Report 11: Valarian

Kurth’s Solution and His End

  • The final message from Kurth sounds a bit more frenzied. The orcs have infiltrated, and he believes there is only one way to save the city, which is to unleash his perfected spellwork.
  • Which turns out to be a powerful Deathknight, three mummies, and a small group of constantly reanimating skeletons.
  • The former of which seems to be stood guarding three treasure chests, which immediately get my companions’ attention.
  • The Deathknight bids us kneel to him and assist in bringing salvation to the lost city.
  • We do not, and the fight is joined as the first of his skeletons rise to his command.
  • It is the most vicious fight we have had thus far, though with careful and constant healing from myself and Ms. Rosewood, our final diamond is not needed.
  • My new Counter spell seems to not be worth the ink it cost to scribe, but I shall put more study into it.
  • Ms. Lendiel spent the fight invisible and, eventually, unconscious in the corner, having tried to extinguish lights for her other roguish companions.
  • Even #13 had to get in on the fight, occasionally stabbing even the Deathknight himself.
  • The chests were full of quite a bit of treasure, from money to magic items to scrolls and potions, and even a Manual of Gainful Exercise. Mr. Trisfir has acquired another necromancy spellbook, as well.
  • Strength is not a strength of this party, so we will see if we can trade it for something more useful back at the Library. I wonder if Kurth read it all those years ago in his hopes to fight off the orcs.

Aftermath

  • Verity tells us, when we return, that all the money we stole from the casino will be used to clean up the mess we caused in the stealing of it. Including, keeping people from coming after us.
  • Bookwyrm comes to fetch us the following day, to meet up with Great Reader Alkrist, who gives us a small sack of gold that I would have thought huge before meeting this group.
  • We are ordered back to our duties.
  • Mr. Darkfoot asks Bookwyrm about trading our Manual, and we are told we must speak with the Keeper of Tomes for that, and will set up a meeting for us.
  • Hopefully we can now all relax and stop wandering into deadly places for a while, I’ve had a very strange dream which I must research.

Report 10: The Illusk Ruins

I just want to state that this was not my idea, and I think it is a bad one, but as I have been tasked to keep this group alive, I went with them.

Ruined Buildings

  • The original town of Illusk was always in conflict, attacked and sacked repeatedly, then rebuilt.
  • Eventually, Luskan grew up around it, believing this area to be cursed, they stopped trying to fix it and just left it be. Except for adventurers who never can leave well enough alone.
  • Much of the area is as ruined as one would expect, but #13 finds us a way through to a house that seems unusual for its unruined status.
  • After Shohei and Ms. Lendiel check it for traps, we head inside to find it sparsely furnished and completely unlived in.
  • There is a chained and locked trapdoor in the floor, so naturally Mr. Darkfoot unlocks them, Shohei removes them, and Ms. Lendiel checks for traps.
  • She finds nothing, but Shohei says there is magic beneath the door – a glyph of warding.
  • They attach a rope to the handle and we all go back outside to pull it open from a distance.
  • A fireball goes off, adding this house to the many ruined buildings around it, but everyone insists on going back in to see what was locked up below.

Undead Abominations

  • We head down and in, to find a room full of piles of bones, unmoving.
  • When Mr. Shohei and Ms. Lendiel begin examining the first door in this room, the second opens and an abomination of a skeleton with three heads and wearing armor and wielding a staff steps out.
  • The piles of bones reanimate by his command and attack.
  • The three-headed thing casts Cloudkill on the room, and things get a little fuzzy to me after that, though I remember Ms. Rosewood repeatedly waking me up and dragging me out of the cloud.
  • After the fight, I want to crush the skull and dispel all magic from those skulls, but Mr. Darkfoot insists we use it to make our way through this place.
  • The rooms are, of course, Necromancy Laboratories, including an altar covered in runework like the skull.
  • Using the skull triggers an illusory message of a man in a cowl, robes, and gloves with a very strange book in hand.
  • The illusion reports that the Sword Lord and his Skeletal complement is progressing. He believes they will keep the attacking orc forces out, and ensure they can take back the city, saying the bones of the lost will be the foundation of the future. And identifying himself as Kurth.
  • After this message plays, the wall shifts and reveals another staircase.

Levers and Traps

  • The first room at the bottom of these stairs contained six skeletons in glass domed-cases attached to chains leading up to gears in the ceiling.
  • There were also two doors and two levers.
  • Mr. Darkfoot starts with the doors, removing the traps and unlocking them.
  • #13 suggests that we should not try the doors without using a lever or both, specifically the more used of the two levers.
  • Mr. Darkfoot climbs up and puts a crowbar through one of the chains near some crossbeams to prevent the attached dome from lifting. Others follow suit, but we don’t have enough for all the domes. Why would I carry a crowbar?!
  • Mr. Darkfoot pulls the well-worn lever and something shifts in the southern wall.
  • The southern door leads to a very narrow hall, to another door, which is quickly opened.
  • This opens into a work room with another obvious lever, a gate, and several flesh golems standing inert beyond it.
  • The lever seems to be hooked up to a runic plate, which Mr. Darkfoot says is lightning in nature, something that sends Flesh Golems into a frenzy.
  • Ms. Lendiel finds another lever worked into the room’s table.
  • It is well-used, so we pull it and hear a shift from the previous room.
  • Shohei, meanwhile, detects that there is something magic behind the golems and sends his mage hand off to check, and uncovers a scepter secured to the floor.
  • Back in the first room, we head through the eastern door, to another narrow hall, to another work room. This one with four work stations, two labeled levers, and another altar.
  • The levers are labeled Domes and Gate.
  • After some discussion, we agree to try the Gate lever and hear metal scrapping against stone.
  • Shohei and Mr. Trisfir return to the second room to try and retrieve the scepter.
  • They return after a few minutes without it, saying the claws holding it seems to be on a circuit with metal plates under the flesh golems.
  • The door in this third room seems unlocked, so we try to open it, but lightning shoots out as a glyph glows briefly.
  • Going back to the first room, we try the less-used lever and the glass domes begin to lift, we slam it back, but one skeleton escapes and we have to put it down.
  • Then, we return to the third room, leaving Tuppance to observe, and pull the Domes lever.
  • One of the crowbars breaks as the domes lift again, but we put the lever back before any more can.
  • We dispatch that skeleton, as well, and I fix Mr. Darkfoot’s crowbar.
  • Shohei and Mr. Trisfir decide to go and try to sever the connections to the Flesh Golems so the lightning lever can be used safely. The rest of us stay back in the third room with the Gate lever.
  • Tuppance is left, once again to watch, or rather, for Mr. Darkfoot to watch.
  • When they start breaking into the stone instead of chipping at the wires, Tuppance scolds them and they head back.
  • Except Mr. Trisfir bumps into one of the golems, disturbing it from its rest. Didn’t we say he wasn’t supposed to go on infiltration missions?
  • We all head in to deal with the awakened golem, and somehow manage not to wake the other two.
  • Once it is down, with the other two disconnected, we pull the lightning lever, which frees the scepter.
  • Back in the third room, we put it in the altar and get another illusory message.
  • Kurth tells us that the secondary precautions are in place, citing the things we have been fighting. Then mentions a crowning achievement called Valarian who will “cleanse this place.”
  • The southern door is now able to open, and is full of body parts, presumably the leftovers from the Flesh Golem creation. There are also a number of magic items hidden amongst the bodies.
  • And another stairwell leading down.

Mohrgs

  • There is a hall of three doors, the first must be expertly made because Mr. Darkfoot cannot get it open.
  • He has more luck with the second door, which opens to another workroom. This one full of ruined books, scrolls, and dripping skeletons with giant tongues.
  • I managed to turn two of the three and we take them down one at a time. There is a runic book spine that fits into an altar in this room.
  • This time the illusory Kurth has his hood back to reveal a ruined face and hideous wounds, which he seems to have try to fix with other bodies’ parts.
  • He reports that the orcs are pushing again. That he might not finish. That he wishes to save the city from damnation, and will leave the commander in charge.
  • Back in the hallway, #13 forces the first door open, and we find more of the same.
  • These skeletons manage to put Mr. Darkfoot down, but Ms. Rosewood saves him before I can get there, and nearly gets eaten herself for her trouble, but I keep her up until the others put the creature down.
  • This has been a lot of terrible fights, so we drag these two bodies into the other room and hunker down for a long rest.

Guardians

  • The southern door evaporates when we open it, leading to quite a large laboratory.
  • There are many undead wraiths in here, all standing at attention, and one wearing a full suit of armor.
  • The turned to face us as one, and the Commander, for that is surely who the armored one must be, slams sword to shield and speaks.
  • “Hold. We know not what drives you forward. Leave now or die. Valarian the Damned must not be let free.”
  • Seeing he was not simply mindless we ask after Valarian and are told it is Kurth’s final and more horrible creation, a beast of total destruction.
  • Kurth found it completely uncontrollable and set these to guard it forevermore and let none enter its chamber.
  • The group wants to kill this final abomination, despite my protests that we allow these wraiths to continue their vigil. We have killed too many of the other defenders they argue. I just want to go back to the Library.
  • They take a vote and I am overruled, though Mr. Darkfoot tries to get me to change my mind, but relents when I remind him I didn’t want to come to the ruins in the first place.
  • The fight is brutal, and we nearly lose several people, several times, but we are, unfortunately, victorious.
  • We sit down after the fight, to gather our resources and prepare for an even tougher battle ahead.

Report 9: The Casino Heist, Part 2

Preparations

  • Our plan decided, protection items are needed, so #13, Shohei, Mr. Trisfir, and Mr. Darkfoot go out to find the Black Market.
  • They return with a Hat of Disguise, a Robe of Useful Items, a Scroll of Magic Chest, and a sword for #13 just in case things go sour and he has to defend himself.
  • We add Dispel Magic and Silence to the spell storing ring.
  • The Magic Chest is cast and put into a Bag of Holding which is given to Ms. Rosewood to hang onto while transformed.

The Heist

  • The casino is full of folks in masquerade costumes and masks, I wish we had known that was happening.
  • The statue is on full display and well guarded in the tournament room, so #13 decides he must enter the tournament to win it.
  • I stick with Axel who is on keycard theft duty, and we play some Life & Death and Three Dragon Ante in the main room to cover the thefts.
  • Most of the group then heads into the spa to get massages, hand out the cards, and I cast Aid, giving them what buffer I can before they are out of sight.
  • Mr. Trisfir and Shohei then start a drunken tussle on the main floor and are escorted to the back area.
  • I find a high roller for Mr. Darkfoot who is drinking at the bar, who he then poisons to cause a distraction.
  • The man gets immediately ill, and I go to help him and keep a guard, also trying to help him, distracted.
  • The wizard Head of House comes out of the back after a short while, heading straight for Quentin, and they head to the back. That doesn’t look good for our heist crew.
  • Some few minutes later, chaos erupts on the main floor as the money chests stop working.
  • Not long after that, the heist crew exits the back area and heads for the ferry, undetected.
  • Meanwhile, #13 is doing really well in the tournament and eventually wins it and the statue.
  • The distraction crew then heads back to town.

Aftermath

  • When we all make it back to The Brine Widow, the heist crew explains.
  • Ms. Rosewood was found when Mr. Trisfir refused to allow his armor to come off and they searched him more thoroughly. He then claimed she was his familiar and the wizard was called, who could immediately tell he was lying, so he shot her with fire and when she did not die, went to get Quentin.
  • Mr. Trisfir refused to answer questions, and instead, they began a fight.
  • They are reasonably sure that the guards all survived, and specifically made sure Quentin wasn’t killed, but there was a lot more violence than Verity wanted.
  • They had to fight the wizard in the vault as well as a massive skeleton, which is, of course destroyed.
  • Verity is very unhappy with our methods, but accepts that we succeeded on all points.
  • She calls the Great Reader who is similarly discouraged, but they will resolve the matter with whatever money is necessary.
  • She will hold onto the items for a couple days while we stay in town until things are settled. I feel we should immediately return with the Library’s items as it was her they were stolen from in the first place, but she insists she has improved security and the Great Reader agrees with her.
  • Mr. Darkfoot suggests that Mr. Trisfir should not be on future infiltration missions, and that Ms. Lendiel would have been a better choice.
  • She, however, seems to have forgotten the last several days, or won’t tell us where she was at any rate.

Report 8: The Casino Job, Part 1

The Mark

  • We meet Verity at The Brine Widow
  • She says she was robbed and her money used to build The Afterlife Casino by Quentin Togglepocket.
  • She believes she was targeted for besting him in a Three Dragon Ante tournament, and is banned from his new casino.
  • She would like us to get the two assigned items, as much money as we can, and a statue which is the prize for a Three Dragon Ante tournament in a few days.
  • These last two are outside our assigned task, but the others seem keen on a big casino heist.
  • They insist it is not illegal because Quentin is a criminal and stole the things to begin with. She never filed a police report, believing that in this city, it would do no good.
  • Verity wishes to seem him ruined, but insists that we hurt no one in the process. This seems an unlikely request to be honored, but perhaps Ember and I can at least keep everyone alive.
  • The Library items turn out to be an Amulet of Miraculous Destination and a Bottle of Ink used to create the Book of Exalted Deeds.

The Casino

  • She gives us a map of the casino in a mountainous cavern.
  • There are magical doors that only employees can pass through, and magical mirrors that reflect into a security room.
  • The items and money we seek are likely in the vault.
  • The casino is accessed by a ferry that takes customers upriver and into the mountain. The only other way out is down a waterfall to the ocean.
  • Most of the casino’s money will be in the vault – the dealers at the tables have magical chests which exchange gold for chips. Thus most of the gold is safely in the vault unless someone is cashing out.
  • We rent some horses and go take a look.
  • The ferry only takes small groups at a time and takes about forty minutes round trip.
  • Everything is hell themed, even the Tiefling employees, full of brass and iron décor.
  • The rules are posted clearly at the casino entrance: stay out of the river, don’t cheat, don’t accost people, keep weapons sheathed, and Win. The latter seems to be a joke.
  • Each area of the casino is labeled with different areas of hell, but include mechanical slot machines, a game called Life & Death, a bar, a tented circus, a spa, and a restaurant below with a waterfall view.
  • The tournament area is roped off this evening, but there are tables of TDA players in the main space.
  • The employees all seem very happy to be working here, it has only just opened and they are glad to have a place to fit in. They do not spend their off time on the casino floor, they must be in the break room in the back.
  • Employees seem to have a card that lets them through the doors, except for a wizard-looking fellow, who rushes around at one point, shooting fire into the air. Tuppance must be messing about.
  • Too much, they announce a circus animal has come down ill and they must close for the evening, offering 20g vouchers for the following night.

The Plan(s)

  • The employees sleep at a nearby camp and then spend the entire night at the casino, getting their keycards when they arrive each night.
  • The wizard seems to set up an alarm spell based on who is working each night.
  • With Tuppance having been seen in the back corridors, there are concerns that security will be heightened for the tournament.
  • One plan is discussed to try to masquerade as one of the employees to get a keycard and be part of the alarm spell.
  • Another plan to bribe the Head of House wizard, is quickly discarded as too risky.
  • The next plan discussed is Shohei stealing a keycard, Mr. Darkfoot causing a ruckus while Shohei sneaks in with an amulet with proof against detection and misty step to bypass the alarm and mirrors.
  • #13 suggests multiple people get arrested and put in the cells in the back, to break out and commit the caper together.
  • Ms. Rosewood suggests messing with the money/chip chests, but doesn’t really have a step two for her plan.
  • Mr. Trisfir suggests he turn into a Tiefling to open a door with a stolen keycard, I dispel the alarm from a distance, and Ms. Rosewood go with him as a mouse.
  • The plan that comes together as our best option is to steal two keycards, have Ms. Rosewood as a mouse in Mr. Trisfir’s pocket while he gets into a fight with Shohei, so that they get arrested and put in the cells. Then they escape with minimal violence, commit the robbery and escape in confusion created by the rest of us out on the main floor.

Report 7: Success & Failure

Mission Success

  • The travel back to Blasingdell went smoothly with no attacks or trouble.
  • The horses and the two cartographers were returned home only slightly worse for their travels.
  • The town does not have much to offer us monetarily for our services, but do extend their hospitality in perpetuity.
  • Mr. Trisfir sent back to Candlekeep and Bookwyrm arrived after a time, to bring us back to the Library.
  • Great Reader Ahvoste is surprised, but happy to see us and is satisfied with our results.
  • He quickly sets he staff to work, and in just a couple of days they have made repairs and are working on solutions for the future.
  • We are well rewarded, and the group even gifts me with a brooch of shielding from our rewards.
  • There is also a ring of spell storing that we plan to share around the group in a very confusing round-robin because we could not decide who would best use it. Perhaps we should have bought another at Sorcerous Sundries.

Clerical Errors

  • We got a spellbook from the Library back at the Tooth and I helped Mr. Trisfir translate it.
  • He commented that it was strange that I was interested in such arcane workings as other clerics don’t put in such work to learn their spells.
  • I keep having such disturbing dreams, too, of a man railing against the Gods.
  • My God isn’t even here in this realm, but I still have powers, where is it coming from?
  • Mystra? Oghma?
  • It feels nice in the Temple here, Oghma’s profile includes both knowledge and secrets. Perhaps he favors me?
  • I leave my studies for a time, to speak with Lorekeeper Kai Tigersteel about the mysteries of the divine and to meditate upon Oghma.

Lost Property

  • Great Reader Alkrist summoned us all to his office after a while of doing our own things.
  • He seems annoyed by my presence, but I was told to come, maybe he remembers me from class.
  • The library lent out an item in the hopes of using it to acquire another item of great value.
  • The patron also lost an amount of personal wealth in the robbery.
  • The two items are now being put up as prizes in a Three-Dragon-Ante tournament at the Afterlife Casino in Luskan.
  • We are tasked with working with the clumsy patron, Verity Key, to retrieve both items.
  • Bookwyrm is summoned and we are whisked away to Luskan, a pirate city by my reckoning.