Sunday, 16 June 2013

Through hill and dell ...

Having told the rest he would draw a few goblins out from their cover, whilst Faweh could use the distraction to close to the rocks hopefully unseen, Varis used his druid powers to change into bear form and ran out into the dell towards the goblin position.

As he approached, the goblins let loose with bows and spears, but did not leave their cover, so he charged forward and closed with the nearest opponents. Faweh had made it unseen to the closest rocks and slipped through to catch the goblins from behind - the others ran forward to close the distance and engage the rest of the goblin group. Closer now, they recognised that they fought hobgoblins and once engaged, they took formation to better protect themselves from the party's assault.

It proved a hard fight and Faweh having moved to the rear, was able to make the tunnel mouth behind the hobgoblin position, to prevent any from leaving to raise the alarm. Finally beating all the hobgoblins, the party took a rest before plunging into the next tunnel, one that appeared far longer this time and led gently upwards through the hill.

Pressing on they made their way through a twisty rock passage until it widened out into a larger chamber, dotted with several stalagmites & stalactites of varying size. Faweh slid round the left side of the chamber, moving from cover to cover, whilst the rest moved carefully forward. Once deep into the chamber, lashing tentacles struck from behind the party and they turned to see a particularly large stalagmite had opened an eye and large fanged mouth, whilst whipping its numerous tentacled arms at them.

Occasionally grasping a party member the Roper, dragged them towards its gaping mouth, occasionally able to inflict nasty bites on the unfortunate soul. Faweh had continued on and as he approached where the chamber started to narrow again, he too was struck by tentacles as a second Roper  showed itself. With their rocky hide and long reaching tentacles, the pair of Ropers proved tough opponents for the Party and only by being able to gang up on the first Roper before taking on the second did they overcome them both.

Searching the Cloak Wood

The following morning, the Party collected some potions from Fayed and set off to the Cloak Wood to root out the Red Fang goblin lair. Leaving the city they journeyed south and soon approached the wood's outer boundary; as they reached its margins a group of wolf mounted goblins surprised them from nearby cover. The fast moving wolves proved an unusual target as they feinted in to snap at the party members, whilst the goblins used their weapons. The party managed to overcome the riders and Varis chased down one surviving rider that attempted to flee the scene, only narrowly overcoming his foes.

Seeing the goblins bore the Red Fang markings, the party moved on deeper into the shadowy woods. The ground rose steadily as they approached a hilly area in the woods interior and ahead Faweh spotted a strange creature resting on a large rock. As the party stealthily approached, they made out more details; the creature looked insectile and appeared to be roped to something behind the boulder. Faweh bade the group halt nearby and circled round the creature to the heights above it, here he saw the rope was tied to a stake. They approached with care and when in clear view, realised the creature was a Rust Monster; it still hadn't moved and they selected a nearby branch, before prodding the immobile creature. Its unmoving body made them bolder and they proceeded to investigate carefully, spurred on by part remembered tales of riches that may lie inside the creature's body. Finally turning the body over they found it dead & gutted, laid out as a display to warn others.

Leaving the corpse behind, the party moved on through a short tunnel ahead; carefully checking at the far end, they found a small dell, on the opposite side of which was another tunnel mouth surrounded by some sizable rocks and behind these they could see glimpses of goblins guarding the approach. Assuming they were on the right track, they sat back to formulate a brief plan to get across the open ground to the goblin position minimising their exposure before they could engage them.

Monday, 8 April 2013

A New City ...

Deciding to break their trip at Baldur's Gate, the Party reached the city gates towards evening and were amongst the last travellers to enter before the gates were shut for the night. Stopping to ask the guards for directions to a reputable tavern or inn, they continued into the dim streets in search of the Helm & Cloak Inn as recommended.

Circling round the arcing harbour area, they had made half the distance to the inn, when muffled cries attracted their attention from a nearby street. With the rogue scouting ahead, they came round a corner to an intersection of a few streets and ally-ways, to find a group of cloaked burly individuals surrounding a slight robed figure at their feet. A tall, dark leather clad man at the group's rear was instructing them and noticed the party appear at the street corner "Dispose of the priest and ensure those fools don't leave to tell anyone".

Several of the party recognised the man as Karne, as he walked away into the darkness, whilst the thugs spread out to deal with them. Although tricky and tough street brawlers, the thugs proved little opposition to the seasoned fighters the Party were turning into. Varis spotted an opening in the fight and pulled the downed priest back to where Puck, the Gnome Illusionist, was standing, before re-joining the fray. They managed to subdue the final thug and bound him for questioning, after they tended themselves and the priest.

Rousing the priest, he told them he was Fayed, a priest of Ilmater; he had no clue as to the reasons why the group had assaulted him. The party turned back to the thug, Hobert and spent a few minutes persuading him to tell them what he knew. It proved little of much consequence, however he confirmed the man, Karne, was a Zhentarim agent and had plans to disrupt the city. One of the group, Keissen, had been sent East to recover an 'artifact' which seemed key to the plan and Karne had been intent to ensure the priest, Fayed, was in no position to interfere in any way. Hobert feared Karne would deal with him for his failure, declaring Karne to be a 'master of infiltration', he seemed resigned to receiving his wrath, probably his death; but the Party let him leave anyway and he fled into the night.

Escorting Fayed to his temple, they accepted his thanks and warned him to watch for further interference by Karne and his group. He promised to let them know if anything unusual occurred and once at his temple showed them their inn was only a few streets away. He offered to make them potions in thanks for his rescue and bade them return in the morning to collect them; the party left him and retired to their inn for the night.

Sunday, 31 March 2013

Into the wild Green yonder

Resuming their trek south to the Cloak Wood, the party soon left behind the few scattered settlements and fortified inns that dotted the Trade Road below Daggerford. Although circling a majority of the Trollbark Forest, the route did pass through its outskirts before turning to take a more southerly route. The party scouted carefully for campsites whilst in the Wilds and maintained a rolling watch to ensure they were never surprised by bandits or worse.

On the one night they had to spend inside the Forest, they found a dell to camp in and defended the accesses with some sharp stakes. Sure enough in the middle of the night a group of hungry trolls descended upon them, roused from sleep it was a tough fight, though Kaddim_Sul's fire attacks proved highly effective at ensuring a downed troll stayed dead.

Skirting the rest of the Forest, they still had to pass through the Troll Hills at its southern border, as the road swung west towards the coast. The road wound through a low pass and in a rocky defile the party spotted signs of watchers in the surrounding rocks and scrub. They moved carefully and that night found the best possible spot to make camp in, though still just a slight recess in a low rock face, it gave them something to put their backs to in case of any attack.

That they were attacked later in the night came as little surprise then, a group of Orcs accompanying a pair of Ogres tried a subtle advance on their position from the east - undoubtedly the 'watchers' from earlier in the day. The party's stake defenses aided their position, though the Ogres found them little difficulty - the fight proved tough and an Orc shaman caused them to have to leave their position to deal with him. Once dispatching their opponents, the party found little on the bodies excepting a roughly scrawled note to the shaman:

"harass the Trade Road, harry travellers and disrupt the caravans, cause fear in the area and cut the cities from each other - Red Knight."

Crossing the Winding Water, the party entered the coast lands surrounding Baldur's Gate and the signs of civilisation slowly grew as they approached the great city, making their last days on the trail uneventful.

Rather smelly .....

The party set off on their trip south and reached Daggerford without incident. Setting off from the town the following day, it was mid afternoon when they came across a wrecked carriage on the trail side and some bodies scattered around. A low moaning from a ditch further away alerted them and they discovered a guard, badly wounded, lying there.

Providing some aid to ensure he survived, they listened as he hastily explained the carriage belonged to Lord & Lady Cadmere of Daggerford and they'd been attacked by a troglodyte band; the guards had been killed except himself and he believed the Lord & Lady were still alive, when the troglodyte's carried them off to a nearby lair. Some ruins a short distance away, called Brigand's Hold, seemed the most likely refuge of the band and he begged the party to attempt a rescue.

The party agreed to assist and set off briskly to find the ruins; a rough track led about a mile, to grass covered mounds and some low walling, all that remained of the settlement that had stood in the past. At its centre were slightly taller walls, of some hall or main building; the party investigated here first and found a flagged floor, towards the rear of which a hole revealed a rough stair leading down into the ground. They descended carefully and found a short tunnel leading to a rough chamber of some size, three other tunnels led off from it - a low chanting issuing from the central passage ahead of them, they moved slowly towards the middle of the chamber in its direction.

When no nearer any one exit, troglodytes loped from the other three tunnels and moved towards the party, brandishing large clubs and spears. A couple hung back to throw javelins, whilst one muscled creature leapt forwards in a berserk manner. Their odour hampered the party some, but the troglodytes still proved no opposition to the readied heroes, even with a carrion crawler pushed into the fray by a goading troglodyte handler. When the sounds of the short fight ended, the party still hear the chanting and moved purposely forward, the passage descending downwards again after only 20-30 feet.

The rogue slipped forwards and saw another large chamber, here with more troglodytes, many facing the tunnel entrance, looking prepared; the passage ending in a steep ten foot slope down to the chamber floor. He reported back and they advanced promptly hoping to save any captives inside. Using strong light sources, the main fighters moved directly forwards, letting Faweh slip to the right attempting to pass the main line of opposition. The troglodytes here seemed even more brutish than earlier and swung about with their large clubs - the leader at the rear interrupted from his chanting threw a few spells into the fray, but once he was faced by party members, reverted to his lethal spear.

Vanquishing this last batch of troglodytes, the party released Lady Cadmere, who'd been draped over a rough altar, as well as a gnome who'd been bundled in a corner. Unfortunately Lord Cadmere had been sacrificed earlier and they could only recover his body. Lady Cadmere, once recovered, was most thankful for her rescue and promised rich rewards if the party would escort her back to her Daggerford estate. The day delay seemed a small price to pay and they returned to the road to collect the surviving guard, before making back to the town.

Saturday, 23 March 2013

Old Leads ....

Talking with Trader Brasshorn, she confirmed that both Karne & Ellaria were known Zhentarim agents, though Ellaria was a more mid rank operative, Karne was linked to the higher circles of the mercenary group.

The Party reviewed their remaining leads - an old reference to the Red Fang base near the Cloak Wood below Baldur's Gate; a map to the same base, they took from the body of Argesh, leader of the Hands of Glory; the journal they found in the Bloodmire basement, an apparently coded tome with references to the Zhentarim activity on the Sword Coast - a short study by Kaddim-Sul led him to believe he could de-code the tome given time.

A letter inside the journal was signed by 'Lady F', Trader Brasshorn wondered if this may be Lady Firewind;  an independent noble with a manor and estate on the northern edge of the Cloak Wood, the Harpers had suspicions of past activities involving the family. She also mentioned their agent in Baldur's Gate was named Jherek and the easiest way to contact him would be to leave a message in the Elfsong Tavern, should they need his help.

Deciding to travel south to the Cloak Wood firstly and sort out the Red Fang Goblins, the journal could be de-coded on the trip for any further clues to the Zhentarim plot. The Party elected to take the Trade Road south to Baldur's Gate and then skirt the city to the Cloak Wood.

Monday, 18 March 2013

Nice Doggy .....

Making little effort to be quiet, the Party descended the stairs to the large lower chamber. Reaching the floor they slowly advanced towards the center, watching the opening on the far side. Un-surprised, they readied as several golem hounds launched themselves forward and whilst busy with this onslaught, a larger three headed monster stalked forwards towards the fight.

Scaled, spike tailed and slavering from three large toothed maws, it entered the fray snapping and swiping the Party members as they came in range. Efficiently dispatching the smaller hounds, the Party grouped round the larger monster hound and co-ordinated attacks soon put paid to its existence. Briefly checking the corpse, they noticed a chain and tag round its chest, the tag read "Atrocious".

Resting briefly, they then studied the doors to the right - finding them unlocked, they opened them to reveal a further set of steps descending downwards. These dropped over 50 feet until they opened out into a large chamber, the Rogue slid forwards to check the space. From the entrance he saw the chamber to be ovoid, stone clad with heavy iron banded doors at the far end and high above a crenelated balcony. Two figures, a man and woman, stood there and Faweh caught the end of their terse conversation.

"Worry not Karne, our plans are not threatened"
"They'd better not be Ellaria, Lord Xantum dislikes set backs, especially if they are through an agent's foolishness."

Sensing an opportunity, Faweh had beckoned the Party forwards and they moved into the end of the chamber at the end of the conversation. The man glanced towards them and added:

"Dispose of these meddlesome fools quickly and move your plans forward, no further delays can be tolerated".

He turned and left through a door barely visible at the rear of the small balcony. The woman turned to face the chamber and the Party:

"So .... you made your way down here. I'm impressed you passed Atrocious, you didn't strike me as being that resourceful" she smiled cruelly and then her features shimmered and changed, become more chiseled and saturnine "Ah, Luvia was a useful cover, but I have no further need of it now. Our plans to disrupt this city are near to fruition and I can dispense with hiding. I must leave now, but I have one last parting gift for you ..... I doubt you'll be bothering me again."

She laughed and turned to leave through the same rear door, as the lower gates at the chamber end burst open to release a huge golem into the space before the Party.

They spread apart and readied for its attack as it sped towards them; near suicidal in its rampage, the mighty golem moved around the group lashing out with immense fists, ignoring the cuts and stabs they inflicted upon it. A quick but tough fight saw the Party eventually bring the creature down and they pulled their battered bodies to the far end to study the wall and higher balcony.

Faweh launched a grapnel and rope high up and snagged the low wall clambering quickly, he made the balcony and found himself facing a large mirrored surface. This reflected the concealed space to his right where Ellaria and Karne had stood, impervious to any below in the chamber. He quickly checked the door  as the rest of the group laboured up behind him.

Finding it unlocked, he looked through to find a narrow dark winding staircase leading up. Moving as fast as they dared, the top ended at a wooden trapdoor above their heads. Carefully opening it, they found themselves in a windowless room and moving out the only door, they realised they were in a cellar of another building. A small dwelling, they found the street quickly, however there was no sight of two Zhentarim agents. Leaving a small courtyard they found themselves across from the Bloodmire mansion and with a cold trail, they returned to their inn for the night.

Sunday, 17 March 2013

Who runs the Asylum?

Dismissing the rear door leading to the rough tunnel, Faweh checked the left door and determined it operated by a hidden catch mechanism; once found it was simple to operate and the whole Party remembered the process. He opened the door, startled as Neebin rushed past into the hallway, but recovered to lock him in for a few minutes; nothing appeared to occur, so the rest followed through to examine the hall more closely.

At a right angled turn the found it stretched away for a fair distance and revealed many doors lining its sides; checking the nearest, they saw a golem standing inside motionless. Deciding to open the door, Faweh crept in and despite careful contact, it didn't react in any way. Neebin now set off down the corridor and at around the halfway point a loud click caused him to pause; they all observed the doors on all sides swing open and from many of the cells golems shuffled out including the one infront of them.

The golems turned on the party members and a swift fight ensued, but aided by the narrowness of the corridor the Party won through with little injury. They moved to the far end and the door here lead to a long cross corridor; unable to see clearly through the window, but seeing some motion, they opened the door with care. Moving into the corridor, they caught sight of a number of golem hounds quietly loping towards them from both sides. A further swift combat saw them dispatched and finding doors leading to other cell corridors further along, they devised a plan which let Faweh trigger the cell doors, whilst they secured the entrance and allowed the sorceror to pick off the golems inside with minimal threat.

Having cleared the immediate area, they checked the ends of the cross corridor to find two smaller chambers - on the left a small office, where they found a letter and a coded journal and to the right what seemed an alchemical laboratory; numerous potions were stored on one wall and the Party stowed them all with care.

From the far sides of each chamber a further corridor lead away, both turned sharply after a matter of feet angling inwards to some central point. They carefully advanced along the left side to discover an open room, Faweh scouted it to find six golems lying on benches, however Neebin rushed forward causing them to react and rise. Managing to turn back he led them into the Party ranks and though tougher than others they had met, they were defeated quickly. Deciding to split and cover the right hand side from both directions, the Party managed to time a joint assault on the last chamber, disturbing four large hulking golems that had stood in the room's corners. A tougher opposition again, they still overcame the mindless golems and resting briefly the Party moved back to the only corridor leading away.

Faweh scouted down first and here he found broad steps leading down to a wide open chamber, at the rear wall paired doors closed off a further exit on the right side, whilst the left held a low dark opening that led back into the rock; eight or nine bright red eyes glowed from within the unnatural murk. He crept back to inform the rest and they descended carefully to the chamber prepared for combat.

What the Butler saw

Returning to the trader's warehouse, the Party then questioned the servants. The butler seemed the most collected and he relayed that the Lady Luvia had been more reclusive of late. She had left on a trip some months back and returned due to illness. He recalled she had been cloaked and spoke little on her return, retiring to her rooms for a few days, none of the servants saw her. Shortly after she left, seeming recovered and advised them all to retire at dusk to their rooms and stay within for their own safety. Their room doors were locked after they retired and many had heard occasional shuffling steps outside, during the night.

Lady Luvia spoke little to them and the butler usually had communications by note; none of them ever saw her properly. The only other fact he recalled was that shortly after they retired, he heard the same strains of odd music from the harpsichord in the music room. A short piece, oddly discordant which lasted only a couple of minutes - he hummed it for them as best he could, but it had no meaning for any of the Party.

They elected to return to the mansion that night and set off on foot this time, bearing a scroll to use as cover should the Watch accost them. Making their way close to the mansion district, they heard a Watch patrol and hid well to escape notice - all except the Cleric. Once noticed though, he bluffed his way through superbly and sent the Watch away on a wild chase, allowing the Party to make the Bloodmire estate without further incident.

Entering the mansion once more, they worked through the rooms, battling numerous golem guards and hounds. A search of the music room enabled them to discover an oddness to the floor under a large rug, maybe a secret stairwell and a sheet of music notation, which appeared to be one of three. Covering the rest of the building, they found the other two sheets and the Sorceror played the tune on the harpsichord. As the notes rang out, the circular pattern in the floor fell away, dropping to form a short circular stair leading to a small lower room. Here the found another regular stairwell descending downwards yet further.

Neebin sped on ahead rashly, but in the dim light he tripped and tumbled to the bottom, fortunately close, he suffered little from his fall. Faweh was close behind and they observed that the lower chamber was of an odd design; white tiled walls to about five feet and then plastered and white-washed above, with regular pale stone slabs for flooring. The ceiling too had been sculpted to form a low arch, again plastered and white-washed. The chamber had four doors in it, all were of an odd design, being clad in metal sheet with a small high window set in them and no handles or locks they could see, though the doors did not open. two to the sides and one infront led to straight hallways, whilst the fourth off to their right only showed a dark rough stone tunnel leading away.

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.

Sunday, 24 April 2011

Loose ends

Few tasks remained to the party for now - however returning the captive children was a priority. They took them to the Guard Barracks at first light, handing them to a relieved Captain Rulathon who ordered strong patrols to return the youngsters to their families.

The party had the idea to utilise the assassin warren as a lair of their own, a base on the Sword Coast - discussing the idea with Trader Brasshorn, she confirmed that the laws of the city did not apply beneath its sewers; it had long been held that 'right of might' applied below the surface, what you could hold you could keep.

Their only new lead now was a name and a map, the name uttered by Argesh in his dying words - that of 'Lady Luvia' and a map to a hill base located below Baldur's Gate in the Cloak Wood.

Monday, 28 March 2011

An uneasy alliance

The rogue had got to a position to see into the main chamber and spied a diverse group spread around the space - a broad solidly built individual, cloaked and hooded stood with his back to the drape; there were two goblins close to him (bearing the mark of the Red Hand), four drow towards the far left rear of the room and five humans lounging mostly around the right side of the room. The broad man was berating one of the goblins and the rogue listened intently as he continued his tirade in a gruff rasping voice -

"... you didn't stop them then; sounds to me like failure? I won't tolerate failure. The Lady doesn't tolerate failure either!"
He suddenly grasped the goblin by the neck and with a powerful twist broke it, before throwing its lifeless body to the ground.
"That's the penalty for failure." He then pointed at the drow. "The Lady holds to the treaty, tell your mistress that nothing is changed".
One of the drow then turned and left through the far door; the broad man gestured towards the humans and they started to discuss the captives.

Noting two doors in the rear wall and a third on the left wall, together with a clutter of crates and barrels piled randomly round the chamber - the rogue chose this point to slip back to the rest of the group as it sounded like they could be discovered at any moment. He relayed what he had observed and then they all entered and approached the drape, managing it with reasonable stealth.

Reaching the drape, they paused before rushing the occupants of the room beyond - the three remaining drow fighters intially hung back, whilst the humans closed from the sides of the room bracketing their leader and the remaining goblin in the centre. The party ignored the drow at first, hoping to even the numbers should they decide to join the fight against them - the human fighters were comparable to those they had encountered throughout the warren of the assassin lair, the goblin although tough had little skill and only the hooded, cloaked leader gave any serious opposition to the party; occasional glimpses showed the heavy features of a Half Orc.

The rogue started flanking round the left side of the room and disposing of his last opponent, found himself facing the drow. It was unclear if he made some motion to entice them or that they felt threatened by his presence, maybe it some capricious streak of cruelty that drove the drow, but they chose that moment to enter the fight. Argesh, the half-orc leader, had proven a durable foe, as had the remaining goblin - however even the addition of the three drow to their side, proved too little to turn the fight back in their favour. Seeing the way fo the fight, the drow used dark powers to obscure the sight of the party and when they were able to fully see the chamber again, one of the drow was missing and the left most door was open.

Argesh did not hold out for much longer as the perty grouped against him; falling to the ground, he growled a lst few words before passing:
"The Lady Luvia will know of this, all is by her design and I'm the least of what you will have to face from her."
Although the drow leader proved a tough competent adversary, the party did clear the chamber in short order and then quickly used the open door to try to catch the last drow. Finding an ascending stairwell, they raced up and came to a blank wall - the rogue determined it to be a concealed door and found the opening mechanism. It led onto the street which surrounded the City of the Dead, it was by now late in the night and the drow was no where to be seen, even in the quiet streets of the area.

Monday, 6 December 2010

Swords to their left, daggers to their right ...

The party on the far side engaged the two fighters and quickly disposed of them to allow the rest to cross the pit more safely. Once across, they moved forward to the junction to find a main cross passage - to the right a door, whilst to the left it sloped away down into the gloom; ahead off-set to either side of their passage, were two more short corridors leading to closed doors.

The swordmage crept down to the right door and listening, heard low growls followed by a brief human 'shush'. The rest of the party grouped round the junction and after a short time the end door pulled open to allow attack dogs out. They ran past the swordmage, who slashed at those he could; some stopped to engage him whilst others moved towards the party. Within seconds fighters opened the other doors and moved forward to harry the party from the sides. A drawn out & fluid fight ensued and the party were hard set by a changing number of opponents, who used their knowledge of the area layout to some advantage. Dwindling numbers however, forced the assassins to retreat back into the as yet unseen rooms behind the doors and the party pursued them to prevent any alarm being raised.

Determining the doors led to a kennel and a bunkroom or barracks area, the party moved off down the gloomy corridor, still searching for the captive children. Coming to a small junction space, they had the choice of a sharply descending left-hand passage - from which they heard a continous rumbling noise and felt dampness in the air - and a shorter level passage to the right ending at a door. They choose the door first and moved carefully towards it, prepared to enter and engage more opponents.

The door meant the party entered in file and the found themselves in the side of a T shaped room, near the bottom. An opponent had used the door for cover to attack party members as they passed by, another had used a table for cover and quickly engaged, whilst a third moved down quickly from further up the room. Some of the party manoeuvred round the assassins and found others lurking in one side area, they released attack dogs and battled to move into the main room. They put up a stiff resistance but were unable to match the aggression shown by the party and were soon defeated. The party found two children locked in a cage in the opposite wing of the room; releasing them, the party decided to press on and instructed the children to remain safely in the room.

The party retraced their steps and then descended the other passage until they reached a chasm crossing their path; a fissure had split the rock and crossed the passageway leaving a rough cave, a waterfall to the right was the source of the earlier noise and dampness. A rough slat bridge had been strung over the chasm, which the party used to cross over. Using the rude steps hacked from the rock on the far side, they regained the original passage to be jumped by another pair of fighters - but by now the had their measure and dispatched them both in short order.

Moving on they came to another room and found more guards with three more children in a cage at the rear. Disposing of the guards, they released the children and told them to go back to the other room and stay with the other children. They moved on, down a longer winding corridor, until they came to a heavy closed door - the rogue slipped through and found a wide annexe behind witha heavy drape across the far end. Moving carefully forward he found a break in the drape and spied out the far side.

Shaking the Hands of Glory

Letting the rogue scout ahead, the party set to descend the revealed shaft, which led to a small chamber with a single corridor leading away. The rogue heard the murmur of conversation and dim wavering light from down it and creeping further forwards, he spied past a turn towards a further chamber containing two men relaxing in conversation.

The others in the group had now descended and with some stealth they approached the second room, before finally rushing forward. The party briefly surprised the occupants, although they quickly recovered and prepared weapons. A further man resting in a far corridor, moved to open a nearby door and a fourth appeared from a side chamber. A stiff fight, enjoined by a quartet of guard dogs released from a rear chamber, still saw the party victorious and they proceeded to search round the rooms for further clues.

The cluster of chambers appeared to be a long disused underground warehouse and excepting a recent crude infill in the outer corridor, nothing unusual showed. The cleric hammered at the corridor infill, whilst in a corner of the guarded chamber, the rogue found a false wall section covering a rough hewn tunnel leading away. Quickly ducking down the short narrow passage, he discovered a small chamber on the other side of the infill, from which a spiral stairwell led down.

He descended with the swordmage in support, to find a large room at the bottom, dimly lit. The rogue saw only two figures at the far end and decided to sneak in, whilst the swordmage went back up to bring the others down. The rogue gained the cover of the bench tables running down the centre of the hall, but towards the far end he knocked a chair and was accosted by the figure seated on the end dias.

Realising he'd been spotted, the rogue stood and made to engage the leader in conversation; he elicited little except a name - Argesh - and soon found himself being surrounded by more fighters. The rest of the party appeared from the stairwell, to see the rogue dodging for his life and they advanced to engage his opponents. After a protracted fight they defeated them and rested briefly before quickly exploring the area. Finding only what appeared to be a kitchen and connected food storage, they moved on into the chamber beyond.

A strange blank room met their eyes, only broken by a lone statue near the middle of the floor, which at the rear rose ten foot to where the room continued back at a higher level; the raer face was pierced by two stairwells leading up to the higher floor. The lower floor was flagged with large slabs, each marked with an engraved cross at the centre of which was a small hole. The rogue moved forward and despite his care, was caught by a spear shaft as it shot up from the hole in the floor.

Realising he was in a trapped room, he took a random path and managing to avoid any further traps he sprung, moved towards the stairwells at the rear of the room. Passing the statue, he was again surprised as a fireball shot from the carved mouth facing his side. Managing to roll through, he avoided the blast and reached the stairs at the rear. The others followed and also made the stairs, though the less dextrous suffered some injuries from the traps.

They moved to the upper floor and edged down the corridor beyond, the rogue again out front. More cautious now, he spotted pressure plates crossing the width of the corridor and jumped across them. Landing on the far side, he drove forward yet again, as the floor fell away beneath him to reveal a fifteen foot pit. Two more fighters appeared from a junction ahead and quickly closed on the rogue, but he managed to manoeuvre them to allow some more of the party to jump over the pit and assist the fight.

Thursday, 28 October 2010

Casing the joint

The party headed off to the area of the Trades Ward, where the target building was located. Most of them holed up in a local tavern, whilst the few streetwise members observed the warehouse in question. A standard edifice located on an alley corner, with a main door and an upper loading access. The rogue checked the outside and observed the lack of other access, before settling back to observe the activity around the building.

Aside from spotting a figure on a nearby roof, one who ducked out of sight - clumsily - when the rogue saw it, little occurred in the hours he waited nearby. Eventually retiring back to the tavern, the party decided on a frontal approach and returned en masse to the warehouse. Approaching the building, they found the main door slightly open and the rogue snuck in first to successfully lose himself in the piles of goods inside. The rest of the party then loudly entered posing as visiting Genasi with their human servants. Successfully distracting the occupants, they allowed the rogue to get to the loft area unobserved and then left with a few minor purchases.

The rogue remained and observed the staff close up and after a few hours left the building; but before rejoining the party back in the tavern, he crept round to the neighbouring building - the one where he'd spotted the watcher earlier - and gaining the roof quietly, he jumped the man and successfully subdued him. A short interrogation added some knowledge to that gained already, but left them short on ideas to proceed further.

A seemingly bland warehouse with little inside to point to any untoward activities - for the low value goods stored, maybe a high number of 'guards' (8 of them) and their overnight 'watch', were the only vaguely suspicious points of note. The captured man confirmed little else, excepting that a particular pile of crates in a corner were never touched and that on occasion a wagon drew up bearing some large crates and with its own crew; the hired hands were told to take a few hours rest away from the building, to return later when the wagon and crew had left after unloading.

These few points led the party to decide to confront the warehouse guards head on - they approached Guard Captain Rulathon and had him set a Guard sergeant with them incase of problem, before returning to the warehouse to investigate the pile of crates. Their arrival caused brief interest, more for their ability to enter a presumed closed building, but this subsided when the Guard sergeant upheld the party's status to be there. Moving to the crates they disamntled a number to reveal a hollow area within and a sturdy trapdoor set into the floor.

Monday, 25 October 2010

Once more into the Sewers ....

Returning to the Guildhall, the party presented their trophies to Hilithimm Turnstone, the Guildmaster. Suitably impressed, he paid them the bounty and asked they complete the investigation by checking the northern pipes where the Dungsweepers Guild had been having problems with some belligerent vagrants.

The party met with a guild member and learnt that the vagrants were bulky, mono syllabic and garbed in swathes of rags. They were taken to an access pipe and told to follow the main sewer to a first junction area they found - the main place that the vagrants had been seen near. Descending to the sewer, the party moved along it until they reached a larger chamber where four pipes converged, down each smaller pipes could be seen branching off. The party laid their plank to cross a channel and then noticed a hulking shape ahead.

Moving a magical light forwards, they illuminated a rag garbed shape shuffling towards their position. One member advanced to try and reason with the creature, but only gained a violent blow which propelled him backwards towards the main group. Other creatures now appeared from the sewers round them and the party found themselves in a stiff combat. Managing to defeat the creatures, the party discovered that they were constructs, golems created from human parts.

Returning once again to the Guildhall, the Guildmaster thanked them for clearing up his problems. He gave them directions for a building above the pipe they discovered earlier, where blood and body parts had amassed. As to the golems prowling the sewers, he was at a loss, but advised they should tell the Guard Captain.

The party set off promptly for the barracks and on arrival were taken in to see the Captain. They apprised him of what they had found in the sewers, but though interested he took the opportunity to elaborate further on the task he hoped they were competent for.

Waterdeep had gained a new gang terrorising the populace; called the Hands of Glory, they had conducted a campaign of bizare kidnappings. Though only coming to light once their victims came from the wealthier families, the Guard Captain speculated they had taken numerous captives over past weeks. The wealthier victims families all received ransom notes demanding ridculous sums, amounts they could never afford. Though low on clues to the gangs lair, evidence pointed to it lying in a small area in the northeast of the Trades Ward. The families asked the Guard not to take the gang on directly however, they feared for the safety of their children should the gang lair be assaulted frontaly. Captain Rulathon therefore decided to use a small team of professionals, to infiltrate the lair in a quick strike to release the captives; the families backed this decision and offered a generous reward to the successful group.

Captain Rulathon also explained that small body parts had been received by the families, symbols of the gangs serious demands. The waterfront had also seen an increase in human waste parts appearing from sewer mouths - though no stranger to occasional corpses or partial dead bodies, this new crop was both unusual in the array of 'pieces' appearing and their higher frequency. A closer link to the golems in the sewers, rather than the gang lair - the suspicious outlet pipe, from a building in the locality that the gang hideout could be, seemed too co-incidental. The party agreed to take on the task and check out the warehouse for any suspicious behaviour.

Saturday, 11 September 2010

A Dirty Task

The party reached the Guard barracks and got in to see the Captain, to ask about any tasks they could handle. He advised them that he did have a problem that required a small and select group to handle, but first he wanted to assure himself of their competence. Two of the city guilds were having problems in the sewers and were after a capable group to sort out the issue, they were willing to offer a reward as it wasn't a task particularly suited to the City Watch and Guardsmen. Rulathon gave them directions to the guildhall and asked they return later, once they'd proved their ability.

Reaching the guildhall, the party obtained a meeting with the guildmaster, Hilithimm Turnstone; he explained that a couple of his crews were being prevented from completing necessary maintenance by unknown creatures. He got a crew in to explain further and their evidence implied the sewer was troubled by some sort of serpentine creature, that appeared fairly aggressive. He got the crew to take the party to the nearest access shaft and give them directions to follow in the sewers tom reach the problem area; once thay handled the problem (or not), he asked they return to take on the lesser problem further north in the city.

Arriving at the access shaft, they descended into the sewers and followed the directions they had been given. Travelling down the main sewer, they came to a junction and took the smaller branch pipe as they had been directed. A few hundred yards down they caught sounds of movement both ahead and behind them, so preparing they waited until they caught sight of the cause. In only moments oversized bugs scuttled into view and advanced quickly towards the party. The sewer walkway made for a tight battleground and the party were hard pressed as bug swarms advanced along both walls and ceiling, as well as swimming in the turgid waters, to engage them. The fighters took a lot of damage, but did repulse all the bugs at length, before taking time to recoup from the exertion.

Moving on again to reach the sump end of the sewer pipe, it wasn't long before they neared an exit to the pipe which implied thay had reached the sump chamber. The cleric floated a magic light into the chamber and the rogue edged forward someway behind it to observe the chamber and any occupants. He caught sight of a large multi-legged creature on the left, an oversized beetle to the rear of the central pool and a patch of thick green slime on the roof above it. Creeping back he advised the others and they decide to press on and try to tackle the creatures individually.

Reaching the chamber the first three branched right along the walkway and attacked the beetle, whilst the other two went left towards the second creature. A stiff fight developed, toughening as large worm like creatures appeared from a smaller right hand pipe to engage the party. Holding their own, the right hand group spotted a large swarm of vicious acting rats swarming from a rear pipe and run towards them, whilst the slime patch had slowly crept towards the pipe entrance and although spotted managed to drop and smother the mage.

The party did eventually defeat the creatures and took a few trophies to prove their actions whilst resting again. Gathering at the rear of the chamber they investigated a moderate pipe that was unusually encrusted with old blood and had a noticeable pile of limbs and bones on the walkway below and at the pool edge. The rogue scrabbled up the pipe until it ended at a narrow vertical pipe leading up to street level. Returning back to the sump, the party then decided to return and check with the guild if the pipe exit could be located in the city; the suspicious residue in the chamber needed investigating to determine its source.

Mixed Meetings

The party left the warehouse and proceeded up the busy main street towards the tavern Ferrer had directed them to. The street was crowded with late shoppers and traders starting to pack away their wares and pitches; but further up the street the party spotted tell-tale signs of organised and purposeful activity, a bunch of youths barrelling their way in a frenzied game of some sort, jostling and barging through the throng.

Arresting the groups progress with sharp commands, the party was focused on the youths and so only the rogue caught sight of the pickpocket as he made his move. Although the youths quickly dispersed, the pickpocket had made good ground before the party could even switch their attention. With the crowds and Ferrer's warnings of the strict laws resounding in their minds, the party did not give chase. It was moments only before a Watch team appeared and listening to the party's tale they sympathised, but explained that thieves were rare individuals, the Guild had been broken decades earlier and never allowed to re-form. The party continued onto the tavern as the Watch squad moved into the crowd for any further inforamtion they could glean from locals.

Reaching the Swords Rest tavern, the party entered to be greeted by a subdued atmosphere, the clientele engaged in quiet conversation over tankards, with a whole boar spitted over a strong fire in the large hearth. The party approached the bar and got drinks, before enquiring if Trader Brasshorn was in the bar; the barkeep directed them to a far corner where a dwarf sat preparing to start a hearty meal.

They moved over and introduced themselves, relating their action over the caravan, which elicited a relieved and positive response from the Trader. She invited them to share a meal and take the time to regale her with the tale. They spent an interesting evening, gaining a promise of reward from Randalla (Brasshorn) for their efforts in saving her caravan and staff, before securing some rooms and retiring for the night.

The following morning they rose early intending to take full advantage of the vast city to upgrade their possessions. Needing further information they looked for the Trader and were lucky to find her again in the bar-room at breakfast. In reply to their questions, she agreed to prime her contact during that day, so the party could improve their arms and directed them to contact the Guard Captain - Coril Rulathon - about any possible tasks that would suit their 'specialist' abilities. Finishing breakfast they set off for the Guard barracks to find Captain Rulathon.

Sunday, 25 July 2010

Waterdeep - City of Splendours

The rescued caravan master - Carl Ferrer - entreated the party to escort them back to Waterdeep, where his employer - Trader Brasshorn - would reward them for their efforts. Being their original destination, the party accepted and prepared for the 5 day trip to Waterdeep the following day.

Ferrer mentioned to them that a day north of the river ford, the Trade Way looped back towards the coast and skirted a wide area of marshland that sprawled around the river mouth. He warned that lizardfolk inhabited the marsh and they have been known to ambush smaller parties passing their territory.

Suitably wary as they passed the swamp, the party were alert for any untoward activity - however the undulating ground and heavy vegetation proved a hindrance to visibility; unsurprisingly they were caught out when a lizardman popped up and started casting spells. Reacting to his appearance the party ranged out to defend the caravan and realised they faced a large group of hostile amphibians. The tough fight swung both ways, but after crushing the chief warrior, the amphibian moral crumbled and few scuttled back alive to their swampy home.

After resting up to bandage their wounds, the caravan resumed its trek and in a few more days came in sight of Mount Waterdeep, standing solitary on the coastline, the morning of the fifth day. They approached the actual city later in the afternoon and Ferrer ran through some of the local laws to ensure they didn't accidently run foul of the Watch. Known to the gate patrol, he led the caravan through and into the city towards the warehouses owned by Trader Brasshorn.

Interested by the size of the city, the party stared around as they moved along the busy streets, until they reached the warehouse. Ferrer secured his caravan and determined his employer was not present, so suggested the party moved on to the Swords Rest tavern, further up the street - also a favourite haunt of Randalla Brasshorn - he felt they had a good chance of meeting her there, or if not could at least find themselves rooms.