Friday, 5 October 2012

Quiet as a mouse ....

The party left towards the end of the day, hoping to arrive nearer dusk and let bad light cover their actions. Driving boldly along the main streets, they only encountered a single patrol and brazened their way through with the planned cover story. Slowing as they passed the east wall of the estate, Faweh slid from the rear of the wagon onto the wall, whilst Kaddim-sul boosted Neebin up, to aid him into the grounds. Pausing briefly to check the interior was quiet, Faweh dropped to the inside of the wall and settled to observe the mansion and grounds properly, with Neebin beside him.

All was quiet, a few outbuildings showed little sign of use and the grounds appeared neglected; the mansion itself was dark, showing no lights or activity from within. Cautioning Neebin to remain by the wall, Faweh set off to scout round the property. Circling the grounds he passed a single doorway at the rear, maybe a utility or kitchen access, whilst the gates at the front of the estate were partly open - enough to allow pedestrian access - though checking the main doors to the mansion house, he found them locked. Moving to a nearby window, he also saw the drapes were firmly pulled to cover them completely, though any reasonable light inside would still show through odd gaps, as he was so close.

Returning to Neebin, they prepared to leave the grounds, the others had circled round the area and on the next pass by the wall, the two members inside slipped back over and regained the inside of the wagon again. Faweh explained what he had discovered and they decided to leave the wagon, to return and explore the inside of the mansion. Finding a side court close to the front gates of the Bloodmire estate, they parked the wagon and arranged the goods as though in the middle of a delivery, before slinking off towards their target.

Entering through the main gates this time, the party circled to the rear door and Faweh let them inside the mansion building; moving carefully inside he found himself in the kitchens as he expected. Using a shuttered lantern for faint light, he moved into the main hallway, whilst the others stayed in the safety of the empty kitchen. Finding doors to each side and the grand staircase leading up behind him, he moved to the right-hand doors first; cracking them open he listened carefully.

Hearing faint shuffling steps from deeper inside, he let a little more light escape the lantern to reveal a bulky human shape. Finding a few pebbles in his pocket, Faweh bounced a couple off the being causing it to turn and move his way. Staring into the sallow drawn features of the creature as it approached, Faweh noted the scars & stitched seams crossing its head and upper torso. Deducing he faced a golem, he backed off, however on reaching the hall doorway the creature stopped and then turned back into the hall.

Slipping back to the doors, Faweh closed them quietly and moved to the opposite side, repeating the process but finding this hall quiet; he moved in and checked the rooms along the left side finding a small library, a private lounge and a sparse music room. At the end a tight staircase led upwards, before he reached the grand doors to the ballroom; quickly repeating his methodical check at the doors, this time he had no problems hearing the sounds of multiple beings moving hesitantly round the large room.

Faweh then checked the second floor, but at the top of the staircase he found more beings shuffling about the rooms and halls to each side and quietly retreated back to the kitchens. He reported all he'd found to the others and then slipped up the rear stairs to check above the kitchens. Finding small drab rooms, he guessed he'd discovered the servants quarters and listened at several doors. Gentle snoring from one door led him to unlock it and look inside, to see a man in the bed sleeping; going to the next he found a young girl sitting awake on the bed. Trying not to startle her, he questioned her quickly and then persuaded her to leave the room, after which he woke the other servants and hustled them all downstairs.

Realising the servants demeanors ranged from scared to nervous, the party felt now was a good time to retire from the grounds and see what they could disclose in safer surroundings. Leaving the building, the group moved to the gates and got back to the wagon without incident, they then drove back to Trader Brasshorn.

Wednesday, 25 January 2012

New Beginnings

Taking stock of their position, the Party settled to a few days organising their new base of operations. With help from Trader Brasshorn, the Party worked to secure the entrances to the complex whilst altering the internal arrangements of the rooms, moulding them to something more fitting to their new use.

Janus & Khaan decided to remain and secure the base, whilst other members continued the search in the city following the fragmentary leads they had garnered so far. Zan-kyri also decided to remain and pursue arcane research, something Waterdeep provided in good measure.

After some days, Trader Brasshorn interrupted the Party's progress, requesting a meeting to discuss a sensitive proposition which could be to their mutual advantage. Randalla Brasshorn had rented a private room in her local tavern and the Party arrived to find her in the company of a Halfling; she introduced him, vouching for his character, as Neebin a sorceror from the Nelanther Ilses.

After settling with drinks, the Party waited for Randalla to make her proposal. She opened by expressing her thanks for their recent actions, confronting evil doers that plagued both her trade caravan and her city, Waterdeep. Randalla offered them a proposal, though she said little about its details until they gave an oath to keep secret the information she would disclose, saying only they would have ample opportunity to continue facing evil down and liberating the spoils for any ends they deemed appropriate. The party discussed this briefly and decided to agree to the oath, so long as their actions wouldn't threaten the city populace; Randalla agreed and stated that such an event would only occur if the populace turned to evil en masse.

With their oath she continued and explained she was a member of a small band called the Harpers; a group dedicated to opposing evil and its plans against the Realms. Though they opposed any evil they found and the forces behind it, they have since the Time of Troubles focused their attentions more to the spreading influence of the Zhentarim. Displaced from their original Moonsea bases, this mercenary trader  group had turned towards the Sword Coast and planned to disrupt its normal life and achieve total domination of its lands.

Randalla explained the Harpers were a small group with agents scattered along the Sword Coast, who used bands of independant adventurers to swell their ranks and pursue mutual goals; one of these agents had already marked the Party's past actions and advised her of their ability in combating evil.

Randalla advised the Party that the Harpers were aware that several Zhentarim agents had infiltrated the Sword Coast and though some of their actions have been quite open, there were bound to be many more they had carefully hidden. She advised them that the information they had gained from the assassin guild aimed towards Lady Luvia Bloodmire, an alchemist of middling ability who till recently had not aroused any suspicions.

In recent weeks however the Lady had become noticeably more reclusive, Randalla's people had also noticed some odd alterations to the mansion grounds, new strange guards and an air of neglect settling over the estate; coupled with the servants obvious nervousness - becoming near outright fear in past days - this all pointed to a need for further investigation and Randalla suggested the Party visit the mansion to scout.

Randalla warned that being located in the Sea Ward, City Guard patrols would be more frequent and more alert. She provided them with some equipment to assist the mission, the party asked for a wagon and some wine to act as cover should a Guard patrol stop them, which would lend an air of legitimacy to their trip.