Several months after Adventure 1
Baron von Schmittelstein is a large mining magnate (very large) who won’t leave Inn 3, eating the Mal’Anathrans out of house & home (& business) and shows no signs of paying for any of it. Finally confronted by Aodiel
, he blubbers that he’s actually lost everything, but is hoping for a revival of fortune once a special delivery arrives.
Adventure 2! (2.1, anyway)
Back at Innsville…
An Old Friend
It turns out to be Cerit Keysmelter
, with a large bag of a glowing blue stone. Seems he’s been quite a successful miner with the help of the awesome gem-finding sword, and has a Bluestone compass now to boot. The Bluestone is a very different relative to the more usual Sunstone (golden yellow in color, but doesn’t glow), and the Baron is hoping it will be a fabulous moneymaker.
Unfortunately, that night Inn 3 is hit by a ninja! Or at least, someone who stole the bag of Bluestone. Armed with her trusty broom, Aodiel even slept across the doorway – but taking care of the Baron gets tiring, so at best she was only able to swat at the thief as s/he leapt away. Since it was a Dark & Stormy Night™, there were few footprints to follow, so Aodiel and Cerit sat down to discuss options.
Cerit would give Aodiel his compass, to better find the thief, as well as the sword. He would take the rest of his wares north to [the City], and Aodiel would head down to the mine where it was first found.
Aodiel’s first stop was the crumbling statue NE of Innsville. She had a horse this time (Blossom), so it didn’t take half a day & a ride in a farmer’s cart. She cleared it of vegetation (again), and gathered a few stones in a cairn before it… but forgot her candle, and rode back to town to get one. :P When she got back, the stones were gone, so she gathered more, piled them up (keeping one for herself as before), placed the candle, meditated a moment, then turned to leave. It was a cloudless blue sky in an empty prairie, but she began hearing sounds of battle, and felt a rattling in her pocket.
Turning, she saw the candle burning down quickly, even though the sun wasn’t moving any faster than normal, and pulling a stone from her pocket, it began levitating from her hand and pushing towards her chest. Freaking out, she tried to get away from the stone, but she tripped, fell, and blacked out. Upon awakening, the sun hadn’t moved, and the stones were once again gone. And on her chest was a small red tattoo, an 8-pointed star of maces and spears.
Having had enough of weirdness for one day, she hops on Blossom and, checking the compass, heads south.
We can’t stop here – it’s treant country
Around dusk, she sees a large caravan has pulled wagons for the night, and hopes they have space for one more. But first, a lone tree on the side of the road (several yards off), immediately begins lurching slowly in her direction. Casting Light to blind it, she notices a large heart with “F+M” inside. Via infravision, it’s colder than anything else on the treant, and Aodiel attempts to chop it off.
The crazed treant dislikes this procedure.
With thorough chopping, a good portion of the heart sigil is removed, but by this time, the Light has worn off, and the treant is fighting back. Unfortunately, after much hopping about, Aodiel takes a puncture wound to the chest, and blacks out to the sounds of battle. Upon awakening, the treant is down, with swords and axes sticking out of its back… which disappear as she blinks and sits up, as has the tattoo on her chest.
With its last breath, it says “thank you,” and a broken tip of a dagger pops out of its back. Aodiel grabs it in a hankie and puts it in her knapsack, then goes to the caravan, the moon not having moved much at all during all this.
The people at the caravan are friendly, and with much drinking and carousing, a song is played by the troubadors regarding the Flight of Didapper Academy. A whole campus of mages was lifted from the ground by the Evil Mage Findorel
and soared into the air, no one knowing where it went or where it is today.
The next morning, a bit south of the caravan, Aodiel came across a crime scene. Dead bodies were being loaded onto a wagon, and some wizards were examining the scene. A reedy, bespectacled reporter was arguing with one of the attendant guards, demanding rights of the press. Aodiel asked if a treant did it, which got the attention of the mage
in charge of the investigation. She told him what happened the night before, and he sent a magical scout to verify her story.
Sufficiently verified, he shooed her off, and to Radke’s excitement, gave a full report to him.
Entering the City
The Thrashing Monk
She found lodging at the Thrashing Monk, a reasonably reputable inn along the east wall of the city. She edged her way to an alley to check the Bluestone compass, and heard some groans from deeper inside. Being a practical sort, she ignored them, and went back to her room. Upon waking the next morning, the local constabulary was loading an apparently dead body onto a cart, whereupon it sat up and zombied out. Aodiel grabbed her bow and managed to fire off a shot at it, but apparently the police were used to this sort of thing, and didn’t appreciate the assistance.
At the entrance to the Mage Section of the city, an alarm went off at the gate when Aodiel tried to enter. Upon being wanded (with no further alarm), she was ushered into the gatehouse to speak with the captain. The fact that her cursed item was so well-hidden it only set off one alarm meant she was to be escorted directly to the ringdumper
by a rock golem. It stood in the doorway, block entrance or exit while a rather nervous ringdumper took the necessary information down from a safe spot under the desk. Turns out, it’s a Findorel special, and Poltapi (the rather large half-orc) was rather excited to see one personally.
Selling bad stuff
She said she had a buyer, to Aodiel’s consternation. Seems lots of folks out there rather admire Findorel’s things of doom, and they’re quite the collectors’ item.