Mysteries of the Moonsea - campaign log
April 15
"Some say that Zhentil Keep is the most evil city on the Moonsea. They're fools to even think that. Hillsfar is worse - they force elves and other nonhumans to fight to the death in an arena. Their mage-ruler Maalthiir tolerates anything in the city that doesn't interfere with trade, and he tortures people in his dungeons for sport. Maalthiir's private army will protect you if you pay the right bribes, and rob and murder you if you don't. At least the Zhents admit to their evil - the folk of Hillsfar ignore the evil around them so they can make a profit. They are the worst of human nature." - Dyrlar Graywinter, elf scout of Cormanthor.
- We emerged on the far side of the portal, with no apparent way to return,
onto a small coastal rise about a quarter mile from a large city on a rocky bluff:
assuming we were still on the Moonsea, Hillsfar seemed the only possibility.
- With no idea what else to do, we started down the road toward the docks...
only to find Ranjar, of all people, coming the other way!
- It turned out that Ublyn had received word that the pirate ship
carrying the blue-branded slaves had been headed for Hillsfar, although the
buyer wasn't named. He sent Ranjar off to investigate.
- After sharing our stories we split into groups to wander around the place,
at which point Ranjar and Theondrin found themselves accosted by a guard of the
Red Plumes...
- Following some mild unpleasantness (very mild, by our standards: nobody died),
they were charged ten gold per weapon to
bond them so they couldn't be quickly drawn, given a scrip proving that they
had paid, and told not to loiter.
- Meanwhile, Isek, Nunyu, and Myriam browsed the stalls at a market,
purchasing some fruit to snack on. An unusually small woman bought bottles of exotic
oil from a stall Myriam was browsing; we took note of her size and because at
one point Myriam saw her double-take at Nunyu. (Non-humans are not welcome in
Hillsfar, but Nunyu was in human form.)
- Nunyu and Myriam bought kebabs from another stall, where Nunyu enquired where
one might go to buy slaves. She was told that, except for 'the ones what no-one else wanted', that sort of merchandise was sold in the city proper. We would need
to get our weapons peace-bonded before entering; the Merchants' Quarter or the
Enclave were areas of such trading, left at the first major square within the
city. 'Diamond in the Dung' inn was one of the few that liked to deal with
'people of your persuasion'. (We weren't sure what he meant by that.)
April 22
- Nunyu, Myriam, and Isek stopped for a meal, having been unable to spot
Theondrin and Ranjar. We overheard parts of a few rumours.
- Sailors suspected that the priesthood of Umberlee had brought sea monsters
into the nearby waters on purpose, to justify increased protection fees.
- A couple of foreign merchants discussed a local sight, apparently a so-called
'garden' and an unnatural Thayan experiment that would likely run amok some day.
People were fed to 'it'... one of the merchants is annoyed that captured elves
will be used for this experiment instead of being put in the arena for
entertainment. We later heard confirmation of these carniverous plants and
mention that Tonorok kept prisoners for food
under the arena.
- One customer scoffed at the claim that the city is human-pure and suggested
it is riddled with shapechangers and suchlike, up to the highest levels of
society.
- Strangers riding flying beasts had been seen visiting Mordak's tower. These couldn't be Zhents because
although Mordak wanted an alliance, Maalthiir
would never allow it. The speaker didn't know who they were. His friend
thought they might be something to do with the Thayans, the head of whose
enclave Maalthiir was courting. He had also apparently overheard one of the
Plumes mentioning a new offensive being launched. [We didn't know why
this was connected.]
- The rogues apparently had many hideouts all over the city, including
right under the Vault of Swords; with only some of those hideouts known to
the Plumes.
- Maalthiir was apparently a demon in disguise, while Mordak was undead -
undead of some nature also infested the sewers. Perhaps these were the things
mentioned as 'down there' in a separate conversation, which squealed and squeaked 'too loud to be normal ones' and were causing trouble for the rogues' guild.
- Girella Scatterstar had taken over from her
'sister' the old guildmaster; though they looked alike, the speaker was unconvinced
both of the family relationship and that she had taken over at the sister's
request.
- A strange figure had been seen creeping around the memorial on the
western road.
- 'Something fell' had moved into the old tower to the east where a planar
breach happened long ago; that whole area was now dangerous as a result.
- The other two joined us midway through the meal, so we were able to set
off together. We got our weapons bonded at the watchpost (for a price much lower
than Ranjar and Theondrin had paid) and headed up to the city
proper.
- We were reminded of the city's authoritarian laws:
- Only humans allowed in city.
- No interfering with legitimate trade.
- Must carry pass at all times.
- Weapons must be peace-bonded at all times.
- No use of magic on another person without permission; all magic may
be baned of Maalthiir feels like it.
- The Red Plumes can search anyone or anything on demand.
- Red Plumes must not be disobeyed in any way.
- Myriam enquired about temples in the city. There were:
- A small temple to Lliira (joy, dance, festivals, liberty)
- A small temple to Chauntea (agriculture, summer)
- A larger temple to Tempus (war)
- Many shrines to Waukeen (trade, money, wealth)
- Some shrines for Malar (hunting, predatory nature)
- Some shrines for Umberlee (sea, sea-monsters)
- Some shrines for Torm (duty, loyalty, obedience)
- We acquired rooms at the Diamond in the Dung; while expensive, it did
seem a good inn, and claimed to be the only place that would have adventurers.
- It was late in the afternoon but we decided to see whether anything was
going on in the Thayan enclave, one of the places where slaves might be sold.
We headed toward it, in the southwestern section of the city.
April 29
- We visited the Thayan enclave, leaving our weapons behind in the inn;
the enclave was walled and gated, with a brief search as we entered. It closed
at sundown, so we did a brief survey of the available facilities.
- Three gates (north, east, and south) led into the enclave but all but
the south were sealed.
- An open-air, tented restaurant offered local or Thayan cuisine.
- Several shops in a block known as the 'Emporium' sold mundane goods; 'Koren's Curios', a distillery,
a bookbinder, a jeweller, a leatherworker, a spice shop, and a perfumer. Most
items were Thayan imports.
- North of that lay warehouses, some converted into shops: a pawn shop,
cartographer, and a private restaurant restricted to enclave members.
- Wooded areas held shrines to gods favoured by
Thayans: Bane, Loviatar, and Shar, with a final combinmed shrine for Gargauth,
Kelemvor, Malar, Tolan, and Umberlee.
- A full-fledged temple to Kossuth the firelord, busy with smoke and flickering
lights, stood at the north end of the enclave.
- The Stronghouse held an apothecary, alchemist, potion and scroll shop and
'The Arcane Gallery' - which only displayed a small selection of magical wares,
though we had the impression that more would be on offer if we enquired.
- In the northwest corner stood the embassy, the fanciest building of the
compound.
- The 'White Fire Academy', attached to a Thayan barracks, appeared to be some
type of fighting school. Theondrin had heard of this institution, which taught
the Thayan tyle of combat including some advanced techniques.
- Other miscellaneous buildings: a bath house, residences,
and a small inn.
- We overheard a few comments.
- Apparently the consequences of getting caught trying to heist the Stronghouse were 'nightmarish'.
- "I wonder which of them will come out ahead in their little dance. The Khazark
[who appears to be the leader of the Thayan enclave] or Maalthiir [who
appears to be the city boss]?"
- We returned to the inn and agreed that on the next morning, Theondrin would
head to the Academy to see if he could train there, while the others headed to
the market district, still looking for slave traders.
May 13
- Theondrin visited the White Fire Academy, learning that its name comes
from the owner's magical flaming longsword as well as the disciplines taught.
Varra Uuth, the proprietor, lacked the tattoos
common in her homeland and had short hair rather than the typical shaved head.
- Varra hadn't seen any blue tattooes, but suggested asking at the Stronghouse;
then wondered if they had anything to do with the 'arboretum', which she didn't
approve of because of the image problems it caused.
- Discussing Theondrin's homeland, she also mentioned that Mulhorand had
started a new push into Unther, which would leave Chessenta next.
- The rest of us found a slave auction but did not see any blue-tattooed slaves,
nor found anyone willing to admit knowing them. A few people suggested that the
Enclave would be the most likely place to find slaves with special tattooes, and
one thought he remembered seeing slaves with the brands ('small and hard to notice, right?') a couple of weeks ago; apparently they had been sold to a Zhent who
wasn't known in the area and hadn't been seen since.
- We asked around about the Arboretum, finding out that it wasn't a secret,
merely a parcel of land outside the city walls owned by the Thayans. Though
private it was only lightly patrolled, probably because its rumoured contents
were deadly enough in any case.
- As we discussed matters in the inn, a messenger-boy delivered a letter to
Nunyu.
It would be to your advantage to attend the arena this evening to discuss the laws of the city. Ask to be seated with Boros. See you
there. Woof.
- We jumped to the conclusion (from the last word and the comment about laws)
that this was something to do with Nunyu's shapechanger status. Perhaps rashly,
Nunyu decided to go; the others of us of course intended to come along to help
in case of any trap.
- In the meantime, we returned to the Thayan enclave and investigated the
Stronghouse. Slaves weren't openly sold, there being only the four establishments
we'd noted earlier. We briefly checked them; three (all but the apothecary)
had stairs down as well as back exits linking together into some out-of-sight
common area between the shops. While looking in the potion and scroll shop,
we did discover that it also offers magical tattoos, which can cast a spell
on the recipient when activated. Not exactly like the blue brands, as these
were one-shot or of a limited duration, but it did seem a similar art.
- Ranjar enquired about the possibility of buying a slave. We were told to
visit the enclave's eastern warehouse, and given a note to allow admittance.
May 27
- We headed to the arena to make Nunyu's rendezvous. After quoting the name,
she was separated from us at the entrance. The entertainments in the pit, meanwhile, were about as depraved as we had expected.
- It took quite some time for us to spot her again, but eventually we did.
Isek and Myriam made their way to an area nearer Nunyu; not close enough
to hear, but close enough to spot serious trouble. She sat next to a lean, wiry
man (Boros?) with slicked-back hair who was dressed as an artisan or tradesman. His
weatherbeaten skin, however, suggested that he worked outdoors.
- After half an hour the man left. Nunyu sat there for another ten minutes before
getting up to leave, at which point everyone else left too. We met back up at
the inn.
- It turned out that this Boros figure was actually a wererat, part of a group
of such rats who are currently fighting the Rogue's Guild in an effort to take
control. And, in return for information about the brands - plus probably, although
it wasn't explicitly mentioned, keeping quiet about Nunyu's identity - they want
us to assist in their gang war.
- While several of the party were unhappy with this proposition, because there
were no other obvious leads and because of the potential threat to Nunyu, we
nevertheless agreed to go ahead with it - just as long as we didn't end up being
asked to kill innocents or act as assassins to kill people in their sleep. Nunyu
would see what we were actually asked to do when she met with Boros tomorrow
at the same time.
- Before that meeting, tomorrow morning, we planned to head out and take a
look at the Thayan 'arboretum' at first light - hoping to coincide with a shift
change in the guard arrangements.
June 3
- We found the Arboretum, outside the city and marked by warning signs some
way distant. Two pairs of guards patrolled the border and another pair watched
the only entrance, a ten-foot wide gap (more of a tunnel) leading into tangled
foliage which bore the appearance of a hedge maze. It was about 150 by 100 feet;
each corner was supported by the living trunk of a branch-less tree, and the
thick growth covered not just all four walls of the place, but also formed a roof
above it. Most of the leaves looked like those of an ordinary hedge but a few
were of unusual colour or shape.
- We sent Myriam's magical owl to fly over the Arboretum, but spotted no other
side entries and only a few gaps on the top. The ground it glimpsed inside
was mostly dirt, but contained a few white pebbles, which seemed unusual in
the context. And some dim light - perhaps more guards with torches - was visible
in the central area.
- Not wanting to lead the bird to its death, we didn't ask it to fly inside.
We decided we hadn't got enough information to mount an attack on the Arboretum,
so instead - largely killing time - headed northwest along the road to find the
memorial around which a mysterious figure had supposedly been sighted.
- The memorial turned out to be a collection of cairns holding the remains
of those who fought in one of the battles between Hillsfar and Zhentil Keep,
the 'Battle of Falling Wasps'.
There was a small open-air shrine of Tyr nearby where a patrol of two dozen Red Plumes had stopped off, paying their respects to their fallen comrades.
- Talking to the Plumes, we got roped into leaving offerings (daggers, mostly)
at the largest cairn. We hinted at the 'figure' but only learned that they
suspected it to be a Zhent, who had appearently been known to despoil grave
sites before. Because it seemed this subject triggered hard feelings, we
didn't refer to it directly again.
- Overhearing their conversation we learnt only the current situation between
Hillsfar and Zhentil Keep (tenuous peace, rumours of a new offensive). Giving
it up as a bad job, we started back to town - then shouts rang out behind us,
as a dozen skeletons climbed from the cairns in the middle of the field.
June 10
- Isek led the charge toward them, as the Red Plumes engaged in a hurried
tactical retreat... but that charge faltered as the skeletons seemed to somehow
combine with each other, forming into one gigantic skeletal creature.
- The group fumbled to remove the peace-bonds from their weapons as Myriam
fireballed the creature, which seemed to recover partly from the damage by
picking up a few extra skeletons. Theondrin soon tired of the 'run away while
trying to undo our weapons' strategy, deciding to engage in a crazed charge
instead. After that the whole group stopped to untie or cut their weapons
free (using some of the daggers left as offerings on the shrine) and engage
in battle.
- As we fought the beast, Nunyu spotted a group of figures slinking away to the northeast. Isek's second vicious attack finished the skeletal giant, and
we changed our concentration to this new group, charging after them. Two
lightly-armoured men drew bows as Isek (fastest on his feet) approached;
the other, wearing heavy armour, bore a Banite holy symbol.
- Myriam used her wand to Hold one of the two grunts; a few blows from
Isek's staff smashed the neck of the other, though not before he had taken a few wounds from their poisoned swords. The presumed priest, meanwhile, had taken a
potion or somesuch and gone invisible.
June 17
- Theondrin thwacked the second guard, intending to incapacitate him, but
in the end hitting the poor guy so hard his neck snapped... (He wasn't quite
dead, as we discovered later.) Meanwhile, Myriam cast a spell that enabled her to
spot the invisible priest. The party ran toward him, Isek and Myriam in the lead.
- The priest made his move as they approached, charging at Isek with an attack
bolstered by a vicious spell; the monk's training enabled him to shake off that dark energy and the battle became a purely physical contest. After a time, Theondrin arrived
and put a firm end to the situation, in the form of a huge sword through the cleric's chest.
- The Banite wasn't quite dead so we ransacked his stuff (only some coins and gems
of use to us, with magical armour and weapons we could sell later), then took both
survivors to the Red Plumes unit that we found coming from the city and gave them
over for questioning and a probable nasty end.
- We then waited until evening, when we all went to meet
Nunyu's contact at the arena, and he told us our mission.
"Here's what we need you to do then: Take out one of their hideouts. One of the hideouts that they've kept secret... or so they thought. It just so happens that a map of the place might be finding its way into your hands very soon, along with a description of what to expect. We're going to deny them this place as a bolt-hole for when the real action starts. And thin out their numbers in the process.
Simply put... storm the place. Take them all down. Shouldn't be too hard for capable people like yourselves. And when you make it to the end of the complex, preferably when the opposition has been taken care of, give a few taps on the wall. To let us know."
"So... I should probably be letting you folks enjoy the show. It'll get you in the right frame of mind for what's coming up. Have yourselves a good evening."
June 24
The Rogue's Redoubt
The notes contained directions for reaching the shop that serves as a front,
and the following map.
1 - The statues block view of murder holes. There are always four people on guard with crossbows. Ordinary members who have pulled duty - shouldn't be too tough, but might have poisoned bolts. C is a trapdoor from the shop.
2 - Kitchen and living area. Off-duty members stay here. So do hiding members. Sewer entrance is kept blocked up. Good supplies.
3 - Old temple to dark gods. The place was built as one, then abandoned. Don't mess with the altar or statues. Might be able to break their power with divine magic. Northwest has a collapse, braced up by the rogues.
4 - Rogue chaplain lives here. Has good intelligence dossier, make sure to preserve it. Follows Mask, typical abilities.
5 - Hidden area. Map of this part is tentative. Some beast is kept contained here, but I don't know what. The rogues don't want to let it out by even opening the doors.
6 - Trapped room. Avoid the Ts.
7 - Armory. Emergency arms and other supplies. Worthwhile looting.
8 - Storage area, not used much. Created by the cultists. They planned to dig to the sewers but never finished. Fallback area for the rogues if they're being overrun elsewhere.
- We planned to deal with whatever was in the shop, then make our way to the basement and use magical sleep to silence the first guards if possible, before
marauding through the rest of the complex.
- We began the assault on the following day, after purchasing and drinking
anti-venom preparations and loosening the bonds on our weapons. The shop
contained the proprietor and two guards; we dealt with them very quickly, put
up the 'Closed' sign, and proceeded.
July 1
- We quickly found the trapdoor, leading down into silent darkness beneath,
and descended the ladder to find ourselves in a walled area lined with painted
statues, just as the map had promised. After a little searching, we had failed to locate
the secret door out of the central area, when the guards launched a volley of
crossbow bolts (Isek was hit); the secret door's location then became academic
as Nunyu smashed through the wooden wall. We rapidly dealt with all four guards.
- The rest of the base had not yet been alerted. Taking advantage of that,
we opened the southern secret door quietly and Myriam threw a fireball into
the main room. Only one rogue survived the blast, and a sharp blow from Isek's
staff dealt with that one. Next up, the temple.
This much larger chamber was clearly once a temple to both Talona and Umberlee; their signs are carved everywhere, including upon four large pillars which help to support the roof. The floor is dirt-covered rather than bare stone, though nothing grows here.
The southern alcove still holds a plain stone slab of an altar, upon which rest two wooden statues - one of a woman covered in sores, while the other is a woman wearing a jellyfish cloak and holding a trident.
- We descended into the temple area, wary of a potentially greater threat
from the priest quartered nextdoor. Indeed, we saw her shadow approaching although
she quickly used magic to make herself invisible for a brief time and (when that
faded after an attack) wreathed herself in shadow. For a while we had
difficulty in piercing this veil, until Theondrin's mighty attack cleaved her
in twain.
- The rest of the complex was empty of people and, sadly, loot. We did find
some documents in the priestess's room.
Some of them concern various individuals or establishments of interest, though they're phrased generally enough as to not be incriminating. Others concern the conflict between the rogues and the wererats, including two reports suggesting that the guild had been infiltrated, but they weren't certain who by.
Among the more immediately interesting reports is one about the Red Wizards' garden outside the city; apparently they're using something called a Chauntean Sphere to allow the arboretum to grow the way it does. This sphere, with great power over plants, is something that the guild would like to get its hands on...
Also among these are further mentions of the slave trade in general, and again the city's arena is mentioned. The rogues apparently had access to the slave pens at one point via the sewers, but lost access due to the war with the wererats. In addition to using them in the arena, slaves kept there were sometimes bought or sold. And there is mention of an unusual recent "batch" which all seemed to share the same blue tattoos..
The creature behind the door is mentioned as being some planar beast, but whatever controlling token was used to bring it here is long missing from the compound, even before the rogues arrived.
- Not finding anything else of worth, and thinking it wiser not to disturb the
'planar beast', we returned to the room by the sewer and gave the signal. Minutes
later, the were-rats broke through from the other side.
July 29
- The wererats emerged, asked us how many we'd killed (nine, Isek thought),
then took over; we left to rest for a few days. Nunyu met with them again later,
finding that they might be able to get us into the cell area of the arena,
which had been mentioned in connection with the blue brands in the reports we just discovered.
- The wererats also knew, however, that the Thayans fed slaves to some of the
plants in their arboretum, grinding up the bones to use as mulch - white spottiness
noted by the owl on our earlier investigation. With this in mind (and not, at all, the desire for a powerful magic item)
we decided to mount an assault on that first.
-
- We headed out there and, lurking around the rear, charged the first pair of
guards. These were quickly dispatched.
August 19
- We ambushed and quickly defeated a second pair before moving on to the
entrance. As expected, the third pair stood in wait there; Myriam tried to
put them to sleep without success, leaving us to charge in as usual. While
we also had little problem dealing with these two (despite a little initial
incompetence from Isek and Nunyu), they had time to shout warnings
to their compatriots inside the garden.
- After the battle, we searched the bodies to find that all guards seemed
to have a strange chemical scent; it seemed they had rubbed their bodies with
it. Perhaps this protected them from the plants. However, we weren't able to
find any supplies of such an oil.
- We entered the garden from the east. Paths led north and south, the
southern one extending for a good distance while the north one quickly turned
west. After some indecision we took the northern path, which led into a small
open space with two exits: north to a small open area, with an ominous fleshy
heap barely visible around the corner, and west to a north/south junction. An
ordinary-looking apple tree formed part of the northwest hedge to this area.
- Trying to root out the remaining guards, we progressed west and looked along
the passage. A larger open space, with a couple more apple trees (one bearing
a sign in Thayan) lay north. South, the path continued for some distance with branches
west and east. Both these turned out to open into larger areas, with the
western one having north and south exits. We continued past them to the
south, where the path opened out again.
- Emerging into that open area, we were finally ambushed by the remaining
guards. One curiosity caught our eye even as the battle began; a metal-and-wood
sled in the southwestern corner of this area, bearing a rune-covered spherical
ball of wood.
September 2
- We managed to defeat the guards without much trouble; also, during the
battle, Isek stepped beneath one of those fearsome apple trees without ill
effects. The guards had little in the way of valuables, but we looted their
equipment anyway.
- According to Myriam, the magical power of the wooden sphere radiated for
quite some distance. We debated how to take it without being found immediately,
with little resolution.
- We moved off to rapidly explore the rest of the garden. In the north-west, two paths that we'd previously seen joined together in another open
space with two more apple trees (one signed) and a huge dead trunk that made
up the garden's north-west corner. Approaching this trunk, Isek had to jump
back as tendrils suddenly emerged from it, seeking the monk's blood!
- Leaving that well alone, we proceeded to examine the corpse we'd spotted
earlier in the north-east. It looked to be a Hillsfar native, stripped naked
and left in the garden to be drained of all blood. Tiny pinpricks covered the
body, which didn't bear any blue brands. And the tendrils responsible for those
pinpricks then promptly reached out for us, from bulbs growing to the east!
These were quickly defeated.
- We then took the long southern passage on the east side, passing by the
entrance to check in with Theondrin (who hadn't seen any trouble). Its
western branch led to yet another apple orchard, with another Thayan sign
hanging on one of the trees. But to the south, another open area contained
two more hogtied bodies lying in the middle.
- Isek thought he spotted movement from one of them, and a blue brand on the
other; neither had the blood-drained pallor of the previous corpse. We hurried
forward to free them, bearing in mind the likely attack from more plants.
September 9
- We quickly dealt with the expected plant attack before examining the bodies.
One bore the blue tattoo, and the look of a Mulman. He was dead. The other,
a Hillsfaran, was alive but unconscious.
- We rapidly checked the rest of the garden, finding an area covered in
dangerous-looking vines (which we initally left alone), but no more victims.
The last mystery of the place was an area in the southwest corner which we
hadn't been able to find any route into. Isek risked the vines to search
for any hidden entrance; the vines didn't react, and we couldn't find one.
- Carrying our rescued prisoner, we made our escape, heading eastward along
the coast, away from Hillsfar. We travelled along the rocks of the shoreline
to avoid leaving a trail, and indeed - when we finally camped, and slept until
noon the next day - nobody found us.
- After that rest, the seriously-injured man finally woke and was able to
tell us his story. He was a merchant arrested for complaining too much about
paying bribes to the Red Plumes. Thrown into the arena dungeons, he was later
sold to the Thayans along with the two other prisoners we'd also found in the
garden.
- He didn't know anything about the tattoo, except that another tattooed
prisoner remained in the dungeon, and that he'd seen them acting strangely
(like those in Melvaunt) a few times. The Thayans, and Red Plumes too, didn't
take any particular notice of the tattoo.
- We hid the sphere, burying it well away from the track, and returned to
Hillsfar, where we managed to enter the city without incident. Since it wasn't
safe for the ex-merchant to enter, he stayed behind.
September 23
- The potions we had looted turned out to be healing potions (which we
kept) and six Bull's Strength potions, which we sold on. The profit from these
wasn't quite enough for us to afford the magical haversack which Myriam
recommended as possibly able to hide the wooden sphere's easily-detectable
magic field - unless we purchased it at the Thayan enclave. While the others
seemed unconcerned at that possibility, Isek wondered if it might raise
suspicion. One option which would definitely raise suspicion was selling
the other looted equipment; this bore the stamp of the Thayan embassy, meaning
we couldn't really sell it in Hillsfar.
- During our evening meal the next day, we received an unexpected letter -
from the Thayan enclave. It claimed to be from Tola
Vrass, the head of the
enclave, who apparently wanted to hire us for an expedition to retrieve
certain items. The pay was five thousand gold and we could visit her to find
out more.
- Deciding our priority lay with the prisoner - how much longer could he
last, Nunyu wondered? - we met with our wererat contact at the arena.
"So you want in, huh? We can do that," the wererat says, stroking his chin in thought. "Course, getting you in there doesn't get the guards out, does it? And they won't be happy to see you..."
"We might be able to create a little... distraction. Give you some time to do what you need to do. It won't last long, though. We're not going to die for you. But you should only have to deal with the guards in and around those pens, at least for a little while. They'll be tough ones, though."
"Of course, the guards may be the least of your worries. You want to get into those cells? You're going to have to go through Tonorok. He's the minotaur mascot that the Plumes keep down there, who gets to chew up prisoners who've been sentenced to die by combat. And eat alive some of the ones who're just supposed to die, period. See, I made sure to check on how things are arranged down there. We can get you into the monster pens. But to get from there to the cells where they keep the human prisoners... or otherwise... there are only two ways there."
"One is to scale the balcony which overlooks the pens, break through the locked doors, and down into the cells. The other way is to go through Tonorok's room. Either way, you get into his 'pantry'. From there, it's down into the prisoner holding area. And the guards."
Isek asked if we could escape the same way. "If you can get back down there, sure. The sewer grate won't be going anywhere while you're doing your work. As long as no one comes down from the arena and blocks the way behind you, but then you won't be giving them time to do that, now will you?"
- The wererat disappeared to arrange this disturbance and our entry, returning
after about half an hour. Our entry would be timed to match the start of a bout,
in the hope of avoiding notice.
- We left the arena and found a sewer grate in
a nearby alleyway, then followed a winding path beneath the city to another
hole above us. Climbing a makeshift rope-and-piton ladder to the grate above,
we found it loosened, and climbed up into the monster pens; a very large room
with barred cells, a ramp up to the north, and a balcony in one corner, as
had been described.
- Some activity was audible in the surrounding cells; we hurried up the ramp
to the minotaur's door, hearing sounds behind that might have been snoring, or
the beast working itself into a frenzy. Unfortunately when we opened the door it squealed horribly, thus destroying our chances of catching the beast asleep...
- ...but as Isek shoved the door wide,
the view beyond made clear that those hopes had been premature at best: the
large, frenzied minotaur charged headlong toward us.
September 30
- Our vicious attack made swift work of the poor minotaur. There was nothing
of value in its room; we kept going through the only door to the west, another
of the poorly-oiled squeaking variety.
- This opened into a north-south hall with four narrow, barred cells along
the western wall, opened by levers on the eastern side. We opened these to
allow their occupants to escape - a male elf, a fat female human, and
a woman who looked almost human except for an appearance of being almost on fire. Myriam seemed to know her species.
- Doors from this hall led into the balcony (presumably) and to stairs down
into a lit area, a busier part of the dungeon. We heard somebody moving around
there, and hid our lights to avoid detection. Moments later, loud explosions
sounded nearby - presumably the distraction we'd been promised.
- Isek crept down and watched until the two guards had disappeared along a
northern passage (this turned out to be a mistake). We then emerged safely
into a large room; a couple of pillars bore rings, which looked likely to be
used for chaining prisoners temporarily, and many doors lined various walls.
- A quick check with the prisoners we'd already freed revealed that the two
southern doors led to the cells. One contained the prisoner with blue brands who we'd originally sought. Unfortunately, these cells were also locked;
we had no way to open them and the keys had vanished along with the guards Isek
had allowed to escape!
- We ummed and ahhed for a bit, checking another door (it led to an armoury
of poor-quality weapons used for the arena battles), until finally we ventured
along that northern passage and managed to draw the attention of a group of
Red Plumes who were arriving down some stairs.
- These came after us, at which point Myriam blasted them with a vicious
fireball; in the confined hallway, this fried the lot of them. We were able
to retrieve the keyring that the lead guard had carried, and use this to free
the prisoners.
- With this somewhat dishevelled band of vagabonds, we made our escape back
through the minotaur's room and into the sewers, putting that concealing grate
back into place.
October 7
- Deciding to head for a sewer outfall into the Moonsea, we led the group
to a grate the wererats had opened and affixed ropes to. This allowed us to
descend, through a trail of disgusting sludge, to rocks at the base of the cliff. These were partially submerged; we waded or swam around the edge of the bluff
to reach solid ground to the northwest, a little away from the docks.
- Then we walked away from the city until we reached a safe enough distance
to build a fire, helping to restore the strength of some of the weaker prisoners
who might otherwise freeze to death.
- We were finally able to question the blue-branded prisoner.
"We were taken from Mulmaster. All of us on that ship. I don't know where we were supposed to be going, but I got the impression that Hillsfar was just a stopover. They wanted us to seem like... normal, though. [So] these marks wouldn't stand out when we were sold to whoever they were going to sell us to in the end. The Thayans didn't want it to look like we were all part of one group. But a few of us got sold to the wrong people.
"So we were put onto the general market, and I think the plan was that traders in their employ would independently buy us all up. After Hillsfar, we would be sent on a few at a time in different caravans, or whatever they planned to use. So whoever ended up getting us wouldn't realize that we were all together. I don't think we were supposed to know all of this, but some sounds carried more than they knew, and other guards were drinking..."
[He didn't know where they had been bound next.] "Somewhere to the south or west, I suppose. It's the only reason to ship us through Hillsfar rather than sending us south down the Lis. But they must be planning something, and it involves getting us all somewhere. I think... I think I'm the last one they lost track of. If... you found the body among those plants, then... well, there were only two of us left in that arena cell.
"There was at least one wizard on the ship. I gathered that much from the guards' talk. I never saw him... or her. We didn't get to see much of the city, either. I remember the trader who I was first sold to. A big bear of a man, but clean-shaven and with a scar on his nose."
- As we'd found from others in the same position, he had been taken from a Mulmaster street; his memories were blank from then until he woke up on the ship, branded. He didn't know anything about the reasons behind the brands and didn't remember anything of what happened during the brand-induced fits.
- However, we did gain some interesting information from one of the
elves, who overheard our conversation.
"We were captured by the Red Plumes on an expedition to the ruins of Talarith's Tower. Have you heard of the place?" When it becomes clear you haven't, she continues. "Talarith was an elven mage during the time of Myth Drannor, and founded a small settlement south of Elventree, to the southeast of here. It lasted for more than a century, until Myth Drannor's fall and raids by drow and a dragon forced its people out.
"Talarith and his people managed to escape just ahead of their foes. Talarith was able to active the tower's wards just before he left, but didn't have time to take anything with him. He was a distant relation, and we hoped to recover his things... but not only were Plumes in the area, so were drow. Apparently they have it in mind to loot the tower, but the wards were keeping them at bay. We were at a standoff until the Plumes caught us by surprise.
"I don't think the drow were caught, so they're probably still out there, trying to breach the tower's defenses. We dare not go back - not with the Plumes active in the area. But maybe you can. There may be a connection to what you were discussing. I... hope you aren't upset, but we could hardly help overhearing what you said.
"Though we were at a standoff, one of each of us were killed before the Plumes arrived, in our initial skirmish. One of us, and one of the drow, I mean. And the drow had a couple of items which were stamped with a Thayan mark.
"Hillsfar is the only place those could have come from, unless the drow have begun to range beyond Cormanthor. The city would never deal with them officially, and the Plumes and the drow are enemies as much as the Plumes are enemies of ours... but the Thayans might not adhere to that policy. I don't know if it was a simple purchase, or if there's some deeper connection between them. The drow would have reason to want what's in the tower, but so would the Thayans - even if they wouldn't want to go there openly."
[In the tower] "All of Talarith's possessions, which includes many items of art and of Art. There is no one thing which would stand out from the rest - but all have value. We can tell you what we know about the wards, though we don't know the layout of the tower. If you can recover things for us... we can pay you a finder's fee, or if you would rather it, keep a portion of what you recover and return us the rest. We would rather have some of his legacy than none of it."
- We agreed to take on this mission. The following morning we ventured back
into Hillsfar - or at least the market by the docks - to purchase supplies for
our rescuees, who each set out to various destinations.
- The elves were headed for Semberholme, some way south. They did inform
us of the tower's wards, as promised:
- These would repulse drow, block
dimensional travel and teleportation, impede the activities of evil creatures,
and seal all doors and openings with magical locks. All metal items would become red-hot if an evil creature came within ten feet of them - including such things as door handles and ladders.
- Though not part of the wards, a plant creature had been placed as a sentinel over the site by a friendly druid many decades past. It did not owe allegiance to the elves, but it might be possible to parley with it.
- The hedge circling the tower was magical and dangerous if trying to force
a path or cut it down, and could regrow rapidly. But it bore an opening at the
front where visitors could pass.
October 14
The settlement once consisted of twenty or so homes, made of mortared stone and carved deadwood. Some of them have wooden roofs, but others were made of less durable materials. All are now crumbled and worn by time and the weather, scattered admist the light growth which has moved in to claim the area the town once encompassed.
The octagonal tower of Talarith rises in the center of this arrangement. Its hedge forms a rough rectangle around it, though whatever magic creates it seems unconcerned with maintaining a trim, orderly appearance. It's a wild tangle, broken only by a gap between two stone pillars on the southern side, where a faintly-visible trail still leads up to the front door - which has been smashed in, though how long ago the damage occured isn't apparent from your vantage outside the hedge. Further inside, on the far side of the foyer, the light spilling in through the broken door highlights another similarly-wrecked door leading deeper into unseen areas beyond.
The tower is perhaps a hundred feet across, and no more than three or four stories tall - how much could it possibly hold? Then again, it was the residence of a wizard...
- Deciding to play it safe, we began by searching the ruined buildings -
most were empty and overrun by nature, but one had been cleaned for use
as a camp. We spotted a glimmer of movement and chased after what turned out to
be a group of momentarily invisible drow.
- Facing assault from their crossbows and magical shadow - which sapped at the strength of Isek, Ranjar, and Nunyu - we nevertheless quickly dealt with the
threat - or most of it. Two escaped, one by remaining invisible, and the other by running impossibly fast.
- Having looted the six we killed, we moved to enter the tower. The promised
plant creature promptly appeared.
- It appreciated us driving away the drow, but still seemed disinclined to
let us through because we had no evidence that we came on behalf of the elves.
We had a long discussion until finally it suggested that if we'd been sent here
by them, then they must have told us about the wards. So we repeated those and
were allowed through.
October 21
- We entered the tower, noting that the broken door had been smashed from
the outside, apparently long ago. The inner door from the foyer had been
broken, too, as had many of the other interior doors. Those that weren't were
locked. The rooms that we could immediately access contained nothing of value,
presumably having been looted decades since; they suffered the effects of time.
- Endeavouring to break down one of the doors, Ranjar and Nunyu found that
it took about twenty minutes. This allowed us access to the pristine kitchen,
seemingly protected from decay all this time, its spices still fresh.
- While several ground-floor doors remained unbroken, we decided to take
one of the ladders up to the first floor instead. The ladders emerged into
an octagonal passage that ran around the edge of the tower, with two doors
into the centre on the east side, and two on the west.
- The southernmost of those eastern doors had been broken. Through it, a
passage led past a broken-open door (to a study) to a T-junction, where a
suit of full plate armour stood motionless, apparently unsupported. Isek walked
up to this and greeted it with no effect. However, when we tried to enter
the study, it suddenly attacked. Ranjar and Nunyu defeated it in short order.
- The study contained ancient maps, which we noted for later retrieval, and nothing else of interest.
- The T junction marked part of an inner square that surrounded a central room
(accessed by an unbroken door to the west) and had double doors opening to
other rooms on north and south (both unbroken).
Another door in the eastern wall of the ring had been broken,
leading to a passage that eventually reached the other door from the outer
corridor, and was lined with valuable paintings. Its
mirror-image door on the western side remained intact, as did the door that
had been to a study on the east.
- We decided to check out the inner room first, and spent time breaking
down the appropriate door.
Tower map
November 4
- The inner room was an armoury, and almost bare; just one sword, shield,
and wand left. We took the weapons and Myriam discovered a tiny key hidden in the
back of the shield. This turned out to be a valuable item as it opened the
other doors.
- The northern room was a large bedroom, guarded by two more suits of armour
in alcoves. We quickly defeated these but found little of interest in the room
except some fine clothing which had been preserved in good
condition by the tower's magic.
- We next investigated the southern room, which looked to be a children's
room of some type. Here, wooden statues served the same purpose as the armour
we'd found elsewhere. Again, we were able to defeat the pair of them with
little fuss.
November 11
- The playroom was disappointingly empty. We completed the search of that
level to find only more paintings in a western corridor, and records of the
building in a western study. Among the last of these records were accounts
of the approaching Army of Darkness against Myth Drannor, and the decision to
evacuate the tower.
- Climbing to the final level, we found it girded by a rectangular corridor,
with arrowslits piercing the walls. Racks in the southern and western sides
held ancient elven arrows which looked like they'd fall to dust if they hit
anything. Doors in the centre of the eastern and western walls led to a central
corridor that split the level in two, with four more doors in the centre of
that which presumably led to rooms arranged in quadrants.
- The north-eastern of these doors had been smashed, and lead to some kind of
magical workshop room guarded by one more armour suit (and also containing a
mithral chainmail). We stepped inside to
deal with it; though Ranjar and Nunyu shattered it within seconds, we hadn't
reckoned on the other three suits emerging from the remaining doors!
- Defeating these took some time but we achieved it in the end, with little
injury to ourselves. Now all four doors stood open. The southwestern room
appeared empty; the southeastern one contained several barrels; and the
northwestern room had once been a library, though only a few books and scrolls
remained on its shelves.
- The barrels were labelled as holding various dried provisions. Behind
one barrel, we found a carved spoon and a clear, glassy, spindle-shaped
rock. By contrast, the empty room appeared to be empty, at least as far as
Isek could determine. The library held a few magical scrolls, some elven books
on magic, and the personal journal of 'Abarat the Alabaster' who apparently
constructed an ivory tower.
November 18
- We checked the remaining downstairs rooms but found nothing of interest -
except that, in a guest bedroom, the bed attacked us! We were able to defeat
it without too much trouble.
- That left us with the vexing question of how to transport the items. We
eventually decided to leave behind all the heavy stuff for now (locking the
doors) and make our way to Elventree, the nearest settlement, with what
we could carry.
- On our way out we spoke again with the guardian, who mentioned that as
well as the drow, a human - invisible, at the time - had attempted to enter
the tower but fled on being challenged, leaving behind a satchel. We investigated this and found
equipment bearing Thayan mark and a letter written in an unfamiliar variant
of elven, possibly drow.
- We arrived at Elventree without incident, and Myriam was able to
magically translate the letter.
The letter reads in simple, direct, authoritative-sounding language, informing the unnamed recipient that the additional supplies sent along with the courier should be sufficient to allow the wards to be breached and grant entry. A stern reminder is included that the records pertaining to Abarat's Folly, if any, are to be returned along with the courier, as are any magical works within the library. Everything else, it seems, is the recipient's to keep - with hints of further employment if this matter resolves itself well.
The letter is signed by one Zarym, though further identification is not forthcoming - no seal of the embassy adorns it.
- Presumably this 'courier' was the one intercepted by the
guardian, delivering assistance to the drow. But it seemed that the
Thayans were interested in the journal of Abarat. We resolved to
have Myriam take a more detailed look at it...
- In the meantime, we hired porters to carry valuables from the
tower and spent the next few days recovering everything and packing
it away for transport to the south, except the items we would keep
as our fee.
- After some time and expenditure, Myriam identified the items we'd found:
- +2 Keen longsword
- +2 Mithral Shadow light shield
- Wand of Web (15 charges)
- Murlynd's Spoon
- Clear spindle ioun stone
- Elixir of Truth (we found this before but hadn't identified it yet)
December 9
Myriam's study of the journal reveals that Abarat the Alabaster was a well-known elf mage in the 7th century of Dalereckoning. Always interested in teleportation magic, portals, and planar traveling, in DR 669 he resigned his position as head of a wizard's school in Myth Drannor and traveled north to the southern coast of the Moonsea (which at the time was called the Beast Marches by the elves). There he began to build a tower out of magically-strengthened ivory, declaring that not only would it be a pillar of strength against the onslaught of evil creatures from the north, but it would connect the elf nations and become a hub for trade and travelers.
Abarat's plan was to link several key settlements together through portals in his tower, make them easily opened by anyone, and encourage people to use his tower as a gateway for communication and trade between the mythal cities. The journal recounts the simultaneous construction of the tower and its portals, which were nearing completion by the time the journal ended - rather abruptly, as it seemed that he stopped writing it partway through.
- Myriam recalls that Abarat disappeared one day during construction of the tower, and was never heard from again. That tower, if it exists, lies southwest of Hillsfar on the border with
Cormanthor. It was five stories tall, with cellars beneath. Five portals
required keys to access.
- The Elven Court - where Hillsfar is now. A bottle of wine with original stopper still in place.
- Myth Drannor. An elf skull - living or dead.
- Myth Glaurach - in the Silver Marches, overrun to become Hellgate Keep, now ruined. A moonblade, or any elf-forged weapon which has struck a moonblade.
- Myth Lharast - once a city in northern Amn, now blasted out of Faerun by
divine power and accessible only by magic. An iron box containing three copper nails.
- Arvandor (one-way) - the home of the elven gods. A gold or silver coin with Corellon's symbol on one side and Sehanine's symbol on the other.
- A sixth portal, unknown, may not have been finished.
- Still wary of returning to Hillsfar - and unclear exactly how we would be
able to investigate the Thayans once they returned - we decided to investigate
this tower. The Thayans obviously had an interest; perhaps we could learn
something of their plans.
The Ivory Tower
It is a mere sixty feet or so in diameter, circular in shape, and rising - to all appearances - only four stories high, unless you count the roof as a fifth. But then perhaps another story was intended, as the tower's upper portions are clearly unfinished, with both the roof and the floor below it only partially constructed, leaving a great gaping hole into the tower's interior.
The architecture is clearly elven in style, and the surface utterly smooth.
The tower does indeed seem to be made of ivory, and gleams beautifully in the sunlight.
- We found the door magically locked, and set up camp while Myriam prepared
the spell that would open it. When we finally entered, we found ourselves in
a bare foyer leading into the ground floor. This contained various
uninteresting rooms, although an eastern hallway contained a trapdoor which
presumably led to the cellars. We left this alone, taking the stairs up
instead.
- The first floor consisted of a central square room with doors radiating
out into seven bedrooms, one of which contained the abandoned nest of some
humanoid or the like (remains of a fire, gnawed animal bones), and one
two human skeletons weaing the remains of some quality clothing, one with
a bitten-through arm and both with skull fractures.
- Proceeding upward, the second floor had four doors - according to Myriam's
strained senses, and the journal, the four main portals were through here,
with the portal to Arvandor and the unfinished one on the next level.
- We continued up to the third floor. Here the southeastern corner was
completely open to the outside, with some walls partially complete. The roof
only covered the northern and western third of the floor - where walls and
doors were finished, leading supposedly to those two portals. The stairs
stopped at this point, not giving us access to the roof.
- As we were debating whether to climb up and investigate, the giant,
well-over-ten-foot tall creature that had been lurking
on the roof before it helpfully obliged us by approaching of its own accord.
December 16
- The group hesitated, readying to face its approach - which turned out
to be our undoing. The creature unleashed a mighty bolt of cold which froze
poor Myriam completely and severely damaged everyone else. Then it dropped down
among us, our prepared attacks proving completely ineffectual, and alongside
its weird chittering unleashed panic in all of us. Ranjar and Nunyu fled by
jumping off the tower, suffering further injury; Isek only threw himself
down the stairs, vaguely noticing that doors to some of the portal rooms
were opening as he fled.
- Eventually the surviving party members managed to regain control of
ourselves and find each other again, a little way from the tower. Shocked
by the ferocity of the attack and the loss of one party member, we tried
to come up with schemes for retrieving Myriam's body (and our weapons).
- Deciding we had no alternative but to wait until the heat died down,
we camped for a few days to recover our strength before returning to the
tower. Isek then threw up a grappling hook and climbed to the level where
we'd fought. There was no sign of the body, or our equipment, or even
of the creature that did for us previously. He was about to investigate
the roof, when he heard a familiar voice inviting him inside the tower.
Caught by the enchantment, he followed that guide... and was never seen
again.
- The surviving party members made their way back toward Hillsfar,
leaving that deadly tower well alone.
RIP
- Myriam Al-Nadir, Human Mage
- Isek Ilinich, Human Monk of the Yellow Rose