Of Bandits and Death

The bandit cave entrance is surrounded by rotting, severed heads, with one empty spot. Gideon can hear people idly chatting inside, so we head inside. Three men are playing guards in the front-most room, probably they should have been watching the entrance. Embarrassed by their failure, I guess, they immediately attack when we say hello. The swordsmen put two of them down, one rather permanently, and the third surrenders. He was smart enough for that, but is not terribly helpful. This isn’t an established bandit group, it sounds like, just transients that come and go as they will. He doesn’t even know who is in charge today, or how many people are here. The heads outside, he says, came from when the orcs lived here. He does have one interesting piece of information, Hesselwhite is here with a gang. He also says the hall aren’t trapped, so I get to hang back, if we’re trusting him. We leave him and the other live one tied up, and weaponless and head deeper into the cave.

The next room is full of crates and rugs, and two bandits in a rather intimate position. They scurry out of view, as I do the same. Someone shouts out that they are under arrest, but this doesn’t seem to accomplish anything. Eventually, Gideon just walks in and ties them up behind the crates. The things in here aren’t very interesting, except the rugs, but those are too big to carry away without a wagon. We do take the arrows away from the bandits, so they can’t get free and shoot us.

Down another couple hallways, we find a feast hall with six more folks. One welcomes us and invites us in. I guess we could look like bandits, such a strange group as we are. He, Cemund, offers us food and drink. Gideon and Ard accept his hospitality, while Tasha and I stay at the door, confused. When asked about the caves, he says they also avoid the undead. Hesselwhite, he says, brought along 8 other halflings with him, and plans to attack a wealthy caravan. Ours, most likely. They don’t hurt people here, they just don’t have anything, so they steal what they want. He says the gnolls got run out of their caves in another part of the valley, but he’s not sure by what.

We go to talk to Hesselwhite, to ask him politely not to attack our caravan, I guess. I unlock the door to their room, but I missed the needle trap and get jabbed by poison. Slim slows it down so it won’t hurt me anymore. Tasha opens the door, the halflings inside are already barricaded behind their beds, so I head back to a nook to hide until the fighting is done. Hesselwhite manages to run out past everyone and escape the cave, but we tie up the survivors. There’s a stone box in here, that also stabs me, I need to get some glasses or something, I should have seen that. There’s money, gems, and a warm-feeling hunk of jade inside. Gathering up the treasure, bodies, and prisoners, we head out. The other bandits don’t stop us. Slim and some of the other holy folk bury those they killed before we go back to town.

They give the prisoners to Sabine. We let the Chaka know about Hesselwhite and the danger he still poses, and then ask if he’ll take on Terak and Tasha to help us guard. He speaks with them and agrees for the return journey. Mouse buys the stone box from me, and gives me some pointers on spotting traps. We buy some paints to give to the kobolds, and argue about whether to investigate the undead or goblins next. Then we rest up for the night, leaving the question unresolved.

Heading back to the caves in the morning, Cemund and his friends almost rob us, but stop when they recognize us, then bail when stirges show up in force. I hide and get far away from that, but the swords folk put them all down. We get the talkative kobold to come out and accept the paints we brought him. He tells us that the undead cave is mostly orc skeletons, but that there are sometimes humans in weird robes, too. Those weird robed humans are who they stole the dragon egg from, about a month ago. Most of the time those humans go into the caves at the far end of the valley. Laramond wants them to paint rocks to start an art trade with the keep. Sweet child, the people would rather kill than trade with kobolds.

Terak really wants to go after the cultists, rather than the undead, but we’re not sure which of the end caves that is, so he gets overruled. The undead cave smells awful – rotting flesh is an aroma all its own. The left room is full of dead orcs, old dead humans, skeletons, and rats. Laramond says there are undead in the other direction, as everything here is full dead, except the rats.

The other direction holds a common area full of dead orcs as well, women, children, and men, all stacked up. The ceiling ripples with bats. Gideon, throws a dart at a corpse, he must have gotten bored. Skeletons rise up from the piles of bodies and lurch forward to attack. I get right out of there until the noise dies down.

Laramond says there are more undead behind a wall, and we find a secret door. It isn’t locked, so Tasha opens it. There is a small table and chairs, a large chest, and a chalk map on the wall. Slim steps inside and shadows rise up, but he scares it away. I come in to check out the box and get sprayed with blue powered ink – great! Now I can’t see Mouse until this all wears off. So embarrassing! The group takes all the money, and once lifted, I find a key beneath it. Well, that’s mine now. The map is of the area around, with all the dangerous groups we’ve heard about marked on it. Plus, what Laramond says is a Q in the northern forest, and a tower to the west, or is that east? It’s not really on the map.

The next room we find has large rats eating face-down orc bodies, so we close the door again. They want to go in and kill the rats, so I go back and hide under the little table while they do that. My hand is still a bit black with poison. There’s nothing but dead bodies in that room, and they insist on wading through the bodies in the other rooms, too. I get bit by some rats, and all we have to show for it is a jewel-encrusted sword-hilt. Then they decide to set the whole cave on fire to burn up all the dead bodies.

Before heading back to the keep to get my hand properly cared for, we make a tour of the other cave entrances. We find a wooden sign in the goblin language at one, smooth-worked blood red stone at another. A door with skulls nailed to it that invite us inside. And the foul odor of some great beast emanating from another. Right, so a couple options for the cult, and one Terak says we should Really stay away from. Back to the keep to rest. Is it time to take the Chaka to the southern border, yet?

Report 6: Of Ghosts and Dragons

Duergar

  • There is an alert that rings out in Dwarven as we pass through the locked door and head downstairs.
  • Another door, this one with the face of a glowering Dwarf, but we do not pause.
  • A large long room greets us, lined with pillars covered with carvings of giants and dragons. Tiled walls have been smashed, and a dais holds a throne.
  • A voice greets us telling us to turn around, in Dwarvish.
  • Ms. Lendiel and Mr. Darkfoot explain that we come in peace, looking for Durgeddon, that we are looking to hire him to repair work he had previously done.
  • He has been dead a long while, but the voice seems interested in speaking further about our skills.
  • A Duergar woman and a few guards step into view, taking Ms. Lendiel, Mr. Darkfoot, and Shohei away to speak with their leader.
  • They return a short time later with a woman named Nimiria and eight more guards.

History Lesson

  • The orcs, after being repelled by the Dwarven fortification, burrowed in beneath the defenses.
  • Durgeddon died in the chapel to the north of the main forge.
  • The northern area, however, due to this and other horrors of the battles, is full of the undead.
  • These Duergar came up past the Black Lake below where a young black dragon lives.
  • Durgeddon’s notes may be where the ghosts and such horrors are, and the dragon may be guarding the Orachalcum.
  • They will show us where to go if we share the information in his journal and half the Orachalcum.

Hauntings

  • Through a large barricade we find a silent room with a brackish well.
  • We head to the right to clear out the living quarters before heading to the chapel.
  • The second room we checked had a Rug of Smothering that tried to devour me, but most are ransacked.
  • In an empty armory, the armor wakes and attempts to smash Ms. Lendiel and Shohei to death.
  • At the end of this hall is a larger room with many corpses, but thankfully, they do not rise.
  • A ghost takes possession of Ember, though, despondent that it can no longer fix the mistakes it made in life.
  • It asks us to set right the wrongs of the shaman and kin who are cursed in the chapel and to lay Durgeddon to his proper rest.
  • This sends us back the other direction towards the chapel. Most of the rooms this way have also been destroyed.
  • But in a barracks we are attacked by a few skeletons.
  • The chapel smells of death, it reminds me of memories that are not my own.
  • We are confronted by Orge Skeletons, ghasts, and an Orcish wight.
  • I feel the curse releasing it’s hold as the wight falls, but there more to do, so I perform a cleansing ceremony that would have made my elders back home proud.
  • The journal is not here, so we take Durgeddon back to the ghost and lay all the dead to a proper rest.
  • We find a Library through one of the doors, and a succubus masquerading as a captive researcher.
  • Undead are not the only things haunting this place.
  • She has found the book we need and tempts Ms. Rosewood and Shohei into attacking the party when #13 figures out she’s lying to us.
  • Axel tries to negotiate with her after she goes ethereal so we can’t hurt her, but there’s some magic from the desk and #13 helps me find a summoning circle and spellbook.
  • She says the book will go with her if we break the circle, she wants to talk to me alone, but the others won’t allow it.
  • I copy down the magic circle with Axel and take the book, but it will have to be translated from Dwarven.
  • We get tired or her threats and decide to break the circle. The book stays behind, so we pick it and other interesting books up before heading back to the Duergar.

Black Dragon

  • Nightscale is a young adult black dragon who lives on his hoard in the center of an underground lake.
  • The Duergar paid it so that they could work the forge undisturbed.
  • The group decides we need a boat to get across the lake, so #13 gathers materials from the rooms we explored, and I learn how to build boats. It’s small, but good enough.
  • We put it in the Hole to get down the stairs and then quietly get in the lake. Ms. Rosewood takes Ms. Lendiel on Seahorse-back and #13 pushes the boat.
  • Everything is working well, until I try to stand up in the boat to get out onto the hoard and fall on my face. Must work on boating skills if this is going to be a thing. .
  • The battle is fierce at first, but then the dragon dives into the lake, leaving us to cast about for it.
  • Mr. Darkfoot and Shohei start looting the treasure, and I keep tossing heals as people surface with grievous wounds.
  • After a short time, it becomes clear the dragon has left entirely, so we finish looting and swim back to shore and make our way, boatless, up the stairs.
  • We split the 100lbs of Orichalcum with the Duergar and head back up through the orcs.

Oozes and Orcs

  • We check through the last of the dwarven area and find a storeroom of rotten food.
  • And several oozes which attack #13. Ms. Rosewood and Mr. Darkfoot destroy them.
  • The only other things left on this middle level are corpses and water.
  • And a cavern with a Roper that we smash and then cut open for the treasure it has eaten.
  • There is also a small jail with a dwarf corpse that I am able to speak to. She was put here by the orcs to die.
  • After laying her to rest in they crypts in the main room, we head upward.
  • We find a room full of orcs and after Mr. Trisfir destroyed them with fire, the entire orc encampment came charging down the corridor.
  • We were forced to destroy all but one who ran away so that we could leave this place.

Report 4: The Search for Orichalcum

Meeting with Great Reader Teles Ahvoste

  • Much damage has been occurring around the library from broken chains to broken power units.
  • They have been stepping up patrols, but it is not enough.
  • The Housing Units for the power of the Mythal are being attacked or breaking down.
  • They were designed ages ago by Dugedden who has been out of touch for a century.
  • The housing units are made of Orichalcum which was only provided by Dugedden’s clan.
  • Scouts have been sent to find his last known location but it is dangerous travel in the Spine of the World.
  • We are tasked to find his workshop, discover his disposition, and either negotiate resumption of relations or return with the ore and his plans for the units.
  • We will be transported to the nearest town, Blasingdell, to our assumed destination and be given further information there from the Mayor, Sir Miles Barrik.

Preparations

  • Orichalcum is naturally cool and incredibly dense and has a natural magical current that makes it easier to enchant.
  • Ysayle believes we will be lucky enough to find a large sum of the metal, but #13 believes that to be statistically unlikely.
  • We have no group members who can speak Dwarven though magic will help us read any leftover writings.

Blasingdell meeting with Sir Barrik

  • The location is two days ride on horseback north, but he has only a couple pack horses to spare.
  • We are provided a rough map to our intended location, the Stone Tooth, a 1400′ tall spire.
  • There are aggressive orc tribes in the mountains, followers of Gruumsh it is believed.

Travel to the Tooth

  • #13 is quite adept at following maps and navigating terrain, he believes it no harder than navigating the great cogs, which he says can be as large as continents.
  • Mr. Ashfall updates our map as we go along.
  • On the second day, #13 notes footsteps of a 6 orc patrol in the area.
  • We are attacked by these in the night, and one appears to have reached her violent perfection before death.

The Stone Tooth

  • We arrive at midday on the third day to see smoke curling out of an opening halfway up.
  • Tuppance, the raven of Mr. Darkfoot, is sent to investigate and finds no orcs moving about, but a well-trodden switchback path leading to stairs, and the smoke coming from a natural rock chimney.
  • We all go up to investigate the chimney and send #13 and Tuppance down to investigate.
  • After he noisily puts out the fire below, we all make our way inside to a large kitchen with a floor covered in stew that just might have townspeople in it.
  • Down the hallway, we find sleeping quarters and two humans, Garadil and Carana, in a cage whom we free and bring along with us. They were part of a mission to map the area.
  • We take a narrow, rough-hewn path to the east which stops at a smooth wall, where #13 finds a hidden door, behind which is a circular passage marked with Orcish graffiti and curses.
  • Behind a hidden door in this passage we find a room containing an Orc Shaman and her three apprentices, who all attack without question, and all die for the glory of Gruumsh.

The Volo Job, Part Two

Ranaer explains to the guards what happened and the Captain asks him to stop by the Hall to give a full statement. They take our prisoner and we head out while they clean up the mess of dead bodies. We still have to find Floon. (Note: Fix in previous report before submitting to Spy Master.) Ranaer takes us to a place nearby called the Friendly Flounder to rest and heal after the fighting. Red is pretty sure everyone is going to know about all of us by the next day. That seems bad.

When everyone is rested, we head back out and find a sewer grate near the warehouse and, heading down, find the yellow signs on the wall that Click Switch mentioned. It’s that half a wagon wheel we saw in the tattoos. So, we follow them, and find weird, small, eye-monsters waiting. We squash them all and keep going until we find a secret door. Inside, we find goblins sleeping on the job. We accidentally kill several of them before the rest give up and talk.

There’s a big room ahead, with a big circle, and then a long room where the Boss is. So, we go take a look. Candlekeep says the big room and circle might be teleportation of some sort. In the next room, we find Floon, Grumshar of the Xanathar Guild, as well as a mind-eater with a creepy mind voice. He calls us ‘unexpected guests,’ and says that ‘if any of you survive, we should chat later,’ and to ‘prove your worth.” Then he just walks out, right past us.

Grumshar calls in two half orcs to fight with him against us and we seize the opportunity. My new friends are powerful and we took them, and the mind-eater’s pet brain, down with little trouble. Red rushes out to see if the mind-eater is waiting to chat, but it is not. Floon is very grateful for the rescue and offers us any help we might need in the future. He said they were asking him about the Stone of Gondar. Ranaer says he thought it was a myth, that it’s a key to a grand treasure hidden for his father’s return. He had just assumed his father took everything with him, and says it explains all the fighting.

We all head back to meet with Volo, who gets us dinner, drinks, and rooms for the night. Ranaer adds his thanks, and his offer to help should we need it, if we’re mostly on the up and up. In the morning, instead of paying us, Volo gives us the deed to a manor house – Trollskull Manor, up in the North Ward. This is so strange. I barely know these people and they are all ready to live together and create a dinner theatre out of this old, broken building.

~ Quill Scratcher

Official Mage Detective Squad

Maribeth doesn’t get up the next morning, so I head down to breakfast without her. We’re all intent on getting back to our studies, hoping Philomena doesn’t get pissed off and send us all chasing down murderous fae again for a little while, at least. When a messanger comes in, we all groan softly into our eggs. He hands us all letterss from the Prime Council. stating that there will be a Deliberative in three weeks, and all adult mages, and ourselves, are encouraged to attend. Oh boy, what did we do now? Just stopped a murderous cult and all, surely they’ll want to punish us for that, too.

However, this does give us an excuse to study for three weeks, uninterupted… hopefully. Remy sets off to retrieve Maribeth’s sickle from the police, but when he returns, she has come down to lunch with it in hand. Dalish begins deciphering the spell book he stole, sorting out the spells and noting a lot of research on free-willed undead. Gerhardt, Dalish, and I all work on our alchemy lessons. Turns out potion making is trickier than it looks. In my spare time, I do manage to help Nat get started learning Braille. Remy spends his time working on his blade spell, and Maribeth spends an unnerving amount of time with her sickle.

The three weeks fly by in our rush to learn all the things before they send us off to fight a war none of us are sure is justified. Nevertheless, the Petals are even more beautiful than the last time we visited, despite the explosion last semester, the air is simply teeming with mana. We head right for the the Tower of Justice for the Deliberative.

The Primes sit at the head of the room, on … well, thrones, if I’m honest. So much for getting rid of royalty. Hadrius, Whist, Aleria, Namera, Gerrald, Jor, Rictus, and Etherion all preside high over this gathering of around 150 mages. We are directed to sit in the front row of the bowl-shaped auditorium.

Hadrius begins the gathering, asking Whist to report on the “War of Extermination.” We all exchange glances at this terminology, although none of us are truly surprised. Whist reports that the conflict goes well, with minimal non-mage losses. He states that most tribes have chosen relocation out by the Rockies. A total of 500,000 natives will be relocated at recent count. Much land has been freed up for the prospecting of mana, and the incoming mana is forecasted to quadruple in the next five years. He predicts that the war will wrap up in the next year, so there is no need for further conscription.

Hadrius accepts this report and calls for a motion to clarify the status of students with unfinished schooling. He believes that educational requirements should not be waived, for reasons of societal and mage safety. He proposes that students be recognized as adults, but still be required to complete their studies as time allows. This motion passes, and we all whisper welcomes to adulthood to each other.

Rictus speaks next, asking the group of us to approach. He notes that our group, just now confirmed as adults, have been taking on investigations throughout the city, and that our talents outstrip that of many graduates. He mentions us involving ourselves in classified matters, and our recent clearing of all charges in those matters. He extolls our taking of direct action to safegard the city, and motions that we be recognized and rewarded for our actions. His glare around the room squashes any objections before they can even begin, and he declares the motion has passed. He then moves that we be given official authority to deal with such matters.

The room erupts in objections, similar to ones we have voiced among ourselves. We are just kids. These threats shouldn’t be our responsibility. And there are calls for more information about these classified threats. Rictus, however, stands strong, and refuses to speak about it. I stop listening for awhile, until Remy steps forward.

He says we were children, but the things we have done and the things we have faced have forced us all to grow. Then he goes on a bit about responsibility, ending with his acceptance of the responsibility. Several others nod in agreement. Ugh! Guys! This is our chance to get out of it, but no, everyone wants to be responsible and adult. I just want to be a kid again. Not that that’s really possible, but a girl can dream, can’t she?

The vote passes, barely. Rictus tells us that we will be given offices and a case tomorrow. We sit down again and listen as mages complain about mana supplies and the state of things. The Primes insist that the end of the war will solve these probems. They beg just a little more patience. At some point I hear Rictus say that some day, man could be transcended, and I do Not look up at him.

After the meeting breaks up, the man who showed us to our seats, Brook, takes us down to the 7th floor to a cramped corner office in the Bureau of Investigations. We have desks and empty filing cabinets, and Dalish immediately starts creating paperwork to fill them. Brook tells us that we’ll also be getting accommodations in the next day or so. We let Dalish write for a little while, but then go back to the school to gather our things and sleep one last time there. The rest also fill up their phials with mana, just in case.

When we return to our office, Brook gives us the address to our new accommodations, and each a key. He says there is no compensation for our work, but we will have acess to 500 motes of mana a month. An expense report is required detailing how it is spent. Dalish says he’ll take care of it. We are also given a case file of a strang phenomena in Brooklyn. There is an impermeable, half mile radius dome that showed up over a month ago. In the last few days, something about it has changed. Our immediate attention has been requested. Before we head out, the New Gnosis Chronicle arrives, and we are front page news. Our story, along with our full names. We are declared Heroes of the City. Kings of New Gnosis!

We decide to head to our place to drop of our things before heading out on mission. It is a beautiful skyscraper, with twists as it rising far into the air. There are floating pools and balconies. It’s the most lavish thing I have ever seen. We go inside, but our address is in the basement. What should we expect, right? But the number of addresses in the basement is crazy! When we put our key in one of the basement doors, we step right into a mansion! Some one says something about a guy named Mordenkeinen and that we can design the whole thing exactly how we want. How cool is that! And there are ghostly servants, and all the food we could ever eat! This is the best place ever! We all jabber about everything we want to include for a while. Bedrooms, Library, Labratory, Workout Space, a Lounge. So many cool things we could do with this.

Eventually, we remember we have a job to do, and head out to check out this dome. We see nothing until we’re right up on it. Sure enough, it’s a huge dome, cutting right through buildings and streets, right in the middle of the city. It’s dark gray and glassy, and it looks like the inside is chock full of … things. As we glance around, we notice occasional people walking toward it, but then getting distracted and turning away. Magic is great.

As we walk along the edge, we meet a man with cannon. A huge, bus-sized cannon. He tells us that te dome is over his mana refinery, and he’s the Chief Artificer there, name of Brandon Truxon. He’s been trying to crack his way in and has noticed a white flash every thirty seconds or so for the last two days. He thinks the insides are messing with time because things inside the barrier seemed to grow at a fantastic rate after it went up. He says he’s been measuring the energy coming off it, and at the flashes, there is a low ebb. He thinks that if something traveled fast enough, it could get through at those times. He looks over us all, and says he could shoot us through, if we’re here to fix things. What? Whoa… hang on a minute… um… we just got here. He shoots an empty capsule at the barrier to prove his point, and it disappears. We can’t see it on the other side.

We quickly leave him behind to go have a look all the way around the dome for someone, anyone else who might have information. Around a ways, we find a woman painting the dome on a canvas. She talks about the variations and the standard occilations on a sine wave? I don’t know, but her grandmother is inside, along with hundreds of other people. So she’ll keep studying until she figures it out.

There’s a white-robed newt of a man on the other side, reading a book. He is very rude and refuses to tell us anything, so we end up right back with Brandon. We leave Nat on the outside, in case anything happens, maybe she’ll know, and climb into another capsule. Brandon rigs up some seats and harnesses for us, and soon we explode.

There is nothingness. And then an old woman, holding a wand and a book, who turns to look at us. “Find me.” Then blackness.

We wake, lying face-down in mossy dirt. It’s like a jungle took over the city. The barrier is behind us, and we can see the silhouette of the cannon outside. Everything looks old. A little way away there is large creature wearing a constable uniform. He’s near on eight feet tall, with green skin. And he speaks English. He asks who we are and where we come from. No one is supposed to be able to get in, he tells us. He wants us to come down to the precinct to wait for the chief. Having no idea what else to do, we go. His name is Officer Cross, and that’s the only question he’ll answer.

As we walk, we see other people, some that look like us, but thinner, and with pointy ears. When we get back to the station, there’s a short, stocky women in a cell. Cross tells us to wait, and he’ll go find the chief. There are no other officers here, so we try talking to the woman. She calls us goblins, but then becomes terrified when we say we came through the bubble. The whole building is rundown, and Dalish says everything radiats fae magic. Remy looks around for papers or books, but everything is locked up tight.

We hear gunfire outside and Remy goes to look. He calls Gerhardt to come outside and help, and then runs off. Dalish and Gerhardt go to the fallen man, to drag him inside. Cross catches them and grows angry at them for not staying put. He locks us all in the cell and goes charging off after Remy. There is a huge booming noise and an opening appears in the back wall of the jail. The woman kicks herself a bigger hole and takes off, but the rest of us just wait. Cross eventually bring Remy and another guy back to the jail, they both look a bit worse for wear. Cross heads out to look for the Chief again, and more explosions rock around us as we wait.

A bell chimes the noon hour. The ground begins to rumble. The building begins to crumble. We fall, and are crushed. Then Nothingness. The old woman is there again. “You’ll have to do better than that.”

We wake, face-down in mossy dirt.