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dlthrack · 5 years
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“Dear Taney,    We’ve received a large report from our agent in the Desolation with substantial information about missing kender. We understand this is of the utmost importance to you, and invite you to come and review the full report at your earliest convenience. Yours, Stan”    After reading the letter, Taney prepared to leave, but saw that Gwen is finalizing bets on the tournament. After betting the dwarven team will take the tournament, Taney Greytail exited the inn. But as she walked out, among the passersby and incoming gamblers, the half-kender noticed across the street a group of elves is standing around chatting. She realized she hadn’t seen elves in any real numbers in the same place in the city in the month she had been in town. With the tournament getting underway, there was a fair amount of traffic on the Lord’s Way in front of the inn, but after walking toward the Library it began to quiet down on the evening streets.    After the druid walked in the front door of the Library, the front desk clerk welcomed her and began to ask how she could help before she recognized the visitor and asked, “Are you Taney Greytail? We’ve been expecting you.”    The desk clerk then lead her into the private section of the library, back to a secluded alcove with several small crates that had been opened and partially unpacked. The sturdy desks were piled with stacks of papers and a few overflowing folders labeled by date and category. In the center of the desk there was a carefully scribed letter addressed to Stan at the Palanthas library.    Taney spent several hours reviewing the report from Elijayess Moonshadow, and reviewed a decent amount of time reviewing underlying interviews and other background information. Finally, unsure how many hours had passed studying materials in the Library, Taney gathered her belongings and set out to get a good night’s rest. As she left, she wondered how they tournament had been going.    The late night streets were quiet and still in old town Palanthas, but a small hint of movement caught Taney’s eye and she turned to look behind her, spotting two of the elves she had seen outside the Notched Axe earlier that evening. As they made eye contact with the druid, they seemed to panic, exchanging a quick glance before one shouted, “Just get her!” And the two robed figures charged.    But despite the spending hours hunched over a desk indoors, Taney deftly whirled and launched a paralyzing spell at one of the elves. The other pulled out a hidden hand-crossbow and loosed a shot, but he was unprepared and it shot wide and wild. Taney was able to then ensnare both in tangling vines, and tried to question the two men to find out who they were and why they had been following her. They didn’t provide information, but willingly surrendered their weapons when asked.    Taney didn’t notice while continuing to question them that the elf who had shot the crossbow was working his way free of the vines, and suddenly he broke free and fled down an alley and out of sight. The other, now truly panicked as his companion abandoned him to the druid’s mercy, agreed to answer five of Taney’s questions. He told her that they were just supposed to watch and follow the Mixed Bag Company, and they were not mercenaries as she had suspected, but worked “for the Condor.” When Taney asked him to reveal information about the organization, out of seemingly nowhere arced an arrow which took him squarely in the back. Immediately thereafter, two arcs of fire followed to consume the elf in flames.    Taney followed the path back and saw two more cloaked figures down the alley turn and fade into a magically-formed cloud of fog and disappear. Taney cloaked herself in a shield of stealth to pass without a trace, and shed her half-kender form to transform into a wolf. As a grey wolf, she silently bound down the alley to catch the elves’ scent past the floating mist, and she was off, cutting back between alleys never quite catching up to the speeding elves.    Finally, in the merchandizing district of the new city, Taney caught a hint of a sound, and slowed as she drew close to a warehouse near the large quarry to the south of the city. She circled the building from a cautious distance to gather any intelligence, then swiftly returned to the inn by the speediest path.
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dlthrack · 5 years
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Stan Office of the Assistant to the Master Librarian The Great Library of Palanthas Palanthas    This letter is to inform you of the progress of our investigation into the area known as the Desolation; both the land itself, how it is has changed since the death of Malystrix, and the inhabitants: how the city of Kendermore and its kender citizens are faring. I have recruited several local allies as sources of information and enclosed are interview summations and exhibits, including an up to date area map. Environmental Assessment    The druid circle of Elian Isle dispatched me to the Desolation on a mission to investigate and aid in the healing of the region, which was anticipated to be in progress naturally following the death of dragon overlord Malystryx. Prior to that initiative, I was stationed in the Great Swamp also tracking environmental recovery in the year 422 AC. In the Great Swamp, following the demise of that region’s dragon overlord, I documented rapid change, almost as if the land itself was rejecting the dragon’s magic and reverting to its natural state. Such change was also expected in the Desolation following the dragon’s death. So far in the almost five years since Malys’s death, there has been virtually no change to the entire peninsula.    The vast forest of the Kenderwood which historically covered most of the Goodlund peninsula was entirely destroyed by the climactic shift under Malys’s influence. No traces of the forest remain, and not only are there no trends toward its restoration, but the rocky plain continues to be a hot and dusty desert with minimal plantlife. Water and greenery are contained within only isolated oases and clustered in the foothills of mountains.    Packs of wild direboars roam the entire Desolation and have pushed out nearly all the native fauna to the edges of the area near mountains. Aside from scattered gulls near the coasts, the only birds documented are vultures and ravens picking the bones of anything unfortunate enough to brave the plains. Large swarms of biting insects and unnaturally large black scorpions have also settled in to the area. Travelers through this area are well advised to check all personal and camp gear for the presence of scorpions regularly.    Approaching the peak of Malys in all directions increases likelihood of encountering earthquakes, lava flows, steam vents, and escaping poisonous volcanic gasses. By speaking with residents of Kendermore that survived the occupation of the city under Malystryx, I have determined these conditions appear essentially identical to those under the dragon. Unlike recovery reported in all other dragon overlord altered climates, the state of this region appears static. Access to Kendermore    Currently the safest route to the city of Kendermore begins in the city of Endhere south of Port Balifor. Kronn Thistleknott and his son Blight have been making regular trips between Port Balifor and Kendermore, and he knows of path that utilizes goblin tunnels, mountain paths, and several oases that lead travelers comparatively safely through the Desolation. The enclosed map (a copy of Thistleknott’s detailed atlas) does not include this route for concerns of information security.    The second-best route to Kendermore starts on the Jade Coast to the southeast of the Desolation and travels either north overland or via the Wendlewrithing River. Recently this area has seen significant rises in ogre activity and the kender village of Bolt was destroyed two weeks ago. All inhabitants remain missing. Despite this increased threat, caravans of afflicted kender from the towns of Charred and Bliss regularly make the trek to Kendermore. Over the past month, more and more of these caravans have not arrived safely. Survivors of the caravan attacks have reported ambushes by ogres at night commanded by non-ogre forces, wherein victims were taken rather than killed.    Currently the only other route to the kender capital is from the north starting in the port town of Flotsam, crossing the Goodland Mountains to the Valley of the Sun. Unfortunately, this path passes through the fortress Darkhaven, currently held by the Knights of Neraka, and ought not to be attempted without significant scouting and fighter escort. Attacks on Kender    Through my partnership with Teamin Thistlefoot, local cleric and leader, I have been able to locate and interview numerous survivors of attacks on kender caravans, as well as witnesses to other incidents in and around Kendermore. Summations of each interview are enclosed with this report. As Kendermore’s population began to swell following the defeat and death of Malys, there were occasional causalities largely caused by environmental changes in the area. However, three months ago a measurable escalation in attacks and disappearances began. In my investigation and analysis, I was able to determine that at that time a predictable pattern of organized abductions on primarily afflicted kender began; strikingly, when attacks in combined population centers of kender were cross-referenced, it became clear that attacks occurred approximately one week apart. A precise timeline of disappearances by date and victim(s) is attached.    Attacks on caravans follow an overall predictable model. They occur at night, while camped, affecting almost entirely afflicted kender, and are reportedly carried out by ogres. These strikes seem to be very precise, with no or minimal deaths resulting in the majority of the caravan being taken alive. All property is generally left behind, with no apparent effort to loot supplies. Escaping kender have reported the attacking ogres were following the orders of a voice commanding them in the draconic language. This mode of attack is entirely uncharacteristic of violence kender reported done by ogres prior to the death of Malystryx.    Within Kendermore itself, at the same time the caravan raids began, individual and small groups of kender also began going missing, primarily in the outskirts of town. The timing of these disappearances, like the caravan incidents appear to occur almost the same time weekly; however, strikes in individual locations are not as consistent. Aberrant Activity    While it was known there was a tribe of ogres loyal to Malystryx that lived within the peak, their whereabouts were unknown following the dragon’s demise until kender scouts began spotting movement three months ago. Their reappearance coincides with the timing of the raids on individual and caravans of afflicted kender. Ogre patrols began ranging increasingly further south and east into Desolation’s End. The destruction of the village of Bolt is inarguably at the hands of these newly mobilized ogres.    More disturbingly, on more than one occasion, ogre patrols near the peak were seen with what appeared to be a dragonspawn of Malystryx. It was previously believed all dragonspawn linked to a dragon overlord also died when the dragon perished. This new evidence raises troubling implications and clearly warrants further investigation.    To the south and west, Kronn Thistleknott reports a decreasing number of goblins and gnolls in tunnels and plains of the Desolation. This has resulted in fewer incidents in goblin catacombs as the kender have been escorting parties of their kin home.    After the death of Malys, the population of Darkhaven dropped as some of the dark knights local to her fled the area. For a period, knight patrols appeared lighter and more sporadic. Recently the patrols have returned to original strength in what seems a systematic attempt to solidify their holdings. Also reports of strange creatures have been reported at night in the Valley of the Sun, but details are sketchy, though widespread enough for some corroboration.    Overall, the state of the environment and its inhabitants is alarming. The expected rebounding of native plants and animals has not only failed, but dark forces that had ebbed after the dragon overlord’s death have proliferated. Something profound and mysterious is continuing to influence the ecosystem, and it may coincide with dark military activities. I officially request additional personnel and resources to investigate. Please direct future correspondence to Hope’s End, Port Balifor.    Please advise with instructions and plans for reinforcements as soon as possible. Deepest regards, Elijayess Moonshadow
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dlthrack · 5 years
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   The Mixed Bag Company (less Taney Greytail but plus Rawsel Half-Kender) stood at the entrance of Lord Kinsaid’s meeting room. Watching them across the large ornate conference table, they saw a young human girl sitting in a chair with her bare feet up. Wren smiled up at them and chirped, “You don’t look like knights!”    Fortis replied first, pointing to Blackfeet in his breastplate and pointing out he certainly looked like a knight. Iname jumped in, deciding to tell the truth, or at least part of the truth to a little girl who had apparently been living all alone with a gnome tinkering away for the last two years. The group told the girl they were there to retrieve something, and revealed that the reason no one had come in the last two years was Lord Kinsaid had died, and the Knights of Neraka had been pushed out of Palanthas.    The group tried to delicately probe to figure out why a little girl had been left all alone with only an obsessed gnome for company. Initially some of the group had suspected the child was a bastard born hidden away, but enough small clues, from her casual allusion to magically making bread for her and “Ginny,” to finally realizing she had been living in the hidden headquarters longer than her youthful appearance would allow, gave them the insight she was not a human child. When asked about her parents or family, she looked very sad and somber, and stated her mama and siblings were killed in the war. Finally she told the group that “Papa K” had sent her to live here but also keep a watchful eye on Lord Kinsaid, and Rawsel reacted and pulled Iname aside.    “I think she’s talking about Khellendros.” Rawsel said quietly, clearly disturbed in naming the fallen dragon highlord, who had also been known as Skie. Iname looked back in shock and fear as they both had the same thought: dragons can transform to appear mortal.    They came back to the meeting room, and Blackfeet gave Wren one of his lemon drop candies, which Gindo had suggested she would like. She clearly enjoyed the sweet immensely, and exclaimed, “It reminds me of lightning in my mouth!”    Fearing her reaction to news that Khellendros had also died in the years she had been cut off, they steered conversation away from current events. When someone asked what was in the chambers past the meeting room, Wren told them it was super boring, just Mr. Kinsaid’s office and room. They asked if she would mind if they checked his office, and she shrugged and stayed in her chair.    Closing the office door for privacy, Rawsel outlined his suspicions to the group; that Wren was actually a blue dragon pretending to be a human child and was sent by Khellendros to watch Kinsaid. The group abandoned any plan to convince Wren to leave with them, since she seemed perfectly happy, if bored, here in the base. They searched Kinsaid’s office and chambers, finding two rods to unlock the portal out of the base as well as extensive files both of the dark knight’s infiltration of Palanthas organizations, and blackmail material for nobles in the city. As Imogen had asked, they destroyed the blackmail files, but returned with the information on cultivated agents and assets Lord Kinsaid had built. The company also found steel and valuables, as well as a magical pendant, simply made with an oval green stone, which Fortis’s spectacles allowed her to identify as protection against poison.    When the group returned, Wren had climbed up on the table and was laying on her back and humming. Fortis showed the girl the round medallion keys they had found, and Wren jumped up and started running to where the other key was excitedly. The group followed her to a room with a lily worked into a symbol in the middle of the floor. Wren giggled as she said she liked this room because it reminded her of flying.    A huge pit opened up in the floor past the symbol of the lily, and on the other side stood a pedestal. When Iname stood on the symbol in the middle of the room, a disembodied voice commanded, “Stand on the sigil and march forward. Independence breeds chaos. Submit and be strong.” The elf looked nervously at Wren, who was grinning and told her go on ahead. She took a step straight forward into nothingness, and stood on what seemed to be solid ground.    Iname nervously walked across the chasm, waiting for the other shoe to drop, and behind her Wren walked out into the pit and twirled with her arms out, giggling. The final of the three medallions to unlock the vault sat on the pedestal, and Iname picked it up, waiting for an attack or other trap. Nothing happened. The elf, now positively sure it could not be that easy, decided to throw the key back to the group, but perhaps due to nerves, she missed her throw and the stone medallion broke. It was easily mended, but the elf looked positively mortified as she walked back across the empty gap past Wren.    The company offered to send back more treats, which Wren seemed happy to hear, but she seemed to be having fun in the lily room, so they left her there and went to finally unlock Kinsaid’s vault. The vault was a large rectangular room with locked glass display cases below artifacts mounted on the wall, much more museum than vault. The far wall from the door was painstakingly painted in honor of Kinsaid���s goddess, and showed Takhisis in her many-headed dragon form.    The nearest display on the right from the door seemed to be all about ogres. On the wall was a carefully moved and hung fresco depicting a blue-skinned true ogre standing with several kneeling human slaves wearing collars. In the background was a burning forest with a red dragon flying overheard. Korg seemed to shrink back at the sight of the display and artifacts, looking suddenly very interested in Mittens perched on his shoulders. In the glass case were several artifacts, all bearing carefully scribed labels in heavy parchment: a set of magic collars and a ground spike covered in matching runes, a large spear-tip with remnants of rotten wood, and a golden crown, apparently having belonged to St. Dromoraag. The crown had five points adorned with stones, all of which corresponded to the color of an evil dragon. Fearing the crown was magic, and what dark forces who may still have knowledge of this vault would do with possible dragon power, Iname insisted on getting into the case to prevent them from gaining it. Rawsel attemped to pick the lock, and in a feat of deft work that surprised even him, the lock neatly clicked open. But as their expedition had proved, while Rawsel was a decent lockpick, he was not so great with traps. As soon as the case was opened, a small panel in the far wall opened and unleashed a fireball targeted directly in front of the case. Rawsel was able to quickly duck aside, but Blackfeet and Iname were not so lucky, getting badly singed.    The draconian rounded on the half-kender angrily at taking the brunt of the trap while the rogue that triggered it ducked aside harmlessly. In a not-so-well considered retort, Rawsel held up his barely nicked thumb as proof he was did get caught in the last trapped lock he picked. The ludicrous image of an indignant half-kender holding up his utterly unharmed thumb as the smoking kapak towered over him broke some of the tension immediately following the fireball, and the group moved on to the next case. The next case on the wall stood below a gracefully carved elven triptych. The wood was clearly ancient, and the carved relief was intricately painted in the two side and larger middle scenes, which all bore labels in Silvanesti: left was “Dragonsingers,” the right said “the fallen dragon,” and the middle panel bore the inscription, “the Dragon Graveyard.” A small crown piece was labeled, “the Tears of Mishakal” and bore two jewels like the one carried by Fortis.    The case held only two items: part of an ancient vellum scroll that was labeled “remnant of the Treaty of Thelgaard” and a well-made but otherwise unremarkable elven dagger that the card indicated had belonged to the legendary king, Kith-Kanan. Iname did not care one whit about some treaty, but no human was going to be allowed to keep the dagger of Kith-Kanan, and she insisted they get this case open as well. Korg pre-emptively shaped a wall of earth to protect the space in front of the case, and they urged Rawsel to pick this lock as well. He could not duplicate his success, and actually managed to get his tools stuck after one of his failed attempts. In frustration, the group urged Blackfeet to just brute force the case, and he struck the glass with the pommel of his sword until it shattered. Fire directed away from the group harmlessly, although a stray ember did set the treaty scrap alight and it burned up in the case. Iname reverently tucked the dagger away, muttering under her breath in elven, and Rawsel finally succeeded in getting his tools free.    Korg offered to carry the triptych, which they pried from the wall, and lashed to his back as they crossed to the other side of the room to a larger and more substantial case below an old-fashioned shield, labeled as belonging to the Empire of Ergoth, mounted on the wall. The case contained primarily Solamnic martial artifacts, with a helm labeled as belonging to Vinas Solamnus displayed prominently. Next to it sat some complex straps around a metal hinged mechanism, which was a dragonlance saddle mounting that had belonged to Sir Huma Dragonbane himself. To the side sat a plum-sized medallion called the Eye of Palanthas. Their prize. Once again, the party brute forced the case open, as Korg blocked them from fire. They cleaned out this case and took down the shield, with Blackfeet carrying most of the bulkier contents.    The last case seemed to be a bit of a catch-all for items Lord Kinsaid didn’t know how to categorize, but several of them were Greygem related. Above the case was a painting of the Castle of Gargath, as it was besieged by gnomes. Inside the case was a remnant of four of the rungs of the ladder the gnomes used to free the Greygem, as well as a glass vial of red earth which questioningly marked as “Sand from the surface of Lunitari?” To the side was also an aged tome, titled A Journal of a Dwarven Scion. The group took both the earth and book, which Fortis slipped into her bag. Impulsively, she also grabbed the rungs of the ladder before the group took one last look around Kinsaid’s looted vault and returned to say farewell to Gindo.    Fortis presented Gindo with the mechanical remnants of the ladder, which he pounced upon, immediately taking down notes and measurements. Remembering their offer to send back sweets, they asked the old gnome what treats he preferred, and after a moment, he replied, “Toffee,” before continuing to mumble and exclaim to himself excitedly.    The group began their return trek to the exit, they ran across Wren in the main entrance hall as she was returning from the lily room. At first she seemed happy to see the company, but suddenly she stopped talking and looked quickly at Blackfeet, who was carrying the dragonlance mounting. She seemed almost afraid and she told them she was going to go lay down, and hurried to the meeting room door, which slammed shut. They used one of the two rods they found in Kinsaid’s office to open the portal, and left the rod in place while taking the other with them. At last glance backward before stepping through the portal, the could see Wren watching them leave from the top of the stairs with a worried expression on her face.
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dlthrack · 5 years
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   The Mixed Bag Company had been waiting around for a couple of weeks, but no new jobs had come through. They had settled into a decent rhythm at the Inn, and Fortis had become almost a mascot to the robed wizards and over time more of them would stop by the Notched Axe for a drink or a meal at the end of the day. At the same time, as Barsal’s distiller friends felt they were getting closer to replicating the dwarven spirits they remembered from their homeland, and would come by to taste test samples on adventurous inn goers and an enthusiastic Blackfeet. As often happens when friends in Palanthas get together, they would kill time with pickup games of three dragon ante.    Soon mages began playing in games, and word started to get out that if you wanted to play in town, there was at least one game a night open to players at the Notched Axe. At some point, casual games turned into friendly rivalries between the dwarves and robes coming in to play, and the inn would even host more formal team competitions. One evening, ahead of a tournament, a young acolyte from the Library walked in to the inn with a letter from Stan addressed to Taney. After reading it, Taney immediately got up to leave, but paused and pulled Gwen aside to place her bet that the dwarves would win since she wouldn’t be there for the starting rounds of the competition.    Into the second round of the tournament, the remaining members of the company were watching Barsal’s game with excitement. Blackfeet, having particularly enjoyed the newest batch of mushroom spirits, was really getting into the action of each gambit. In the door walked Rawsel Half-kender.    Rawsel approached Iname, who was sipping wine watching the game from a set near the fireplace. The young half-kender looked nervous but asked for the company’s help in recovering something stolen from a friend. The elf brought in the remaining members of the group at the inn to hear Rawsel out, but upon hearing that he didn’t come offering any pay and that he needed them to come with him to meet a contact who might have information on the theft, they were hesitant. He suggested that not only would this job help make useful contacts for the party, and that they likely would find other things that had been stolen which the rightful owners would pay to have returned. The Mixed Bag Company, less Taney Greytail, agreed it was worth their time to at least go to the meeting and accept the job on spec.    Rawsel asked the group to follow him to the enormous fish market, One Eyed Kate’s near the docks, where he meaningfully told a bored looking teenager behind a stall that, “This cod looks *lethargic.*” When this elicited no useful reply, he repeated the phrase with even more emphasis, and the boy finally seemed to get the message and went in the back to return with a hulking older man in an apron stained with blood and fish guts. Rawsel repeated the code, and the man replied, “But the *snapper* are *really hopping*,” at which Rawsel nodded appreciatively. The fishmonger took a snapper and wrapped it up below the table, and sold it to the group. Walking around the corner, Rawsel opened the package to read the hidden note inside giving them a location and near time to arrive, then handed the fish to Mittens.    On the way there, Iname noticed a pair of humans following them, taking turns but they slipped up enough to be noticed. When she mentioned this to Rawsel, he said not to worry about it apparently recognizing the two, and only just catching himself short of waving at them. The meeting location turned out to be a neighborhood café in the middle of the Purple Hills district of the New City. The company and Rawsel were clearly expected, and were waved into the back where a stockroom had a ladder leading into the sewers. Down there they were met by a young human woman who introduced herself as Imogen, the liaison to the Thieves Guild from Legion of Steel.    Imogen, after hearing who the odd assortment of strangers around Rawsel were, exasperatedly asked what he wanted and why he had to turn meeting with “her” into this big production going through the fish market. Rawsel embarrassedly answered he was trying to help his friend Kavra, the proprietor of Zeboim’s Purse, who had an item very important to her stolen. He said he had no leads, but thought “she” might because she keeps track of notable comings and goings in the city.    Imogen lead them circuitously through the sewers, occasionally stopping and observing the surrounding area with an air of long familiarity. They arrived, somewhat grumblingly, in a large open room that looked to have originally been a storage cellar, but which had been converted into a surprisingly comfortable command center and meeting room. They were greeted by a middle-aged elven woman wearing an eye patch, who started to talk to Rawsel in irritation. After Rawsel again apologized for making this complicated, and Kate backtracked and said, “Where are my manners, I’m Ioleena the current One-Eyed Kate.” Iname replied in elven, then switched to common to introduce the rest of the Mixed Bag Company.    Ioleena offered everyone drinks, and motioned them to sit down with her at the long table in the center of the room. Upon hearing all their orders, she called into the back room for Gorp, an extremely wild and hairy looking gully dwarf in ragged clothing who came out of a kitchen area and grunted. “Two drinks, please Gorp.” He surveyed the party, grunted again and left. A minute later he returned with the exact orders given in clean glassware, to the visible shock of some of the party.    Rawsel explained the information he was after, but Kate told him that while she had what he wanted, it would come at a price. Hearing this, the adventurers were clearly annoyed, but no one more than Fortis, who finally exclaimed, “*We* have to pay?! Not only are we not getting paid, we have to pay for this job? AND we didn’t have to go through the sewers?! WE WALKED THROUGH POO!” The little gnome just glared at the cringing half-kender.    Io quickly clarified that the price was not money, but she needed them to recover something for the Thieves Guild first. And that in order to retrieve the Eye of Palanthas, an heirloom of the guild since nearly its founding, they would need to break into the Lord Knight’s house and raid the vault of the late Sir Elstone Kinsaid, Knight of the Lily. The Thieves Guild had intelligence from a former servant on how to access the manorhouse as well as the magical rod that activated the entry portal to the vault, but would not be accompanying them inside.    To the great annoyance of Fortis, the group set out into the sewers once again, led by Imogen. They arrived at a subterranean storage area below the Lord Knight’s manor. The group noticed some house linens stored in between barrels and crates and did their best to remove the muck.    The company made their way to the manor library, where Imogen used the Thieves Guild’s intelligence to locate a bookcase which swung away to reveal a blank wall with a large round keyhole. They used the rod to open the portal to Kinsaid’s vault, which illuminated in a shimmering swirl of blue. Imogen explained the rod could only be used to trigger the portal once per day, so no one would be able to follow them for 24 hours. Seeing the concern that the adventurers showed at the news, Imogen said she would take the rod with her so it would be safe and they would be able to send someone after the group if they did not return in that time. She didn’t offer to actually send anyone, however. Wishing them luck, the legionnaire watched them pass through the portal, and removed the rod. Around the company was a stone walled entrance room brightly lit by torches. They were quickly able to find the keyhole on this side of the portal, but without a rod on this side in their possession they would not be able to leave until locating another device.    Looking around, they were able to see the torches gave off only light, without producing smoke or heat. Fortis examined them and explained they were magical, so it was possible no one had been inside the hall in the two years since Lord Kinsaid died. They continued up some grand carpeted stairs, looking for any sign of other people or creatures. Upon reaching the main grand hall with pillars carved from the stone cavern around them and decorated by large wrought chandeliers, the adventurers spotted flickering firelight coming from an entryway at the end of a long hallway.    Iname carefully peered into the archway and saw a large more natural cavern bisected by a small brook. She watched carefully and saw the firelight came from a glowing forge on one side of the room, with a large research area and library near the entrance. On the far side across the underground stream was a huge stone golem chained to the wall. Below the golem was an older gnome with thinning hair seated at a small desk. The elf could see the aproned figure hunched over notes, rapidly scribbling down thoughts and periodically glancing up at the golem on the wall.    Deciding a relatable stranger’s face would be better received than a blue elf, a towering half-orgre, a scaled draconian, or a sheepish half-kender, the group sent in Fortis. With her usual enthusiasm and creative improvisation with the truth, Fortis convinced the startled gnome that she was also an expert in golems sent by Lord Kinsaid to aid in his work. The slightly miffed gnome introduced himself as Gindolearanyadoorfanbool… (but everyone around there called him just Gindo). He led Fortis back to the research area and pointed to a bizarre looking large domed contraption covered in copper wires and chunks of black stone, at the very center of which was a round stone medallion carved with a skull. Gindo explained his theory that golems are controlled by divine, rather than arcane magic, as conventionally believed. He had “dismantled” a nearby shrine to Takhisis in order to obtain relics with divine spark he could channel into the golem.    Gindo became irritated when stating he had since discovered the items he had appropriated had no apparent divine energy in them. He then questioned what Fortis could offer that he didn’t already know, and Fortis started improvising again, and the rest of the group entered before her web of lies unraveled. Fortis introduced her companions, and Blackfeet offered a sour lemon candy to Gindo. The older gnome initially just licked it and immediately began taking down observations; Blackfeet took offense insisted Gindo put in his mouth and eat it. The gnome was delighted and suggested they should give some to Wren, who brought him bread for meals because she would like them.    The group pressed subtly for more details about this other occupant, and learned Wren was apparently a young girl who made sure he ate regularly and would occasionally listen to his theories about the golem. In addition, he provided the group with a rough labeled map of the complex and added they would probably find Wren in the meeting room. Of interest on the map were two areas marked with question marks, one marked ‘Private’, and a door marked ‘Vault’.    The first place the company checked was the vault door, which was an impressive golden door that appeared to require three round medallion keys. They returned to Gindo’s lab, and Fortis once again distracted him to allow Korg to mold some nearby earth into a facsimile of the skull medallion and Rawsel’s deft hands to make the switch unobserved.    The group continued exploring, eventually winding up in front of a massive locked door. Rawsel capably picked the lock, but failed to see there was a trap and triggered it. Luckily, he reacted just swiftly enough and the poisoned needle pierced only the very top dead skin at the tip of his finger. Finally they arrived at one of the two rooms marked with question marks on Gindo’s map. The company guardedly entered the room to see a long rectangular room carved more roughly from the natural stone of the mountain. The long opposite wall was a fully mirrored flat surface; in its reflection the group could see the two doors leading into the room and the carved detail on the floor depicting a circle of thorns and the motto, “One who follows the heart finds it will bleed. Feel nothing but victory.”    As the person entered the room, the doors in the reflection vanished, and to their dismay, they saw the doors behind them had as well. Rawsel, curious, walked up to the mirror and touched his reflection. Suddenly the figures reflected in the mirror all began to change. Blackfeet saw his reflection become shorter and stockier as one of his wings shriveled then disappeared. Rawsel watched his reflection shrink and take on more true kender features while his complexion lightened. The image of Korg shrank dramatically, turning slender while growing long dark hair and pointed ears of an elf. Mittens vanished entirely. The blue elven figure in the mirror turned fair with freckles and red hair while getting shorter but more muscular. Fortis saw herself suddenly sprout a beard and salt and pepper dreadlocks, getting slightly taller and significantly bulkier.    As the mirror itself vanished and the room seemed to double in size, the two groups looked at each other in shock and began shouting. After several people asked who the others were, Iname seemed to recognize the others and stated their names (Barsal, Gwen, Lefty, Teamin and Suska) to show she knew who they were to try to avoid fighting. But the one-winged draconian shouted, “Who cares, kill ‘em!” and charged at Blackfeet. Pandemonium erupted.    Through chance or magic, it seemed at first even the attacks between parties were mirrored, but finally the stocky dwarf stumbled at Fortis’ feet and she used the Tear of Mishakal to dispel evil. The creature that appeared to be a younger Barsal shattered in a shower of glass. After realizing these were not truly their friends from the Notched Axe and their old companions, the Mixed Bag Company (plus Rawsel) rallied and began pressing the others in combat. Unexpectedly, they heard a quiet knocking as of on a door. Korg melded the earth away from the seemingly solid wall to reveal the door they entered in previously. In the door, they caught a glimpse of a short girl in a blue sundress, who asked, “Whatcha doin’?” Seeing the battle inside she added, “Oh, sorry, I’ll come back.” She quickly and quietly closed the door behind her.    Several of the party were injured, but eventually the last illusion shattered into glass, which disappeared as the mirror reformed. A small stone disk engraved with a thorned stem lay in the middle of the design on the floor and the doors returned. The adventurers packed away the second medallion and set out for the meeting room.
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dlthrack · 5 years
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   After the adventurers’ return to Palanthas and retainer by staff at the Library, the days were rather slow. Fortis had her continued studies of the Shoikan Grove in cooperation with the wizards of the Conclave, but the others were somewhat at loose ends with no new jobs coming in. Money was no longer a concern with the generous daily living expenses and stipend covered by the Library, but the fact of the matter was the group was somewhat restless as newcomers in a city where they had few contacts or friends. Upon discussing the gap in jobs over dinner one night, they agreed part of what they needed was a name for the group so they could market themselves and hopefully get more steady recruitment.    Thus the name was born, the Mixed Bag Company. There were several suggestions but ultimately they embraced, tongue in cheek, the inevitable reaction the party elicited when first meeting people. With little to do and too much free time, despite her attempt to befriend the part sea-elf bar maid at Zeboim’s Purse, Iname decided to break out her jeweler’s tools and craft signets commemorating their new name. Each was unique, made to match the recipient: owl feathers for Fortis, a tree for Taney, a sword for Blackfeet, a cat for Korg, and a wave for Iname. All but Blackfeet’s seal were worked in pewter; his was made from copper to reflect his own scales. Having a little pewter left, Iname also made a bell for Mittens and Mouse to play with, imagining them pouncing on it in turns in the common room with a smile.
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dlthrack · 5 years
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Father,    Thank Abbaku you are well! I hardly know what to write, after all these months when messages were cut off. Mother, Nianna and I are all well, but when we realized something had happened to interrupt messages, we grew concerned and I set out from the Star Pearls to discover news of you and the Reforged Shield and send back word. I reached Palanthas several weeks ago, intending to save up coin for swift passage South by ship, and have been working with a group of adventurers.    Through them I came to be under retainer to the staff at the Library as they seek to prevent evil forces from obtaining power to shape the world. They were able to both get out one of your letters letting Mother know of dangerous shifts in Qualinesti, and provide me with an artifact capable of summoning the raven with you now. I can relay messages using this artifact, but I have sent on your letter with a postscript to Mother.    I hope you and the rest of my kin continue to be well, and that the dire circumstances you described are turning at last. May the World Tree watch over you. All my love, Ine
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dlthrack · 5 years
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My dearest Intea,    I can only hope this letter will reach you. It’s been a couple months since your last message and I fear that means our channels are almost completely cut off. I am grateful you and our girls are safe from harm and the strange happenings here in Qualinost. I miss you all and look forward to holding you all again. Be sure to tell our daughters their kin of the Reforged Shield here are well, though their aunt Edelia took a superficial arrow hit a week back which is healing.    The campaign to retake Qualinost continues to falter. At first it seemed we would sweep out the bandits and dark knights easily, but months ago they regained strength and started taking back territory. At the same time, the area around the lake became much more dangerous, and we lost several patrols. Survivors came back describing undead creatures, likely victims of collapsed tunnels in the final frantic stages of the evacuation of the city when it fell. We give the lake a wide berth now to be safe, but leadership is puzzled what is causing the new corruption.    I am becoming concerned about the aggressive turn General Alhana’s tactics have taken. We came to help regain the homeland of the Qualinesti, and offer our skills as stealthy and quick woodland fighters, not to fill ranks in an army. Our brethren here have begun to question her wisdom, and I can’t say I disagree. Commander Porthios used to be a cautionary counter when deciding strategy but he has been distracted lately. I can’t blame him under the circumstances, however. Silvara arrived recently to bring word to her brother-in-law of Gilthanas’s passing related to the defeat of the white dragon overlord Frost. With the forces encircling our strongholds in Qualinost, and the greater setbacks, Alhana seems increasingly trapped and desperate to me. I can’t help but consider she is Lorac’s daughter and wonder what she is willing to sacrifice to win here.    I pray to the Mother of the Forests that I am wrong and we are able to return to the rest of our clan, and I can see my love and children again soon. Abbaku keep you safe. Onvyr
P.S. Mother and Nianna, I have much news to share with you, but I wanted to send this letter on as quickly as possible while the messenger I dispatch to reach Father is still gone. The short version is I’ve been retained by the staff at the Library of Palanthas to prevent evil forces from gaining power, and they have given me both this message and an artifact capable of allowing me to send messages via a magically summoned raven. I hope to send on his reply very soon. Love, Iname
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dlthrack · 5 years
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   The party stood in the chamber with Sir Dalton before the now weeping stature of Mishakal, and immersed the Tear in the crystal basin held by the statue. It glowed brightly, appearing fully charged and bright as when it first fell. In cleansing it, Korg recognized the artifact and explained the powers to the rest of the group, before giving it to Fortis to carry on their return to the mining camp. They wished Dalton well, as he explained the ruins would be destroyed upon their departure to ensure it never again fell into evil hands, and left for the mine, taking back Cor’s belongings.    Upon returning to the base camp for the mine, they broke the news to the mine foreman of Cor’s demise. He cautioned them to show discretion in who they told the news to prevent a panic during the return shipment of pig iron ingots to Palanthas.    After the cargo ship moored in Palanthas’ public docks, the party quickly set out for the Ironvein Mining Company offices. Rawsel Half-Kender, who had been uncharacteristically quiet on the return journey, left on his own without a word. The adventuring party halted at the door when they heard the furious shrieks of a woman and the desperate replies of a man within. With some trepidation, the group entered the offices to see their payment, they saw a livid dwarven woman at the desk yelling at an acetic wearing the robes of the Library of Palanthas. She wheeled to look at them, demanding to know who they were and why they barged in. They attempted to explain, but at the mention that they were hired by “Rusty Ironvein,” the woman simply lost it, exclaiming she didn’t know who the hell Rusty was, but he absolutely was not a member of their family or allowed to make decisions on behalf of the company.    Seeing the situation about to get much worse (and seemingly without any payment for the week of work done at Rusty’s behest), Fortis used the Tear to calm emotions in the room. Iname stepped into business-mode and laid out the circumstance of their hiring, the essential work done on behalf of the Ironvein Mining Company and handed over the gear they had recovered from Cor’s camp at the entrance to Crown Hollow (but not surrendering the medallion with the Ironvein crest they had purified in the crypt basement.) Cinnabar Ironvein, now at ease enough to discuss the party’s news, asked what had been done with her cousin’s body. When told his body was taken to Reorx by some divine messenger, she made a gesture with her fists, stating Reorx worked in mysterious ways.    Nevertheless, Cinnabar stated she was unwilling to pay the wages for the mercenary work, as it was illegitimately commissioned. At this point, the Library acetic, no longer at the verge of tears, stepped in and said the Library would be covering the job’s expenses and could explain further if the group would follow him. Before they could leave, Cinnabar asked if they knew where she could find Rawsel, as she had some questions about the company books. The party let her know Rawsel returned with them on the ship, and they would let him know she was looking for him if they saw him. In the meantime, she could always check in at Zeboim’s Purse, where he was apparently a regular.    While walking back to the Library, the acetic asked if the group had recovered the geological survey Cor had checked out, seeming very relieved it was safe. At the front desk, the acetic checked the tome back in with the desk clerk, and directed the group to follow him deeper into the Library, through the locked door the group had seen a ghost pass through previously. Excited to indulge her curiosity, Fortis asked about the ghosts in the library, which seemed to fluster the man terribly. Upon finding out the ghosts were former attendants, the little gnome wanted to ask further questions, but the man finally said, “Look, I really don’t like talking about it. I don’t even know if I want to be ghost yet. I mean, look over there, I know that guy. He was my friend until a couple months ago, and now he doesn’t even talk to me.”    The robed man opened another locked door and sat down behind a desk with a placard that read “Stan.” A nearby door into the adjoining room read, “Bertrem, Head Librarian.” Stan was clearly still rattled from being confronted at the mining offices, and rambled a lot in trying to explain what had been going on to the group. He somewhat unhelpfully explained that Rusty worked for them, sort of, not really. Sometimes he would just take off and do whatever he wanted, leaving them to deal with the fallout. When asked about their organization, he again flailed saying they had agents working and organized at the Library, but that there was no name for the organization. But they would definitely pay for the group’s commission, as well as an ongoing offer.    Stan explained the organization was attempting to research and track powerful artifacts, and if necessary, prevent forces of evil from obtaining them and upsetting the world’s balance. Like the sword in the Crown Hollow crypt that bore the blood of a scion of the Queen of Darkness, other items existed in the world that could cause great harm. He said that in addition to the pay owed for their recent job, the Library would like to put the entire party under commission to take priority jobs for them. In exchange, they would be able to have comfortable lodgings and meals in an ongoing basis at the Notched Axe, as well as a per diem. Stan handed over the ten steel each for the Ironvein job, and added that agreeing to work for the Library also came with a signing bonus for each person. The group deliberated briefly, and agreed.    Stan opened a chest behind his desk and pulled out gifts for each person for their bonus. To Taney Greytail, he pulled out a patched green pouch which had been cut off a handy haversack by a kender named Kiz Wizzlethorpe, which should have destroyed the holding magic, but somehow the kender had been able to patch it. In addition, he told her they were investigating reports of kender going missing from the area around Kendermore, and would share any new news they received. To Korg, Stan gave a Cloak of Concealment, which had once belonged to a ranger of Zivilyn, as well as an enchanted collar for Mittens which would increase her stealth and awareness. Stan handed Iname a letter from her father, which agents working for the Library had been able to recover, as well as a round black stone with an iridescent sheen bearing a raven that would summon a magical messenger to bear letters. Blackfeet was given a sword that once belonged to a kapak from the Green Dragon Army in the War of the Lance that would enhance his natural ability to imbue his weapons with poison. Stan handed Fortis a book on the lost groves of high sorcery to aid in her study of the Shoikan Grove’s flora, in addition to a pair of artificer’s glasses to allow her to study magical items or effects. With a look of utter disgust, Stan ended by saying, “And I guess this is for the owl.” as he pulled a dead mouse from the chest and passed it to Mouse, who happily devoured it.    Stan added the party was free to take commissions from the guild, but that they would need to prioritize any jobs from the Library. With that, the group returned back to the Notched Axe, to find the Library had already cleared the new arrangement with the guild and inn. The party was free to move into fine rooms, if they had not already done so. In addition, they made arrangements to sell any recovered equipment through the Barsal’s adventurer’s supply on consignment.
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dlthrack · 5 years
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   The adventuring party returned from their rout of nearby marauding goblins, coming in to the Ironvein Mining Company’s mining settlement toward the end of evening meal. Over dinner, they related their progress eliminating the recent goblin threat to the camp foreman and obtaining some useful scouting information for the likely paths to follow the next morning.
   They got provisioned and set out early the next morning, heading north along hunting trails, but the ranger Iname quickly found signs of Cor Ironvein’s expedition several weeks back. As the path grew rougher and more rocky, Fortis and Taney took to riding the saddled donkey they had borrowed from the mining company, to better keep up with their taller companions’ strides. Eventually the path led to a rockslide which had clearly newly opened a previously inaccessible valley, and they turned eastward along a stream at the bottom of a canyon flowing down from the Vingaard foothills.
   As the canyon opened up, they followed tracks into a small hidden valley, where they began to see traces of paving stones, then increasingly preserved sections of road working toward the mountains. At the end of the road, they reached the northern edge of the valley where it ended in a cleft in the rock wall. The carved entrance had been long obscured by a rockslide, and details could only clearly be seen from up close near the entrance. There they found Cor’s large travel pack resting under the eaves of the carving, with clear weathering signs indicating it had not been touched in weeks. His pack contained the overdue library book the acolyte had requested be returned, and a bookmark showed he had been reading about the geological makeup near an area called Crown’s Hollow.
   They tethered the donkey and Fortis left Mouse perched nearby rather than bringing him underground. A square carved hallway headed straight into the mountain, with unlit sconces regularly lining the walls. Fortis lit each one as they passed, allowing the group to see cracked frescoes lining the walls that depicted a solemn procession of armored and robed figures bearing bodies on stretchers. After a few hundred feet, the cat Mittens, who had been scouting ahead, suddenly stopped, hissed, and ran back to Korg. Mittens bristled visibly, as they drew close enough to see a pool of dried blood and a smear leading forward and along an angled fork off to the left of the main path.
   The rest of the group waited as Iname scouted down the fork carefully, and each step she took was closer to a room lit with an unseen blueish light. She warily leaned around the corner and saw a room dominated by a marble statue of a kneeling woman depicted weeping over a crystal bowl. Beneath the statue was a large stone altar, and between the altar and the hallway were rows of stone pews carved out of the same granite as the floor. Iname held her breath as she saw a crumpled form at the end of the last pew and a seated figure in armor, sitting apparently unmoving. She watched but could not tell if the armored figure was breathing, then quietly retraced her steps and recounted her observations.
   After some inconclusive strategizing, the group all attempted to stealthily creep down the hallway, but failed miserably. However, the seated figure didn’t seem to react, and finally someone called out to it as Fortis attempted to smack it with mage hand. The mage hand dissipated before reaching the figure, who turned to look at the party, and raised his sword.
   The knight demanded to know if the newcomers were allies to the thing in the basement, and seemed appeased by learning their intentions and purpose in coming. He lamented he was unable to leave to warn or protect Cor Ironvein, who died after being set upon by minions of the dark being in the inner sanctuary. He formally introduced himself as Sir Dalton “The Brave,” visibly grimacing at the title bestowed upon him, insisting it would have been more fitting to call him “the lucky” instead. Dalton said he saw divine guidance in the party’s presence, and begged the group to help him by preventing the evil man in the basement from using the Ironvein heirloom amulet’s power to break open his tomb and finally defile the entirety of this resting place he was charged in protecting.
   The party asked for information about the shrine’s paths and current abominations, and while Dalton was explaining a small clink alerted the party to a fallen object resting in the bowl held by the statue. Iname having heard the source of the sound best, investigated to find a blue crystal in the shape of a tear just over an inch long laying the bottom of the basin. It emitted a faint blue light. Dalton expressed shock at seeing a tangible gift from the goddess Mishakal, and told the group it could be used to cleanse or remove corruption, showing the first hope since they met him.
   The group set out to reach the lower levels of the temple crypt, and encountered a pair of animated whose heads were overgrown with mushrooms. The party attempted to subdue them stealthily, but were detected by the creatures, which clicked and turned to attack. They were easily taken down, and the group learned from their observations to ensure only one additional fight with a patrol of raised skeletal knights before finding the stairs downward.
   At the bottom of the stairs they found an enormous set of wooden doors bound in bronze with a large bison head in the center, corroded nearly beyond recognition. They tested Dalton’s suggestion by holding the tear to the central figure on the door, which cleaned the corruption from the bust and restored its original finish. At the same time, the light in the tear was noticeably diminished but not extinguished.
   Beyond the now easily opened doors, the group continued downward, with Fortis lighting each light they came across, allowing them to see opened alcoves and paths inward with broken stone sarcophaguses from which the shambling skeletons had presumably been created. Continuing onward, the group found a brightly lit room ahead and quietly peered in to see a robed figure standing next to a large highly decorated sarcophagus in front of a platinum dragon fresco. Having successfully crept up on the figure, they prepared to strike, and Iname began the fight by tossing her dagger into the back of the man in an attempt to interrupt him.
   Shockingly, the man chose to speak rather than immediately retaliate, asking who the intruders were before declaring it did not matter because he had been commanded here by his god, and he had already succeeded. With that, the group watched in horror as he reached down to touch the amulet where it lay on the sarcophagus. It completely rusted, and the cover stone to the tomb cracked and the front fell open, knocking the tarnished medallion to the floor. The cleric reached inside drew out a broken longsword covered in dried blood, pointed it at a pile of skeletons on the floor and invoked his god Morgion, and the blood of Takhisis to form a whirlwind of bones. They drew together to form a blood red skeletal ogre held together with mushrooms towering over the group, and the battle began in earnest.
   Korg prevented ambush from behind by molding earth in the doorway behind them, and the group coordinated their attacks to prevent injury to any but Iname, who had charged the cleric. The robed figure let out clouds of spores, which the group was luckily able to resist. With quick wits and tactical coordination, they were able to wear down the monstrosity and with a powerful wave a thunder, the cleric was thrown against the wall where he lay in a heap unmoving. After all seemed still, the group debated what to do with the man, but fearing the spores he unleashed Iname suggested it might be best to simply burn the body from a safe distance. Fortis tried to incinerate the corpse, but it suddenly transformed into a swarm of scurrying rats that escaped before they could react.
   The group retuned the sword to its resting place interred with Sir Dalton’s remains, and cleansed it with the tear. With multiple casters in the group working together, they were able to mend the damaged stone and once again seal away the tomb. After cleansing the medallion, and restoring the sarcophagus, the braziers that had been burning with an oily blank smoke burned cleaner and the room was illuminated with a brighter whiter light. The air itself felt cleansed for the first time since they had entered the place, and began the trek back to the fountain of Mishakal. The hallways were clear of enemies, and it appeared the last vestiges that had been corrupting the catacombs was lifted.
   Upon entering the statue chamber, the party heard flowing water and found the statue had begun once again to weep into the bowl for the first time since the Cataclysm. They also discovered the body of Cor Ironvein had been carried away by some divine force.
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dlthrack · 5 years
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Councilor Zulf The Bastion Teyr Lefty,
   Hey old buddy, how are things with you? You’ll never believe who walked in the door of the Notched Axe last week: a young kapak! I haven’t laid eyes on a draconian since you headed back to Teyr to help lead their trade council. It was a good sight, although the lad seems a bit quiet and I haven’t pressed him for details. It seems like he had worked as a scout for the city, but all I heard is there was some political nonsense in the ranks and the boy is out to find his way as a merc like you and I did all those years. I wonder if you ever crossed paths with him there? Name’s Vutha-Uraci.
   It’s a whole new world out there for adventuring parties since we all retired! Me and Gwen have been running that inn and adventurer’s supply we always talked about going on a year now, and it seems like we’re finally hitting our stride. Teamin worked so hard to help us get it up and running, and then just up and announced he had found Reorx and was taking the good news to help the blighted kender in Kendermore. I wish he’d been able to see this place finally open and coming into its own. At first, I wasn’t sure if partnering with the newfangled Adventurers’ Guild would work out, we didn’t see any referrals to speak of until recently and now we’ve got a whole party of newly setting out folks here.
   They’re definitely an odd assortment of people: that young kapak lad, a funny little gnome from out your way in the Great Moors, a half-ogre if you can believe it (who’s unusually blue for some reason), an elf (who’s also blue!), and kindly half-kender who came to the city looking for rumors about missing kender. I’m hoping Teamin will know something. A couple of them came with critters, so we’ve got a big black housecat and a big barn owl hanging about the place. The first night the just stared each other down, but they seem to have worked things out well enough. I think if Suska could see the inn in the evening it’d make her smile.
   I miss winding down evenings with you over a cup of spirits or a horn of ale. The brewers here in Palanthas do good work, their district just keeps expanding and there are even some dwarves doing distilling nowadays. Since the closing of Thorbardin, there’s no authentic spirits to be had no matter the cost anymore. But the distillers have been partnering with the university here trying to cultivate the right mushrooms. They’re not quite there yet, and the first batch was mostly only fit for degreaser, but they do seem to be getting closer. And hopefully once the barrels have a chance to age some it’ll take off the rough edges.
   By the way, out in Teyr have you had a chance to try that new Ergothian whisky stuff? It’s a wonder they’re trying to distill at all, let alone making it out of grains and corn, but it’s not half bad! I wonder how many times their gnomish stills exploded before they were able to get a passable barrel. Nothing beats good old fashioned dwarven still design. I wasn’t sure if you’d had a chance to even hear about it, even with your trade connections, so I’ve enclosed a bottle for you to try. Lift a glass to me, and maybe come visit your old pal so we can share a bottle one of these years.
Cheers, and I hope to see you someday soon, Barsal
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dlthrack · 5 years
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Teamin Thistlefoot Amen Corner Kendermore
Dear Teamin, How are things in Kendermore? We actually have more guests staying here at the Notched Axe than we’ve had at once since we opened last year. It’s interesting group, we actually have a draconian staying with us, although he’s kapak unlike Lefty. The party also has a half-kender who came to Palanthas following rumors about missing kinder.
When the lass asked about missing kender, it made me realize I hadn’t heard from you since you arrived in Kendermore. I promised Taney Greytail I’d help her find out anything I could, and I wondered if you’d heard anything about kender going missing. We’ve not heard anything here, but I figure if anyone would have heard something, it would be you.
The local distillers have partnered with the University to try to grow mushrooms, but the spirits still just don’t taste right. Gwen won’t even try any after the first sample they sent to inn. We are getting a decent amount of foot traffic of Conclave wizards stopping by the inn for a drink and occasional bite on their way out of studying that glass circle left in the Grove. Since the new party has been staying with us, the robes get a lot of questions from this wild gnome who spends a lot of her day in the Grove itself. She’s brought back a number of odd samples, but I may have to draw the line if she succeeds in catching some undead thing. The smell alone would be disaster.
You should stop by the next time you’re out this way. It’s a shame you didn’t get to see it fully finished and up and running after all the work you put in to help us restore this old place.
Walk with Reorx, old friend. Barsal
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dlthrack · 5 years
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   The adventuring party got a new job, and went to meet with Rusty Ironvein at the Palanthas offices of the Ironvein Mining Company. Rusty Ironvein gave them a note for the captain and a time and place to meet at the docks to escort the caravan to the mine and (less officially) to find out what had become of Cor Ironvein, who had gone missing after a prospecting expedition.
   The party also were directed to check with Mr. Ironvein’s office manager and bookkeeper Rosel Half-Kender. They found him crying and inebriated at the bar Zeboim’s Purse, fussing at the owner Kavra, who was only half paying attention. Taney, also being a half-kender, led up the conversation, and comforted the distraught young man sick with worry about his friend and patron. He agreed to meet us at the docks, encouraged to discover an effort was finally in place to help Mr. Ironvein.
   With time to spare before departure, most of the party decided to follow up on a lead that Cor Ironvein had recently checked out books from the Palanthas Library as part of his most recent prospecting trip. Blackfeet opted instead to go stock up on more sour candies from Soffe’s Sweets for the trip.
   At the Library, we asked the counter librarian about the last book Cor Ironvein had checked out. The acetic left to check their records, and while waiting, the party watched a ghost float by. Taney and Fortis attempted to follow the ghost, but eventually it passed through a locked door and they returned to the desk to wait. The acetic returned to tell them he’d checked out a geological survey of the Western Vingaard Mountains from before The Cataclysm. When asked about the ghost sighting, the acetic complained about the presence of the ghosts in the Library since the return of the Gods, but didn’t offer much information.
   The party returned to the docks to depart for the small port of Daron, a three day voyage through the Gates of Paladine and around West. The crew began unloading and let the party know their estimated departure for the mine, and the party, accompanied by Rowsel, stopped at the Kingfisher to ask about the last time Cor Ironvein was in town. They got a lead to check in at the local inn, where they learned the mysterious stranger who had tipped Cor off about some information had left behind a scrap of fabric smelling of mushrooms and decay.
   At that point, they joined the caravan to escort it to the Ironvein Mining Camp. Iname, as the ranger, scouted within the edge of the forest parallel to the road, and spotted the site of a goblin ambush. She alerted the party to the pending attack, and they swiftly dispatched the hidden raiders. After clearing the log blocking the road, they finished escorting the caravan to the mining camp, and arrived uneventfully.
   Because it was early evening, it would take until the next mid-afternoon to unload the carts and fill them with ore. The party backtracked to marked tracks of the goblins and followed them back to their hastily set up fortification. They fought the initial sentries standing watch under an overturned wagon, and worked their way back through the underground tunnels.
   They worked their way in carefully, avoiding traps as Blackfeet took a couple of arrows from goblin archers. The party defeated the guards and set fire to the head goblin’s throne, a once-lovely carved chair that had been reinforced with bits of other wood, and ornamented with bones and a huge elk horned elk skull. The leader of the goblins, realizing he was beaten, surrendered. He gave up his treasure, and begged for his life. When told he should return to where he had come from, he was terrified of returning to the North, he exclaimed in terror, “No!” then clarified they had escaped and could not go back. He gave the party a map of the surrounding area, which showed the town, mining camp, the trap on the road, their base, and something to the North marked as deadly.
   Satisfied the goblin leader would cause no more trouble, the adventurers allowed him to leave, and found he had given them a mean looking dagger, a bracer bearing the infinity symbol of Mishakal, and a holy symbol also bearing her mark.
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dlthrack · 5 years
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Dear Nianna and Mother, I hope this letter finds you all well and safe. After having spent a few days waiting around the Notched Axe for a guild commission, several more… unusual travelers arrived at the inn. They apparently had also just joined the guild, and I’m not sure what to think of them, especially the draconian, Blackfeet. I know there’s this entire city of draconians, and from Barsal’s reaction, it seems possible they’re not just the dark military force I’ve heard of. We will see eventually, I suppose, he’s not exactly talkative or forthcoming. We’ve finally got our first job from the adventurer’s guild. Barsal said this was definitely going to be a bug hunting mission, and he wasn’t wrong. Granted, the bugs were apparently some kind of dust elemental, but I have to give the old dwarf credit: bug hunting. We thought that was the end of it, but then our big druid tried to mend some combat damage to a rug, when it sprang to life and attacked him! The draconian (who seems to just attract attacks somehow) showed quick wits and tore it off poor Korg. We did some pretty effective strikes, and then our sorcerer and the big druid pulled a great coordinated strategy off. Fortis conjured a spectral hand that deftly rolled the rug up, and then Korg gathered and transformed the dust from the warehouse and bugs and shaped it into a spiraling band of binding stone. We presented the cursed, twitching thing to the merchant, having saved his warehouse of goods in a matter of minutes. This less than scrupulous human thought to haggle down our agreed contract wages, despite our swift and total success, but he was ultimately a coward. It’s no wonder someone snuck bad goods in his last shipment if this is how he does business. I hope we will get more lucrative contracts soon, surely the speed and smooth success of this will give them reason to assign a more profitable mission. Otherwise I have no idea how long it’ll take for me to save up ship’s passage. Have you heard any word of Father in my absence? Abukku bless you and protect you from harm. All my love Ine
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dlthrack · 6 years
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   Our group of adventurers followed various paths, but were all directed to the Notched Axe, and joined the adventurer’s guild hoping to get assigned a job quickly. Social interactions were a little awkward at first introductions: Korg was very shy and attempted to essentially hide in the most out of the way corner of the common room; Iname was a little cautious at introductions and left any more standoffish new visitors alone if they didn’t seem interested; Taney got along well with Fortis, and even Korg, sensing a kinship to wilderness and druidic traditions in these new acquaintances; Fortis was characteristically exuberant returning from her day studying the Shoikan Grove and cheerily tried to get to know the new arrivals; Blackfeet was gruff and standoffish, not inclined to socialize, but Barsal was ecstatic to see a draconian in his Inn, and offered him a free room.    Taney, Fortis and Iname all decided they should try to convince these large but less than social new adventurers to join them on jobs. Korg communicated agreement through Mittens, and after a certain amount of discomfort, the others suggested Fortis approach Blackfeet about the job. Blackfeet ultimately agreed to work with this chipper little gnome and the rest of the companions, but was far from receptive to small talk.    Finally, after a couple days of waiting, Barsal called in a favor and got a job assigned to the ragtag group. He called it a bug hunt.    The group set out to the address on the commission and immediately upon arriving the merchant, Helmo Hammett, tried to put everyone on the defensive by claiming they were late, and acting as though he doubted the group’s ability to do the job. He also emphasized all damage to goods in his warehouse would be docked from their wages. Fortis took the initial conversational lead, but when she began embellishing the adventures implausibly, Iname saw the situation going bad and snapped into business mode. She took over the initial interview and information gathering, and promised a swift resolution to his problem.    To ensure everyone could see clearly in the darkness of the “haunted” warehouse, Fortis cast light as they investigated. They were examining some fallen barrels of spices (one of which appeared to be filled partially with fine dust), when they were attacked by a pair of dust mephits. Taney showed quick thinking and ensnared the first creature in vines so they could focus on one target at a time. After the team dispatched the strange elemental dust creatures, Iname suggested their casters with magical mending abilities use them to repair all the damaged items in the warehouse to prevent the merchant from withholding earned pay.    Unfortunately, when Korg went to use his magic on the end of a fine rolled up carpet that Fortis’ spellcasting had burned, it suddenly came to life, wrapping him in a tight grip. Blackfeet dashed over and used his great strength to free Korg, and the team did some rapid damage to the carpet, adding some holes and additional magical damage. Fearing a fully killed monster would be charged against them, Iname suggested they attempt to restrain the rug before it was fully killed. Fortis and Korg deftly coordinated their magics to roll the cursed object up with a conjured spectral hand, as Korg used the scattered dust of the mephits to shape into a stone binding.    Victorious, the adventurers exited the warehouse soon after they entered, and threw the lightly struggling rug of smothering at the merchant’s feet. “Found your problem, cursed object. There were some bugs too, but they’re taken care of.”    He looked in shock, then rushed into the warehouse to inspect the damage to his merchandize inside. When he found even the containers that had been broken before the group arrived apparently whole, he exited to stand back in front of the bound carpet and began to try to weasel out of the negotiated pay for the job. Iname was having none of that, and stood tall glaring down at him sternly, “Oh no, sir. The rate you posted to guild is clear here, and as you can see your warehouse was cleared with no material damage. We will be having our pay now.”    The merchant, while a habitual cheat, was also a coward and backed down. He turned to the rug at his feet and asked what he was supposed to do about it, as it was promised to a noblewoman in the city.    The party, having been paid, was already beginning to leave, but suggested he take it to the Wizard’s Conclave. CODA    Helmo, being unfamiliar with magical objects, decided to take the group’s suggestion to heart. Thinking the rug might be of great value, he snatched it up and hurried to The Three Moons magic shop where Ezri Cairngorn was stocking the shelves. Seeing the rug, and before Helmo could utter a single word, Ezri dispelled the magic that was animating it. Helmo, now holding a dirty, torn, and charred rug, was unable to speak. “That was a close one,” Ezri said. “Those things are dangerous.”
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dlthrack · 6 years
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The Notched Axe
   The Notched Axe is a newly restored inn and adventurer’s supply in the Old City along the Lord’s Way that was bought and renovated by three retired adventuring companions partially using a loan administered by the Palanthas Chamber of Commerce. The old inn had once been very grand, but had suffered and gone into disrepair beginning with the curse laid on the Tower of Palanthas right before the Cataclysm. Much of Old City around the Shoikan Grove had been abandoned, with people either moving into other sections of the original city, or into the growing New City. With the curse lifted, Barsal Blackhorn, Gwendoline Willden, and Teamin Thistlefoot saw the inexpensive property still had good bones, despite the long years of neglect, and decided they could make a difference in catering to new adventurers by building the inn they always wanted to stay in during their campaigning days.    It took more money than they expected, and they worked until exhausted for months on end, but finally the Notched Axe was a place they could all be proud of. But before they could open, their friend and adventuring companion, a kender from Hylo, made a startling announcement. Teamin Thistlefoot, former rogue and “handler,” had found god. Specifically, he had found Reorx, god of the forge and beloved of dwarves, and intended to use his newfound faith to help the poor downtrodden kender of Kendermore now that Malystryx the Red was dead. He left Gwen and Barsal to put the finishing touches on the Notched Axe and finally open it for business. They had counted on their sponsorship with the new Adventurer’s Guild to drive business early on, and yet it seemed for a while they had little traffic directed their way, although other sponsoring inns didn’t seem to suffer the same low occupancy. When several unusual characters recently joined the Guild, the Notched Axe saw more guests than they had seen in months, none of them human.    Barsal went out of his way to make sure the current adventurer guests got jobs, in the hopes that their success with the Guild would prove the inn’s value.
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dlthrack · 6 years
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Taney Greytail
– Druid, Level 2, Half-Kender    Taney is an older half-kender, raised by her human mother in a remote farming area. Through her mother she learned to attune herself with nature, according to druidic traditions passed down matrilineally through generations. She is tall for a kender, short for a human, standing around four and a quarter feet tall. She wears her silvery gray hair in two long braids, and her face wears a lifetime of well-earned laugh and smile lines, especially the crows feet around amber-tinted hazel eyes.    Taney’s farming community was less directly affected by the wars and conquests of armies and dragons, and had to cope with the troubles and burdens of people fleeing those conflicts over the years. She and her mother didn’t have much contact with her father over the years, who had perhaps more than his normal share of wanderlust in his nature. He kept track of the family over the years, and frequently Taney would open the front door in the morning to find a bag of odd valuables he had “borrowed” and passed on to those who might find use for them. In an echo of her father’s light fingers, she frequently finds herself borrowing green items she sees, and is enchanted by anything green hued.    Taney was widowed after a joyous life with her late husband, but despite all she’s seen in aftermath of conflicts and outliving her spouse, she has a very cheery attitude and outlook. She had heard recent rumors about major disappearances of groups of kender, and decided to investigate to see if she can do anything to help. Taney traveled to Palanthas chasing rumors of disappearances, and joined the Adventurer’s Guild to forge connections with other adventurers who could help her find the disappearing kender and build her skills. Barsal Blackhorn, the co-owner of the Notched Axe, realizing he hadn’t heard from his old kender adventuring companion Teamin promised to use his resources to find out what he could for Taney.
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dlthrack · 6 years
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Korg
– Druid, Level 2, Irda/Ogre Magi    Korg grew up with his father in his family estates with the birthname Quinlin. His father, Kellen, is an Irda Noble who happened to be caught out on an adventure of his own when the Irda reproductive drive hit. A female Ogre-Magi, Grul'i, happened to be the only viable partner around. One thing led to another, and an Ogre gestation period later, this female Ogre is dropping an infant off on the Irda island, Aianatha. Aianatha is hidden by magic from outsiders, but Grul’i was granted a bit of access due to her position as ‘mate’ of an Irda resident. She does not return after she deposits this infant in Kellen’s hands.    Kellen happened to be a gentle oddball of an Irda and didn’t think twice of taking the infant in. He named the infant Quinlin and raised him with a traditional Irda education. The Irda happened to be an isolated race, even from each other, so Quinlin grew up in a quiet estate in almost complete isolation. He and his father had a loving relationship, very unlike Irda traditional family relations.    One day, Quinlin was exploring the land a bit farther from his family estates when he happened upon a beautiful Irda youth. Quinlin, in his ignorance of his own differences, tried to strike up a conversation with this youth. This Irda was repulsed by Quinlin’s less than perfect showing of Irda beauty and says some nasty things to Quinlin. Quinlin quickly removes himself from this unfortunate situation and goes home to confront his father who had never gave any indication that Quinlin was out of the norm.    Kellen spouted out the usual mom statements: ‘you are perfect the way you are,’ ‘I think you are beautiful,’ ‘who cares what the other kids think?’ etc. Quinlin was not happy with this and a seed of resentment for his own birth grew that day. He, in a teenage rebellion, stopped talking to his father directly, instead using his pure black Maine Coon sized house-cat as a conversational intermediary. i.e. when trying to convey a message to his father, Quinlin would speak to his cat “Yes, Mittens, father is being silly in asking if I have finished all of my vegetables. Don’t you think he should be able to see my empty plate?”    As time passes, Quinlin begins to get an urge to find his other parent. He makes a plan and runs away in the middle of the night with few possessions besides his Druid robes, a magic staff to help channel his spells, a few magic books to continue his education and his cat Mittens. While Quinlin is educated as a noble should be, he is woefully unprepared for the world outside his isolated estates. He did not bring enough food, he did not bring other essential traveling accoutrements. He has survived thus far on foraging (his education included basic plant knowledge for such things), spellcasting (he has the ability to create temporary, and honestly quite shabby, dwellings from plants and roots), and Mittens leading the way and leading him away from dangers (of which Quinlin is largely ignorant of).    The first town he tries to stay at, with the plan of using in skill in languages (of which he would use through conversations with Mittens) and perhaps his spellcasting abilities, to find some work to earn money for much needed supplies. While there, he notices wanted posters littering the walls of all building showing his face and description with a hefty reward to whomever can bring him in alive.    Quinlin instantly knows his father is looking for him and uses his feeble shapeshifting abilities to take on a slightly distorted image of himself that exaggerates his Ogre-Magi roots. He also takes on the name “Korg” from that day on.
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