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Portal Sembia Yhaunn The Characters The Players Kestral's Tale Rules of the Game |
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Full Cast: The temple wishes us to take a representative. His name is Selwyn. He is six feet tall with blue eyes and black hair. He has a subdued demeanor, nice clothes (as that of a higher social class), and carries a spear and crossbow. There may or may not be a time constraint for finding this dungeon. If there were it would be 24 hours from now, possibly that we need the full moon to enter the temple. The temple suggests that we head down the other end of that secret tunnel with the painting to see where that leads. We also are given access to the library, albeit through the librarian. We head there, and look up information on Garagos and Shandakul. The symbol with the six swords seems to match Garagos. We can find no connection between moon rats and Garagos. We head down the tunnel. We find the entrance we used to get in, and we notice that we are actually below the sewer, which is a 1-foot diameter pipe. This tunnel is not a sewer as we originally thought. We follow the tunnel until it dead ends, but there is a crack on the wall ahead of us and a door on the right. Torstan and Dunstan want to listen at the door. When Dunstan uses a rag to wipe off the door there is an explosion. Dunstan is knocked unconscious, and Kestral quickly casts a healing spell for him. It's only enough for him to come conscious, though. The door is locked, so Torstan and Bladebrother Malavar force open the door (over the course of two minutes). Torstan enters the room, and Gar follows. He hears something above him but has a split second to react. He tumbles to the side, and a rotting undead creature drops onto the sarcophagus and attacks Torstan. Torstan fells the beast. Loot:
Half-plate with armor spikes, They decide to open the sarcophagus and find a sword and scroll inside, with the following verse: The long sword has the infamous six-swords symbol and a red gem in pommel (Torstan). Torstan claims it speaks to him, and told him its name is 'Rageburn.' The group is weary. We decide that this is a dead end, and we need to hit the library again before proceeding further. As we re-enter the temple, the guards snicker at Selwyn. "Muckin' about, gov'ner?" Kestral asks the librarian if her passage means anything to him: "the handhewn grave of the Slumbering One." We also ask for old maps of the city, but the librarian can't find any. "I thought we had some, but I guess they've been misplaced." In fact, there was a guy asking for maps yesterday when all the 'shenanigans' were going on. We discern from the librarian that he has stolen all of the old maps of the city. We need a map. We head to the shop of a sage, Ammanas Aunleagar. He was the man that Gar had been waiting had been waiting for the previous night. The group arrives around 11am; Gar knocks but there is no answer. The window shows living quarters, but no sign that a sage lives here. However, there is a 2nd floor apartment as well. The door is unlocked, and reveals a vestibule with two other doors. The one on the left leads to the apartment we saw, so we knock on the one forward. As Gar knocks, the unlatched door pushes open. Everyone quickly heads upstairs and finds the 2nd floor has been trashed. There is a book on the history of Yhaunn that has been ripped in half - only history of the past 500 years remains in tact. Selwyn suggests telling a constable, and is concerned over his family. Selwyn suggests that we try the temple (since it's on his way home) of Waukeen, God of Merchants. They sell information, and are always in need of cash since they had a few problems during the time of troubles. He haggles with the clerk at the temple library for the price of the question. Selwyn is looking for a map of the city from before the sewers were put in. He gets one from 800 year prior. Selwyn notices there is a sea cave on the map that is no longer there. Also, The spot that became Selune's temple was covered in rubble. Kestral asks after shrines to the Helping Hand. He says there is one inside the Temple of Selune. Kestral grumbles to herself. Selwyn sends a runner to warn his family (with a note in his family cipher). We settle on finding the sea cave, and head for the site. There is a tavern there, which stands over the harbor water with polls. Torstan dives in without thinking, and finds the water to be very stinky. Also, it smells faintly of blood. He climbs out and tells Kestral about the blood. She floats down to examine a grate below. The blood seems to be coming from there, and Dunstan notices that it has been cut away below the water line. Kestral submerges herself for a closer look before returning to the surface. The group decided to see if they can gain entrance through the tavern, to which Kestral grunts (she and Torstan are already wet!). Selwyn gives a smooth story about looking for a place for the lady (Kestral) to change. However, the bartender doesn't seem to want to let anyone down in the tavern's basement. Torstan asks for 3 casks of ale, and the bartender opens the trap door. After seeing the condition of the basement and the ale, he decides he'd rather donate it to the patrons. Those in the bar start to get excited. A bard in the crowd calls for a story. Instead, Torstan calls that he'll accept challenges for arm wrestling. Urg stands up; his mother must have been a troll. Torstan beats the guy (just barely, three to one), and the bar begins celebrating the 'rat king.' We head back toward the Sea Cave, entering through the grate. We quickly realize that the tide is coming in, and we could be trapped. So, we return to the temple to rest up, have a hot meal, and be a bit more discriminating in what we take with us. We head back to the sea cave around 9pm. We navigate the passageway, which is under 5 feet of water. The bottom drops out from under us when a room opens up, and we are attacked by fish people. There are only three to start, but they summon several more, including a nasty looking queen. We are being beaten back, and they block our retreat. Just when things look grim, the tide starts to turn. Dunstan fires a sleep arrow at the queen, and she falls asleep. The fighters score some critical hits, and they are starting to fall. With about 10 hit point between the six party members, and Torstan finds himself staggered. Rather than stop to heal himself, he attacks one of the two remaining enemies, dealing a critical blow with his mighty sword that fells the fish-man. Then he strikes at the other, and barely kills him, before falling unconscious. Stuff:
EXP: 1200 (+100 Torstan roleplaying bonus)
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