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[[Image:Keygan_Ghelve.jpg]]
[[Image:Keygan_Ghelve.jpg]]


=Places & People=
= PEOPLE & PLACES =
 
Check [[TSC PeoplePlaces|People & Places]]
== Copper Coin ==
If generous you could call it a restaurant.  It is near Keygen's lock shop, and is ...a dive of a place. Where the food is overly salted and horrible to the taste. The stew they serve is made of left over meats and rotten veggies. It makes most people sick, those who don't get sick get horrible gas. Kholuk is in half-orc heaven.
 
The Copper Coin is a busy place. Lots of people move in and out. Most look to be lower working class; dockworkers, fishermen, and day laborers mostly. Simple folk with simple lives. Lives that are too simple to be concerned about eavesdropping on your strategic planning.
 
== Drunken Morkoth Inn ==
...is perhaps the most popular inn in the city. A regular stop for many merchants and traveling adventurers, the combination of comfortable beds, good food, and reasonable prices make it a favorite among the city's returning visitors. Each of the rooms here is decorated with a humorous painting of Cauldron's legendary lake monster, a large morkoth. the paintings depict the morkoth in any number of embarrassing and ridiculous scenes, always with the morkoth drunk and confused, and often in incongruous locations.
 
We met '''Wesley''' here who gave us many of the initial rumors we had to work on solving the disappearances.
 
== Ghelve's Locks ==
The shop is on Lava Avenue. A small turret dominates the facade of this two-story black stone building. Iron bars are embedded in the thick window frames. Beyond the turret's ground floor windows sits a lovely display of locks, from large to small, simple to complex. To the left of the turret, above a heavy oak door, swings the store sign."
 
This storefront smells of wood and pipe smoke. Two padded chairs flank a hearth containing a small yet lively fire. The fireplace's carved mantle bears a tinderbox, a small vase of dried smoking leaves, and a finely wrought collection of pipes. A burgundy strip of carpet leads from the entrance to the wall across from it, where dozens- perhaps hundreds- of keys hang from tiny hooks. the keys come in all shapes and sizes. A handomely engraved mahogany counter stretches along one wall. Behind it hangs a red curtain that neatly hides the rest of the store. When you open the door, a small signal bell chimes.
 
 
== The Jzadirune ==
Keygen moves over the grandfather clock and messes with the mechanisms. With a 'click' a panel under the stairs shifts. He moves over and pushes it away. A dark stair case is revealed. Keygen turns to face you all and mutters “the only known surface entrance to the Jzadirune.”
 
Before you is a darkened stairway leading into the depths of the volcano. The stairs are small and closely spaced. Kholuk will have to use caution when descending.
 
[[Image:Doors.JPG]]
 
[[Image:jzadirune.jpg]]
 
== Lantern Street Orphanage ==
The orphanage rests on the corner of Lantern Street and Lava Avenue, its charcoal-colored stones held together with mold encrusted mortar. The windows on both stories are tightly shuttered. Lanterns hang on either side of the oaken front door, mounted to which is a green copper knocker shapped like a smiling gargoyle's visage, it's nostrils pierced by a copper ring.  The orphanage has two dormitories, one for boys, one for girls.
 
'''Jenya''' says:  The orphanage has barred windows and excellent locks protecting its doors. The children are locked into their rooms at night to prevent any midnight mischief. In the wake of the kidnappings, the Church of St. Cuthbert has publicly vowed to locate the missing children and bring the kidnappers to justice.
 
Employees:  Orphanage run by '''Gretchen Tashykk''', an elderly halfling.  • '''Jaromir Copperbeard''', the gardener, 99yo male dwarf.  • '''Neva Fanister''', the nurse, 32yo female human.  • '''Temar Flagonstern''', the cook, 48yo male human.  • '''Willow Atherfell''', the school teacher, 54yo female half-elf.  • '''Patch''', the janitor, 23yo half-orc
 
Orphanage children taken (2 girls and 2 boys):  • Deakon Stormshild, dwarf age 12, has been at the orphanage for 6 years, after his parents failed to return from an adventure.  • Evelyn Redevec, human age 9, a quiet sullen girl, her parents died of filth fever 7 years ago.  • Lucinda Aldreen, human age 8, a gregarious, superstitious child, given to the orphanage 4 yrs ago by her poverty striken mother.  • Terrem Kharatys, human age 9, a dour and temperamental lad, who’s parents died shortly after his birth.
 
== Last Laugh ==
A thieves guild that is connected in some way to the kidnappings.  They sprung up a few years ago and have been involved in petty thefts and a few minor organized extortions, and black-markets. They are reputed to have a base of operations here in Cauldron. They also have been at odds with a local thug group known as the Alley Bashers.  They disguise their appearances with face paint.  We first ran across them in an alley--they were attacking '''Rufus Laro''', a priest of St. Culthberts Church.  He identified one of their (now dead) members as '''Kerlen Ree''', who according to Rufus, was a member of the town guard.  There was also Hylum Ferant, Nilas Varkazi, and a female probably named Jil (these names are known due to game tiles and jpg image.)
 
[[Image:jil.jpg]]
 
== Minuta's Board ==
A cheap dive we can stay at if totally broke (1s per night).  It is lower in Cauldron, down by the lake shore. This low-cost inn and flophouse caters to anyone who can't afford to stay at Cauldron's better inns. Prices here are 75% of normal, but the owners make no guarantee against theft or loss of property.
 
== St Culthberts Church ==
A great big church on the Northwest.  The two-story building is white with marble walls infused with veins of vivid blue. It stands in dark contrast to the buildings of bare black stone that flank it on the north end of Obsidian Avenue. A pair of white marble statues depicting armored warriors stands on either side of the temple's heavy oaken door. Each of the statues raises a great mace to the sky. Ave the door's marble architrave are boldly inscribed the following words "Within Law Lives Hope."
 
'''Jenya Urikas''' is currently in charge there ("Our high priest '''Sarcem Delasharn''' is away on errand to '''Sasserine'''.")  '''Rufus Laro''' is a priest there (see The Last Laugh.)
 
== Town Guard ==
Captain is '''Terseon Skellerang'''
 
'''Jenya''' says:  "I have known Terseon Skellerang for 20 years. I have never heard of any impropriety. At times, he may be ineffectual. But he must walk a delicate balance; politics and order. I think the biggest arguement against him is the way the guard helps to collect the ever increases taxes. There have been some accusations of abuse and rough handling."
 
== Town Hall ==
The town hall is a single-story building and one of the oldest structures in the city. The building serves as a place for the '''Lord Mayor''' and his advisors to hold meetings with the nobles and other movers and shakers of the city. No one lives in the building. The building is regularly patrolled by a group of 6 human warriors. When you arrive at the office of the lord mayor, you are denied audience with him.
 
This is where the list of kidnapped victims is kept.  2 half elves, '''Fellian''' and '''Fario''' identified by Gretchen from the Lantern Street Orphanage were supposedly from the Lord Mayor’s office.  When we asked for them we were told they did not work here.


= Rumors =
= Rumors =

Revision as of 09:31, 27 August 2009

The Shackled City

The city of Cauldron sits in the caldera of a dormant volcano. Life is good in Cauldron; the merchants are happy, the trade routes are unmolested. But lurking below the quiet city are a myriad of tunnels. Some are simply old lava tubes, some are far more sinister. The comfortable life in Cauldron is about to change.



Most of you having come from small villages are amazed to see how tightly the buildings are placed. They almost seem to be built on top of each other. The streets are crowded and the roads all slant to the center of the city. Steps are cut into the paths to make walking more convenient.


Player Characters

"Len" Half Elf Scout played by Duniagra

Len Mestrah is on a mission. He's searching for a missing friend, Alar Bendrustig, who went to a place called Cauldron and had been writing often. He said it was a place full of adventure and opportunity. Some months after the letters started, they stopped. His last communication was that he had befriended some people that work at an orphanage, that he would go out for drinks with them.

Len had not enough money to travel to Cauldren, having spent much of it on equipment and supplies. It was the caravan he learned of that was his free ticket there. Only, this was not just a free ticket, he was able to earn some coin for the trip he needed to take. Now in Cauldren, a place he knows nothing of and no contacts to seek aid from, he went about cautiously searching. It was at a temple that he eventually learned the fate of Alar. For what he was able to learn, Alar had gotten involved in something he shouldn't have, or learned too much about something he shouldn't have known.

The last letter Len had received came in a package containing a small bundle of cloth that held wrapped in it a strange item with runes, but even though it had been sent to Len, he had no idea what it meant. He did feel that this would shed light on why Alar had disappeared and who hid him away and why. Now in Cauldren, his quest could begin.

Len has silver eyes, white hair, and fair complexion.

alt text

"Kazz" Halfling Warlock played by Benji

Kazz is a walking contradiction. He claims to be an atheist, and yet is constantly greeting priests with amiable remarks. He says that he fears nothing and flinches when a dog barks. He aspires to be the world's most feared arcanist, whilst standing at 3 foot tall and having extremely prominent dimples.

Whether he really believes those claims or if he is just a braggart is anyone's guess. What IS certain, however, is that he does possess some control over the dark arts and he also dresses the part. Who knows? Maybe he really is some mighty Warlock to be feared across the realms.

On the other hand, maybe he is just a short halfling with a cheery smile and a friendly personality.

Who knows?

The latest step in Kazz's great adventures has been hiring on to a small group of caravan guards. Is this one small step on his journey to world domination, or is it just a small price to pay to have a night of decent drinking? That is a mystery man was not meant to know... But seeing as how Kazz is currently napping on a tavern table in the middle of Cauldron, most people can probably assume the worst.

Kaserian 'Kazz' Butterleaf is a mighty halfling warlock of short and pudgy stature. Laugh not at his curly blonde hair. Mock his smiles as he rains death down upon thee. Tease him for his love of good food and perish.

Kazz Butterleaf. Fear him.

"Kholuk" Half Orc Barbarian played by patransom

Kholuk grows up with tribe of nice people. Other kids have mommy and daddy, but Kholuk does not. Not so bad, though, because big chief Donegall takes care of Kholuk, teaches him to swing big axe and catch tasty animals. Kholuk is bigger and stronger than other kids. Donegall say one day Kholuk will be big chief. Some people call Kholuk "Orc Bastard," but that okay 'cause it means Kholuk is big and strong. One day Kholuk goes to Donegall's tent to show big chief nice tasty animal Kholuk just caught. Donegall is dead, with pointy knife sticking out of his back. Kholuk very sad and yells to rest of tribe to come help. Rest of tribe is very mad. Mad at Kholuk. Kholuk doesn't understand. They come after Kholuk with axes and rocks and arrows. Kholuk runs away into woods. Poor Kholuk all alone now... (Kholuk was framed, but he hasn't figured that out)

In the woods, far from tribe, Kholuk can only find small animals. Small animals still tasty, especially rats, but they not very big and Kholuk gets hungry. Then Kholuk sees campfire and smells tasty food cooking. Kholuk runs out of woods and asks nice people for some tasty food, please. They say yes, Kholuk can share tasty food if he come with them and help guard wagons. This is good deal, 'cause car-a-van people have lots of tasty food. Nice car-a-van people tell Kholuk to walk in front and scare off any bad people. Wagons not go very fast, so Kholuk can catch lots of rats near road for snacks while waiting for wagons to catch up. Wagons come up and Kholuk says, "No bad people. Lots of tasty animals. Want some?" Nice car-a-van people say "no thanks" about rats, but happy that Kholuk finds no bad people, so they tell Kholuk to keep doing what he's doing.

Finally, Kholuk and new car-a-van friends come to place called Call-Drun. Lots of buildings. Lots of nice people; all kinds of people, short people, tall people, even Orc Bastards like Kholuk! Smells good, too. Lots of tasty food here. Car-a-van people give Kholuk shiny coins. Coins are pretty, but Kholuk hungry and wants food. Car-a-van friends staying in Call-Drun, so no more free food for walking in front, they say. But they 'splain that Kholuk can trade coins for whatever food he wants. Good deal! Kholuk buys lots of hunks of meat in marketplace and still has lots of shiny, pretty coins left. Kholuk also spies plenty rats near water in lower part of town. Call-Drun seems like good place; nice people, plenty food, extra rats for snacks! Kholuk happy!

"Marius" Human Druid played by cave_lion

Marius brief origin story: It is not our habit to take in lost two-leggers. Still--occasionally we find ourselves obligated to listen to the whims of fate and accept such intrusion in our lives. Marius was just a child when I found him wondering in our forest. He told me he was a runaway son of a merchant family in Cauldron. He said he did not fit in with his family--that they didn't understand him--or even care to try. I am not sure how long he had been living in the forest alone, but looking at him I did instantly understand him, which led me to believe that completing the job of raising him was going to be one more part for me to play. I could sense that he had an inner tuning to the nature of things--that he was gifted with the listening ear. And I must admit he has been a great pleasure for me to train in the ways of Druid. His chaotic impulses have been a challenge to say the least, which is quite a surprising mouthful for a centaur to say. Still, all in all he has been an attentive student and a gifted one. I am sure he and Sable will have long years of adventure and love to share. I only hope they will come back occasionally to share their stories with old Darguf and his tribe.

Marius character study: As a child, Marius was nicknamed cavelion--because he tended to dark corners and occasional growling at those who tested his sense of the balance of things. The growls were not, as most thought, a sign of bad temper. Rather they were a simple tool--nothing like giving someone an unexpected sense of impending attack to lift them out of their incessant schemes and manipulations. Marius seeks inner balance--the inner balance he senses all around him that is so obvious and yet so illusive. He lives now only to listen and learn. For him Sable is the voice he has found that beckons to the light at the end of travels. He must follow her voice at all costs--protecting it above all else.

"Sable" Half Elf Bard played by jennaver

Sable brief origin story: The members of the caravan would have protested had they been privy to the origins of the beautiful half-elf that shortened the hours of their dusty travel with her compelling stories, music and laughter. Who among them would believe that this gorgeous creature, with her chestnut mane, long slender limbs and golden eyes, had been cast out to the wolves of the forest only hours after her birth? Even the most pragmatic of business men in the group would surely scorn the prideful father that forced his oldest daughter to abandon this delicate child....bastard or not. Surely, none of the travelers to Caldrun would have been able to stomach the site of such a man, high upon his nervous steed, voicing anger and disgust at the midwife whose tears rolled into the soft ferns where she nestled the whimpering infant. Undoubtably, the women in this group would gasp in disbelief when they learned that the soft-spoken and highly social bard called Sable, whose magical voice settled their nerves each evening and whose witty stories distracted them from the heat of long afternoons, had been rescued and nurtured for 30 years by a clan of uncivilized centaurs. How little did they know.....

Marius was grateful that he would never witness these useless and imagined reactions to such an old and tragic event, Hers was a story that Sable herself did not know and would never tell despite its compelling nature and possible implications. She was his wife now and apart from her physical being, he had vowed to protect her psyche from the knowledge of such an undeserved beginning. Sable believed that she was chosen by the centaurs, as a great priviledge, to learn the ways of the bard and the skills of leathercrafting for profit when entertainment was not of value. She had known nothing but love from the moment she was plucked from her forest bed and it was his intent that the experience would continue.

Darguf, the centaur who had witnessed the harsh human betrayal and rescued the babe, had been a mentor to Marius. The story had been entrusted to Marius in an attempt to endear her to him and hopefully ensure her protection by one of her own kind. As Marius listened to the magical sounds of Sable's flute now, he shook his head , thinking it funny that wise Darguf did not know what an un-necessary manipulation that had been. Sable had captured his heart the day he met her in the centaur village. Two years of weapon training side-by-side had brought them both so closely together that they were already planning their destiny together before the information was passed to Marius. He watched now as her leather vest, laying tightly across her bosom, rose gently with each musical breath. She caught his gaze and her eyes sparkled with amusement. Sable's skills and charm would only improve with time if he could just keep this fragile creature safe by his side.

Sable character study: I will be a collector of positive energy.....using my skills for good to help others or help ourselves but never to hurt. Why can't everyone just get along????

"Forin Ka'alan" Half Elf Rogue played by Phoenik

At first glance, Forin could easily blend into any crowd, his features considered mostly average to that of any fit young man in his mid-twenties. In a group, Forin is polite but to the point, quick with sarcasm and equally slow to making friends. He trusts few but will work hard to support those few should they need his help. His social shortcomings are largely due to his internal conflict. Forin is constantly at odds with himself, trying to be a good person as is true to his core, but angry at humanity and unforgiving to those he deems worthless. His profession as a rogue only perpetuates this conflict; taking some jobs where he knows his skills will benefit a greater good and yet others that… have higher payouts and more dead bodies.

Forin relies on his skills for survival (both to pay bills and succeed in combat), as they were the only skills he was taught. He developed his knowledge working for his widowed human father, who started a lock/blacksmithing shop to make a modest living. Having never known his elven mother, or the cause of her passing, Forin’s good nature was established and nurtured through his father, a kind hearted yet strong individual. His rogue training was also established here with his mechanical inclination cultivated by knowledge Forin’s father acquired “through his many ’travels’”. Unfortunately, his hatred for most of humanity was born within his father’s shop as well…

Having established a reputation for building exceptionally complex locks, consisting of mechanisms and systems that resembled puzzles, the shop received many commissions. However, one patron, a particularly wealthy one, commissioned the shop’s best lockbox to be made. It was so difficult that only Forin’s father knew how to open it… Forin only knew how to partially open the lock. But he would never forget the night he and his father delivered the lockbox to the patron.

One summer evening, Forin and his father arrived at the house of the patron to deliver the lockbox. The patron was excited, and immediately fetched the item he wished to be secured. It was at this moment that Forin noticed an immediate change in his father’s disposition, as if his father recognized this item and was thrown into a fit of rage that he was trying desperately to contain. Once he had the item in hand, a seemingly plain, black orb, Forin’s father slammed the lock shut and yelled “You’ll never have this again, Griegor!” After hearing this, Griegor’s face contorted in the same manner as Forin’s father and with a yell of “NOOOOOO” he drew a knife and stabbed Forin’s father repeatedly. Forin was apprehended by Griegor’s servants the moment the knife was unsheathed and was helpless, watching his father die.

Frantic , Griegor beat and yelled at Forin to open the lockbox, but he couldn’t. Griegor even tried to destroy lockbox by smashing, cutting and dropping it but it was all to no avail. It was during Griegor’s attempt to break open the box that Forin managed to wriggle free and escape. In the dark of night he had to avoid Griegor’s servants as he tried to make his way back to town. Unfortunately, when he got there he found his house and the shop burnt to the ground. Now three years later, at the age of 26, Forin has moved on with his life, far from his home town, still angry that everyone and everything close to him had been taken away. Forin fled town in fear of being perused by Griegor and he would be the best bet at opening the lock without completely destroying it and what's inside.

Character Comments

  • Rumor of unknown origin: Kazz is actually a stunted angry Dwarf masquerading as a Halfling (not that there's anything wrong with that!)
  • Business Idea of the Year Award goes to patransom for the street-vendor Rat Barbecue business:
Kholuk and Kazz's Eldrich-Flavored Rats
The great new snack food that's taking Cauldron by storm! The same fresh, tasty rat you're used to, now eldrich blasted for that smoky arcane flavor! New expanded menu includes "extra tasty crispy"!
Some comments from our satisfied customers:
"Yummm, you can really taste the eldrich!" - Jenya Urikas
"I'll never snack on anything else... Please don't hit me with that axe again..." - Kerlen Ree
"I has a flavor" - lolrat
What's their secret? Kazz says "We use my special Warlock Invocation "Seasoned Blast" to create a one of a kind secret mixture of 17 herbs and spices."
  • Quote of the month goes to Forin (I mean apwhite?): “Is something funny, young man?” Gretchyn demands of Forin. Stiffening quickly (editor's note: no pun intended here) and gathering composure, Forin simply responds, “No. You have nice knockers.”
  • Kholuk in an alternate world: "you make Khulk angry. Khulk not like you! Khulk smash!!"

NPCs

Terseon Skellerang: Captain of the town guard.
Jenya Urikas: Cleric of St. Cuthberts.

Keygen Ghelve: Keygen Ghelve (a 110 year old gnome) is a well respected locksmith who's family has been in Cauldron for generations. He is by far the finest lock-maker in Cauldron. Coerced into making skeleton keys for a group of Skulks.

He has never lived in Jzadirune but has visited the enclave many times as a child. He preferred to live on the surface working his craft of locksmithing. A few years ago, he began to learn magic. A few months ago, some creatures found their way into the Jzadirune and eventually into the secret entrance in his shop. They surprised Keygen in the middle of the night and kidnapped his familiar, a rat named Starbrow. They threatened to kill starbrow unless keygen helped them with the locks. Keygen created special skeleton keys to fit his locks. He then gave them a meticulous list of all the persons who ordered locks from him over the past years. “I am not proud of my complicity, but I dare not act against them or they will kill my Starbow. I don't expect you to understand the relationship that exists between a man and his familiar.” Keygen holds his head in his hands and cries.

PEOPLE & PLACES

Check People & Places

Rumors

...from The Investigation

Rumors from Wesley

  • In general, life in Cauldron is good. The town guard deals with the local troublemakers but leaves the bigger problems (like marauding monsters) to the lord mayor or one of the many churches in town. Both the lord mayor and the churches hire local adventurers to deal with such problems immediately.
  • Townsfolk are generally pleased with the lord mayor, although a recent string of disappearances and robberies worries them. People have been taken from their homes during the night, and the town guard has been unable to identify the culprits or locate the vanished citizens. Moreover, the victim's homes were stripped of portable valuables. It seems that no place is secure.
  • The recent disappearance of four children from the Lantern Street Orphanage has outraged many locals and prompted a distraught cleric of St. Cuthbert to use a holy relic in her church to cast a divination spell. The spell has revealed several important clues, which the cleric has been unable to piece together.
  • Cauldron's not the first city to be built on this site. Adventurers tell stories of a ruined city in the caverns below, a city built by a strange race of monsters.
  • A friend saw a mysterious woman down by the lakeshore a few days ago. She had fiery red hair and wore some sort of bulky armor under a black tabard. She was talking to some shady-looking individuals and handing them some money and weapons.
  • A magical disease is causing people in the city to vanish. The same thing nearly wiped out the gnomes of Jzadirune 75 years ago!
  • The Stormblades (A local adventuring group: they help out the city and seem to receive a lot of praise for their service. Probably more praise than would be expected for the work they do.) will be named "Champions of the Cauldron" because they recently completed a dangerous mission in the tunnels below town.
  • Gryffon Malek (age 33) and Krylscar Endercott (age 24) know each other. They would meet each other after hours at the Tipped Tankard and drink until the wee hours of the morning. Now they're both gone!
  • People have been kidnapped from every district in the town. The crimes are not particularly localized.
  • Most of the victims are low to middle class citizens, but otherwise nothing seems to connect them.
  • All of the recent kidnappings have occurred at night. The kidnappers prefer to strike on overcast nights or when the moon is new.
  • The town guard has been watching suspected members of the Last Laugh or the Alleybashers, but their vigilance has not yet paid off.

Rumors from Rufus

  • They seem to be taken at night from their own homes. People of all ages and from all parts of town. Once they are taken, they are never heard from again.
  • I did hear a rumon that Coryston Pike feared for her life days before she vanished.
  • I have also heard that the perpetrators pick the locks of the victims' dwellings.

Rumors from the City Clerks

  • The clerk watches you to make sure you do not try to steal the documents. He is interrupted once by a human female messenger who relates a concern about conterfeit coins. The clerk nods and makes a note in a book. Forin is quick to catch the note. It reads: there has been an increase in the number of "jester coins" collected in taxes.
  • The current list of kidnap victims can be found here:

http://theonlysheet.com/community/download/file.php?id=5832 http://theonlysheet.com/community/download/file.php?id=5831 http://theonlysheet.com/community/download/file.php?id=5830

  • In response to Sable asking about the parents of Terrem Kharatys: “Sorry Miss, I'd like to help we have few records for the Kharatys parents. They were born here, worked as adventurers, and died mysteriously a few years ago.” Surprised at the promptness of his response, Sable follows with “Aye, but how did you know? You didn't even look.” “I get very few visitors down here, Miss. I remember than an inquiry was made about a month ago concerning the boy and his ancestory.” “Do you remember who made that inquiry?” Sable asks, trying to get a lead out of the clerk. THINKING: Is there a connection between his disapearance and this genealogical inquiry?

The clerk shakes his head, “Sorry, Miss. Privilaged information, that. Wish I could help. I directed the other person to the Cusp of Sunrise. It has an extensive library. But only nobles are allowed in there, which is what I told the other person last month, if you get my drift. Anything else for you?” Seeing Sable's confused look at the mention of the term Cusp of Sunrise, the man offers “The Cusp is an elite hang-out for Cauldron's rich and famous.

  • the Jzadirune is a gnomish enclave located below Cauldron. It has been abandoned for about 75 years. There are no known tunnels to the Jzadirune. As I recall, the gnomes who lived there made powerful magical items but some disease made them literally vanish. Believing the disease was indigenous to the tunnels, the inhabitants fled, never to return. That bedtime story is sometimes told to children to keep them from wandering into the lava tubes. I seriously doubt the Vanishing is what is causing the kidnappings in Cauldron. How does one explain the stolen items from the homes? No something else is happening.
  • As far as the female you describe. A few years ago, there was a strong red-headed woman who worked in the town guard. Oh she had some fancy tatoos. Triel Eldurast was her name. She was disgraced for some reason and fled.

Rumors from Keygen

  • The rat familiar is located in a dark place withinone mile, and through the empathic link, he can sense both hunger and fear.
  • The kidnappers include two types of creatures: "tall ones" and "short ones." The "tall ones" resemble naked, hairless, genderless humans with blue pupilless eyes and grey skin that changes color, allowing them to blend perfectly with the surroundings. They are usually encounted in pairs or threes and often leave the shop wearing cloaks. The "short ones" are sinister gnomelike creatures with pallid skin, large noses, and soft black hooves for feet. They wear black cloaks and cowls that help them hide in shadows.
  • the kidnappers share a common language that Keygan doesn't recognize.
  • If the kidnappers have a leader, Keygan hasn't seen it. The "tall ones" and "short ones" seem to get along fine without one.
  • Keygan gave the kidnappers three different-sized dkeleton keys tht can open most of the town's locks. One of the 'tall ones' carries the keys on a silver ring.
  • The 'tall ones' wield rapiers and light crossbows. The 'short ones' wield sharp daggers. They live in the ruins of the Jzadirune.
  • Jzadirune was a small enclave inhabited by gnome spellcasters. It was abandoned 75 years ago when a mysterious disease known as the Vanishing caused several of the gnomes to slowly fade away.
  • Jzadirune's doors are gear-shaped and designed to roll to one side or the other. Many of them bore traps that only the gnomes could safely bypass.
  • There is at least one 'tall one' guard in the shop. He keeps an eye on Keygen to make sure he is compliant with their demands.
  • His front door is locked but the Alarm spell is not on. He hands you a key to the front door. The same key Forin tried to palm earlier.
  • The perpetrators pick the locks of the victims' dwellings.

Rumor from Jenya and Gretchen

  • Jenya gave us a riddle/prophecy: "Yes, I used the Star of Justice to cast the spell. The high priest is allowed to use it once per week. In his absence, I felt justified in using it. We can only ask it one question. The question asked was "Where are the children who were abducted from the Lanter Street Orphanage?" "

THE LOCKS ARE KEY TO FINDING THEM. LOOK BEYOND THE CURTAIN, BELOW THE CAULDRON. BEWARE THE DOORS WITH TEETH. DESCEND INTO THE MALACHITE 'HOLD, WHERE PRECIOUS LIFE IS BOUGHT WITH GOLD. HALF A DWARF BINDS THEM, BUT NOT FOR LONG.

  • Best known locksmith in town is Keygen Ghelve.

Rumors from Patch

  • • A low ranking Last Laugh guildmember named Revus Twindaggers contacted Patch last year and offered him 50gp to keep his eye on Terrem Kharatys. • Patch was allowed to join the Last Laugh and has been honing his skills as a rogue. • He does not know why the Last Laugh is interested in Terrem. But one time, over drinks, Revus let slip that it had something to do with Terrem's dead parents. • He does not know where Revus lives, and he has not seen Revus in over a month. • He did not know that if Last Laugh was planning to abduct the kids.

Deductive Rumors/help from apwhite

  • You both are right. There is something odd there. Jenya did say that the Town Guard investigated and concluded their investigation. I am pretty sure that Skellerang delivered a report as well. And that was two days ago (two days after the abduction). Horatio and the crew must have been in CSI mode to conclude it that quickly. On the other hand, Gretchyn did say she was questioned by two half-elves this morning and that there were from the Lord Mayor's Office. She even took down their names (which she gave you) She also gave you a clue that they were not very careful in their examination. They did not interview the staff, only her, in fact.
  • So the question I would ask is 'why are two seperate investigations being made?' Seems the town guard and the office of the Lord Mayor would be on the same team, one being an extension of the other. Also, why reopen the investigation? I'd ask around at the Lord Mayors office about it and even ask to talk with the two who visited Gretchyn earlier that day.
  • Remember those other rumors. This story arc is a big one. Things are related. Don't worry. The investigation ends real soon and the hack and slash starts. .. But don't lose track of the story. There is still an evil plot afoot and it is up to you to uncover it.
  • Keygen is a Gnome--as are the first two missing people on the list. He could very well be part of the "lost" secret society of Gnomes that disappeared--or at the least know more about them. We should try to see what his opinions are regarding the "virus" and whether the current situation is similar or just made to look similar.
  • There is a noble son on the list of missing persons--whose family could be an "in" to the Library/Cusp of Sunrise
  • The kidnapping list is comprised mostly of humans with a few halflings, gnomes and dwarves tossed in. Only two of the victims had any elf blood at all and one was a girlfriend....might have been in the wrong place at the wrong time.....It might not mean anything but it caught my eye....

Cauldron Time Line

Chapters

Chapter 1: Life's Bazaar (Autumn)

Quest #1: Uncover the secrets behind a string of kidnappings. Return the 4 stolen children to the Lantern Street Orphanage and St. Culthbert's Church will pay 2500 gold.

Bonus quest (sponsored by Kholuk): find Patch a new eyeball.

Chapter 2: ...

Monsters

Skulk

Dark Creeper

Editing Notes

If you create a new Wiki page for this PbP, please use the TSC tag as part of the name. For instance, if you need a page for an NPC called Bianca Black, create that page as TSC Bianca Black.