Agency - Session 04 Recap
We start with the 3 of us around the breakfast table. It seems that Rook has disappeared and none of us seem to notice this (or care about this).
While we are eating, the bell on the front door rings and Uxoria goes down to see who is there.
About this point in time, we notice that Faefiel and Arianell are now level 3. Thorig levels now as well, and we spend some time leveling our characters.
After we finish breakfast we head down stairs to see what is up. We are introduced to the man that has come to the Agency with a job. His name is Arthur Kennedy. He is a former ship’s Captain and is now a house flipper.
He has a house outside of town that used to be owned by a Wizard. It has a locked basement and he needs help getting into the basement. There is a list of what he believes to be clues, but it's in a language that he can’t read. He’s offering 100g per person for this job.
About this time, a female elf enters the Agency. She introduces herself as Lythriel Fetenodel and she is looking for work. The 3 of us agree that she can come with us. After getting some supplies we head off with Arthur to the house which is NW outside of town.
We arrive at the house and it is a 2 story house. On the sides of the house we notice there are Gargoyles, which is odd outside of the temples in the capital. We enter the house, and Arthur gets us the note that he found. We discover that it is written in Draconic, which most of our party can read. The note says…
- Make sure Cli is left alone, and Deads has righted ears.
- The door has no key, you lost it years ago. Get a locksmith when you remember too.
- To get into storage, make sure Fiacail has clean teeth. Her brother too if you get stuck in there.
- To get into the playroom, Prios must always have one eye on the door.
- The library, guarded by Eolas and Glio, will only be accessible if they give each other a look.
- The pillars only work if you follow the signs to start in the right place,follow the compass round the sun, and follow the dividers.
- Don't wake up Cedric by stepping on his least favorite tiles.
- Remember, one of the tears is tethered to the altar. If you remove it, well… don’t.
- To get to the cave, the same pillar rules apply, be sure…
The page is torn off. We ask Arthur to see if he can locate the rest of the page.
We set off into the basement, where we spring some arrow traps, the Cedric Trap. After dispatching Cedric, we take the armor pieces and place them in the bag of holding.
We find the library, and find a bunch of notes and a few spell scrolls (specific scrolls to be determined later). We do not find the missing part of the page, but we do find the Wizards name, Colvin. We take all that we find and put it in the bag of holding.
We eventually make our way through the basement into the cave, where we find an altar with 2 red gems/crystals and several purple ones. In front of the altar is a contouring circle. While we are in the cave, Arthur comes down and states that he found the rest of the note (Ben did not put this in chat so I don’t have what it said, but it was not helpful at this point). Arthur offers us each an additional 50g to help him remove the gems/crystals from the altar.
To be continued...
Body Count
- Helmed Horror (Cedric) - Thorig/Faefiel (simultaneous attacks of opportunity)