Session Thirty (Graveyard of Empires Summary)

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Session 30 – Oct 22, 2014

Morning, Laureldon 21

Starchie Boize will spend the day preparing for the Kobold Expulsion. Thorfus wants to buy flasks of oil and strips of cloth. Axel wants forest colored garb. Chuq needs a set of thieves’ tools. Orion wants to search for others of his faith.

First, Finkelmur settles account with Phillip Vigore the gem merchant. He is told never to come back into Vigore’s shop but other Starchie’s Boyz are welcome to trade with him. Philip is commissioned to fabricate the officially licensed Starchie Boyz ® insignia. Our sigil is a paw print with runes of SB in the paw. For either a brooch or cloak clasp of bronze, the cost is 40gp each. We leave after paying a deposit of ½ the price. Everyone will have a badge.

Next we visit Reinauld von Waybeck’s, the tailors to pick up Fink and Ashton’s clothing. Additional orders are placed then we leave for our next stop.

Leaving Reinauld’s, Thorfus enquires about a nearby obelisk. For a copper, one of the vagrants loitering about allows Thorfus a peak at some carvings on the obelisk. We learn the obelisk commemorates the execution of the Lord Governor Kalagram, an Imperial that ran the fort out in the Kelwater. From where we are we can see a tower atop a bare rock in the bay. Once an Imperial prison, it now incarcerates prisoners of the Council of Twelve. Not unlike Lord Governor Kalagram’s former castle which is now the meeting place of the Council of Ten. The story goes that after emptying the Midmark Dungeon of Imperial prisoners, an elf emptied KelWater prison of Imperail prisoners. The party knows this Elf as Aldus Runnelbrook.

Taking Harbor road from High Town to the gate into West Harbor we arrive at Long Market. Turning onto Market street, 6 blocks past the fruit seller is the house of Granus Mulhawler. Finkelmur’s spy glass is ready along with something extra. The something extra is a ring of metal set inside of which is his former flawed emerald. Attached to the end of the spyglass, one can see an emerald city! Fink keeps the two items separate. Thorfus picks up a mirror for 20gp.

We are sent 8 blocks the way we came. Then one block after taking a right is a small dead end courtyard with a small livestock market. Orion notices a healthy mastiff bitch that looks rather viscous. Curiously, Starchie doesn’t like this place. Thedear sells the dog, then explains her commands to Orion. As we walk away, Orion casts Animal Friendship on ‘Lamia’. He will spend the next week teaching her commands.

Thedear told us where to find a general store and locksmith. At the General Store, Gottfried Lepetitesmith sells Axel 6 flask of oil and rags. Panzers beware!

Taking harbor road towards Fens edge, we pass two blocks where Market street intersects with Harbor road then turn into a blind alley. Within the locksmith’s, Sophia Bothelwaith offers to sell lock tools to Chuq for 25 gp. Ashton asks the small woman a question in a peculiar tongue, but she seems to ignore him. Then in Common, he asks about an alchemist. She has not knowledge of an alchemist but the party recalls the potion merchant cart. Chuq pays for the lock tools after Ashton nods his approval of the deal. Finkelmur picks up a crowbar for 1sp. As we leave, Sophia suggests we look to her for any lock help in the future.

From the direction of Fens Edge, we see some people approaching in mourning clothes. The women and two young men are canvassing the merchant carts along the road. Ashton can’t drop some eaves, so we wait until the women closes and asks if we are locals. Ashton answers we are not then asks how we may help her. Albreve Grodekop, her son, was killed and she is investigating his murder. She attests Albreve sought a life of adventure in Vargen. Rooming in Fens Edge he occasionally worked as a caravan guard or for the Bargemen’s Guild. Her two other sons followed her to Vargen when Albreve stopped sending money regularly to her. Asking about, she learned Albreve was thought to be questing for treasure in jungle ruins with someone named either Renauldus or Ardmen. The two sought a special suit of plate armor who’s wearer never felt the heat of the jungle. The three are rooming at the Bronze Virgin.

Taking Market road to High Town, we enter Temple Square. We can see Castle road heads out to the old Castle from here. Ashton visits a Verdant Fellowship shrine, a small grove between the Ark Temple and Merendur’s Temple in the northwest corner of Temple Square. A low wall surrounds the grove which is well tended with many trees bearing fruit. Ashton approaches an Elf Cleric, introducing himself. The Elf asks about Edith Elforig (not a favorite of Ashton). Ashton diplomatically says she has had struggles and seems to have lost her way. He mentions our failure with the Quicklings the previous night.

Now to visit the Wizard’s, the wonderful wizard at the end of an alleyway. Talking to Finkelmur at his door, they barter spell swaps. Finkelmur wants Find Familiar but can’t afford the 2,000gp the wizard demands for the spell. Unfortunately, the Wizard is not interested in trading for any of Fink’s spells.

Elissondro, the Wall District Guardsman, makes small talk then escorts us into a lounge in the guard barracks before fetching Captain Adalune Beamsly. Thorfus attests to our encounter by displaying the blood stains on his sword. Adalune politely doesn’t admonish Thorfus’ sword care. See session 29 summary for details of our Report to Adalune. He is incredulous since nothing has ever come out of the Lonely Copse before.

We are awarded 50gp for our information and Adalune asks if we will try to deal with the Quicklings. Since we explain another job is our priority, he asks we report if we move against the Quicklings later. As we leave, Chuq tips Ellisondro another 15sp, asking him to report anyone else’s moves against the Quicklings. Ellisondro offers an escort to inspect the copse, but we delay for now.

Finkelmur visits Mane Joledir the money changer and explains we have not found her money but we know who burgled her. She offers another 200gp above the official reward if we get her money back.

We spend the afternoon at the 12th Knight, and then retrieve the clothes ordered today. We spend the evening reading, socializing and training at the 12th Knight.

Morning – Laureldon 22

It is raining lightly today. The carts, wagons and animals are loaded. Leaving via the Wall Street gate, we pay the tolls – 5sp for each cart, 8sp for each draft animal and 9sp each for the people.

Travelling northeast past the lonely copse, various fields and then into the jungle, we encounter a group of pilgrims variously armed with swords, bows or crossbows. Avilard Pichter answers when we ask for him. Confirming our identity, he introduces Baewhin the other captain. We discuss operations then proceed. At midday, while resting the animals, a small caravan is met travelling in the opposite direction.

Chuq trots along a wagon, conversing with Alwin Wixley. This group is from Midmark. They had a close call with some harpies. Merchant’s Haven was a mess, apparently Gnolls had occupied the fort for some time. Now the Militia are back and making repairs. Herliwin is currently in command. He is a nice enough fellow, serious and somewhat overbearing. The Harpies were in an old castle and they saw some cat creatures that worried the men. Alwin Wixley wants us to send his regards to Herliwin since we are headed that way.

Shortly after, Ashton hears insect sound to the left of our column. Avilard mentions there are large insects around here. Ashton & Chuq investigate. Arriving simultaneously, the pair see a couple of holes bored into the ground capped with loose earth. About the mounds are six 9’ long brownish beetles. Ashton sees Chuq has caught their attention as he slinks into view. Running for his life, all 6 pursue Chuq. Dashing directly to the road, Ashton alerts everyone before Chuq arrives. Finkelmur hurls darkness at the beetles as they burst from the bush. We organize ourselves and wait a few minutes. A beetle head emerges from the darkness and is quickly followed by the other 5.

Archers let fly! The Giant Beetles survive the first salvo. Orion holds two beasts with entanglement. His second entanglement holds the remaining four. All six are slain at range with missiles.

Not wanting to leave a threat for other travelers, Chuq and Ashton return stealthily to the anthills. Listening and hear nothing, Axel helps Thorfus down a rope into the burrow. Ashton follows Axel 30’ straight done. Finkelmu feather falls then helps search the lair. Fortunately empty, the three trudge in an ankle’s depth of muck and fungus. Spending 20 minutes searching they find:

9 stones;

1 deep blue mottled opaque stone

1 yellow green transparent stone

1 pale yellow/brown transparent stone

2 striated light/dark green opaque stones

1 white translucent stone with a pale blue glow (magic?)

1 rich olive green transparent stone

1 red sardonyx with white opal bands

1 rich brown opal stone with a gold center

A cloudy green potion

A dark blue potion

A scroll

Finkelmur and Ashton pocket beetle larvae, Starchie gets Fink’s larvae as a snack. Ashton stashes his larvae in his backpack.