Our story begins with our heroes doing what they do best... carousing on
the town. Our heroes find themselves at The Singing Mermaid, a small dive
of a tavern on the waterfront whose name changes everytime a big wave comes
and it gets washed upon the rocks. (Yes I know taverns are a cliche
place to start an adventure, but that's where the party said that they
were, and I just 'rolled with it.') The majority of the party
is imbibing questionable brews while Edward
and Aireannwyn each provide their
own brand of entertainment (The latter singing and playing the lute, the
former juggling live animals...)
The trouble begins when a few men
in gray cloaks enter the bar with their hands on their weapons. Aireannwyn
notices that one of the swaggering newcomers has a tabard of a guardsman
under his cloak. Trafen recognizes one
of the individuals as being one of the bandits that were responsible for
his parents' demise.
Aireannwyn
decides to apprise the tavern owner of the situation. As she crosses the
room, she notices that it is she that they are headed for. She panicks
and runs for the back door.
Dramen
sees this maiden being pursued by these dastardly rakes and starts yelling
at them. As one of them instructs a second to go outside and circle around
the back, the third spins around, recognizing Dramen's voice. Dramen
recognizes this man, too, as being on of the pirate crew of which Dramen
was once a part. He calls Dramen a murderer
and a duel ensues.
Aireannwyn
comes out of the side door of the tavern and sees the man discussing something
with one of the watchmen on the street. Meanwhile, inside, Dramen
is getting the best of his former compatriot while Trafen
and Gleb' make short work of his companion (with
a token effort by Edward in the form of
one tossed feline.) Areannwyn informs
the rest of the party about what she saw outside. The whole party decides
to make a hasty retreat into an alleyway.
It's not long before a few guardsman
- on horses and equipped with pistols - start charging down the alley
and shooting at the party. Dramen foolishly
tumbles into the alley in an attempt to startle the horses and gets trampled
for his efforts. Edward and Trafen
pelt the horsemen with missile fire and take one down. Dramen
manages to shove the other one off of his horse and knock him unconscious.
With this hostage in tow, they head to an abandoned warehouse to interrogate
him as to why this whole thing has transpired.
After some intimidation and some mental
interrogation by Gleb', the party
discovers that this man was pursuing the party merely because he was told
that the party had slain one of his fellow watchmen (which didn't explain
why said watchmen were ingognito and pursuing one of the party members
in the first place) who was one of the guardsmen in the service of one
Count Anavir.
(Campaign background note for the
uninitiated: In the city of Tai, the city guard are provided directly from
the personal guard units of the 12 houses and 1 priesthood that hold seats
on the city council - Alan.)
Areannwyn
suddenly realizes why the guardsmen where after her. Count Anavir
is one of the nobles that has been fighting the religions of the Sword
Isles in trying to abolish slavery. Areannwyn had infiltrated Count Anavir's
estate in the guise of a serving wench and uncovered some compelling information
showing that the Count was blatantly violating the accords on slavery that
the religions of the Sword Isles had pushed through.
She brought this knowledge to public
light, but the Count managed to somehow smooth over the situation with
the other nobles, and he got off with only a minimal fine. But he obviously
did not forget Areannwyn's role in
the whole affair and dispatched his guardsmen to teach her a lesson.
Trafen
took a special interest in this, since by some great coincidence, Count
Anavir is the very man who set the bandits (who slew his parents) free.
And now it even appears that those bandit are now - or possibly eeven where
then - in Count Anavir's employ.
The party did a little investigation,
mainly Trafen and Dramen
down by the docks, Areannwyn in her
temple, and Kryn in the upper crust, and
uncovered some more information about the Count. They discovered that the
Count was suddenly within the quotas for slaves required of him by the
accords, but none of the slaves he held ended up in the hands of local
nobles. They just seemed to have... disappeared.
They did uncover some information
about a small island that Anavir has a mansion on off the shores north
of Tai. It appears that he is running some pleasure palace for the rich
there. The party quickly decided to check this place out. They rent a boat
and ask for assistance from the temple of Salaya.
Arriving at the island, the party
arrives on the west end away from the docks and pleasure palace. On their
way in, they notice a ship with a very unusual, bulbous bow and strange
riggings and sails. The island itself has sheer drops on all sides, basically
being a huge rock jutting out of the ocean.
The climb the cliff face on the west
end. Dramen is the first to reach the
top, and spies a lovely young woman cowering behind a tree. He attempts
to sneak up on her, but as he is about upon here, she spins about, and
her features melt away into that of a horrifying withered old hag! Her supernatural aura strips the strength
out of Dramen and many other party members as well. They laid into the
abominable beast with their blades. The onslaught forces her to retreat
into the sea, cursing the party as she plummeted. But before she fell,
her horrifying evil eye caused some manner of illness that paralyzed
Trafen.
The party left Trafen
behind at the edge of the copse of trees guarded by his elven dog
companion. They proceeded down to the mansion and attempted to get in.
They spied the master of the mansions holding discussions with a strange,
spider like being that stood upright on 4 hind limbs and with 4 manipulating
arms.
About that time, the guards discovered
the the party's prescence and laid into them with gunfire. With a few good
bow shots and a well placed sleep spell by Joshua,
the party survived the initial encounter. But the spider-things had aparently
ended their negotiations and fled the scene, with a human-sized packaged
in tow. Eddie overheard a few words of their parting conversation, in which
the spider things mentioned "the deal has been struck..."
The party became very interested in
these spider-things and chased them down, leaving the mansion behind. Two
spider warriors drew weapons and guarded their master's retreat, while
the other two attached their webbing to the cliffside and lept, swinging
down towards their eerie ship on their web strands, with their cocooned
prisoner in tow.
Being the foolhardy... er, brave
swashbuckling types, Dramen and Gleb'
did a little cliff diving to the harbor 60 feet below in an attempt to
catch the spider-things. In the meantime Joshua,
Kryn, Eddie,
and Arreanwyn engaged the spider-warriors.
The spider-things reached the docks
down below and scurried across a bridge of webbing that led to their ship.
Dramen cut the webbing, nearly spilling
the two spider-things (and their cocooned victim) into the water. Gleb'
jumped up and grabbed the cocooned package, and Dramen
tried to help by grasping his leg, but the added wieght only caused Gleb'
to lose his grasp and slip off. Dramen
and Gleb' managed to slay one of the
spider things before two more warriors came over the side and blunted their
advances. They spider-things retreived their package and loosed the web,
and their boat sailed out to sea.
On the top of the cliff, the onslaught
of our 4 remaining hero incapacitated one spider-warrior. The other one
retreated, and swung down to the spider-things depating boat on a line
of webbing.
Below, though all had seemed lost,
Dramen and Gleb'
noticed that there was another cocooned victim dangling from the web that
had led to the ship earlier. They cut the web cocoon open and it revealed
a young elf maid. She was alive, and was brought to consciousness. She
gave her name as Gliolindë.
The party had enough of this and regrouped
on the west side of the isle, where they met with some priests of Salaya
who hired a small ship expecting to pick up escaped slaves. They were rather
dissapointed to see that the party only returned with one freed slave.
On quizzing one of the older priests
about the spider-things, Arreanwyn
learned that they are called the shilek, and are a race of reclusive
slave-keeping creatures that have the ability to transfix and dominate
creatures with their stare. Apparently, Anavir had struck a deal allowing
him to keep excess slaves off shore, selling some off to the despicable
shilek.
Gliolindë's Tale
Gliolindë says that she was a handmaiden of Elvylith Grayhawk, the
younger sister of the crown prince of the deposed royal family of Lerendian
isles, Robert Grayhawk. When the coup went down, Gliolindë and Elvylith
fled in a boat piloted by some of the Grayhawks' Bloodguard,
but the boat was captured and the present Bloodguard
were slain.
Their captor, a pirate queen working
with the rebelling autocrats who called herself Shaleen, had mercy
on her and her lady. Instead of slaying them outright (as she was apparently
instructed to do), she handed the princess and her handmaid over to the
Count Anavir's house as slaves for safekeeping. The count apparently felt
they were getting a little "hot" and traded them off to the shilek
along with their latest shipment of slaves.
(DM's hint and enticement: As short
as it is, there are LOADS of implications within Gliolindë's tale.
Any player who can come up with most or all of the implications may earn
themselves a handy "paying attention, and clever to boot" experience point
bonus next adventure. There are campaign mysteries several YEARS old that
could be uncovered here by an astute detective. )