Tales of Our Heroes
Volume II, Dark Tide
In chronological order, with the most recent last:
- Foul Deeds Underfoot
- Our heroes investigate some mysterious disappearances
to discover a vile cult beneath the very temple of Tyche,
the goddess of luck
- Dark Tide: Act I - Our
heroes follow up some rumors to find a foul lair of aquatic
horrors.
- Dark Tide: Act II -
Our heroes hatch plans within plans and eventually strike
out for Ramsgate to investigate further to determine the
actual threat and how best to deal with it.
- Dark Tide: Act III
(Epilogue) -
Our heroes continue their deception and try to take the
fight to the beasts.
|
Foul Deeds Underfoot
Maiden 26: Magnus is charged with finding a fellow, but
higher level, student of Timotaeus, Alex. He was reported
to have been headed to the Lucky Penny, the same place Jake
mentioned before he died. When asked about the Lucky Penny,
John offers the following:
"The first floor consist of gaming tables . . . a kitchen
. . . a bar, and a corner stage, one that I played once, I
might add. The second floor is mostly guest rooms with
some offices. The third floor is the actual Temple of
Tyche. The casino is owned by a private interest and
is not run by the priests. I believe the temple area
was donated by the casino owner. The management of the
casino is a very involved affair, so I can see why a priest
would be loathe to get involved as it could very well distract
them completely from their faith, what with all the accounting,
etc.
"I am not worried about the priests after having such good
experiences with Lucky here, but perhaps I am naive in that
respect. I would similarly not be suspicious of the
management, but they are a little more believable as villains,
what with all of the opportunities for exploitation that gambling
produces. The casino does not operate like the Lucky
Lady. Markers, IOU's, and credit are allowed, so people
can get themselves into a bad situation if they are not careful.
"The casino does regularly tithe to the temple, daily I believe.
This may assuage any concerns about the casino's practice.
I have heard of more than one unlucky sap having his markers
taken care of by the priesthood. Their funds are such
that they have two seagoing vessels, Tyche's Grace and Fickle
Fate. They use these to operate a shuttle service of
sorts between the 'old world' countries and the colony lands
here. I believe they are ocean-going versions of the
Lucky Lady, but a little less casino-like.
"Speaking of which, the temple level of the Lucky Penny is
remarkably . . . temple-like. The priests there are
usually engaged in worship and discussion of the faith.
They even seem to have a library and such, although I did
not peruse it in depth. I understand that some priests
do work in the casino, but primarily only working crap tables,
dealing, etc. They are a minority of the staff, as they
refuse to allow markers and credit, so they cramp the style
of some of the staff and patrons.
"That's about all I know about it. I don't remember
any of the names of the big 'players' there. Heck,
I am not even sure what the name of the guy who hired me for
my gig there was. Jack maybe?" He smiles.
They plan to go in separately. John will go to find
work entertaining there, with Mila as his bodyguard.
Sid will scout around outside and enter separately.
Magnus and Lucky will also enter separately, after stopping
by the morgue and the temple of Osiris to make sure Alex has
not turned up dead. Also, our heroes follow up on the
death of Jake, an old friend of Sid's. In their investigations,
they determine that Alex has not turned up dead, but Jake's
body is missing. With few avenues of investigation left,
they plan to infiltrate the Luck Penny.
Things go pretty smoothly and John secures a room and performs
that night. Our heroes spot someone roaming the second
floor then disappearing where there appeared to be no doors.
They find out during a visit to the Temple of Tyche upstairs
that there is record of a smuggling base beneath the casino,
used by one Pirate James. This information was discovered
by Ty, the temple librarian. Also on hand is Kim, a
higher ranking priest. The head priest had left, and
the pro tempore Head Priest, Joseph, was out of town, dining
with a wealthy supporter of the temple.
The party moves down to the second floor. Lucky chooses
to use the Medallion they obtained and is transformed into
a halfling-sized spider. He gets down to the second
floor without being killed by Mila and managed to keep control
of his mind, unsure what might have happened if he had lost
control. However, he does have the ability to climb
walls like a spider and the effect does wear off in about
one minute. John quickly discovers the secret doors,
which are obvious to him in comparison to the well-crafted
portals he became familiar with in the Elven communities in
the Moon Forest.
They find a shaft that opens into a vestibule of sorts and
they defeat a pair of guards stationed there. They discover
a cult. Sid skulks about without tripping any alarms
and sees a huge, aquatic horror chained at the front of the
room. A human is leading a congregation of forty to
one hundred followers in a service spoken in a hissing, sibilant,
inhuman language.
Being right under the Temple of Tyche, this cult distresses
them considerably and they decide to act immediately.
With the assistance of two temple priests, Kim and Ty, as
well as a bouncer and a couple of thugs John scraped up from
the casino, they launch two pronged assault on the sub level.
Having learned from Ty that it was a smuggler's hideout, they
glean from a text that there is a dockside entrance and a
ladder under the front of the Lucky Penny's main entrance.
The party attacked in two prongs. Magnus, John, Kim,
a bouncer, and one thug will approach from the congregation
side to distract and stop the followers from escaping.
Lucky, Sid, Mila, Ty, and one thug will attack from the dockside
entrance, hopefully flanking the priest and his foul creature.
Things work out well for our heroes. The priest turns
out to be a lot tougher than expected, but thanks to Mila's
Ring of Spell Turning and Sid's and Lucky's racial resistance
to magic, they manage to hold their own. Magnus' force
successfully engages the minions and, with the help of a countersong
from John and a few raps to thick skulls, they manage to shake
a good number from the hold of the priest. One of them
is Alex.
The priest continues to try to cast spells to no good effect,
although Ty is Held. The beast begins devouring minions
that stray close enough. Some followers actually embrace
the beast's hunger with crazed screams of worthiness, seemingly
glad to have the opportunity to be eaten by it. It has
snapped two of the four chains holding it, but it is pausing
to devour the mindless followers.
Mila managed to break the lines of the priest's guards and
engage him, with the help of a spell from Lucky that held
some of them, but she was quickly surrounded and fell, but
not before almost killing the priest. Sid, meanwhile
has been attacking the beast, along with Lucky. Sid
and Lucky turn their attentions to the priest and from the
throng Jake appears and begins beating the priest with a brass
candlestick. They manage to down the priest, but now
the beast is almost free of its bonds, although slightly wounded
by Sid and Lucky.
The party scrambles to regroup for what may be a very dangerous
battle, with most of their magic spent and Mila down.
Suddenly Alex becomes lucid, breaks off from the crowd and
launches a lightning bolt at the creature, felling it.
The city guard soon shows up, but they do not try to stop
our heroes from doing as they will with the bodies.
Recognizing Magnus as a pupil of a member of the Octagon,
the trio of priests of Tyche, and the fact that they are under
the Temple of Tyche, the guards that show up feel they have
little to complain about.
Soon it is established that the group has done the city a
service and the guard puts themselves at the temple's disposal
to assist with immediate cleanup duties. The group loots
the body of the priest to find some items which, between Magnus'
magic and John's knowledge of lore, are identified as:
- Philters of Persuasiveness (two potions): these will
make the imbiber more charismatic and make their suggestions
magically more effective. One was given to Mila and the
other to Sid. John was offered one, but felt his comrades
needed it more, in light of his own natural charm.
- Ring of Protection +1. This was given to John.
- Cloak of the Manta Ray: this cloak, when reasonably immersed
in salt water, will confer the abilities of a huge manta
ray on the wearer, to include 18 m/round swimming movement
and a stinger that does damage similar to a short sword.
The senses remain those of the wearer, which can be problematic
in dark waters. Anyone viewing the wearer when the
cloak is active is 90% likely to see them as a manta ray.
Magnus was given this.
- Footman's Mace +1. Lucky took this, being the
only one skilled in its use.
- Ring of Spell Turning (unknown charges). Mila
took this one and gave the other such ring, now having one
charge, to Magnus.
The party found approximately 5000 GP in coins and valuables.
Fully half of the monies were determined to be taken from the
hapless cult members. The party returned this and then
gave the rest to the victims. The events as a whole have
gained our heroes a small amount of local fame and they have
definitely impressed the people of the temple of Tyche and the
Lucky Penny. |
Dark Tide: Act I
Our heroes, concerned about the cult below the temple, investigate
further. Over the next month, they try to get into a regular
schedule. John travels the taverns and inns of Seahaven,
entertaining and trying to gather information. Lucky stays
at the Lucky Penny, helping the temple to consecrate the fouled
grounds of the temple basement in which the cult had lived.
The local underworld hears about Sid's involvement in crushing
the cult and the few enemies he had forget their vendettas against
him in their own twisted, criminal sense of community spirit.
Sid kicks around the city, looking for info and laying the foundation
for a network of contacts, when not assisting Lucky and the
temple of Tyche in cleansing the cult's former home. Mila
takes a temporary position with the town guard. Magnus
continues his work in the Octagon, spending some free time researching
on the cult and/or creatures of the sea.
The month of Juno comes and goes. Magnus and Lucky
manage to pierce the shadowy veil that allows them to access
more powerful magics. Lucky, Magnus, and John uncover
information that suggests a grotto up the coast to the north
may be worth investigating, variously hearing reports of a
snake cult to the north as well as some strange cult housed
in a grotto anywhere from three to eight kilometers up the
coast, depending on which tale you believe.
Alex, having agreed to examine Lucky's Medallion further,
returns it. He reports the following about it:
- Alex dubs it the Medallion of the Spider. There
are three ways to use it:
- Say "Bes" - you gain the power to Spider Climb for
about a minute.
- Say "Pat" - you gain the power to Jump for about a
minute.
- Say "Bespat" - you transform into a spider and have
both Spider Climb and Jump abilities. Alex did not
scry this, but what learned this from Lucky's reports.
What he did sense seemed to reinforce the notion, i.e.
it would probably be impossible to guess a priori.
- Each power can be used but once per day, as far as
he can tell, but he is not certain. He suspects
there is something else about the medallion, but is unsure.
Probably some way to use it more often during a given
day.
Julian 1: The party easily convinces the head priests
of the Lucky Penny to offer up the use of their ship, Fate,
for an expedition to explore the rumored grotto. The head
priests, Joseph, Kim, and Ty, will accompany them. A one
week wait is involved, but the party quickly agreed the support
of the ship is worth the wait, especially in light of the possibility
that the grotto may be difficult to enter from land.
Julian 8: The expedition was mounted without difficulty
and they were soon underway. The first grotto found
north of Seahaven turned out to be eleven kilometers north.
The Fate dropped anchor and our heroes boarded a long boat,
manned by Cecil, one of the more courageous, strong, and skilled
sailors on board. The group rowed to the grotto.
Just inside, the floor rose up from the water and they beached
the boat, instructing Cecil to stand by at the boat, ready
to leave. Our heroes moved east down a dark, twisting
shaft for a few score meters before reaching a four-way intersection.
They withdrew a short distance and Sid moved forward to scout
ahead down the north tunnel.
He discovered other branches and twists, including sharp
narrowing that he chose not to squeeze past, as well as a
cave that contained some old human bones. As he was
investigating, he heard the sound of metal and wood scraping
briefly ahead of him. He withdrew to the party to report.
He then moved slightly down the east branch., only to turn
around at the sound of wet, squishy footsteps approaching.
The party spread out around the intersection and soon there
were a little over a half dozen humanoid creatures visible
dimly at the farthest reaches of Sid's Infravision.
Magnus and Sid had retreated a few meters back down the west
branch, in the direction of the boat. Mila had moved
slightly into the north branch, in the direction of the scraping
sound Sid had heard. Lucky and John ducked down the
south passage, which was unexplored as of yet. One of
the creatures stopped as if seeing something in Sid's direction
and the group clustered and conversed in a hissing, gurgling,
inhuman language.
Down the northern shaft, Mila heard footsteps as well.
She leapt into action, charging down the hall, but unfortunately,
the creatures were ready for her and she was almost killed
by a spears set to receive her charge. The other creatures,
as well as most of the party, were surprised by this and the
battle moved jerkingly into motion. John and Lucky dispatched
their foes quickly with the aid of Lucky's Hold Person and
John's magical sleep powder. A few beasts charged toward
Sid and Magnus, who failed to stop the onslaught with missed
arrows and a weak Sleep spell, respectively.
John charged forward to assist Mila wihle she executed a
fighting withdrawal. Lucky moved into the intersection
after a quick flurry of coup de grace strokes of his mace
to send the Held beasts on their way to oblivion. Sid
and Magnus continued to exchange blows with their opponents,
with neither side scoring a hit.
John fired of a Sleep spell and, with a few good strokes
from Mila's blades, her foes were no more. The party
dispatched the remaining creatures fighting Sid and Magnus
as more streamed down the corridors to attack them.
Free of immediate foes to distract him and seeing that his
comrades were safely clustered in the shaft leading back to
the boat, Magnus hastily called upon one of his new spells
to call forth a cloud of an overwhelmingly putrid stench.
The foul, bilious, green vapors spewed out, filling the intersection
of the cave mouth. Lucky managed to barely move out
of the path of the advancing cloud. Our heroes managed
to dispatch the remaining few creatures and make a hasty withdrawal
to the boat in which Cecil was waiting. A skilled boatsman,
he rowed out to the ship briskly.
The response of the beasts seemed to be delayed longer than
the lifetime of the magic, putrid nebula Magnus summoned.
After a few minutes, the boat was about 1000 meters from the
cave, but still another 500 or so meters from the ship.
The party began to breathe a sigh of relief, when they noticed
motion at the cave mouth. They heard a few splashes,
then a long succession of splashes as a multitude of creatures
leapt into the dark waters.
Cecil continued rowing as fast as possible, his skilled strokes
making the boat cut through the water swiftly, but the creatures
were remarkably fast. They swam with a speed that exceeded
that of Magnus when using his magical Cloak of the Manta Ray.
The dark undulating wave moved towards our heroes, at least
fifty of the creatures. In light of how much of a threat
a dozen of the beasts were, things seemed dire for our heroes.
Greek fire was launched from the Fate, as the crew responded
to calls for aid from our heroes. The wave of creatures
submerged, with only an occasional fin or back appearing at
random. As our heroes clambered up rope ladders that
were raised as soon as they exited the small craft, the tiny
boat was swarmed by the beasts and torn asunder. Before
the foul things could launch spears into the backs of our
brave quintet, the crew set the boat ablaze with burning pitch,
sending the monsters back into the dark water, screaming inhumanly
in protest.
The crew was skilled and brave, but the number of creatures
attacking was too great. Soon, the decks were awash
in the chaos of battle. Fortunately, the priests from
the Lucky Penny were on hand, but it was still a pitched battle.
An initial volley of the ship's ballista downed a few of the
aquatic horrors, but soon a dark wave swept forth to engage
the crewmen.
Half a dozen men fell quickly and the crew's lines broke.
Mila charged forth to hold the line and sight of her was soon
lost as a wave of beasts surrounded her. Our other heroes
did what they could, Lucky using his sling to deadly effect
from the netting of the masts, alongside the crew's archers,
Magnus and Sid helping bolster the lines of melee, and John
whipping the crew into high spirits to better repel the foul
tide.
The battle raged on and soon Mila was once again visible
among a pile of bodies, crew and beast alike, and she was
visibly fatigued and wounded. She stood with the line,
keeping the horrors at bay while the temple priests called
on Tyche's aid. John's music, now less effective in
the din of the prolonged battle, ceased and he joined the
fray, trying to help Mila. Lucky and Sid had managed
to keep the masts clear, although they had a few close calls
with spears [read lost a few hit points]. Magnus had
the good fortune to have joined a rank composed mostly of
priests rather than sailors and his line was holding with
little difficulty in stark opposition to the remainder of
the ship.
However, the tide of battle had turned, the vile beasts withdrew,
letting loose one last deadly volley with their spears.
John narrowly avoided getting wounded, but Mila was not as
lucky and fell back, a spear firmly lodged in her chest.
Fortunately, with so many priests on board gifted with healing
magics, she and other badly wounded crew were saved.
Ten were beyond healing, seven sailors and three priests.
As the few creatures melted back into the dark ocean waters,
the call was already given to make way and head back to Seahaven.
Once the healing had been finished our heroes and the head
priests of the Temple of Tyche sat down alongside the bed
of the now-groggy Mila, who was settled comfortably in the
Captain's Cabin, and plans were hatched to deal with this
dark threat.
The party's investigations
Julian 8: The party decides that John and Sid will head
north to investigate the communities that might know of and/or
be threatened by the creatures encountered in the grotto.
The rest of the party will try to find out more about the possible
threat and feel out what resources they could muster.
Magnus speaks with his mentor Timotaeus about the events
and his intention to investigate and resolve the situation.
Timotaeus responds:
"Well, it sounds like you are keeping yourself busy
in a productive fashion, in a civil sense, that is.
I have had the fortune to not have had any battles with beasts
from the deep. I have repelled a pirate ship or two,
but nothing so exotic as you describe. Most of my young
foolishness was spent lurking about in dungeons and tombs,
seeking items or trying to stop others from acquiring them.
"At this point, I am not convinced of a real threat to
this city. I do remember a story of a peaceful tribe
of sea-dwellers that cut off their relations with humanity
in a very bloody fashion, but they were never heard of again.
I fear that you and your fellows are ill-equipped for an
ocean-going expedition if it should come to that.
Your training has a long way to go first.
"As for lizard folk, I have only dealt with ones that had
a diet primarily composed of human and demihuman flesh,
so most of my dealings with them have been brutal and violent.
I wish your friends good luck, for I fear they may need
it.
I encourage you to follow through with your plans to check
our library. It is the wisest course of action, right
now. What you need most is information.
The next day, Julian 9:
Magnus inquires with the Octagon's librarian about octagon
member(s) which specialize in ocean flora/fauna or which may
have had similar encounters:
The librarian, Erat, brushes a piece of lint of
his robe, looks off in the distance and then shakes his clean-shaven
pate. "Hmm . . . no. The Octagon's members are
traditionally only sagacious with regard to magic and things
magical. There are a few texts of members and colleagues
that have had aquatic travels of a sort, let me see . . ."
He helps Magnus find a large number of books, from
which he gleans some information
Magnus' research is partially completed and reveals:
Small bits of trivia on various sea-related legends
of creatures that dwell in the sea. Most revolve around
large snakes, dragons, turtles. Some speak of humanoid
races beneath the sea, but mostly revolve around passing references
to mermaids and mermen. Focusing for the moment on trying
to find information on things like the creatures our heroes
face, he finds some other tidbits of information.
In a dusty journal of the wizard Auric:
"The villagers warned us of the Merrogri, aquatic
creatures that lived nearby in a lake. They were reputedly
fierce and deadly, but usually hunted in small packs.
The villagers do not know of any legends of spell users among
the Merrogri, but they claim that the creatures have a magical
ability to ambush victims."
Some rumors obtained about lizard folk:
Bar patron "They eat people, that's all they do,
nothing else."
Fisherman "Don't they eat people?"
Trader "I believe they sold some mineral rights to their
land."
Trader "Hmm, don't they usually eat people?"
Trader "I am not aware of any goods they would have to
trade, unless they traded goods they took from raids . .
."
Lucky spends some time in the dusty shelves that Ty calls home.
Ty is fascinated by having an apparent kindred spirit around
and is quite distracting, but in a pleasant and productive way.
He seems to have a net neutral effect on his research and helps
the time pass more quickly.
Amidst one tome on ancient religions, Lucky finds:
"One example of ancient monotheism is rumored to
have existed among a mythical race of frog men. They
viewed the Sea as some maternal goddess to the exclusion of
other deities. The race is believed to be extinct now,
having been driven out of existence with constant wars with
all other sentient beings. Their belief system apparently
included human sacrifice, among other dark practices."
Reading a book on animism, he finds:
"One clear example of animism is rumored to exist
among the Soggin, the so-called 'sea devils'. They reputedly
worship a shark deity. However, their belief system
is peculiar. Apparently, their Shark deity, Ssekkolah,
is considered a greater being, whereas sharks are simply viewed
as companions. So one would not expect a Soggin to bow
reverently to a shark. Given the rapacious nature of
the Soggin, this is not surprising. Interestingly, some
rumors abound that the priests can attract a shark friend,
not unlike the Rangers of the Bloodthorn League, which have
an uncanny ability to befriend animals of the forest.
The Soggin are rumored to practice human-sacrifice.
Such a rumor is believable in light of the apparent pleasure
they take in killing humans and demihumans alike."
Mila talks to her fellow guardsmen and superiors about the possible
threat. Her Captain is mildly concerned and is interested
in further information, but is unable to assign any guards to
the mission. Her Sergeant agrees to let two willing guardsmen
accompany her if she heads back out there. In the seedy
places she likes to frequent, she hears some interesting information:
A heavily scarred thug laughs as he talks to his
partner, "Yeah she was pretty ugly, but even ugly people's
gots dere uses. Ya know, Ramsgate, about seven miles norf
a 'ere is a pretty strange little burg. You can make
easy money in slaving. Dere's dese mates what will gif
ya real good money for even da scrawniest and ugliest folks."
At Black Jack's fighting pit two fellows are in a one-upping
contest on who has seen the most memorable fight: "Thar
wuz this one lad, a lizard man no less. He slit this
fella's gillet and then ate out his heart. Aye lad,
his heart!"
A drunken lush, while not hitting on Mila, confesses: "Thith
thmuggler fella wath attacked by fithmen jutht north a here.
<sip> Big fithy fellas, they killed every latht manjack
on board. It wath horrible, tho I hear. Thum
kid thtowed away in tha cargo <hic> he wath the one whut
told me. Tho, baby, how's about you and me .
. . <wink wink> you know . . .
The bartender serving the lush: "Hmm? Oh yeah, little
Scotty is the boy he's talking about. A smart, quick
lad. I felt sorry for him and gave him a job cleaning
up around here. He's a good lad, ya know.
Scotty "I didn't see much mister . . . um . . . ma'am.
There was all this fighting and screaming and blood everywhere."
He pauses, visibly trying to contain his emotions.
"I wuz gonna jump outta the porthole, but there wuz a coupla
them fish devils swimming in the water. Then I hear
this weird horn sound and they jump up and attack the ship
too. I almost made a break for the ocean when I saw
more of dese fish devilsswimming besides sharks all chummy
like, just below the surface. I ain't never going
out on the ocean again, never!" He turns to once again
wrestle with his emotions, but apparently fails, as he rushes
off, saying "I got chores to do ma'am." The quiet, jerking
sounds of sobs can be heard from him as he leaves.
Julian 10: Lucky's research concludes with the following
entry from a missionary's journal:
"We have managed to make contact with a tribe of
fish people, the Hokuta. They were very leery at first
and some of our party was killed in a misunderstanding.
I have managed to establish communications and they have allowed
me on a brief tour of their community. I spoke with
a priest of theirs for some time. They are quite a beautiful
people. They have such clean and simple desires, and
their arts & crafts are a wonder to behold. I was
unable to establish any type of alliance with them, however,
although I suspect they might allow further, cautious communications
with our church. Some aspects of our faith appealed
to their priest. I suspect the priest is the one that
granted my access to their community. He mentioned something
cryptic about a messenger of Eadro, their one and only deity."
A map in the journal shows the location of the community
to be south of Seahaven, on the coast.
A nobleman and his entourage enter the Temple of Tyche:
He demands politely to see Lucky and "whomever
is in charge here." When Lucky and Joseph arrive, he
bows deeply, whipping his cloak behind him, and gives Joseph
a pouch and says "To continue your good works." He then
gives Lucky a pouch, saying, "To reward the courage and altruism
of your brave party." He does not allow time for the
two priests to examine the pouches and they realize that they
are expected to wait for some lofty soliloquy. The nobleman
speaks "Your brave actions have benefited this city, but moreso,
the House of Sabre. The heir to the house was among
the victims kidnapped. A number of heirlooms were liberated
by him under the fog of enchantment that foul excuse for a
priest placed upon him. Your group's insistence that
the spoils of the cult be returned to them and the rest divided
among them has greatly impressed the House of Sabre.
"My lord has insured that the other merchants in the guild
recognize your party's endeavors. Additionally, we
have spoken to the city leaders. We have decided to
reward you with this. We believe that your party's
continued success is in our best interests and we wish to
endorse such civil-minded behavior in our more adventurous
citizens and visitors, alike. I leave it to you to
evenly divide this money among you and your companions.
Lord Sabre will be somewhat displeased if you do not keep
this, though he wishes to convey it is yours to do with
as you wish. Your party's deeds were noble, and hence
you will be considered noble guests if you should visit
the House of Sabre. Good day my good priests."
He spins on a heel with a flourish of his cloak and strides
out of the room, tossing a handful of coins into the donation
box as he leaves.
Joseph hefts the pouch questioningly, wondering why it
feels so light. He opens it and empties it partially
into his hand. His expression turns to surprise as
he sees gems of all types fill his palm. "Goodness,
there must be thousands of coins worth of gems here."
Lucky similarly finds his pouch to be full of gems of varying
shapes, sizes and types, including some pearls. Lucky
isn't sure at first glance, but he guesses the pouch contains
about . . . one heck of a lot of gems! [Lucky will
be e-mailed the total value . . . ]
Magnus' research concludes late that night with more nuggets
of information. In a twenty-year-old, water-logged journal
of Mage Balgon:
"We were just attacked by the vile devils of the
sea, the Zawa Keen. A few of our men were killed, but
I managed to form them into a solid line and used various
magics to kill off the beasts. I expect they will trouble
us no further, but to make certain, I am calling upon the
wind to move our vessel faster. I have few spells left
at my disposal. I will try to rest now.
"They attacked again. The numbers were far greater
as the creatures swarmed from all sides. By the time
I had reached the deck, a full fourth of the crew had been
tossed overboard and I was forced to use a ball of fire
to repel the attack. We have lost one mast and are
pushing on hard to escape their reach. We should reach
Seahaven soon."
The journal ends there.
An excerpt of a book written by an anonymous author. Skimming
the pages, Magnus deduces it is written by one of the small
folk and then that it is a Gnome, as it describes first-person
accounts of spell use, focusing on illusion magic. It
reads:
"We came upon a large lair of strange fish men.
I later learned that they were called 'Chootoe' or something
of that sort. They were vicious, vile beings.
They attacked on sight and seemed to despise anything not
themselves. The lair was vast and our hardy group was
almost decimated many times, but we managed to survive, Tyche
be praised.
"Most noteworthy was the presence of skills of skullduggery
and priestly magic among them. If we had been forced
into facing the entire lair at once, we would most certainly
have perished. Some of our brethren in the underdark
explained that one great failing among the creatures is
a certain mental instability that compromises their cooperation
and infrastructure. They have beautiful, phosphorescent
kelp and fungi gardens. Seeing the large, vicious
beasts placidly tending the fields amid the soft glow presents
a stark contrast to their wicked nature."
Another volume of a journal of Mage Balgon, composed of unusual
materials. There are but a few pages in some magically
protective sleeve. They are dark green and the writing
is composed of shiny, bleached strokes in the pages. The
letters are large to accommodate a very broad tip on the writing
instrument, so there is little text to
read:
"I have just recently acquired writing materials
from my benefactors. I have lost my traveling spell
books, but I was able to remember how to magically communicate
with others. They are a fascinating race, these Hokati.
They look like large, humanoid fish beings. They dwell
in the coastal waters here. I am not sure which direction
I have been taken, but I am probably on an island coast or
the coastline south of Seahaven. The people keep to
themselves, unsure how to react to me.
One of their wise men tells of a breaking off of relations
with land dwellers after numerous betrayals. The trade
arrangement was broken off violently and in a very bloody
manner. I have seen these people repel one small raiding
party and I would not want to be on the receiving end of
their spears. I am uncertain who was the real culprit,
honestly, as I am uncertain about their belief system.
They have had some uneasy alliance with a nearby colony
of people that they refer to as the Ssikar. Unfortunately,
they plan to take me to Seahaven now, and they insist that
I agree to be drugged into unconsciousness. How I
would love to spend more time here and catalog the amazing
objects they can craft."
Magnus was unable to find anymore references to 'Ssikar'.
Timotaeus offers something about Balgon:
"Hmm, he left the Octagon about ten years ago, shortly
before I took up residence here. He ventured out beyond
the colonies, I believe to set up a place of residence and
conduct his own research, free of the demands of the Octagon."
A guard at the Octagon speaks of the lizard men while sharing
a drink with Magnus:
"They're pretty fierce critters, but not too tactical,
unless of course they got their collective back to the wall.
Then they use traps, hit-and-run tactics, and all kinds of
nasty tactics to survive. When I fought some, our whole
unit attacked them like madmen, we didn't want to be eaten
by them. A couple of our guys did fall, though, and
one of the . . . things actually stopped fighting to take
a few bites out of him! Well, that cinched it.
We burned out their whole stinking lair. It was a nasty
two weeks slogging through the swamps, but we got every last
one of them buggers, but good."
An attractive, single, young woman visiting from Riverton pesters
Magnus when he stops by the Lucky Penny to talk to Lucky that
evening:
"Oh my, you're one of the young fellows that helped
kill that dastardly mage aren't you? My you are
cute."
"Thank you milady, but you said you have seen the lizard
folk?"
"Oh yes, eerie people, hissing and slinking about.
They seemed nice enough, in their own, inhuman, savage way.
Chroghari with scales, but a little less warlike, if you
ask me. But enough about them, let's talk about .
. ." She strikes up bedroom eyes and spends the rest
of her time trying to seduce Magnus.
Mila hears more from Scotty:
More composed and serious, Scotty offers Mila some
information, after somehow managing to track her down.
"Ma'am? There was one other thing I remember, some of
those fish devils on the sharks rose up through the surface.
They wuz chanting 'Shecola' or something. I think they
was priests or magicians or something. That's all I
gotta say, I don't really like talking about it much.
I hope you is working to kill those bastards." He shuffles
off.
Late that night, Sid and John stride in purposefully.
Deprived of good drink for too long, Sid heads straight to the
bar, intent on taking advantage of the party's free lodging
and fare at the Lucky Penny as reward for their clearing out
the cult.
John heads straight for his companions, taking a
seat and a deep breath before starting. Sid sits down
just as john begins to recount his tale. "Well, friends,
we learned some, but less than we had hoped. There is
a town north of here, Ramsgate, where people tend to go missing
more often than in most places. The other communities
were not very informative. We did discover that a small
fishing community had essentially vanished from the coast,
but it was about ten years ago.
"One seemingly unbalanced individual seemed to recall seeing
our foes, but he described two varieties, one that matched
our descriptions, even down to the blackish green coloration,
and a second type that seemed somewhat different.
He had only seen a body of the second type. While
taking shelter in an old mine, he noticed a strong smell
of dead fish and followed it to find a large, grey,
dead body of a fish-like man. This creature lacked
the claws and the rows of fangs that creatures we encountered
did, though they both had webbed hands and feet. From
what he said, it also sounds like the second variety lack
the black fins like the ones that we encountered.
"An older fisherman yielded something interesting after
I interrogated him with my favorite tactic . . . getting
him stinking drunk. He confessed to having witnessed
an attack of these gray fish men upon a caravan. They
attacked without warning and dragged every survivor back
into a cave they had emerged from in the hill. Strangely,
the old man is convinced the hill was no where near the
coastline, rather, he claims it was a few miles inland.
"We made contact with the lizard folk. It was an
unsettling encounter. They are trading peacefully
with their neighbors presently, but they have a rather repugnant
custom of eating their slain foes. There were skulls
everywhere and they had a strange aloofness to them that
made me feel an awful lot like food. I am unsure what
to say as to their involvement. They claim not to
be at war and from what Sid could find from his scouting
forays, they are only really equipped for hunting.
Their numbers seemed appropriate for the number of buildings
present, so I doubt they were the ones we attacked, unless
they have hidden homes elsewhere. I had hoped to arrange
some alliance with them, but that seems highly unlikely.
A lot of them are itching for conflict. Luckily, the
local communities hire them out to patrol the area and keep
it clear of monsters, a very real problem north of here
where the lands are apparently still quite untamed.
"Sid and I masqueraded as vicious thugs and managed to
setup a sting of sorts for some slavers, but we had to spring
it too soon to prevent one of the captives from being killed.
Sid fought admirably and I gained a new appreciation
for the little magic I know. Sid and I . . .
convinced one of the thugs to tell us where the meet was
to take place. We dressed up some of the thugs as
farmers and bound and gagged them. We went to the
cliff side where the meet was to occur. Then, when
the 'buyers' arrived, bedecked in long, hooded cloaks, we
attacked. They turned out to be humans! The
thugs tried to take advantage of the confusion and fell
upon us. We tried to subdue them, but the size of
the opposing force was large enough that we did not have
the luxury to knock them all out bloodlessly. The
one we did manage to subdue fell on his own dagger and the
others that we tried to capture leapt off the cliff.
However, all was not lost, on the remaining martyr
we found this." He pulls something out of a pouch
and slides it to the center of the table. The briny
stench of it is noticeable and there is a small bloodstain
on the thong that would hold about one's neck. It
is the same coral and shark tooth medallion that Jake had.
Interesting is it not?"
Sid finishes his fourth drink, saying "Ah, not a single
decent tavern north of this damn place. Well, anyway,
things were getting a little too hot there, as people started
to recognize us and take notice of our presence. So,
we figured we had done all we could and would just hurt
our cause if we hung around any longer. Not to mention
that I could not stomach another backwater bumpkin too-tall
offering me a 'small beer' and rolling around laughing like
some fool baboon! Small, large, or otherwise, I would
not grace any of their dishwater brews with the title 'beer'
anyway. They would not know a decent brewing apparatus
if it slapped them in the face. Oh, but I do miss
Herr Mueller's hospitality."
|
Dark Tide: Act II
Julian 10: Our heroes continue to discuss the situation
at hand and finally decide to follow-up on the bodies of the
priest and the creature from the cult. They conclude the
following from their information:
- Hokati: not the creatures they fought, possibly 'good'
creatures.
- Soggin: probably the creatures they encountered.
They worship a shark deity and are quite evil.
- The creature from the cult is not a Soggin, it maybe
a Chootoe.
- Slavers from Ramsgate are apparently selling people to
robed figures that have the same symbols as the cult members
our heroes vanquished in Seahaven.
- Temple of Osiris: the body of the evil priest was in
fact still human when they cremated it the day after they
received it. The ashes were scattered over the ocean.
Julian 11: They stop by the Healer's Guild and talk to
one of their sages, Phinaeus:
- "Frog men" or "Chootoay": the body of the creature
from the cult under the Lucky Penny. It is probably
sensitive to light and somewhat resistant to electrical
damage. In light of Alex's Lightning Bolt killing
the creature, the resistance is clearly not complete.
The creature from the cult is the only one of its kind the
guild has seen. They appear to be amphibian, freshwater
beings. The size of the brain suggests intelligence.
Their bodies have a gray coloration. They appear to
be omnivorous beings.
- "Fish men" or "Sea devils": the guild has not
seen any of these for years, almost a decade. They
are dark green to black, with lighter colored bellies.
They have fins and are fish-like, saltwater beings.
They have teeth similar to a shark's. Their diet appears
to be primarily, if not exclusively, meat. They are
probably sensitive to light.
Our heroes depart Seahaven, en route to Ramsgate. After
a few miles, they decide to stick to the coast. A few
hours later, Sid 'feels' something's not right. He can't
quite place it. The party stops and Lucky turns Invisible,
with John's help, and investigates. He finds that there
are two robed figures below the party, at the base of the cliff.
He also notices a fish-man on a shark, watching the general
area where the party was. The group decides to continue,
but they stay a few hundred yards from the cliff edge.
Within a few hours, they reach the site that John and Sid
described encountering the other robed figures that tried
to buy the "slaves" from them. Once there, they discover
a slope that travels down the cliff face, which Lucky explores,
still Invisible. He finds the same pair of figures,
now a few hundred yards behind the party, still sneaking up
the coast. He also spots the shark riding fish-man.
The party escapes detection and the pair of figures move out
into the water, apparently conferring with the rider.
They then walk into the sea, dropping out of sight prematurely,
as if an opening or cliff was present just beneath the waters.
The party camps and discusses strategies. They finally
decide to masquerade as representatives of a wicked merchant
from Seahaven, interested in expanding his business into slaving.
Sid offers up the name of Garth Brookes, a.k.a. "Garth the
Black," one of the more powerful and wicked merchants operating
out of the mighty port city.
Magnus plans to enter the tavern in Ramsgate, the Filthy
Whore, taking the guise of Samuel, an agent of Garth, accompanied
by his bodyguard (Mila). John turns himself Invisible
and he and the still Invisible Lucky follow the pair as backup.
Sid stays near the rear of the tavern in sight of it and the
party's gear, just inside a sparse copse of trees. Magnus
quaffed one of the Philters of Persuasiveness and they begin
implementing the plan.
Magnus and Mila were soon talking to Pete (they don't learn
his name until later), who described himself as the head slaver,
and his six guards. Magnus notices something in the
corner behind him, but continues to talk to Pete about the
fictitious business proposition. At some point, Magnus
decides things have soured and fires off a Color Spray into
the corner where he believes someone is waiting to strike.
Within seconds, Lucky had Held three of the guards, John had
Slept two via his sleep powder, and the sixth had surrendered.
The mysterious character had disappeared from the corner,
after failing to Sleep Magnus, thanks to his half-elven blood.
Magnus did get a good glimpse of the man and identified him
as a human in a dark cloak and leather armor before he vanished
from the room. Unfortunately, Pete was Invisible and
had left the room via a window while the party was engaging
the others.
[Warning to all you grammar fiends, I am switching tenses
at will because I am too lazy to edit the e-mail stuff that
follows]
John moves to the window sill and makes a gesture with his
arm, which the Magnus and Lucky figure is an attempt to dispersing
another dose of the sleep dust. to stop the fleeing Pete.
Lucky assesses the situation, and steps close to Magnus and
mutters to him, "Magnus, use the magic power of that potion
to get that invisible guy to come back inside and talk this
over."
The remaining guard tries to listen in but is foiled by Mila
as she steps towards him, her weapons lowered, saying "We
came here to talk not to fight. Help me put your friends on
the couch." The guard looks back and forth between her
and the others, clearly confused. Mila waits, not sure
what the guard is going to do and not wanting to spook him.
Magnus processes Lucky's comment and seemingly quickly agrees
with it as a good course of action as he rushes to the window
sill and says loudly, "Come back! It's all a misunderstanding!"
The guard in front of Mila answers her suddenly "Huh, must
just be a misunderstanding." Then he seems to do as
Mila asked.
Magnus listens intently, the blood pulsing in his ears a
deafening distraction. After what seems like an eternity,
he hears someone moving up the wall. Magnus glances
down and notices subtle handholds strategically placed in
the wall. Magnus spies Sid off in the distance, standing
over a fallen body equipped much like the person that was
standing in the corner . . .
"Excuse me" is heard and Magnus backs up. Lucky spied
outside to find no one in the raucous bar has responded, although
it does occur to him that the two door guards are not visible
and that might raise an eyebrow inevitably. He leaves
the door slightly ajar so that approaching people might be
heard.
Soon, the guards are sitting on the couches, the "head guy"
is invisible but seated behind his desk, and the party is
trying their level best to look calm and collected.
The fellow slowly fades back into view as whatever magic
he used goes away. He looks *very* wary and suspicious,
fleeting glimpses of glossy-eyed submission to the potion
are barely noticeable.
"Misunderstanding huh? Yeah, that happens. At
least no one's dead. So, why the hell did you jump Shade?
Better yet, how'd you even know he was there? And when
did Garth start hiring mages to do errands? BTW,
my name's Pete, what's yours?" He gestures to the group,
waiting for your response.
Magnus suggests that two of the guards go back outside and
guard the door as usual. Lucky keeps the door slightly
ajar, listening and watching through the crack in the door
to make sure they don't run off and/or so he can hear/see
any funny business. Over the din of the tavern, it is
*very* unlikely that anyone outside the door
would hear normal conversation inside.
John moves to the window sill to see what is going on with
Sid and looks as if he is about to leap out. Magnus
stops him and points out the concealed handholds on the outside
of the wall, which John uses. John moves over to Sid
and they come back to the area beneath the window, holding
the body of the fellow. John re-enters the room, with
Sid and the body remaining outside so as not to spook anyone
inside.
John seems worried about something and calls Magnus over
to the window sill. Magnus sees that the body appears
to be equipped exactly the same as the fellow that was
in the corner, except instead of a human, he
sees a Dark Elf. He communicates this quietly to Lucky
and Mila. John stays by the window to obstruct any attempt
by the head guy to look out and possibly blow the suggestions
Magnus is using.
(Where did the body come from? When the fellow, Shade,
vanished from the room, he appeared outside, from the shadows
of the bar. Sid saw the signs of battle in the room
just before he appeared, making him suspicious. When
the fellow's facial features turned from a human's to a Dark
Elf's, Sid prepared to take action. Shade headed straight
for Sid's position. Being a skilled rogue, Sid had done
a good job of covering the most likely escape routes from
the tavern. Sid hunkered down behind a barrel next to
an outhouse and waited for Shade to pass. Shade did
not see him as he rounded the barrel and Sid moved forward,
ramming his magical blade deep into the Dark Elf. He
dropped immediately, blood gushing forth in a torrent. [Sid
used the Thief ability of "back stab" successfully and did
maximum damage with his blade and a critical hit, thanks to
using up his luck points.])
Magnus composes himself pulls up a chair in front of the
couch where Pete waits for a response. Magnus sits down and
addresses Pete, like a friend having a confidential meeting.
"In our line of work, one learns never to assume anything.
My training has taught me to see past the obvious and into
what lurks in the shadows," Magnus begins hinting at some
non-existent rogue training.
"I had hoped to incapacitate the intruder before things got
out of hand, but alas your men were on the ball. My employer
*really* does not appreciate deception with potential business
partners..." Magnus pauses letting the idea of teaming up
with Garth the Black sink in, "and I try very hard to satisfy
my employer's wishes."
"Garth takes his business very seriously. Having mages under
his command," Magnus indicates himself, "as well as other
well-trained operatives," motions to Mila. "He had hoped to
enter into a very lucrative arrangement with yourself, but
you need to be entirely forthcoming. You see, the request
that I made, although legitimate, was not my only reason for
being here. He is curious about your operations and wishes
to perhaps expand your trade into the Seahaven area. However,
I need to know what you are obviously holding back if this
business
relationship is even going to start."
Magnus adopts his best concerned-friend-trying-to-help face.
"So, why don't you explain again what is going on here?
By the way, you can call me Samuel."
Pete looks slyly at Magnus as he talks about 'our line of
work', but his suspicions slowly erode visibly as momentary
flashes of slackness in his expression clue Magnus in that
the potion is having an effect.
He continues with an interested look which is masked reflexively
when you begin talking about plans of expansion of Pete's
business. Not surprising as he is simply not wanting
to look to eager.
"Yeah, Mages make pretty good operatives, especially when
they are good at . . . other things, like Shade. Sound
like Garth has got some serious clout. I mean I knew
he had some pull, but if he's got Mages working for him, then
maybe he's the man to hook up with. Actually, I have
been working on and off with people from Seahaven. Some
jokers from there were supposed to handle a transaction for
me the other night, but I haven't heard from them since.
If I guess correctly, the bastards probably tried to renegotiate
once they got there." [The "jokers" are the slavers that John
and Sid foiled and then were killed in self-defense]
He gives a nodding, sideways, just-between-you-and-me look,
but continues talking loud enough for everyone to hear, "I'm
telling you right now, you do *not* want to do that.
It's bad business and it's dangerous with these particular
customers. That's why I usually use the out-of-town
guys for those jobs usually. They help me weed out the
riff raff from the professionals. There may not be much
honor among thieves, but I if I keep this racket up for long,
there'll be a hell of a lot more of it."
He shrugs, "Of course, there's gonna be a lot less slavers
too. But you gotta break a few eggs to make breakfast."
He starts laughing as he talks and nudging Magnus "And as
long as it ain't one of my eggs, break away!"
"As for Shade, don't worry about him, he comes and goes whenever
he pleases and I am sure he can take care of himself.
He's been brokering my deals with my current major buyer.
He's a strange customer. He must have grown up a *long*
way from here, because he talks kinda strange and seems to
have this real thing for darkness. Hey, different strokes,
right? Besides, he ain't wanna my eggs, if ya know what
I mean. I think maybe he is a free agent."
"Ya know, I may be going out on a limb here, but I really
like you friend. There's just something about you.
Hey, I don't wanna be your bitch or anything," he guffaws,
"but you seem like a real straight shooter and I wouldn't
mind making Garth happy too, so I am gonna let you in on some
of the details of our little operation."
He grabs some pieces from a backgammon board and uses the
small coffee table as a prop. "OK, here's the coastline."
He gestures to a long edge of the table. There are three
main places I do business with my current
major client. "Here, here, and here." He grabs
an inkwell and plops it down. "This is Ramsgate."
The party quickly surmises that they were near the central
site, and that the other sites are probably about one kilometer
north and south of that site. We make trades every Tiusday
[no, this is not a misspelling], rotating through the sites,
1, 2, and 3." He refers to the sites in order from south
to north. "This Tiusday, we will be making a drop at
site 3. It's about 1 click north of site 2 which is
almost directly west of here. Site 2 is near a large
path down to the coast. Site 1 is near a shallow, low
spot in the cliffs, and site 3 is near a really big boulder."
John catches Magnus' eye and signals that he knows all three
of the locations Pete speaks of.
"Actually, I sort of work out of Seahaven already, in a sense.
I get most of my stock from there. There's a lot of
hard luck cases there. They are starving on the
streets, selling their bodies, getting mutilated in the fighting
pits, whatever. Slavery is real step up for most of
them. I ain't seen them after we sell them, but Shade
gives his word that they do not suffer. It sounds like
they work for a temple of some sort. Shade says he represents
a group of believers that were forced underground by others.
He says they are trying to rebuild a life for themselves and
that they need the slaves to reach their goals. Whatever.
I don't pretend to be no Paladin or nothing. I like
to think
that I am helping people help each other, even if one of those
people gets helped a lot more than the other." He laughs
and nudges Magnus again.
"But I don't kill people that don't force my hand and I don't
deal in drugs. So you and Garth can be pretty sure I
ain't gonna go off half-cocked and whack some poor schmuck
cause he spilled a drink on me." He waits for Magnus
to respond.
|
Dark Tide: Act III
Julian 11: The conversation continues and the party agrees
to check out things and get back with him. They stop by
the site where the next meet is to occur and they find tracks
like those that the frog-men, Chootoay, would leave. They
also note that there is probably a passageway beneath a large
boulder there, as the tracks lead right up to it. Befuddled,
they move to the site Pete called "1" and find that it is a
collapsed bit of cliff that now forms a slight draw. Amidst
the debris of rocks, they find the remains of a well shaft that
descends into darkness. They return to Seahaven and research
and discuss:
- Shade was equipped with a magical cloak, magical armor,
a magical blade and a medallion, on it a symbol of a large
spider with a a dark-skinned woman's head.
- Lucky explains that he knows of the Dark Elves and that
the medallion is the symbol of their deity, who is a actually
a demon.
- Timotaeus informs Magnus that they are probably dealing
with a race of frog-men from the Underdark, called "Kuo-Toa."
They have priests, fighters, and rogues among them.
Additionally, some of them are remarkably well trained in
unarmed combat. These latter types police the rest
of the Kuo-Toa, which apparently are given to going insane,
the side effect of generations of inbreeding. Tim
explains that the inbreeding was a survival technique, as
the race was driven to the brink of extinction by the other
surface-dwelling races many ages ago. He further explains
that he believes the threat is minimal, that if the Kuo-Toa
were present in large numbers, they would not waste time
masquerading as slavers.
- As a last comment, Tim suddenly remembers that Ramsgate
is built atop an underground lake.
- Timotaeus identifies the magic items:
- Dagger - the blade absorbs light; it has the ability
to suck some essence from it's victims and give it to
the wielder, perhaps their soul or some fraction of it?
Magnus agrees to let the blade be confiscated by Timotaeus
and kept in the vault that only the Eight (the head mages
of the Octagon) have access to.
- Cloak of the Shadows - this cloak greatly enhances
ones ability to hide in shadows of any kind, rendering
effective invisibility if the wearer is motionless.
It also allows some form of limited travel between areas
of shadow. This latter ability is unusual and could
not be well discerned, but it will probably only work
as a weak form of teleportation, allowing the user to
travel from one area of shadow to another. It is
probably highly dependent on the wearer's familiarity
with the destination and will likely not work over great
distances. It can only be worn by tall members of
the short races, or short elves. Given to Sid
- Leather Armor - it is of fine craftsmanship and above
average enchantment [+2]. Given to John, who
gave up his Ring of Protection to Mila, so it might be
better used by the party.
- Sid hears a rumor that street bums are being abducted
and sold as slaves south of Seahaven.
Julian 16: The party returns to Ramsgate in the early
evening of Tiusday. Sid and John move to the area of the
expected slave trading and take up sniper positions with their
bows. Magnus, Mila, and Lucky convince Pete that something
strange may be going on with his primary buyers. Magnus
makes references to human sacrifice and other nasty stuff and
says that Garth has a reputation to uphold. He convinces
Pete that the trio should accompany him. Pete takes every
precaution and the party gets a little worried. Sid and
John seen at least a dozen archers taking up positions in the
trees, flanking and surrounding the trading spot they are watching.
The meet comes and Magnus fails to convince Pete to take
any action. The party wallows in doubt as the robed
figure addressing them speak in perfect common. As more
robed figures come up from the passage that was under the
boulder, things become tense. Suddenly Lucky calls upon
Tyche for light and a glow as bright as day suddenly appears
between the Pete et al and the robed figures. Lucky
and Magnus catch a glimpse of something not human beneath
the robes and cry an alarm. A harpoon from one of the
rear figures narrowly misses Pete and a torrent of arrows
rains down upon the figures. The battle is joined and
within seconds the robed figures are dead and the boulder
is back over the passage. The group discovers they are
in fact . . . Kuo-Toa.
The party wavers slightly, but Pete surprises them all when
he orders the boulder pushed out of the way and forms up his
men, now including the 18 archers from the trees, to descend
into the tunnel. Our heroes, bolstered by the prospect
of resolving this wickedness before it can skulk away and
take root elsewhere, lead the way.
The tunnels turn out to be light faintly by phosphorescent
fungi. Many minutes pass as they explore dead end after
dead end. Finally, they reach the cavern where the lake
is. The archers hang back and prepare to fire.
The party begins moving forward. Soon, they see a small
band of humans clearing a large cave-in which apparently has
not only blocked a large entrance to this area, but also diminished
the water source for the lake. A human oversees, them
spouting off words of encouragement twisted to reflect religious
devotion to the Kuo-Toa. he almost seems to refer to
the leader of the Kuo-Toa as some avatar. The Kuo-Toa
are few in number, only eight guards, one large leader, and
a few others helping clear the rocks. It appears that
the cave-in probably occurred many months ago.
Pete turns our heroes and himself Invisible with a magical
dust. He explains that the dust is superior to the spells
Magnus and John use in that it allows one to remain Invisible
even after attacking, however, it only lasts for minutes.
The guards stop midway and the party moves forward.
Pete takes out the overseer and our heroes gang up on and
kill the leader of the Kuo-Toa before it can get a warning
off. Those nearby do see it fall, however the archers
begin raining down fire on the Kuo-Toa guards spurring them
to rush towards the archers. Our heroes easily dispatch
the Kuo-Toa with the help of Pete's henchmen and archers.
Suddenly, it is over. The party explores the rest of
the caves carefully, identifying a passage way that could
be opened up to the Soggin lair. Sid believes that with
the proper engineering, the Soggin lair, or at least the majority
of it, could be flooded with the fresh water from the lake,
killing the beasts, or at least driving them out.
Epilogue
Sid is convinced that it will take a crew of sappers or miners
to accomplish the task of flooding the Soggin caves, as well
as a group of people to watch over them, in case the Kuo-Toa
or Soggin try to thwart the attempt. Given the dangerous
proximity that the crew would have to the Soggin lair, it will
likely be slow going. The House of Sabre jumps at the
chance to handle this operation and bring closure to this dark
chapter of their life, leaving our heroes to their own devices.
Pete offers his skills as a guide and local liaison for the
detachment of folks that will accomplish the work. He
gives his word to the party that he will take good care of the
workers. He has decided to go back into the mercenary
business, in his words "Good pay for an honest day's work."
The operation is expected to take about two months or so, although
rerouting the lake may be more involved than anticipated.
The party nonetheless is recognized for being altruistic
and selfless by the city fathers. They are guests of
honor at a feast held by the nobles of the city and given
some gifts:
- Mila receives a battle axe and bastard sword of fine
craftsmanship, along with finely made scabbards/belts to
hold them. She also receives a black sable, hooded
cloak.
- Magnus receives a set of four travelling spell books
bound in black dragon hide, along with a water and fire
resistant backpack/satchel in which to carry them.
Writing accessories accompany the books, as does a watertight
ivory map case.
- Sid receives a fine set of Locksmith's tools in a sturdy
water resistant storage pouch/roll.
- Lucky receives a finely wrought set of chain mail, from
the mayor's personal arsenal.
- All of the party receive trained warhorses with finely
made tack and harness. Mila gets a heavy warhorse,
Magnus and John get medium warhorses, and Sid and Lucky
get light warhorses.
|
|