Wednesday, September 14, 2022

Ptolus: Wayward Sons - The Darkness and Dankness (session 4)

Location: Ptolus. Dates: Airday, 3rd of Growth, and Waterday, 4th of Growth

Participating characters:

Alcott - Half-Elf Rogue, level 1

Crispin Ellindril - Elf Ranger, level 1

Quinn Farshore - Human Fighter (Magical Adept), level 1


It was closing in on midnight when the party got a start casing the neighborhood around Citation Street for possible access below Galen's Leather Shoppe or into the sewers. Decision time came after an hour had passed without discovering the location of an easy ingress to their target location. Avoiding a burglary they chose to have Alcott pick the lock on the closest sewer grate to the shop.

It had been 10 minutes since the City Watch patrol had cleared from the area and Alcott now set to work. The lock opened without difficulty and the party descended into the sewers below. Alcott then used a length of string coiled down into the lock to make it appear closed with engaging. 

Crispin stared into the distance, waiting while Quinn lit a torch, then the three headed east, slowly, watching for any sign of hidden doorway on the walls. Coming along to where they estimated the shop to be they found the sewer turned northward. At this intersection they were set upon by 4 hungry giant roaches. The ensuing battle was brief and the roaches died easily, but Crispin suffered injury. 

After cleaning up he led the group north where they found a ladder propped up the wall to a hole where the the wall met the high arched ceiling. Quinn climbed up, sticking his torch through giving him enough light to see the stone hallway beyond. There was no sign of danger so he climbed in and motioned the others to follow. The hallway was a mix of worked stone and field stone indicating that this area had been reworked at least three times.    

Having turned back along their path they had now come westward half as far as they had come through the sewer. The estimated depth below ground here was 20'. quite possibly under the left rear of the shop. Turning south they approached an old door where Quinn stopped to ask Alcott to check it. The door bore no traps and was already unlocked so Quinn opened it and peered inside.

Two pair of red eyes reflected back the light of his torch as the giant rats took greedy notice of a possible meal. Relaying the presence of enemies to his companions, Quinn stepped in to attack the closest of the vermin. Alcott followed, hugging the wall and drawing his bow. He fired at the furthest rat felling it instantly and both rats were down without a chance to fight back.

After the very brief skirmish Quinn took time to examine the large room. The floors and walls were in disrepair, but a sculpted exit bearing two enormous green snakes with ruby colored eyes led eastward into a dark passage. On the floor of the chamber was half of a corpse, now just bones wrapped in torn, dusty clothing, and a pair of weapons in a sheath design to hold them both. The specialized sheath looked new and the short sword and mace were in decent condition. Otherwise nothing else stood out.

In the quiet they decided to pass between the snakes and on into the passage. The dark tunnel arched upward, likely to go above the arched ceiling of the sewer. Crispin had crested the peak and began descending the other side when a spear flew out of the darkness, thrown by a previously hidden ratling that quickly ducked back behind a wall. The spear missed and Crispin readied for another threat. Quinn had come forward to join him at the entrance to another chamber when he heard a noise and lunged to Crispin's right. His weapon pierced a charging ratling, dropping the foe, dead, at their feet. 

Alcott hung back, bow in hand waiting for more hidden enemies to present themselves, but none came. Crispin pursued the spear throwing enemy around the corner dodging a vicious bite and quickly slaying the remaining ratling. The opposition dispatched the party conducted a thorough search which turned up no other exit from this area, however Crispin did examine a slowly trickling fountain and discovered a thumbnail sized ruby among the filthy water and debris.

The map and notes they had viewed in the Guild library indicated the presence of these chambers, but had not shown a way to anything further, only hinting at something far below. There were three doors drawn in a hallway with notes about being unable to access the area beyond. 

Going back into the sewers the three continued roughly eastward at a careful pace periodically looking out of sewer grates to get their bearings beneath South Market. Having somehow wandered further south they found themselves near Market Gate, Crispin discovered this when looking up he noticed a lantern light atop one of the city's wall towers. 

Working their way back to the northeast they eventually found a group of boot tracks at the base of some rungs leading up to another sewer grate, tracks headed back toward where they came from, mixing into a confusion with their own markings. That's when Crispin heard the sound of squeaks and movement coming from two directions. 

Rat creatures were on them, but not before the trio could arm themselves. Blows rained upon each side at a frenetic pace. Crispin was wounded and dropped to the slimy ledge of the sewer unconscious, narrowly avoiding slipping into the raw, flowing effluvia where he might surely have drowned. Just as quickly two of the ratlings were slain by Quinn and Alcott, sending the remaining creatures fleeing deeper into the twisting sewer system.

Carrying their companion, Alcott and Quinn backtracked to the nearest grate. Determining the coast to be clear, Alcott picked the lock and they climbed back up to the city at the corner of Spoiled and Other streets. They set off for Quinn's estate to clean up and rest, hoping Crispin would be ok by morning.

Morning arrived to find them healthy enough to handle personal business and the three split up. 

Alcott arrived at the Daykeeper's Chapel in Midtown, near the Necropolis to find Sister Arsagra Callinthan and her two acolytes deep cleaning the temple. He asked if there was something he could help with and was directed to some crates in the rectory basement that needed sorted and lifted onto the shelves.

After half an hour of work he again approached Sister Arsagra, this time to ask about getting a healing potion at a discount. The Sister had watched him grow up from a scrawny, sometimes troublesome child to the helpful young man he had become. "Healing potions are usually 50 gold pieces, to cover expenses, and they are very important. You must have an important need or you wouldn't be asking. If you have it I think 40 gold pieces will suffice." Alcott agreed, noting he would return soon, and heading out to visit Tenpin Children's Home not far away.

The ring of the tiny cowbell announced Crispin's return home from the night's adventuring. "I've been in the sewers again, but with good reason. My friends and I are trying to track down our missing delver." Tisha pinched her nose and looked at him for a moment. "With these acquaintances of yours dragging you into the sewers, I hope you have good news." Crispin smiled, "I have news, but first I have a surprise for you upstairs.

Returning quickly down to the office he handed over the wrapped gift of the sleeved cape. Tisha unwrapped it and broke into a grin. Holding it up and admiring it she gave it a hug, walked over and gave Crispin a quick kiss, "I love it. When we finish the case I want us to go out on the town so I can wear it." With that, he brought Tisha up to current about their findings and lack of findings.

Quinn had gone to the docks and rented a boat from Sard, then rowed out to the cavern that housed the prison. He stated his intended business and was escorted to speak with Warden Odsen Rom. It was explained to him that the Warden was suffering from light sensitivity and there would be very little light in his office. With that he was shown in to talk to Odsen. The office was nearly pitch black aside from a single candle perched on a shelf above and behind the Warden. "Please sit. My guard informs me you are here to see a prisoner. For what purpose and who?" 

TM and © 2022 Monte Cook Games, LLC

"Bulpo Greenstone. He's an old family friend." Quinn didn't have much more to share on the subject, he had never met the dwarf whose name only came up in tales about his great grandfather Quinn Ironoak. "He's to be executed soon and I have questions for him." Rom gestured with his hand, "Of course, on the 10th, It is customary for visitors to offer donations to the prison's maintenance." Without question Quinn placed 20 gold pieces on the desk between them. "You may visit with Greenstone now," rapping twice on the desk the Warden summoned the guard back to the room. "He will show you to the prisoner."

Soon it became apparent why the prison has the nickname The Pit. A vast circular hole, 150' across reached down into darkness. A walkway spirals downward along the walls eventually reaching a platform and winch operated by an ogre, for lowering people deeper below. Fortunately Quinn didn't have to go very far. As the walkway descended there were doors leading to the various cell blocks and the guard escorted Quinn into the 15th passage. Twenty empty cells lined the hallway until they reached Bulpo's confinement. The guard pointed a bright bullseye lantern into the cell. "Greenstone, you have a visitor."

"Can you turn that light away?" Bulpo asked, shielding his eyes. Sitting the lantern down and walking away, the guard murmured "Turn it yourself." Quinn turned the lantern more to the side and then approached the bars. The occupant was a dwarf, not yet near middle aged, with a full black beard and full head of black hair, both unkempt, and not braided." Rubbing his eyes and squinting he blinked twice, "Quinn, am I dead already?" 

"No, Mr. Greenstone. I'm Quinn Farshore, you knew my great grandfather Quinn Ironoak." There was a quiet pause. "You're a ringer for him. Even have the same violet eyes. You're great grandfather and I fought the rust worm together. That was 80 years ago." Quinn cut to the chase, "I want to know what happened and if there's something I can do for you." 

"Three weeks ago I came up from a ratting expedition about noon and was immediately arrested. Not for being in the sewers mind you, though that has happened sometimes, but for Rary's murder. I'm still in shock. Rary Silvershine is a good friend. He paused again, "I didn't kill him. We had been playing Dragon Scales at the Black Swan, He clobbered me as always, lost over 100 gold pieces to him. We argued about the games and then had a bit of a tussle, but nothing in anger, always a friendly bust up. You can ask Gersh, and Wendt, and of course Migos the owner, they were all there. Next day when they arrested me, I learned he was dead with my family dagger in his back. They said his money and custom Dragon Scales set were missing. Only thing is, I don't need for money, or a fancy set, yet that was part of the evidence against me. Didn't even know my dagger was missing."

Quinn took all of this in. Crispin plays Dragon Scales went through the back of his mind. "I'll look into this and see what I can do. Maybe after we get you out you can tell me more about my great grandfather." Bulpo nodded, "If you're anything like your great grandfather, you'll get me out."


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