It was a late night as we handed over the map to Urstul
as requested. Let him figure out our modifications to the map. Hopefully give
us time to find the stone first. And what better place to start than the
map-highlighted-home of Grenda Garloff in the dock ward.
Morning rise to ask others about Grenda. “That wizard?
Her house sits on stilts hanging over the water at the docks. She is a
collector of strange artifacts; a treasure hunter.” Destination established, we
take time to shop. Adrik’s guild link providing discounts to those shopping for
magic weapons.
As described, the wizard’s house hangs over the water at
the end of a long pier. A ship having crashed into the dock a year ago now
proves shelter for the impoverished. Kids in ratty cloths play along its
cracked deck. Men in tattered rags meander about the dock. A strong breeze
directs their stench toward us as we approach. While echoing the pounding of a
dwarf at Grenda’s door; 4 ruffins at his side.
|
NOSKA
|
MERROW
|
Ignatio ignores them as he presses forward toward the
door. “Who invited a damn cat to the docks? Turn around; this is none of your
business.” And that’s when we see the dwarf misses his left arm, now replaced
with a heavy crossbow. Weapons raised at Ignatio. Which launches Kluh into
attack mode, killing one minion. A look of shock on the others (i.e. Intimidate
check), but they hold their ground. Especially when the dwarf fires his
crossbow at the hulk. Which draws 2 of the bandits to attack Kluh while the other
attacks Ignatio. And that’s when a fishman (Merrow) jumps upon the dock behind
Adrik and stabs with his harpoon.
The clash of blades and the spark of spells fill the air.
The tide of battle sweeping over the thugs convinces the one-handed dwarf to
retreat, diving into the surf. Leaving one thug facing Nacho, “He…he hired us
off of the boat wreck. 5 gp each to back him up.” Nacho takes his gold, “Let
that be a lesson to find honest work.”
Kluh bangs on the door, getting a female reply, “Noska, I
told you to go away. I’m not dealing with you or your Xanatharians.” It takes some
convincing, and the show of bare skin behind the ears (no tattoos) for Glenda
to let us in. We describe the map and what brought us here. “Well yes, a nimblewright
did give me a stone. It felt strange, magical, but foreboding, so I gave to it
my rat familiar to store it in my family mausoleum in the City-of-the-Dead. At one point I had offered to give it to
the Xanatharians but decided to keep it for myself. But there seems to be too
much trouble linked to it; cursed? So yes, you can have it. No spell wards at
the mausoleum; I rely upon the guards to protect it.”
As the group converses with Glenda Garloff, they can’t
help but notice the mechanical contraption behind her. “That? My diving crab.
Allows the occupants to breath underwater while using the claws to retrieve
treasure. In fact, if you’re interested, I’ll let you dive with it as long as I
get half the retrieved treasure.” Maybe next time; right now we follow a stone.
But as they say goodbyes and begin their walk north,
Nacho spies something distant in the sky that seems to follow us. Which
warrants a dip into the now familiar halfling’s Peabodies Pub (1st
adventure escape from the sewers into a wine cellar). “Remember that secret
passage we revealed months ago? Would you mind breaking it back open for us to
use; we need to lose a tail.” 10 gold later, we trudge thru the sewers once
more. An hour before we step out into the city. The airborne tail no more. We
soon enter the City-of-the-Dead
and find the Garloff mausoleum; its door broken open. Chips and footprints
suggest graverobbers with crowbars. And all ten crypts opened and looted. Our
search turns up nothing; except a shiny steel key Kluh kicks free of the dusty
floor.
We exit empty-handed and frustrated, only to be
confronted by 4 duergar, “Nice of you to steal it for us. Now hand it over.”
But Adrik has no time for small talk as he rushes his favored enemy…cut short
when he’s entrapped in a web along with the duergar. “Damn you Izzy!” Rays,
spells, arrows, and Warhammer smashes precede the duergar enlarging and
attacking. Adrik only able to curse as he’s unable to break free the webbing.
He enemy falling around him till at last free to smite his foe. Only to see Kluh
vanquish his threat, “Damn you Kluh!” One last duergar…but the city guard (Ambrose
Everdawn we’d met before) finally arrives…and wouldn’t you know…critical…kills
the last dark dwarf.
We rush to return to Grenda to tell events, only to find
her befuddled. No recollection of the stone, us, or recent events. Some magical
attack that has even erased the memories of her rat familiar. Powerful magic
indeed! At least Kluh finally shows the key he found. Adrik recognizing the
craftsmanship, “Unique shape. Only 3 locksmiths in town, besides me, who could
have crafted this. I’d have to single out Elaspra Ulmarr in the Tradeward.” And
so the group divides: Adrik off to question Elaspra (Persuade 21: ordered by
Volbarr Kibbens who lives in a windmill in the southern ward), Nacho seeking
Urstul and his map progress (fails to find him), while Kluh/Mirandis/Izzy climb
into the mechanical crab to go deep sea diving for treasure (200gp worth of
treasure).
The group gathers at the Spirit’s Inn to compare notes. Adrik mounting the Merrow
harpoon next to the Otyugh tentacle over the bar. It’s dusk by the time they
arrive at the windmill. Ratty urchins playing in the dirt. Mirandis handing out
rations to get them talking, “Mum and us alone in the basement. Dad died in the
dragon-war, so mum out sleeping for rent and food. Volkarr? Yeah, he lives on
the top floor. Locks himself inside; as if he has anything of value.” Izzy
tosses coins at the kids as we enter to climb the spiral staircase. “Stop!” Adrik
points out a weak stone step halfway up. A cheap trap; but effective for those
not looking.
At the top floor door, Kluh knocks, “Volkarr, you in
there?” Shuffling and muffled voices. Kluh tries the key and begins to open the
door…slight resistance on the other side…Volkarr too skinny to brace the door.
Finally, “Yes, yes, come on in. What may I do for you? This here is Urlaster
Ghann, my partner.” Spying muddy boots, shovels, and crowbars,
it doesn’t take much persuasion to get them to talk, “Losser Mirklav hired us.
Yes, grave robbing; wanted bones, especially leg bones. No, he didn’t single
out that mausoleum; it just looked an easy mark with the guard on the other
side of the cemetery (he grudgingly shows the necklace and jewelry they
looted). Losser? He runs a wig store called the Dandy-Mop. What’d he
want with bones? I don’t ask questions; whatever that halfling wanted…he was
paying. A stone? I don’t remember…memory is fading…we gave him something.”
It’s late evening when we arrive at the wig-store; closed
for hours. Lights flicker from neighboring stores and homes. Kluh and Adrik
surprised the others willing to break-in. Mirandis picking the cellar lock only
to find a fog seeping into the room. His attempts to cast a light breeze to
blow it away proves it magical. The bard casting Invisibility on himself
and Izzy before they enter. Long minutes pass till Izzy’s voice calls from the
doorway, “I found a door that opens unto the sewers. Losser must be another Xanatharian
agent.”
Once more into the sewers. The stench overwhelming. A
ledge with halfling-height railing to aid passage. Except Adrik loses his grip
and plunges into the filth. Awkward progress following the wet footprints of
the invisible scouts. Till Nacho notices 2 secret doors beside us that the
scouts passed. The 1st door opens into a large chamber of cobwebs
and ruin of a collapsed wine cellar.
|
SKELETONS
|
KENKU
|
LOSSER
|
The 2nd door opens to revel the
sound of battle. Which draws Nacho in, finding a halfling controlling skeletons
in battle with Kenku. Dead Kenku and skeletal bones tell the sway of the
battle. Nacho is already casting at the skeletons as Kluh rushing into the
room; soon followed by Adrik.
As for Izzy and Mirandis, they’ve found another door
further along they enter. Apparently, another passage that branches up into the
street or side-door that connects to the combat area. Izzy entering the area to
cast Detect Magic in search of the stone, but only detecting the
skeletons and a book held by the halfling. Meanwhile, Kluh staggers as the
Halfling steps back and cast…necrotic damage weakening the brute. Adrik having
seen enough, moves to attack the halfling necromancer who falls…the skeletons
falling in response. The Kenku pause with looks of confusion. Izzy asking
questions but they only mimic his words. They soon shuffle out the door as we
search the halfling body: his spellbook bound in human flesh; a pouch crafted
from elfskin and dwarven beard.
Kluh finds 80gp within the pouch he strings at his belt.
Adrik vehemently protesting, “How dare you try to keep that desecrated thing.
Do you not recognize its material?” As Mirandis burns the book and pouch, Izzy
continues to search the rooms, finding a chest in the back corner.
As she
stoops to inspect the lock, the chest-lid flies up like a blanket smothering
the half-elf…a mimic! We come to his aid (well, except for Mirandis checking
other doors looking for more passages?). Oil and fire do little damage to the
mimic that critically bites Izzy bound inside its grasp. Adrik smashes with his
Warhammer hoping to strike an area when Izzy is not.
Spells and pounding continue till we notice the bulge of
Izzy gone; the Warlock having cast Misty Step exiting the mimic’s grasp.
As we continue to attack the chest, the mimic lashes out biting and grappling
Kluh. Till Izzy’s Eldritch Blast finally kills the thing. A short-lived
pause to heal (Izzy and Kluh), interrupted by the elf’s keen ears hearing a
commotion from the entrance she’d approached from. “Quick, follow me!” We rush
up the ramp out into the city streets, spotting the retreating silhouettes of
more Kenku rushing off into the night. The glint of a stone in their
possession. The bodies of city guards at our feet. And the voice of Mirandis
from below, “Where’d everyone go?”











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