The Alexandrian

Ptolus - In the Shadow of the Spire
IN THE SHADOW OF THE SPIRE

SESSION 26C: THE RIDDLE OF ILTUMAR

August 24th, 2008
The 14th Day of Kadal in the 790th Year of the Seyrunian Dynasty

THE KING’S ROAD

They headed back to the Ghostly Minstrel. In the lobby, they met Elestra on her way out, quickly filled her in on the details of the deal they had made, and gave her the platinum she was due.

“Where are you going now?” Tee asked.

“I’m just going out to the listen to the Spirit of the City,” Elestra said. “See what I can find out. Maybe ask around about the Brotherhood.”

“I don’t think you should,” Tee said. “I don’t want us drawing the kind of attention that asking those type of questions might bring. I don’t want to wake up with Wuntad in my room. I already did that with the Balacazars and I didn’t like it.”

“Okay,” Elestra said. “That’s probably true.”

While they were discussing their options, they were joined by the others. Ranthir returned to an idea that had occurred to them during the “meeting of all things” on the 11th – that the prophecy referring to the “street of kings” could be a reference to King’s Road in the Nobles’ Quarter.

Feeling that they otherwise had a dearth of solid leads – and reflecting on the fact that Elestra had probably had a very close encounter with certain death when she had attempted to follow a similar lead on Brandywine Street by herself – they decided to head up to King’s Road together.

When they arrived, however, they realized they really had no idea what they were looking for.  The prophecy said: Arrived too late, the act has been done. The wind was against them, letters intercepted on their way. The conspirators were fourteen of a party. By the street of kings shall these enterprises by undertaken.

“Arrived too late?” Elestra said. “Does that mean we already missed it?”

Tee frowned. “Maybe. But even if we haven’t, it sounds like this is something that’s going to happen here. So unless we just happen to be here at the right time, I’m not sure what we’re going to see.”

In the Nobles’ Quarter, there were two major thoroughfares running away from the Dalenguard – Crown Street to the south and King’s Road to the north. Near the Dalenguard, King’s Road was filled with a variety of expensive shops, restaurants, and other storefronts dedicated to serving the rich and decadent tastes of the major merchant houses: Moleshan’s, The Jewel, Buckingham’s, The Dry Easel, and the like.

Further to the north, however, King’s Road ran past a number of merchant estates maintained by the major merchant house – Dallimothan, Nagel, and Rau – along with a number of other mansions, including Castle Shard.

Their particular attention was drawn to the Crown Theater – far enough to the north not to be lost in the sea of businesses near the Dalenguard, yet something more than enigmatic, luxurious, and inaccessible estate.

Making inquiries at the theater’s box office, they learned that the current production was The Merchant Warlord – a lavish opera telling the historical tale of Nulara Aretari, the warlord who married into the Aretari merchant family and served as the original First Commander of the nascent Mercenary Army during the Battle of Salesia, helping to create the modern nation of Arathia. Tickets were 25 gold crowns, a staggering sum that left Tee gaping.

A few minutes after they left the Crown Theater, the group was approached by a pair of city guardsmen. Upon reflection, they realized that they looked rather out of place among the pervading opulence of the Nobles’ Quarter, and that wandering openly up and down the length of King’s Road had probably attracted the wrong sorts of attention.

Tee flirtatiously talked the guards off them – weaving some tale about wanting to see a show at the Crown Theater – but the group decided that, since they didn’t seem to be accomplishing anything any way, it was probably time for them to leave. They returned to Midtown and then split up to go their separate ways.

TOR’S MORNING

Tor returned to the Bull and Bear Armory, where he found Iltumar manning the shop. After exchanging a few pleasantries, he asked Iltumar if Hirus was about.

“He’s upstairs tending to Sholum,” Iltumar said. “I’ll go get him. Can you keep an eye on things?”

Before Tor really had a chance to respond, Iltumar had bounded through the door in the back of the shop. Tor could hear him running up the stairs.

The shop was empty when Iltumar left, but a few moments later a young, blond-haired woman came in through the door. Tor suddenly felt himself to be bearing a responsibility he wasn’t sure how to discharge. He awkwardly explained to the woman that the shopkeep had just stepped out, but would be back in just a moment.

The woman nodded and began casually perusing the various weapons hanging along one wall. Tor kept a wary eye on her, but she didn’t seem to be doing anything suspicious. A few minutes later, Hirus and Iltumar came downstairs.

Iltumar moved to assist the woman who had been waiting, while Tor and Hirus stepped outside to have a private word. Tor ascertained that Iltumar had duties around the shop until midday, but after that would be free. Tor offered to take Iltumar riding with him after he’d finished his duties, if that would be all right with Hirus.

Hirus smiled. He thought that Iltumar would like that a great deal. Tor told him to let Iltumar know, and that he would be back at noon to pick him up.

Hirus went back into the Bull and Bear. Tor grabbed a carriage at the mouth of Delver’s Square and rode it to the alley off Yarrow Street where they had met with the enigmatic information broker known as Shim. Within mere moments of walking down the alley, he was rewarded with the sight of Shim slipping between the cracks of the wall.

“Master Tor,” Shim said with the sound of an unseen smile in his voice. “A pleasure to see you again. What can I help you with?”

For a minimal fee, Tor arranged for one of Shim’s men – whoever they might be – to keep an eye on him for the next few hours.

“You want me to keep an eye on… you?” Shim said, slightly bemused.

“That’s right,” Tor said. Although he didn’t tell Shim his exact suspicions, he suspected that the Brotherhood might be keeping Iltumar under observation. If they were, he wanted to know about it.

Leaving Shim’s alley, Tor returned to the Bull and Bear. Iltumar was waiting for him with an excited grin on his face.

“Have you ever jousted before?” Tor asked him as they stepped back out into the square.

Iltumar shook his head.

Iltumar - Ptolus (Monte Cook Games)“Do you have a horse?”

Iltumar shook his head.

“Have you ever ridden before?”

Iltumar shook his head.

“Okay,” Tor said. “Let’s start by getting you a horse.”

They went to the stables behind the Ghostly Minstrel. Tor said hello to Blue and patted him on the nose, and then made some quick arrangements to rent a horse for Iltumar.

As they rode north along Lower God Row – Tor easing into the comfortable familiarity of the saddle and Iltumar awkwardly trying to stay on his mount – Tor gently tried to broach Iltumar’s thoughts.

“How have you been?”

Iltumar shrugged.

“Hirus has been worried about you.”

Iltumar’s whole body tightened. “Is that why you asked me to ride with you?”

Tor backed off. Iltumar obviously wasn’t going to respond to direct inquiries about whatever was going on, so he would just have to reach out and leave his hand there in the hope that Iltumar would take it.

They rode out of the city through the North Gate and spent a little over three hours just riding through the open prairies around the city. Tor slowly coached the lad into a greater sense of confidence in the saddle, all the while trying to convince him – without saying as much – that, if Iltumar wanted adventure, all he had to do was ask.

When they were done, Tor returned to the Bull and Bear with a very sore – but very happy – Iltumar. He made arrangements, if Iltumar would like, to meet him again in a couple of days.

Once Iltumar had said his farewells, Tor rode Blue back to Shim’s alley.

“You were right,” Shim said. “You were followed.”

“By who?”

“A blond woman dressed in the robes of an Imperial priestess.”

“An Imperial priestess?” Tor frowned. “Where did she go?”

“She followed you to North Gate and then waited in the area until you returned. Then she trailed you back to Delver’s Square. After you left the kid, she hung around outside the Bull and Bear.”

Tor paid Shim and left.

ELESTRA’S MORNING

Elestra decided that she wanted to ask around town about the Brotherhood after all. “I’ll just be careful,” she said to herself.

And she was. Poking her nose into all the right places and asking discreet questions, she learned that an organization calling itself the Brotherhood of Ptolus was quietly recruiting young men and women with idealistic-sounding jingo. She ran into a couple of walls, but eventually made contact with Jamill – a member of the Brotherhood with strange tattoos, numerous scars, long black hair, and the sunken eyes of a shivvel addict.

Elestra voiced interest in joining the Brotherhood, but Jamill wasn’t willing to talk about it until they were in “a more private place”. They agreed to meet at a tavern called the Onyx Spider on Tavern Row at two o’clock.

To kill the time, Elestra grabbed some newssheets and started asking around about recent events in the city. After spending several days in Ghul’s Labyrinth, she was still feeling a little disconnected.

On the 12th, a man named Doonhin – a salt merchant in the South Market – was accused of killing his wife by throwing her off the Stormwrought Campanile (a freestanding belltower in the Temple District that’s said to be a sanctuary from bad omens, ill luck, storms, and evil magic). Doonhin has been pleading his innocence, claiming to have been magically charmed by a sorcerer.

On the 13th, there had been another Flayed Man killing. This one had taken place in the Guildsman’s District, suggesting that the killer might be moving out of the Warrens.

And only a few hours earlier, around noon, the Rat’s Nest – a pub on Tavern Row – had been vandalized.

DOMINIC’S MORNING

Dominic spent the morning shopping. He bought Tee a bouquet of flowers and a charming necklace for her birthday, delivering them to her room at the Ghostly Minstrel. The gifts brought a huge smile to Tee’s face, and she thanked him profusely.

Dominic also stopped by Myraeth’s Oddities and bought a scroll describing a magical ritual which could be used to deliver short messages over long distances. He hoped that Ranthir might be able to learn the ritual and improve the group’s ability to communicate during times of separation. After delivering Tee’s birthday presents, he crossed the hall and knocked on Ranthir’s door.

“I have a present for you, Ranthir!”

Ranthir quirked an eyebrow. “You know it’s not my birthday, right?”

NEXT:
Running the Campaign: Background to ForegroundCampaign Journal: Session 26D
In the Shadow of the Spire: Index

Go to Part 1

IN THE NOVELS

From 1994-2004, the Yawning Portal also appeared in a number of tie-in novels and short stories (with one additional appearance in 2009). Here’s a brief round-up of unique facts about the inn established in these novels. As stories, of course, these include a number of small descriptive details.

WATERDEEP (Troy Denning, aka Richard Awlinson, 1989)

  • “Yawning Portal” not only refers to the well; it’s also a “tongue-in-cheek reference to the tendency of those who indulged in the tavern’s fare to tell tall tales.”
  • Durnan’s office has a couch.

Note: This is a novelization of the events from FRE3 Waterdeep. Or vice versa, with both being released more or less simultaneously and shared passages of text.

ELFSONG (Elaine Cunningham, 1994)

  • There is a secret tunnel between Blackstaff Tower and a “secret backroom” at the Yawning Portal which is hidden behind the storeroom. (It’s one of what are apparently a network of such tunnels, including another that runs to Piergeiron’s Palace. The secret room is used for meetings between certain Lords of Waterdeep (including Khelben, Laeral, Mirt, Kitten (Nymara Scheiron), and Brian the Swordmaster).
  • There are live musical performances in the taproom, including by the Masked Minstrel.

REALMS OF THE UNDERDARK (“A Slow Day in Skullport,” Ed Greenwood, 1996)

  • There are multiple wine cellars in the Yawning Portal, of which one is the “deepest” and home to bottles covered with “gray, furry dust.” It also contains various trophies from Durnan’s swordswinging days, including a lich’s periapt, a pair of tusks from a giant orc, and the “swords of fallen foes” (many of which gleam with enchantments). Some of the stone pillars within this cellar have secret vaults concealed within them, including Durnan’s old adventuring sword and a magic ring.
  • These lower chambers (and possibly the entire inn?) are warded against teleportation (and possibly other magic).
  • Belaerd, a black licorice whisky from Sheirtalar, is among the Portal’s offerings.
  • Durnan is often known to sing ancient battle ballads in the taproom.
  • There are enchanted, floating baskets that are used to move drinks and other supplies around the Yawning Portal.

REALMS OF THE ARCANE (“The Grotto of Dreams,” Mark Anthony, 1997)

  • The taproom well is called the “Well of Entry.”

THORNHOLD (Elaine Cunningham, 1998)

  • The tunnel connected to the Wet Well (which is here a hole in the floor covered by a board) leads more directly to Skullport.

Note: It’s possible that the “secret door” in Skullport (1999) was attempting to reference this passage from the 1998 novel. But the details are sufficiently different, that I don’t think so.

ELMINSTER IN HELL (Ed Greenwood, 2001)

  • Durnan keeps a crossbow behind the bar.

WINDWALKER (Elaine Cunningham, 2003)

  • There is a secret back door which is magically concealed using a powder gifted to Durnan by Khelben Arunsun and probably leads directly into the inn’s stables. (After closing the door, you rub the powder into the gap around the door and it vanishes.)

REALMS OF THE DRAGONS (“The Keeper of Secrets,” Ed Greenwood, 2004)

  • The Yawning Portal has a well-oiled back door which “swings wildly” in Mirt’s wake and leads into the kitchen.
  • There’s a trapdoor in the taproom with a spell on it that only lets Durnan open it. The chute inside leads down into “unseen depths” and Durnan dumps corpses down it. “Something that slobbered” waits their arrival.
  • Orders are not “bawled.” (You get one warning and then you get ejected.)
  • The taproom is lit by candle wheels hung overhead.
  • You might see a lance-and-lion game board set up on the smooth-polished bar. (Mirt often plays with Durnan.)
  • Black Sail is an ale on tap.
  • Durnan keeps a “baldric heavy with warblades” on a peg on the wall behind the bar.

DOWNSHADOW (Erik Scott Deble, 2009)

This novel takes place in 1479 DR.

  • The climb from the bottom to the top of the well is described as “a bow shot—a long hard climb.”
  • There’s a harness at the end of the rope in the well.

ENDLESS QUEST: TO CATCH A THIEF (Matt Forbeck, 2018)

The Yawning Portal briefly appears in this choose-your-own-adventure book, but contains no detailed description of the tavern. (Although the character is told that there’s a secret route to Skullport there.)

LATER EXPEDITIONS TO UNDERMOUNTAIN

The Yawning Portal next appears in the 3rd Edition City of Splendors (2004), still listed as building C48 (inn, Class C, 3 floors). The entry describing the inn is quite brief, but does state:

Yawning Portal: Built atop the ruins of Halaster’s Hold, the Yawning portal inn (C48) contains the primary entrance to Undermountain, a large well that drops down into Undermountain’s first dungeon level (UM L1). Secondary entrances are found in the inn as well, including a link to the inn’s less well known “wet” well and a passage leading out of the Yawning Portal’s cellars.

There is also an NPC named Adama Miiralin, who’s a regular at the Yawning Portal. I am not attempting a survey of all the various patrons of the Portal over the years, but Adama is notable because he keeps a record of everyone entering Undermountain.

Expedition to Undermountain (2007) includes additional details on the Yawning Portal, including what I believe is the first reference to the city “exiling the worst of its criminals to the depths of Undermountain” through the Well of Entry.

  • The Yawning Portal is “built of stone, with a slate roof and an upper floor of guest rooms.” The inn seems to have lost a floor in this description, but later adds one instead by saying “there are three floors of guest rooms.”
  • The tavern’s sign reads “The Yawning Portal,” with the words deeply carved into a silvery piece of weathered wood suspended from two short loops of black chain suspended from a black-painted iron pole above the front door.

Expedition to Undermountain - Wizards of the CoastThe front door leads directly into the common room where:

  • The floor is “well worn boards.”
  • Word paneling adorns the walls, with an elbow rail and rich blue tapestries hung at intervals.
  • The furniture is made from heavy, stout wood.
  • Some of the tables have been built around the wooden pillars that hold up the ceiling and can’t be moved.
  • The Well of Entry is now referred to as the “Entry Well.”
  • Those who would journey into Undermountain are referred to as “The Called” and there are often hopefuls looking to join or form adventuring groups in the Yawning Portal.
  • The crossbow below the bar is now a double crossbow, loaded with sleep arrows, and has been joined by a rod of flame extinguishing and a +2 seeking and returning handaxe (although Durnan often just “hurls a metal tankard when most brawls break out”).
  • Durnan will dose drinks with sleeping powder to take care of rowdy drunks.

The Entry Well:

  • “[T]apers as it descends, from 40 feet across at the top to 30 feet across at the bottom.”
  • 200 feet deep. (Although this is possibly only the length of the rope, in which case its depth does not appear to be given. In any case, the depth returns to 140 feet in all future references.)
  • The rope has a bucket attached to the end of it.
  • A pulley system allows Durnan to raise or lower the bucket; there’s also a release lever that will drop the rope to the bottom of the well.

The upper floors are reached by “steep wooden stairs opening off the common room.” In winter, these rooms are heated by barrels filled with fireplace-heated stones that are placed at the end of every floor’s central hall.

Expedition to Undermountain also includes a good deal of detailed information about particular patrons and the fourteen live-in staff members. Some of these staff members sleep in the stables, while others take unoccupied guest rooms on the third floor (or relocate to cots in the cellar if the inn is full). Durnan’s family also live in rooms on the top floor.

Our next major expedition to Undermountain is Halls of Undermountain (2012), a 4th Edition adventure which takes place in 1479 DR. The new or altered details for the Yawning Portal here are:

  • [T]hree upper floors of guest rooms…” (This is almost certainly just a slip-up, but it’s been a hundred years so you could certainly imagine that at some point Durnan added an extra floor.)
  • The inn is now run by Durnan the Sixth, descendant of the original Durnan.
  • The entrance/exit cost for the Entry Well is now 10 gp. (Inflation will kill you. Literally.)
  • No healing or help is provided to returning adventurers, but Durnan will send a runner to fetch a cleric for no extra charge.
  • The Wet Well is now referred to as the Wet Way. It’s located in the cellar instead of a backroom, where a curtained archway hides the well. The well descends uninterrupted to a cistern, but a separate passage leads up from the cistern into Undermountain. (Durnan VI has no idea the Wet Way connects to Undermountain.)
  • At least some of the Yawning Portal’s rooms are suites.

There is another goodly selection of Yawning Portal regulars detailed here.

Also in the 4th Edition era, the 2010 D&D Encounters organized play adventure Halaster’s Lost Apprentice also took the players to the Yawning Portal:

  • The taproom has glass windows.
  • The backdoor is (a) visible from the taproom and (b) leads into the alley behind the Yawning Portal.
  • This alley, inexplicably, has a canal running down the middle of it. (Waterdeep doesn’t have canals. Although maybe it does now: The 4th Edition-era map of Waterdeep infamously forgot to turn on some layers before exporting, resulting in all the streets and Castle Waterdeep disappearing.)

5TH EDITION ERA

The Yawning Portal does not appear in the Sword Coast Adventurer’s Guide, making its debut in 5th Edition as the framing device in Tales from the Yawning Portal (2017).

  • It turns out the original Durnan went into Undermountain in the late 14th century. When he returned a hundred years later, he paid off Durnan VI (and apparently kicked him and his family out of the inn).
  • There are balconies on the second and third floors of the tavern that overlook the Entry Well.
  • Tales From the Yawning Portal - Wizards of the CoastThe entrance/exit fee has been reduced back to 1 gp.
  • There is a sizable list of curios displayed in the taproom (p. 6), which I won’t reproduce here.

The inn next shows up in the opening scene of Waterdeep: Dragon Heist (2018):

  • “The place is a stone building with a slate roof and several chimneys.”
  • “Most of the ground floor is taken up by the tavern’s common room.” (This doesn’t explicitly eliminate the numerous backrooms, private rooms, secret rooms, and guest rooms that have previously been found on the first floor, but it seems to have had that effect on subsequent depictions of the Yawning Portal.)
  • The candle wheels have been replaced with iron lanterns hanging from the ceiling and candles on the tables.
  • There’s an incredibly cool fireplace next to the bar which looks like the ceiling-high head of a demon with flames burning in its mouth.

Dungeon of the Mad Mage (2018) expands on this description, with a particular focus on the entrance to Undermountain itself:

  • It takes 10 rounds to descend the Well if you’re being winched down.
  • The walls of the Well are “crumbly, but have abundant handholds and footholds.”

The other entrances to Undermountain from the Yawning Portal are conspicuously absent, particularly given that this book is the first to ostensibly present the dungeon in its entirety (albeit at a fraction of its former size).

Our very last stop here is DDAL08-00 Once In Waterdeep, a D&D Adventurers League adventure from 2018. It notably includes a map of the inn (more on that below), but also:

  • Asserts that the Well is not the foundation of Halaster’s old tower, but rather “the tip of a sunken stone tower.”
  • A stage has been constructed by a travelling theater company at one end of the common room, draped with curtains. (This is presumably temporary, but might be something that happens on a not infrequent basis.)
  • Durnan has a Welcomer’s Brew that gives 5 temporary hit points.
  • One of Waterdeep’s “signature double-decker dray carriages” smashes through the front wall.

Next: The Maps

DISCUSSING
In the Shadow of the Spire – Session 26B: A Disposition of Treasure

There were three main problems to overcome: The sheer weight of the arcane equipment and precious metals. The pit of chaos warping the hallway. And the difficulty of lifting the material out of the basement here at Greyson House.

Out of everything, the “Drill of the Banewarrens” was going to prove the most difficult: Everything else could be mostly parceled up into smaller bundles, but the drill was both bulky and weighed several thousand pounds all by itself.

“Could we just sell the location of the drill to somebody?” Elestra asked.

“Like House Erthuo?” Tee said. “I doubt they’d be all that interested considering what just happened.”

“How can you make encumbrance fun?”

You can’t.

But you also can’t make hit points fun, and for much the same reason.

Hit points are just a number: It goes up. It goes down. At a certain value you might suffer penalties. At another you fall unconscious.

So, too, with encumbrance: The number goes up. The number goes down. At a certain value you suffer penalties. At another you can’t carry any more.

Hit points and encumbrance are simple gauges, and you can’t make them “fun” for the same reason you can’t make the gas gauge on your car fun.

But driving a car? That can be fun. And so is combat in D&D and a lot of other roleplaying games that use hit points.

The gauge isn’t fun. It’s just a gauge. But the system in which that gauge is used – for which, in fact, that gauge may be an essential part – can be all kinds of fun.

So the better question is:

“Why do we want to track encumbrance?”

Encumbrance is often most useful in expedition-based play: You put together the resources for an expedition, then expend those resources on the expedition to maximize your returns.

Encumbrance is, in large part, a budget. Without a budget, the solution is always “bring everything,” which is kind of like playing 52-card draw poker: Without limited resources, there is no challenge.

(Tangentially, one interesting facet of such play in 1974 D&D, because it had a system for resolving characters fleeing from combat, is jettisoning equipment in order to pick up speed in flight-pursuit situations. It became a unique way for bulk resource management to impact combat-based play.)

This kind of gameplay does become obfuscated if the encumbrance system is unwieldy and difficult or fiddly to use. (Imagine if hit points, for example, could only be tracked by keeping an exhaustive list of forty or fifty different individual entries on your character sheet. Combat would almost certainly become a slog.) Unfortunately, a lot of encumbrance systems are unwieldy and difficult to use, with the result that many groups simply ignore it (either decisively or by default through “close enough” fudging).

What you want, of course, is an encumbrance system that’s easy to use so that encumbrance-based play will effortlessly integrate into your play. Correctly designed slot-based systems, like Encumbrance By Stone, for example, can make tracking nitty gritty encumbrance as easy as writing down your equipment list.

THE OTHER HALF OF THE EXPEDITION

Prepping the resource pool for an expedition and then expending those resources efficiently in order to maximize your success is the front half of an adventure.

The other half of the adventure is returning home with what you’ve gained, which, in the case of D&D, is usually treasure.

We’ve talked about this a bit before, but creating bulky, difficult-to-transport treasure (and/or putting it in places where it’s difficult to extract it) can create its own unique challenges. We’ve seen the players here come up with a creative solution for disposing of the orrery, and now they’re being challenged once again with the Drill of the Banewarrens and some of the other treasure.

(And this stuff is all just a few hundred feet under a major city. Stick it in the middle of a jungle and watch what happens!)

“But, Justin, challenge isn’t really a big focus for my group! We’re much more interested in narrative, storytelling, and roleplaying!”

Drama is born of adversity.

And I don’t mean that you’re wrong or that you should value challenge-based gameplay more, I mean that in expedition-type stories encumbrance-based challenges are a fundamental part of the drama you’re looking for. (Look at, say, Indiana Jones trying to get the Ark of the Covenant out of Egypt.)

For example, a scene in which the players are roleplaying through the crushing guilt their characters are feeling because their decisions resulted in the deaths of innocent people that they feel responsible for? Grappling with the difficult dilemmas created by balancing expediency of liquidating their treasure against the responsibility of who’s benefiting from that treasure? This stuff is pure gold for dramatic play!

NEXT:
Campaign Journal: Session 26C – Running the Campaign: Running With Background Events
In the Shadow of the Spire: Index

Ptolus - In the Shadow of the Spire
IN THE SHADOW OF THE SPIRE

SESSION 26B: A DISPOSITION OF TREASURE

August 24th, 2008
The 13th Day of Kadal in the 790th Year of the Seyrunian Dynasty

The bodies of Faeliel and the other Erthuo scholars were gone, and the Erthuo mercenaries had gone with them. Reconvening in the dilapidated living room of Greyson House, there was an involved discussion revolving around how they could go about getting the rest of the bulky valuables out of the complex below.

There were three main problems to overcome: The sheer weight of the arcane equipment and precious metals. The pit of chaos warping the hallway. And the difficulty of lifting the material out of the basement here at Greyson House.

Out of everything, the “Drill of the Banewarrens” was going to prove the most difficult: Everything else could be mostly parceled up into smaller bundles, but the drill was both bulky and weighed several thousand pounds all by itself.

“Could we just sell the location of the drill to somebody?” Elestra asked.

“Like House Erthuo?” Tee said. “I doubt they’d be all that interested considering what just happened.”

In the end, they decided on a complex scheme involving fifteen hired laborers to move the drill; an architect to design the supports and ramps necessary to get it up into Greyson House; and then spells from Dominic and Elestra to quickly create the structure itself.

It was going to take some time to pull all of that together. Plus, they still had to get rid of the chaositech items. (“And the sooner the better,” Tee said.)

So Agnarr headed back down into Ghul’s Labyrinth to keep an eye on things. Dominic and Elestra headed back to the Ghostly Minstrel to rest up and prepare the proper spells.

THE HALLOWED VAULT

Tee and Ranthir headed towards the location in the Temple District they had been given by Aoska when they had asked for a secure place to store the tainted items.

They found the address wedged into a narrow gap on the Street of a Million Gods. The door opened to reveal a small, largely unadorned room with little more than a door draped with a beaded curtain. An elderly man sat in a worn-looking chair.

They were momentarily confused, but once they had identified themselves to the elderly man they were led through the beaded curtain and down a narrow flight of stone stairs.

At the bottom of the stairs they emerged into a long chamber lit with a pale blue light. A shallow pool of holy water ran the length of the room. The walls were covered in niches of various shapes and sizes, all of them obscured by sheens of silvery energy… except for one, towards which the elderly man pointed.

Taking her cue, Tee approached the niche and placed within it the tainted items she carried. As she drew back her hands, the niche quickly sealed itself with the same silvery energy as the others.

Tee turned to the man. “Thank you.”

He smiled, nodded, and led them back out onto the street.

THE TROUBLE WITH ILTUMAR

Tor returned to the Ghostly Minstrel. As he came through the door, Tellith called him over to the front desk. Apparently Hirus Feek, one of the owners of the Bull and Bear Armory next door, had stopped by and asked if Tee or Elestra or any of their companions could spare a few minutes to meet with him.

Tor turned around and headed back out into Delver’s Square. As he entered the Bull and Bear, Hirus – a skinny, balding man with a thin gray hair – smiled at him.

Tor quickly explained that Tee and Elestra weren’t with him, but he had been the first to return to the Ghostly Minstrel and he wasn’t sure when the others might return.

“That’s all right,” Hirus said. “I just needed to speak with one of you about Iltumar.”

“About Iltumar?” Tor said. “Is everything all right?”

“I’m not sure,” Hirus said, frowning. “He’s been hanging out with some shady people. Ruffians. I don’t like it. I was hoping one of you might be able to speak with him. Straighten him out. He looks up to you.”

“Any idea who they are, exactly?” Tor asked.

Hirus shook his head. “Not really. But I heard Ilutmar say something about ‘the Brotherhood’ the other day. For some reason, I didn’t like the sound of that.”

“Is Iltumar here now?”

“I’m afraid not.”

“When will he back?”

“He’s supposed to be back here by 10 o’clock.”

Tor agreed to come back then and try to talk with Iltumar. Then he headed back towards the Ghostly Minstrel.

Coming out of the Bull and Bear, however, he spotted Elestra and Dominic coming across the square. He called out to them and, as they headed into the Ghostly Minstrel together, quickly filled them in on the Iltumar situation.

Tee arrived as they were grabbing some food and drink from the bar. She told them that she had sent messengers to Castle Shard, Jevicca (as a representative of the Dreaming Apothecary), House Erthuo, and even a place called Avery’s Armory with details on the drill, construct parts, and adamantine – basically every place she thought might be interested in them.

As Tee was finishing up her explanation, Iltumar entered the inn. Elestra, seizing the opportunity called him over.

“What are you doing?” Tee hissed to her while giving Iltumar a friendly smile and wave.

Elestra waved her off. “Trust me, I’ll explain later.”

“Tee! Elestra!” Iltumar grinned. “Master Tor!”

“How are you doing, Iltumar?” Elestra asked.

“Very well!” he said. “Very well indeed.”

“That’s good.”

Tee decided to make the best of it. “I’ve got an answer for your riddle.”

“Really?” Iltumar said. “Already?”

“I couldn’t help thinking about it,” Tee said. “Is the answer a fish and the ocean?”

Iltumar pursed his lips. “That’s… close.”

“Huh,” Tee said. “Then it must be a fish and the river.”

“That’s right!” Iltumar clapped his hands. “Do you have a riddle for me?”

Tee shook her head. And then her eyes widened. As Iltumar had raised his hands to clap, she’d spotted a new ring on his finger: A ring marked with the symbol of a broken square.

She had a ring just like that in her bag of holding. They had found it in Pythoness House as part of a cache of artifacts belonging to the chaos cultists. Tee glanced over towards Elestra, and she could tell that she’d seen it, too.

Thinking quickly, Tee smiled broadly. “Oh! That’s a nice ring! Where did you get it?”

Iltumar suddenly seemed very nervous. “What? Oh, this ring? Just… around.”

“Really? I’d love to have a ring like that!” Tee was putting everything she had into a flirtatious voice. “Do you think I could have it?”

“No,” Iltumar said sharply. “I can’t.”

“Oh…” Tee suddenly got very sad.

“It’s just… Somebody gave it to me.”

“Oh,” Tee said, brightening slightly. “Another girl?”

But it wasn’t working. Iltumar babbled slightly and then clammed up. Tee was left promising to come up with a new riddle for him soon, and then he went off to get a drink.

Seizing the opportunity, the others quickly filled Tee in on what Hirus had told him.

“Do we think there’s a connection between the ‘Brotherhood’ and the chaos cultists?” Elestra asked.

“There must be,” Tee said.

“What should be do?”

“I don’t think there’s anything we can do,” Tee said. “At least not right now. We’ll let Tor talk to him later.”

MAKING THE SALE

Tor and Dominic headed back to Greyson House to rejoin Agnarr. Tor was uncomfortable with letting entirely unknown workers handle the material directly (they might steal stuff). So, taking crates from the basement of Greyson House, he started packing up as much of the loose material as he could.

Tee, meanwhile, received a letter from Avery’s Armory, informing her that he was always interested in sources of adamantine and would be willing to pay market value for anything she might have (which she estimated to be worth a few thousand gold).

Later that evening, Tee was able to track Jevicca down in the common room of the Ghostly Minstrel. When she showed her the schematics of the Drill of the Banewarrens, Jevicca became very interested and immediately offered 10,000 gold pieces on behalf of the Inverted Pyramid.

Tee thought that was a decent offer, but told Jevicca she would need to check with the others first (since they all had equal stakes in the matter).

It was perhaps well that she did, because a few minutes later a letter from Castle Shard arrived. In response, Tee caught a carriage.

It turned out that Lord Zavere was also primarily interested in the drill. He offered to not only purchase both the drill and the construct parts for a total of 13,000 gold pieces, but to take care of transporting all of it, as well. Plus, he would deliver the adamantine directly to Avery’s Armory for them.

It was an offer that significantly simplified things for them. (And saved them a large chunk of money.) Tee accepted it on the spot.

After leaving Castle Shard, Tee sent a messenger to Jevicca to inform her that she had accepted a different offer. Then she stopped by Avery’s Armory personally to confirm the deal with him. Once that was done, she headed back to Greyson House and told Tor to stop prepping crates: It had all been taken care of.

KADMUS AND THE GATE

(09/14/790)

The night passed quietly.

The next morning, a gate appeared in the middle of the corridor. Kadmus stepped through the portal, greeted them cordially, and, with one hand, lifted the impossibly heavy adamantine drill.

They were universally taken aback by this prodigious display of strength.

“Remind me never to pick a fight with him,” Tor said.

It took Kadmus about fifteen minutes to move everything through the gate. When he was finished, Zavere stepped through himself. Handing Tee a pouch filled with platinum, he promised to have the adamantine delivered to Avery by noon at the latest.

Zavere stepped back through the gate. A moment later, it disappeared.

NEXT:
Running the Campaign: Treasure LogisticsCampaign Journal: Session 26C
In the Shadow of the Spire: Index

Last week we looked at what you can do when the PCs decide to call in a Big Uber-NPC to deal with their problems. But what happens they decide to call the cops? Or the CIA? Or the army? The big organizations of Little Guys who keep civilization working?

If you have evidence proving that someone is a murderer, it makes sense to call the cops. But how do you keep the spotlight on the PCs?

Good gaming! I’ll see you at the table!

 

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