingly he asks them to open a compartment on the arm of the chair, within is enough money for them to buy two scrolls of Sending (1400 gold).
Once the conversation is over, the coach lowers to the street and Kapek disembarks to retrieve his mount from the inn stables, the coach heads to the nearest sky-coach station where the party also disembark and wait for Kapek before heading to their new home in Oakbridge.