Mysteries of the Moonsea - campaign log

Characters

August 15

Rumours during voyage

Melvaunt

The lighthouse beacon guides your ship up to Melvaunt's sprawling docks, which thrust out onto the water like a forest of grasping claws from the city which squats just beyond, lit by the fires of a thousand forges in the oncoming gloom.

The gloom of evening, yes - but equally the gloom of the vast clouds of smoke and soot which hang over it like a black curtain, mingling with the ever-present fog which rolls gently in from the water beyond to cake the city and its environs - and, truth be told, its people - in oily residue.

Soon enough the ship is secured and the gangplank lowered. Then it is an interminable wait as the city's customs officials begin an inspection of the ship and the passengers alike. With no price on your heads - yet, at least - you pass muster easily enough, and slowly file down into the city proper in the company of the rest of the paying passengers on this voyage.

You've arrived in Melvaunt. Its dark streets and alleys stretch before you, the clang of industry hard at work greets your ears, and the smell and even the taste of the city rankles your noses and mouths.

Welcome to Melvaunt. Enjoy your stay.

August 21

The mission

"As I said, I normally work on behalf of one of the local guilds, but in this case it's something a bit off the record, and not really to do with the guild. What it has to do with smuggling. And a very particular type of thing being smuggled."

"Since you're new to Melvaunt, you may not have heard of the Devil's Fire. It's a tavern near the western docks. Named for the flame hues that come out of its windows in the evening. Cosmetic magic, of course. Low-class place, favored by dockworkers and beggars and sailors of particularly acquisitive nature, if you take my meaning."

"An ex-pirate by the name of Corwyn Jaffe bought the building from a local merchant some time ago. He claimed to have given up on his former life, wanting to settle down and run an honest business and all that. He hired a lot of local vagrants to do the renovations, but later on there were rumors of disappearing workers. Nothing was ever proven, and the matter died down."

"Recently, the usual shady dealings that hang over the place have become a bit more... well, obvious. Something's going on there, and I'd like you to try to find out what. There have been rumors that the smuggling has grown to include live goods, again, if you take my meaning. I'd like you to find out if that's true, and if so, where the 'goods' are being held."

"There's a hundred and fifty gold in it for you, and if you liberate any other ill-gotten gains... well, I won't say anything about it. Mind you, this isn't official. I don't have any standing with the forces, so you'll need to go about this carefully."

"Of course, if you're able to, ahem, liberate the goods in question, then I think a bit of a bonus might be in order."

"In all honesty? It's personal. Not everyone in town approves of the slave trade, even if we're by far in the minority. Normally, there's nothing we can do about it. But in Corwyn's case, if he's smuggling them and avoiding paying tax, that's something that can be acted on. The city doesn't like people who dodge taxes, after all."

The Devil's Fire

The Devil's Fire tavern lies within the impoverished lower western portion of the city, near the docks. If Melvaunt is cheerless as a whole, this area fairly reeks of wretchedness; run-down shacks and shanties fill most of the area, interspersed with somewhat better-maintained but still rough and ready businesses.

The Devil's Fire is currently closed for the day; it seems to be an evening-only establishment; one of the rough but serviceable businesses in the lower west.

You circle the area a few times, trying to learn the layout of the streets around the tavern. This isn't too hard to do, and among the observations that you make is that the Devil's Fire seems to have only one way in - the front door. Unless any secondary entrances are hidden...

It is rectangular, with two chimneys, one in the southwestern corner and one along the eastern wall. It's low, probably only a single story and loft, and stands freely; the only other building next to it is a battered tenement, two stories high, which looms over the tavern - literally as well as figuratively; the tenement is leaning ever so slightly.

The only dark alley is the one that runs along the western side of the tavern, behind the tenement; the tavern door is to the eastern side of the south wall, while the tenement opens eastward. There's a small gap between the two of them; less than a foot of space.

September 3

Inside the Devil's Fire

The Devil's Fire proves to be inhospitable, to say the least, when you venture into it shortly after opening time. The floor is made of irregular stone tiles that are covered by a damp sludge of ash and mud, and the rarely-used fireplace reeks of some unknown substance. The furniture is old, but at least still serviceable. On the plus side, the place seems to have good ale for a fair price, and serves up a cheap ploughman's lunch for those so inclined.

It seems that the owner even keeps a somewhat hit and miss stock of more exotic wines and spirits on hand, although at somewhat steeper prices. The tavern's clientele is composed of beggars, dockworkers, sailors, and a variety of other shady-looking characters. The owner, Corwyn, is one of the two people tending bar; a serving girl aids in the task, and by the sounds of it there's a cook working in the back rooms.

The interior is perhaps fifty foot square, with the bar to the west, stretching almost all the way from the south wall to the north one. A hallway runs out to the west, behind the middle of the bar. The kitchen is down that way (to judge by where the food is coming from), and who knows what else; it isn't well lit. Several tables are set around the common area, though they leave plenty of space for getting about.

Corwyn and the brands

"I was told to make arrangements with Corwyn to buy some... things. And that they were marked for sale. But I didn't know how. There are these brands that have started showing up all over. Strange ones, on armor and weapons, and now on people. They... I don't know what they are, but people have gone crazy just being near the things and killed each other, or worse. Some of what Corwyn's pushing has those markings; he wanted me to take the stuff. I wasn't supposed to pick it up, just to make arrangements, see if the goods were any good. They're not. Not with those marks."

"I'll tell you what, though. Corwyn knows this stuff is dangerous. He's trying to push it onto people. He's never done that before."

"They look like blue glass, marked on metal or on skin. They're not big, but they're detailed. I haven't... haven't heard a name for them; word has got around that they exist though."

September 10

September 17

September 24

He stands there, head and eyes darting to and fro every few moments, in a twitchy, erratic pattern, with the occasional incomprehensible mumble to punctuate it. The others regard this uneasily, but by their reactions this isn't the first time something of the sort has happened...

"It's been happening since we ended up on that ship. We were bound for Hillsfar to hear the crew talk, but from where, I don't know. Every so often, one of us ends up like... that. It lasts a few moments, and then we're back to normal."

Indeed, he comes out of the strange fit about half a minute after he entered it, and looks around as if wondering what the attention is for. Then he seems to realize the cause and deflates a little, unhappy with the scrutiny.

October 1

The letters

One holds directions to a campsite along the coast southwest of town - quite possibly the lead that you were looking for - while another, written in a different hand, is water-damaged, blurring much of it into illegibility. "... will be using hybrid... ...aunch the attack against the ro... ...ild in Hil... ...ut you in as usua..."

He inspects both of the papers which you've brought to him, and a small smile creeps across his face. "Looks like you've found what we needed. Feel up to a trip out to Windy Bay?"

"Good! See if you can't bring Corwyn in. But there's something else to do while you're out there. I want you to look for anything with markings like those tattoos. Or anything else that's... odd. Could be connected to whatever's going on."

October 8

Sob story

"We were traveling to Phlan," the man says, slightly stiffly, though you can't tell whether it's from the cold or his attempt to hold emotion in check. "And the beasts overtook us. Orc-blooded thugs, all. They took everything. We can endure most of the loss, but there are three things which grieve us to part with; one was the deed to a plot of land in Phlan, and so our reason to travel there!"

The woman is casting worried glances back up the path, as if concerned that the bandits might return. "No humans, unless the dirt disguised them," the man spits. "An unruly mob they were, arguing among themselves even as they robbed us of everything we had. We must have that deed back! Once, Ania's family lived there, before its fall..."

"The other two things are heirlooms too. A jewel-encrusted insignia ring and a gold-and-silver necklace. Both held from before those hard times. We are not without means, and if you can retrieve them for us, we'll pay a fair bounty, whether or not you've ended the lives of the curs who stole them."

"They fled south of the road. I don't know more than that - we wished to get away before they decided that they wished our blood as well."

"Two hours [ago]? Perhaps three? There were seven of them, armed with blade and bow. I am Kosef Nemetsk and this is Ania. We reside on Coalheart Lane in Melvaunt."

October 15

October 22

October 29

November 5

Vorbyx's Watchpost and the jade obelisk

"Good to see you again. I don't have anything more about the tattoos, but I do have a possible lead on this." He retrieves and hefts the broken jade obelisk. "Feel like taking another trip out of town?"

"This isn't going to be a paying mission... at least not yet. Depending on what you turn up, it could lead to more opportunities."

"Northeast of town, about forty miles and just east of the Glister road, there's a tall plateau. There are caverns inside it, but they're usually left alone by anyone with sense. But we're not going to be sensible about this. See if you can find a place where this piece might go inside there. I've heard rumors, but nothing I'd care to call confirmed."

"The plateau is called Vorbyx's Watchpost; that's the name that the orcs and ogres use, anyhow, and it suits it well enough. I don't know whether it's actually connected to Vorbyx, but this piece could be that old."

You've heard mention of Vorbyx during your journey to Melvaunt. In old times, the orcs, ogres, and other savages of Thar were united under a king known as Vorbyx, who wielded a hammer of legendary power. All of the savage tribes of the current day seek his long-lost tomb for the sake of recovering this hammer, which would give them claim to lordship over Thar in the eyes of the other tribes - and would let them rally a horde to sweep down and plunder all of the cities of the Moonsea.

"So you are suggesting it may be some kind of key?" Kara asks.

Ublyn nods and smiles. "That's exactly what I'm suggesting. Whatever magic is on that thing will probably awaken more magic somewhere else. I think that Watchpost is the best lead to start with."

"If it is a key then there might be a door or even a portal that it opens. Old tales tell that Vorbyx was able to get about far faster than walking or even flying could account for. If there's anything to that, this piece of jade might be part of the answer."

"It's a couple of days there, a couple of days back, as long as the weather and the raiders co-operate."

The plateau

The plateau seems no more inviting by morning. Perhaps a hundred and fifty feet across and about a third as tall, this limestone tor juts up from the surrounding moor like a long-blunted tooth. A rift at the eastern base of the plateau leads into darkness within; the cavern in question, which has gone untraveled for who knows how long...

The cleft is wide enough to allow you to travel two astride, and time and weather seems to have worn it largely smooth.

November 12

An ancient map

The compass rose slowly rotates as the images which make up the mural seem to shimmer and swim; more details fade into view, along with the coastline of the nearby Moonsea. The obelisk comes to a halt partway around, acting as the pointer to indicate north, if its position relative to the coastline is anything to judge by. More tellingly, a hammer-shaped sigil glows where none was writ before, north of the plateau and north of the Glister trail.

November 19

Vorbyx's tomb?

The door has led you into a large, rectangular room, about twenty five feet across and nearly twice as wide. It's surprisingly clean and inviting for a long-forgotten tomb, and dominated by a large, three-level stone fountain in the center. The fountain is filled with clean-looking water. Carvings of orcs circle its base, while the second level depicts ogres in battle.

Four gargoyle heads colored red, white, green, and blue - in contrast to the stony hues of the rest of the fountain - are carved into the small upper level. Capping the fountain is an upright hammer carved from marble and inlaid with gold and platinum. The mouths of the gargoyles are carved deep into the stone, and you quickly realize that they're sized and shaped perfectly to receive the jade obelisk.

The northern wall is dominated by a massive mosaic which depicts a mountainside with two elevated caves, with a long Thorass script incorporated into the scene itself. Two archways stand at either end of this northern wall, both leading to identical-looking passages, albeit the western one turning west and the eastern one turning east not far beyond the archways themselves.

Look here to find the middle,
Look here to answer the riddle.
Green stone in a gargoyle's mouth
The safest route is to the south.
But should you wish to travel on
Place the key in monster's yawn.
One path is safe, three mouths lie
Every one will help you die.
Which color do I like the best?
That word is the answer to this test.
The riddle is thus:
I love high, but hate heights.
Best is better than good.
The color that I like,
Is like neither tree, not fire, not grave.
It more resembles a map or chart,
But never a globe.

November 26

Descending, you feel a creeping unease making your hair stand on end; this entire area seems to be suffused with shadow which even the light of your everburning torches can not thoroughly dissipate. You survey this bottom chamber in the thick murk, and it does little to ease your minds.

The walls of this roughly-triangular chamber form a space about a quarter the size of the area above, the stairs descending into the long southern side of the space. The walls are carved in bas-relief, depicting an army of evil humanoids, devils, and dragons on a battlefield, wagong war against magic-wielding humans and celestial beings. At the center of this massive image, floating above the battlefield, is another humanoid being, wreathed in energy and wielding a great hammer.

Elevated by a three-foot high slab of black marble, a ten-foot long stone sarcophagus rests in the center of the room, an ornate hammer embossed in platinum on its surface. It is closed, and seems to be undisturbed.