Sunday, February 11, 2018

The Colony - Home and Hearth

Start Date: August 24th
Start Status: On the Road Again...
Start Location: The White Tulip

Adventuring: Rennard, Jinx, Brigg, Smoke, Zenobe
At the Tulip: Castor, Hagan, Xon, Aaron

The Turn

[August 23rd]

When they returned to the Tulip, the party sent a letter to the Vine mansion in New Kavlin, outlining their progress and requesting any information on the golem roaming the upper mine.

Several hours after the party delivers the note to the Vine mansion in New Kavlin, Dunvel Woring (captain of the Vine mercenary force arrives at the White Tulip along with two of his cohort. He asks to speak to whoever is returning to the Silverstream Mine so he can coordinate taking two squads of his men, supported by a squad of city soldiers, out to blockade the road and protect the surrounding area from any intrusions. He also brings a small package and a letter from Jinel Vine herself.

The package contains five certificates of credit (*), each worth 100 GP, drawn on house Vine. The letter, written in Jinel Vine's own hand, congratulates the party on their efforts thus far and indicates the cash is a bonus for pressing the investigation so quickly and diligently. She says the golem is part of the mine's equipment (and that she's surprised it's still operational). She shares the golem's name "Pickhand" and suggests the party tries to shut it down to prevent it from causing damage using the command phrase "Pickhand, cease digging."

She indicates she's contacted Mayor Tiern concerning the potential threat from the depths, and she, in turn, has authorized the use of city forces to protect the region. She also says this does not change her agreement with the party. The group is still in charge of delving into the mine and the depths beyond. As she understands it, the military forces are setting a perimeter half a mile down the road and alerting local inhabitants to the potential threat. She brings the letter to a close with another word of thanks.

(*) Certificates of credit are used to exchange larger amounts of currency. They're basically paper money backed by a particular organization or family. You can redeem them for cash with the issuing group. Most money lenders or other prominent organizations/merchant houses will also accept them, but they may not redeem them for face value.

[August 24th]

Various party members spend the day cleaning and repairing equipment, shopping for supplies and relaxing after their extended delve. They also take care of a few administrative details.

They pay another month's rent (180 GP) to Mosk, using two of the certificates received from Lady Vine. He gives them 10 GP + 100 SP as change.

Castor, Aaron, and Xon visit the Vine mansion in New Kavlin to exchange the remaining three certificates for coin, which takes about an hour. The receive 40 GP and 2600 SP in exchange, which makes the walk back to the White Tulip hauling several sacks of coins a bit nerve-wracking (that's ~70 pounds of coins). Once back, they split the currency among the party members, and store some against future group needs.

Smoke continues her herbalism brewing in the kitchen that evening and seems moderately pleased with the results.

[Someone allocate cash so everyone can update character sheets and Joe can update the group treasure sheet.]

[August 25th]

Brigg is first up and wakes everyone else before dawn. "Let's get moving! I don't want to waste daylight!" The others respond with various levels of grousing and grumbling, but the party is on the road in short order. By the time they reach the gate, the sun is up and it looks like they have a nice day for a walk.

The party heads for the farmhouse near the Silverstream and are surprised to find it occupied. The commander of the army squad has established his headquarters there. There are a few tense moments when the sentries order the party to halt, but everyone relaxes once the group identifies itself. Lieutenant Sharz tells them that he and Dunvel Woring have established several camps around the mine entrance at a distance of half a mile and placed a checkpoint on the road. He has a rough map showing the area and emplacements. Seeing matters are well in hand, the group takes their leave, passes through the checkpoint back on the road and heads to the mine proper.

They make a slow approach to the outbuildings and tunnel, but nothing seems disturbed. The driving rain the other day wiped out any tracks around the entrance, and the area appears undisturbed. They spend an hour watching before advancing and checking the buildings. The uncovered corpse (the blanket is tangled in nearby undergrowth) lies near the entrance, creating quite a stink.

Inside the mine, Brigg takes the lead as the group sweeps the upper level for intruders. The only thing they find is the mining golem, still at work in the southeast chamber. "Time to try out Lady Vine's command." says Zenobe, who steps forward and says, "Pickhand, cease digging!" in a loud voice. The golem stops hammering the rock, turns, faces Zenobe, and goes still.

"Guess she'll be happy about that," says Jinx. Now that the golem is still, it's easy to see the damage it's suffered. Its pick-like hands are bent and twisted from constant hammering, and the compartment in its chest is missing half the panels that hold the ore in place.

"If they can repair it, this place will be productive in no time," says Smoke.

"Only if we do our job," answers Rennard. "Let's go."

The group completes its sweep of the first level and finds no surprises. They descend the ladder and perform the same sweep of the lower level. [They also search a very specific location because they meta-game a GM mapping error and find a secret chamber that contains nothing.] Everything is quiet, so they go to the portal room, also empty.

"Everyone ready?" asks Smoke. The others nod, so she puts her hand on the sphere. The usual light show occurs. The room at the other end of the trip is empty and still. "Lights out," whispers Rennard. "We wait until we're sure we can escape."

The group members wait ten minutes (they think) before heading up the stairs. The hall is also quiet. This time they have a plan for exploration. They check the double doors across the corridor from the stairway and find they really are rusted shut. Brigg listens but hears nothing. Next, they check the doors north of the frog-thing statue and pool. These are now ajar and open into a short north-south corridor that ends in another set of closed double doors. The south doors in the frog-pool room wiggle a bit when Rennard tests them; Brigg hears nothing when he listens. Ditto for the other set of doors in the east-west hall.

"OK, it seems like everything is quiet here. What now?" asks Smoke.

End Date: August 25th, morning
End Status: Back in Blackness
End Location: ???

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