Sunday 5 October 2008

Session 6 AP: Part 2

Heading into the darkness the group can hear the howls of hyenas behind them and the grinding of metal on metal. The tunnel twists and turns and they descend far into the earth. After what seems like hours it opens into a cavern, light glowing from stones set into the ceiling. The sorcerous light reveals a veritable town, buildings litter the floor haphazardly, a tower is built into one corner and an underground stream spills into the cave and disappears into the rock.

Looking around the group quickly come on Rothaar’s Taproom, the very name they have been told to watch out for. A stockade next to it provides comfort for their riding lizards as they make their way inside the smokiest smelliest dive filled with all the worst sort of people. The group feels right at home and soon intimidate themselves a table in the middle.

Unsurprisingly they attract some attention. The first shock for the group is Rothaar himself, a Dwarf although unlike those they saw in the murals. His skin is grey rather than living metal and he has hair and a beard. Not what they were expecting at all! Artemis tries the direct approach but without success while Azhanti demonstrates unusual tact and secures them a meeting later that night.

Assamber does some scouting of his own and chats away with a down at heel tiefling noble whose family was ousted from the city years ago by the Trak’Ar’s. He happily fills Assamber in on some history. Paldemar came to the city about 30 years ago and allied with the dwarves. He spent time exploring the undercaverns and in time found and took control of the Bronze Warders, giant bronze golems of bull headed men. By some treachery he invaded the dwarven hold and slew many, enslaving the rest. He freed Rothaar although he doesn’t know why. Now Paldemar controls the Hall and allows others to explore the ruins provided he gets first pick of any interesting artifacts.

Which brings things around to the point. The noble wants a group of skilled individuals possessed of discretion to recover an item he recently had confiscated. It is a bronze heart currently in the customs house guarded by Orontor, one of Paldemars apprentices and the ogre Bruug.

The group discusses their options. The tiefling is offering decent cash but they are wealthy enough already. He is also offering a favour from his house but that may not be worth much. Eventually they decide against and instead try and get what information they can from Rothaar. As the tavern empties he comes to talk to them.

The group is keen to learn about how to disable or control Golems. Rothaar claims he can’t help them, they need to go further into the mountains to find his people. He can provide a map but only if they help him. His brother Runthar betrayed their people to Paldemar and now serves as his aide. He wants him dead. If they kill him he will give them the map. If they free his people he will lead them there himself.

No comments: