02 - The Choice

Disclaimer: Arcs 1 and 2 were not prepped/recorded with the same template as newer arcs, and the information saved has been less complete.
Please check Pucc and Shadow's Notes for a more character-driven perspective.

Session 7

  1. They are followed by a The Vengema Rankora agent
    1. They approach them with a deal
      1. A high voice calls from the shadows; "I see the lady knows how to dance, and the Gentleman's not bad either."  A gnome, dressed in a svelte black and red vest with a mottled deep-sea blue cloak.
        1. DC15 Perc: Vengema Rankora tattoo behind their left ear
      2. She introduces herself as "Snipe"
    2. Snipe offers them a job secretive job with a huge payout.
      1. She'll pay 200GP once it’s done, and a bonus if done well.
        1. Tells them to find her at The Busted Gull for more details.
        2. The local marshland elves have been causing problems for the local chapter of Vengema Rankora, and they want the party to kidnap the leader's son for leverage.
        3. Ari Vehemently
  2. At the Gull, they get approached by the rich gentleman (Yves Ka'dross) at the bar
    1. Saw how they handled themselves in the ring, and they are exactly the kind of people who can help me!
      1. Speaks in a contracted, airy voice, with many breaths of air.
    2. An eccentric (and old) alficologist (one who studies elves) who came from the University of Castrovel heard of a primordial temple of the sea elves on this island, and he's looking for help studying it.
      1. Had a group of local strong-men to help, but the thermal vent pulled away their full attention
    3. I completely understand of course, and yet am now at a loss.
    4. Yves Ka'dross appears to be an old, olive-skinned man
      1. DC16 pierces his Disguise Self spell, and reveals a female Kasatha
        1. They identify Yves as a Kasatha, and she throws in an extra 10 GP for the party to keep quiet about her identity
      2. She is an alficologist, and is here on a grant from her university (University of Castrovel, College of Elven History) to study the local elf population. There aren’t a ton of interstellar species on this planet yet, and she doesn’t want to upset the locals with her strange appearance
  3. The marsh elves are unfriendly towards any of the gnomes/dwarves in the city, and openly hostile to the new people here
    1. If they can find the temple and make sure it's safe for him to enter, he will pay them well (double what the others were making, 150GP!)

Session 8

  1. They choose to take up Yves' quest first.
    1. Snipe gives them an extension on the kidnapping
      1. They have 2 extra days to accomplish their mission
      2. They're also given a map of the general area.
    2. Yves gave them a guide to the temple
      1. Got there in good time
  2. The temple
    1. Ari recognizes the text as quite old
    2. They broke in the doors at the front and found the foyer
      1. A cleansing fountain in the middle of the room, two discrete side doors, and large, ornate double doors in the middle
      2. Double doors had elven religious figures/guardians holding glaives
    3. Ari performed a cleansing ritual on everyone, and felt something change in the air
    4. They enter the right chamber, and are confronted by four elven skeleton guardians
      1. They don't attack, but resume guarding, influenced by the cleansing ceremony.
      2. There are a series of sarcophagi lined against the walls, and behind each one is a depiction of a historical event, a figure, etc. (on the prow of a ship pointing toward land, standing in a field of dead, etc.) and nameplate in primordial elven
      3. Behind the last sarcophagus is a portal-looking depiction
      4. Shadow pushes the door, and it begins to open, then falls in, shattering on the ground
      5. As an afterthought, he turns back and steals a shortsword from a guardian
        1. +1 Masterwork Elven Shortsword
    5. Down the passage, they find a small study
      1. Filled with crumbling scrolls, a partially dissected elven drone, and three levers on the wall
        1. The first and third are up, the middle one is down
        2. They lifted the middle lever, and there was a rumbling in the deep.

Session 9

  1. After pulling the lever
    1. One of the carved elven guardians has turned from their position
  2. They find in the mirror room that it has suffered some physical damage
    1. There was a partial cave-in, and one of the levers has been separated from the wall
    2. The internal mechanism is visible from the outside
      1. DC 15 Arcana/Investigation check to "hotwire" the levers
      2. Success causes a rumbling in the deep, opening the door; failure causes nothing to happen
  3. This will awaken a spirit priestess to appear, and she will demand them to pronounce their faith in an ancient tongue
    1. "There is a flash of light, and an apparition appears. She is elven, dressed in high ceremonial robes, light and shimmering, with a circlet around her head that resembles a stag's horns, and equipped with a similar blade and bow to the skeletal guardians outside."
  4. The priestess speaks to them in an ancient, unknown tongue:
    1. cwiddian êower nîðing (chwee-deann ayo-where nee-thing)
    2. History check - only succeedable by characters who speak primordial or elven
      1. They consult with Yves Ka'dross, and she does the best she can with a response; unfortunately, the answer they provide elicits a violent response.
  5. After slaying the other skeletons, they are able to gain entry into the main sanctuary.
    1. It's dark and gloomy, with stalagmites growing over rows of pews, and ominous drips from the stalactites above.
    2. In the pallid darkness, the players at first hear nothing but their own echoing breaths, but then something sloshes in the water, something unaccustomed to the light now entering from the two open double doors.
      1. Players with darkvision see a shape moving and ripples moving toward them
      2. What you see is a hulking, a crustacean of enormous size (C.O.U.S.), about the height of a dwarf but squatter and with two large, deadly pincers held out and open in front.
    3. Wading in from the back comes a greater, more terrifying creature. It's larger than any person, standing almost as a giant, with huge pincers that look like they could cut a person in half.
      1. Its eyes flash with an unexpected intelligence, and strangely, under its enormous pincers are two humanoid hands, each curved in toward its body.

Session 10

The Crabble fight!

Session 11

Rivello intercepts The Captains to plead against working with Snipe

Session 12

The Captains get matching tattoos and recuperate

Session 13

The Captains plot a heist against The Vengema Rankora at The Golden Goat

Session 14

The break in!

Session 15

Escape from Port Astartes!