Wednesday, March 29, 2023

Lost Galmagia Session Write-Up 2.1

 Aethra Chatoyant [Magic-User 1 – apprentice of a famous master / elf-sister]; Ayleton the Cat [Familiar 1 – animal familiar / ship cat of unknown port]; Oland [Rogue 1 – Spy / personal keyword not yet defined]; Brömm [Dwarf 1 – Dwarf-raised / Bonded Clockwork Guilds-dwarf] NPCs Dungar [Dwarf 1 – Dwarf-raised / Treasure Hunter]; Azric [Rogue 1 – Assassin / leatherworker]; Richard Stockworth [Hairfoot Halfling 1 – Satyr / Tavernkeeper & Cook]

After recovering from their wounds the adventurers spend another 10 minutes exploring their general vicinity – Ayleton, Aethra and Brömm stay with Dungar at the door for Ayleton to listen at it while Oland leads Richard and Azric up the North passage to see what’s there. Ayleton’s cat-ears confirm that the bugs have calmed down at least some, and that group plots an exit back the way they came. Aside from the heavily armored dwarves everyone should be able to get across the quicksand at a run without getting mired. Some plans involve one of Aethra’s precious spells, but ultimately the ideas if have Ayleton (whose cat form is still as strong as a strong man) carry the grappling hook and rope over the quicksand to the far wall and set it; then if need be the dwarves can be hauled across. 

Oland’s team, using a single fire beetle glad inside a belt pouch for minimal light, discover a crack in the wall that’s clearly a secret door that closed improperly – quick study shows a broken lever inside circular arrays – and is firmly set  enough to not give way to the crowbar. During this the rogues hear something trying to move quietly further up the passage – perhaps other tomb robbers? Pilgrims that got lost below? – and decide trying to progress here is just too dangerous. They fall back and join the others in the escape. 

Said escape goes as planned, more or less: the lightly armored members of the party get past the again docile bugs, which are now crowding in the quicksand room away from the smoke, and prepare to pull the dwarves across. The highly wounded Dungar goes first, and while he’s crossing several creatures race down the custom’s house road towards Brömm, ineffectually using their slings on his sturdy armor. The creatures stand a yard tall with broad pointed ears, carrying spears with glowing red lights at their ends. Seeing no advantage to this battle Brömm flees, being yanked across the room. Whatever the creatures are – Ayleton refers to them as Angry Goblinos – they close the door Brömm passed through. 

Another 10 minutes are spent making sure that nothing has disturbed the rooms they passed through, resetting the spikes on the west door, and exiting before the bugs get riled up again. The exhausted adventurers then limp their way back to camp to find their mule has survived their absence. None can believe they were underground but 2 hours. 

Camp security is boosted as people lay in to rest and recover. The next two nights pass quickly. During the first Ayleton perched on watch in a window of the stone lean-tos hear metal scraping on metal, and then scream that the cat knows came from a rabbit: something is coming through the gated door in the sword ward to hunt. The party continues to adopt a live and let live attitude. Ayleton and Aethra recall stories the cat overheard in the elven city of Deepwater of the history of the North Vale – Goblins, outcasts from both the Seelie and Unseelie Courts, have probably returned there – which would explain the figures underground. 

One day was spent traveling from Amethyst Spire, one for the initial delve, and one to rest; they each have a week’s rations, plus one extra week to split between the seven for an emergency day. Today marks the halfway point of their expedition. So far they have confirmed no simple entry to Aethra and Dungar’s goals in the Mage’s Ward, the answer to the nighttime lights in the Trade Ward, and the presence of some other creatures (likely goblins) below. Leaving their more wounded members to guard the mule and treasure found (so far two ornate gold candlesticks that would fetch 25 GP each, a bracelet with 100 coin weight in silver and a 25 GP stone, a pouch of 50 GP and one of 400 SP. 175 GP total). Plus the sash, key, and plaque/script from the clerk’s room. 

The biggest find is likely the chief clerk’s journal, which hints at so many things: the path to and entry mechanism for the vaults. That one of the vaults contains valuable artwork. The existence of sub-vaults. The existence of something called the Final Door under the vaults, the contents of which disillusioned the ever-faithful chief customs clerk. That the goldsmith’s guild caravanned their vault contents out before they end but they never made Amethyst Spire, just a day away. So many possible treasures and mysteries just in this ward. 

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