Real Date: January 28, 2007
Players
Mantarion the Resoulte (Sibecea-Oathswarn 1) (Mike M)
Xavier (Elf -Wizard 1) (Mike R)
Tiaga Stalking Cheetah (Catfolk - Bard 0) (Dave)
Prelude
As this story unfolds, their will be moments of great joy, enlightenment, glory and moments of truth. But as in all stories, their will also be more heart breaking moments, dangerous encounters and unspeakable evil. Hopefully you will see the strength of good in it's free will and it's ability to persevere in the face of almost overwhelming odds.
This story begins with a caravan winding it's way down towards the Amedio Jungle with the Hellfurnances on one side and the beautiful waters of Jeklea Bay on the other. This is trade route is one of the longest in the Flanaess being over 500 miles long. Along the way are numerous fishing villages and minning that are spread along the way creating a small line of humanity that snakes from the Sea Princess to the Jungle. At the end of this line of humanity lies 2 city states (Sasserine and Cauldron) that are at the edge of the civization. Sasserine, is a port city that is the gateway to this frontier land. Although a small city with only 4,000 people, it lives beyond it's size. If you need something, it seems to had here, for a price. Cauldron, is the other bastion of humanity that is set in the mountain ranges 2 days ride from Sasserine. Being in the centrer of dormant volcano, it's unique defences has keep the city safe for 2 thousand years.
It is during this voyage to Cauldron and Sasserine that this 200+ strong caravan is attacked by giants and other denziens of the mountains. It was a horrific battle with all taking part knowing that defeat equaled death. In the end, only 8 survived. By morning, that number was down to 3. During the night as the other survivors were succuming to their wounds, a death bed favour was asked by the High Priest Sarcem of the Church of St.Cuthbert. He requests that the survivors please take the "Star of Justice" back to the Temple in Cauldron where it belongs. Our survivors, with a heavy heart at the losss of so many good people, agree as it is the least they can do.
Date: Ready'reat 13
Once safely in the city, our survivors make their way to the Church of St. Cuthbert (The Church of the Righteous Cudgel) where they are introduced to Jenya Urikas a priest of St Cuthbert. She is deeply saddened by the news that the high priest Sarcem as well as the rest of the caravan was murdered. She is extremely grateful for the return of the artifact that Sarcem entrusted to them and gives them a gift of heal. It is a wand that will heal some of their wounds that they can use on their travels (Wand of Cure Light Wounds 50 Charges). She asks that they come back the next day to perform some necessary church business to confirm the death of the High Cleric Sarcem. This is needed to allow the promote another to the position of High Priest. She indicated that this is a church procedure called the rite of telling.
Date: Ready'reat 14
The nest day after a night of needed rest, our survivors three make their way back to the The Church of the Righteous Cudgel to take part in the procedure. It is nothing more then a re-telling of their sad tale with with others present as well as magical wardings to proof truth the the story. After the rite telling is passed, Jenya indicates that she would like their help. Townsfolk have been disappearing, taken from their homes along with valuables. She asks if they would help. The church has publicly declared to stop the disappearances and get to the bottom of this crime. Since they were the lone survivors and seem to be capable with a sword and mind, she indicates that they would be suited to the job, and would like to hire them. The church is especially upset as 3 days ago, 4 orphans were taken and that kidnappings are getting worse. She is especially upset over the taking of the children.
She offers them 250 Crowns (250 PP) for the safe return of the children and the bringing the kidnappers to justice. Each of the survivors accept this offer, each for their own reasons. The only guidance that Jenya can offer is some information. With the return of the artifact of the church, Jenya is able to use it to divine some answers about the whereabouts of the children.
Here are the answers she received.
Jenya thinks the reference to the locks are about the locks on the doors of the orphanage. but she is only speculating. The survivors decide that is the best place to start. Once there, they talk the the lady who manages the orphanage, "Name". They find the following information:
- None of the locks or doors were broken
- The kids are locks in their rooms at night to keep mischief down
- The girls room is up and on the west side of the building
- The boys room is up and on the south side of the building
- 2 boys and 2 girls were taken.
- No one heard or saw anything.
- All the windows are barred and secure (no loose bars)
- All the locks were made by Kaygan Ghelve, one of the locksmith's in town. (See People of Cauldron)
After shopping Keygan Ghelve to the guards and dispatching the Skulk, they descended into the Gnomish enclave. Continuing their adventure, our heroes delve deeper into the mystery of the missing children.
Our adventures find Jzadirune hard to get around. Without someone to bypass the doors, they are forced to traverse tunnels that have been burrowed into the walls to join rooms. It seems that others have had trouble with the doors as well. Xavier finds out the hard way that Jzadirune also has traps, that have to be avoided. only his nimble climbing ability gets him out of the put trap before it closes.
During their adventures, they end up finding more of these Skulks that seem to be able to attack at will and not be seen. After some harrowing hit and run tactics, 6 of them are brought down. At the end of the day, after a long exhausting search, they find a key to one of these "Gear Doors". Low on resources and feeling the effects of fighting all afternoon they return the surface to rest and re cooperate.
