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Post by Pecomica on Mar 14, 2018 20:24:27 GMT 8
Here is a short recap of whats happened so far.
Jaripus (May)
16th. Party arrives in Bendra and are resting in the local Tavern, run by Simon. Shortly after they settle in they are interupted by a frantic woman that comes through the door. She is looking for her sister who lives on a farm near by. She have not heard from her in a while so she traveled here from her home to find out what's happened. She did visit the farm and saw signs of struggle
The party agree to help her and are given directions to the farm. They soon find it and as they approach they see signs of struggle. Investigation of the farm reveals a letter sent by the distraught woman to her sister and a journal belonging to the farmer. Reading the journal the party discover something amiss and by following the clues they make their way to a hidden dungeon.
Venturing inside they discover what looks like a man made dungeon with several rooms. They are not alone however, and there is an encounter with some goblins that seem to be trying to pull something large through a rift. The party dispatches the goblins and ventures deeper into the dungeon.
They discover some more clues about the farmer and the sister and eventually they reach the end of the dungeon, where they face off against a Imp. Not being fooled by the Imp they dispatches him and bring the bodies of the lost back to the village. They relay their findings to the woman as well as the local guard captain whom sends word to the capital about the rifts
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Post by Pecomica on Mar 14, 2018 20:35:09 GMT 8
Jaripus (May) 17th Party arrive back at Bendra and notice a retinue of some guards, as well as a young woman have taken up part of the tavern. Another table is occupied by two individuals. The party settle their bill and as they make ready to leave, the village is attacked.
With the aid of the guards and the two adventurers the party manage to fight off the attackers. The party also notice there is something strange about the man. They discover that the attacking orcs, ogres, and goblins had a strange necklace with a red stone. Some of the attackers had the same symbol tattooed on their bodies.
18th The next morning the party accept the invitation of the Princesses's royal guard to accompany them to the capital, as there might be more attacks happening. Since the party is heading to the capital anyway they all join in. Including the two adventurers.
During a rest in the Bendra forest the party asks the strange man a few questions about his sword, Grumpy the dwarf is caught up in some visions. Unable to make any sense of the visions for now, the party continue on towards the capital. Once again they are attacked and must help defend the princess. They reach the capital late on the 18th of Jaripus. The royal advisor, Saren thank them for their help and tells them a scribe will take down their statements the following day.
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Post by Pecomica on Mar 14, 2018 20:42:41 GMT 8
Jaripus (May)
20th The party meet with Saren and General Hoss and after explaining what they encountered are asked to investigate further. They are told that the Reliquary of Knowledge in Sandar might hold the answers. They are provided with a writ and a small reward to help their journey.
The party travel on foot and reach the city of Grey on the 22nd of Jaripur. Some disagreement with the owner of a tavern causes some friction and the party is forced to make a hasty retreat from Grey the following day. They reach Sandar on the 24th and visits the library and find out more about the strange symbol.
They send word back to Saren and while they wait for a reply they spend the following days in Sandar. They finally receive a message and are asked to continue their search.
One of the clues they find mentions Elverkint, a city in the west. They secure passage on a ship and make their way there. Most of the journey is uneventful, but a freak storm a few days into their voyage causes the ship to run aground and sink. They manage to make their way to the lifeboat with the other passengers, and a few members of the crew.
The next morning they encounter a group of well armed soldiers on the road. THese soldiers are rather cold towards the group and demand answers to a few questions before moving on. On the last day of the month, the party reach Elverkint
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Post by Pecomica on Mar 14, 2018 20:58:04 GMT 8
Jaripus (May)
31st Party reach Elverkint in the early hours and notice some decorations being put up. They ask around and find their way to the local academy where they uncover a few more clues. A visit to the graveyard yields little new information so they seek their answers in the noble part of the city.
Their clues lead them to a mansion and they try to gain some knowledge about the owner by the caretaker. With some intimidation they manage to enter the mansion where they tie up the caretaker. Searching the mansion they discover a secret passage, and a earth golem descend upon them.
After disposing of the golem they find a note detailing a payment that is over due and a meeting point. At this point they draw the attention of the owner of the mansion who is very displeased with their interference. The party suspecting the caretaker might have more information tries to scare him to reveal more, but it is to much for him and he dies of freight.
The local guards have heard the fight with the golem are dispatched and arrive in time to arrest the party. While questioning them, the party explain they are working for the king and are let free. On the condition that they leave Elverkint. The mansion was burned to the ground.
The party learns that there is a new heir to the throne and realizing it is the man they encountered in Bendra, they share their stories of their meeting over ale and food. The next day the party make ready to leave, but are intercepted by a elf, asking for their help in finding his sister. He suspects she went to the town of Merliath. A place where expeditions are being prepared to explore the west. He tells them to be careful if they chose to look for his sister and the party agrees.
As they leave the Elf's home they decide to stop by the Elven forest to see if they can uncover some more clues.
They are not granted permission to enter the elven forest, but an elder meets with them at the border and listen to their tale. He provide some details that he know and returns into the forest. The party decide to continue to the meeting point mentioned in the note they found in the mansion.
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Post by Pecomica on Mar 14, 2018 21:04:38 GMT 8
Aren (June)
1st. The party makes their way to Merdan via a few settlements along the way. They meet with a friend in Grass Oaks, who agree to travel with them for a while. They also meet a writer who gives them two books. One he wrote and he is currently working on a second book and ask the party to share some of their adventurers.
The party continue their travels that takes them through Frosthaven and Laken. They are attacked by a group dressed in black, but manage to kill most of the attackers, before the last one fled.
As they are resting for the night before reaching Merdan they all share a dream, where they are asked by the old God to aid him. He explains his case and leave it up to the party to chose to help him or not. He claims that the stories about him are lies, told by those who trapped him. The party agrees to help, but are wary of him. When they wake they find a piece of cloth with the symbol of the Dragon Lord.
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Post by Pecomica on Mar 14, 2018 21:18:13 GMT 8
Aren (June)
8th The party reaches Merdan in hopes of being able to secure a passage through the mountains leading to Merdan Woods. They learn that the mines are run by a few different mining outfits and they soon discover who controls the mines leading to the woods.
They manage to pay for a passage and descend into the deep mines. Some distance in they are attacked and are forced to defend themself with the aid of the Mining foreman and his guards. Eventually they reach the other side and the foreman returns to the town.
Party rest for the night near the entrence to the forest before making their way the next day
9th The are attacked by some beasts in the woods, but they survive the attack and discover a smoke column in the distance. Making their way there they discover a Orc camp. Inspecting the camp they see a few humans being tied up and one is being questioned by what appears to be the Orc commander. Before the players can act, the human in killed and the players spring to action
With some clever planning they decimate the orcs and even tho they are surprised to see some goblins in the camp as well, they quickly dispatches some of them. They call for the Orc commander to surrender and he throws his weapon on the ground.
They discover he is in fact an half-orc and one that was conducting the attack in Bendra. He reveals how he was hired to attack and he brought a group from the northern kingdom to the port city of Chagrev. There his party made their way towards Bendra and attacked it. He escaped the slaughter and made his way here, where he was promised payment. He will settle for the death of the man that called for the attack as he double crossed him, and ask the party if he can join. They refuse to let him join, and leave him in the woods.
Party then continues on to The Gate Keep.
In the Gate Keep they seek shelter for the night in a tavern and they notice a wanted poster describing them. Using some convincing disguise the group Bard talks to the Gate Keep captain and learn that Saren have requested their presence back in the capital. The party agree to travel with a squad of soldiers to the capital the next morning
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Post by Pecomica on Mar 14, 2018 21:41:24 GMT 8
Aren (June)
12th The party departs The Gate Keep with the soldiers and a Cleric. Before they reach the village of Erast they see signs of fire. Getting closer they see the village have been attacked by Orcs, ogres and goblins. The party is discussing what to do, where some wish to help Erast by tracking down the attackers, while others wishes to continue on to the Capital.
The next day the party set out to Borast and are attacked along the way by goblins and orcs. They manage to fight them off and even capture one of the goblins and ask it a few questions. The goblin is not very helpful so they continue on towards Borast.
They reach the village at nightfall and again see signs of attack. They spend the night and as they continue on their journey to Bell they are once again attacked on the road. Orcs, ogres and goblins are defeated by the soldiers suffer losses.
They reach Bell at nightfall and even it shows some signs of an attack.
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Post by Pecomica on Mar 14, 2018 21:50:01 GMT 8
Aren (June)
15th They leave Bell and make their way towards Cedar. The journey is uninterrupted and they continue on the next day towards Pinewood. As the road takes a dip into the Pinewood forest they are once again attacked. They manage to dispatch of the attacking Ogres, but again the soldiers suffer heavy losses. Only two remain, along with the corporal. One of the twins that joined them in Bell is seriously wounded and the group manage to reach Pinewood as night falls on the city.
The corporal reports on their progress so far and they are given more reports of attack from other places. A few of the guards from Pinewood joins the group and the next day they make their way through the Pinewood Forest. They reach Polero after nightfall. A small hamlet situated close to a marsh in the north.
At night the party is woken by the sound of combat and as they make their way to the exit the tavern is overrun by the undead. They manage to fight off the attacking forces of Skeletons and Zombies, but more are coming in the distance. They catch up with the corporal and the other guards. The corporal trust them with the reports and tell them to make their way to the capital and warn the king. The troops will hold of the undead for as long as they can. The party notices a figure on a horse in the distance and identify it as a skeletal champion.
A few of the civilians in the hamlet ask the party to take them with them and they secure a wagon and horses and leave Polero behind.
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Post by Pecomica on Apr 3, 2018 17:22:55 GMT 8
Aren (June)
The party along with the few survivors they saved from Polero travel throughout the night and well into the next day. Even though there is no sign of pursuers they press on.
As they pass Oruk's Demise they spot a caravan traveling on the road towards them. The party hides off the road and observes. The other caravan pulls closer before stopping. A lone rider approaches the party and ask if they are in need of assistance. Party is wary of strangers and decline any offer.
The rider returns to her own caravan and the party see them turn off the main road towards Oruk's Demise. The rest of the journey towards the capital is uneventful and the party reaches the capital after nightfall.
Making sure the survivors are cared for by the temples they seek an audience with the king, only to be turned away at the castle gates. Various means of persuasion is met with resistance so the party opt to rest for the night and return in the morning.
Next morning they are allowed entrance into the castle and General Hoss leads them to a meeting chamber in the castle. There they are told to explain their actions since last time they were in the capital and Hoss, Veniir, Saren and the king listen intently to the party encounters and revelations. A young noble is also listening in and the party reports from the north matches his account as well. The young noble is Alberich Sawyer, of the Sandstone Sawyers.
The party is rewarded for their services so far and accept the offer to remain in the service of the king. At this point, Alberich joins the party as he to seek answers.
The parties next clue leads them Merliath and they set out through the Bendra Forest. There they are beset on by assassins, but their quick thinking and tactics see them victorious. With all but one of the attackers dead, the party set to ask their prisoner a few choice questions.
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Post by Pecomica on Apr 28, 2018 8:52:17 GMT 8
After asking the prisoner about the attack, the party learn that he was just a hired hand by Thelin Bonner, the assassin. The party agree to let him go in return for what the man claim to be a treasure map.
At the edge of the Bendra forest, the party happen upon a Elf who is camping. Lena, who is traveling with the party recognizes him as an old friend and the party spend the night at the camp. The next day, Lena joins the elf as his path will bring her to her brother that the left to recover in Pinewood. The party reaches Bendra a few hours later and are looking forward to a warming and hearty breakfast with eggs and bacon. As the open the door to the tavern the owner, Simon, spots them and with anger in his voice he tells them to get out. Not knowing what's wrong they ask for clarification and Gardan, the guard captain in Bendra fills them in on the past events that's transpired since their last visit.
They are told the barmaid picked up the cursed knife after the attack on Bendra and she attacked Simons wife, killing her. Simon blames the party for her death.
The party promises to bring the murder to justice and set out north, following the 7 week old trail. On the way to Antrem they are stopped by a band of goblins, who have placed a log across the road, demanding toll. Party is having none of it, and before the goblins can react, the party atacks. The goblins is no match for the battle hardened party and after dispatching them, they soon reach Antrem. After meeting with the town captain are told of some suspicious murders. The town captain was more concerned about the looming threat from the north, then deaths that happened three weeks prior.
The party set up a trap to maybe get the help from the thieves guild, and one of them poses as an easy mark making a stroll down the street at night. They spot a few children, darting off into a side street. Thinking they have the right children the party follows and corner two of them. While questioning them in regards to the attempted robbeery by one of them, the third child returns with a few of the city guards. Believing there to be a case of missing children in the town, based on the story told by one of the children, the guard informs the party he is mistaken. The kids he claim being missing, have actually been adopted, and even if not all of them have, some children leave on their own will.
Party didn't fully trust the guard, but was unable to find out whom told the truth, the party moved on for now.
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Post by Pecomica on Jun 10, 2018 18:14:27 GMT 8
The next day the party is approached by Mama Agnes who runs the local orphanage. She had heard from her kids that they were investigating the disappearance of some children and asked if they would help her. They agreed and followed her back to the orphanage where they asked some children about their missing friends. The party bard disguised himself as one of the street urchins as the rest of the party headed to the barracks.
They were told that one of the city guards might be responsible, and after talking to Aide Anders, they found out where the soldier lived. They made their way there, and after finding out he wasn't at home, the party snuck into his home. They soon found a secret passage leading into the sewers. After dispatching some rat swarms they returned to the street and picked up their friend. Back in the sewers they missed disabling a trap and a couple of rust monsters attacked. The paladin took it upon himself to cover the rear in case of more monsters attacking, while the monk and mage handled the rust monsters.
Pressing on in the sewers they found a door made out of metal rods. Using the antennae from the rust monsters they quickly bypassed the lock on the door. They however failed to see the trap and a gelatinous cube attacked from behind. Party quickly dispatched the slow cube and found another door. This one was barred from the outside. Venturing inside and down a staircase they found them self in a room with four cages. Some of the missing children were found in the cages and with the aid of some heals the children was strong enough to make it to the surface. A second door at the other side of the room, had the party investigate and they found a operating room. Only a wooden table with dried blood, and a smaller table with some tools was in the room. In the corner they found some burlap sacks that had more dried blood on them. Following a trail of smeared blood out of these rooms they followed the tracks leading to a manhole leading up. It was locked with 2 heavy locks, so the party had to exit into the street elsewhere.
With the local knowledge of the mage the party identified the warehouse where the manhole exited. After dropping of the children at a local temple and urging the clerics to keep them safe and out of view, the party returned to the warehouse...
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Post by Pecomica on Jun 26, 2018 7:59:29 GMT 8
Needing to gain access to the warehouse, the party agrees to get Aide Anders to help. Alberich Sawyer heads over to the Central guard office to secure a search warrant, as the rest of the party take up position around the warehouse.
Alberich returns with the warrant in hand and the party make their way inside. They search the offices and find a color chart with some notes left by Balin, as well as his order journal. Scouring through the journal leaves Alberich alone in the office as the rest search for the manhole cover. They find the location but some of the workers have placed some crates over it. With their combined strength they manage to remove the crates, and they notice something shifting inside one of the crates. Grumpy examines it and notice a fetid, almost rancid smell coming from inside.
They call over one of the guards and ask him to open the crate. Refusing at first, as he do not wish to get on Balins' bad side, Bilbert befriend him and with charming words convince the guard that they will take full responsibility. The guard opens the crate and the party find it is filled with a stack of Beaver pelts. They cut the ropes holding the pelts together only to find there is nothing else there. The pelts have been poorly cleaned, which would explain the rancid smell.
In the mean time, Albericht have uncover a clue in the ledger and relay his findings to the rest of the group. They return to the Orphanage and try to learn more from Mama Agnes. She tell them of some neighbours aren't to happy with the noise the children are making, especially the nearby baker who have to get up early in the morning. She also tells them that some of the previous children that had to leave to make space for younger children, did not leave in good faith.
The party agrees to confront Balin so they make their way to the 'Gray Mare Inn' and see him in the corner, playing Dice. Taking up position near his table they spots his bodyguards. The party tries to pretend to represent the other party to get Balin to reveal something about his illegal operation, but they fail and Balin goes in for the attack.
The party suspected this would happen and was ready. Within a short while they had killed one of the guards and also, quite easily taken care of Balin. With their only lead dead, they turned to the last surviving guard and offer him a chance to surrender. The guard (Timothy) agrees and tell them everything he knows. The party, needing to recover some wounds and plot their next move, offer Timothy work and return to the Gilded Rose to rest for the night.
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Post by Pecomica on Aug 20, 2018 15:37:46 GMT 8
Aren 29 - Friday
When the party wakes up the next morning, they find both Alberich and Timothy missing. A message from the barkeep, tells them that Alberich went to visit a family relative and would meet up with the party for lunch.
They decided to wait around for Alberich to return before setting out for the day. As Alberich returns they decide they need a permit to inspect the mansion that they believe hold the next clue. They reach the Main barracks and talk to Aide Anders who, upon hearing their request, bid them to wait as he will inform Guard captain Boris of their discovery.
They are brought into Boris' office and again explain what they have discovered so far. With the help of Timothy they find the mansion on the city map and Boris offers his aid. He can't legally allow them to enter the premise as members of the guard, but once they give the word, he will re-direct the patrols to allow them a window to enter. He caution them however. If any alarm is sounded, he have no other choice that to send his men to investigate. The party understand and bid their farewell to the guard captain.
The party decide to scout out the place in question so they know what to expect. Alberich fear that someone might recognize him, so he brings Timothy to a tailor and dress him up as a minor noble. Timothy tries to object and say he is more comfortable in his armor, but Alberich convince him to try on the suit... and a wig to complete the disguise before they head to the noble district.
The party monk is already in place and takes a short walk around the perimeter of the mansion. Counting the ground guards as he do so. He spots a small park at the back with a large tree. The branch seem sturdy enough to carry his weight and he notes this off as one possible way inside.
The Bard returns to the orphanage and ask to again borrow some tattered clothing in hopes to blend in among the children of the town and maybe befriend some of them closer to the noble district and learn some useful information. He make sure to bring a small bag of sweets to help convince the urchins to aid him.
The party inquisitor stops by the restaurant mention by Timothy and he strikes up a conversation with several of the guards there. He learn that their duties are quite relaxed and safe, but learn little about the mansion or the mysterious halfling that Timothy mentioned. To many people frequent the restaurant and the hired guards by the merchants are more focused on keeping an eye on their employer then the coming and goings of any other patron.
Back at the mansion Alberich and Timothy stops briefly in front of the main gates. The symbol on the gates are familiar to Alberich, and he recognizes the place as one he had visited long ago. The Mansion belongs to the Landgraves. Alberich's aunt married one of the Landgraves and the wedding was held at this mansion. Alarmed by the notion that his aunt might be involved he quickly makes his way back to the Gilded Rose. All the time he and Timothy were spied upon by the monk, hidden deep in the bushes.
The bard had made h-is way to the merchant district near the noble estates and spots a group of kids playing some type of game. He apporaches them out of curiosity and also to seek information. A tall buy, maybe in his early teens, who have been leaning up against the wall, spots the bard approaching and steps forward. The bard offers a piece of candy and there is a quick flicker of a smirk on the boys face. He reaches out with his hand and demand all the candy. The boys' friends stop their game and quickly surround the halfling bard. Looking around the bard see none who would interfere. In fact he notice that people do their best to pretend not to see. Servants drag their charges away, businessmen and hawkers turn their gaze upon prospecting customers rather than another beating of a orphan. The bard nods as the command to give all the candy is once again heard and he reaches into his bag of sweets. As he pulls out his hands he throws the candy high in the air and as the eyes of the children follow the candy, he quickly cast a sleep spell on them.
Maybe it was all the candy he ate earlier, or the worry of what to come, but his spell doesn't quite catch all the children. The few in the group that see their friends fall to the ground, cast a quick frightened glance at the scruffy looking orphan in front of them and runs away. The bully was one of those that fell asleep and the bard quickly drags him into an alley. Searching his pockets he finds a dull rusted knife and a few copper pieces. Pressing the dull blade to the throat of the bully he wakes him up.
pressing the blade against the throat he make it clear he means business. He have questions, and if the bully knows what's good for him, he better know the answers as well. A short while later the bard, dressed as an orphan darts around the corner. throws the knife in the gutter and vanishes in the crowds. He quickly makes his way to the orphanage and changes back to his clothes before returning to his party at the tavern.
Last to arrive is the monk and they pool their knowledge. The decide to use the tree branch in the back of the house and make their way in. Alberich and Timothy will stay on the outside, while the rest go in to explore and find the answers they seek.
They arrive and Alberich cast invisibility on the 3 party members as he instructs timothy to knot their rope and throw it into the compound if things go wrong.
The now invisible party makes their way to the side of the mansion where they spotted a unhatched window. They manage to make their way into the room. The Inquisitor notices a mist disappearing under the door and tries to recall what could leave a trail of mist. As he makes the connection and is about to tell his friends, the door flies open and a pale looking figure moves inside. Behind are two guards slowly entering the room and waving their swords in front of them. Behind them is another short figure. The halfling that Timothy mentioned. The party is in no mood to fight these creatures so they make their way out the window. Doing so alerts the attackers of their presence and the pale figure jumps towards the window and slashes out. Hitting only air. The bard is unfortunate and missteps landing hard on the gravel path below. The attack leaps out and lands right next to him, but unable to see him due to him being invisible. A second creature appears in the window along with the halfling. The monk and inquisitor are making their way to the fence and the rope.
Timothy, upon seeing the abomination are to afraid to do anything, when Alberich tells him to run and get the guards, he drops the rope and descend the tree. The noise causes the halfling to turn, he spots Alberich and casts a spell. It misses, as Alberich cast a spell of his own. he strikes one of the creatures and its head explodes in a shower of tissue, bone, blood and brain matter.
As the bard tries to make his way to the fence the creature next to him, slashes out and manages to hit. The bard feel his body go week and he feel the life force escape him. With a last push of willpower he grabs a piece of the now dead spawn and makes his way to the fence. Alberich is trying to secure the rope, but as his focus shifts from the battle he is struck with a spell by the halfling in the window. Alberich feel his body go stiff and he is unable to move.
The monk manages to climb over the fence and grab the rope. He tosses one end over the fence as he holds on to the other. Both the bard and the inquisitor makes their way over, and the inquisitor manages to push the spell sage off the tree and into the arms of the monk. Together, safe on the other side the party runs away from the mansion, round the corner and vanishes in the night.
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Post by Pecomica on Nov 8, 2018 16:49:22 GMT 8
Bilbert is wounded and in need of assistance. The party make haste to the Temple of Araneth where the priest examine Bilbert. He assure them that he will be able to heal his wounds and he should be back to himself the next day. The party wait and together they go to tell captain Boris about their findings the next day. As they get inside the guard house they notice a large man arguing with aide Anders. They are shown into captain Boris' office where they explain their encounter the previous night.
With the support of Captain Boris, the party return to the mansion for some more investigation. They soon learn that things aren't as clear cut as they first appear. The only person they encounter in the mansion is the maid assigned by the owners to look after the place when they are away for the summer.
Further investigation suggest that she have been drugged, so the vampires could have the run of the place at night. Boris is not convinced and even after they venture to the Temple of Areneth, where Bilbert was cured of his affliction and the priest showed the captain the evidence, Boris is reluctant to take them on their word. But he promise to alert his men to be on the lookout for anything strange.
Alberich heads to the local bank to send a message to her aunt, explaining the situation as Bilbert goes to investigate the loud merchant they encountered at the guard office. There he discover that someone else is showing interest in the merchant and with a few tricks he manage to lure this other person to reveal himself. He introduce himself as Asher, and ask about Bilberts relations with the merchant. When Asher hear that there might be an attack on the orphanage, he excuses himself and vanish in the alleyways.
The next day the party learn of the attack at the orphanage and goes to investigate. They find that several of the children have been killed and wounded. Mama Agnes is alive but one of her helpers is also dead. Gruffindor do what he can to heal Agnes's wounds and she seem to be resting better. All evidence points towards the merchant and his hired mercenaries, so the party set out to find him.
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Post by Pecomica on Nov 16, 2018 7:07:30 GMT 8
As the party was leaving the orphanage they met a friend to one of their members. He told them he had been investigating the disappearance of the children, but seem to be one step behind the party. Until now. He asked to join them in bringing the man responsible to justice. Together they made their way to his place of work only to be told he had already left. while the party talked to the suspects wife, Elias took a look out back. He saw a few workers unloading a cart and an older man sitting under a tree, relaxing. As he jumped over the fence to talk to them, they became startled but his disarming demeanor as well as reassuring words made them relax. He learn that their suspect had left the day before and that he wasn't well liked by the staff.
In the meantime the rest of the party, when they heard he was already gone, decided that Alberich would try a scrying spell to see if he could find his location. Needing some high value tools, Alberich decided to go back to his aunt's mansion, rather then buying the materials himself. He soon arrived and Lisl the maid let him and Timothy inside. Alberich started the preparations for the spell as Timothy stood watch, and Lisl made them some tea.
The party was told that he left on horseback and got the location of the stables. As well as the location of the mercenaries that he employed. They made their way there and found that not only had their suspect left the night before, but he had also had one of his workers leave with his personal cart. The stable hand mentioned that they did split up. The cart headed south and their suspect took off north.
They went to talk to the mercenaries only to be told that the information they seek is only provided by their manager, who was having lunch on the finer parts of town. Not giving up the party headed to the restaurant the 'Stuffed Duck' to confront the manager, and hopefully get a satisfactory answer.
In the meantime, Alberich had cast his scrying spell, but it had been unsuccessful in locating their target. He and Timothy headed to the 'Gilded Rose' and was greeted by a noble. He introduced himself as Ashford Mariun. A noble name that Alberich recognized. It was a friend from school. Ashford told Alberich about his own dealings and interest in their target and offered to hire the group to track him down. Ashford himself was unable to do so, due to his stature and other matters that prevented him from leaving Antrem.
At this time, Alberich received a message from Saren who spoke of an attack on prince Jason, as well as a ship battle outside Jotar. Saren called for urgency to find out who is behind the attack on the kingdom.
Alberich informed Ashford that the party might be moving on soon, and not sure they would be able to follow the trail of their suspect. Ashford understood and after catching up on old times for a moment, they bid each other goodbye.
The party reached the mercenary manager who promised to give them a list of names of the mercenaries that their suspect had hired. The party headed to the north gate to speak with the guards there.
Again Elias took point and managed to use his disarming ways to get some information from the guard at the gate. With the aid of a gold coin, he learned that the guard in question would be stationed at the gate again at sundown. Frustrated that the party head learned nothing new, they all returned to the 'Gilded Rose' to compare notes.
Their new plan was to return to the shop after dark as new information from Ashford had come to light. Some clue might be hidden in the basement. They set off towards the merchant quarters as Bilbert took of in another direction. He wanted to share his information with Asher, and maybe see if he had any information to share. He made his way to the market and followed the steps Asher had told him. Soon after Bilbert walked out of the market wearing a bright yellow cap and he entered a tavern where he was pointed to a man. Getting close to the man he discovered it was Asher in disguise. They exchanged notes and bid their goodbyes, before Bilbert rushed over to the Temple of Areneth to talk to Father Bravith and Father George.
The party arrive at the house once more and Elias, whom have not been seen by the workers elected to go in and investigate, calling for the party's aid if needed. The rest waited outside and Elias was allowed access to the basement. He did learn a tidbit of information that the wife of the suspect was distraught and it seem that their suspect had made off with a large sum of money as well.
In the basement Elias found a secret room and after some difficulty opening the hidden door, he soon found himself in a room with four dead bodies. All had their throats slit and the only other thing in the room was a small chest, containing an empty vial and a bloody dagger. A light breeze from the wall near the chest, revealed another hidden door and this one lead down a dark tunnel. Elias called for his friends and the shop manager called for the guards.
Together the party ventured down the dark tunnel and it eventually reached a ladder, leading up into a small park some blocks away from the merchants home. The passage continued on in the other direction as well, and the party went to investigate. Grumpy noticed something out of the ordinary with the stone and he soon found the mechanism that unlocked a secret door. This lead to a small room that contained a chest and some animal bones on the floor. Apart from a few copper coins there was nothing of interest inside this hidden chamber. It appear that it used to be a secret location of sorts in the past, but haven't been used in a long time. They returned to the basement of the shop and was met with the town soldiers. They filled them in and handed over their evidence. The vial and dagger. The guard in charge thanked them for their investigation up to this point, but they would take over. The party made their way up to the ground floor and out of the shop.
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