24/05/2010

CHAPTER TWO - The Claw of Yshtamar

Far, 6th Dravago

After a brief discussion about where they can find lizardmen in the city, the group set out into the dark streets of Khybersgate hoping to find any word amongst the monsterous races. Lorric suggests that a good starting point would be the most popular place here, the tavern known as “Shamukaar”. This is the regular haunt of many monstrous races including, minotaurs, ogres, ogre mages, goblinoids, orcs, harpies gnolls and ogre magi.

Khybersgate
This is an actual city beneath the city, with homes and shops carved into the walls of the Cogs. It is still a maze of passages, but the “streets” are a little wider and the ceilings rise higher. The heat is far less intense that in the industrial district, but the air is still filled with the stench of smoke and garbage.
Khyber’s Gate covers the distance between Ashblack and Blackbones. Due to the lack of lava streams, it does not have any of the heavy industry found to the east or west. For the most part, Khyber’s Gate is a tenement district, filled with tiny houses carved into the tunnel walls. A great many of the monstrous immigrants from Droaam have settled in Khyber’s Gate, using strength or supernatural abilities to drive the original residents away. Beyond these monsters, the vast majority of the inhabitants are goblins. The other inhabitants of the Gate are drawn from all races, though they share a common desperation; an elf resident of Khyber’s Gate has little in common with one of the haughty inhabitants of Shae Lias. Many of the nongoblin inhabitants of the region are criminals who have fled from justice. Some people have established businesses in the depths, while others travel up to the surface and make a living by begging or stealing. While the vast majority of the trades and services offered in Khyber’s Gate are illegal, there are a few people who practice useful mundane trades. Khyber’s Gate is a community of sorts, and brewers, tailors, and cooks are just as valuable as burglars and assassins.
Khyber’s Gate is an extremely disorganized region. There is no central authority—it is simply a question of who has the power to enforce their desires.

Shamukaar
This is the largest and most successful tavern in the region. Shamukaar is simultaneously a slaughterhouse, a butcher shop, a restaurant, and a tavern. It caters to Droaam immigrants, a category that includes many different species; ogres, gnolls, harpies, minotaurs, and even medusas can be found at the bar. The goblin chefs can prepare an astonishing assortment of meals, all of which share one thing in common: they are disgusting to humans.
Despite the monstrous nature of its patrons, Shamukaar is one of the safest places in Khyber’s Gate. Unless provoked beyond measure, a resident of Khyber’s Gate will not start a fight in Shamukaar. And if anyone does start a fight, all other patrons unite together to subdue the aggressor.

The group arrive at the strange tavern and enter with caution, unfamiliar with most of the resident races here, but it does not take long for Lorric to integrate himself with the locals.

*Ajax comments
Ajax mingles but learns little , although he does get offered a very good price for Katerina.

Taking great joy in speaking with gnolls, harpies, ogre-magi and the like Lorric gradually pieces together bits and bobs of information, mainly that the lizardfolk are reclusive and untrusted, but it is his final conversation with a medusa calling herself "Lady Viper" that holds the most information. She informs Lorric of a broken steam-pipe near the southern-most point of Khybersgate, in a side alley by a goblin grocers shop. The medusa tells Lorric of the mysterious force behind the lizardmen, known as the "Caliginous Dyad". She explains that there are several species of lizardmen, the Poison Dusk - a smaller species that prefers to attack from hiding, the Blackscale - a species of large bulky brutes, and finally the Cold Sun tribes lizardfolk - the most common species. Lorric is also informed that the lizardfolk outside the city are of a species known as the Dark Talons, they loathe cities and prefer to remain at the borders.

The party head back out into the dark streets, heading south. Following the medusas instructions the group come across the area that was described to them. The area that the party are directed to is a dead end alley, thick with warm fog. There are signs of regular passage through this alley and a ten foot wide pipe stands with a large opening smashed into one side. Steam continually drifts up from this opening and into the alley.
After a few moments of trying to determine whether or not the steam will scald them the party decide that it is safe to travel down the pipe. Looking down they can see a ladder affixed to the inside wall, heading down, looking up the pipe narrows leading Anvil to begin a rather one-sided discussion with Kapek about steam pressure differences as the carrier pipe narrows. Kapek stares blankly at the artificer in response. They soon realise that this is where they need to be and Anvil and Kapek have to return their mounts to the upper levels of the city so they are not stolen or injured, the rest of the group take this time to head to Morgrave University to study more about lizardfolk.

2.00 p.m.
The group return to the ruptured steam-pipe and decide to head on down, unsure of what they will encounter. they descend down the pipe.
The sturdy ladder leads down some 100 feet before it once more opens into a ten foot wide corridor/ledge. The pipe continues down but the ladder stops at this opening.
The ledge is about 10 feet wide and 20 feet long before ladders head down another 50 feet or so and a corridor extends ahead.
The corridor is dimly lit with a ruddy glow that has no discernable source. As they move ahead figures can be seen moving in the dim light, the group comes to a halt and they make their presence known, in response a voice, obviously unfamiliar with speaking common, responds to their every comment with "Get out!". And in short order the corridor is filled with arrows flying towards the intruders. Anvil's mighty shield blocks this assault and the group decide it is time to move forward. Anvil charges forward. His first few steps towards the assailants are interrupted as a magical rune in the floor flares into life filling the corridor with a burst of electricity, Anvil takes the brunt of the force but the rest of the group are injured as it arcs from his metallic body. As the rune on the floor fades the rest of the group charge past it before it resets, they are faced with a small group of lizardmen, most of which fall quickly to their attack.
Anvil decides to head back to the trap once the guards are dead, in order to clear their escape route of any obstacles. Unfortunately by this time the trap has reset and he once more triggers the electrical burst, injuring the group once again. He takes a few moments and renders the trap inert.

The group move on, following the main corridor east, past the pool of fresh water and around the wall that blocks the way ahead. Anvil comes across a wooden figure set into a recess in the wall behind the pool of water. He studies it with intent and soon comes to realise that it could be some kind of wood golem, it is however, inactive at the moment. Meanwhile, Kapek notices that in a room to the north there are two large Blackscale lizardmen in some kind of meditative state and once more the alarm is raised. Lorric, Ajax and Kapek move into the room where the Blackscales are meditating and begin to attack, as they do so their opponents begin casting spells, Lorric succumbs to a Command to lie prone and the others are subjected to offensive spells such as Burning Hands. The adepts soon fall to the blades of the warriors. Meanwhile, as Anvil decides to join the fray with the Blackscales, the golem before him stirs into life kepping him more than busy for the duration of the battle.

As the party are regrouping, doors on each side of the corridor open and more lizardfolk emerge, but these are no match for the might of the Crimson Fist and once more the party are surrounded by the corpses of their foes. They begin to investigate their surroundings.

They head down the main corridor to the east to find great metal double doors that seem to slide into the walls when they open. There are no hinges or locking mechanisms that are visible, infact the point where the doors meet in the middle is so perfect that the group assume that they are water, if not gas, tight. Four crystals are embedded into the wall above the doors, some 20 feet up, all seem dull and lifeless. Ajax takes some time to expertly climb the walls to further examine these crystals. He can find no clue here as to their purpose.
The group decide to return here once they have investigated the rest of their immediate surroundings.
After some uneventful searching they finally end up in the room where the guards appear to have been recently eating. A corridor heads north from here but Anvil determines that the entire fifty feet of this corridor has walls that close in on any intruders, a door stands closed at the far end, a discussion commences about how to get through. Ajax suggests running as fast as he can but the others warn against this course of action until they have further investigated. Heading back to grab a lizardman corpse they first hack a leg off and toss it down the corridor, several body-parts later they figure out that the trigger is halfway along its length. The group are shocked at the speed and power of the trap as the entire length of corridor slams together with a deep resonating boom before opening once more as quickly as the clapping of hands. Lorric finds this highly entertaining and quickly starts gathering lizardmen corpses to throw down the corridor until there is a thick viscous coating of blood and ichor at the centre point of the trap.

*Ajax comments
Ajax finds Lorric's entertainment gruesome and the glee with which he goes about it rather disturbing. Particularly he finds it difficult to concentrate on the problem at hand with the disturbing squelches and crashes it causes.

*Lorric comments
Lorric kept throwing the corpses down the corridor, as he thought it likely the trap would run out of charges or whatever at some point! (He really doesn't know very much about traps!)
"I'm not saying there wasn't a certain fascination with watching such a formidable trap going off (without injuring us!) and a certain delight in watching the beasties being squished by their own trap!".
But Lorric did think the trap would wear out in a bit!

Despite their best efforts the group can not find a way to diarm this trap and so they begin to search for another way through the huge metal doors. They spend nearly an hour searching in vain for any levers or mechanisms that would open them before once more turning their attention to the trapped corridor.
With a moment of insight, Anvil decides to once more investigate the draconic statue (area 3), and with utmost concentration he studies the figure. As he does so he realises that the head turns slightly, he moves it to face north and the head gradually clicks back into place over the next couple of seconds. He does this again and as he does so Lorric throws another corpse down the corridor, this time the walls do not slam together until the dragons head is back in its original position.
Ajax offers to run the gauntlet and with trepidation he waits for Anvil to give him the signal that it is safe. He charges down the corridor to the door at the far end and finds that the the corridor turns sharply to the east and safety. He finds a lever on the wall here that seems to move in unison with the dragons head at the far side of the corridor, allowing the group to travel safely in either direction.

1. The Trapped Hallway
A rune in the floor is infused with some kind of electrical spell, but further investigation does not reveal which spell. the knowledge is beyond Anvil's expertise.

2. The Guards Sleeping Quarters
These quarters are geared up for two medium-sized lizardmen to rest in. Damp straw beds show recent signs of only one in each. Two lizardmen came to attack from this area.

3. The Draconic Statue
This statue is in the likeness of some kind of dragon, it is coiled around a pillar that has been carved with ivy leaves. The joints of this statue seem to articulate, there are definite hinged points although it seems as though it has not moved in many years.

4. Guards Rest Room
This room has signs of recent occupation. Half eaten "food" still lies on the table and chairs are overturned as though the table was left in a hurry. Four lizardfolk came from this room.
The entire stretch of this 50 foot long corridor has walls that rapidly move inwards, crushing anyone that would wish to head along it.

5. The Lure
A shallow pool of reasonably clean fresh water stands at the base of a wall painted with draconic images. Many seem to relate to Q’barra and the flora and fauna that dwells there.
There are four guards here whose job it is to lure unwelcome visitors through the trap in area 1. This guard unit is composed of 2 lizardmen, 1 poison dusk ranger and 1 Blackscale.

6. The Adept Room
Two Blackscale Adepts are meditating in this room. They rely on the guards to combat any intruders, but will attempt to fend off any threat that comes their way.

7. The Sunken Golem
This wall is finely carved with the relief of a Wood Golem, painted to appear as though it were a part of the wall. It is humaniod in form but has several physical similarities to a reptile.

Further down the corridor…..
The 10 foot wide corridor continues some 60 feet before it is blocked by a door. Four crystals are deeply embedded in the wall above the door, all dull and lifeless. There is no key or opening mechanism present on the door itself, and there are no visible hinges.

8. The Prison
This is where the reptiles keep their prisoners, also known as potential meals. There are only half eaten corpses in here at the present moment.

9. The Guard Captain
This room is filled with hot air and infused with steam. A large chair sits opposite a furnace where hot coals are continually dripped upon by a slightly leaking water pipe in the ceiling..
This is where the Lizardman Captain dwells. This uncharacteristically powerful lizardman is arrogant and believes that he can overcome any threat posed.

10. The Well
This well descends 20 feet before it reaches the dark waters below. A tunnel connects it to the pool in area 11.

11. Natural Cave
This "natural" cave has an open pool of dark water in one corner. The pools water level is 20 feet below the cave floor and there are signs of clawed hands and footprints that would indicate reptilian passage through the water.

12. The Stores
This room has several barrels and crates containing traditional Q’barran spices, dried fish and insects and the occasional bag of dried plant matter.

11/05/2010

Downtime

Sul, 22nd Eyre - Far, 6th Dravago

Brief Synopsis
The Deathsgate Guild are happy to accept the group as guild members. There were two who stepped forward anonymously to praise the party's work at Bluescar, and a "Lost" member has returned to Sharn. Saeloth the sorceress offers her thanks for slaying her captives (the guild will not reveal anything about her.)

Corven Sahlmer has been looking for the group for the past few days, her inquisitives tracked the group down to Oakbridge but have been "deterred" from further investigations.. There have been several parties interested in hiring their services.
  1. Paxor's family want to know his whereabouts.
  2. The Aundarian Embassy has heard of your exploits and wishes to speak with you.
  3. Malaren Dexel is still looking for help.
Ajax contacts Yulunga and speaks with her about taking the tribe away from Fallen to the Eldeen Reaches.
He then speaks with House Orien about the tribe accompanying them to the great forests, they are always on the look-out for mercenaries on this particular route.

"After a vigil of several days you see Yulunga slowly ascending the exterior stair to the tree at the top of the tower, some 75 feet over the ruins of Fallen. After a few moments of studying the tree and most likely retrieving the note from the leg of the tiny bird, she looks to the towers far above scouring the city above for a sign of your presence."
Kapek directs Hurricane, his new Glidewing, down from the lofty heights of Kenton into the shadowy world that is Fallen, coming to perch on the edge of the broken tower. You quickly leap off as the glidewing takes to the air once more with a few powerful beats of its huge leathery wings.
With a sorrowful smile Yulunga looks into your eyes, "It appears that you are doing well for yourself Ajax. The world above suits you. Why do you wish to speak with me? This place holds only danger for you."
"When last we meet you kindly said you would try to work for my re-admittance to the tribe. I am to guess you have had little success? ", asks Ajax.
Sorrow spreads across Yulunga's face.
"Things are not good in the shadows. The other tribes know we are weakened and we spend each day hiding and each night running. Carvos curses you in his prayers each morning along with the wish that his beloved Frenya rests peacefully. Each day he further plots his vengeance. There has been recent talk of our leaving Fallen to find better lives above, but this is all we know and many are reluctant to leave this place we call 'home'."
"I hoped your arrival here was to fill us with the confidence that there are answers to our predicament...."

"Perhaps it is. I feared that this would happen. That weakened as we were the other tribes would come for our territory. So I say let them have it !"
"The Fallen is a desolate patch of rubble. The world outside is greater and more wonderful than we could dream of. The city is rich and full of life and I have heard tales of the Eldeen Reaches where our kind live, where a man can walk from tree to tree and not touch ground for weeks. Think of such abundance of beauty not this one stunted remnant." He points towards the scraggly tree that struggles to survive atop the broken tower.
"Let us leave the Fallen and not look back." pleads Ajax.
"That is a most interesting proposition. But how would we survive the journey, nevermind the trials of a life so unfamiliar? Forgive my negativity, it.... well..... it's just more than i could hope to imagine." You watch as her face flushes with mixed emotions of sadness and hope. "Please Ajax don't toy with me, this could never be more than a dream..."
"If you can help us Ajax, I will speak with the others. I know that Carvos will never leave but the rest are lacking hope. They haven't really had time to mourn the fallen since that fateful night."

"I'm not saying it will be easy, there will be hard work and sacrifice but I have friends and contacts who perhaps can help." Ajax says reassuringly.
"I will speak with the others when i get chance. Meet me here as the sun sets on the 3rd [Dravago], I will have an answer." comes Yulunga's reply.
You see a rat rapidly scurry up Yulunga's leg, her clothing ripples momentarily as it finds its way to her shoulder. Once there it sniffs at her ear, "You have to go, NOW", she whispers loudly, "I have been followed, it is one of my...our tribe."
Without a backward glance she heads down the exterior stair of the broken tower. The sun moves across the sky leaving you and the struggling tree to the shadows once more.
In a moment Kapek circles down to the tower, Hurricane clumsily landing on the small platform.
He informs you that there are many figures moving below, coming from the south, Blood-drinker territory.
As you mount the glidewing you see a lone figure heading from the north, Yulunga quickly heads for this figure and the pair head back north with speed, leaping from shadow to shadow.
You gradually ascend through the strata of the city until you once more feel the warm sun on your skin.

An Inquisitive has located Trom Casurs for Ajax.
Ajax wrings some memories out of his capacity impaired brain as to the location of the elven sisters who were looking for their father. The pair now live in a side-alley by Hythan's Smithy in Downstairs.

*Ajax comments
And it say's something about Ajax's brain that it takes him so long to remember where two hot elven sisters lived.

He also blows some hard-earned cash at the Gaze.
He manages to find Trom Casurs and compels him to guide the savages from Fallen on their path to a new way of life far from civilisation in the Eldeen Reaches.

*Ajax comments
Ajax had only met Trom once but had been impressed by his strength and dedication. He feels strange approaching a practical stranger with so important a responsibility but Trom despite never meeting the Black Claws is prepared to put himself out to help fellow Shifters.
Ajax promises to help Trom if he ever requires it.

 Ajax manages to persuade the Black-Claws to leave for the Eldeen Reaches, but Carvos, the tribal leader refuses to travel anywhere with the cursed Ajax, and so the two have to go their separate ways.

*Ajax comments
Ajax leaves the Black Claws with decidedly mixed feelings. On one hand he has faith in Trom and Carvos and is glad his tribe will be moving on to a safer and better place.
On the other he realises he is losing his tribe. The people who he spent the vast majority of his life with. He will miss them all, particualrly Yulunga who has blossomed into a wise and beatiful woman.
Still he has a new tribe with the Crimson Fists now and so leaves his old tribe to start their new journey.

Lorric spends time looking for and getting s**t-faced with the drunken masters for, perhaps, longer than he anticipated. He informs the Long Arm of his chosen path and although Sorewyn finds it all a bit distasteful and undisciplined he lets Lorric know that he always has a place in the Hostel and he hopes that he will continue his work alongside and within the Long Arm.

At first Sorewyn seems disappointed at the fact that you have stepped upon a new path, but he sees no reason why this should force you to leave the Long Arm, after all the order is particularly diverse. He seems to think that their fighting style is a little undisciplined and even thuggish, but after a few bouts with him in the studio he seems quite impressed at your new talents.
He will always consider Lorric to be one of his best students and wishes him all the best in his future exploits.

Lorric also heads to Morgrave University to find more information on Aundair to see if it is worth listening to what the embassy has to offer.

Anvil crafts like crazy and heads to Cannith Tower to make some contacts, and to try and locate any Spellcarved Soldiers, in specific his old friend Graven. He also checks up on some of the people that group have helped in the past. He also gets his new mount, a clockwork stallion.
On the night of the 3rd/morning of the 4th, Anvil is disturbed by the child creeping into his workshop whilst he is busy. He can get no response from the child, but as he bends to cover it with a blanket, the child looks at his Ghulra and says, "Dream......".
The Jorasco carer is found in the childs room unconscious by the bed and so Anvil raises the alarm. It seems that the halfling is asleep and there are a set of footprints in the milk that she (Herenvar d'Jorasco) spilled. Although there is no further sgn of intrusion the group remain alert.

*Ajax comments
Ajax carefully examines the tracks left by the intruder. He can tell that the creature was an Aberration but not what type. Also the creature's tracks show it appeared in the middle of the room, walked over to the child and then disapeared.
Ajax heads outside and reports the details of the intrusion to one of the elves watching the house for Martell.

The following day Ajax decides to teach the child to defend himself, playing swords with sticks he swings gently at the child, in a flash of green light the stick falls to ash and Ajax reels as the light tries to eat his flesh.

*Ajax comments
The light has a good try at eating his flesh, burning him painfully. He is not amused by the child's response to his attempt to help him. He is even less amused by Katerina's refusal to heal him 'because he deserved it'.

Kapek manages to find and speak with Zametiro ir'Dheren, (via Corven Sahlmer) his daughter is safe and well and the group are offered 500 gold for their help. He spends time crafting his Sharrash and teaching Anvil how to ride.
Kapek also heads to the Aundarian Embassy to enquire about an offer of work, a message that had been left with Corven Sahlmer. He accepts the job but then later cancels it as the group were expecting to be escorting the Black Claws to the Eldeen Reaches (Ajax - "Oops").With their plans foiled Kapek and Anvil have to apologetically return to the Aundairian ambassador and ask if they could reconsider doing the job. They are hired, although at substantially less than they were first offered.

*Kapek comments
Kapek in particular feels acutely humiliated by this turn of events, and was prepared to be easily out-negotiated had Anvil not accompanied him on the third visit.

The mission itself was explained at the first meeting.

Halais ir'Lantar, the Ambassador, is concerned about the fate of the tiara given away in the Seventh Street-Kind Ball. More specifically he is concerned about the diamond that was its centrepiece, a gem he refers to as the "Claw of Yshtamar". This was brought back from Q'barra in 914 YK by an expedition from the ir'Semhel family. The wizards of the Arcanix believe it to be a powerful lizardman relic, infused with demonic energy, that was once held by the black dragon Rhashaak.
Rhashaak is the guardian of Haka'Torvhak, the "Throne of Holy Dragons", appointed by the dragons of Argonessen to guard over it and ensure that the demons imprisoned beneath never escape. It is believed that over the ages, Rhashaak has become corrupted by the foul energies of the place.
Lord ir'Lantar blames the recent rash of lizardman attacks on caravans around Sharn to be prompted by their desire to recover the gem. He refered to them as "Black Talon" lizardmen, born of corrupted black dragon eggs. He further believes that a faction of lizardmen within the city are the ones who currently possess the Claw of Yshtamar, but that they have been prevented from leaving the city by a force, the nature of which he is unaware. He wishes the gem to be destroyed, and suggested immersion in molten rock as one possible method.

09/05/2010

Resolution and Consequence

Eyre 20th, Far, 998 Y.K.

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.

Without hesitation the group begin to take action.

As Ajax charges in, through the open doors of the building, he sees a large spindly yellow creature standing over the corpse of the Jorasco healer that had been living here and tending the child. The creature sweeps the child up into its long yellow arms and in the blink of an eye disappears.
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.

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.

*Ajax comments
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
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.

*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.
This building is begrudgingly being sold by the family of the previous owner, reduced in price for a quick sale. It has been independently valued at 1500 gold.
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.

The Lighthouse Restored

Eyre 19th, Zor, 998 Y.K. (continued)
2.30 p.m.
As the wrappings to the Dragonshard are slowly peeled back, and the beams of light from its highly polished form, there is a great creaking and groaning sound from the rocks deep within and below the headland. Small rocks are loosened from the walls and ceiling, splashing into the water around the group as the earth begins to tremor. From the tunnel that apparently leads out to open water, white waves crash through with ever increasing force, the tide is turning, it will not be long before this cave begins to fill with water.
With the preference of facing the perilous sea rather than heading back through the tunnels the group begin to discuss ways of determining how long the tunnel is and how they will be able to fight the turbulent waters. Finally it is decided that Anvil, without the need to breathe, should head as far down the tunnel as he can, Ajax ties 100 ft. of rope around the warforged's waist and he braves the crashing water as he pushes against the tide. Buffeted and battered the warforged soon comes to the end of the rope, and with more tunnel ahead than behind he decides to return to the group. They make a unanimous decision to head back through the tunnels as the falling rocks are getting bigger and the structure of the cave is in question.

They run back through the lake cavern, as they watch there are dark shapes swimming quickly through the water to the great whirlpool. The stone walkways between the great pillars are collapsing and indeed the pillars themselves threaten to bring the cavern ceiling down on the group.
They press on through to the tunnel that emerges at the cliff face, with hopes of escaping via that route, once more fearful of the journey through a trembling underground complex, but they find the route to be impassable due to collapse. The only way out now is the way that they came, and that journey to the surface will take at least two hours......
The party press on with haste.

The ground continues to tremble and the ceiling can not support itself in places making travel precarious to say the least, but eventually they reach the main shaft. Looking down into the darkness and eyeing the narrow metal walkway that clings precariously to the walls of an unfathomably deep pit, the group begin to cautiously head upwards. The walkway creaks and groans under their combined weight, but it is the occasional falling rock that causes them the greatest concern.
Eventually they pass the Slave levels and as they look below, with a final and massive, ear-splitting crack, the shaft beneath them slides to one side as the fault in the bedrock is realised. Smoke, steam and red hot metamorphosed rock sizzles beneath the party and they push on up the shaft, past the entrances to the kobold villages where guards resolutely stand to prevent any access, muttered words in draconic imply their feeeling that the party is a curse uopn this place. There is no time to argue the point, the group need to reach the safety of the surface.

6.00 p.m.
Once they reach the lighthouse, Anvil checks the buildings integrity as they feel that they should stay here for the evening to make sure that nothing comes for the shard. He finds that the building seems to have been built to withstand any such geological movement and that the tower to the lighthouse seems to have been here substantially longer than the attached home. The tremors have not returned since the final shift in the headland, but the group are still on high alert.

Outside there is a raging storm brewing out to sea, across the waters black storm clouds thicken, almost unnaturally so. As you watch, the first drops of rain begin to fall, accompanied by distant flashes of lightning across the sea, white peaks crown the dark slate-grey waves, as the sea begins to swell violently the rain falls heavier.

Anvil heads up the tower with the dragonshard and after a few calculations and close observation of the shard he manages to find the perfect method of positioning the sahrd in its mounting, and in a few short moments the lighthouse is restored after months of being inactive.
As he glances out to sea, Anvil notices that upon the white foamy spray, there are occasional patches of a ruddy pink that grow into large patches of blood red; an occasional blue-green body can be seen drifting through the storm wracked waters.
With the use of the spyglass the bodies can be seen to be sahuagin.

As the evening passes, the storm continues to rage outside and the group fall into the now familiar routine of setting camp and watches, taking some time to relax in a less hostile environment.

11.00 p.m.
As most of the party sleep, Anvil and Ajax take watch, peering through the thick glass windows into the hostile, stormy night. They see figures walking uncomfortably along the path from Bluescar. As they watch they can make out over thrity of the figures, all bearing tridents, crossbows or nets.
They come to a halt perhaps a hundred feet from the lighthouse and cautiously ready their weapons. Anvil opens the front door and begins to try and parley with the strange fish-men, the rest of the party are awakened and quickly prepare themselves for combat. As they await a response from the sahuagin they hear a soft and gentle voice from behind them within the lighthouse, "Please, close the door."
As they turn the party are face with the spectral figure of a woman.

A strange shimmering in the air announces the arrival of a shape, little more than a white diaphanous sheet billowing in some unknown wind. It has a strange attractiveness about it, and as the sheet moves you can perceive beneath it a lithe female form, like an elf or human woman. The edges of the sheet billow up, hinting at but never giving a clearer view of the figure that writhes beyond.

The figure speaks to the party.
"Do not concern yourselves with the threat outside, they will soon be dead."
As the group turn to look out of the window, through the gale they can make out several more of these spectral figures sweeping through the sahuagin ranks, as they come into contact with the aquatic humanoids they simply slump to the ground, in moments the entire sahuagin force is dead and the incorporeal creatures slip silently into the earth.

Ajax is the first to question the ghostly figure, asking who she is.
They are given the following cryptic information: 
  • We are a part of the Pale Night, birthed from the ancient Mother.
  • You are most fortunate to witness the gates opening, but this is not where you should be. Leave now and beware the things that crawl.
  • You have more yet to do, things of greater importance.
  • Elsewhere Zionyn has opened its gates.
  • The darkness has seen you, it will be always watching.
  • A scion of Death has returned to mend the broken line.
  • The white deceiver will soon be free, bringing both peace and strife.
  • The sleeper shall awaken and death shall reign in his shadow.
  • Twelve shall become thirteen once more.
They are told that they have borne witness to the beginnings of a war that will once more shatter the peace of Eberron, and that they fight for the simple matter of choosing to exist.
Once the creature has finished speaking with the group it urges them to leave now, as this is not where they are supposed to be and this is not their battle. It tells them that there is a mist out to sea and that they need to pass before it reaches the shore before she slowly slips into the earth once more.

*Ajax comments
Ajax's attention span, never the greatest, is exhausted by the ghost woman. Particularly as she isn't touching on any of the subjects he has an interest in (money, glory, women or alcohol). He drifts off confident Anvil will remember all this and remind him if it becomes important.

Looking out to sea the companions can indeed see that there is a gentle blue glow emanating from distant waters and a fog bank that seems impervious to the gale-force winds.

The group take heed of the ghosts words and pack their things together before moving out into the dark and stormy night.
They leave the lighthouse, passing over the fallen sahuagin, cursory checks are performed to see if they were carrying anything of worth, but nothing is found. Ajax takes a moment to see how they died and to his surprise it seems that they are not actually dead. After a breif word with Lorric it becomes apparent that these creatures can not live out of water for any length of time and that they will likely be dead before sunrise.
The group press on into Bluescar.
As they reach the dead village they come across signs of battle, it seems that sahuagin were killing each other and the battle has spilled onto the shore, the glowing blue mist is rapidly approaching the shore line and as the party start their journey out of the valley that houses Bluescar they see the mist begin to creep between the buildings, many figures shamble out of the sea close behind, undead judging by their ungainly movements. Following the undead a force of sahuagin, numbering well over fifty nervously glance around, remaining in the choppy waters. As the group watch more of the ghostly shapes can be seen sweeping through the sahuagin ranks, leaving them prone and subject to the crashing waves.
Without hesitation the Crimson Fist leave the cursed village and push on through the night, their destination is Gullsnest.

01/05/2010

The Lake and Beyond

Eyre 19th, Zor, 998 Y.K. (continued)

Katerina suddenly falls into a blank state, a few moments later she comes to and explains that she has just had a vision.

*Katerina comments
All of a sudden the darkness was washed away and I was standing on a vast plain amidst the cyclopean ruins of a city that was lost hundreds of millenia ago. Above me in the endless silver sky a dark vortex swirled, drawing in the faint whisps of cloud and dust that hang in the atmosphere. Orbiting this vast and distant vortex was a single dark speck almost imperceptible in its distance.
Surrounding the ruins were countless emaciated humanoids with skin ranging in colour from black to white and all hues that lie between, a low sonorous chant droned steadily forward from their masked faces. As they raised their faces to the sky, the tendrils that could be seen from behind their masks began to writhe frantically.
The ground began to erupt as decayed hands reached from the barren earth, and from the cracked ground crawled all the creatures that accompany decay; centipedes, flies, maggots, spiders and all types of vermin.
Almost in unison with the crescendo of the humanoids the centre of the ruined city erupted and a great creature with a scorpion-like body and an almost indescribable countenance burst forth and began to devour the humanoids.
The object orbiting the vortex grew in size with each consumption and swirled into the whirling clouds before disappearing from view.
Then there was simply nothing.......

1.00 p.m.
The heroes have spent some time checking over the new equipment that they have found. They have also dragged the bodies of the fallen adventuring party to the room that once served as a kitchen. Here they erect a crude pyre, as the flames begin to lick about the wood, Katerina speaks a brief prayer for their souls and as the fire begins to take and the smoke begins to thicken the party close the door and bid the "Lightbearers" safe travels in their new existence.

Anvil collapses. Everyone shows concern and begin examining him but he regains composure in a few moments.

*Anvil comments
The world about you suddenly falls away, like paint running from a water-colour on a rainy day.
You are suddenly bathed in light and your senses are filled with the gentle hum of magic. As you step forward you see, for the first time, your creator. He smiles as he looks you over, walking around you with eyes filled with pride.
Glancing towards the man you came to know as master he says, "This one is special Devlin, take great care of him his potential is strong."

Once more the world swims and you are standing on the plains, far behind you the collection of buildings that housed the Cannith forges stand silent, hidden by the rocky outcrops that border the plains. To the east, over the plains and hills you are aware of an gathered army, ready for battle. As the sun gradually descends behind you, you hear the ring of steel far in the distance and the sounds of war reach you. Looking down you are surrounded by a ring of nine children, all under the age of two. With fear in their eyes they turn their faces upwards and watch as as the sky begins to burn, as they do so a fog rises from the ground about your feet, enveloping you in its obscuration. You hear voices nearby calling to the children and as you look down into their pleading eyes one steps forward on legs unaccustomed to walking, leaning down you take the child in your arms and as you lift him from the ground he whispers one word as he touches your Ghulra, "Dream....."
The light from the sky intensifies and the children one by one simply vanish before it engulfs you, taking your sight and once more leaving you in darkness, the world you are familiar drifts back into focus.

The group head back the way they came to the Inner Sanctum (50) and head down the tunnel. The tunnel is reasonably well travelled and after about 75 feet the tunnel splits, the main tunnel carries on and the sound of crashing water can be heard ahead. A less well travelled and more natural looking passage through the rock carries the rich smell of sea air and the cold wind of the sea, the party head down this tunnel.
It is not long before the group see the cold light of day and the grim storm that rages outside, the tunnel emerges on the face of the cliff and the party take some respite in a more 'natural' environment.

*Ajax comments
After the unatural darkness and oppressive atmosphere of the mine, even a cold day and a storm are a welcome touch of nature in a unnatural place. Ajax as a shifter is partially beast and feels the atmosphere of the mines especially, though Kapek who grew up on the open plains also seems badly effected both by the atmosphere and the enclosed space of the mine.

*Anvil comments
Anvil indeed delights in the cold rain drops splashing against his Adamantine plates and ash toned living wood. He also marvels at the many changes and different places the world has to offer him, most of his time and memories are of the heat and grime of the Cogs deep within the bowels of Sharn. Exploring forests and caves seeing the vastness of the ocean before him, Anvil wonders what other sights will be seen and exotic places he will travel to.


A grappling is secured at the tunnel mouth, over the edge of the cliff a rope hangs to more easily scalable rocks below. The keen eyes of Lorric and Anvil spy a rope tethered to a rock by the crashing waves at the waterline. It is not apparent whether or not there was perhaps a boat tied here. Looking about the rocks far below they can see remains of many ship wrecks, broken masts and the like crash into the sharp rocks at the foot of the cliff.

2.30 p.m.
Having had some time to enjoy the fresh air, and make suppositions as to why the rope is here, they decide to head back into the caves and take the tunnel that leads to the sound of crashing water.

The Lake Level



The Cave Entrance (1)
The temperature drops substantially and the air takes on dampness. Ahead of you the sound of crashing water booms through the tunnel. The narrow passage you are travelling along widens out into a 15 foot wide platform that overlooks a huge lake filling a natural cavern.
Water from the river above gushes through the ceiling here in a spectacular display of mist and dim blue light. The heavy rains over the past few days have swollen the river and so the force of the water here seems to be particularly amplified.

Around the edges of the lake are walkways some 10 feet above the water level, and dotted throughout the lake are huge natural pillars that connect to the walkways by natural arched bridges. The who area is illuminated with dim light, Kapek surmises it is emitted by natural glowing algae that has grown on the bed of the lake.

*Anvil comments
Anvil is pleased to have his halfling friend with him and hopes to learn much about the natural world from him.

As the cavern is entered the darkness that has hampered the party this far becomes even worse, movement becomes even more hampered as the darkness takes form, tenebrous tendrils reach out from shadowy areas to pull at the group, the pervasive feeling of being observed becomes ever worse and their limbs feel tired and sluggish. A dark intellect fills the air.
(All players are now at -3 attack/damage/AC, movement is reduced by 10ft., light sources are one quarter as effective. Thoughts become distracted, concentration is difficult. Any activity that requires any kind of coherent thought requires a Concentration check DC 20 to even attempt.)

*Ajax comments
The atmosphere worsens and Ajax weapons seem heavier and his strength sapped by the foul atmposphere of this place. Even worse the tentacled goblins seem to be getting bigger. Well aware of the fate of the LightBearers and the other group the group wonder how far they dare push on. The matter is discussed but no firm conclusion come to. All feel, though for different reasons, (duty, reputation, stubborness, compassion) that they should push on.

The party head out across the bridges of the nearest pillars and look out onto the beach ahead. They can make out many strange effigies crafted from driftwood, rags and other organic materials, that litter the beach. These bizarre designs look as though they may have some kind of religeous importance, but it is unclear from this distance.

The Camp (2)
The strong smell of fish oils and salt-water drift from the mouth of a recess ahead.
The hushed chattering of strange gurgling voices emanates from the darkness.

The group stumble upon five of the strange tentacled aberrations, these are somewhat larger than those they have previously encountered, seemingly created from hobgoblin stock. As the fight progresses Katerina notices two dark shapes coming through the water towards them, it is not long before two more tentacled creatures join the battle.
Several severe wounds are taken before the foes are slain, but the party prevail victorious and head on.

As the group reach the peninsula-like protrusion on the path they are following, Lorric notices a large mass of tentacles deep in the centre of the lake, after pointing them out to the others Anvil decides to pull out his new wand of Magic Missiles and send some in the direction of the aberration, it recoils in pain. After several more volley of magic missiles it sinks out of view and the group wait with baited breath.
After a few moments they see the large mass of dozens of tentacles moving towards them and as Lorric move back to hide in the shadows he is stopped by an impenetrable and invisible wall of force, preventing any retreat. Kapek feels his limbs begin to stiffen, but with great resolve he shrugs the effect off. Ajax begins to continue along the walkway, effectively leaving the fight. The tentacles sink back into the deeper waters.

*Ajax comments
Just after Kapek has thrown off the strange paralyzing effect a strange feeling dawns on Ajax. He realises the creature below is friendly and means them no harm. He moves along the path and tries to encourage his comrades to follow him hoping to forestall any violence by removing the group from this friendly creatures home.

Suddenly with a surging of water the mass of tentacles thrusts out of the water and onto the walkway. Kapek recognises the creature from tales he heard from Q'barra, it is a creature that normally lives in swamps, it is known as Darktentacles. After several frenzied attacks by the creature, Lorric steps forward and with a flurry of lethal blows with his favourite tankard he strikes into the heart of the creature and it slumps lifeless to the ground. The group begin to move on.
 
*Ajax comments
When the creature surges from the water Ajax grips his sword and prepares to hurl himself back towards the group with the intention of disarming the rest of the Crimson Fist and preventing them hurting his new friend. However before he can take more than a step the creature is dispatched with lethal efficiency and Ajax is left standing there wondering what on earth he was thinking.
No-one in the Crimson Fist seems to have noticed anything strange about his behaviour so, in a rare burst of wisdom, Ajax decides to keep quiet.

As they continue around the walkway sudden movement catches their eye from a huge pillar across the water (5). A flock of creatures fly from it and begin circling the area. These small creatures are identified as stirges, evil blood-drinkers that are bear a passing resemblance to huge mosquitoes.
They circle several times before returning to the pillar from which they emerged.

The group see a shingle beach ahead and Ajax decides to try out his new boots, granting everyon the ability to walk on water for a limited time, they step out onto the lake and head for the beach (3).

*Ajax comments
Ajax has been dying to try out his new gear and so jumps at the chance. He is delighted with the effect and happily bounces along the water. Once again he is delighted by the wonders the world has, all the things he would never have known if he had never left the Fallen.

As they are crossing, Lorric spies several forms hiding on the platform of a nearby pillar (6). He informs the rest and as he does the creatures slip silently into the water and move to attack.
In perhaps the strangest battle the group have had so far, they meet six of the hobgoblin-like creatures, all of their attacks are aimed beneath them as the creatures remain under the water as they attack. This being their home environment, the creatures are also able to rake at the group with their 'feet'. The attack is vicious and the party take some severe wounds but are ultimately victorious.

The Shingle Beach (3)
The walkway slopes down gently to a smooth pebbled beach. The water here appears shallow enough for a medium creature to wade across waist deep to the nearest pillar of rock (6).
The shore is littered with organic debris, branches, bones and dead leaves, two battered chests lay amidst the debris, well away from the water line, it looks as though they may have been dragged here away from the fluctuating water level.

They reach the shingle beach to find two large chests that have recently been forced open, their interior is dry and empty, tracks where they have been dragged up the beach are less than two weeks old.

The Whirlpool (7)
From this corner of the cavern comes the source of the thunderous roaring that fills the air. Here the water turns white with rage as it swirls maddeningly into depths below.

The Passage Down (8)
A corridor off the walkway leads gently down to a natural spiral stairway leading down, the smell of rock-pools and sea water drifts up from below.

The party head down the stairs and eventually come across an more well hewn stretch of level corridor, investigating one way they find that the tunnel has collapsed, and about fifty feet from the stairs a vertical shaft in the ceiling heads up into the darkness. Once they find that they can travel no further, they double back and head towards the smell of the sea.

Yberrigan’s Lair

As you head down this tunnel the smell of salt air fills your nostrils and the sound of lapping water can be heard ahead.
The further down you get the greener and slicker the walls and floor become.

Anvil is the first to enter the room and is immediately assaulted by crossbow fire from a natural crack in the cave wall. Some of the other party members move into the cave ready for attack.
The sound of water echoes as it laps against the walls of this large cavern, a gentle greenish glow emanates from the farthest point of the pool, probably diffused daylight from a submerged source. The rocks beneath the feet are slick with fine green algae or sea-weed like growth, making movement treacherous.

From within the water shadowy shapes can be seen moving and circling, the occasional flash as light reflects from something shiny, like a fishes scale.

A moment later several forms move out of the water towards the group, four of them are the hobgoblin creatures and two are apprently from bugbear stock. A final figure can be seen in the water, hideous in appearance, almost jellyfish-like in translucency, with the visage of an old woman dressed in tatters.

The battle commences. The goblinoids move forward across the slick rocks while the group decide to make a tactical retreat into the corridors so they are fighting the creatures one at a time.
The old woman figure catches Kapek with a glance, his heart fills with terror and threatens to stop beating completely, he draws upon all of his will and shrugs the effect off.
Several Sound Bursts, are centred on the group as they pull back. And then the Goblinoids reach them.

Lorric throws a flask of alchemist's fire into the throng and Anvil and Kapek hold the front line. One by one the creatures fall.
Then a nauseating mist rises from the ground about their feet. The stinking cloud succeeds in causing Ajax to vomit uncontrollably, the rest of the group, and several of the attackers move back into the cave to escape the cloud, some of the attackers are also worse for wear due to the cloud. Attacks are focused onto the witch, who gradually moves back into the water.
Lorric in a heroic moment leaps into action, deftly skipping across the slick rocks he leaps into the water and proceeds to grapple the creature, Anvil follows closely behind, beating the woman with Guardian, his shield. In a few short moments her lifeless body lies limp in Lorric's grasp, he continues to beat her.
Meanwhile on the shore the rest of the group are faced with the last of her guards and one by one they fall, as Lorric emerges from the water carrying the corpse of the sea witch he spies his moment, and the last blow of the battle is struck as he beats the bugbear creature to death with the corpse of its master.

The water is searched and amongst a pile of coins and other trinkets they group find a flask of vile smelling black liquid and heavily wrapped in cloth made from seaweed is the incredibly huge and startlingly bright Eberron Dragonshard that once graced the lighthouse above.

*Kapek comments
Kapek muses that if the Lightbearers did indeed come in from the sea entrance, it was a grim jest that made them turn left instead of right in the corridors. Who knows if their strength would have prevailed here, where it failed against the Tombspider?

The Profile of the Tunnels Beneath the Lighthouse