Session 9 - Dungeons and Religious Cults Report Report in Valcia | World Anvil
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Session 9 - Dungeons and Religious Cults Report

General Summary

"Sapphire Hammer"   The world turned black and Fox found herself being transported to another place1 when the light returned it was but a stripe of illumination as if light were spilling under the bottom of a door and felt for the handle, when it came in contact she twisted it to open the door. It swung inward silently. Outside a tunnel runs off into bot directions, illuminated by sconces set into the walls.   Turning right Fox found that the tunnel appeared to be natural, moist with condensation and groundwater, the smell of decay invaded her senses, thirty feet down Fox came across a door set into the wall, on close inspection it became evident that this led into a series of rooms2 currently occupied by sleeping men.  
  Continuing down the tunnel Fox eventually emerged on the bank of a small pond of fresh-water, likely the water source for this facility, to her right a curious hole no more than 4 foot in diameter enters into the wall. Evidently a burrowing creature calls this place home.   Turning and heading back up the tunnel she passed by the door she entered by, but before being able to get any further footsteps and quiet conversation is heard, turning quickly Fox ducked back into the room and found a secure hiding place behind several crates stacked in the corner.   The two men how'd led her here entered and stepped into the teleport space, "Hammer Sapphire" and with that utterance, they're gone.    
"So there was another password!" - Fox
   
Meanwhile in kings Tavern Malar Naskin has relocated himself to a large round table that offers him a somewhat limited view of the kitchen, nodding to the two stately gentlemen at the table he begins to observe Struth Hackett.   However, this endeavor proves difficult as the two men, Randolph Duke and Mortimer Duke start to discuss a wager they plan on undertaking. "I wager 10 gold pieces that I can transform this savage boy into a gentleman of the court, one of such standing that he wouldn't stand out like the proverbial sore thumb!", With a gruff chortle, Mortimer replies, "I'll wager 20 gold pieces that you'll not only fail, this boy will never be able to stand in the royal court and go unnoticed!"   Shaking off the distraction Mal continued to watch Struth who at this point has taken a keen interest in the preparation of food for his fictional master. But just like that the two men reappear and waltz through the room, both taking a somewhat keen interest in Struth, and likewise Mal.   They leave into the night...   Minutes later Fox reemerges from the storeroom and manages to exit into the stable area and quickly hide in one of the stables, the two nefarious men entered the space and proceeded to show the stable boy several images printed on parchment, he seems unable or unwilling to identify the people. With some cunning Fox is able to notice one of the pictures looks remarkably like Struth.   The men leave and not too soon as Struth now emerges, a brief discussion ensues before they both head out into the street, looking about they noticed the two men hot on their heals, with some quick maneuvering Fox and Struth race around the building to pick up Mal, who at this point is exiting.   Without a word they darted into the market and lose the would-be combatants.  
After a short, while the party rendezvous back at The Red Dragon Inn(landmark:b27cf113-83bc-469e-b65f-73b0d660ed06) and start to discuss next steps, it's decided that they should wait until midnight before trying to gain access back into @[The Elder Brotherhood Headquarters, and with that all but Struth take rest.   Struth heads out on the town to see if he can locate his old home, apparently an apartment situated atop a bayside warehouse. With some luck, he comes across Warehouse 24 and his abode, it's signified by a weather-worn green door.   Ascending the stairs he's quick to notice a seadog watching him from the shadows of a nearby building, shrugging this off Struth enters the apartment. I quick inspection reveals someone has been here recently, but as hard as Srtruth tries he can't bring forth the memory of his past.  
  He leaves somewhat disillusioned but assured by the warehouse foreman that the building will remain untouched.  
"I give you my word, no one will enter without my sayso!"
  • Warehouse 24 Foreman

  • Back at the Red Dragon Inn, the party assembles to break into the Kings Tavern and rescue the imprisoned dwarves. Racing across town they manage to quickly gain entrance to the tavern via the stable door, a disgruntled local offers to watch for trouble should it arise!   Inside they use the portal to descend into the Hideout and start scoping it out, Struth taking the lead and Gabe hanging back feeling like a fifth wheel of sorts.   They traced around to the left, the location that Fox was unable to scope out, upon discovering a room3 of common goods the group split and Struth went ahead. In front of him there are several rooms and the din of hammers bashing against stone and steel, the assumption being that someone is digging down here.   With the others caught up after scouting and looting the storeroom, they quickly find the cell4 holding the Dwarves. With the cunning of a master thief and the subtle words of a wizard Gabe is able to unlock the door and grant the party access, and not too soon as sevaral guards have taken notice of the activity.   Once within the room, Gabe again proves his worth by distracting the guards with ghost sound then successfully teleports the party to the safety of their room in the Red Dragon Inn.  
    Reunited at last the Dwarves hug in joy and agree to be teleported beyond the city limits, perhaps the only safe thing for them to do now.   As a last gesture, Mal offers them all a job at his ailing Tiki Bar in the woods, perhaps their Dwarven ale making can help elevate its stature.  
    1. Room 4 2. Room 7 3. Room 3 4. Room 6

    Rewards Granted

    At the end of a long game, you've managed to accomplish a great deal and have in fact completed one of the mini-plot points: Rescue the Dwarves. Well done.   XP - 3000 each for completing the Dwarven rescue, unearthing more of the major plot, and discovering more about the Brotherhood.

    Missions/Quests Completed

    • You have successfully rescued the dwarves from their captivity and seemingly from themselves, next week they should be well on their way to helping Mal's Tiki bar in the woods, time will tell if this will have everlasting effects.
    • Additionally, you discovered that the Brotherhood is trying to tunnel into the The Great Alisar Catacombs via their lair under the docks, the dwarves explained that this is not going to plan as they are unable to penetrate the stone, indicating that the space behind must be magically protected. You also found out that a great waft of air spills from the hole in the cave wall as if something is breathing behind it. Perhaps a creature?
    • On top of all that you may have found some odd allies in the city, the Foreman at the docks, the old man with a grudge against the rich to name a few.
    • There is also the lingering question of Albert Toubborh whats he up to, whats his game?

    Character(s) interacted with

    Campaign
    Welcome to Alisar
    Protagonists
    Struth Hackett
    Malar Naskin
    Player Journals
    To all constructs, intents and purposes... by Gabriel 'Gayle' Garcìa
    Report Date
    02 Dec 2019

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    Comments

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    Dec 3, 2019 12:33 by Natasha Gehrmann

    57000 + 3000 = 60000 XP