Colonial Caerdia: Blossom Fall is a story being told through a 5th edition Dungeons & Dragons campaign I'm running at a local hobby shop called the Devil's Bench. If you aren't already familiar with this series, you can find the beginning over here.
You can find the previous episode here.
4th-5th of Waxing Spring, 0 AL
After resting for a while, out team of heroes is ready to continue on - though Conrad appears to have wandered off without anyone noticing. John takes some time to skin the bears - getting a good pelt from one, but completely mangling the other one beyond use. I'Un acquires the intestines of one of the bears for a project he has in mind, as well as some teeth, and Vala takes a look around - noticing what looks to be a vein of ore - possibly iron - in the cave wall, as well as some odd markings on the stone - occasional clusters of circles and ovals on the walls and floors. She points them out to the others, who can't make head nor tail of them, though they think that they may, perhaps, be some kind of language.
Ready to move on and explore the caves some more, John and Vala sneak off to scout the way. John continues up the growing tunnel where they found the bear, soon finding it to get steeper until it opens upwards with a tree's roots climbing down the side. He climbs up the claw-marked roots and finds himself in the woods with the sound of the river nearby. Vala lights a torch and continues down into the tapering tunnel, choosing to go straight at the intersection. It continues to taper as it twists, getting smaller and smaller until even short Vala has to crawl the last few feet to where the tunnel comes to a rounded end. She doesn't find anything other than more of those strange clustered markings.
Vala and John both return to the others, arriving at about the same time and reporting their findings. Moving as a group, they head off to investigate the final passage in the cave, with John sneaking ten feet ahead of the group to scout the way. This way also tapers, getting smaller as it twists and progresses. John reaches a point where it's too small for him to walk upright and signals back to the others to let them know before he bends down to see what's down there and hits his eye on a rock - letting out a yell that alarms the others until they figure out what happened.
Since they're paused, Jojen asks the others to wait for ten minutes while he casts a spell that allows him to understand any written language so he can take a closer look at the strange circle-and-oval clusters that are down here as well. While he's casting, I'Un announces that he thinks there's something organic in nature about the symbols, and the tunnels, but neither seem naturally forming or man-made. Jojen's spell also reveals that the markings don't translate as any kind of written language.
Concerned that they may be getting into something they aren't prepared for, they decide to return home - bringing what bear meat they can. After arriving, I'Un spends the rest of the evening tracking down a leather worker, finally finding a green dragonborn name Makkar who agrees to lend him his tools in exchange for help building his house.
John and Jojen visit Lord Krandig. Jojen suggests that he may be able to turn Krandig's money into jewelry to fund a house for them to live in - which Krandig agrees to as a possibility, as well as agreeing that he wouldn't mind having Jojen in his house as one of his vessels. John, on the other hand, offers membership in his tribe to Krandig and Jojen. Jojen doesn't outright accept, but shows some interest in the idea. Krandig, on the other hand, turns down the offer, as he has no interest in a tribal life - but he says he'll consider it in the future if the tribe grows larger than two people, and seems like it would be a worthwhile investment. After John leaves, Jojen convinces Krandig of the benefits of having two homes - one here at the settlement, and one perhaps further inland, in case of anything horrible happening to the settlement. Krandig likes the idea of having a country home, and Jojen goes off to share similar thoughts with John.
Vala decides to skulk around camp, keeping her eyes open for anything shady. She doesn't find anything amiss, but her attention is caught by a tiefling with gazelle horns who is making deals and arranging trades between people. After following her for a while, Vala approaches her and introduces herself, learning the tiefling's name is Atsnid and she's intending to set up some kind of shop. Vala lets her know she's good at acquiring things, and walks away confident they will have dealings in the future, and a possible future deal for a jewelers' kit for Jojen.
The next day, I'Un spends the day helping Makkar with his house and getting advice for the design of his project. Jojen looks around for carpenters to help work on Krandig's house, but only finds ones that are already occupied - working on a Temple of the Four with Glavel, the former high priest's assistant, working on a project for a gazelle-horned tiefling, and working on a tavern with Wyatt, a fellow bard. He also makes a deal with Makkar to help build his house in exchange for being permitted to build a small forge nearby Makkar's workshop that the dragonborn can keep an eye on for him.
In the evening, I'Un joins Vala in skulking around the camp, looking for any problems, but they're suddenly hit with the idea of going back to search the Spring Blossom. It's a bit of a hassle rowing out to the ship, as Vala's vain efforts set them spinning in circles, but they make it and they begin looking for any treasures left behind, or signs of people living on the ship. They find nothing until, down in the cargo hold, they notice a bad smell - something halfway between rot and wet dog. I'Un punches through a plank, revealing an open space below.
Lighting a torch, Vala drops down into the cramped, watery space below. She spots several hairy mounds. After poking and prodding at them, she determines that they are certainly not alive. I'Un joins her, and they discover that there are nine very hairy, very dead orcs in this hidden pocket that was entirely sealed - apart from the hole opening out into the ocean. The orcs are surprisingly well dressed for orcs, but the only item of value on them is a set of carpenters' tools.
Taking the tools, Vala and I'Un depart the cubby, replacing the broken plank with one from a deck above. They then set to rowing back to sure, determined to get some questions answered - but with no idea who they might be able to trust.
And that's where this game session comes to an end. Come back next week to (maybe) find out more about these mysterious hairy orcs in Episode 6.
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