9/9/2006
Chris: DM
Kathi: Tanji & Krysylys
JC: Neysa & Ana
We follow Rumblekin to where he "keeps" his pet rust monster at the bottom of a pit trap near the entryway from the monastery to the mine entrance. The creature seems very happy to see him, especially when he leans over the pit dangling his gold holy symbol which hangs on a metal chain. The gnome shovels part of a haphazard pile of scrap metal into the pit and then turns back to the others.
"What do you think we should do about that hole in the wall?" He asks looking up at the elves.
"Krys had the idea of possibly using a tapestry to cover the hole." Neysa says. "We could either secure it to the wall somehow or maybe build a wooden frame for it and brace it into place."
"Or if we can't build a frame we should be able to use some of the library bookshelves if we can move them into place. Of course we'd probably have to empty them first." Krys adds.
"What we really need is a proper construction crew." Says Ana, not really looking forward to such a mundane and undignified task despite giving his promise to Balthazar. "But since there's not one here we'll just have to do the best we can in what little time we've got.
The group heads back upstairs to the library, listening carefully at the door to make sure no giant insects have returned, and we manage to do a fairly good job of blocking the unnatural opening using a combination of tapestry, loose pieces of wood and a couple of the larger bookcases. The wind might still be able to get in but it looks fairly secure and is hopefully proof against the six-foot wasps.
By this time it's late afternoon and once again, as if on queue, Tanji's stomach begins to growl and she announces that it's time to find some sustenance. Rumblekin says the food is down in his room but... well... since his room isn't really big enough for the elves we might as well make ourselves comfortable in the dining room. Neysa uses her final Create Food and Water spell for the day and while Tanji accompanies Rumblekin to try some pickled something or other that the gnome finds tasty the elves conversation turns to the future.
"I've got to start seriously looking for a Blade Singer if I'm going to continue on my chosen path." Krys says with some feeling. "I've been putting that part of the training off for too long now and I need to find someone to train with if I hope to advance much beyond my current skills."
"Then that sounds like our next logical direction when we finish this mission for Illandar." Neysa says to her friend. "We'll head towards Evereska after we make sure that Rumblekin is safe if there isn't one to be found in Loudwater or Silverymoon."
Krys nods. About this time Tanji returns and promptly starts in on the food.
"Man, that stuff Rumblekin had was nasty." She says making a face between bites. "He's definitely been here too long by himself if he enjoys those pickled eggs."
"Where is he?" Ana inquires.
"Oh, he went to talk with the ghost guy for a minute to let him know we took care of the wasps, those undead orcs, and the hole in the outer wall. He said he'd only be a few minutes."
Tanji keeps eating and sure enough, a few minutes later Rumblekin returns with the news that Balthazar wants to see us, but without him. We wait for the halfling to finish off her meal and then go as a group back to Balthazar's room. The spirit again emphasizes his request that we escort Rumblekin back to society and after our affirmation that we will get him safely back to Loudwater, where he may begin the process of gathering and leading a group of the faithful back to rebuild the monastery, he tells us that the scroll we are looking for is in the Chamber of Wonders up on the third floor.
He also tells us that to gain entrance to the chamber we will need to reconstruct a key from four of the different grades of holy symbol that the clerics of the artificer wear. We'll need one each of the gold ones, the iron ones, the copper ones and the steel ones (as given to each of the four broad ranks of clerics) and find the key mechanism once we have them. Balthazar himself has the steel one on his body which is in the next room and he advises us to retrieve it now, while Rumblekin is not present, as he doubts the gnome would understand or accept the need to disturb his remains.
Neysa is able to very gently retrieve the holy symbol and she says a short prayer as she is doing so. Meanwhile Ana is rolling up the large, partially threadbare floor rug to use as a reinforcement for the patch job on the library wall. While Ana and Krys work on the library wall Neysa returns to Rumblekin and tells him their promise to escort him safely back to civilization so that he can begin gathering the faithful to return.
"They will need your knowledge and leadership." She tells the gnome in a quiet voice. "It is what Balthazar wishes you to do."
She also tells him that Balthazar has instructed them on how to enter the Chamber of Wonders and she hands him Balthazar's holy symbol for safe keeping. At this the gnome becomes very distressed that we would have the audacity to remove the holy symbol of his spiritual leader. Neysa tries with her best understanding and diplomatic tone to let him know that it was Balthazar's wish that we do so (as part of honoring his part of our agreement) but the gnome will hear none of it and dashes of to a previously unseen secret door and disappears through it.
Neysa sighs and heads back upstairs as she is certain beyond a doubt that he has gone straight to Balthazar to find our for himself. As she reaches the top of the stairs Ana and Krys are just finishing up in the library, where they've found the third of the four needed key pieces (the copper holy symbol from a body in the library) and she tells them that her conversation with Rumblekin did not go as well as she had hoped.
Sure enough when we reach Balthazar's room we can hear Rumblekin protesting the fact Balthazar's holy symbol was removed from his body. We quietly enter as the spirit assures the gnome that it was indeed at his request as part of honoring his part of the bargain and that he is relying on us, and especially Rumblekin himself, to not let the monastery be forgotten.
"You will be the leader as the monastery is being rebuilt." Balthazar tells him. "And I will be with you until that task is complete."
Rumblekin looks very unsure of this and seems prepared to argue but when Balthazar assumes the full stature of his rank, and informs Rumblekin that this is the will of The Artificer, the gnome releases his defensive posture and nods to a superior of his faith.
"I guess you guys are alright after all." Rumbelkin says more to Tanji than the elves. "And I couldn't even tell that his body was disturbed so you must have been very gentle and respectful when you removed this." The gnome stares at Balthazar's holy symbol for a moment before tucking it back into his tunic. "I guess I owe you an apology." He says looking up to Neysa.
"Nonsense." Neysa says coming to kneel in front of him for a moment and taking his small hand in hers. "You followed your heart and the doctrine of your teachings as best you knew and that's all any of us can do as we serve our Lords and our faith."
Rumblekin nods and smiles. "Thank you."
"It's getting dark." Ana says after allowing Neysa to rise. "We should tend to the horses."
"Wow, you have horses?" Rumbelkin says brightening considerably. I always loved horses. Do you think I could ride one?"
"Sure!" Tanji says taking him by the arm. "We have the best horses. Come on, you can come with us to check on them."
There is some discussion as to whether we should try to turn the skeletons that a guarding the entryway and dropping acid on all who pass through. Rumblekin is not in favor of this as, after all, they are actually providing needed protection for the monastery. Neysa thinks for a moment and then says that if that's the case that Rumblekin, as a cleric of the monastery, should be able to control them. This seems to take the gnome somewhat by surprise but sure enough, after a moment of concentration, he announce that it should be safe to pass and indeed it is.
We bring the horses into the monastery, again allowing Rumblekin to momentarily pause the skeletons from their guard duty, and leave them in the second entryway which has the fountain with running water. We'll have to shovel up after them in the morning but it's a small price to pay for keeping them safe.
That night Ana and Neysa sleep in one of the nicer acolyte rooms, the one across from the privy, while Krys, Tanji and Rumblekin find other arrangements downstairs. Helping each other to get comfortable the two share a long embrace and some quiet conversation before entering the trance like, meditative sleep state common to elf kind.
In the morning, after her devotions, Neysa casts another Create Food & Water spell and provides breakfast for the group and horses. Rumblekin disappears for a moment and returns shortly with a awful smelling clay pot containing pickled fish. This gives the elves a first hand reality on Tanji's earlier statements. Poor Tanji herself turns a light shade of green at the smell (and the memory) and excuses herself from the table mumbling about having lost her appetite.
After breakfast we begin the search for the final gear, the iron one, given that Rumblekin himself has a gold one. Starting downstairs in the areas we haven't yet been to we discover an unoccupied bedroom, a room with a disturbed spirit that is constantly replaying the moment of it's death by decapitation, and several more acolytes rooms similar to the one Ana and Neysa shared that night.
On the second floor the first room we come to is barred from the outside. Rumblekin tells us that it is more of the nasty undead orc monsters and that we shouldn't go in there if we don't have to. We decide to leave it for later if necessary. It's a decision that doesn't sit well with Ana but he says nothing allowing the others to take the lead.
The next room is the "plans storage area" and is lined with books and scrolls, many protected by glowing magical sigils. Again, Rumblekin urges caution advising us not to touch anything as even he doesn't know what they all do. The next room is an obvious alchemy lab complete with beaker, bottles, burners, and lots of small jars containing who knows what. The last is a vestment room.
Having discovered nothing so far, and not being able to advance to the third floor without all four key pieces we return to the first room and prepare for battle. Neysa casts Magic Weapon on Krys's bow and Bulls Strength on Ana. Ana lifts the bar and opens the door, sword already drawn.
MELEE
Before they can even attack Neysa turns five and they begin to retreat. Rumblekin turns the same five to dust (giving us a hint as to his actual level) and Ana kills the last with a single, critical blow. (Well that was easy.) Unfortunately there are no bodies and no holy symbols among the wreckage of the room so our search will have to continue.
At this point we take a break to gather up the deceased members of the monastery staff for a proper burial and then unceremoniously dispose of the bodies of the wasps and whatever's left of the undead. We then inspect the wall repairs making a few adjustments, have a quiet lunch and then rest for the remainder of the day. After dinner, at Rumblekin's request, Krys plays a very bawdy ballad called "The Scullery Maid of Sire Lune" and it is all Ana can do to sit through such a crass, low class, "working mans" tune. When it's over he quickly gets up, offers a hand to Neysa, and excuses them for the night. The two again retire to the acolytes room.
It is an uneventful night.
End of session.
Next Session: 9/30/2006