Episode 115 – Inventor, Armorer, Messenger

The shoppers leave the jewelry store, and wonder where they might find some more practical gear. On their way to the armory, they come across a street vendor’s stand bearing the name “Hoggleschmink the Gnome” emblazoned across the canopy. The proprietor, Hoggleschmink, makes a few disparaging remarks about his more well-known competitor, Frandlehoobin & Son, and tries to interest the party in a number of odd devices. They scoff most of his wares such as the dwarf-tossing collapsible catapult, and the toy lumberjack. But they do haggle and finally purchase “Schminkie’s Fabulous Spring,” three Bouncing Cherry Bombs, and three vial arrows.

They settle up with the  inventive gnome and head to R. Morey’s Blades and Bows. They are greeted by the proprietor, Rumpah J. Morey. Davros, Cycek, and Sartan all upgrade their armor – selling their old beat-up armor at a discount. For now, they need to wait while the new armor is tailored and customized to their specs. They will need to wait until the following day to pick up the finished armor. Mishok is satisfied with his current armor, but looks into the possibility of upgrading his weaponry. Morey considers this, and brings out an old battle axe from his historic collection. This axe, he explains, comes from ancient wars overseas. He has had it in his collection for many years. It is not extraordinarily fancy, but it is very well-made, and seems very well-seasoned. Mishok senses a connection to this weapon. It fits the hand well, and seems to fit his spirit even more – imparting a sense of well-being and confidence. It just feels right. He makes an even exchange with the armorer – the axe for his Durgeddin Morningstar.

They next walk across town to the Elfsong Tavern. There, they find Tarina in the process of vacating the premises. She is being aided by Skrandar Fane…. The tattoo artist, poet, and dart-thrower they had met the previous day. He is helping bring her boxes of belongings from the second floor. She explains that Alan has asked her to leave. He was fined for having so many refugees crowded into his rooms, so now he is putting her out, along with 12 refugees… the overflow that he is not legally allowed to house. Many of them are skilled individuals… among them are carpenters and masons. The adventurers suggest that Tarina, and the refugees, can stay in the spare rooms at the Yur Inn, in exchange for their help in completing the renovations. They ask Tarina if she has any connections who might put them in touch with Carver. She suggests that while she is a relative newcomer to Shadowfurst, Skrandar is a native. He might be able to help.

Skrandar explains that he was, in fact, once a member of the Mange Gang, having grown up with Hack and Carver. He came to dislike and distrust Hack, but was always on pretty good terms with Carver. The Mange Gang has withered without Hack, and now their rivals, the Stoneheaded Bastards, formerly just another petty street gang, has blossomed into a sophisticated and dangerous organized criminal operation. Skrandar has a legitimate job now, working as a custodian at the Stonewall Healing Clinic. But he admits that he does still keep his hand in some side jobs. Last he saw Carver was a month or so ago in Duskhaven. Carver had said he was going to find work down south in Barlina (about two days south of Shadowfurst by road). Skrandar figures that Carver is there now… probably doing farm work, as Barlina is located in the “breadbasket” of the provinces.  There are still some folks around here who ran with Hack. Some of them have thrown in with the Stoneheaded bastards, some of them joined the Flaming Fist, and some of them are still smugglers and thieves. They still get around the backcountry using the “Thieves’ Highway.” Moose Maynard still has his outpost out there… a resting place for travelers who wish to stay undetected by the authorities. Moose is a well-respected man among the so-called “underworld.” Skrandar offers to carry a message to Carver via Moose’s network. He says, “You know it’s dangerous out there. And it will take a few days. I’m asking 100 gold pieces plus expenses. That’ll cover me risking my life, and time away from my job. What do you say? If you want to get a message to Carver, it’s money well-spent!”

The tight-fisted group, of course, haggles, and they get the fee down to 35 gold pieces. Skrandar will leave this evening.

Session 13 – Her Name is Rio

We pick back up with Bloody Thirston, the pack leader, holding a knife to Grabnar‘s throat. Grabnar is on the verge of death until Waldo stabilizes him—on the condition that he helps heal the pack leader. While Waldo feigns cooperation and tends to the pack leader’s wounds, Jackalwere “D” places his hands on the leader’s shoulders and pledges loyalty, saying he’ll do whatever is needed. The pack leader tells him to stand down.

During this tense exchange, Lis—still disguised as a jackalwere—pushes between the pack leader and Waldo. Jackalwere “D” sees this and suddenly lashes out, calling Lis a traitor. Unaware that Lis is part of the attacking party, the jackalweres break the stalemate.

The pack leader tries to regain control, negotiating with Waldo and demanding that we drop our weapons. Waldo pushes back, insisting we all step away and disarm simultaneously.

Meanwhile, Wrenn and Grix are still above the cavern in a tunnel. They follow it and discover it leads to a vantage point behind the enemies. Both draw their bows, unaware of the negotiations below. They’re spotted by a jackalwere and held at knife point before they can attack.

Wrenn and Grix put their arrows away and lean on their bows like staffs, signaling they’re not escalating—though they remain ready.

Du.ee makes his way across the room to check on Rio, but Jackalwere “A” grabs her limp body and drags her to the far side as leverage. The pack leader and Waldo agree to a compromise: we move to the far side of the room while the jackalweres begin to retreat.

Waldo drags Grabnar across the cavern by his beard while Du.ee casts a spell to revive him. As the jackalweres retreat, Grix and Wrenn see an opportunity—the leader is exposed.

Grix nods to Wrenn. Wrenn nods back.

Grix fires, striking the pack leader and slamming him into the wall, where he slumps over and dies. Wrenn follows up, dropping the nearest jackalwere with another arrow.

Now only one jackalwere remains in the room—two others have escaped. Lis casts Eldritch Blast, burning the last one but not killing him. Du.ee steps in. The jackalwere attacks, but his blow bounces off Du.ee’s metal frame. As the jackalwere turns to flee, Du.ee swings his book-flail and crushes his skull from behind.

Du.ee rushes to Rio, heals her, and she jolts awake in a defensive stance. She relaxes when she sees Micki, who vouches for us and brings her up to speed.

Rio crosses to a metal desk and retrieves a paper and some vials. Meanwhile, Wrenn searches the pack leader’s body, finding:

  • vial with a brown liquid
  • Some kind of root
  • golden medallion.

The one face of the medallion is cast with the likeness of a lion, with the upper body and head of a woman. She gazes out with a fierce expression. Her left hand holds a book, pages facing out; her right hand points a dagger at it. On the reverse: an inscription reads, “The Word contains within itself both truth and deceit. Even the most pure lie under the Veil of Falsehood.”

Before we leave we decide to take Templeton’s body with us, determined to give him a proper burial.

Outside the cave, we question Rio about the vials. She tells us it’s Assassin’s Blood, produced using secretions of the cave snails—valuable and profitable. She admits she was trying to profit from this operation and proposes we help her find an alchemist in the city. In return, we’d get a cut of future sales. We don’t commit but keep it in mind. She asks us not to tell anyone. We ask what we’d get in return.

She says she can smuggle us into Brampton by boat, unnoticed – bypassing the long road into the city, across the bridge, where they would of course pay exorbitant tolls, and most certainly be questioned by authorities and harassed by assorted scoundrels and miscreants.

We return to town with Templeton’s body and Bloody Thurston’s head to the Rivington Rats’ lair, where we tell Jughead what happened. He’s devastated but thankful we avenged Templeton by killing the second-in-command and the leader.

To honor Templeton, we all take a burning shot of Malört (instantly regrettable).

We collect our reward: some gold and a book created by The Engraver—a book that resembles the one we saw in Du.ee’s library.

After a somber celebration, we head to the Crooked Tavern with Rio. Inside, we see Louie and a woman at the bar with a pigeon on her shoulder. She turns—Wrenn recognizes her.

It’s Ineeza, Silk’s ex-wife.

She says she got Wrenn’s message to Silk. He responded with the following:

Dear Inee — Nice to hear from you. Been a while. Tell Wrenn I’m up at the Three Old Kegs in the Upper City… at least I will be after I finish this assignment… might be a few days. Ask for S’ateen. P.S.: tell Louie that T.O.K. has better beer than him anyway. Love – S.

Rio tells us her contact Phyllis, a fisherwoman, can take us by boat to the Lower City in the morning. We eat, rest in our old rooms, and Rio crashes in the cellar, curled up on a pile of lumpy potatoes.

Episode 114 – Church, Bank, and Store

Having rung the bell to assemble the congregation, Mishok patiently waits for the gathering to build. Meanwhile, Sartan wonders whether a religious institution like this might have some texts that would help them understand the nature of the gangsters, Mr. Elthar and Mr. Venzia. Sartan is wondering what exactly cambions and tieflings are, and whether they have any powers they should be prepared for. One of the acolytes takes him to search through a modest collection of texts. They find one that provides a treatise on the influence the infernal realms have upon the material world. It explains that fiends from the lower planes of existence – the Abyss and the Nine Hells, are at war with each other. Demons inhabit the Abyss…. 666 planes of utter chaos, hatred and horror. The most evil, depraved souls from the material plane are sent to the abyss where they emerge as wretched larvae, destined to live amid pain and violence, each scratching and clawing to dominate their wicked brethren. Those who succeed, mutate into more powerful and dangerous demons, with only the most vicious ascending to the heights of the terrible demon lords. Devils, on the other hand, rule the Nine Hells. Rather than chaos, the Nine Hells are structured into a rigid framework of institutional cruelty. The devils are as thoroughly evil as the demons, but with sinister designs of dominion over all. The two evil factions: demons and devils have been at war for eons, and their battle often bleeds through to the material plane – sometimes through direct incursions, summons from powerful conjurers, and proxy actions by their adherents in the material world. Some of these fiends have also blended their bloodlines into those of mortals.

Tieflings, as a subrace of humans, came into being due to a pact struck generations ago with Asmodeus—overlord of the Nine Hells—infusing his influence into their bloodline. Tieflings, in the broadest sense, still look human. At this point in their history, they are not necessarily inherently evil, but rather as prone to one alignment or another, as any human would be.  However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes: some have curling horns like a ram, others have straight and tall horns like a gazelle’s, and some spiral upward like an antelopes’ horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors—black, red, white, silver, or gold—with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of blue or red. Most pertinent to Sartan, they do carry some magical features, such as the ability to see in the dark, resistance to fire, and the innate ability to cast a few spells.

Cambions are the direct offspring of a human and a fiend… either a devil or a demon, and they are thoroughly evil. They are powerful, ruthless, and equipped  with dangerous magic – such as the ability to change their appearance and charm people. As such, these evil entities are able to spread much corruption amid mortals, and may be used as material world agents for their infernal or abyssal lords.

By the time Sartan has completed his research, the church has largely filled with parishioners. Mishok introduces himself, provides some background regarding Brother Tibalt’s mission, and reads the prepared remarks left by the pastor. He commits to checking in on the church daily and then turns the service over to the acolytes, who are much more familiar with the prayers and rituals of this particular church.

The group takes their leave and head downtown to the Shadowfurst Investment and Loan. The financial institution is housed in a truly impressive stone edifice. They enter a grand hall, and are shown to a financial consultant. He sets up Mishok (the only one with suitable credentials) with an account. He takes their gold and presents Mishok with a leather bound cheque book. The others, if they would like to open up accounts, would need to apply for proper Citizen Registration Documentation through the city council – requiring a fee and the signatures of three character witnesses. The clerk gives Mishok and Davros each a peacock feather quill pen.

They leave the bank and decide to go shopping. First they visit the alchemy shop.

Sartan purchases

  • 2 potions of healing
  • 1 potion of greater healing
  • 1 potion of purging

Mishok purchases

  • 1 healing kit (10 uses)

Next, they visit the jeweler.

Sartan sells:

  • 97 gp worth of gems
  • A tiara, a silver bracelet, and 3 gold rings

Mishok sells

  • 12 sapphires of various colors and grades, earning 4300 gp (the jeweler pays him with a cheque.)

They decide that next they will go in search of other gear that might help them in the future. Perhaps some armor, or some gnomish devices, or a spyglass, etc.

Episode 113 – Running Errands

The group walks through the streets of Shadowfurst – the poor side of town where their bar and its manager, Lolly reside. They soon arrive at her house. Davros stealthily sidles up around the back of the house to a window and peeks inside. This is the kitchen window. In the immediate foreground he sees various cooking implements, and most notably a large chef’s knife on a wooden cutting board. A copious pool of blood has congealed upon the board, the counter and upon the floor, trailing toward the living room. Davros can see the backs of two figures, sitting at ease in high-backed chairs. They face out toward the front door and appear to be engaged in subdued conversation. Although he cannot see their faces, he can see the horns of a tiefling protruding from the head of one of them. This tells him what he needs to know, and feels certain that these are mob enforcers they encountered early this morning. He sees no sign of Lolly in the tiny house. As his companions stay quiet and out of sight, Davros silently opens the backdoor with nary a creak. He carefully places five copper coins on the kitchen floor, in the shape of a cross. He carefully closes the door, and the four slink away from Lolly’s house before they arouse suspicion.

It is obvious to the group that Lolly is in deep trouble, and they decide to seek assistance from her community. During the insurrection of last summer, the “Four” had met several of her friends and neighbors, notably a couple named Findelis and Brit, who had put them up for the night, and helped lead the resistance which brought down Donnwald’s brief reign. They are warmly welcomed by Findelis. He invites them in and makes tea for them as they discuss the situation Lolly has found herself in. Findelis is quite disturbed by the story the guys tell him. He has seen no sign of Lolly, nor has he observed any disturbance at her house. But, he is angry and frustrated at how things have developed in the city since they got rid of Donnwald. They had hoped that things would improve… and they did, briefly. But Findelis believes that Strongbow is a weak mayor, and his city guards are no better. He has allowed Countess Velnarion’s Flaming Fist guards to assume too much control, and for the Stoneheaded Bastards to rise to prominence in the absence of Hack’s Mange Gang. The Mange Gang was a thuggish street gang, but their operations were not as blatantly evil as the Stoneheaded Bastards seem to have become. Findelis is convinced that it the Bastards who are in fact behind the random killings. “Who else can it be… surely not the so called Cult of the Dead Three?” Anyway, Findelis is distraught about Lolly and wants to immediately spring to her assistance. As much as he dislikes the Flaming Fist, he suggests that they seek their assistance. Meanwhile he will go to his neighbors and circulate the news. Surely somebody has seen something, or they can put together search parties and try to find her. He sees the adventurers to the door, and he himself scurries down the street to begin spreading the word to his friends and neighbors.

The group proceeds on their way to the Tower of Guard and the mayor’s office. They’d like to talk to him about the situation with the Stoneheaded Bastards and check the status of their weapons sale. They are greeted by the usual mayoral guards who see them up to the mayor’s office. He is in conference with professor Elchor Grafton at that moment. Grafton shows them an artifact from his historical archives. It is a dagger handle bearing the authentic mark of Durgeddin. He has carefully compared it to not just the mark, but also the workmanship of the weapons the four hand brought back from the Stone Tooth. He confirms that the weapons are authentic. He recommends that the mayor pay the four what they are due, and that they get these weapons into the hands of the Royal Guards as soon as possible. As more people come to the south gates from the south, the more stories they hear about hobgoblins advancing toward the city. He suspects that soon the soldiers will be needing any advantage they can find to fend off hobgoblin invaders.

The guys suggest to him that perhaps now is the time to reactivate the Shadowfurst Champion. Elchor agrees, however he also provides a little background on its operation. Presently, only the rightfully elected mayor and himself are privy to the knowledge to activate and operate the towering statue. Donnwald tried to force it out of him, and he might have succeeded if not for the assistance of “The Four.” The operation of the Champion also requires great physical constitution and mental toughness. He himself is becoming frail in his age and may no longer have the wherewithal to perform this duty. Perhaps one of them may be found fit to take on this role. There is a test and a trial designed to ensure that a new recruit is worthy, and thus far none of the city guards have succeeded. They agree to discuss it more later. For now, they wish to seek guidance on dealing with the mobsters, and to conclude their business with the weapons.

Mayor Strongbow turns the dial on a sturdy safe built into the stone wall of the tower. He withdraws nearly all its contents – a pile of small gold bars. There are a total of 67 gold bars, each worth 100 gold pieces, and one smaller bar worth 50 gold pieces. This amounts to 6,750 gold pieces in value, which when added to their down payment, amounts to 7,500 gold pieces. Strongbow expresses his appreciation again, thanking them for risking their lives in a dangerous journey of several weeks. He believes these weapons can help turn the tide against the hobgoblins, should war indeed come to their gates.

The mayor is angry and frustrated by the rise of The Stoneheaded Bastards as a criminal organization. They were once just common street thugs, but somehow they have become organized, ambitious, and exceedingly dangerous. Strongbow writes a letter and stamps it with his seal. He suggests that they take it to Captain Zodge. It contains instructions that, by order of the Office of the Mayor of Shadowfurst, Zodge is to provide significant resources to help the four find their bar manager.

They take their leave of the mayor, taking their letter and a leather sack filled with gold bars. It is mid-afternoon as they walk to the Church of St. Terragnis. They arrive and are warmly greeted by the acolytes, who now treat Mishok with the respect due the pastor of their church. They direct him to a rope that runs up to the bell tower. He and his acolytes heave on the rope, and bell rings three resounding tolls. Now, they need to wait until the church fills with sufficient parishioners with which to share the news of Thibalt’s departure.

Just a few congregants are present at the moment. They take note of a shabby individual sitting up front. This man has disheveled, sandy hair. A batterered helmet and a shield sit on the pew next to him. He wears battle-scarred armor and a threadbare cloak. Taking a seat next to him, Mishok learns that this individual is in fact one of the Hellriders they have heard about. He introduces himself as Akeyra Nissan. He was outside of New Elturel when it disappeared. He relates a story of the orb that had hovered above the city for months. It came to be known as “The Companion” and although it seemed uncanny, it gave off a wholesome light and it came to be embraced as a sign of good fortune. But on that fateful day, The Companion turned black. It seemed to draw all light and joy from the city, and a darkness fell over the land. Shafts of lightning struck out in all directions from the black orb, until suddenly with a resounding crack and a binding flash, The Companion, and indeed the city, disappeared. It looked as if the city had been cleanly scooped from the land. A smooth circular crater, miles across and as deep, now scarred the land instead of the beautiful city of New Elturel.

Hundreds of people who happened to be outside the city were stricken with terror. They made their way to Shadowfurst, a long journey for refugees. Nissan and others of his order traveled with them, providing guidance and protection. When they arrived at Shadowfurst, they learned that the refugees were unwelcome, especially the Hellriders. His brothers-in-arms, Ahambra Toyota, Alonzo Yamaha were taken into custody by the Flaming Fists. Nissan slipped into the city and thus far has been able to keep a low profile deep in the city. He has to admit, that he feels a sense of defeat and hopelessness at what has befallen his city and members of his order. The Hellriders follow in the tradition of brave paladins who centuries ago had literally ridden headlong into Hell to fight evil. Now, his time of fighting is past. He has borne too many injuries. But he is glad of the welcome he has received at this congregation.

Session 12 – Underground and Under Negotiation

The group, augmented by a couple of Rivington Rats, hunker down in the first room leading into the jackalweres’ tunnels. They ponder their next move, and prompted to action by Templeton, decide to press forward back into the tunnels. But it is clear that the jackalweres are aware of their presence, as an arrow attack from the overhead slit injures one of the Rats as they pass by. Moving deeper into the tunnel, they find bodies of the slain lying where the left them following their earlier skirmish. Lis takes the form of one of them, and leads the exploration. The others string out behind him, making sure no one follows. As Lis comes around a bend into a small den, a scimitar-wielding jackalwere lurches forward to attack, and then checks itself. It sniffs the air, and says… “Olaf… that you?” Lis replies in the affirmative, and suggests that their enemies are outside, and they should go defend their leader. The jackalwere is deceived and turns to lead “Olaf” farther into the warren. Lis pounces and stabs the unsuspecting foe in the back. The jackalwere howls in pain and falls to the floor, dragging  itself away into the next den. Another jackalwere lurks there and comes forward to investigate. Seeing something obviously amiss, it engages Lis in combat. The rest of the gang come forward to assist and soon both of the jackalweres lie dead.

They carefully explore the passageways, finding a network of interconnected dens. Each one holds a pile or two of blankets and furs. It is quiet. It appears that the jackalweres are either lying low, or have vacated the place. Waldo conjures a black weasel familiar and sends it ahead to investigate. It finds a much larger chamber just around the next bend. Six jackalweres stand at the ready, as if awaiting an attack.  A seventh larger one stands at the back of the chamber. He glowers over the heads of his smaller minions. Small antlers, like those of an antelope, adorn his head. He stands next to a metal table, upon which a woman lies prone, apparently unconscious. Despite its stealth, the weasel is soon noticed by the alert jackalweres. Waldo instructs it to dart forward and see what it can see, before it can be killed. It brazenly scampers forward, evading several vicious kicks as it does so. It clambers up the leader’s leg to get a closer look at the unconscious woman. She does not appear to be bound in any way, but she seems to be in bad shape – pale, bruised, and bloodied. Waldo can see no more, because the jackalwere leader grabs the weasel in his fist and crushes it out of existence. He grasps the woman’s hair and pulls her head and shoulders up from the table’s surface, and calls out to his hidden foes: “Come forward. Show yourselves. If you want your spy back, you’ll have to let us pass!”

They decide to send Templeton with “Olaf the captured jackalwere” (Lis in disguise) to arrange a hostage trade. Templeton is an angry, aggressive gang member intent on getting these jackaweres out of his gang’s territory. He argues, accuses, and taunts, drawing the jackalwere leader into a hostile dispute. The adventures feel confident that they have the advantage, believing their foes to be bottled up in their den, with their rear exit likely compromised by the burning warehouse beneath which it emerges. They believe that the jackalweres, despite their bravado, have little bargaining power.

Templeton demands an explanation of why the jackaweres are here invading Riverton Rat turf. He vehemently accuses them of murders, thefts, and the disruption of Rat operations. The jackalwere chief responds, “Just like you, we are trying to survive! We were driven out of the upper city by a corrupt faction of our pack. That’s right. You invaded our den when your real enemies are up in the city! They’re the real bad ones, casting evil spells, and deceiving the wealthy. But we’re like you! We’re just trying to survive. You too – you Rats – you are also lawless gangsters! You sent this spy to trick us, to cheat us, to steal our assets. And now here you are attacking us! Allow us leave in peace and you can have your filthy spy back. If you hurry, you might even save her life. Then go up to the city – you’ll find my old pack – the traitors – working in the Wide… selling books and swindling the well-to-do. They call themselves the Amberdune Pack. They’re the real bad guys. They have no honor!”

During this discourse, Waldo conjures an owl familiar and sends it back the way they had come, seeking to scout the passageway leading to the arrow slits. The owl (dubbed Hoot-dini) finds a pair of jackalweres poised above cracks in the stone floor, ready to rain arrows into the large chamber. A small party of consisting of Grixori, Wrenn, and Mickey follow, intent on taking control of the arrow slits. They do so effectively, killing one archer, and driving another one further into the tunnels.

Meanwhile, negotiations are breaking down. The jackalwere chief accuses “Olaf” of cowardice and weakness. He insists that the errant jackalwere assume the form of a lowly jackal and come grovel at his feet. Lis, realizing that he will be unable to maintain the ruse, leaps to the attack! Battle erupts, and the melee is fierce. Blood is spilled on both sides. Several jackalweres are killed, but not without injuring several of the adventurers. The jackalwere leader strides into the bloody fray, leading his pack to focus their attacks on the fiercest opponents. Templeton is killed, and Grabnar is brought to the brink of death. The pack chief, seriously wounded himself, grasps the fallen Grabnar in a headlock, and holds a wicked knife to his throat. He commands his foes to stop fighting, or he will slit the dwarf’s throat. Waldo, persuades the desperate jackalwere chief to stay his hand and allow him to stabilize his friend in exchange for a halt in hostilities. He reluctantly agrees, slowly lowering Grabnar’s limp body to the blood-soaked dirt. The gnome pulls out his healer’s pack and staunches the blood flow, keeping Grabnar clinging to life for now. The tension is thick, and all the combatants stay their hands while this unfolds. Although Grabnar is stable, he is still in desperate peril. The jackalwere chief demands healing for himself. Waldo ponders whether to accept this demand, and how his decision might affect the outcome of this situation.

Episode 112 – Hand Sandwich

Preparations are underway at the church of St. Terragnis for their simulated funeral procession, and the departure of their pastor. They have constructed a casket in which to smuggle Livist out of town. Brother Thibalt instructs Mishok in the rites that they must observe to make a passable show of the procession.  They craft a cover story in case they are questioned at the gate… a tale of a man who lived and died in solitude, who had no family in the city, and who is now being taken for burial on the land of his extended family outside of town. Thibalt provides a scroll containing a message that Mishok is to read to the congregation. He reads it, and contemplates what words he might add. Mishok, Brother Thibalt and the acolytes then settle in for the night in anticipation of what may be a dangerous journey to Blasingdell.

Across town, Sartan, Cycek, and Davros have gone to sleep in the Yur Inn. They wake up before dawn to the sounds of the work day starting at the Stoneyard. They step out the front door and are immediately met by two menacing figures. Two large men, dressed in long black leather topcoats over finely-tailored clothes, stand facing them. The larger of the two has an odd blue tinge to his skin, with curled horns sprouting from his head. He has a warhammer at his side and a crossbow strapped to his back. The other has black, slicked-back hair, reddish eyes, and carries a walking stick. It is this one, the slightly smaller of the two, who addresses the group: “Gentlemen. I am Mr Elthar and this is Mr. Venzia. We’ve come to discuss a pressing matter. You haven’t paid your security fee. And we’re curious where our associate Mr. Livist might be? Our records indicate that he had a visit scheduled here two days ago, and since then he has not made his appointed rounds.  We hear that you gentlemen consider yourself tough guys. Killers they say. That makes us even more concerned about our associate. We’re concerned about his well-being.  You might wonder about the well being of one of your associates as well. Hmmmm…. Where’s your employee… the woman, what’s her name? I wonder what’s become of her? Are you sure she’s safe in this dangerous city?

Sartan replies that they have just gotten back to town, they haven’t seen Livist, and that their bar manager, Lolly, is most likely at home preparing for her work day.

Mr. Elthar expresses his skepticism and goes on to say, “This organization will not have you interfering with our operations. If you choose not to pay for our security services… then you should be prepared to accept the consequences. But if we learn that you have had anything to do with Mr. Livist’s absence… well, I think we’ll have bigger problems to resolve. Now, we’ll take our leave. But you’ll see us again. I suggest you reconsider renewing your security fee, and coming clean about Mr. Livist.

The two step back, signaling a close to the conversation. Mr. Elthar utters some unheard words under his breath. Mr. Venzia tosses a burlap sack at their feet, and says, “Oh, and we brought you your lunch.”

The two clasp hands and they vanish without a trace.

Sartan suspiciously prods open the sack and discovers 4 small parcels within. Cycek unwraps one and finds that it is a liverwurst sandwich. They pull them all out of the sack and realize that one of the four is not a sandwich after all. It is, in fact, a human hand. After the thinly veiled threats of the two mob enforcers, they have a sneaking suspicion that this hand belongs to their bar manager, Lolly. They agree that they must go to her house to check on her, however, first they must get to the church to participate in the mock procession.

They walk across town to meet Mishok, Thibalt, and company at the church. The get Livist into the casket, don their ceremonial stoles, and prepare to set out. They process through the streets with Brother Thibalt in the lead, rhythmically swinging a censer and chanting. Most of the citizens in the street step aside and some bow their heads in respect for the dead as the somber procession passes. In time, they arrive in the vicinity of the South Gate, which is unexpectedly closed. Normally, it would be open at this time of the morning as commercial carts enter and leave the city. Today, there is a different sort of activity. A contingent of royal guards are at work fortifying the stone walls on the downstream side of the inner gate. They have several carts carrying stone and iron implements designed to crown the walls, giving them additional height and wicked iron spikes to deter any invaders that might cross the river.

The royal guards are too preoccupied to pay any mind to the procession, but a number of street toughs hang around, watching from the shadows of the nearby decrepit houses. Two city guards staff the inner gate. The guards allow the group passage with hardly a question, cautioning them that there is quite a mob at the outer gate. The Flaming Fist is enforcing order among the mob, but the guards advise them to clear the area as quickly as possible. Once the outer gate is opened, they do indeed see a large number of people clamoring for entry to the city. Several Flaming Fist officers shove these people out of the way, so the procession can pass through. One of the Fists asks them where they are going and whether they plan to return to the city. Mishok convincingly gives him the cover story. The guard reminds them that they will still need to pay the gate fee if they want to come back in… 10 gold pieces per person. The party is outraged, since they had paid the exorbitant fee just days before. But, they nod their assent and set out on their way, putting the gate, the mob, and the Flaming Fist behind them. They have no actual intent to pay the fee. Instead, they plan to sneak back into the city through the bandit trails that wind their way into the Stoneyard.

A mile or so down the road, they find a safe place to leave the road and make their way into the cover of the wilderness. They allow Livist out of the casket. He is stiff and sore having been in the box for well over an hour. He has been tied up consistently for two days. He has been beaten down, threatened, and torn from his role in the Stoneheaded Bastards’ protection racket. But he seems willing to stick with the program and faithfully accompany Brother Thibat’s mission to Blasingdell. They ask him a few questions about this morning’s visitors from the Stoneheaded Bastards. Livist explains that Mr. Venzia is what is known as a “tiefling.” Venzia is the only tiefling he has seen in the provinces, but understands that they are not unheard of overseas where society is much more cosmopolitan. A tiefling can be primarily human but with a trace of infernal ancestry. Elthar, on the other hand, is believed to be a “cambion” – a being with direct infernal parentage. He confirms that these two are very dangerous, and entirely ruthless. With a few final words of blessing and farewell, the two groups part ways… Thibalts contingent westward into the wilderness, and “one”The Shadowfurst Four” back toward the city.

The four adventurers, led by Cycek, find the hidden trails in short order, and are back in the Stoneyard by noon. They make their way to the Yur Inn, where they are greeted by a bar filled with about 20 individuals. This is somewhat frustrating, as Mishok had hoped to place a Glyph of Warding in the bar to protect against the return of Mr. Elthar and Mr. Venzia. Shaggi and Skids are behind the bar, and they wave the four over. They explain that this mob of street thugs came in claiming that Cycek had promised them a free round of ale. Cycek confirms that yes, these people are the same ones they had words with the night before.

The group mingles with the “customers” and seems to gain some tenuous rapport with them. Davros abruptly blurts out, “We got rid of Mr Livisit! We sent him out of town!” This gives the gang members some pause. They seem a bit shocked, but as they absorb the import of this news, they express some grudging respect for the nerve of these four to cross the big bosses. The four adventurers speculate among themselves whether they could actually develop some kind of agreeable relationship with these thugs. They decide to leave the bar in the hands of Shaggi and Skids for now, while they go to check in on Lolly. Mishok intends to get to the church and summon the congregation immediately afterwards. Davros decides to send word to Carver through his underworld contacts, that his mother is in trouble. He is hoping he might get Carver to return to the city, and perhaps serve as a liaison with the locals, and maybe get more of the local gang on their side. Perhaps another visit to Tarina at the Elfsong Tavern could be an inroad to contacting Carver. They also think about the giant statue – The City Champion – that currently sits unused in the Stoneyard’s back lot. They recall that the late Councilman Donnwald had attempted to force Professor Elchor Grafton to activate the statue to fight on his behalf. (Cycek, of course, had thwarted that attempt by way of a well placed arrow in Donnwald’s back). The four discuss these possible courses of action while they head toward Lolly’s house.

Episode 111 – Barrel of Fun

Most of the bar patrons have cleared out during the fight, but Alan Alyth and his staff stand shocked by what has transpired. Alan expresses his disgust at what he views as the dishonorable killing of combatants who had surrendered. He has seen plenty of bar fights but cannot abide what he has just witnessed. He is initially livid and orders Sartan and Mishok to go rein in Davros and Cycek – the two who were primarily responsible for the slayings. He explains that he does not need any authorities poking around, because he is harboring a large number of refugees in his upstairs rooms. He suggests that the group should get out of here before the Flaming Fist comes to investigate, as they certainly will. Alan and his crew begin dragging the bodies away and mopping up the blood.

Sartan and Mishok go upstairs to retrieve their companions. They return to the lower floor and Tarina approaches Davros. She thanks him for what he did, pointing out that Deadeye was an evil man and he got what he deserved. She hands over a pouch of coins that she collected from his body (32 gold pieces, and 15 silver pieces) as well as a folded up parchment. It is creased, stained, and rumpled. But upon opening it, it is revealed to be the deed to a sailing ship named “The Uncivil Serpent.” Tarina explains that this ship, now impounded in Stihlport, was taken by means of piracy. Deadeye’s signature likely has no legal standing. Nevertheless, perhaps if they are ever in Stihlport, they can lay claim to the ship. In parting, Tarina expresses her gratitude for the group defending her, and reminds them of her theory that the Cult of the Dead Three is behind the random murders, and she believes them to be operating out of the nearby public bathhouse.

They leave the Elfsong Tavern amid a throng of bystanders, who go quiet and edge uneasily away from the group as they pass by. They head southwest, putting as much distance as they can between themselves and the North Gate Flaming Fist outpost. They arrive at the Yur Inn to find that Shaggi and Skids are drinking and playing cards in an otherwise empty barroom. Lolly has gone home for the night. Skids tells them of a visit from a couple of imposing gangsters who came looking for payment. These two were particularly dangerous looking, and were clearly higher in the Stoneheaded Bastards ranks than the typically street thugs they are used to dealing with. He advises them to be wary, as the two are likely to return tomorrow. Shaggi and Skids then head upstairs to turn in for the night.

The group begins to make preparations for sneaking Livist to the church for his “funeral” tomorrow. Unfortunately, they left their cart and horse stabled at the Tower of the Guard. They decide to borrow another cart and horse from their friend Foreman Sy at the Stoneyard. The Town Guards at the Stoneyard gates are accommodating, as is the foreman. They had saved his life quite recently where he had found himself embroiled is the misdeeds of Scaythe, Slender James, and their hobgoblins allies at the Blasingdell Mine. Foreman Sy is lamenting the loss of the drill that he had provided to the mine, and his is wondering what his chances are that he will get Councilwoman Sareyes Vanthumpur-Wend to pay for a replacement drill. The Wend family owns the mine, and had leased it to the hobgoblins. As Sy sees it, the Councilwoman is responsible for the loss of such an expensive piece of mining equipment, but she is unlikely to see it that way. But, he is happy to see Mishok and Sartan, and he provides them a heavy cart and draft horse, asking them to return it tonight because it will be needed in the morning.

Meanwhile, Cycek and Davros prepare Livist for his trip. They interrogate him about the gangster visitors. He replies that he does not know them, but Mortlock has recruited some particularly dangerous gangsters to handle enforcement. They decide to pack Livist into a barrel, since a bar shipping a barrel of ale should not arouse any suspicion. They load it onto the cart and make their way through town without incident.

They arrive at the Church of St. Terragnis, where they find acolytes still busily preparing for travel and a few parishioners sitting prayerfully in the pews. Mishok meets with Brother Thibault while the others bring the barrel in through the back door. The let Livist out of the barrel, and loose his bindings, allowing him to rest and recover. Brother Thibault and the acolytes have prepared a casket to carry Livist out of the city. He will need four more pallbearers to make a convincing procession and he asks the four to participate. They agree to do so.

They decide to have Mishok stay the night at the church, while the others return the cart. Mishok borrows Cycek’s sending stone, so that he can stay in communication with the rest. Sartan, Davros and Cycek depart to return the cart. They will return in the morning for the “funeral.”

Thibault prepares Mishok for his role as interim pastor of the church. He instructs Mishok to gather the congregation as soon as possible following Thibault’s departure by ringing the steeple bell. He has written a letter explaining Thibault’s absence, which Mishok is to read to the congregation. Some
congregants will be frightened and uncertain, having so recently lost Father Baird to madness, so Mishok should be prepared to reassure and comfort them. Services are conducted several times a week, but other acolytes will handle that as needed. Thibault also provides spiritual counseling to individual congregants and general outreach to the community, particularly healing prayers. Generally, Mishok should strive to be a leader / spiritual guide. Certain acolytes are instructed to handle any essential business obligations, and most can wait until Thibault returns. If Thibault does not return, Mishok may be expected to take on a larger, more permanent role. Thibault wears the Belt of Dwarvenkind, and also a heavy mace, for the journey. Mishok settles in at the church for the night.

Meanwhile the three others are confronted by a gang of about 20 individuals blocking their way and hurling various abuse at them. One thug carves “Property of the Stoneheaded Bastards” into the wood at the back of the cart. Another tries to kick one of the spoke out of a cart wheel, but fails to cause more than minor damage. The trio intimidates the mob into backing off and allowing passage. They offer to buy the thugs all a beer as a peace offering. The thugs promise to take them up on the offer. The cart is returned, and the trio settles back in at the Yur Inn, planning to depart at daybreak for their return to St. Terragnis.

Episodes 110 – Defending Tarina

Captain “Deadeye” Cadaverus swings his scimitar at the defiant Tarina. She is quick on her feet, but not quick enough. She takes a grievous wound from the captain, which spurs her new allies to spring to her defense. Davros strikes the captain with an arrow, but it is only a minor wound. The fierce pirate captain slashes at Tarina again, once more wounding her badly. She surrenders to the captain, but the battle commences around them as he drags her toward the door. Mishok burns Deadeye with the Sacred Flame, but then inexplicably passes out. He slumps against the wall, unconscious. The rest of the team fights to prevent Tarina’s abduction. Davros kills one of the pirate minions and Sartan seriously wounds Deadeye. This compels the brigand to drop his aggression and and instead bargain his way out of the situation. He wants ten thousand gold pieces, but will accept five thousand. Sartan offers him a thousand gold pieces to go away and drop his claim against Tarina. Deadeye is in no position to bargain for more, so he accepts the terms and drops his weapon. Davros is furious that Sartan would offer these criminals a thousand gold pieces and he puts an arrow through the captain’s head, killing him instantly. He then crosses the room and slaps Mishok back into consciousness. Mishok steps into the adjacent room to investigate a mysterious stocky, hooded figure who seems to be observing from the shadows, and perhaps invoking a spell. As Mishok backs away, a cloud of mist emerges from the room, and the cloaked figure has vanished. One of the remaining pirates scurries upstairs out of the fray, and the two remaining ones give up. However, Davros and Cycek are in a state of rage and they kill the two unarmed pirates. The two marauding adventurers run upstairs to see if they can catch the fleeing pirate, but they are too late. They see a door ajar, so they enter to investigate. It is an unoccupied dining room. A window stands open, and the curtains billow in the cold autumn breeze. Cycek peers out and he sees a small knot of bystanders clustered around the inn’s entrance, and a dark hooded figure hastening down the street, around the corner, and out of sight. Davros picks the lock on another door and finds a guest room. It appears that a guest has been staying there, but it is presently unoccupied. The room contains a bed, a dresser, a small sea chest, and a couple paintings of sailing vessels. Meanwhile, downstairs, Tarina has lost a great deal of blood, and has collapsed from her injuries. Mishok heals her, and she joins Sartan and Mishok to check the bodies for valuables.

Episode 109 – Gamblers Anonymous

The four adventurer/barflies sit at the bar, drinking and chatting with the pub owner, Alan Alyth. Cycek inquires if there’s anything to do, like darts for instance. Alan replies that indeed, they have a dartboard. For a couple copper pieces, they can have the darts for an hour and can play to their hearts’ delight. The dartboard is fashioned to resemble a one-eyed, grinning face, crowned by a semi-circle of smaller dartboards, decorated to appear as floating eyes. A fellow named Skrandar Fane approaches them, claiming to be an exceptional dart-thrower. He also claims to be a poet and a tattoo artist. He suggests that they play him for 10 gold pieces vs. a custom tattoo job. He claims that his tattoos are infused with a magical property that make him exceptionally lucky. They decline to play with him, and instead the four play a round among themselves. Mishok handily wins. They are then approached by a couple of bar patrons named Lala and Oloric. Lala boldly challenges them to a match, and they play against Mishok and Cycek. Oloric, a willowy playwright with terrible aim, is so drunk he can’t even hit the board. Layla fares better, but she still loses to Mishok and Cycek who tie and share the pot.

They buy another round and ask Lala if she happens to know a “Tarina.” Before she can answer, an ethereal harp melody wafts through the barroom. The beautiful voice of an elven maiden accompanies the music, singing three verses that only Cycek and Alan can understand. Cycek translates for his colleagues. Mishok notes some curious themes… the lyrics included references to Elturel and the Hellriders. The supernatural beauty of the song always brings the bar to a few minutes of hushed silence, but Alan, who has heard the song innumerable times, stands puzzled. Wonderingly, he states that the song was different this time. The melody was the same one he has heard so many time before, but this time the lyrics were different. It had always been a melodramatic lament… the story of lost love. He is astonished that this time it sung of Alturel and the Hellriders. Alan admits that he is no history buff, but as he understands it, the Hellriders were legendary knights who rode their steeds into hell itself, in battle against the devils. Many of them never came back, but those who did founded the order of paladins that still bears their name.

Lala leads the four upstairs and introduces them to Tarina. They find her in the dining room playing Baldur’s Bones with a small group of locals. She wins the round, collects her winnings and sends her mournful opponents away, more than a few coins lighter. She makes an introduction to the four budding gamblers and teaches them the game. She ties with Davros in the first round, and satisfied with that outcome, decides to get down to business. She asks the group why they sought her out. Mishok replies that they were wondering what she knows about the Dead Three. She assumes, correctly, that the Flaming Fist suggested they talk to her. She proclaims that the discovery and dissemination of information is how she makes her living. She is willing to share her views on the subject, but in exchange she asks if they’ll have her back if trouble comes their way. She explains that she has received word that some former “colleagues” have been asking around about her, and they may turn up asking for trouble. They agree to defend her if necessary.

Tarina tells them that she has traveled the world. She has been to Baldur’s Gate, Neverwinter, and even the Kingdom of Tethyr. She was involved in “trade goods.” Some would call her line of work piracy, but she has left that life behind. The “friends” she half-expects to show up at the bar are actually her fellow brigands, led by her former Captain – “Deadeye” Cadavrus. She says he wears an eye-patch and stinks like a rotting fish. She left their crew a few months ago and traveled inland to Shadowfurst. In her time here, she has taken a room at the Elfsong Tavern, where she observes the comings and goings of the locals and visitors alike. She has made some inquiries and observations regarding the recent spate of murders. The unreasoning violence and randomness of the killings bears the signature of Dead Three cultists. The locals, even the Flaming Fist and the town guards, have no familiarity with the Dead Three Cult. But the cultists are a common source of trouble overseas. Her time in Baldur’s Gate has made her all too well acquainted with the cultists. They are adherents of The Dead Three – a collective of three, death-themed deities: Bane – the Lord of Darkness; Bhaal – the Lord of Murder; and Myrkul – the Lord of Bones. The cultists are obsessed with death, and believe that dealing death to random people will raise their esteem in the eyes of their deities. She had explained this to Captain Zodge, but he would not listen. Instead, he places blame squarely upon the heads of the Hellriders. Nevertheless, she has continued to pursue leads, not just to gain salable information, but out of a desire to thwart the cultists’ activities. She has noticed suspicious parties spending a great deal of time going to and from a public bathhouse just a few blocks from here. She has heard that there is a secret door leading to a subterranean compound beneath the bathhouse. She theorizes that this is where the killers are hiding.

Shortly they hear guffaws and raised voices. Apparently, some rowdies have entered the bar downstairs. Tarina states, “Sounds like they’re here. I’d recognize Deadeye’s laugh anywhere. Well, we can hang around and wait for him up here, or we can go see what he wants.” The decision is unanimous, to go downstairs and see what this guy has to say. They come down the stairs and enter the barroom, where they see a motley assortment of ruffians behaving in a rude, obnoxious manner. On particularly large ruffian, turns his attention to Tarian as he spots her coming down the stars. He confidently strides right up to her. He is not wearing an eye patch, but one of his eyes is a clouded over with a gray haze, and a rank whiff of fish accompanies him.

The captain says, “Well there she is – our old friend Tarina. We come all the way from Stilport to pay ye a little visit. Thought you might be at the Low Lantern… and ye had been there. But they told us ye moved on to Shadowfurst. We checked a shitty little dump of a pub across town. We didn’t find ya in that pisshole either. But here ye is…”

Tarina replies, “Awfully far inland for a pirate ain’t you? You lost your sea legs, or just your guts? You came all the way from Stilport for little old me? Well, here I am… now, run along. Why don’t just jump in the river and float on back to your ship.”

“I thought you’d give me a warmer welcome. You know, the Flaming Fist weren’t so happy to see us either, but they can be bought. Oh… and it turns out you can too. When you squealed on us, you know what they did? Impounded our ship – that’s what! So here we are, to take what we’re owed… enough for a new ship!

Tarina, scoffs. She asserts that Deadeye’s loss of the ship was the consequence of his own greed and unscrupulous nature. She has no intention of paying him a a single copper.

The captain draws his sword and declares, “Then I’ll take it our of your skin!”

Session 11 – Jackalwere Skirmish

We picked up where we left off, deep in the cavern by the river, searching for a way to reach the Jackalweres. Spotting a narrow tunnel in the corner where the walls had separated, we decided to press forward. Wrenn led the way, followed by Grix, Grabnar, Templeton, Micky, and Waldo.

As we moved through the tight passage, about 20 to 30 feet in, we noticed an fissure in the stone above us. Before we could react, two arrows rained down, narrowly missing Wrenn. Realizing the danger, we sprinted forward to clear the exposed area before any more attacks could land.

Emerging into a larger chamber, we found ourselves flanked—two Jackalwere archers stood on high rock formations to our left and right, bows drawn. Wrenn and Grix returned fire, while Templeton and Micky, still positioned in the tunnel, shot back at the hidden archers above us, landing solid hits.

As we focused on the archers, more Jackalweres began to swarm in from branching tunnels, joining the fight. The battle dragged on, with seven enemies rotating in and out of the skirmish. One injured Jackalwere fled deeper into the caves, while the two archers retreated into tunnels above.

Once the dust settled, we regrouped, healed up, and discussed our next move. Choosing the tunnel to our right, we ventured deeper into the web of caves, spiderwebbed with narrow crevices. This region of tunnels carried a distinctly damp aroma, and the floor of the tunnels had some puddles of stagnant water. Before long, we arrived at a crossroads:

  • Left – An apparent dead end, but something shiny was visible on the wall.
  • Forward – Sloped downward and seemed to lead toward the river.
  • Right – Opened into another cavern.

Curious about the shiny object, Waldo threw a rock at it—and it moved. An ooze-like creature slithered forth and started closing in, revealing itself as a trap. As we turned back, we found another ooze seeping out of the stone fissures, filling the passageway and blocking our escape. Trapped between them, we had no choice but to rush toward the river, escaping through a passage that led us several levels below our original entry point, opening upon stony low-tide shore of the river. We could see boats plying the waters and the outskirts of Baldur’s Gate on the far side of the broad river. Turning away from the river, we could see a plume of billowing smoke, and hear the clanging of bells – presumably the aftermath of the burning warehouse and the local fire brigade’s arrival on the scene.

We climbed our way back up to the top tier of the stone seawall, regrouped, and started planning our next approach to re-enter the tunnels and continue the hunt for the Jackalweres.