Shadowborn's Wounded Earth Campaign: Purple Twilight

Game Master Jeff Lee

The world in the aftermath of a magical apocalypse. Horrific creatures and trapped fiends roam the lands, and the surface of the earth has been twisted--seas boil, poisonous stinking swamps stretch for miles, a great plain of ice moves toward an


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Male Half-elf Paladin 4/Champion Tier 1

"I'm sure the captain will like that; more trade goods to make the voyage worthwhile besides out starmilk."

"So in theory you could figure out how this circle thing works and then transport people back and forth from, say, the Iron Marches to the other side of the Sea, without needing a ship?"


Male Dwarf Cleric of Baal 4

Stilgar strokes his beard thoughtfully, troubled by the discovery.

"Yes... suppressed. Perhaps we should leave it be. Even if you can get it to work, there is no telling where it might lead. Or if the other circle would allow us to return."


Jon nods at the dwarf's words. "Any way to tell where this comes out?"


Male Human(ish) Level 7 RPG Monkey

"Can't be certain. Best guess is that it connects to another circle on the shore of the Tidal Sea. Perhaps an island. It would be somewhere safe. These are permanent magics--very powerful, and very valuable. Might have been a pirate. Seems a clever way to keep a hold open for more cargo. Just send it home while you're still on the water. Doesn't look like it helped much when the ship wrecked though." The gnome licks his lips, looking with great curiosity over the inlaid designs.

"There's coins scattered here as well, and these little ceramic tiles, whatever they are. I think the skeleton is still wearing rings and a chain as well. No magic, but they could be worth some coin."


Male Dwarf Cleric of Baal 4

Stilgar approaches the skeleton and looks upon it with a frown. "I suppose they no longer have any need for these trinkets. Might have been ill-gotten to begin with, in any case."

Opening his pack, he very carefully starts to remove the skeleton's jewelry.


Female Human Witch (Stars)/ 1st Tier Archmage

While the others speak Kalaya studies the circle intently, seeking to fathom its use.

Spellcraft: 1d20 + 9 ⇒ (12) + 9 = 21


Male Human(ish) Level 7 RPG Monkey
Kalaya wrote:

While the others speak Kalaya studies the circle intently, seeking to fathom its use.

[dice=Spellcraft]1d20+9

Magnus does appear to be correct. This would be a circle used to magically transport creatures and/or objects within its bounds to another location. You seem less certain of its usefulness, given the warping of the planks and general damage.


Male Human(ish) Level 7 RPG Monkey

Stilgar removes two rings from a skeletal hand, one silver, the other tarnished bronze and heavy, like a signet. Auric begins scooping up coins and the odd ceramic chit. Jon secures the box of spices while Kalaya sits upon a keg, idly tracing part of the inlay with her foot, as she and Whisperwing watching as the gnome's hands trace over the designs on the circle while he quietly murmurs to himself.

Suddenly, the light in the hold increases as a glow rises from the circle. "Yes!" cries Magnus, but then the planks begin to rattle and shift as the whole shipwreck shakes. "No...nononono...too much damage and it's not just--" The rest of the gnome's words are lost as the room is filled with a blinding light and each of you is overcome with a horrific wrenching sensation, as if your body were being pulled a hundred different ways at once. A moment of tremendous pain, then it all goes black.

Stilgar:
You come to in the dark, cold stone beneath your cheek. Your body aches, but you don't seem to be seriously injured. For a brief, disoriented moment, you think you've awoken in your chapel after falling out of bed. As you push yourself up, you can see that there is no light here. The room is stone, and inlaid in the floor is a circle similar to the one on the ship, this one fully intact. It takes up all of the floor but the corners.

In one corner sits a small table with a ewer and bowl upon it. In another is a small chest. The other corners are empty, but the floor is strewn with debris. after a moment, you see that some of the objects scattered on the deck were brought here with you, including a scattering of coins and ceramic chits. One wall has what appears to be a cloak hanging on a peg. Next to it is a fairly obvious switch. There are no apparent exits or windows. You see no sign of your companions.

Kalaya:
You come to in the dark, cold stone beneath your cheek. Your body aches, but you don't seem to be seriously injured. For a brief, disoriented moment, you think you've awoken in a dwarven cell after being captured by inquisitors. A soft hoot and brush of feathers as Whisperwing nuzzles your ear. As you push yourself up into a sitting position, you find yourself in the midst of another circle, this one inlaid into a stone floor. The circle sits in the corner of a room filled with fine furniture, including a large desk with numerous drawers. The only light comes through a narrow window above the desk. The sounds of horse hooves on stone, footfalls, and voices are heard through the opening.

There appears to be only one exit from the room, a sturdy wooden door. As you shift position, you push something on the floor. You can see that some of the various objects that were on the deck of the ship have arrived here with you, including a scattering of coins and those ceramic chits. You see no sign of your companions aside from your faithful familiar.

Jon:
You come to in the dark, straw and earth beneath your cheek. Your body aches, but you don't seem to be seriously injured. For a brief, disoriented moment, you think you've fallen asleep on one of the altars to the Green hidden in the woods of the Marches. As you push yourself up, you see that you lie in the corner of a large stable. The snorts and whickers of dozing horses come from several stalls on both sides of this long building. A few chickens scratch here and there among the straw in pools of light left by lanterns hanging from the posts in the center of the building. You can see several objects from the floor of the ship's hold here as well, scattered around you, including the grinning skull from the remains. You see no sign of your companions.

Auric:
You come to in the dark, cold stone beneath your cheek. Your body aches, but you don't seem to be seriously injured. For a brief, disoriented moment, you think you've fallen asleep by the forge back in Three Oaks and start guiltily, hoping to relight it before Master Azryn notes your mistake. As you push yourself up, you see that you are not in Three Oaks, nor anywhere familiar. The sight of the faintly glowing circle inlaid in the stone beneath you reminds you of the shipwreck and your last known location.

The faint radiance from the circle allows you to see a torch cresset on the wall above you. You are able to get it lit with your flint and steel and get a look at your new location. The room is made of stone, and empty save for a wooden table and four chairs that take up most of the room aside from the floor where the circle lies, and an open pit of water that smells of the sea. You can see that some of the objects from the hold have made it here with you, including a scattering of coins and some of those strange ceramic chits. A single door appears to be the only exit. There is no sign of your companions.


Female Human Witch (Stars)/ 1st Tier Archmage

Shadowborn:
The hoot and soft nuzzling quells the rising panic as Kalaya realizes Whisperwing is alright. [n]"Unnhh...what the hells happened??"[/b] she mutters as she runs her fingers through her companions downy feathers. With a soft incantation she conjures up a quartet of bobbing torch-like lights, illuminating the room as she carefully stands up.


Male Dwarf Cleric of Baal 4

Shadowborn:
"Damn it, Magnus..." Stilgar grunts as he picks himself off the ground and takes in his surroundings. "Magnus! Auric! Can you hear me!?" he calls out.

Left to his own devices, and apparently trapped, Stilgar lets his gaze wander over to the chest in the corner of the room. While rubbing his aching shoulder, he saunters over to it and inspects it. If nothing appears out of the ordinary, he will try to open it.

Perception: 1d20 + 2 ⇒ (8) + 2 = 10


Male Human(ish) Level 7 RPG Monkey

Kalaya:
As you run your fingers across your companion's head, the owl totters slightly, seeming as out of sorts as you are feeling, but without any lasting injury. Your spell illuminates the room further. The furniture is indeed fine, well-crafted and maintained. The chair in front of the desk sports a quilted cushion on its seat. To the left of the window a bookshelf mounted to the wall holds several volumes bound in leather. A light layer of dust on the surfaces indicates the room has not been visited in some time. A wooden door, carved with maritime scenes, sits opposite the desk and window. The floor is indeed scattered with copper and silver coins, as well as several of the ceramic chits.

Stilgar:
Your calls receive no response. Noting an ache in your palm, you unclench a fist you had not realized you were holding. The two rings sit in your palm, clutched so tightly that there are marks in your palm. The chest has a hasp but no lock. Seeing nothing untoward, you open it and see a pair of swash-topped boots, well polished and maintained. There is also a neatly folded stack of clothing. A cloth bag sitting on the top of the pile turns out to be a fully stocked healer's kit.


Male Half-elf Paladin 4/Champion Tier 1

Shadowborn:

Spoiler:
Auric draws his sword again, cursing in his head. Quietly, he shoulders the door open, keeping the torch behind him to keep too much light from giving him away.


Shadowborn:
Jon stands up and stretches. He turns to the horses and speaks in the Tongue of the Earth. "Hello brethren. Did I just appear here?"


Male Human(ish) Level 7 RPG Monkey

Auric:
You put your shoulder to the door and find it doesn't give. It appears to be locked.

Jon:
The horses all nod their heads in unison. "There was a bright flash of light that woke us. When it was gone, you were there." neighs one of the horses. Several others nicker in agreement.


Male Half-elf Paladin 4/Champion Tier 1

Shadowborn:
Auric listens at the door for a moment before pulling out his pry bar.
Perception: 1d20 + 4 ⇒ (9) + 4 = 13
If he hears nothing, he starts trying to pry open the door. Strength: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14


Shadowborn:
Jon sighs and thanks the horses. Stepping out of the stables, he takes a long look around to see where he's landed.


Male Dwarf Cleric of Baal 4

Shadowborn:
Stilgar pockets the rings, far too preoccupied with his current predicament to determine their worth. He hesitates before grabbing the healer's kit; he did not relish the possibility of being called a thief, but under the circumstances, he might very well need it. Calling upon Baal's power, he scans the room for any magical auras, and then moves over to inspect the fairly conspicuous switch.

Detect magic.

Perception: 1d20 + 2 ⇒ (1) + 2 = 3


Male Human(ish) Level 7 RPG Monkey

Auric:
Listening at the door, you find no obvious sounds coming from beyond the portal. You slip the pry bar between the door and frame and attempt to leverage the door open, but the lock holds. Before you're able to try again, you're aware of faint sounds on the other side of the door, then the definite sound of a key in the lock.

Jon:
You make your way along the rows of stalls, marveling at the size of stable. It must service an inn of some size, or perhaps a barracks of soldiers, though dwarves tend to prefer smaller, shaggy mountain ponies for mounts. As you slip out the door, you're stunned to see a wide street, paved with stones, that sits just outside. You note quite a bit of light, despite the dark sky above. There are lamps on posts, one just outside the stable, another across the street, and others lining the road as it curves away in either direction, headed downhill in one direction, uphill in the other. You can't see the land, as there are buildings packed side by side against one another along the entirety of the road, except for small gaps here and there. Below you, down the hill, a sea of lights. More lamps, torches, light shining from what must be dozens, no hundreds, perhaps even thousands, of windows and doorways. Despite the night, there are people moving along the street, more than you've seen in any one place barring festivals. Quite a few of them seem human.

Stilgar:
The only magical aura comes from the circle inscribed in the floor. The cloak on the wall appears to be oilskin, with a deep hood. Now that you're closer, you're fairly certain that the switch opens a door in the wall. Fairly obvious from this side.


Female Human Witch (Stars)/ 1st Tier Archmage

Shadowborn:
”Well it looks like the teleportation circle actually still works doesn’t it?” she says quietly to her companion. ”The question is, where did we end up? Whoever set that thing up hasn’t been here in a while.” she mutters, tracing her fingers through the dust on the desk. Going over to the bookshelf, she inspects the leather-bound tomes there trying to get a feel for the type of person who would inhabit this place, before wandering over to the window to look out.


Shadowborn:
Jon freezes, seeing more people in one place than he's ever seen in his life. Unconsciously he brushes at his clothes, suddenly very aware of his plainness. He slides back inside the door of the stable and his form shimmers, as he changes into a large friendly looking dog. Tongue lolling, he sniffs the air and tries to find the scent of his friends, focusing on Auric, the one he's known longest. Perception: 1d20 + 10 ⇒ (17) + 10 = 27


Male Half-elf Paladin 4/Champion Tier 1

Shadowborn:
Auric flattens himself a few feet away from the door, trying to stay as quiet as possible. Just gotta let them open the door, then we see how this plays out.
Stealth: 1d20 ⇒ 12


Male Dwarf Cleric of Baal 4

Shadowborn:
With a sigh, Stilgar steps up to the switch and pulls on it.


Male Human(ish) Level 7 RPG Monkey

Kalaya:
Most of the tomes appear to be chart books and almanacs, with information about sea routes, tides, weather, currents, and other things nautical. Others appear to be recent copies of old histories, specifically dealing with civilizations that existed prior to the Wounding.

Outside the window, there is a nearby lamp on a post providing light for what appears to be a cobbled road. The window actually contains glass rather than a shutter, and it is surprisingly clear, if a bit blurry. Occasionally the form of a horse or person moves past on the road. A latch allows the narrow window to be opened. It is much too narrow to fit a person, though Whisperwind could leave by it if needs be.

Jon:
After your transformation, you are astonished at the sheer number of scents around you. It takes some time to sort them out, and you're certain that if your friends were nearby or had been here recently, you'd detect them. However, you catch no familiar scents related to Auric or your other companions. There is a definite scent of a large body of water coming from downhill.

Auric:
The key turns in the lock and the door creaks open, leaking a more steady light into the room. "Hello? Captain Derendahl? Is that you?" calls a voice, male, perhaps containing a hint of fear. "If you're not the Captain and have come from elsewhere, my bully boys and their pikes are hear to tell you you're not welcome."

The light gets stronger as a human of average height takes a tentative step in. He's dressed well, though the clothes have spots of grease and wine on them. A golden sash covers an ample waist. He holds a dagger gripped tightly in one hand, a lantern in the other. He quickly takes in Auric with a gasp, then raises his bushy eyebrows, clearly not expecting who he has found.

"Erm...hello. Wasn't expecting this room to be occupied. Are you one of the Captain's fellows then? Haven't heard from him in some time. Hope he's well." His eyes move constantly, taking in you as well as the room itself. "Er...you seem to have dropped your money. Shall I help you collect it?"

Stilgar:
The switch pulls down and a four foot section of wall pivots, allowing egress from the room. You immediately note the smell of alcohol. The room beyond is full of barrels, and a rack on one wall holds ceramic bottles. You can make out the murmur of many voices as well as the creak of floorboards above. You're fairly certain you're in a basement level room, judging from the temperature and the walls. A set of steps leads up out of the room to one side, and a ramp rises to a pair of doors angled against one wall to another.


Shadowborn:
Smelling nothing familiar, Jon shifts his form into that of a sea bird and takes to the wing, keeping an eye out for anyone familiar.


Male Dwarf Cleric of Baal 4

Shadowborn:
"Where have you landed us, Magnus?" Stilgar asks himself as he stares up at the ceiling warily. Reluctant to barge in on an unfamiliar crowd, he will climb the ramp and try the angled doors first.


Male Half-elf Paladin 4/Champion Tier 1

Shadowborn:
Auric tries to look contrite.
"Oh, yes. Thanks, I'd appreciate the help. I have some unfortunate news about the Captain, in fact. Who is the best person to report this to? I got sent through but I'm not sure what the proper channels are for this..."
Bluff: 1d20 + 8 ⇒ (15) + 8 = 23


Male Human(ish) Level 7 RPG Monkey

Since it has been many pages and nearly a year since this last came up, I'll repost information your party received about Fardusk during the early part of your voyage.

Fardusk:
Captain Wilde scratches idly at his beard as he ponders the question. "Aye, Fardusk. It's a most civilized place, it is. A regular bastion of civilization. Now, if you know anything about civilization, you'll know that's just a fancy way of sayin' that the place will chew you up and spit you out, but it will use a napkin to clean its mouth afterwards and thank you for the meal. My crew have standing orders never to venture out of the docks district. That's where most of the uncivilized foreigners stay and do their business. Safest place in the city. If someone wants your purse, they'll show you the knife and make their demands known clearly. Man knows where he stands in the docks. Could get knifed elsewhere in the city, or burned to ash, without so much as a how-do-you-do or a reckoning as to why. Still, should be able to fetch a pretty pile o' coin for your box of frozen milk."

Thorne's thoughts on the place are a tad more helpful, if no less bleak. "It's a s%#%hole, but you can get good drinks there. Just don't expect things like charity, well-meaning, and honesty while you're there. Fardusk is a hard place, full of hard people. Watch your fellows' backs, make sure they watch yours, and you may get out with your hides and souls intact."

An old salt called Gabby, one of the friendliest of the crew, has a different take. "Sure, it can be a dark and scary place, if'n yer not used ta it, but there's good folk there yet. Got a place I like to go when we're in port, good inn. It's right near the docks, with hot food and decent drink at reasonable prices. Odd name, so it's easy to remember: the Six with Eight Tails. Owner of the place, Hansi Mancino, he's a good guy, very accommodating and always looking for new business. You need a place to stay while you're in town, look him up and tell him Ol' Gabby sent you. He'll fix you up right, anything you need."

Jon:
Going airborne, you realize just how staggeringly huge this settlement is. Streets wind crookedly through blocks of closely crowded buildings. The air above the city is a pall of smoke from chimneys and occasional open fires. Lights sparkle in windows and along the streets like jewels in a brooch of black iron. The buildings range from massive stone constructions to wooden shanties. A great wall encircles most of the city, except where it touches water, presumably the Tindal. There docks creep out into the water from shore, and a veritable forest of masts crowd the water.

Despite clear skies and a bright half-moon, the night-shrouded city gives you little sense of where to go. With so many people, finding one individual, or four, is the proverbial needle in a haystack.

Stilgar:
Up the ramp you find a bar on the doors that's easily removed. Throwing them open, you see they lead out onto a cobbled road. A weak pool of yellow light illuminates the area from a lamp on a post nearby. You note that you can't see the land around you. All you can see is building after building, up and down the street, as far as the eye can see. A bright half-moon in the clear sky above and lamps set on posts along the streets allow you to see those passing by. You see several humans. A group of goblins, nattering loudly to each other, walks past without so much as a glance at you, except for one that catches you staring and gives you a leer as they go by. A large window with oiled paper windows sits in the wall of the building you just exited. Judging from the shadows and the sounds coming from within, it is some type of public house.

Auric:
The fellow takes on a sympathetic look and clucks his tongue. "Ah, no. You don't mean to say good Captain Derendahl has met his end? That is a sad piece of news, if that's the news you bring. He was a valued customer and, if I may be so bold to say, a cherished friend. His wife will want to know, of course, but it's late. You'll not want to call on her until morning. I'll find you a room here. As a crewman of the good Captain, there will be a discount, of course. Let's collect your fallen coin and see to your needs. I'm Hansi Mancino, proprietor of this fine establishment."


Female Human Witch (Stars)/ 1st Tier Archmage

Shadowborn:
Picking up some of the coins as well as the ceramic chits, Kalaya moves over to the door,trying it.


Shadowborn:
Given that Jon has just remembered a bit of information he previously forgot, he lands in a dark spot, changed back to human and asked the nearest sober person where this 'Six with Eight Tails' is.


Male Half-elf Paladin 4/Champion Tier 1

Thanks for the reminder!

Shadowborn:
Auric lets relief enter his voice. "Ah, Master Mancino- should I assume that this is the Six with Eight Tails, then? Yours is name spoken highly of, sir. It's one thing to say you'll appear in a place, it's quite another to actually get there in one piece, if you'll pardon my relief. I shall break the news to the Captain's wife in the morning." He bends to scoop up the coinage on the floor.

"Have you had other new arrivals? My friends are likely to have come through as well... but I'm not sure where they wound up..."


Male Human(ish) Level 7 RPG Monkey

Kalaya:
You gather up a total of 36 cp and 21 sp, as well as 32 of the ceramic chits. You also find a tightly rolled piece of parchment, a bit waterstained and rumpled, but with a ribbon and wax seal still holding it shut. After collecting the fallen goods, you move to the door and try it, finding it locked.

Jon:
You step out of an alley and move toward a man wearing laborer's clothing making his way along the street. He tenses visibly at your approach, a hand reflexively reaching toward a stout cudgel worn on his belt, then relaxing slightly as you ask your directions.

"'At's a funny name fer a place. Can't say as I's heard o' it. Lookin' fer a room? The Oxen's Stable down the road a piece might still have--" He trails off momentarily looking you over quickly. "--some spots inna common room left. Or are you lookin' fer a job? 'Cause my cousin has a foreman's job over at a warehouse inna Merchant's Quarter could use another back haulin' goods ta get to the docks afore the mornin' tide. Pay's decent."

Auric:
You collect a total of 31 cp, 22 sp, 1 gp, and a bronze key. There are also 21 of the ceramic chits.

The man beams at being recognized and complimented and offers you an exaggerated bow. "I am he. Friend of the common person, and the not so common, as such is my lot to rub elbows with all stations of life. This is indeed the Six with Eight Tails, of which I am proprietor, though you're in a bit of a back corner. I have many private rooms on the lower floor like this one. The Captain pays to keep this one private all the time, so I accommodate him. And I can certainly understand your misgivings. I certainly wouldn't want to travel in such a manner. I trust my own two feet, or a wagon if it's to be a long journey, though I hardly have the time."

"This is the first I've had any visitors through this room in some time. Only reason I found you at all was that I'd just escorted a party to another private room and was returning when I heard you. Though I suppose it's possible. The Captain did have a key to the door, and if it was given to another of them they could have used it. We'll check once we get back to the common room. I can get you a bowl of stew. Fresh sausage, just cased this morning! Discount on account of your hazardous journey and in memory of the lost Captain Derendahl. Just follow me. The halls wind a bit and you could lose your way otherwise."


Male Dwarf Cleric of Baal 4

It's really been that long? Ouch.

Shadowborn:
Stilgar just stands there and stares for a while, stunned by dread and awe. When he eventually regathers his wits, he closes the doors behind him and walks along the wall of the building, searching for a proper entrance.


Female Human Witch (Stars)/ 1st Tier Archmage

Shadowborn:
"It looks like whoever holds the key is long gone aren't they?" Kalaya says aloud to her companion wandering around the area before heading back to the window. Reaching up she releases the latch opening it up. "Okay Whisperwing you fly out and get a good view of this place, I'll be out right behind you."


Shadowborn:
Jon smiles. "Thanks, but I'm supposed to meet friends there. City's a bit confusing, eh?" He heads off, trying to find someone else more helpful to ask.


Male Half-elf Paladin 4/Champion Tier 1

Shadowborn:
Auric gratefully follows after the innkeeper, a little bit guilty that he's letting him believe he served for the late Captain and that Captain Wilde is still out at sea, likely waiting for them.

"Stew and sausage sounds like just the thing, thank you. And I appreciate the discount, I expect to be staying here while we figure out our next move. What's been happening in Fardusk lately, if you don't mind my asking? There's precious little news out at sea..."


Male Human(ish) Level 7 RPG Monkey

Stilgar:
You walk down the side of the building and turn the corner, finally seeing a set of double doors. Hanging above them is a rather ornate sign done in brass of a rampaging bull. As you reach the doors you notice a wooden sign hung on a nail stuck in the right door that says "NO DEMONBLOODED BASTARDS ALLOWED."

The doors open onto a large common room that must hold 120 people, possibly more. The crowd is not boisterous, but there is a bit of a din as they all talk whilst eating and drinking. There's a clatter of plates and mugs as servers move about delivering orders or cleaning tables. A form looms to your right, leaning against the wall as you walk in. It bears distinctive orcish features, but is too short to be full-blooded. The creature gives you a once-over with its bloodshot eyes, then a nod, then ignores you as it moves its attention back over the crowd.

Kalaya:
Whisperwing gives a low hoot of agreement, then sidles through the window and takes flight, moving up and to the left of the window, quickly disappearing from sight.

Jon:
Jon quickly finds that most of the people on the street are extraordinarily rude. Most don't even deign to speak to him. Others give non-committal answers or nonsensical grunts and keep walking. Many blocks later and no closer to finding your goal, a sharp whistle draws your attention. A form, lean but short, stands with its back against the wall of a nearby building, legs crossed in front of it, arms folded across its chest. A low but feminine voice calls out to Jon. "You lost there? Need a guide? If you've got the coin, I can getchu where you need ta go."

Auric:
Mancino nods knowingly. "Of course, of course. Only the finest for my guests. I'll put word with the help to keep an eye and ear out for your friends or any messages from them. Just follow me, please," he says, taking the time to lock the door before leading you away. At the request for news, his eyes sparkle and he smiles.

"Ah, you're speaking to the right man, of course. Many bend my ear when they come to the Six with Eight Tails, and I've a mind for gossip like a steel trap! I can get you caught up on current events sure enough. Of course, a fair bit of exchange will be in order. I'd certainly like to hear how the dear Captain met his demise...so I can properly inform friends and acquaintances, of course. No point in letting his long absence formulate any wild rumors."

What he said about losing your way is true, as there appear to be many corridors here, and doors, and no real way to tell direction. Occasionally the corridors meet in small rooms, each with a circular hole in the floor filled with water. Eventually you make your way to a stairway up, and can hear the sounds of talk, laughter, and singing.


Female Human Witch (Stars)/ 1st Tier Archmage

Shadowborn:
As Whisperwing heads out, Kalaya reaches deep within calling upon all the potential knowledge that could lie within her grasp. In a burst of shadowy feathers, she turns into a Tiny blurred shape reminiscent of a black raven and flies out the open window.
Spend 1 mythic point for Wild Arcana. Cast Raven's flight


Shadowborn:
Hmm, Jon's never cared about loot. Would he have any coin on him?


Male Human(ish) Level 7 RPG Monkey

Jon:
Well, if he'd gathered up the coins that I mentioned were scattered on the ground where he showed up after the teleport, he might... ;-)


Male Human(ish) Level 7 RPG Monkey

Kalaya:
Kalaya transforms and heads out the window after Whisperwing. She finds the owl perched atop a wrought iron piece affixed to the roof of the building she just exited. It appears to be a house, though it is the largest house she's ever seen, made of stone and timber with a walled garden behind it.

By the light of the half-moon in the clear sky above, the stunning view is another sight the witch has never seen. Buildings, as far as the eye can see, with hardly a stretch of open space anywhere other than the roads that meander between the structures. Lights are everywhere, from lamps on posts lining the streets to the twinkle and glow from windows and doorways from what must be thousands of buildings.


Male Dwarf Cleric of Baal 4

Shadowborn:
Stilgar knew a tavern when he saw one; it was good that some things in this strange new place were familiar. He walks over to the bar, an empty table, anywhere he could order a stiff drink from. If he manages to flag down a server, he orders whatever kind of ale they served in this corner of the world, and asks some his awkward question.

"Is there by chance some place I can hire a guide? I am new to this... place."


Jon:
Jon grabs the coins he grabbed when he first arrived, not noticing what they were and holds them out. "Yes, please take me there."


Female Human Witch (Stars)/ 1st Tier Archmage

Shadowborn:
After a few seconds, Kalaya resumes her normal form, walking around the stone house as she takes it all in.
Staggered by the sheer size of what had to be the largest house she'd ever seen, in a town so large she couldn't even wrap her head around it, the young witch is truly at a loss for how to find her friends. "This must be the fabled Fardusk." she says aloud to Whisperwing as was her habit when they were alone. "Where was it Gabby said we should go? Six with Eight Tails....that's it! I guess we look for a grouping of people." she said moving down the street.


Male Half-elf Paladin 4/Champion Tier 1

Shadowborn:
Auric nods, sighing before he explains himself."It's at this point that I'll come completely clean with you, Master Mancino- I wasn't actually on Captain Derendahl's crew. My companions and I were traveling with Captain Wilde across the Tindal Sea when the ship was damaged during a battle with an undead monstrosity. We took anchor on an island to do repairs and found Captain Derendahl's ship pierced by a great spire of rock. The Captain's corpse was in the cabin with the teleporting circle- my companion must have done something to disturb the thing which brought us here."

"I didn't know where I was initially, you see, so playing along with your assumptions seemed like the safest thing until I knew more. I hope you'll forgive me, but I do know for certain that the Captain won't be coming back and my companions are likely to be somewhere on the grounds here."

He adds: "And Captain Wilde's crew did speak quite highly of your establishment."

Diplomacy: 1d20 + 9 ⇒ (13) + 9 = 22


Male Human(ish) Level 7 RPG Monkey

Stilgar:
5 pieces of copper later, and you have your ale. It's not bad, a little hoppy for your tastes, but it helps settle your nerves. When you ask the server about a guide, she frowns. "Most people get a guide at the docks when they disembark, or after coming in one of the gates. Have you been wandering around lost since you got here? It's a wonder you haven't been robbed. If you'd walked into the Shades after dark... Well, not my business. Check with Creed. He's the big, bald fella at the bar. He might know someone. You'll be wanting a room, or a spot on the floor. He can help you with that too."

Jon:
The figure steps out into the light. She's lean. Short, but wiry. A small pair of horns crowns her brow, above eyes that seem fixed on the pile of coins and chits in your hands.

"Aye, I'll do it. You'll need to tell me where it is you want to go. I'm a tout, not a mind-reader. Though if that's what you need, I can take you to one."

She takes hold of the bag slung over one shoulder and opens it. "Just go ahead and put those in here and we'll be on our way. You'll have my services until the sun comes up, should you need them that long. Name's Pliska," she says, smiling to reveal rather long, pronounced canines.

Kalaya:
Whisperwing glides down off the rooftop and settles on your shoulder. You note a light in one of the other windows on the second floor of the house you just left, indicating it is not completely empty. The street, however, is at the moment, though you can hear noises from further off--the echo of hooves, a shout, faint singing--coming from various directions. This appears to be an area of residences, as there are many houses similar to the one you just left, all large and fairly fine, though they look a bit old.

You wander down the street for several minutes, meeting several cross streets that cut through the lane you're on. The street continues to weave downhill, until it reaches a wall. The wall stands some 12 feet high, with crenels along the top. Another street parallels the wall. There is a gate here where the street you followed ends. Two guards, both human, stand leaning against the wall, passing a wineskin between them.

Jon:
At your words, Master Mancino's smile grows even larger, and he moves close, patting your back. "Ah! A juicy story! Don't fret, I'll keep your confidences, and call me Hansi. I am familiar with Captain Wilde. Quite the character. Now, Darendahl was a wealthy man, and paid well to have that room and his magic circle kept quiet and private. However, it has been locked up since the Captain last left port, and only he and I have keys to that door. So if your friends arrived, they either had the Captain's key, and locked up after they left, or they haven't been here. However, I shall do my very best to assist you."

As you pass through the rather crowded common room, patrons shout the innkeepers name. He favors them with a smile, a few words, and the occasional handshake. At one point a rather stout woman, squeezed into a dress that has much of her pushed out the top of it, red hair shot through with streaks of gray piled in a mighty tower atop her head, moves into your path. Hansi Mancino has no smile for her. She, however, bares her teeth as she eyes you up and down, much as if you were a hot meal just brought to the table. "My...who is your new friend, Hansi?"

The innkeeper rolls his eyes. "A traveler in need, and I am attempting to set things to rights so he can enjoy the rest of his evening. Once things are sorted, I'm sure you'll find the time to make his acquaintance," he says, steering you around the woman and towards a door. "My wife, the Madame Mancino."

You reach the double doors and not an immense figure in the shadows of an alcove nearby. At first, you think it standing, but then it rises and steps forward. The fellow must be seven feet tall, with the broad build of a dwarf. His skin is appears jaundiced, and his square-jawed face is broad and flat, with black eyes framed by lank, black hair. The innkeeper addresses the hulking brute.

"Reef, I need you to search the lower halls. We may have lost guests. This man will describe them to you. If you see anyone that matches his descriptions, bring them to me. Be polite. They are guests."

The giant fellow nods, then reaches back into the alcove and retrieves a club, a stout, squarish thing with three iron nails driven through one side of it. He tucks the weapon into a loop on his belt and strides away, the crowd of people parting for him as he crosses the room.


Shadowborn:
HJon shrugs and dumps the coin into her pack. "Name's Jon. It's the Six with Eight Tails."


Male Human(ish) Level 7 RPG Monkey

Damn it. That second Jon spoiler is for Auric. This next one is actually for Jon.

Jon:
She watches you dump the coins and assorted chits into her bag, stands there a moment, just staring at you, then blinks slowly and smiles, shaking her head.

"All right then, Jon. If that's where you want to go, we'll get you there. It's a bit of hike from here, but at least it's all downhill. Just stick by me." She settles her bag, grabs up a staff leaning against the wall that has a blue scarf tied to one end, and begins to stride off, using the staff as a walking stick. She doesn't look back to see if you're following.


Male Dwarf Cleric of Baal 4

Shadowborn:
Docks? Shades? Stilgar thinks, trying to ascertain his location. He smiles awkwardly and thanks the server, before turning his attention back to his ale. Once finished, he stands and makes his way over to the man she spoke of.

"Creed, is it?" he starts, straightening out his posture. "I was told that you could be of assistance. I seem to have lost my way, as well as my companions. And to tell the truth, I am not even certain of where I am."


Male Human(ish) Level 7 RPG Monkey

Stilgar:
The barrel-chested fellow mops at his bald head with a rag, raising bushy brows at your statement. "Why, this here is the Brazen Bull. Finest tavern and inn in the Trade District. No riff-raff allowed in here, only honest, upright folk. If'n you've lost your way, I'm sure I can help set you straight. Get you a guide at first light to lead you where you need to go. As for your friends, if they wander in here, you could always leave a message for them, and for the right price I'll see it delivered."

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