Journal - Session 4
Having partially explored the ruins of Stillthorn Keep, an abandoned, ancient and crumbling fortress from an earlier realm, a party of five bold adventurers – Barrack, a plain-spoken dwarven Fighter, powerful wielder of the hammers favored by that strong and dour race; Marik, a reptilian dragonborn Warlock, heir to an ancient and proud lineage, but inescapably bound to a pact granting him supernatural powers; Jaeran, an elven Cleric upon whom the gods have granted a measure of divine power as a reward for his faith; Syxia, a tiefling Rogue, dark daughter of a cursed bloodline, her ancestors given to the infernal worship of fiends; and Ur-Kadar, dragonborn Paladin of Bahamut, the Platinum Dragon, a holy warrior dedicated to upholding the tenets of his faith and protecting the weak with his battle axe – rested, gathered their strength and then penetrated the second level of the eldritch ruins.
Working diligently, the party was able to clear enough rubble from a buried staircase that Barrack had located previously. The steep steps were slick with subterranean moisture and slime, and descended into the inky, stygian darkness below; the steps were only wide enough for two to go down at a time. With Syxia and Barrack leading the way, the group arrived in a long (80’ x 40’) chamber where 12 skeletons in rusting, ancient armor were positioned, lining the wall. Also present at the far end of the room was a large statue of a noble warrior, with an additional area set off from the rest of the chamber by a 7’ ledge. A large, heavy tapestry could also be seen covering the back wall. As Jaeran moved forward, the skeletons suddenly animated; the Cleric boldly called on the power of the gods in an attempt to turn the skeletal horde, but was unsuccessful. As battle with the skeletons was enjoined, bolts of energy, firing from the darkness at the end of the long chamber, suddenly began hitting the party. Seeking the source of the magical bolts, they also noticed two magical constructs on the raised area at the far end of the room (these constructs, known as arbalesters, were magical crossbows mounted on small, animated tables; the legs enabled the arbalesters to move around and adjust their direction of fire). Taking heavy fire, Ur-Kadar bravely charged, hurling himself up onto the platform, while the others dispatched the remaining skeletons. The arbalesters meanwhile continued firing deadly bolts of energy at the party members. While Ur-Kadar was cleaving the constructs, Marik teleported into the area and started smashing them with mighty blows from his halberd. Ur-Kadar was blasted at point-blank range and fell into unconsciousness, although he was immediately healed by the Cleric. Despite inflicting heavy damage, the arbalesters were destroyed once all of the party members closed in on them.
After the battle, the party examined the room and found many small polished mirrors behind the tapestry. Barrack, using his innate dwarven abilities with stonecraft, searched the statue of the noble warrior, but found nothing. Syxia, using her thieving abilities could detect no traps or hidden compartments in, on or around the statue. During the battle, the party had noticed that an imposing steel reinforced door was located along the north wall. Moving to the steel door, Syxia successfully picked a very difficult lock. The door opened into a hallway with several small alcoves in it. The party came first to a very large room in which there was a pool of clear, calm water. The room had just a little bit of light in it that seemed to come from a small shaft (that most likely led to the surface). The party quickly noticed a circular hole in the ceiling; Syxia realized that this led to the hidden room above that contained the crown, and through which she was previously lowered on a rope by Barrack and Ur-Kadar. The group guessed that the ring they sought could have fallen into the pool from the room above.
After discussing possible strategies, Jaeran produced and read a ritual scroll that granted the party the ability to breathe underwater. Jaeran and Barrack waded out into the pool while the others remained near the edge of the pool. Jaeran noticed that the water level was deceasing just before gushing waters burst forth from the middle of the pool. With a primal scream, a water elemental attacked with a blasting geyser of water that hit several party members and pushed them back, knocking them prone. Barrack and Jaeran stood toe-to-toe with the elemental, but they had a difficult time battling the brute in the deep water of the pool. Marik’s blasts and occasional halberd strikes proved to inflict the most damage. Using her positioning strike ability, Syxia managed to force the creature into the shallow water near the edge of the pool, where the party began inflicting more damage. The elemental then suddenly disappeared into the water.
The party used sections of rope to tie themselves together as they begin to search the cool, dark depths of the pool. To no one’s surprise, they found a deep trench far beneath the surface of the water, and as the party descended some 40’, the small passage before them opened up into a larger area. The elemental, having retreated to the dark depths of the pool, renewed its attacks, but the party was well-prepared (having expected to find the creature here) and destroyed it. After a quick search, the party found the signet ring for which they were searching, and quickly returned to the surface. Syxia took the ring and placed it on her finger to go along with the crown (found in the room above, with the wretched, cursed spirit and the death-trap machine), which was already upon her head (although she would had preferred a tiara instead).
After a brief respite, the water-logged and battle-weary group returned to the hallway. They could see that the hallway ended in two doors (to the north and the east), but they elected to take a small side passage that turned into a parallel hallway. Upon entering the hallway the group got the feeling that something unseen had just passed behind them. The south end of the hallway ended suspiciously (i.e., suddenly); Barrack watched the north door of the hallway while the other party members searched the place and discovered a secret passageway that doubled back and led to the room with the arbalesters. A ghostly phantom warrior then suddenly phased through the door, appearing directly in front of Barrack. The phantom had apparently seen Syxia wearing the crown and ring, and was enraged by this blasphemy. The incorporeal phantom attacked Barrack while the rest of the party moved down the hallway to engage the ghost and assist the brave dwarf. While Barrack and Marik exchanged savage blows with the ghostly warrior, a second phantom phased through the wall, flanking the party. The phantoms seemed to deflect a good amount of damage from weapons and other attacks, and the outcome of the battle was thrown into doubt. In time, however, the battle turned and the phantoms both phased out of the hallway. Syxia quickly picked the lock on the door and the party entered a small, square room with a door to the west and a small passageway leading north. The room was empty, and there was no sign of the ghostly figures. The door to the west was found to connect back to the original hallway. The party thereupon returned and carefully examined the smaller passageway to the north. This passage had three doors, one in each direction. The group opened the door to the west and one of the warrior-phantasms howled and attacked the party. Outnumbered and already damaged, the phantasm was quickly dispatched. The room was little more than an old closet, and contained nothing of value. The north door opened into a room containing a bed and a few pieces of very old wooden furniture. As soon as the party entered the room, the second ghostly warrior phased into the room and attacked; it quickly suffered the same fate as its fellow ghost. Taking a careful look around, the party determined that everything in the room was dusty, aged and worthless. The final door opened to reveal an ancient bedroom containing two very old beds and fragments of wood.
Working diligently, the party was able to clear enough rubble from a buried staircase that Barrack had located previously. The steep steps were slick with subterranean moisture and slime, and descended into the inky, stygian darkness below; the steps were only wide enough for two to go down at a time. With Syxia and Barrack leading the way, the group arrived in a long (80’ x 40’) chamber where 12 skeletons in rusting, ancient armor were positioned, lining the wall. Also present at the far end of the room was a large statue of a noble warrior, with an additional area set off from the rest of the chamber by a 7’ ledge. A large, heavy tapestry could also be seen covering the back wall. As Jaeran moved forward, the skeletons suddenly animated; the Cleric boldly called on the power of the gods in an attempt to turn the skeletal horde, but was unsuccessful. As battle with the skeletons was enjoined, bolts of energy, firing from the darkness at the end of the long chamber, suddenly began hitting the party. Seeking the source of the magical bolts, they also noticed two magical constructs on the raised area at the far end of the room (these constructs, known as arbalesters, were magical crossbows mounted on small, animated tables; the legs enabled the arbalesters to move around and adjust their direction of fire). Taking heavy fire, Ur-Kadar bravely charged, hurling himself up onto the platform, while the others dispatched the remaining skeletons. The arbalesters meanwhile continued firing deadly bolts of energy at the party members. While Ur-Kadar was cleaving the constructs, Marik teleported into the area and started smashing them with mighty blows from his halberd. Ur-Kadar was blasted at point-blank range and fell into unconsciousness, although he was immediately healed by the Cleric. Despite inflicting heavy damage, the arbalesters were destroyed once all of the party members closed in on them.
After the battle, the party examined the room and found many small polished mirrors behind the tapestry. Barrack, using his innate dwarven abilities with stonecraft, searched the statue of the noble warrior, but found nothing. Syxia, using her thieving abilities could detect no traps or hidden compartments in, on or around the statue. During the battle, the party had noticed that an imposing steel reinforced door was located along the north wall. Moving to the steel door, Syxia successfully picked a very difficult lock. The door opened into a hallway with several small alcoves in it. The party came first to a very large room in which there was a pool of clear, calm water. The room had just a little bit of light in it that seemed to come from a small shaft (that most likely led to the surface). The party quickly noticed a circular hole in the ceiling; Syxia realized that this led to the hidden room above that contained the crown, and through which she was previously lowered on a rope by Barrack and Ur-Kadar. The group guessed that the ring they sought could have fallen into the pool from the room above.
After discussing possible strategies, Jaeran produced and read a ritual scroll that granted the party the ability to breathe underwater. Jaeran and Barrack waded out into the pool while the others remained near the edge of the pool. Jaeran noticed that the water level was deceasing just before gushing waters burst forth from the middle of the pool. With a primal scream, a water elemental attacked with a blasting geyser of water that hit several party members and pushed them back, knocking them prone. Barrack and Jaeran stood toe-to-toe with the elemental, but they had a difficult time battling the brute in the deep water of the pool. Marik’s blasts and occasional halberd strikes proved to inflict the most damage. Using her positioning strike ability, Syxia managed to force the creature into the shallow water near the edge of the pool, where the party began inflicting more damage. The elemental then suddenly disappeared into the water.
The party used sections of rope to tie themselves together as they begin to search the cool, dark depths of the pool. To no one’s surprise, they found a deep trench far beneath the surface of the water, and as the party descended some 40’, the small passage before them opened up into a larger area. The elemental, having retreated to the dark depths of the pool, renewed its attacks, but the party was well-prepared (having expected to find the creature here) and destroyed it. After a quick search, the party found the signet ring for which they were searching, and quickly returned to the surface. Syxia took the ring and placed it on her finger to go along with the crown (found in the room above, with the wretched, cursed spirit and the death-trap machine), which was already upon her head (although she would had preferred a tiara instead).
After a brief respite, the water-logged and battle-weary group returned to the hallway. They could see that the hallway ended in two doors (to the north and the east), but they elected to take a small side passage that turned into a parallel hallway. Upon entering the hallway the group got the feeling that something unseen had just passed behind them. The south end of the hallway ended suspiciously (i.e., suddenly); Barrack watched the north door of the hallway while the other party members searched the place and discovered a secret passageway that doubled back and led to the room with the arbalesters. A ghostly phantom warrior then suddenly phased through the door, appearing directly in front of Barrack. The phantom had apparently seen Syxia wearing the crown and ring, and was enraged by this blasphemy. The incorporeal phantom attacked Barrack while the rest of the party moved down the hallway to engage the ghost and assist the brave dwarf. While Barrack and Marik exchanged savage blows with the ghostly warrior, a second phantom phased through the wall, flanking the party. The phantoms seemed to deflect a good amount of damage from weapons and other attacks, and the outcome of the battle was thrown into doubt. In time, however, the battle turned and the phantoms both phased out of the hallway. Syxia quickly picked the lock on the door and the party entered a small, square room with a door to the west and a small passageway leading north. The room was empty, and there was no sign of the ghostly figures. The door to the west was found to connect back to the original hallway. The party thereupon returned and carefully examined the smaller passageway to the north. This passage had three doors, one in each direction. The group opened the door to the west and one of the warrior-phantasms howled and attacked the party. Outnumbered and already damaged, the phantasm was quickly dispatched. The room was little more than an old closet, and contained nothing of value. The north door opened into a room containing a bed and a few pieces of very old wooden furniture. As soon as the party entered the room, the second ghostly warrior phased into the room and attacked; it quickly suffered the same fate as its fellow ghost. Taking a careful look around, the party determined that everything in the room was dusty, aged and worthless. The final door opened to reveal an ancient bedroom containing two very old beds and fragments of wood.
The party then returned to the original hallway and opened the northern door. It opened into a large room (approximately 70’ x 40’). In the middle of the northern wall was a set of stairs flanked by two columns, between which hung a heavy tapestry that prevented the party from seeing what was beyond it. The room was defended by 6 decrepit skeletons, 2 skeleton warriors, 2 skeletons with short bows and a larger skeleton wreathed in flames. Using her natural quickness and agility, Syxia raced into the room and attacked, only to find herself far out in front of her companions and surrounded by enemies (as she has on any number of occasions). The party engaged the skeletons and several quickly fell to the dragon breath attack of Ur-Kadar. Syxia was caught in the fiery blast, but was unscathed due to the resistance to fire bestowed upon her by her infernal bloodline. Jaeran inflicted additional damage by calling upon the holy power of Pelor, bathing the undead in divine light. The blazing skeleton (as identified by Jaeran) began hurling balls of fire at the party, inflicting serious damage. Ur-Kadar’s magical axe, combined with Marik’s halberd and curses, quickly destroyed a number of enemies. Barrack rushed forward to engage the fiery leader of the undead band and absorbed several balls of fire while making his way to the front before engaging the lead skeleton and trading blows with it. The skeleton’s blazing aura wore heavily on the bearded Fighter, but he steadfastly fought on. The party’s inner strength, martial prowess and divine inspiration prevailed and their enemies were dispatched. With the room now secure, the group proceeded up the stairs and tore down the musty tapestry, revealing a large double door inscribed with a riddle and an arcane mark. The riddle read:
I am that which is seen only in darkness
Swiftest of all, and near as old as time
Day's distant brother; fire and faintness
I live without shadow.
The group began working on the riddle in hopes that stating the answer aloud would activate the arcane mark and open the door. The puzzle proved to be more difficult than the Wizard Neltharian’s riddle, and the group mulled it over for several minutes. A myriad of possible answers began to flow from the party. Following several failed solutions, the party began to focus on the possibility that the answer was “light,” when Barrack directed the others to arrange several mirrors so that the small shaft of daylight that filtered into the room with the pool was redirected onto the arcane mark. This failed to activate the mark, and the door remain closed to the party.
Ur-Kadar sensed that the party was close to a solution, but was still not quite right. “Light” seemed to answer the first two lines of the riddle, but did not work well with the final two. After much thought, Ur-Kadar thought that “moonlight” could be the solution. When he spoke the word “moonlight” the arcane mark again failed to illuminate. The group continued to think about the answer – with Syxia curled up in the most comfortable spot she could find, feeling as though conquering the riddle was beyond her skills, interests, talents and/or abilities – and focused on the final two lines. Suddenly, Barrack stood and exclaimed that the moon only reflects light; it does not create it. Therefore, the other light that is seen at night is from the stars. He spoke the word “starlight” aloud and the words on the door begin to glow a faint blue color. The party then realized that they knew that they had solved the first part of the riddle. They surmised (correctly as it turned out) that the final part of the puzzle was to redirect starlight onto the arcane mark. The party settled in to wait a few hours for the sun to set. As the light coming in from the arranged mirrors turned to starlight, the arcane mark activated and the door was unlocked.
The group, now having been well-rested, proceeded through the door and into the next room. It was a large room (measuring approximately 80’ x 70’) with a large stone sarcophagus near the north wall. Also in the room were 6 skeletons and one very large skeleton with four arms. The two arms on the right side of the skeleton held a glowing halberd while one of the left hands held a scimitar. With a series of actions, the party made quick work of three skeletons. Jaeran and Marik engaged and dispatched the remaining skeletons while the other three party members made for the larger one. With the party closing in, the undead guardian stepped forward between Barrack, Syxia and Ur-Kadar. It unleashed a wicked series of blows that hit all three, and knocked Syxia and Ur-Kadar to the ground; it followed up with a vicious overhand strike on the fallen Syxia. The skeletal tomb guardian’s strength caught the group off-guard, but they quickly regrouped. With only the tomb guardian remaining, the group bore down on it and focused on destroying it. Despite several more rounds of very dangerous combat, the group prevailed and the thing shattered, and turned into dust. The magical halberd was claimed by Marik.
With the crown and ring in hand, the strongest party members pushed back the lid of the stone casket and returned the crown and ring (which had to be forcibly taken from the reluctant and pouting Syxia). Upon doing so, the ghost from the ruins above reappeared and thanked the party for returning the crown and ring to their rightful place. He led them to a secret door in the northwest corner of the room that opened into a small room, in which rested a suit of magical chain mail armor, a keen-edged short sword and a chest containing six hundred gold coins. The chain mail was donned by Jaeran and the short sword (which possessed the dangerous magical property known as “vicious”) was taken by Syxia. With their quest completed, the group decided to return to town in order to repay Olthair and meet Neltharian.
The party returned to Folkestone and headed directly to the Crested Cock. The group paid Olthair his 1/6th share of the treasure from Stillthorn Keep (100 gold pieces) and recounted their tale to him. He was satisfied and told the group that he may have use for them in the future, if they are interested. With that he left the tavern. The group then turned to talk to Meldrick, to see if there were any messages for them and to find out if anyone else had been looking for them. Much to their surprise, Meldrick indicated that things had been very quiet in their absence. A decision was then made to send Syxia and Jaeran to the Gilded Lilly (a higher-class inn that is a competitor of the Crested Cock), while the others split up to accomplish individual tasks. The tiefling and elf headed to the Lilly in an attempt to throw off any would-be followers, with Syxia wearing her finest attire and posing as a wealthy traveler passing through Folkestone. Barrack went to meet with the dwarven blacksmith to check on the plate armor he was having forged, while Ur-Kadar and Marik went to check on the progress at the Shrine of Bahamut.
Syxia and Jaeran proceeded into the Gilded Lilly, where they noticed a man look up, make eye contact, lower his eyes and then pack up and head for the door. The pair decided to keep up the ruse and ask for the owner of the establishment, Fastieth Silverpoint, who quickly appeared. Syxia made sure that everyone present overheard her inquire about renting a room for a week. She then paid for a room at the Lilly for a full week. They decided to check out the room and then returned to the common area in order to ensure that everyone in the area noticed the presence of a tiefling female. They noticed that the man who had left earlier reappeared, and beckoned Fastieth outside. Following a quick conversation, Fastieth re-entered the Lilly. Syxia and Jaeran waited a few minutes before leaving, as the appointed time to regroup at the Crested Cock drew near. On their way back, both of them thought that they spotted the man from the Lilly behind them, but a quick retracing of their steps revealed nothing. With that, they rejoined the party.
After lengthy discussions, the decision was made that Syxia and Jaeran should return to the Gilded Lilly in an attempt to find out the identity of the man who had talked to Fastieth and what his interest in Syxia was (well, aside from the obvious and irresistible one). Syxia and Jaeran returned to the Lilly and pulled Fastieth aside to question him. The inn-keeper broke quickly and indicated that he wanted to be left out of whatever trouble Syxia was in. After refusing to divulge any information, Syxia pulled out one of her wicked daggers and held it to his throat, demanding answers. Fastieth then told them that the man they sought was Cadrick Quickwhistle. While Cadrick has a small shop in town, it is generally known that he serves more as the eyes and ears of House De’Nethryn in Folkestone, rather than as a legitimate shop-keeper. When Syxia pressed him for more information, he told them that Cadrick had asked him about how long she was staying, and then asked him to try to keep her there or at least find out where she was going. Fastieth then pleaded with the pair that that was all that he knew, claiming that he was “just an innkeeper for the finest inn to be found in Folkestone.” He again claimed that he did not want any trouble, and suggested that Syxia seek Cadrick herself to find out what he wanted with her (although she had a pretty good idea already). The duo then left the frightened Fastieth and returned to the group. After recounting the events inside the Lilly, they decided to pay Cadrick a visit.
It was decided that Syxia would confront Cadrick directly, flanked by the two hulking dragonborn. Barrack volunteered to guard the front door, while Jaeran watched the rear of Cadrick’s shop. The three entered the building only to find an older woman tending the place. She appeared very afraid when Syxia asked for Cadrick, and replied that he was upstairs in his room. The trio ascended the stairs and threw open the door. Inside, Cadrick was hastily packing up some things; the group had caught him by surprise. Unable to restrain herself (as usual), Syxia blurted out that she knew that he was looking for her and that she wanted to know why. Cadrick eyed the window but noticed the dwarven Fighter waiting for him below. Knowing that he was trapped, Cadrick stated that he was not interested in hurting the girl, and agreed to tell the party everything, although he noted that it was “too late”, as he had already sent the message. Syxia demanded details.
Cadrick started by saying that several days ago his contact, a man named Gweth, appeared in Folkestone. Gweth met with Cadrick and told him that two contracts had been placed on a tiefling female. Both paid very well, and Gweth was looking for her. Cadrick was instructed to keep an eye out for a tiefling female matching Syxia’s description, and to send word if she showed up in Folkestone. He went on to add that the first contract was for the female to be captured and taken to a specified location (which he claimed Gweth did not elaborate on). Cadrick said that an extraction team would then come and abduct her, taking her to a place (or places) unknown. The second one – and this one visibly scared Cadrick – was merely for information on her whereabouts. It was rumored that the information would then be passed on to the one known only as The Devil’s Canvas. None know his real name, but all fear him as a renowned assassin with a reputation for sadistic cruelty. Gweth had remained in Folkestone for a day or so, but then left, presumably with no information. Cadrick then begged the party to spare his life. He pleaded that he didn’t know that Syxia was the girl they were looking for, and that he was only getting paid 100 gold pieces for passing along information. He swore that if the party let him go, he would immediately leave Folkestone. After deciding they had learned as much as they could, the party released Cadrick. On the way out the front door, however, Barrack confronted the Rogue, and made it very clear that if anything untoward happened, the dwarf was holding him responsible. He also told Cadrick that if he ever saw him again, he would kill him. The shaken Rogue then fled Folkestone as quickly as he could.
Upon returning to the friendly hospitality of the Crested Cock, the group surmised that several questions still remained unanswered. Who did Cadrick send the message to and how long would it take for them to make it back to Folkestone? Where is Cadrick fleeing to? Given that Cadrick sent the message after seeing only Syxia and Jaeran, it is likely that the House doesn’t know the true size and power of the party (and this could certainly be worked to the advantage of the party). The group then retired, and planned to wake in the morning, ready to meet Neltharian.
1 comment:
great journal as always, looking forward to Saturday!
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