Monday, April 28, 2008

Jzadirune III

15th Patchwall, Starday 586CY

The skulk had just finished delivering a rapier attack to the cleric when the rogue saw an opening and buried his own rapier into the back of the gray humanoid. The cleric whirled and finished the skulk with a wicked blow to it's head gray ichor splashing from his maul.

The elf sorceress moved forward and unleashed an arcane bolt of energy at the remaining skulk and as it turned to flee the wizard's arcane incantion caused it to lose track of it's bearings standing there dazed. The fighter Kahodon quickly finished it off with a slash from his longsword.

The party was now in a large hall, the thirty foot ceiling held up by massive black stone pillars carved in the likeness of various gnome craftsmen and artisans. Several magical globes of light slowly moved through the 80' by 40' hall, and the party spied carved five foot tunnels in both the northern and southern ends of the hall surrounded by excavation detritus. The sounds of splashing water filled the hall coming from a bas-relief gnome head that seemed to spit water into a murking 20' diameter pool. There were four of the gear doors, as well as two hallways with stairs ascending to the east and another short hallway opening into a large chamber to the west besides the hallway the party had entered from.

Kahodon, examing the tunnel carved into the south wall besides the pool spotted something buried in the rubble there. An exquisitely carved box with lapis lazuli inlay turned out to be a cleverly crafted music box with brass gears and a silver key to wind the gears inside.

As the party examined the loot and discussed the best way to proceed a crossbow bolt flew from the darkness of the western chamber and struck Saydi the wild elf square in the back. As the sorceress dropped the rest of the party quickly moved into the chamber to determine the source of the ambush. Their attacker turned out to be another of the gray skulks but this one seemed little more than a disembodied head for its already hard to see body had become translucent and ghost-like. It also wore a black ceramic wolf's mask that almost seemed to float in the air until the party could spot the rest of it's body.

Make short work of the skulk the party took time to examine this new chamber which contained a wooden stage constructed in the southern part of the room with several benches in rows facing it. As the rogue approached the stage an illusion began to play showing several gnome actor's dressed in costume portraying the story of a ranger trying to proctect a dryad's home from the evil predations of a wereboar.

Advancing onto the stage the rogue found a trapdoor built into the center of the stage and quickly opened it and dropped through. In the small crawl space beneath the wooden stage the rogue had but a split second to notice a small humanoid suspended in one corner before its long arms and sucker encrusted tentacle fingers wrapped around his suprised body. The grayish creature known as a choker quickly crushed the resistance from the rogue and pulled his almost lifeless body into it's corner.

Not long after, the rest of the party realized that the rogue hadn't reappeared nor made any sounds after entering the trap door so the fighter and cleric quickly dropped in after him. The choker's meal interruped, it let out a hiss as it's arms shot out at the cleric and fighter. One arm quickly wrapping around the cleric's throat but several blows and spells and the choker fell lifeless to the ground.

Tending to the rogue, Heoldon saw a chest and mandolin in the dusty space beneath the stage. After some healing the rogue examined and opened the chest finding a magical cloak covering a spell book, a magical wand, and a strange metal rod that had a gnomish symbol on one end that was the same as some of the gear doors that the party had found.

Wednesday, April 23, 2008

The Drunken Morkoth Inn

This is perhaps the most popular inn in the city. A regular stop for many merchants and traveling adventurers, the combination of comfortable beds, good food, and reasonable prices make it a favorite among the city's returning visitors. Each of the rooms here is decorated with a humorous painting of Cauldron's legendary lake monster, a large morkoth. The paintings depict the morkoth in any number of embarrassing and ridiculous scenes, always with the morkoth drunk and confused, and often in incongruous locations.

Pellir Dalskar, the innkeeper, runs a very professional establishment. He also serves some unusual food and drink that those from outside the Hold of the Sea Princes haven't yet experienced.

Hokar Ale - Ale with a wheaty taste. 1 sp/pint
Keifer Black - Dark, bitter beer from Keoland. 6 cp/mug
Westkeep Scump - A thick brown ale with a sulfurous tase. 1 sp/pint
Rice Wine - Wine made from rice, common in the area. 2 sp/glass
Berghof Black Rasberry - A rare wine from the Duchy of Berghof. 1 gp/glass
Cruuple - A harsh blackberry brandy from Keoland. 1 gp/half gill
Silent Yellow - A dry dandelion wine from Keoland. 1 sp/glass

Blus - A white cheese with spicy peppers inside. 15 sp/small wheel
Morcillas - Blood sausage made without meat but spices, onion, lard, cream and beef or pork blood. 6 sp/plate
Monkey brains - Generally served raw in skull or lightly cooked and spiced. 3 gp/head
Menudo - An aromatic soup popular in the Sea Princes made with tripe, hominy, dried chili, and garlic with other spices. The broth is rich, red, papery, and glistens with fat. It is served hot and usually eaten at night after drinking. Some claim it is a cure for hangovers. 1 sp/large bowl

Tuesday, April 22, 2008

Andrik Krage, Suel Wizard of the Schnai

Andrik Krage stands an impressive 6’1” in height, but seems much taller at a distance because of his exceedingly thin frame.

His angular eighteen year old face would be piercing if he was not seemingly blind; his milky white eyes hide a keen intellect that is often only displayed by mild expressions of a raised right eyebrow or sly half-grin forming in the right corner of his lips.

Andrik wears a new robe of heavy grey cotton cloth which falls nearly to his feet over a bleached white tunic and trousers of fine linen. Over his shoulders Andrik wears a heavy hooded mantle of grey cotton; the hood’s silken trim decorated in various holy writings and symbols belonging to the faith of Wee Jas.

Over his right shoulder and across his chest to his left hip beneath his cloak is a well oiled leather satchel that is wrapped tightly to prevent moisture from entering. Along the straps of this satchel are numerous tiny pouches and oddities that only a user of arcane magic would carry.

In contrast to the fine clothes Andrik wears is the piece of driftwood he clings to and uses as both walking stick and staff for combat. While long and slender enough, this particular piece of wood might serve well as kindling for a fire than as a staff for striking; it simply seems too fragile to serve that purpose.

Many might think Andrik is a priest of Wee Jas…and in truth, he has considered embracing his chosen deity more closely; but for now he is only a very knowledgeable lay worshiper of her faith more akin to a scholar or scribe that might be found in her temples.

Andrik was born in 568 in a gutter of the Schnai capital of Soull. His mother, a jarl's daughter, gave birth to him following the assassination of her whole family and then sucumbed to the assassin's poison herself. The babe, named Andrik by the sea reaver Djom, who found him was taken to the king as no other living relative survived, his father having died during raids into the Bone March months earlier.

King Orvung found a wet nurse Hortha, but the poison that was still in the infant's body caused excruciating pain and a cleric of Wee Jas was called to see after Andrik. Thinking the priestess of Death and Magic would simply look after the babe until he had passed the king was surprised when she asked to take Andrik back to the temple and look after him.

King Orvung was more than happy to clean his hands of the whole affair and exiled the sea reaver and Andrik's wet nurse at the same time. No one else guessed that the priestess of Wee Jas, Vara, was actually an agent of the Scarlet Brotherhood and recognized Andrik as a long lost scion of Lendore. His bloodline highly sought out by the scarlet monks.

She quickly arranged passage to the shrouded lands of the Scarlet Sign far to the south and after disposing of Djom and the wet nurse Hortha, Andrik was on his way to the lands of the Scarlet Brotherhood.

At first Andrik lived the life as only one of the most pure of Suel blood can live among the monks. But at the age of eight when he was to begin his martial training his outward purity seemed to only mock the monks by his woefully inadequate physical strength and constitution. Even the secondary caste that excelled at stealth and espionage seemed beyond his abilities.

Andrik was turned over to the least caste to be trained at the magical arts. He quickly excelled and in most cases surpassed the magical understanding of his tutors. But as he expanded his knowledge of the world around him he became appalled at the history of the Brotherhood and the various programs and missions that they were undertaking.

During this time, news came to Andrik that his “mother” Vara had been slain during unknown actions within the Kingdom of Keoland…the news hardly meant anything to Andrik who felt he only owed the woman his religious faith in Wee Jas.

In 586 Andrik was finally given an assignment by the Brotherhood outside of a library or spell chamber: he was to travel to the city of Sasserine to assist an older wizard in a task assigned by Elder Brother Hammandaturian. It would seem that fate had other plans for Andrik however.

The ship was attacked and sunk by tritons in Jeklea Bay. One of the tritons was a priest that scanned the wreckage for survivors and spared Andrik determining he was not evil. The triton priest even went so far as to help the struggling mage to a piece of floating wreckage and out of curiosity ask about his past.

Andrik was eventually rescued by a patrol ship from Fort Fendawar an outpost of Sasserine that brought him to that cities docks. Andrik quickly found out that there was an operating embassy of the Scarlet Sign and it wouldn't be long before they would look for any survivors from his ship. Learning of Cauldron not far to the south he set off with the next merchant caravan in his best hope for freedom from the Scarlet Brotherhood.

Thursday, April 17, 2008

Jzadirune II

14th Patchwall, Freeday 586CY

After some frustration with dealing with Jzadirune's rune emblazoned gear doors, the party decided to adjourn back to the Drunken Morkoth and regroup. It was rapidly approaching 48 hours since the orphans were abducted and Heoldon the cleric was losing hope that they would be found alive.

Deciding to take in a good meal and then proceed back into the gnome enclave they were greeted by a new arrival to Cauldron, and through a stroke of luck a scholar with some familarity with the gnomish language. Andrik Krage, travelling wizard, threw in his lot with the party and after a couple of equipment purchases the group was once again treading the stairs beneath Ghelve's Locks.

After battering down another of the many gear doors along the main hall to the west of the entrance room and encovering nothing of interest, the party decided it would be better to avoid the doors if possible.

Using the old leather map they had taken from the gnome's shop they decided to head for a large open room to the south. As the rogue approached the end of the hallway a pit opened up beneath his feet and he was able to just barely jump backwards to the floor's edge. The trapdoor swiftly slammed shut and the party heard the ominious sounds of metal gears and heavy clangs of stone, wood, and metal grinding together.

Unfortunately past the pit trap (which the rogue quickly disabled from opening again) there was a stone wall where the leather map showed an opening to a 30x30 foot room. Examining the wall closer the wizard discovered that it was a simple illusion and no wall actually existed.

The large chamber had two more gear doors to the east and west and the south wall was carved with an elaborate map identical to the one they carried. Some magical dweomer caused the carvings to glow with a faint light.

Studying the map the party discussed if it wasn't more prudent to find a logical way through the gear doors before proceeding. The fighter, Kahodon, decided to go through at least one more door and quickly hacked a way through the center of the gear with some help from the cleric.

With torch in hand Sicarus slipped through the center of the newly created opening and almost before both feet touched stone he was struck by one and then another crossbow quarrel. Without a sound he collapsed to the volcanic flagstone in a pool of his own blood.

The party quickly came to his aid, first the fighter and then the cleric squeezing through the carved hole. With a prayer the cleric laid his hands over the rogue and the remnants of the bolts clattered to the floor as his wounds knit back whole.

Kahodon and Saydi scanned the dark hallway but could see no sign of their attackers. Undoubtedly the same gray creatures that seemed to almost magically blend into their surroundings were nearby.

Andrik carefully poked his head through the door and with a few mystic phrases and gestures cast a spell designed to hypnotize any of the creatures if they happened to be looking in his direction.

Carefully proceeding further down the hallway and around a corner the party searched for any sign of the gray humanoids. The wizard, extimating they were probably at the intersection of the two hallways gave an arcane shout and flung some sand from his outstretched hand which became vivid clashing colors but nothing seemed to happen.

The hallway passage opened into an enormous chamber to the east, the far wall barely visible and two pillars within the lantern light supporting the ceiling far above. Just then a crossbow became visible around one of the pillars as a skulk fired a quarrel from behind cover and missed.

Another skulk seemed to almost appear magically in the middle of the party thrusting its rapier into the clerics back.

(To be continued...)

Monday, March 17, 2008

Jzadirune

14th of Patchwall, Freeday 586 CY

Proceeding to Ghelve's Locks the party knew to expect some resistance from the creatures that invaded the locksmith's store and had taken his familiar hostage. Saydi, the wild elf, took the lead upstairs within Keygan's shop. But as she reached the top of the stairs a crossbow bolt grazed her shoulder and she saw a gray skinned creature barely discernable to her left.

The newly recruited bard, Ian, couldn't see the creature and the rogue was also completely oblivious but quickly took up a position in front of the sorceress. After a burning hands and longsword thrust the creature tumbled over the upstairs banister to the shop's floor below.

After an overlooked trap on the Keygan's chest of drawers caused some damage to the rogue, Sicarus, the party was in possesion of an old leather map of the gnome enclave, Jzadirune. (see map below)

Newly recruited fighter Kahodon made short work of the secret panel below the shop's stairs smashing it in with his heavy mace. With a few light spells cast the party proceeded down the dusty flight of stone stairs, bard and rogue in the lead. Stopping at the second landing Saydi found a wall sconce that could be twisted and was rewarded for her efforts by a trap that flung herself, the rogue and bard to the chamber below. The cleric quickly rushed to help as the force of the fall had knocked the elf sorceress unconscious.

Examining the strange chamber they heard many woodland sounds emanating from the walls and large copper masks of grinning gnomes hung about the passages. On the southern wall there were two doors shaped like gears with strange runes burnt into the middle. The eastern door was jammed open partially and a small amount of light streamed from within.

As the fighter squeezed through the eastern gear door he was attacked by two more of the strange gray skinned creatures that were so hard to discern when they were hidden. After a quick battle the chamber seemed to be a long abandoned barracks and two five foot in diameter holes had been dug through the southern and eastern walls.

After the wounds in the last fight the party decided to return to the shop for a rest and barricaded the workroom door. After several hours of rest and nothing but the sounds of rain and sleet battering the workroom's windows, the party was ready to proceed once more into the gnome enclave.

After returning to the same strangely noisy chamber the party was ambused from the darkness. The fighter rush forward into the darkness but couldn't see any foe in the gloom until another gray creature brandishing a rapier took him in the eye. The party quickly finished the creature and his partner quickly vanished back down the hall. The cleric, Heoldon called upon his deity to heal the fighter but the eye was still milky even after the bleeding had been staunched.

After bashing through the western gear door that had yet to be opened on their first foray the party discovered an almost identical barracks (this one with no newly carved tunnels).

Venturing onward through the western hallway where the gray creature had fled earlier they found several gear doors with runes they hadn't yet seen. The cleric decided to examine them more closely and determined the were symbols denoting certain letters in the gnomish language.

Monday, March 10, 2008

Keygan Ghelve - Ghelve's Locks

13th of Patchwall, Earthday 586 CY


After examining the locks at the Lantern Street Orphanage the party rogue was pretty sure they hadn't been picked and also noticed that both locks were probably manufactured by the same locksmith.

After speaking with the headmistress the party determined that the only locksmith in business was a gnome at a place called Ghelve's Locks.

A quick trip across Cauldron and the party located the small shop not far from a place of learning called Bluewater Academy. The gnome locksmith, Keygan Ghelve, became very nervous when questions about the abductions were linked to his locks at the orphanage.

Saydi the sorceress made a point of demanding to look behind his work room curtain because of a line in the Cuthbertine divination. Still suspicious the party got Keygan to agree to a meeting at the orphanage in order for him to inspect his own locks.

After an aborted break-in by the rogue and newly recruited dwarven muscle by the name of Bombur, the party met the agitated locksmith at the orphanage. After several glances over his shoulder and a brief search of the orphanage sleeping area, Keygan related the tale of his culpability in relation to the abductions.

His father had once lived in an ancient gnomish enclave below Cauldron called Jzadirune. The enclave had many magic-using gnomes who also had a keen insight into magical constructs and magical devices. Over 70 years ago the enclave was struck by a magical disease that caused Jzadirune to be abandoned and the primary entrace was hidden within the construction of Ghelve's Locks.

It was just a few weeks ago that two types of creatures invaded Keygan's shop and took his rat familiar 'Starbrow' captive. Keygan described them as 'the tall ones' and 'short dark ones'. They forced the gnome to create skeleton keys for a large percentage of Cauldron's locks and that is when the abductions started.

Ashamed of his wrong doing Keygan pleaded for the party to find his familiar and bring him back unharmed providing them with keys to his shop and warning them that someone was always there to guard the secret entrance below the staircase.

He also related what he could remember of Jzadirune: gear shaped doors that were always trapped, a preponderance of illusion magic was used to ward certain areas and that his father had an old map of the enclave which Keygan kept in a chest in his bedroom.

Tuesday, February 19, 2008

Jenya Urikas - Priestess of St Cuthbert



Jenya is the acting high priest for the church of St Cuthbert in Cauldron. In the wake of the kidnappings and especially after the abductions of four orphans from the Lantern Street Orphanage, she has publically vowed to locate the missing children and bring the kidnappers to justice.

Jenya stands 5'4" tall with premature streaks of gray in her rich brown hair. She acted decisively after the most recent abductions by using one of the churches most powerful relics, the Star of Justice, to cast a divination and then send one of her acolytes (Heoldon) to investigate the orphanage.

The church of St. Cuthbert is a two-story structure constructed of blue veined marble. The construction sticks out in stark contrast to the other buildings along Obsidian Avenue which are constructed of bare black stone. A pair of white marble statues depicting armored warriors stand to either side of the temple's heavy wooden door. Each of the statues raises a great mace to the sky and above the door's marble architrave is inscribed the following: "Within Law lives Hope."