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.

April 22

April 29

May 13

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.

May 27

June 3

June 10

June 17

"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.

July 1

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.

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.

July 29

August 19

September 2

September 9

September 23

"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?"

September 30

October 7

"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."

"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."

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...

October 21

Tower map

November 4

November 11

November 18

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.

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.

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.

December 16

RIP