Session 194 - Ghosts of the White Clay
General Summary
18th to 28th of Kelen (Third Month of Spring) 724TR
The story so far
The heroes have learned that the mad priest of Ilvir, Xantosa, is hellbent on collecting relics (body parts) of the Crab-Titan Obsidapor. What are his nefarious plans? Does he intend to resurrect this ancient monster? And why are the covert priests of Agrik, the evil god of fire and war, interested in him?
Meanwhile, Remy has a grudge against a certain group of pirates who may well have a connection to a band of smugglers he met a few months ago.
This is the continuation of Session 191 - Thieves and Scoundrels Everywhere.
Location - Turmale Hills in the Kingdom of Kanday.
Part 1 - The Book Of The Fire God
The characters leave the smuggler's camp and make their way up Mt Tause, the highest hill in the region, to speak with their friend Edelina Sprunstone, the star-gazing priestess of Save K'Nor. She may be able to translate the documents of the party found on the body of a Priest of Agrik. En route, they spot large Ivashi predators with beaks and hooked-like claws in the place of feet hunting, but they easily avoided.Edelina, using her telescope, spots the characters approaching and greets her friends warmly. After pleasantries, she sets about translating the documents with the holy book. The papers are written in Azeryani, a language Edelina knows; however, they are sprinkled with words and phrases in the Agrikian Temple tongue, Surikal, she is unsure of. So she consults an expert. Bringing out a small silver egg-like device speaks to it, addressing someone named Rodolk with her questions. The Egg quickly flies east and, some hours later, returns a reply from the expert, a man who has a gravelly voice. From this, she deduces the following.
- The documents instruct the priest to maintain contact with the loyal left behind. This must be referring to Agrikian loyalists and collaborators remaining in the area after the Rethemi occupation ended 30 years ago. Unfortunately, the papers do not give any names.
- Concerning the mad priest of Ilvir, Xantosa, the Agrikians are instructed to watch, use and deceive.
- They also mention the collection of holy or divine flesh. This must be referring to the relics or body parts of the Crab-Titan Obsidapor, who is at least partially formed from the severed claws of the god Agrik.
- The documents have frequent references to the Codex of Balefire and Blood with an annotation, "We will not fail again." This book contains summoning rituals for Agrik's Demons and Fire Elementals. Odin recalls that the Order of the Fuming Gate during the Battle of Niya Creek attempted to summon one of Agrik's sons. Their efforts were unsuccessful.
- Speaking of Agrik's sons, there are repeated references to Prince Ashlagya – the Hunter after Life.
Odin and Edelina conclude that the priests of the Fuming Gate may be up to their old tricks and planning to summon Prince Ashlagya to cause havoc, using the body parts of Obsidapor for fuel.
There is also a mention of the Obsidian Razor, a treasure ship lost on the reefs of Agrik's Cauldron during Ezar's War. This ship is filled with plunder and looted religious artifacts from the occupation.
While returning to Sarkum, the characters briefly encounter a pack of Nukaz (or Marrow Feeders). These rare and usually shy Ivashu attack the party but are quickly slaughtered.
Location - Castle Sarkum in the Kingdom of Kanday.
Part 2 - The Guildmaster
At Sarkum, Remmy visits the local mercantyler, wool merchant, and the head of the local thieves guild Avca Hafaci. The guild master acknowledges Remy guild membership and knows of his home guild in the kingdom's north. Luckily they are not rival organizations, and he is more than willing to work with Remy and discuss business.Remy needs information on the Bloody Flag Pirates; they have something in their possession he wants badly. But first, Remy must prove himself before Avca is willing to divulge useful information. Avca is also a loan shark, and one of his customers has fallen behind in payments. Carew Fiest, a potter in Hebon, has not made his last two payments. He wants Remy to recover the money by whatever means to get the job done. Remy needs to get on this man's good side, so despite his better judgment agrees to help. The party makes their way to Hebon Keep.
As they leave Sarkum, they note that the Hanging tree is adorned with fresh corpses. Two familiar smugglers Ger and Dob, who the party encountered a few months ago (refer to Session 168 - The Fanatic).
Location - Castle of Hebon in the Kingdom of Kanday.
Part 3 - Potter
At Hebon Keep, Odin spots the memorial to King Andasin III, who died in the battle liberating this Keep during Ezar's War.Carew Fiest pottery shop is a clean, well-organized business; his distinctive white pots are on display. Carew is talking to his elderly mother and daughter. Even though the other characters stay at a judicious distance, Remy doesn't feel like intimidating the man in front of his family and persuades him that he has a lucrative business contract and will discuss details at the local tavern. At the tavern, he Suggests that he pay what he owes to Hafaci and falls under the psionic enchantment.
Back the business, as Carew is counting out his coin to give to Remy, his mother is horrified. "How will he not be able to pay his levy to Lord Orlaxer?" she asks. Carew has the license to mine the pure white clay from a deposit owned by Lord Orlaxer of Eriela Manor. However, the deposit is haunted. His workers refuse to mine it, given the appearance of blood and ghostly apparitions. Carew is nearly bankrupt, unable to source the clay he needs to repay both of his debts to the Mercantyler Avca Hafaci and the levy he owes to Lord Orlaxer. If he does not pay the levy, he loses the rights to the clay, and it would be transferred to someone else. Remy asks his friends to join him in dealing with the ghosts so that the man can regain his income.
Part 4 - White Clay Mine
The clay deposit is a borehole in the nearby hills. Carefully examining the area, the heroes see no evidence of any ghosts. But on the ridges above, they find signs of a hidden camp and brown clay pot with the residue of dried blood and some loose fleece. Remy identified fleece to be a standard material component in illusion magic. It looks more like foul play rather than haunting. The characters come up with a plan to ambush the scoundrels.
The party returns to Carew and tells him that they have dealt with the ghosts. He sends his laborers to start collecting clay the next day while the heroes hide in the hills above observing events. Not long afterward, four men make an appearance. One turns out to be a rival potter Doyle Caran from Eriela manor, wanting to claim the rights to mine the deposit with his cousin, who is a wizard, and two ruffians. The heroes ambush the criminals, and the wizard proves desperate and dangerous throwing Fireballs, although the heroes dodge all of his spells. Eventually, he and his companions are either incapacitated or surrender.
Location - Nendaen Bailey in the Kingdom of Kanday.
Part 6 - The Law
The heroes drag their captives to the Barony's Bailiff, Sir Prasha, at Nendaen Bailey. He is open to the character's rather severe calls for justice, given some of the offenders have criminal records. Doyle the Potter, the wizard, and one of the thugs are executed for various crimes, including assault, attempted murder, banditry, deception, and most importantly, defrauding a lord of his lawful income. A share of Doyle's assets is given to Carew Fiest as additional restitution. The thug who surrendered is given a server flogging and sent as labor to one of the local mines.
Carew now has the funds to pay his back taxes and pay off much of his dept to Avca Hafaci. He even has enough coin to offer a modest reward to the heroes and promises to create some of his famous red and white clay pottery for Odin in the future. The party strongly advise him not to borrow any more money from this mercantyler again.
Location - Castle Sarkum in the Kingdom of Kanday.
Part 6 - The Bloody Flag Pirates
Remy returns to Avca Hafaci with the back and additional payments from Carew Fiest. The cunning moneylender appears genuinely pleased with the outcome and, as agreed, is willing to talk about the Bloody Flag Pirates.
He does have an arrangement with them. His crews of bandits, wreckers, and smugglers are scattered over the peninsular to move goods from captured or wrecked vessels. They get in touch with him when a "business opportunity" arises. He claims he cannot contact them directly; however, Remy suspects he is lying. He also refuses to give any information on where these pirates are based, although it is possible he is not aware of the location. In the course of the conversation, he offhandedly comments that his operations have been disrupted by the law recently, and he will be dealing with the problem shortly.
Remy spots a map on a nearby desk and discreetly tries to examine it. Maybe it will have a clue as to the pirate's base. It doesn't. It is an accurate map of the region, but sadly it has no usually marking except for a dagger sticking out of it at the location of Mt Tause. The same spot Edelina Sprunstone and her telescope are positioned.
To be continued.
NPC Interactions
Edelina Sprunstone - Priestess of Save K'Nor.
Avca Hafaci - Wool merchant and head of the Thieves Guild.
Carew Fiest and his family - Potters.
Sir Prasha - Bailiff of Nendaen.
Challenges Overcome
Avoided 2 x Hooked Hounds.
6 x Nukaz.
2 x Thugs, 1 x Bandit Lord, and 1 x Master Transmuter.
Rewards
Nothing major.
Created Content
Related Reports
Player Character Status
Odin - Human - Level 5 Gloom Stalker.
Abaddon - Elf - Level 5 Open-hand Monk.
Remy - Half-Elf - Level 5 Bladesinger.
Remy
Abaddon
Odin
L’kirl-Wysan
Appearance: A silver, metallic egg about five inches long.
Attunement: Charisma check DC 13.
Properties: This device will deliver a message, in either verbal or telepathic form, to any person or entity known to the user. It will fly, teleport or even transport between planes to deliver this message. When the recipient is located, it will hover near them, deliver the message then await a reply. It will then return to the user, deliver the message, then fall dormant.
The time it takes to deliver the message depends on the Charisma (Psionic Skill) check.
DC 5 or less - 2d4 days.
DC 6 to 10 - 1d4 day.
DC 11 to 15 - 1 day.
DC 16 to 20 - 1d8 hours.
DC 21 or 24 - 1d4 hours.
DC 25 or higher 1 hour
The device will make the return journey usually within d4 hours.
Charges: 1d100.
Prince Ashlagya – Hunter after Life
Also known as The Bloodsport, Prince Ashlagya is infamous for Hunting down the weak and slaying those who think they have escaped danger. Amongst his brothers, it is he who most enjoys the spoils of war.
Ashlagya wields a fiery trident called Gangrik, the Everseeker, which he will hurl into the air, slaying targets no matter where they hide.
Ashlagya is at war with his brother Rashkahn after ambushing and torturing then dismembering him. Their father, Agrik, had to intervene.
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