Session 4
After a thorough investigation of the library in the City of Nore and after some sneaky stealing of some pretty expensive books the party briskly leaves. Muta with a new found mission to learn the language of the celestials and figure out where and what the largest thieves guild is and if anyone has heard of it, (Doubt it). The lone wolf, Izen, Splits off from the rest of the group for a bit. He heads toward a local place to chat about what this town is about and try to figure out where the person the party was tasked with finding, Sogen, is hiding. Izen decides to head toward a tavern called the 10 Foot Beard in search of such answers. The tavern itself stands out among the other buildings in the city. It is almost right in the middle of the main road heading south. Even the road itself seemed to avoid this almost shack of a building.
Unlike the rest of the town, this tavern has patrons of both human and dwarven kind within and everyone seems to get along quite well. Izen seems affixed on entering, ignoring the beggar child sitting next to the door. Upon entering he finds a stout dwarf woman at the bar with a literal 10 foot beard. He introduced himself and she called herself Susan. She asked Izen what he wanted to drink and he orders something bland, instead she recommends her famous beer, she says she will bet some gold if he is able to gulp it down. the odd elf regrettably takes the bet, gulping the whole mug down.
It was the worst thing he had ever tasted, and soon after it hits his stomach, he runs out of the tavern and upchucks the drink all over the pavement next to a beggar child. Izen swiftly cleans the child up as an apology and the kid juts off with joy. Walking back in after collecting himself, the whole tavern rocks with raucous laughter. Susan gives the betted gold back and says, a little more joyfully than the elf expected, "we just like to have fun here!". Izen asks Susan about the history of the town and asks her why there is tension between the dwarves and humans. She reveals it is because of the mining companies in town and their competition of steel crafting. With that Tidbit Izen is invited to sit with a couple of dwarves, local miners in the town, and askes why there is tension. He discovers that the humans were said to use some not so legal magic. The Dwarves can't say for sure what the humans are using but they say it caused some ruckus in the past. Several human miners overhear this and tension began to rise almost erupting in a tavern fight, thankfully Izen calms thing down with a little intimidation and leaves to go investigate the Smithies.
While Izen goes to investigate the local taverns, the rest of the group leaves the library, if only by the skin of their teeth as they helped Muta steal an expensive book that she believed would give her answers. As soon as they step out of the tavern they overhear something that causes the color to drain from their faces. A very familiar song plays and the party wonders what in the world Darpon wants with the city of Nore. They try to ignore it, putting it in the back of their mind for now. Walking around the party notices that they have found their way to the city's the market place. People bustle about and multiple deals are struck as bartering and trading fills the atmosphere. They see a little boy run by and tell his friends about something amazing at the local tavern. The building that sticks out the most in this part of town is a large building made completely out of stained glass panes. It sparkles in the sunlight as it seems to be a center piece. It is called "Pain in the Glass". Inside ,lay a collection of expensive objects of breakable nature and a variety of magical items.
Muta sees something that catches her eye. An almost glowing statue sits in a bookcase. It calls to the changeling as the urge to steal strikes again. She throws a stone through one of the glass windows and startles the woman inside as a distraction as Muta quietly opens the bookcase and narrowly avoids capture as she rushed out the door. The woman at the front begins to yell but Lazarus convinces the lady to calm down with some sneaky magic. The woman starts to cry and asks anyone around if they can catch the thief that stole their family air loom. With guilt appearing upon Lazarus and Alkinn's face, Alkinn chases after her friend to make things right. Once the elf catches up to Muta she explains the situation. Muta regrettably shifts into a burly man and returns the Air loom to its original owner. In return, the owner gifts the changeling with gold, having no idea that Muta was the one that stole it in the first place!
During this time, Wild split themself from the rest of the party as well, wandering through the city looking for something somewhat familiar to them. They discover a section of the city covered in greenery and a large lake. Attracted to this, the Firbolg finds multiple people studying the plant life. To Wild it seemed quite odd to study such things, so, the large Firbolg went to question these individuals. Looming over a small dwarven man, Wild asked why they were looking at the plants in such a way. The man, startled at first when the sun went away, looked up and said that the master druid in the area studied the plant life and how it reacted to growing in such a rough environment with the mine nearby. With a glint in their eye, Wild jumped to meet a master druid but something caught their attention, stopping them in their path. A large creature, taller than Wild themself, knelt down and picked flowers to put in a basket. It looked like a Centaur decorated in leaves and vines. It's eyes were green, moving around very slow. Wild, interested in this, decided to greet the beast who, in return, placed a flower in the Firbolg's hair. With an odd conversation, Wild went inside the research center in hopes to meet the great druid themself. The druid happily stepped up to meet the Firbolg, greeting the fellow druid with a large smile. She introduced herself as Telya Almoa, and after quite a bit of conversation, Wild decided to bring up Sogen. Telya's face grew dark and she started talking in druidic, telling Wild not to say that name out loud and to leave immediately. Wild, confused by this, steps out and starts to head toward the human smithery.
At this point, the team meets up at the top of the smithing section of the city and they all share what saw and what some of them have done. After coming to the realization that no-one found much on Sogen, they begin looking for the man himself or at least someone that might know him. They make their way to the human mining company and they are greeted by a large, fat, greasy man named Boul. Their first impression of him is one of some distress as he yells at his workers but cleans up his act when the group decides to buy something. Boul seems very charismatic to customers, but once the group starts inquiring about the rumors going around town about his mining company, he starts to shut down. Izen sees this as an opportunity to get something out of him by distracting him. He convinces Boul to show off his hand crafted axe. While this happens Muta and Alkinn both sneak into the back of the shop while it closes behind them.
They discover that the main forge is harboring something revealing. A picture of Dum, Bowl, and some other man standing together hangs on the wall. The Room also holds a flask stone of faerie fire. With this they determine that he might know Sogen. Boul and Izen come back from testing out the axe. The group quietly tells Boul who they are looking for. At first Boul Denies knowing Sogen until Alkinn shows her thumb to him. Recognizing the mark he begins asks many questions concerning the party. Eventually he tells the group that he and Sogen have been making business with each other and that there is a messenger that helps with these transactions. Boul tells the party to be on the lookout for him and he will reveal the location of the drop off in a couple of nights.
With this potential ally, and information to bring them closer to finding Sogen, the party retires in the Ten Foot Beard to get some well deserved rest for the Night.
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