Conatus left Scagmaul Four days ago on horseback and under cover of darkness, sworn to protect Ambasador Shecrog Scagmaul on her journey to Kingsport. This task, the safety of Scagmaul’s diplomatic future however was not left in his hands alone, traveling along side him is the esteemed hobgoblin warrior Grumgrok the Bold his task was a critical one, having traveled to Kingsport once before Grumgrok was to serve as guide and or course leader to the bugbear Conatus
For the past two days Conatus has heard footsteps in the darkness…a shadow hunts his group. Knowing this, Grumgrok saw fit to lead his party further and further north, away from Kingsport. He hoped that his cowardly stalkers would not risk a trek so near to the Agneron Mountain Range.
However the shadows have continued to follow and now a more troubling sign can be heard from atop the mountains…drums….Orcish drums. Suddenly, savage wolves rushed forward, a Gnoll whipping them from behind. Orcs leaped out from the cliffs and a massive Minotaur slowly marched in from behind the Gnoll.
During the ensuing battle Grumgrok is killed, Conatus wounded gravely, and Ambassador Shecrog captured by the Orcs. However, Conatus did not yield easily, for two Orcs lay dead and the mighty minotaur Krodan bears a deep gash across his right thigh, greatly slowing his movement.
Two weeks ago while staying in The Gray Mare Inn within the town of Hilldale Serah heard rumors of an Alchemist in Kingsport by the name of Gaius Pendragon, whom supposedly could cure any disease magical or mundane with a special tonic he had created. The man who spoke of Gaius was elderly perhaps in his 60s or 70s, he claimed that years and years ago when he had traveled to the land of Balvora he had been stricken with Lycanthropy, and that by sheer chance he had ended up on a ship bound for Arnas and aboard that vessel he met Gaius whom cured him of his affliction over the coarse of a few treatments with the tonic he regained control of himself and the moon no longer drove him into a bloodlust.
In Search of this Alchemist Serah has traveled by horse to northern Arnas, hoping that upon reaching the City of Spires she might find teleportation to The Eldrich Enclave and from there a ship to Arnas thus saving a great deal of time that lance does not have.
However along the way she to the city she stumbles across a battlefield, the ground is scorched and the air smells of gore. Several orcs lay dead…among the dead are also a hobgobin and a bugbear….however as she approaches Bugbear she notices though his body is battered and broken…he yet draws breath…if only barely.
Serah is compelled by her nature to heal the wounded Bugbear. Soon after tending to the Conatus’ wounds, the two strike up a conversation in regards to the battle. Conatus explains that he was protecting an ambassador from his kingdom and that they were stalked and ambushed by this unknown enemy. Though she was human, Conatus took inspiration from the goal of his mission, to ally with Arnas, and asked Serah for her aid is rescuing the Ambassador Shecrog. Reluctantly, Serah agrees and the two trek up the mountain pass in the direction it appears the Orcish band headed in.
Upon entering the caverns, Serah and Conatus came upon two Orcs wrestling. They quickly spring into action, surprising the Orcs, who were too wrapped up in their tiff to notice our adventures enter. The Orcs prove no match for a rested and reinvigorated Conatus and the armored might of Serah. The two press on, seeing nothing else of importance in the entrance room.
Serah and Conatus come upon a cave-in. It blocks their progress, and there appears to be no other way to continue deeper into the cave. Certain they felt no earthquake and heard no cave-ins or landslides, the two begin to search for any hidden floor switches or secret passages. Soon, their efforts pay off a hidden doorway is found to the right, several feet before the cave-in.
(Secret door on right located on right) Conatus and Serah descend into the previously hidden passage. Upon exiting the passageway, they come upon a square room with strange humanoid statues in each corner. Just inside the room, facing the entrance they used, four runes are inscribed across the floor. After studying the runes for a minute, the two are unable to obtain any understanding of the runes, and decide to proceed with caution. As they pass over the runes, the four statues become animated and begin to attack. Their eyes glow bright with energy and a moment later beams of searing energy fire at Conatus and Serah. The automatons prove no match for the pair, and soon Conatus and Serah are on their way. They decide to head right, through the double-door passage, rather than forward into the open hallway.
The pair find themselves in another square room, slightly larger than the last, but with a striking centerpiece: a large pillar, reaching all the way to the ceiling. Metal pipes and cables come from several directions and connect to the pillar, feeding it with untold amounts of energy and mysterious fluids, possibly alchemical in nature.
On their left in a large table/workbench. Strange and intricate tools are arranged across its surface, but the recognize very few of them. They move on, inspecting the towering pillar. On the backside, they find an intricate and unique hole in the front, likely meant for a custom key. A second inspection of the workbench and quick sweep of the room produce nothing that matches the slot. Our adventures decide to press on, and attempt to go though the double-doors opposite of where they entered. They find the doors to be sealed tight, too tight to be pried open, so they backtrack to the room with the automatons and go down the previously unexplored hallway.
Pillar/workbench room (C.A.P. room)
The passage quickly splits left and right. A quick exploration left leads to a cave-in. Conatus and Serah wonder about the stability of this passage. They quickly head right and come across a door, which opens without trouble. In the center of the small room ahead of them floats what appears to be a detailed and magical crystal. It has a unique shape…matching that of the slot on the pillar. The pair realize this and, seeing no exit from the room with the crystal key, grab the key and head back to the pillar room.
Vault room with key-like object.
Throwing caution to the wind, Conatus and Serah decide to insert the crystal key into the slot on the pillar. The pillar lights up with energy, steam vents from various openings, and the hum of magical energy fills the room. The pillar starts to move, splitting open and revealing a unique-looking automaton inside. He bears a round shield on each arm and is red and black in color. The automaton comes to life, and due to there last encounter with such creatures, Serah and Conatus put their guard up, ready for a right.
However, the automaton does not engage them, rather, he begins to question them. He seems to have no knowledge of where he is or what has recently occurred. Further conversation with our adventurers reveals he has never been activated before, and from what he seem to know, he is a special weapon of the ancient Dwarves, a weapon meant to turn the tide of the war the Dwarves of old had with the Deva. He identifies himself as C.A.P.
Not sure of his purpose, due to the fact that Serah assures him the war has been over for hundreds of years, CAP asks to join the two adventures, so that he might find his way out the facility and begin to search for a purpose. Serah and Conatus agree, and notice the entire cavern system seems to be lite up since they activated CAP. They walk up to the door that had previously be sealed tight and it opens automatically.
The start to set out down the hallway before the, but CAP quickly tells them to wait. He appears to be reading a sign on the wall, a sign with more ruins like the ones Serah and Conatus were unable to read. CAP says the hallway is trapped, to ward against intruders, and leads the way. Following his every step, the party moves through without springing any traps. The hall ends in a small room, with seemingly no purpose. The only thing in the room appears to be a small panel with a few buttons/knobs.
CAP informs them the room is an elevator, something which Serah and Conatus have never heard of. CAP activated it and it goes in the only direction it can, up.
The elevator ascends to its destination, but no exit is apparent. They just appear to be standing in a small room, wall of every side. Then the party notices voices and sounds of feasting coming from beyond the wall which faces the direction they entered the elevator. After careful listening, Conatus believes it to be the party of Orcs that abducted Ambassador Shecrog. CAP says he will aid in the rescue of this prisoner, tells the others to ready for battle, and finally seems to effortlessly cause the wall in front of them to slide open.
The feast hall with the elevator behind a hidden wall.
The party rushes forward, surprising the feasting Orcs and their Minotaur leader, Krodan. The wound on his leg freshly bandaged, the Minotaur is slow to rise, screaming orders for his minions to attack. The battle drags on, Serah providing divine support that all but nullifies the fierce attacks of the Orcish band and wolves whipped into frenzies by a Gnoll master. Conatus and CAP manage to cut down a few Orcs and wolves, then the Krodan moves in, enraged. He cuts down two of his own men in an effort to get to Conatus, but quickly meets his end as Conatus takes revenge, plunging his short-swords deep into the Krodan’s chest. The remaining Gnoll and Orcs are killed in short order and victory belongs to the newly made adventuring party.
The Minotaur leader, Krodan.
Our heroes found the Hobgoblin ambassador chained to the floor in a cold wet room that contained the battered rotting corpses of the orc’s pasts victims.
The three adventurers then came to a smelly but large room that appeared to be the minotaurs quarters. There they find a note, apparently addressed to the Minotaur.
Serah, Conatus and CAP leave with Ambassador Shecrog and make haste for Kingsport, the capital of Arnas. This was Conatus’ party’s destination, and the rumored located of a powerful alchemist that Serah hopes can cure her husband, Lance, of his strange condition.
The party arrives after a few days march and heads for the palace. A messenger had been sent in advance, so they were expected. A royal porter shows the party in, leading them to spare quarters they can use to rest.
The party is treated to a fine meal and rests well for once. The next day, the Captain of the City Guard, Wilhelm Slambert, greets the party and formally welcomes them to Kingsport, capital and jewel of Arnas.
Rewards at End of Session.
- +1 Harmony Blade (Modified for light blade)
- +1 Lifegiving Plate Armor
- Small Pristine Starstone (Powers C.A.P.’s armblades)
- 3 potions of healing
- Tabard of Bahamut
- 5 Javelins
- Large Silver Nosering
- 2 Minotaur Horns
- 90 Gold Pieces Total
- 323 Silver Pieces Total
- 20 Copper Pieces Total
- 1092 Experience Each (Attained Level 2)
- +1 Benefit Point