24/03/2011

Stormreach

Mol 16th Lharvion, 998 Y.K.
7.00 p.m.
Six days of peaceful journeying pass before they reach STORMREACH.
Having put ashore they bid a fond farewell to Captain Nose-Chewer, he is going to head into town and see about selling the 'Siren's Teat' and will meet them in 'The Rusty Nail' tavern later this evening. Lorric immediately heads to the nearest pub, 'The Leaky Dinghy' where he manages to get challenged to a fight by a Scrag and his mates (within two minutes of entering the bar, a new record !). Lorric is most disappointed when the Scrag, known as Graak, noticing Lorric's blithe confidence, even when he pulles out a battleaxe, bottles it and backs down.
After a few well deserved drinks the Crimson Fist take Sparky's body to the Temple of the Sovereign Host in the hope of having him returned to them. They speak with the High Priest who agrees to speak with Sparky in the after life. Sparky informs them he definitely wants to live again.
The Priest agrees to try to return Sparky (for suitable recompense of course) tomorrow, at dawn.
The group then makes its way to the “Rusty Nail”, where they meet up with Captain Nose-chewer. Here they unwind, with plenty of drink and good company.

However, they do not allow themselves to fully drop their guard, and a watch schedule is set up for the night. Lorric’s watch is disturbed at one point by Ajax, as the shifter slips out to spend some time with one of the ladies he met earlier in the evening, but otherwise the night is uneventful.

Zol 17th Lharvion, 998 Y.K.
6.00 a.m.
In the morning the group, except for Ajax who is still out, head to the Temple of the Sovereign Host to be present for Sparky’s return from the grave. The ceremony is long and complex, involving many priests, but it changes part-way through into something much more sinister.

Entering the temple you see the corpse of Sparky laid on the main altar, incense burns and offerings lie about his cold body.
The circles are drawn and the spell is cast before a small congregation of adepts, you watch as the High Priest intones the ancient words and implores the Gods for the return of Sparky’s spirit. As the spell draws to a conclusion the room temperature seems to drop and the shadows seem to deepen. The Priest’s words echo through the large stone building, the recitation of Sparky’s true name resonates with unnatural timbre, “Phirius Oberson” repeats and fades as both the Priest and Sparky begin to sparkle and shine with magical energy.
The priest and the corpse are bathed in a glow of holy light which brightens to blinding intensity before suddenly seeming to devour itself like a lantern burning oil too quickly. With a screaming roar the temple is thrust into thick tenebrous shadow which seems to roll and swirl like mist.
Distant voices chant like celestial choirs but their holy words do little to alleviate the foreboding in the still dark air.
Looking around the room you see that the doors and windows have gone, leaving only stone walls in their place, gone too are the priest and his congregation.
A blazing fire of dim flame ignites upon the altar, within you can see the still and shadowy, incorporeal form of Sparky, a superimposed second projection of his image writhes and struggles as if trying to free itself of some unseen bonds.
Around the room several secondary fires erupt into life, burning with cold blue flames you can see silhouetted forms within, charging from a further perspective than possible.

Voor
Canoloth
The chanting priests disappear, as do the doors, and the light changes. Where the doors once were, shimmering blue energy fields appear through which strange creatures can be seen approaching from what looks like some distance. Another glow has formed over Sparky’s recumbent form, with strange unearthly fires dancing around him. The Crimson Fist prepare for battle.
Mirra establishes that the fields around the room are indeed portals, with a strong negative energy component, while in contrast the field over Sparky resonates with positive energy. She then dives under one of the pews as the creatures emerge into the room.
Most of them are squirming abominations with tentacular hands, but from an alcove high up on the back wall the battle is overseen by a huge demonic figure that Mirra identifies as a Nycoloth, member of a quasi-demonic species known as the Yugoloth that often act as mercenaries.

The first wave is dealt with swiftly, Lorric’s flashing fists and Oz’s deadly bow taking their toll of the invaders, while Kapek flings a hail of boomerangs against the Nycoloth. This provokes the Nycoloth into several flyby strikes against Kapek, its huge axes carving into him. From under the pew, Mirra assists with her stirring speech and the occasional healing spell.
A second wave of strange creatures pours into the room, this time insectoids wielding tridents. These seem to be making a run for the helpless Sparky, and the first one to reach him jumps onto the altar and into the flame. Lorric follows it, stunning it then grabbing it and throwing it from the dais. It is dead before it hits the floor. The other insectoids begin to emit a noxious gas, which takes Oz out of the fight for the time being, as he staggers, choking, to a corner of the room.
By this time a third wave has entered, twisted bipedal dog-like creatures. The group is hard-pressed now, even Mirra coming under attack. Fortunately, the Nycoloth seems to have withdrawn back into the portal from which it emerged, there is certainly no sign of it. Lorric is feeling invigorated by the flame surrounding him, as he throws back the creatures trying to pass through the portal above Sparky.
As fast the Crimson Fist despatch their foes, they are replaced by fresh foes from the portals – this time more of the tentacular and insectoid creatures, accompanied by huge muscular humanoids wielding massive swords. Several attack Kapek, while the others head to the altar. Globes of darkness blanket the room, adding to the confusion.
Kapek is badly injured by another of the muscular humanoids who appears from nowhere behind him, but Oz recovers and drops one of them with a deadly shot. More gas appears, but poorly aimed it fails to reach anyone. The tide is clearly turning as the portals fail to disgorge any further attackers. With the death of the final insectoid at the hands of Lorric atop the altar, the lights change and the portals fade, to be replaced by the familiar doors.
Mezzoloth
Corruptor of Fate
Nycaloth
Shocked looks greet the Crimson Fist on their return as the priests take in their bloody and gore-spattered appearance. Sparky sits up with some difficulty, alive but clearly very weakened. He explains that he could feel his life force draining away through the flames, that the creatures upon the altar were absorbing it. Lorric, too, was inadvertently bolstering himself at Sparky’s expense, and there was little left when the fight ended.
After regaining his composure, the high priest tells the group that this sort of incident is not unknown in Stormreach. Sometimes evil creatures from elsewhere try to come back with the spirits of the departed.

The group then get cleaned up at the temple and retire to the “Anvilfire Inn”. Here they meet a young boy carrying a message for them, a message indicating that Ajax is being held prisoner and the Crimson Fist should go to 7 Galley Terrace if they wish to see him again. It is signed with a symbol, one they recognise from the sewers under Sharn.

“Your companion is being held captive. Meet with us to discuss this further. 7 Galley Terrace, do not involve any other parties.”


The boy, who gives his name as Galion, offers his services as guide and information broker. Lorric accepts the offer, and pays him extra to not give out any information regarding the group. Galion seems to be worth the money, as he provides a lot of interesting information:
  1. Graak, a scrag enforcer claims that he is owed money by the party. He has called in a few favours and it is said that the Bilge Rats have taken out a contract on the Crimson Fist.
  2. A scholar that came in on a ship named the ‘Eyes of Malsheem’ has been asking about the ‘Southern Sun’ for the past week or so.
  3. The Brelish Consulate wishes to speak with the party.
  4. Representatives of House Sivis have been watching the harbour for the ‘Southern Sun’ for the last week.
  5. The “Storm’s Fury” stable, a gladiatorial company in the Red Ring, is interested in Lorric. Its leader, Malketh Zolark, is influential in the Blood Council, the group that runs the Red Ring.
  6. Several captains swiftly left with their vessels when they heard news of the ‘Sirens Teat’s’ arrival in Stormreach.
The stable that Lorric formerly worked for, the “Basilisk’s Stare”, seems to have collapsed shortly after Lorric left Stormreach, possibly as a result of the gambling scam that he scuppered. Another participant in the scam was the Storm’s Fury.

The group take their leave of Galion, who lets them know that he can be found at the “Ship’s Cat” in the Southwatch, and head for 7 Galley Terrace.

7 Galley Terrace, The Harbour
This derelict building is built into the side of ancient ruins, thickly overgrown its entrance is practically obscured by vines and the front is heavily daubed with sea-bird guano. The door is boarded but closer investigation reveals that it has recently been forced.
Pulling back the boards and entering the house draws little attention from the bustling crowds of the Harbour, as you enter your eyes adjust to the dim light in the room. It appears to have once been a reasonably nice house, but now the windows are cracked and overgrown with mosses, the smell of stale urine permeates the dusty air. Vandalism is present in the form of graffiti daubed on the walls and it looks as though at some point there has been a fire set in the centre of the room. Close by there are dark patches and sprays of viscous liquid that you assume is blood.
Across the main room are three doorways, a quick glance tells you that one leads to what could have been a kitchen, one a bedroom and the third appears to lead down a set of stairs into darkness.

This turns out to be a dilapidated old house and after a brief scout by Lorric and Oz, who discover that the boarded up door has been recently forced, the Fist make their way inside. The ground floor is deserted, so they head down to the basement. Kapek notices strange tracks on the ground, and from behind an old bookcase can be heard odd scratching sounds. Lorric sneaks round to take a look and sees a horrific-looking creature. It is composed of a mass of demonic clawed arms, each with an eye in the palm. In view of the fact that the group are here to negotiate for Ajax’s release, it is decided to try to talk with the creature. Mirra and the still weakened Sparky choose to lurk in the stairway, and both Lorric and Oz take up hidden positions, leaving Kapek as amateur diplomat. No sooner has the Halfling called out to the creature though, than it throws the bookcase to the floor and attacks.
Kapek wields the Desert Blade against it, as Lorric dances around it delivering devastating blows and Oz fills it full of arrows. It goes on a rampage, tearing through all of them in one swift charge. Only Lorric stands firm, delivering another devastating blow as Kapek urges Reaver to leap aside and Oz follows suit. They resume attacking the creatures which quickly succumbs to their assault.
On the far wall of the room is another note, marked with the same symbol. It simply says:

“Gert’s Villa, Summerfield, South Watch”.

The group swiftly make their way to the South Watch, calling in first at the “Ship’s Cat” to consult again with Galion.

The boy knows of Gert’s Villa, an ironically named small house in the area. It is owned by an unspectacular elderly couple, Francis and Belina Gert. He knows little more than that.

The title “Villa” is a somewhat sarcastic reference to the hovel that stands before you. Built under an edifice where two pillars have collapsed together the building is not one of the finest you have seen by a good distance.

Lorric makes the approach this time, and the door is answered by an old lady. After some subtle conversation it becomes clear that the group as a whole is expected, and so the others waiting nearby reveal themselves. They are all invited in and offered tea. The couple inside are polite and friendly, but obviously not happy about the situation. They seem to be under some obligation to this sinister organisation.
The Fist are given a map, and warned to stick strictly to the route given. It starts at a mirror in the room, activated by tracing a sigil on its surface. Naturally the group are cautious about going through a teleporter to who-knows-where, but their fears are a little assuaged when Mirra identifies it as merely a phantasm covering a shaft leading underground. Still sceptical, but feeling their obligation to their missing comrade, the Crimson Fist descend.

As you descend the familiar scent of sea-water and sewage fills your nostrils only this time it is tinged with an aroma that is new to you, a sickly-sweet, rancid smell that could be rotting flesh or burning honey.
In the darkness on the periphery of your vision, just out of the reach of the torchlight you see constant motion down the tunnels; an occasional strange white crab-like creature scuttles across the floor and up the walls before scurrying into the darkness. Deeper and deeper you descend, sometimes catching sight of tentacles or some kind of subterranean octopoids, or perhaps slime that drips upwards from floor to ceiling, wails and howls echo from down distant tunnels adding to the feeling of unease this place grants. Eventually you reach a dead end, a dull and dirty mirror stands before you.

The trip is unsettling, strange noises and dimly glimpsed distorted figures haunting their every step. Passing through the mirror at the other end, which the gnome is bale to identify as an actual teleporter this time, takes them to another nightmare world. Here they are met by a mind flayer, who cautions them to act with respect as they are entering a holy place. His words are backed up by strangely tentacled beholders, who escort them through to meet their host.

The Temple of Thoon
Tracing the sigil upon the glass once again causes the mirror to slowly fade from view leaving an open doorway before you, an impenetrable darkness beyond.
Stepping through the darkness clears and you find yourselves in a large and strangely cathedral-like hall. Your ears pop as though the pressure has just risen drastically. Dim runes crawl over the surface of numerous pillars that become ornate arches some eighty feet above illuminate the hall with a slight blue glow.
Beyond the pillars to the sides you see humanoid forms moving amongst strange tentacled creatures, several large floating orbs can be seen slowly moving between the pillars some fifty feet up, their huge eyes all intently gazing upon you.

A pair of humanoid figures step out of the darkness, moving towards you. You hear a voice in your heads that you can only assume emanates from the squid headed being that faces you, its tentacles twitch as though tasting the air around you.
“You have arrived in the most sacred temple of Thoon, there is no escape so any acts of violence would be utterly futile. You have been brought here to speak with the council of the Shadowed Star, they have many questions to ask. Please follow me.”

With that the Mindflayer takes several steps backward before turning and walking through the great hall.

As you follow you realise that in this place there is life everywhere, just on the periphery of your senses you can detect movements, breathing, pulsating, writhing. You are thankful that you can not see these things to their fullest degree lest your mind become permanently scarred by the sheer madness of their forms.
As you reach the far end of the great hall you see a large symbol glowing with a faint purple hue that rests over a huge doorway. The Symbol that you have seen many times before seems to carry with it a new menace, this is the mark of the Shadowed Star.

As you approach the doorway the mindflayer that leads you stops and turns, once more you hear its voice in your head. “You may enter the Chamber of Seven, act with respect and you shall walk free of this place.”
With that the aberration steps to one side and gestures that you enter.

The Chamber of Seven
This chamber is much smaller than the hall that you have just left, the alien, organic-looking architecture continues in here with sinuous pillars and no clear margin where walls floor and ceilings meet, glancing behind you see that two of the floating orbs have followed you in here, similar to the beholder that you met previously, only these have the same mouth tentacles of the mindflayers and their eye-stalks are much more tentacular.

Walking forward  into the darkness ahead you see seven forms at the end of the room. Getting closer you can see, almost with relief, that these are human, one stands in the centre of the far wall with three flanking him on the side walls. As you approach you see them twitch occasionally, something is not right. A gem flares to a dim illumination on the ceiling above them giving you the opportunity to take in the full horror of what stands before you. Each of the figures hangs like a marionette from a thick maggot-like pseudopod that emerges from the fleshy wall behind them. The pale white pseudopods pulse gently attached to the human figures on the top of their skulls by a ring of sharp hooked teeth.
The figures twitch into life as you approach, the central figure rises into the air by a foot and drifts towards you carried by the great fleshy arm that holds it.
A voice that does not belong to the body speaks through it.
“Welcome, I am glad that you accepted our invitation. Please introduce yourselves.”

The conversation is superficially polite, the group trying to hide their disgust for their host, and it in turn failing to hide its disdain for the group. Like the other factions they have met, it seems to know a great deal about the Prophecy and the group’s role in awakening significant players. It congratulates them for their victory in keeping what it refers to the “abomination”, the child, from them but assures them it holds no ill will. What it wants is information. It is working for Thoon, and is concerned about the recent events surrounding Holashner and the Aboleths. Cautiously the two factions exchange information.
The following questions are asked:

1. Where is Scuttlecove?
2. What happened to captain Cresta of the Siren's Teat?
3. What do they know of Golismorga?
4. What do they know of Shadow Pearls?
5. What are the aboleth’s plans?
6. What was the Siren’s Teat shipping, and where to?
7. What do they know of the ‘King Beneath the Waves’?
8. What do they know of Obyzouth or the Atropal Lachryma?
9. Who is Zaphkiel and where is he imprisoned?
10. What is the Bleakspire?
11. Where is Kraa’T Ymraag Draal? (goblin for, “The City Beneath the Spire”)

The following information is gleaned from these discussions:
Thoon is the servant of Obyzouth, a stillborn god who is even now approaching Eberron and who may be the new thirteenth moon. He represents the power of death, and his role is to bring death to all of Eberron. The Bleak General works towards the same ends as Thoon, and the Clockwork Fortress, recently fighting against Thoon in Droaam, has been defeated. Zlortharkis is apparently allied with Thoon. As for the Librarian, he is an enigma to all sides, but it is rumoured he is descended from ancient rajahs, possibly making him a Rakshasa. He was last seen entering Haka'Torvhak. The group suspects that this may be Yshtamar.
In addition to information about the city of Golismorga and the events there, it wishes to know about Zaphkiel’s Prison, a place called Kraa’T Ymraag Draal. Somewhat imprudently, Mirra blurts out that this was a former Dhakaani outpost somewhere in the Skyraker Mountains of modern Breland, rumoured to be guarding something sleeping. The creature is pleased with this new knowledge and Mirra is left with the feeling that she has rather put her foot in it.
Finally, and most annoyingly to the Crimson Fist, the creature reveals that Ajax is not being held by them but is in fact with the prostitute he met last night. A rather embarrassed Crimson Fist is then teleported to Gert's Villa.

Return to Daylight
Back at the “Ship’s Cat”, they ask Galion about the girl that Ajax was seen with. He recognises her, and cautions them that Ajax should probably see a doctor.

The group return to 'The Rusty Nail' to find Ajax having a hearty breakfast. The recent events are quickly explained to him, to his amusement. Lorric then suggests that they head down to the docks to find the Scrag, Grak, who has put out a contract on them.

As they head through the city it becomes obvious to the more observant members of the group that they seem to be an object of great interest to everybody they pass. Lorric quietly slips away from the group and begins to shadow them, looking for people who are also trailing his comrades. He quickly spots one and sneaking up behind the man he grabs him and hauls him into a quiet alley.Under threats the man admits to being a member of the 'Bilge Rats' but claims that they didn't accept the contract on the Crimson Fist as Grak couldn't afford them. The Bilge Rats are watching the Crimson Fist because they are interested in the sale of 'The Siren's Teat' (and in them getting their cut). Lorric is convinced of the man's story and apologises, then knocks him out and slips away.

Grak isn't in his usual pub so Ajax bribes the bartender and discovers Grak usually spends his days underwater and won't be in the pub until after sundown. The Bartender also reveals 'The Eye of Malsheem' is a very strange ship berthed on the other side of the harbour. This turns out to be true, the ship is of a type none of the Fists have ever seen before, flying a flag of a clawed hand grasping a skull. The ship appears to be deserted so Lorric leaves a note asking for the scholar to contact them at 'The Rusty Nail'.

Then the Fist head back to 'The Ships Cat' tavern to meet with Gallion. They ask him for directions to the Brellish ambassador and then head over to the Brellish Consulate, which turns out to be a rather disappointing building, small and drab.
They get to meet Rusila Ir'Clarn, the ambassador, and offer to sell her the maps to Scuttlecove, the pirate island. She is very interested in them but feels she must contact her superiors first. Lorric points out that other people might be interested in the map and she implores them not to sell the maps ( even playing on their patriotism which is a bit of a non starter as only half the group are actually Brellish). The Crimson Fist agree to return tomorrow when she has had chance to receive word from her superiors.

Lorric then takes the Fists loot to sell at the market while the rest of the group take the maps to Captain Nose Chewer at 'The Southern Sun' to get a copy made. While the rest of the Fists watch over the map Lorric retires to 'The Rusty Nail' for a drink. There he meets Sszyl Zszton, the scholar that came in on 'The Eye of Malsheem', who turns out to be a Tiefling. He is also interested in purchasing the maps to Scuttlecove because, he claims, it is home to creatures he opposes, although he refuses to reveal who he serves.

Lorric brings him to the rest of the Fists to discuss the matter. They discuss the prophecy and exchange information. Sszyl claims the Librarian arrived with them on their ship, which fits with their suspicion that the Librarian is Ysthamar (the Rakshasha the Crimson Fists freed in Sharn) as Rakshasha's can shapeshift themselves into human form. Sszyl also offers 40,000 for a copy of the maps. The Fists ask for privacy and time to discuss his offer and he agrees and then teleports away.

Sszyl returns an hour later and is informed that the Fists must consider other offers but if none of them match his they will sell to him. He departs and the Fists set a very paranoid watch on the map.

As night falls Grak and five other Scrags haul themselves out of the water onto the docks near 'The Southern Sun' and start to head towards 'The Eye of Malsheem'. Lorric sneaks off 'The Southern Sun' and with one mad charge dives straight into the middle of them striking at Grak with a flurry of deadly blows and dropping him. Grak's five comrades quickly form a ring around Lorric and proceed to batter him. Having dropped Grak, Lorric belligerently growls a warning not to be putting any contracts on them, nimbly tumbles away from the throng, and then runs like hell.
The other Scrags grab Grak and drag him back into the water. Lorric returns to his comrades in triumph, although this is slightly dented when its pointed out that Grak, as a Scrag, will regenerate his wounds.

*Lorric comments
This feeling quickly turns to relief however, when Lorric realises he has not killed Grak, but has probably sent just the necessary warning message to the Scrags.

Hours pass peacefully then during Sparky and Ajax's watch a shamanic looking Scrag pulls itself out of the water and approaches 'The Southern Sun'. In a loud voice he declares that the feud between his and Grak's tribe and the Crimson Fists is now over. The Fists agree with this and the lone Scrag returns to the water.

The rest of the night passes peacefully. Dawn arrives and as usual Sparky prays to the Storm for spells. He is especially fervent this morning, giving thanks for his resurrection and in answer the sky darkens and rain pours down on a exultant Sparky, a blessing from his God.

In the morning while everybody else guards the map Lorric returns to the Brellish ambassador. She offers him 10,000 in cash and a letter of credit redeemable in Sharn for another 50,000 but insists she must be the only person they sell the map to. Lorric returns and the group discuss the matter. Eventually motivated by money, their patriotism and the feeling that the Brellish navy will make the best job of destroying whatever evil lurks on the island it is decided to accept her offer. She is pleased but can't raise the cash immediately and ask the Fists to return tomorrow morning.
At a loose end the Fists agree to Lorric's suggestion that they visit 'The Red Ring' gladiatorial company and watch the contests while he renews old friendships, or perhaps enemies considering the betting scam he had ruined when he was last here.

Lorric soon runs into a battered old dwarf, one Berlick Headslammer, a friend from his gladiatorial days. They learn that the master of 'The Storms Fury' (a name that Sparky strongly approves of) Malketh remembers Lorric from the old days, and not in a good way.

Berlick arranges an introduction and soon the Fists are in the presence of Malketh and his supercilious assistant. Malketh offers Lorric a fight against his new Champion so he can help re-coup the losses he caused. Lorric is offered 5,000 and the location of his mother (whom Lorric has never met) and is threatened very unsubtly if he turns down the offer. Malketh also offers to arrange a fight for Ajax, but only agrees to pay him 2,000 much to Ajax's disgust.

*Ajax comments
Ajax is still very tempted by the offer playing as it does to his three primary desires : money, glory and the chance to impress beautiful women. Only the fact that Malketh is self-evidently less trustworthy than a rabid weasel stops him from agreeing on the spot.

The Crimson Fist are then escorted to seats in the arena to watch the contests. They get to see the Champion in action, she appears to be some sort of infernal half-breed and is very skilled. They observe her acrobatic fighting style as he defeats an opponent and feel Lorric will have his work cut out to defeat her.

*Kapek comments
Kapek disapproves of the arena, in his opinion there can be many reasons to fight but a spectator sport is not one of them.