The Still Night

Chapter 3

We arrive in the abandoned thieves guild and make our way through the chambers to the Snickleway at the end. Through the portal we arrive in a mainline sewer. We kill a few rats that get in our way as we pass through an underground, rat infested lair.

Dog goes for a swim.

“That’s not a big rat. THIS is a big rat! SQUEAL.”

A swirling vortex of air is found in a large chamber. Unimaginable colours and many shapes move around. As we enter the room various weapons and items turn in to other types of metal; armor turns to ice, backpacks to oil and boots to gold. Where the wall was turned to glass it turns to mist and seems further in to the room. Tar gets turned in to a dwarf.

Searching through the nest in the room we find a gold coin with a familiar design. It seems the same as the coin we already have – the one that lets people in to the secret thieves guild.

We happen upon a rat god statue and some powerful minions. A quick but tough fight later and the main protagonists escape.We find a map with 2 parts; the temple of the rat god to the Ebon Hand and a map of an unknown building complex – probably underground. An inscription on the map reads: “Abhoth source of all uncleanliness who slumbers deep below with the others.”

We find the second piece of the tree. It seems to be growing new gold coins. We now need to take the tree back to he Griffin chair room in our guild place and put the tree on the desk.

Some goblins waylay us when we head back to the guild base, shooting from murder holes. Moving towards where the griffin table was located we see some goblins running off down the corridor with it. We touch a rune and all travel to what we presume is the next level of the guild home. Red touches the rune and travels to a different place to the rest of the party.

“They don’t stand a chance. Come on …”. Red hears some voices in his head but they seem to be coming from down a corridor. A stuffed raven sits on a spike overseeing what it claims is an arena. Within the arena the raven claims are lots of invisible goblins. For just a few drops of blood he can help one side or the other. After a bit of blood donated on its beak it starts to rain fire on the invisible assassins. Unseen by Red the rest of the party continue to battle the goblins on the second floor of the guilds base. There’s a glowing rune on the underside where the raven sits.

Placing the raven on Red’s shoulder he moves to join the rest of the party. A battle ensues with more of the goblins but eventually all is quiet and we eventually hunt down the griffin table. Placing the joined pieces of the tree on the table allows the tree to merge with the table. We play with the three main branches of the tree and start to learn how to move the Snickleways. A couple of people get headaches and we decide to reunite the griffin chair with the table. This makes things simpler and control of the Snickleways becomes less challenging. We move one of the Snickleways.

Tar uses the druidic cupping technique to get the tree to release the coins. We gain 8 gold coins. Tar offers the acorn to the tree and the tree raps it in one of its leaves.

We sleep. Dog and Slab both awaken covered in sores. Charity and Red awaken covered in blue moss and fully rested.

We put some surrendering goblins in jail and move through the Snickleway and back to mothers.

Going back to the guild is appears mothers was lost and the guild had to move. We bring the guild back to it’s old/new home and people start tidying up.

Info: Kill Ravens are another criminal organisation. The Kill Ravens attacked the Balakazar’s while the Balakazar’s were attacking Mothers.

Info: Kandar is one of our priests.

A few days pass. The Green Man takes us to the guilds Red level (level 2). The Green Man changes in to a Green Dragon and declares himself a druid and part of the ‘Circle of Green’. IT was the Green Man that sent Haydn back to the alley periodically. The CoG tinkers with events in the world. Apparently, we now bear the mark of Chaos – an 8 pointed star. There are other marks on us but it’s less clear what these marks are for. The time of the third moon is more than 18,000 years old. The time of chaos started around 30 years ago. The Green Man has fought against agents of Chaos and are concerned that we would travel down an unwelcome path. For this reason he wishes to keep us close so he can guide us to a more considered path.

Of the prison: Information was extracted from the Kings Tear and presents us with the information. The prison seems to stop demons from leaving and souls moving on to their deity. Raise Dead spell seems to work but Resurrection doesn’t. This is odd given souls cannot leave the place. It could be that the items created to bind powerful creatures is also binding souls.

The ultimate end goal is to close the bane warrens.

There were 2 options to get funds to raise the dead guild members, including our priest.
1. The All key (see below)
2. To curry favour with one of the temples of the priest. We chose St. Valian’s cathedral.

The All key: A minor artifact that may be able to unlock a chest we have that can’t be opened, even by Haydn. If we can get rid of the source of all Uncleanliness then this would curry favour with a lot of priest sects within the city. From here we could get the clergy to raise from the dead some of our fallen companions. From looking at the map, there’s a cult of pestilence nearby that many would benefit from its removal.

There’s an old warehouse within the city that was the last known location of the All Key artifact.

On the way to some underground passageways we encounter strange events on a bridge. We believe a dwarf was casting spells and summoning creatures. The watch comes along and moves people on after slaying the remaining creatures.

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Chapter 2 - Into a dark and brine filled world

The Day Master, Night Master and Green Man ask us to fetch the second part of the artifact. The Green Man tells us that the artifact holding the Snickleways closed is failing. This will open up the location of the guild to the Balakazars to storm the guild and destroy its home. The artifact also powers the traps that protect the guild. The original guild home is the perfect home for the guild but we need the artifact to open it up so the future of the guild will reside within our hands. As the power of the artifact fails then first weaker creatures can flood in to the guild home and then stronger ones.

PROCLAMATION: 3 gp’s per rats head. For every 5 rat tails brought in we can get blessed with protection from diseases by one of the divine organisations.

When we get the artifact pieces together we need to concentrate on them and it’ll conform to our will. Need to concentrate on getting the branches of the artifact to intertwine. At this point we’ll be safe in the guild.

The Green Man encourages us to save the seeds from the magic tree we encountered in the dirty alley where we first met.

Gabriel gorges on Charity but the wounds disappear overnight as Charity is apparently covered momentarily with moss. Perhaps the moss provides some regenerative effect …

Ginsa Hammerbright pays us a visit the following morning -the armorer.

We meet up the Green Man in the morning and he lets us know he was unable to locate the Snickleway. Several items are put in to a sack for the Green Man to take away to the Shadow Broker (very, very expensive to use).

Wandering around the wood we see the Green Man and a great floating eye talking. It appears the items given for the Shadow Broker wasn’t enough and the ShadowBroker wants a service instead. The Shadow Broker wants the Tear of Kings which apparently we can get hold of. This service must be completed now and cannot wait. These tears are gemstones of about 1 foot in length and cut like an octohedron. These tears hold information about an ancient civilization before the formation of this prison world. Somehow the Shadow Broker knows that we have left and re-entered this world so we’re uniquely positioned to undertake this job. If the tear was placed in the bust of a statue the statue would animate and reveal the contents of the tear. The tears were created by Star Elves that left this world before the prison world was created.

We’re taken to a circle of rune’d stones. These are an ancient way of the Star Elves. Only Red can see the glowing runes. We all touch the glowing runes and shift to another location. It’s dark with the smell of the sea. There are plinths on top of the salt water with bridges that lead to other plinths. There are 5 buildings off the central circle of stones. One of the bridges has skeletal remains wrapped around it. Past the bones is a door that Slab slides open. Beyond the door is a large silent chamber with many elven skeleton – perhaps some hobgoblins also. The floor, ceiling and doors are all made of black glass. There’s a silver chain that’s been wrapped around some of one of the skeletons ribs. A stone statue, an owl bear and a flesh hug’er beast.

We climb some stairs to where some goblins are waiting. They seem friendly.They say they want ‘out’ as they’ve been here too long. The main orc says they need a key before they can leave. But the human that led them here is now dead. 8 ft tall and white and furry come to the building with the orcs and carry bodies off which then get animated as undead. The key needed to leave apparently is the size of the forearm and with a hook on the end.

“We the Council of Siluven, potentate of the Star Elves of Sildeyuir do hereby find the traitor, Mourel Duskwalker guilty of crimes against the people. Let his remains be scattered and his Citadel be banished from Sildeyuir and placed into the Night Realm. Thus we speak. 13th Sarangist in the year 14014, The Council of five, Sildeyuir.”. This is the message pinned to one of the walls.

We pass beyond some hobgoblins & orcs and through to an octohedran shaped structure. Moving to the base of the structure we find several statues that could take the Tears of the Kings. We take three of these statues and put them in the handkerchief. A dark elf in the form of a spider moves in to the basement room and brings with her the orc chieftain and a guard. A fight ensues. Weak willed Gabriel is controlled by the dark elf attacks the party. Eventually the dark elf is beaten down and she disappears off. The control is broken and we chat with the orc. He’s been sent here by the floating eye and is now looking for a way out. The orc chieftain is Greg.

Taking the black box to the circle of stones changes the boxes shape to that of a metal clad hound. The hound imprints on Tar. We try to bluff Greg in to helping us with the tower but all we get are a couple of goblin scouts – Nobby and Eric. We strut off petulantly to the tower.

Within the necromancers tower/globe there’s a large funeral chamber. When we walk up to the alter a funeral dance of ethereal elves appears complete with a musical accompaniment. Skeletons move in to attack. We move downstairs to a large open chamber inhabited by a floating skull and green slimed undead mage. We decide to leave and venture further down to the basement. Within a vertical burial chamber is a 4 armed gorilla with a brain in a bottle within its chest. After we slay the creatures the key we want falls from the brain jar. In addition there’s a hunting horn and the body of Fundus.

We enter the octagonal tower. Up an air chute we encounter 2 statues. The left, a female traitor. On the right, the elderly man who brings her to justice. Up some stairs there’s an octagonal room with the stone circular in miniature. Using the key we complete the circle of stones, replacing the horizontal plinths. Returning to the circle of stones proper we gather together the orcs and travel back to the grove.

We make it back to the Green Man. We’re to enter from the NE.We’re to travel to the south and re-enter the thieves guild. Must exit from the south and regain the second part of the artifact. We follow a little fey creature to an oak tree through which we travel.

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Chapter 1 - Up The Alley

Several days in alley. Bigs are invisible to everyone outside.

Time passing fast, one or more season per day. Do not look up.

Bamber swallowed up by hole.

Army marches past and dogs have a fight.

Third moon seen in sky (via puddle).

Tree grows, nutritious nuts harvested.

Bigs bring back food and wood. Red and Charity covered in blue moss.

Man (Hayman) seen looking at alley entrance, but we cannot communicate with him.
Comes back later with a beard. Communicate with him using a picture on a stone.

Eventually we do not fall down the hole and Hayman can see us and talk to us. We realise that many years have passed. He believes this is some effect of the Time of Chaos. Explains a little about the city of Ptolus that we live in.

The party:
Slab, an ugly humanoid with elongated features and retractable claws.
Gab(rielle), a dandy elf with antlers and healing ability.
Dog, a huge barbarian with dog-like habits.
Tar, a dirty human female wild child.
Red, a human non-descript.
Chari(ty), a female human armored warrior with sparking fingers.

He invites us back to a house known as Mothers, HQ of the Longfingers Guild. We are bathed, clothed, and fed.

We deal with some zombies and skeleton in the Necropolis. Scary. Charity speaks to a ghost.

Guild has night of the long knives. Bad people in guild are toppled (the Shielded man). The Green Man becomes guild leader. Guild now known as the Mockers.

There is a undercity to Ptolus. The Delvers scour the underground sewers and Undermarket. Use the Mockers as preferred trap finders, due to be relatively trustworthy.

Party enlist with the Mockers. Our first mission is to clear out a safe house thought to be haunted.

The house is searched. Slab is covered in creosote, falls off the wall, falls through a trap door, and is speared by a goblin. We fight 3 goblins and a stirge. The stirge escapes into the sewers. We bluff away some more goblins who run away into the sewers. The hole into the sewers is blocked up.

While returning from the mission the party make a surprise discovery – a glowing portal within the sewers. Some experimentation demonstrates that it is possible to pass through it. While experimenting the party are observed by a character who initially interacts with them and comments on the fact they are passing into a solid wall.

Back at Mothers the group report our successful mission to the guild. Upon mention of the portal there are worried conversations and the Daymaster is summoned. It is quickly established that the party are somehow attuned to the old gateways of the ancient guildhall of the Mockers – a place no one even speaks of. The Daymaster explains that the guildhall was lost during a battle with the Balacazar clan over 30 years ago – with those still living at the end of the fight unable to regain entry having used the last coins of attunement. There were hints of a traitor but little more was said about this.

The Daymaster urges the party to urgently try and enter Mothers and reclaim the controlling artifact for the guild. He is worried that the interested party they met in the sewers may have been working for one of several opposition forces. The original underground location of Mothers is so valuable to the guild that the party are given all of the magic stored in the guild at that moment (although relatively poor pickings) and urged to go immediately to the portal. They are told that with no one having access, Mothers should be clear of dangers – there should just be a number of traps that need to be circumvented. These were not placed to be deadly, more as training aids to the lower ranks of the guild.

On the way the party meet a fake toffman but manage to enter the portal unharmed.

They pass through a number of traps that manage to waylay them but are surprised by a small, but powerful group of Ratmen and some giant rats that have somehow entered Mothers. The party explore Mothers, entering some unusual locations and almost succumbing to some deadly magical traps they had not been warned about. Through good luck or perhaps just a roll of the dice of fate they survive and eventually reclaim the wooden artifact they have been told controls access to the portals. Upon exiting Mothers they encounter the Daymaster and several of the guilds more prominent rogues, all in a bad way having fought a pitched battle. The corpses of the losers float past in the sewers, identified as part of the Balakazar clan. Two senior members of the guild lie dead and their remains are carried back.

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