
Session # 121
10 Phoenix (15:00)
After meeting with Mara, you head to the kitchen to talk to her husband, Edric Mallon.
When you enter, a man facing a table in the back of the kitchen.
he says, Yes! Yes! I'm almost finished, you will get your damn food.
When he turns, who the fuck are you?
He is suspicious and is mostly worried about getting the food he is
preparing and his wife. He reveals that he is making food for 2 draconians
in the dinning hall, next room over.
His wife has been sick for the past few days. She usually helps him,
but she is sick and resting in there room. He and his wife have been
kept hear to prepare meals for the past 3 months.
We are to afraid to leave.
He knows that Soth came back a few days ago and was in a mood. He sent most of the staff away. I have not seen him since. He heard the level panels close, and tells you that you activated the tower safety mechanism.
He only has access to Kitchen and the family room.
He never been in the rest of the keep, he would like to explore but he doesn't have the mark. A sort of Tattoo mark that they have to get to the upper levels. You convince the cook that he can leave and goes to join his wife.
You prepare to enter the dinning hall. The large hall is full of tables and benches.
Two Sivak draconians are waiting for their meal. Jack comes in with the food plater,
they are suprised about the new staff, but their hunger is greater to just ask questions,
they want their food.
Both are hunched forward impatiently, claws tapping against the tabletop. One of them looks up the moment the door opens. “Finally, Took you long enough.” You take advantage of this and attack the draconians. Defeating both of them.
You notice that the draconians have a tattooed mark.
You continue to investgate and enter another door that leads you into the Towers tavern. When you walk in, at a table sit 3 Bozak draconians, slouched over tankards of ale. One slowly turns his head toward you, blinking as if trying to focus.
One of them stares for a moment…
then bursts out laughing.
“Well look at that…Did the tower start serving
visitors now? all laughter....
The second draconian squints at you, then raises
his mug. “You lost, little wanderers?”
The third leans back in his chair. He takes a long
drink before speaking. “Doesn’t matter anyway,” he mutters. Nobody seems to care what happens in this place."
He gestures vaguely toward the tower above. “You could march an army through the front gate and he probably wouldn’t notice.” The three clink their mugs together and break into drunken laughter.
They are clearly very drunk.... The Bozak's also have the mark.
Some attempts to convince them for help in finding Lord Soth, Hermes disguises himself as one of them but in the end they do not cooperate and you en up getting into combat, all but one survive that you drug that remained from the last time you drugged draconians. It worked well, it is now drugged for about 3-4 hours.
Continue search, you find another room. The walls are covered with maps and charts. There is a rack in one corner that contains 12 Sivak wicked-edged swords. A suit of ceremonial plate mail is in a display case. There are plans for an attack on the High Clerist Tower and for the city of Kalaman on a large table in the center of the room.
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plans for HCT - Blue Dragon Army (detailed, and no new information)
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plans for Kalaman -
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Green Dragon army
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Another room is a forge.
These rooms contains a forge, anvils, hammers, and a large pile of coal and wood. The walls are covered with half-finished weaponry, pieces of armor, dented helms.
On one of the tables, is a cast molding of a hand holding a rose
(same as the burnt mark on the draconians).
Heimdall takes it and places it in his bag.
Find a hidden door, stairs that lead up a level. But the way is closed by a large steel plate. But by having the draconian pass first, it opens a portal that give you access to the upper level.
Now on the second level, you arrive in a chamber with 2 large tables, garment hanging along the wall, rows of numbered hooks, shackles on the ground.
In the back seems to be prison cells.
When entering this area
(you hear a young woman's voice
asking who is there, please help me..
then you hear a deeper gargled voice,
Shut up you, nobody wants to hear
you complain....
As you approach the prison cells, you see behind bars, a bunch of Skeletons (try to grab through the bars), 2 Bozak guards, a young woman and an adolescent Boy.
In the far corner of the cell,
a thin boy sits with his back pressed to
the stone, arms wrapped tightly
around his knees.
He doesn’t come forward when you approach.
He doesn’t even look up at first.
“I don’t want to leave,” “It’s safer in here.”
“Please,” just leave before night comes and
it takes me again..
He does not want to leave, and you suspect he was cursed with Lycanthropy.
As Hermes attempts to free the young woman,
she turns out to be a Vampire Spawn and attacks.
You manage to put her back in her cell.
In your continued search, you find a torture chamber (with the branding Iron to make the marks), storage room with food and prison equipment.
One area left to explore that has 4 mummies
roaming, that you discovered earlier but
avoided for the moment.
10 Phoenix (19:00)













