Barrakas 1 - Barrakas 8, YK 998
Part One - Sharn:
Two weeks had passed since the adventurers had delved into the Cogs in search of a lost Cannith forge and fought the agents of the sinister Lord of Blades. In that time, the adventurers had been making regular stops at the House Sivis message station in Barmin Tower, looking for more messages from Lady Elaydren. William had stopped by the House Cannith enclave from time to time, but each time he stopped, he was told that Lady Elaydren wasn't in.
On another rainy day in Sharn, the adventurers went to make their semi-regular stop in at the Sivis message station. When they arrived, however, they saw that something was not right. The door hung open at an odd angle, one of its hinges separated from the doorframe, and a soft moaning came from inside. William and Brand drew weapons and charged in, while the others moved more cautiously, but they all soon saw the same scene: A ransacked store, with tables overturned and a clerk unconscious, but thankfully alive.
Brand woke Ella, the gnomish clerk they had come to know, and she rushed over in a panic to check the speaking stone. Fortunately, it was intact, and new messages were arriving just fine. Unfortunately, she reported that five kobolds and a humanoid in a cloak had burst in a little while before and snatched the message intended for William, then knocked her unconscious. A little bit of snooping confirmed that there had been kobolds, and they also determined from a careless footprint that the humanoid had been a warforged. Ella was unable to (and not allowed to) remember the message, but a slip of the tongue keyed the adventurers in to the realization that she remembered something, and after a little cajoling, she revealed that she did know the message had been sent by Lady Elaydren.
The adventurers left a message for Lady Elaydren to be picked up the next time Cannith sent messengers down and resolved to meet with her at the Broken Anvil Tavern the next evening. Their meeting turned out to be unnecessary, however, when they stepped back out into the rain and a giant owl flew in and deposited a scroll at their feet. On the scroll was a message from Lady Elaydren
The adventurers rushed over to the Broken Anvil, but fearing a trap, they sent Pel in disguised as a human. He discovered that the tavern was empty, save a woman in a cloak, and he approached her, trying to ascertain that it was Lady Elaydren. He got a look at her face just as she was beginning to cast a spell, and he quickly revealed his true nature. She appeared nervous and somewhat bedraggled, as if she had been on the run for some time.
The others came into the tavern, and Elaydren's nerves didn't seem to noticeably calm. She lifted a leather backpack off the floor and put it on the table, her eyes darting back and forth from the adventurers to the door. "There's no time to explain," she said. "Instructions, gold and supplies are in this pack. Take it and go. The letter in the left-hand pocket explains everything, but you must go now! Trust me. If you can accomplish this task, the rewards will be vast."
Before the adventurers could press Elaydren any further, the door from the street burst open, and the kobolds and warforged burst in. The warforged levelled his crossbow and fired a bolt at Elaydren as Tock reacted and fired his own crossbow at the attacking warforged. Neither bolt struck home, although Elaydren was nicked by the bolt as it went by.
A brutal melee erupted in the tavern, as the kobolds proved unusually proficient with their spears. One of them ran Pel nearly all the way through, another scored several surprising hits on William. The warforged proved even more dangerous, using a magical longsword to land brutal blows on William while keeping the kobolds focused and tactically sound. William managed to disarm the warforged, reducing him to swinging his metal fists, and together the adventurers managed to defeat the kobolds and their master. Elaydren grabbed one of the spears and yelled out "More of these assassins could show up at any moment. All the information you need is in the backpack. Take it and go! Get out of the city as quickly as you can!" and then ran out and into the nearest alleyway, disappearing into the night.
The adventurers picked up the backpack and dashed to a hideout that Pel kept in the Lower Dura Plateau to examine it. They discovered that it was a Heward's Handy Haversack, containing 80 arrows, 80 bolts, 50' silk rope, 5 bedrolls, 5 waterskins, 15 days of trail rations, an everbright lantern, flint and steel, a healer's kit, 5 torches, 3 sacks, 3 vials of holy water, 3 potions of cure light wounds, a pouch with 150 pp, a casket with 500 gp and several items that hinted at their mission.
There was a letter of credit for either House Orien or House Lyrandar covering passage to Rhukaan Draal, capital city of the Hobgoblin-ruled nation of Darguun. There was a three inch rod of blue metal with a sapphire tip which they speculated might be some kind of key, and there was a letter from Lady Elaydren.
The adventurers wanted to depart quickly, but they did take a little bit of time to spend some of the money in the pack, buying new armor and weapons, alchemist's fire, antitoxin, a wand of cure light wounds and a few other odds and ends. Then they decided to take the quicker method of journeying (and the one Brand had encouraged, since it allowed him to steer clear of House Orien), boarding a Lyrandar Elemental Galleon bound for Rhukaan Draal.
XP: 330
Part Two - Darguun
The Lyrandar Galleon Windrider left from the ports at the base of the Sharn cliffs, traveling from the Hilt to the Straits of Shargon along the coast before moving into Zilargo waters and then into Kraken Bay.
The first three days of the journey were fairly uneventful, and the adventurers spent their time recovering from their fight in the tavern. Tock used the time to brew a potion of Cat's Grace for Brand, who spent most of his time sleeping not in the shared cabin but up on the deck, out in the open air. This served him well on the third night, as he heard a scraping noise on the side of the ship. Lysander heard the sound inside the cabin, albeit more faintly, and began making his way up to the deck to investigate.
As it turned out, the mystery of the noise wouldn't last long. Brand went to the side and saw skeletons climbing over, using the fog as cover to climb the side of the ship. Before he could do much more than yell a warning of "Skeletons!" to the crew and his friends below, there were ten of the undead abominations aboard the ship. The half-elf captain dispatched four of his crew to help repel the boarders, and the adventurers, most of them decked out in sleeping clothes rather than armor, rushed to defend the ship as well.
The skeletons proved resistant to the bladed weapons that most of the ship's defenders were using, so William came up with the idea of bull-rushing them off the side and into the water. This tactic worked, and the skeletons were repelled or destroyed, although not before they killed the four half-elves attacking them. The captain gratefully offered a written commendation from House Lyrandar as well as 50 gold to each member of the party as thanks for defending the ship.
A day and a half later, the Windrider pulled into the port of Rhukaan Draal at mid-morning. The goblinoid city, built around what was once a Cyran frontier town, sprawled out in a way quite different from the metropolis of Sharn, full of tents, brick and stone buildings and mud huts, and all centered on a ten story red stone tower at the center of the city. Pel asked the captain how to locate the Bloody Market, and the adventurers had little difficulty finding it, as it was a vast marketplace full of haggling goblins, bugbears, hobgoblins and even a few humans and other humanoids. They did some asking around, and Tock learned that Failin did business in a tavern called The Clenched Fist.
The Clenched Fist seemed to cater to humans and other common races, rather than the goblinoid majority of Rhukaan Draal, but it was still quite crowded. William walked up to the bar and ordered ale for the party, overpaying the bartender, and asked where he could find Failin. The friendly bartender was only too happy to point him out, sitting at a table in the back of the tavern.
Failin was a gangly man with a shock of unruly red hair and clean, well-tailored clothing, giving the immediate impression that he did not lack for gold. He watched the adventurers curiously but unconcerned as they approached. Pel began to offer a diplomatic introduction, but the brusque Brand simply said "We heard you could get us to Rose Quarry."
"Rose Quarry?" Failin said, his words running together in an odd, quick method of speaking. "Very far away. Near the border. Near the gray mist. Mining town. I can take you. Yes. But it will cost you. Sixty gold each, forty up front. You bring your own supplies."
After a half-hearted bit of bargaining, the adventurers agreed to Failin's terms and gave him 20 platinum out of the Heward's Haversack. As they stood to leave, however, a pair of bugbears pushed their way into the bar. "Failin, you cheat us!" they growled, raising their morningstars to threatening positions.
William rushed forward, but Pel took this as an opportunity to negotiate. Failin was reluctant, but agreed to 37 gold each instead of 60, and William slashed into one of the bugbears, wounding him so grievously that he immediately fled. The other, braver than he was smart, attacked William and got killed for his troubles. Failin then rushed the adventurers out of the tavern, promising the refund he owed them "later, later. To my land cart!"
The land cart he spoke of was an Orien elemental-powered land cart, a large covered wagon with room for eight passengers. It was powered by a Khyber dragonshard that bound an earth elemental to the wagon, which had the side effect of making the wagon look as though it were decoared with stones, gems and other crystalline protrusions.
Failin rolled up his right sleeve, exposing a least Dragonmark of passage, and spoke the draconic word for "travel," which activated the land cart, starting a low rumbling sound. The adventurers packed in, and the rumbling noise got louder as the cart began moving across the ground, its wheels half-in and half-out of the ground, providing a smooth ride despite the terrain.
XP: 550
Part Three - Rose Quarry
It took about three and a half days for the land cart to make the trip from Rhukaan Draal to Rose Quarry. Like Rhukaan Draal, Rose Quarry was a Cyran frontier town before the war, but now it was a ruined town so near the Mournland that inhabitants could see the dead-gray mist from the ridge that surrounded it. Failin explained that House Cannith prospectors established the village when they found a massive vein of red marble, and then brought in dwarves from the Mror Holds to mine it. "Half the red stone in Khorvaire probably came from this quarry," he said.
When the land cart closed in on Rose Quarry, the sun had set and the moon was rising. Failin stopped the cart as they crested a rise, seeing light echoing off the sides of the red canyon and smoke drifting lazily into the air. "Were you expecting company?"
The adventurers proceeded on foot to the edge of the cliff, and looked down into the town, which sat in a crater about 50 feet below them. From their vantage point, they spotted about sixteen horses, two dozen wagons, and seven humans in chainmail armor. Lysander, his eyes sharper in the twilight, determined that they were wearing the distinctive half-faceplate design of the Emerald Claw, and that two skeletons stood guard at one of their tents. All of them heard a periodic ringing sound to the north, like that of a pick striking stone or ice.
Given his ability to see more clearly in the dim lighting and his stealth abilities, Lysander was chosen to scout the area, looking for the map that Elaydren's letter had told them about. He carried one of the invisibility potions Tock had brewed with him as a last resort.
Initially, the scouting mission seemed to be going alright. Lysander stayed north of the Emerald Claw camp, instead investigating the ruins to the north. He quickly realized that the entire town was covered in glass, as if it had been poured in molten form over the village, burning it to cinders and then freezing the remains. He encountered the former inhabitants of the village just after that, dwarven zombies coated in a layer of thick glass. He rushed to a nearby alcove and, afraid that the zombies would find him, drank his potion of invisibility.
He then decided to investigate one of the two standing structures in the town. He steered clear of the ruined church of the Sovereign Host, instead heading into the Cannith Refinery, which the ringing noises were emanating from. As he moved in, a powerful looking woman and an Emerald Claw soldier emerged from the entrance, and he froze when they seemed to hear him. The woman noticed that the dwarven glass zombies had moved, and using hand signals, indicated that the soldier should move in that direction. They both went to investigate the place where Lysander had just been, and he ducked into the refinery.
Once inside, he saw another dwarven zombie stacking rubble in the outer rooms, and he went into the inner room. There, he saw a large room with four chimneys that had obviously once been used to shape and polish the red stone from the quarry. He also saw two Emerald Claw soldiers, digging in the rubble and obviously looking for something. Perhaps most importantly, he noted that the floor was a detailed, bas relief map of central Khorvaire, showing the nations of Aundair, Cyre, Karrnath, Thrane and Breland, showing cities, topographical features and even major mines, although not the location of Whitehearth or other Cannith research facilities. The room was surrounded by six statues, located in pairs of two next to fireplaces on three of the walls.
Lysander realized his potion was wearing off, so he attempted to climb one of these fireplaces up and out. Unfortunately, his hands slipped and he fell to the bottom with a loud crash, just as his invisibility wore off. The Emerald Claw Soldiers turned and looked, surely thinking he had just climbed in through the fireplace.
As one charged and the other started to run for help, Lysander cast a sleep spell. The one who had been seeking help dropped into a dreamless sleep, but the other shook it off and swung his morningstar at Lysander, who ducked out of the way. Lysander ran out the door, with the Emerald Claw soldier in hot pursuit.
He ran out and around the refinery, heading for the rope he had used to descend into the canyon. The rest of the adventurers, seeing his situation, began firing arrows at his pursuer. This discouraged pursuit, but lead to the soldier rushing over to the camp, and as Lysander reached the top of the rope and pulled it up after him, the adventurers realized that a pitched battle with the Emerald Claw was coming.
The forces emerged from two different parts of the camp. Near Lysander's point of exit, on the far end of the ridge, the military leader of the forces, a human woman named Kaela, moved in with one Emerald Claw soldier, following their unsuccessful attempt to locate Lysander when they heard him moving around invisibly. The bulk of the forces, however, emerged from the camp. Keltis Doran, a cleric of the Blood of Vol, and Mallora, a female human necromancer, led a contingent of 9 Emerald Claw Warriors and 2 Skeletons toward the ridge. Half of the Emerald Claw soldiers provided covering fire with their crossbows, and one scored a lucky and grievous hit on Pel, while the others moved quickly toward the ridge. Meanwhile, the adventurers fired down on the advancing forces, hoping to whittle their numbers before they scaled the hill. Tock infused his crossbow bolts with a shocking aura, and combined with fire from Brand, Lysander and William, managed to kill Mallora despite her Mage Armor and use of cover.
The crossbow and bow shots from above and below the ridge mostly fell against the cover, and soon the melee had begun in earnest. Tock managed to finish off Kaela with one of his shocking bolts before she could fully charge, and dispatched her soldier shortly after he closed in as well. Meanwhile, the rest of the adventurers dealt with the larger Emerald Claw force. Brand and William both found themselves surrounded, and each of them took serious damage, but the use of their new Wand of Cure Light Wounds by Lysander kept them in the fight, and Brand managed to dispatch Keltis after William successfully shrugged off his attempt at a cause fear spell. The adventurers faced a pitched battle with the remaining Emerald Claw soldiers, but they eventually emerged, tired, battered and wounded but victorious.
XP: 1120
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