8 Alturiak 1491
(End of Session 36) Rusco receives a very touching letter from the Archdruid
Session 37
Arwik reads the paper to everyone
- There is an article about us
- Rusco is given a glowing description
- MAC, Mina, and Morti are given less flattering descriptions
- Fluke is only mentioned as a servant
- Arwik is spoken of as someone who should be given a wide berth
- It’s not a rude description. It just feels like the Koalitio don’t want him approached
- Hop is described more like a nature preserve than a civilized planet
We discuss what we want to do before we leave Hanbaishi
- Rescue the kids
- Find a fighting pit
- Get information on Psych-Gen’s location
- Try and get more information on the Return attack
- Attend the Warforged meeting
- Visit the Garden of Tranquility
We visit the Garden of Tranquility
- Rusco discovers a door underwater in the lake
- We manage to open it but we get separated by a flood of water
- MAC, Mina, and Morti go tumbling down several corridors
- We end up in a Rotunda of some kind
- There is a mote of light down a corridor
- MAC casts Faerie Fire on it
- It turns out to be a Flumph
- Rusco, Fluke, and Arwik find a carving of the All-Father (Dwarven god of creation)
- Rusco finds a closed door that seems like the right way to go
- We struggle with the door but eventually get it open
- We get swept down the corridor by the water
- We struggle with the door but eventually get it open
- We all meet up again
Session 38
- We decide to follow the Flumph which we name Charlie
- Charlie takes us to it’s nest
- Charlie and MAC get to know each other while the rest of us explore the corridor
- Fluke finds that the nest is in a hole that was caused by an explosion and finds several rusted bolts and arrow heads
- A large battle happened here
- Fluke finds that the nest is in a hole that was caused by an explosion and finds several rusted bolts and arrow heads
- Charlie and MAC get to know each other while the rest of us explore the corridor
- Charlie takes us to it’s nest
- As we continue to explore, we find a lot more signs of battles that happened a long time ago
- We find a large door that is broken in several places
- On the other side is a very large room that was clearly designed by dwarves
- It looks like there was a civil war fought here (there are two different emblems on the gear)
- On the other side is a very large room that was clearly designed by dwarves
- We find a smaller iron door on the other side of the room
- It’s locked from the other side but Fluke is able to open it
- Mina and Rusco smell smoke when the door is opened
- There are large piles of stone that increase in size as we walk through the room
- The stones seem to be placed here as a hinderance/alarm system
- There are paths that are easier to walk across
- There are a lot of doors on the sides that have been barricaded shut
- There is a door at the other end that is open
- We head down a winding hall to another door
- We find ourselves in a room with prominent Dwarvish script on the walls
- Someone has left the room and is currently running away
- We are suddenly surrounded by Duergar
- They think we’re mercenaries of Ashborn
- The leader appears and tries strike Rusco but they manage to dodge it
- Arwik tells us that there are several Duergar who are invisible
- We try to talk our way out of combat but the Duergar seem convinced that we are enemies
- The invisible Duergar reveal themselves and become large
- The leader appears and Rusco allows themself to be push onto their knees
- We’re in a bunker of some kind
- This is the Brighthold Clan
- The leader says that Ashborn sends mercenaries, Steelhide sends tricks, and Coldforge sends poison
- The other Duergar shudder at the mention of poison
We offer to help cleanse the area of the poison
- The Duergar consider our offer and agree to let us try
- They lead us into a cavern
- They point in the direction of their main water supply
- We are told to cleanse the poison and we will be shown a way out
- We head into the caverns
Session 39
- We head down a very slick and slimy tunnel
- We head down some stairs
- Arwik sees several creatures that seem to be stalking us.
FIGHT!!
Session 41
We’re in pretty bad shape
Short Rest
Fluke goes into the water to search for the Aboleth’s lair
Treasure!!
60 GP
160 EP
Helmet with Visor - Vox Helm (MAC)
11 Black Arrows - Torpedo Arrows (Rusco)
Broken sword with two magical gems in the hilt (Fluke)
- The two gems are infused with magic
We discuss what we’re going to do now
- We all want to get out of here and rest
We talk to the Brighthold Duergar about what happened
- The Aboleth was poisoning the water
- The missing clan members were being mind controlled by the Aboleth
- They did not survive
- The leader is very solemn but seems to understand
- He gives us a lead and arsenic ring as a symbol of our friendship with the clan
- We give him a space rock
- He shows us a way out
MAC is really hurt
- Rusco takes MAC to the Embassy
- They submerge her in water and try to use lesser restoration
- It does not work
- A elderly elf is called in
- She performs a spell (greater restoration?) and MAC is healed
We go back to our room at the hotel
- We identify the items Fluke found
During dinner Zoas Zylric Zaos sees us and comes over to our table
- Fluke mentions that the Garden of Tranquility was stressful and he realizes that we were responsible for the lake draining
- It is unlikely that he’s going to say anything
Also - the level of the lake is being kept above the entrance to the tunnels on purpose.
Long Rest
Level 7!!!!!
Session 42
We head to The Saucer
- On the way, we find two buildings are on fire
- Rusco puts the house fire out pretty easily
- We spy someone who seems especially interested in the fire
- MAC and Arwik follow him and interrogate him
- He says his name is Petey
- He claims to be innocent
- He says he lost a necklace
- He seems more afraid of an unknown faction than the Stags or the Macaws
- MAC and Arwik seal him in a barrel
- MAC and Arwik follow him and interrogate him
- Rusco, Mina, and Fluke search the house that was set ablaze
- We find a necklace that the arsonist may have left behind
- We meet back up and exchange information
- MAC identifies the necklace
- It is not magical but it can be used to track the phases of the moon
- MAC identifies the necklace
- We discuss what to do with Petey
- We settle on turning him over to the Stags
- The warehouse fire seems to be under control
- We head to The Saucer
At The Saucer
- There are some people up in a mezzanine area that are watching us
- They keep staring as Fluke and Arwik put some tables together
- We get introduced to Buck
- Buck is unimpressed at first but eventually listens to what we have to say
- There is a third group that is stands to benefit from starting a gang war
- He sends two of his men to retrieve Petey from his barrel
- Buck is unimpressed at first but eventually listens to what we have to say
- Petey arrives
- Arwik casts Zone of Truth
- He keeps giving half truths and using roundabout phrasing
- He’s very interested in getting his necklace back
- We hear screaming from upstairs
FIGHT!!
We kill the were-gang members and. rescue the kids
- The Stags and Macaws are still wary of each other but aren’t going to war, and they seem to think generally positively of our group.
We head back to our hotel
LONG REST