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5th of Triaen 2370 AC

First Day on the Job

by Artemis Azazel Animotix-Naerth

In the morning after, we make our way to the library to investigate the
part of Vahar, He was the lead scientist, he and his provenience (western edge of windrune), disappeared a couple thousand years ago. She takes out some books on the Vaharian language for future study, since they will likely encounter
 
map is from somewhere on the northern side of the island, according to Ang. after gathering all the information we can from the Library, we head over to the guildhall, and find that our name has been placed on a job on the board by Maylin. Our quest is to investigate a nearby dungeon area, the Tunnels of Balik Post. Some strange reading have been detected from it by the mages guild, and it is suspected to have something to do with what occurred last night. Its a well paying job, and I at least am curious to what last night was about.
 
Before heading out, we hand over the extra equipment we acquired from defeating the undead and devils that appeared last night to be sold by the guild. Kalanar also decides to approach one of the counters in the guildhall to rent a cart and horse for our task of the day. while the rest of the party tries to talk to the goliath named Procurement, Artemis goes around to the back to collect the Horse and cart, whom she proceeds to give an apple, and coo at. The rest of the party eventually joins her, and the head out of Isani, towards the Tunnels of Balik Post.
 
Outside the Tunnels, there are some farmers, Artemis asks them if they can take care of the horse and cart for us while we investigate. Kalanar gives one of the farmers 3 silver to care for the horse, and he happily tells us that about a week before, another adventuring party went in, claiming that they were going to become rich, after what they had found in the tunnels. He also mentions that a strange group of people with a covered cart had gone in yesterday. Artemis has suspicions that the strange people yesterday may have done something unseemly to the previous adventurers, maybe they removed something they should not have?
 
Kalnar and Kaladar approach another farmer, who informs them that they have been supposedly having issues with goblins recently, a man named Jimo apparently claimed some goblins chewed off his arm. Finding Jimo, he is certifiably insane and wearing a tin foil hat, claiming that the Goblins are everywhere, and that the Pigeons, and owls are spying on him. Kalanar tries to reason with him, but fails miserably. W head to the tunnel doors after backing away from him.
 
The giant stone doors are covered in arcane runes of locking, with a small divot in the center. There are no other locking mechanisms. Considering it is magically locked, Artemis tries infusing the door with magic to unlock it. A magical trail then appears, leading to one of the local farmhouses. We follow it. At the farm house, are two people, one person moving heavy stuff around, and another sitting on the porch (Una). Kaladar, and Kalanar approach the man moving heavy objects. They discover that his name is Stone and he was given a strange stone by the previous adventuring party. Kaladar offers his Obvious boulder for the stone key. With a successful trade, we acquire the stone.
 
With the stone key in hand, we can now enter the dungeon we were asked to investigate. Placing the stone into the divot, the doors open to a long hallway, with strange cables, and what looks like glowing rails at the other end. There is a door, which when opened, reveals Goblins. Pax, seeing an opportunity, shape changes into a goblin form, tricking them into believing he is a boss. The goblins answer Pax's questions, and start helping and showing us a button that summed a cart on the rails. Artemis gifts the Goblins the corn given to her to the goblins; and they declare her as not meat anymore. As she exits the room behind Pax, she notices that next to the button that summoned the cart, is Summon Cart, written in Tenallian and Vaherian. Sha makes a quick note of the Vaherian characters to help her learn the language better.
 
Everyone but Artemis and Kaladar gets into the cart, and zoom off down the hallway. Artemis watches Kaladar investigate the wire and rails, commenting on how it isn't electricity. Artemis informs him that it is likely Tenallian or Vaharian tech, so its not surprising that its all magically run. We decide to open the door in-front of us that the rest of the party ignored in favour of the cart. Inside the room is a bunch of goblins, and a cart. Pax saves us from having to fight them, and we are introduced to them and Gob, Nob, Zip, Zop, and Ek. Artemis investigates the cart, and find some old intact art, 3 peices, and some raw ore. Artemis also makes note that the button had 3 languages labeling it. Tenallian, Vaherian, and a third one she doesn't recognize. They label left and right.
 
Pax asks the goblins to lead us to their old boss, and they do happily. They lead us to a double door, which Pax slams open with Thermaturgey. The goblin leader on the other side calls himself Bighat, and demands to know who is there. Pax creates a thunderous sound in the room in challenge. We are able to defeat him, and secure the remain goblin's loyalty. They tell us about Bismak the wise, who got some magic working that makes food. They also tell us that Pax should meet Priest, a little ways down the hallway. Pax opens it dramatically again, revealing goblins who appear to follow the church of fire, as some of the goblins have become fire. Pax asks what they are doing, and the Priest says that he is turning goblins into flaming goblins, and proceeds to show us. Pax says he approves, and we move on.
 
Artemis finds an old Tenallian bathroom, what was really neat, and proved that this was more likely an old Tenallian facility rather then a Vaherian one. Then, follows the other who had gone ahead by cart. She hears Theoden calling Ang for help, and starts to head towards the commotion. Theoden then yells about cultists in a room. We defeat the cultists, and Artemis performs a small infernal ritual her Dad taught her. Kaladra mention there being something he didn't understand being in the room the cultists were hidden in, she enters to see what he meant, while the rest of the party goes off elsewhere.
 
Inside the room looks like the previous people were trying to understand the correlation between deities and the blessings that they give, in an attempt to grant the blessings to anyone, a fascinating subject. Ang found the end of the hallway, where the large cables disappear into holes in the wall. Neither Ang, nor Artemis notice anything weird about it, so brush it off and go to collect the research done plastered around the cultist's room. While doing so, Artemis hears her name and the sounds of combat. Asking Ang if she can ride animals, upon hearing a tentative yes, Artemis turns into a panther, and scoops her onto her back, before rushing off towards the sound of combat with Ang. She launches Ang off her back into battle once they arrive.
 
After a rather epic move by Artemis, of jumping off a wall, over Theoden, to tackle a cultist as a panther, one cultis surrenders, and the rest are quickly defeated by our party. After attempting to intimidate the cultis who surrendered, she goes to sniff around the magitek generator and the weird contraption attached to it that was in the room Theoden, Kalanar and Kaladar had found to be occupied by the hostile cultists.
 
Noticing Ang in a state, Artemis returns to normal and casts cure wounds on her, as Ang gushes about how cool it was that Artemis became a panther and carried her into battle. Artemis then talks to the 'cultist' that surrendered. Turned out, he was a mercenary hired to guard whatever the cultists were doing. Hired by a generic looking human man. Artemis also hears from him that he can point us to where the rest of the cultists were, and gives her a runestone that he heard from the cultists was important to them for something. We escort him out, so the goblins don't try to eat him, and Artemis gives him a gold for all the trouble.
 
On the way back to the rest of the party, Artemis hears from Kalanar that the dead end isn't as it appears. He points out the two spots that look like they fit a couple of runestones, like the one that was given to Artemis. We head back towards the front of the building, where Artemis points out the direction that the mercenary pointed out was where the other cultists were. Artemis, Kaladar and Kalanar argue over which direction to go. Artemis and Kaladar win the argument, and they go left. They find a door with a magic lockpad that requires a 4 digit pin. We get zapped when Kaladar tries 1111.
 
We go looking around the other rooms instead, finding a torn apart room with goblins. Convincing them that we are not meat, and pointing them to where there would be meat, Artemis looks through the room and finds an intact book with the code written in it. We go back, and open the code locked door, to find a vault filled with some magical items and a bunch of copper and silver. We put everything into the bag of holding that Kalanar has, and continue to explore some more.
 
Meanwhile, unkown to the rest of the party, Theoden decided to wander off and follow the cable instead of the rest of the party, and ended up opening a really heavy and noisy door. He ended up encountering more cultists, and was not stealthy enough to avoid detection. As such, the cultist's begin attacking him, and he runs away while yelling for help.
 
Artemis kind of hears, and goes to investigate, while Kalanar brushes off the noise and investigates a nearby door. At this point, Theoden reaches Pax, Kaladar makes a motion towards Artemis, indicating where the enemies are. We engage them, and are able to quickly defeat the group before they do any serious damage to Theoden. Afterwards, Artemis finds the second runestone on one of the cultists, and keeps it with the first one, before performing the infernal blessing again. The group then goes back to investigate the remaining rooms on this side of the facility. We find more goblins, one of whom likes science, Bismach the great and wise, and had been making some quite interesting inventions., another group of goblins had started a fight ring. we were also able to shut down the second device that was siphoning power off the power grid of the facility.
 
When all but the hidden room had been explored, we head to the hidden room to see what would have caused the mysterious issues in the city. Behind the door, is a group of cultists, using Tenallian technology to attempt to summon their god. Feeling threatened by us, the cultists immediately try to kill us. After defeating the cultist leader, and the remaining cultists, we investigate the machinery that the cultists were using. We are able to discover that the Tenallian tech in the room is part of the wayfinder network that the city is using, and that the machinery that they had dragged into the room was using the network to open up portals in unknown locations. Artemis takes notes about the technology that the cultists were using as well as how they were using, and how they had hijacked the tenallian systems to make it work.
 
We settle on a plan, to return to town to report on what we find. Kaladar decided to stay behind for now to learn about the fire magic that the goblins use. Artemis goes to collect the chest of fresh fruit, and rejoins the group at the entrance where they had pulled out the cart that was tucked away in a room. We load it up with some of the things we found in the dungeon before making our way to the small farmer's town, where we camp out for the night.
 

Continue reading...

  1. To Become an Adventurer
    4th of Triaen 2370 AC
  2. First Day on the Job
    5th of Triaen 2370 AC
  3. Lets do a Thing
    6th-15th of Triaen 2370 AC
  4. Aftermath of Trouble
    16-17th of Triaen 2370 AC
  5. What to do today
  6. The Queen of Ants
    26th of Trilen 2370AC
  7. A Break, and a Tournament, and a Raid
    27th and 28th of Trilen
  8. The Island Library
    19th of Baelathern, 2370 AC
  9. The Journal Entry’s title
  10. To Find Magic Buildings