Adventure Three, Session Seven
EXT. VARUUMAE CORONA - DAY
After a bit of rest and relaxation aboard The Doubtful, the party found themselves prepared to meet the Inheritrix Naiya Arabata II. As they departed the vessel, they were met dockside by representatives of the Valuum (the royal guard) and their captain, Valuum Thithlan (a northern human from Dagorell). Tithlan suggested they walk to Hassikhan House, so as to give them time to talk. Along the way he expressed his concerns with the assignment the party had been tasked with. He cannot go against the Inheritrix's wishes, but it's clear he doesn't quite trust her judgement in seeking outside help on her trip to Sage.
The party does little in the way of easing his mind, but before the situation can escalate, they arrive at the royal palace. Here, many more Valuum soldiers stand at attention, in order to receive their guests. Once inside the palace, the party is led up a great winding stairwell to the top floor, where they are greeted by the Vizier to the Grand Hassir himself, a man named Vandergraff.
Vandergraff's demeanor is far friendlier than Tithlan's, and he excuses the captain of the guard in order to personally escort the party to meet the Grand Hassir. Once in the throne room, Vandergraff announces The Grand Hassir of Varuum, citing his honorifics and titles. A moment later, two advisors come out from the curtains flanking the throne (on a golden dais) and inform Vandergraff that the Hassir is unable to attend court. In his place, suddenly Naiya Arabata enters. She is all of about 14 years old, but carries herself with the strength and dignity of one much older. She sits on the throne, to the right of which stands a great, looming "statue" of bronze and gold, with a golden telescope for a head. The statue suddenly comes to life as Naiya sits, and it is introduced to the party as Magister Clickwild, the senior advisor to the Inheritrix.
Naiya offers few pleasantries, and quickly explains to the party what is expected of them. Mainly, to simply be at her side as she travels through the teleportation circle at the top of the The Tower of Light, and wait for her in the antechamber outside her meeting room in Sage, as she deals with The Boorka.
When asked by the party where her father is, she slowly reveals that he is ill and of poor mental health. She does not wish to answer many questions, but does reaffirm the reason why she requested "outside help." It seems she has received word that someone (or several someones) within her "inner circle" are conspiring to bring harm to herself and her father. But for what specific agenda is still unknown. This information came courtesy of the final member of the court audience... a woman in black veils standing to the left of the Inheritrix. The arcane warlock known only as The Consummata.
It seems several years past, an assassin was caught in court after an attempt on the Grand Hassir's life. Before he could be questioned, unfortunately, he ingested poison and died. However The Consummata, it seems, is able to commune with the dead. She used her magic on the assassin and received pieces... it seems the assassin was only told so much. But one thing was for certain... he was hired by one within the court.
As this tale is told, another man (a northerner) came out from behind the curtains. This was Ederitch Serasnian, the Hassir's half-brother and second in line to the throne (after Naiya). Ederitch immediately raised suspicion within the party, as he was completely opposed to the Inheritrix's plan and seemed to openly covet the throne. After questioning the party and their qualifications, Ederitch stormed off, highly dissatisfied. Naiya made certain the party had what they needed from her, and informed them that their travel would occur in the next few days. She would find them when she was ready to travel to the Tower of Light. Finally, she informed them that the only other "person" from court who would travel with them was the intelligent (and very polite) 11' tall construct, Magister Clickwild.
With this, she took her leave.
At this time, Vandergraff and The Consummata approached the party. Vandergraff mentioned that he'd like to treat the group to dinner at The Silent Room, in order to go over a few things. It seems, he said, that their agendas might very well align. In the meantime, he offered them suggestions on where to procure magic and magical items for their travels.
The party set out to explore Varuumae Corona, eventually landing at the place Vandergraff recommended. They found themselves outside a nondescript store called "The Travelers of the Mind." Inside, they met the conclave of magicians, druids and priests who work in tandem to provide magical services across a broad spectrum. The party was able to learn new MAGIC SPELLS and procure a few magic items.*
*Don't worry! Those Players not available last session will have access to the same goods and services at the beginning of the next session.
That evening, the party met Vandergraff and The Consummata at one of the private rooms within The Silent Room. True to its name, all external noise instantly dissipated once the party entered the curtained room. Here, Vandergraff revealed a few things. First, that he and the Consummata are two of the only people in court who back Naiya in her decision to travel with outsiders as her protectors. They've apparently been working very hard to ascertain the identity of the traitor in their midst. They've recently hit upon something...
A few months prior, a local crime boss named Gaviston began spreading rumors that he knew of one within the royal court that sought to dethrone the Grand Hassir and end his line of succession. But before he could be caught and questioned, he simply disappeared. Even the Valuum (under Vandergraff's watch) could find no trace of him. Then, just a few days ago, Gaviston's body was found... headless.
The Consummata could not question a body without a head. Quickly she and Vandergraff began to piece together a story that led to a suspect-- a rival crime boss with a grudge against Gaviston. A crime boss likely to have his head on a wall. This crime boss was the Beholder (a floating, many eyed monstrosity of great power) named Xaxmenethan, and he lorded over the crime gang known as "The Eyes." Further, though The Eyes employs many criminals, they often use children to do their evil bidding. Orphans from the West Dock (where The Doubtful is ported) with few other options in life. Vandergraff predicts the party will be summoned for their journey in less than two days, and asks them to attempt to gain access to Xaxmenethan prior to that, so that they may retrieve the head and learn from it the identity of the traitor.
The party agrees to this, asking where they might start. They are given the names of two places "run" by The Eyes. The first is a tavern known as "The Scaly Dog," which allows children to come inside and drink. The other is another tavern/illegal gambling hall called "The Golden Anchor."
But Vandergraff wasn't finished relating information to the party. Now he had something for Teffa...
Seems that Vandergraff knows (or knows of) the person stalking Teffa these last few weeks. Pasha Pakima. He knows "it" may be found in the city of Zarna, within a secret palace. And he knows the passphrase that allows passage past the warded doors to the palace. He gives this to Teffa and the party as a gift, to prove his loyalty.
When at the doors of Pakima's Palace, one must recite exactly, "The fair and foul. The air and vowel. Speak unto Eeeshaad Aluut."
Vandergraff knows that Pakima is plotting something. Possibly something to do with the rumors of a Lentokki incursion from the east.
As a final gift, he gave the party vials (one for every party member) of a glowing blue Potion of Luck, which they all consumed.* This, he informed them, would help them in their travels, and assist them in non-detection if, in case, they are being followed (which he suspects). In fact, he gives them a HAND SIGNAL, one that is reset every 24 hours, in which to call off the Valuum (if they spy someone following them that they suspect is an undercover member of the guard). This hand signal should keep the Valuum at bay for at least the next day.
*at least the PCs present.
As the party sets out to investigate the leads on "The Eye," Vandergraff tells them one final thing. "Don't trust Magister Clickwild." It seems the construct is not just a simple robot. He is, in fact, an ex-Boorka. One who served, in life, as the Vizier to the Grand Hassir Arabata I. When he died, the Vizier's soul was transferred to the metal body of Clickwild, where it has served ever since. It has been at Naiya's side since her birth. But Vandergraff thinks it may be playing a long game. He reminds the party to keep an eye out for a possible betrayal.
THE WEST DOCKS - NIGHT
The party makes their way down to the docks and seeks out The Scaly Dog. Once inside, they find the place much quieter than expected, with only a handful of sailors (and no children) at several of the tables. Mangy and Sendry approach the bar and order drinks. After a comedy of misunderstood questions to the bartender, a Urtulan (Half Orcs) named Jakkod, they go to sit at a corner table. Jakkod, thinking they're here to purchase a drug he calls "grey*," told them to sit there and wait for someone.
* The Grey Pith
Before entering, Guy transforms into the likeness of a small child. He then approaches the bartender and asks for a drink. Jakkod seems angry. He tells Guy that "this isn't the way it's supposed to go." He then asks which gang Guy represents. When Guy stumbles with his answer, Jakkod asks who his "sponsor" is. Guy guesses "John." "Big John or Little John?" "Big John." Jakkod tells him to go to the privy and wait there.
Guy goes to the bathroom, and finds three stalls (one occupied). A moment later, the doors burst open and four children between the ages of 12-16 enter, holding knives. They question Guy, who insists he's here because he wants to join their gang. Outside the privy, Mangy and Sendry begin to creep in for a listen. As the children accost Guy, Mangy bursts into the privy about to lose his dinner (as he's pretty drunk), but the kids send him to the ladies' room instead.
Sendry then enters and stands off with the children. Eventually, after a bit of diplomacy and a Charm Spell from the returned Mangy, it is decided that the party members present will wait at their table for someone to come calling. One of the kids. Mangy asked for some "grey" and the kids promised they'd send some his way.
Back at the table, the party waited and Guy went outside to transform back into an adult. Eventually the youngest child approached the table and asked for five gold. The present company pooled their resources and paid the kid, who in turn handed them a small pouch and left. Inside the pouch were three spongy, finger-sized sticks (or roots) of grey. Mangy broke one in half and ate it.
This entire time Tommison the dragonborn sat at the bar watching. She then decided to check out the back hallway that led to the two bathrooms. Back there she discovered a "blank" wooden wall. After investigating it for some time, she found it to be hollow at one point. Not able to discover a latch or egress point, she simply slammed into the wall, shattering the weak wood and revealing a passage beyond.
At this time, Mangy and Sendry followed, alerted by the sound of the wood breaking. They found Tommison already part way down the descending hall (beyond the broken wood wall) and barreled in after her. A short way down the hall, it became obvious they were descending, and the wood walls turned to rock.
What's down there? What the hell did Mangy eat? Come back next week to find out...
a beholder...
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