Intermission (Arodus [VIII] 10th-Lamashan [X] 1st 4707 AR)
Returning the barely living body of Junia to Lady Dacilane had several repercussions: she was naturally overwhelmed with joy and sent for the best clerics of Asmodeus at once to see to her daughter’s recovery. Lady Dacilane promised to assist the heroes in the future if they ever have any need of information about the aristocrats of Absalom—a small gesture, to be sure. The other parents, upon hearing that there was a miraculous survivor after all these years, mobbed the Tri-Towers Yard in an attempt to gain access to the necropolis. Absalom’s city watch was called in to quiet the disturbance and sent in a team to search for additional survivors. Of course, there were none.
Marlinchen's interaction with the mob of parents had sent him into a rage before the city watch arrived. The heroes tried to reason with him, but Marlinchen cast a vivid cone of splashing colors from his hand, hitting half of them, and then attempted to touch Zemurin with another spell. While enraged, Marlinchen fought with no concern for his well-being, but the heroes stabilized him and handed him over to the city watch.
A rubbing of the relief on the south wall of the room that housed the children's spirits fulfilled the remaining Taldor faction’s mission.
After Junia recovered, she told the heroes her story. Two weeks before the earthquake,
Junia and her friends (including Cassiel and Grishan) discovered the
necropolis. They kept it a secret and treated it like a clubhouse, a place to
tell ghost stories and dare each other to explore by candlelight. On one such
dare, Junia found a trophy—a ruby salamander ring on the finger of a crowned
corpse. Unbeknownst to Junia, the ruby salamander ring functioned as a ring
of sustenance.
When the earthquake hit, Junia and her friends were already in the necropolis. When her friends began to starve, Junia did not. As her friends became weaker and less able to continue their search for a way out, Junia snuck away from them and hid in an empty sarcophagus that was unsealed by the great quake, desperately seeking an escape from the misery of her friends. Confused, increasingly frightened of the darkness beyond, and lacking hunger or thirst, Junia stayed in her hiding spot until she was found by a roaming cloud of shadows. Its merciless attacks drained her willpower and Junia laid there in a nightmare sleep, her body preserved for 10 years. Only the ruby salamander ring kept her alive.
Perils of the Pirate Pact
The River Kingdoms are a
constantly shifting patchwork of unruly states and territories where borders,
like governments, change too fast for any chronicler to keep track. There a
motley gang of bandits and ruffians called the Pirate Pact managed to carve out
for itself a little domain: a strip of land along the Sellen River, north of
Daggermark, near the Numerian border. Pilgrims bound for Mendev and merchants
on their way to or from Starfall frequent the waterway the Pirate Pact
controls, and the band makes a living out of lucrative protection racket
schemes. This business might be in jeopardy as rumors spread that sailing the
river isn’t safe anymore, and that monstrous giant spiders are preying on
travelers. This bodes particularly ill for the Pirate Pact’s current leader,
the self-appointed Black Marquis, Urdul Bazzak. Behind the pompous name lies a
porcine little man who, on the best of days, barely manages to survive the
attempts on his life, much less command his rowdy troops. Unless he finds a
solution to this crisis soon, Bazzak stands to lose everything—including his
life.
Venture-Captain Adril Hestram in
Absalom gave the heroes an assignment, to teleport across
the Inner Sea and up the lengthy Sellen River, all the way to Dryblade House in
Daggermark. When they arrived, they barely had an
hour to adjust to Daggermark’s sights and sounds.
“I have a mission for you,” said Istivil Bosk, the
Venture-Captain of Daggermark in the River Kingdoms. He paced back and
forth across cramped quarters crammed full of maps, books, and adventuring
gear. “Your timing is perfect, friends,” explained Bosk, an elderly man with
graying hair and a pinched, weathered face. He waved a parchment in his hand.
“I received another letter just yesterday.” He held up another stack of
letters. “It’s from the Black Marquis—I believe his real name is Bazzak—the
leader of a band of brigands surreptitiously known as the Pirate Pact. In all
of these letters, he claims to need our help and offers us The Memoirs of the
Silver Brotherhood, a rare text—maybe the rarest—in exchange. The Society tried
for years to track it down and now Bazzak claims to be ready to give it to us.
I’m sending you north to Deadbridge near the Echo Wood to meet this Black
Marquis and offer him your help with whatever it is he needs. I want this book,
and you’ll get it for me.”
And so the mission traveled north along the Sellen River, to the
aptly named village of Deadbridge, a rundown hamlet partially built on wharves.
It was there, in a rundown antique manor house where stood Urdul Bazzak, the
Black Marquis.
“I rule the Pirate Pact and with it the stretch of the
Sellen River between here and Numeria,” proudly stated the portly little man.
“The waterways are the lifeblood of the River Kingdoms, so you must understand
that any menace to the river is a menace to the balance of power.” The Black
Marquis stopped and quickly looked to his left and right before leaning in and
continuing in hushed tones. “Unless someone deals with this threat soon, I
could lose everything. Normally I would rely on my most trusted lieutenants,
but …” Bazzak sat up, regained some composure, and resumed. “The book I’m
willing to trade for your service—The Memoirs of the Silver
Brotherhood—contains information about an Azlanti treasure vault deep within
the Echo Wood. That’s where I sent my most trusted lieutenants. Only, on their
way they were waylaid by spiders and abominations and only one returned alive.
Lady Riverbane sent out another ship upon her return, the Hanspur’s Luck, to
search for my men. The Luck hasn’t returned either.” Bazzak pointed to the only
other person in the room, a raven-haired beauty standing in a corner. “Lady Riverbane
is my most trusted second, and she will take one of my best ships and guide you
back to the Azlanti vault. Rid the river of these monstrous spiders and their
abominations, find the Hanspur’s Luck, and uncover the whereabouts of my men,
and the book is yours. Do it quickly, do it quietly, and do it before the rest
of the Pact realize I’ve sent my best men on fools’ errands that may have
killed them all.”
Following the audience with the
Black Marquis, the heroes roamed the streets of Deadbridge before heading for
the docks; however, there was little they could learn about Bazzak from the suspicious townsfolk. The heroes eventually rendezvoused with
the Black Marquis’s ship: the Scrag Fisher, a 50-foot long,
single-masted vessel rigged with a lugsail. When the heroes arrived, Lady Riverbane
and several able-bodied sailors were already on board preparing for departure.
Lady Riverbane: Bazzak’s
second in command will serve as captain and guide to the heroes on this trip. This
dashing young woman was gifted with undeniable magnetism and an aura of proud confidence and resolve. Being a friendly pirate, she tried not to antagonize the heroes. At the same time, she made it clear that she was the sole captain on board her ship and that the heroes would
be well advised to act as per their assignment if they wished to get the Memoirs.
The Crew: The six sailors
manning the Scrag Fisher were all members of the
Pirate Pact. These buccaneers followed Riverbane’s orders without question. Their names were Andrezi, Esmerelda,
Fox, Thorpe, Tormer, and Viorel.
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