Kythorn 3

Kythorn 2, 1370 Year of the Tankard Kythorn 4, 1370

Kythorn 3, 1370:
    High = 60, Low = 40
    No precipitation
    Calm.
    Partly cloudy.

    The party headed SW for about 250' before encountering another
    web-filled room, then turned back to the first junction room.

    In the first junction room they spent some time sorting through
    the loose stone there and gathered the most promising detritus
    into a few sacks for later sifting.

    After getting everybody up, Brogan casts Stone Shape to bar the
    top of the shaft.  Then they head for the ship.

    

When we get near the village, we too can hear the noise from the sea.  We start to see a glow in the sky, like something's burning.  There's also smoke in that area.  We get back into the village without drawing attention.

Maanamere asks his crew whether that kind of thing is normal at sea.  They give him funny looks.  Steve can't think of anything it might be.  Then the noise stops pretty abruptly, and while the sky lightens, the fire seems to diminish.

Very far out, there seem to be two fortresses rising out of the water (one with a smoking chimney) about 60' from each other, and a small building.  Anchored between the fortresses are several smallish ships -- big for rowboats.

As the light improves, the shape begins to look like the forecastle and [back portion] of a ship, submerged at about the level of the deck.  We speculate on who's behind this.  Brogan goes to get some rest.  Dexter offers to scout closer on her fly; Darius recommends against because it might draw attention.

The ship that escorted us in goes out to the uprisen construct.  A dwarf comes out from one of the towers, standing about waist-deep.  He waves the ship away.  Eventually the tow ship simply sails back into the harbor.  Later, a group of dwarves ready the sails on the largest of the small boats, and they come into the harbor, to the village.  Quite a few villagers speak with them.


    The rest of the day is quiet.  Those training, train.  Those who
    explored the mine sleep.  The crew is set to the task of sifting
    stone and recover 12 lbs. of green corstal.

    After dark, a sailor takes a small boat out to the Star Chaser to
    convey a summons from the First Captain, Tranjer Rolsk.
    Maanamere, Dexter, Darius, Steve and Brogan.  Return with him to
    the town and are escorted to the First Captain's office.

    

The First Captain is behind a desk in a room with no other chairs.  He says, "I take it you've seen our new guests.  They say they're simple sailors testing out their new boat.  Its propulsion is odd, and seems to require lots of coal and lumber.  They seem to be inordinately interested in the corstal mines in the area ... for instance, if anyone else is exploring them.  You wouldn't know anything about these people, would you?"

Brogan explains that they are (more likely than any other theory) probably priests of Abathor, and that they may be out to get us for reasons unknown.

The FC has told the dwarves that yes, there are adventurers in town, but didn't confirm anything about green corstal or allow them mine access (yet).  "What's my motivation for stalling them and not allowing them access to the mines?"  Dexter suggests ransom fee plus half of loot taken from those who go into the mines.  The FC would prefer money on the table.  Brogan offers him a 500-gp spinel, and the same value upon exit if they help.  The FC says that's good for three days.  We negotiate to 1000 up front (the spinel and two pearls from Steve) and 1000 upon exit, for six days.

Brogan further offers a pouch with 50gp in coin for the FC to offer to townsfolk who somehow get involved.

The FC emphasizes that the dwarves have certainly heard from villagers that we're here and we're adventurers, and that we're not to enter the village during the day or hang around it even at night.  Some suspect we're here to fight a dragon.  We depart.




Kythorn 2, 1370 Year of the Tankard Kythorn 4, 1370


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