Log in Page Discussion History Go to the site toolbox

Living ENWorld:Adventure:A Rather Odd Shovel

From BluWiki

Main Page | Geography | History | Organizations | Deities and Demigods | Characters | Rules and Mechanics

Broom icon.png This article has information that needs to be disseminated.
Please copy the information from this article to the relevant Living ENWorld wiki pages.


Contents

A Rather Odd Shovel

DM: by Rae ArdGaoth Judge: Bront

Volidar's Tale:

Happy with the Keldarites for freeing him from his wayward guardians, Thyrin hires our intrepid heroes to investigate the bandits who set off the fire elementals as well as assist him with performing odd jobs around the tower.

As the bandits' bodies (and all of their possessions) were incinerated, our detectives focused on locating the bandits' hideout. Cassandra tells them that the thieves were not amateurs: they knew something about stealing from wizards. A brief search reveals a freshly dug tunnel with the bandits' things: a book of blueprints and a rather odd shovel. Thyrin asks the gang to investigate the bandits further, and so they set out for Orussus, to consult Volidar the Bard and visit the Library. (On the way, they discover that the route to Grenton has gone from a few hours travel to a few days! Magic? The deities at work? The mystery remains...)

At the Inn, they meet Fimble, a gnome knowledgable about architecture and who, as fortune would have it, has seen a shovel identical to the bandits. Volidar Stormblade swaps a tale for Keldar's song and tells them about the Archaeologists, an ancient Fallonese thieves' guild whose emblem looks similar to the one on the shovel.

The investigation takes them to the Constructor's Guild, where the greeter directs the gang to the Clerk, who then directs them to the Guild's only resident Fallonese architecture specialist, Ms. Lehmensek. Keldar charms her with a poem, and she directs them back to the Clerk, who informs them that James Urton, Thyrin's rogue architect, was exiled to Fallon. All signs point to the City of Falls, and so to Fallon our novice investigators go, with a letter of introduction from the Orussian Constructor's Guild en route as well.

In a bit of luck, a ship happens to need some adventurers to protect cargo on the journey to Fallon. After an uneventful poling up the river to Fallon, the vessel is attacked by a vicious pirate queen and her lackeys. With careful planning, nigh expert leadership, and skillful combat, the Nobodies take care of the situation, and the Kithsul is made a little safer. My own narrative of the battle would pale in comparison to the one told to the Fallonese customs officials, which I will now relate to you:

"It's exceedingly simple!" says Keldar.

"First, the introductions. I'm Keldar, Keldar Warbray, lately of Orussus." Keldar indicates his companions in turn. "The Lady Rapture of - also Orussus. Tarag, master smith, respectable businessman and priest, no less. Atomerasu Worthallingham, student of one of the two greatest schools of magical learning in the known world. Galwynn Grimeblade, of the tragic village of, of... wait, I can remember. Black and white animal, small area of woods - of course, the village of Magpiethicket. And here is Frimble Laura Atkins Mackerel Gibbons the Third, whose name I'm sure is not unknown in Fallon. But we all set off from Orussus, having signed on as guards for the voyage aboard the Jane - the Diligenza, as she now is."

"Now, Jamella Githiel, you say? Long silver hair? Pointed ears? About half as pretty as Rapture? Carried this very blade?" Keldar displays the rapier that he can't seem to keep his hands off, though he's never strapped it to his side. "A first mate who looks exactly like him? Fond of fire? Screams a lot? Quite clearly insane?"

"Because that's the woman who attacked the Diligenza and tried to kill us all. She stabbed herself in the heart when her attack failed. She's down below, in winding sheets, alongside the corpses of two of her men. And, you might be pleased to hear, we have all but one of the rest of her piratical crew tied up below too, alive if not happy. The twelfth leapt overboard and swam for it."

"And strange to relate, so did Captain Cregle, before he had a chance to see what the Keldarites and his own men could do in the face of pirates. It seems he had less concern for his ship than they."

After enjoying the magnificence of Fallon and tasting flipfish for the first time, the shovel is finally presented to Fimble's father, who is moved to tears by the discovery. Impassioned once again in his quest for justice, he hires the gang to research the Archaeologists and Urton further, in hopes that their investigation of Thyrin's thieves will reveal the long-fled bandit who stole his father's fortune.

The Goods:

Urton's Journal

Obtained from an old Fallon Guard clerk and deciphered in the Collegiate Library of Fallon, this book in synergy with the Book of Blueprints found beneath Thyrin's tower unlocked the secrets of the passages beneath and around Fallon. With the help of the librarians, our intrepid adventurers compiled the useful information into one source and used it to infiltrate the Archaeologists' hidden network of tunnels.

The Book of Blueprints

It's a plain leather bound book with detailed maps and diagrams inside. Some of the maps look like professional blueprints of tunnels, others are quick hand drawn sketches. None of the maps are of familiar places, and the text, though present, is very specific and unhelpful. (Things like, "left, right, skip 2, left" on the sketches, and "8' diameter" or "grate control wheel" on the blueprints.)

"Tommy peruses the book for a while, flipping through the maps and sketches. He has seen plenty of prints in the Academy's library, but those collected in this book are just all over the place. Notably, he recognizes the grid like maps to be sewer systems, some of the sketches are probably caves or cave networks. Also documented are mansions, a couple of towers (though none that are Thyrin's floorplan), and one massive public building, probably a court house. Tommy knows that Fallon must have an impressive water works to deal with the constant influx of water, but he has no idea what it looks like."

"...the maps in the book are on too small of a scale to accommodate minotaurs, if the blueprint measurements are accurate."

Fimble, on the location of the buildings in the prints: "Fallon, the wondrous City of Falls! My home town, actually. If I'm not mistaken, almost all of these are buildings in Fallon... yes, these pages are definitely the Halls of the Gods, you can't mistake that star shape. And this could be one of the many towers in the College of Wizardry, it certainly has enough stories. And these, back here, they look like portions of the sewer system. They're quite complicated, thanks to the Catastrophe." He looks up at Tommy and Keldar. "The sewers are nowhere near comprehensive, and the Halls of the Gods are constantly being added to so this is a bit outdated. I'd venture to guess that most of these in this book are copies of the original blueprints. These thieves, whoever they were, must have been well connected, because even the secret entrances are marked."

Fimble, on the secret entrances: "Here's one, in what looks to be one of the tall wizard's towers. See how it comes out here, in the sewers? And the Halls of the Gods, there's a trap door in the north star point's oratory, it looks like it leads to a basement hall, which connects to... the surface, I would say, based on this scribble here. Very interesting! This book is quite valuable, if you can identify which buildings are which."

The Shovel

It's a strangely shaped shovel. Its handle is curved and twisted, perhaps to provide more leverage and make the act of digging more ergonomic. Also, branded on the handle is a complex seal of interweaving lines.

The shovel does not seem magical, though it is obviously well designed.

Volidar: "Their sigil was an artistic combination of several great noble houses, though I could not tell you which. This shovel's complex seal bares a striking resemblance in style and content to the Archaeologists', but it is not identical, as theirs was even more detailed. I suppose it could have lost some minor touches over the years, or perhaps the brand's blacksmith was not skilled enough.

The People:

James Urton, Fallonese Architect

Thyrin: "Aha! You see, I told you that fellow was a scoundrel! Ah, you all are unaware of course. When I first built my tower, I commissioned a Fallonese architect living in Orussus to draw up the plans. He was a likable fellow, and supposedly had experience in designing some of the public buildings in Fallon, but something didn't smell right about him. I paid him and sat on the plans for a while, and then decided to scrap them and make my own plans."

Lehmensek: "There was indeed a Fallonese guildmember here, more than a few years ago though. I think... Oh yes, I remember, how could I forget? He fell into some trouble with the authorities here. Something about funding thieves, I think. He had to pay a hefty fine, and then he left. You can ask the Clerk, but I think he returned to Fallon."

Constructor's Guild Clerk: "James Urton, what a scoundrel he turned out to be. Excellent at design, too cunning for his own good, truth be told. We expelled him from the guild when he was convicted of engaging in illegal trade and funding a thieves' guild. Last I heard, he went to Fallon. Whether he's still there I couldn't tell you. The Orussian Guard may have more information, though I suspect that once he paid his fine and skipped town, they didn't keep tabs on him."

Fimbus II: "Right then. I spoke with the authorities this morning. Seems James Urton came here from Orussus some time ago because of some troubles he had with the law. He settled in quite nicely here, then was involved in a scandal bribing an authority for access to the Fallon sewer systems. He again dropped off the map, but his old house was searched and they found coded papers that were never deciphered. If you go to the Guard's clerical office, you can see them yourself."

The Fallonese Guard Clerk's Tale: The clerk narrows his eyes then leans back in his chair and lolls his head back. Talking to the ceiling he says, "Just a moment while my tired old mind thinks back that far... Hrm... Yes, the official was an up and coming boy of 20, delegated to patroling the sewers for monster rats. It's a shuk job, but it hardens the lads for dealing with criminals and keeps our water ways clear of the nuisances while they're still just a nuisance. Wasn't a problem before the Sentinel spell and its subsidiary magics saturated our daily lives, but now these nasty blighters can grow to such colossal sizes, you wouldn't believe. I recall this one time... Ah, sorry, the official, right."

"Anyway, the boy had access to the whole sewer system, and Urton approached him with his bribe, asking for a copy of the keys to some of the gates. The boy knocked him over the head with the flat of his blade and took him out right away. Put him in the holding cells for a while, but someone let him out. Seems Urton already had friends on the inside, but whoever they were, they're not talking. Then he disappeared. Urton was a fairly well known architect, did some pretty pieces for a couple of clients on the top levels, I recall, and a few on the ground down here, over by the Halls. He had a nice place of his own on the 40th floor, if I remember rightly. Not a great neighborhood, even today, but the place was nice. The Guard got there quickly, but we found nothing but that useless tome. Whether he got there before us or he was just prepared for the worst, we don't know."

"We seized the house and all of his assets in the bank, what little he had anyway, and eventually sold the place to another man on the same level. His name slips my mind..." He gets up, goes to Urton's file, and retrieves an old piece of parchment. He copies some information down for you. "Here you are. Vlad Turket, 113 Gyllet, East side, 40th level. Pay him a visit, tell him we sent you, I don't much care." With another sigh, he continues talking in his strained old voice.

"Urton was a quiet man. He had few friends among the other architects, his clients were satisfied enough to recommend him but didn't maintain any long-term relationships. We did visit a few taverns, seems he preferred to socialize with the pub-goers more than his clients, but even they weren't able to give us much. Generous guy, bought drinks for the house on occasion, catered roast pig feasts on holidays, but didn't talk much about himself. He had some gold, that man, but he didn't keep it in the bank, that's for sure." He chuckles, then coughs, then takes a few deep breaths before finishing.

"So there you have it. We don't have anything on him except attempted bribery. That's it. Nothing else. Tried to buy one cop too many, bought enough friends already to get him out, and we never saw him again. Clients never reported thefts, what few acquaintances he had knew next to nothing, and that old thing is just gobbledygook. This thing has been dead for 18 years. Good luck." Again he shrugs, and he sits up in his chair.

Ms. May Lehmensek, Orussian native, Fallonese architect expert

She's single!

She is middle-aged, perhaps in her early 40's. The papers on her desk, unlike the others, are neatly organized. She's working on a detailed drawing, writing very carefully, consulting her several arrayed sketches every few strokes. Her parchment is of high quality, she's probably working on a final draft of some design.

Volidar Stormblade, of the Brotherhood

"Obviously a superb musician" Plays the lute very well. Can play the lyre.

Jord Theron, customs enforcement officer of Fallon

Fimbus Leyron Aukits Macklerey Gimmons the Second, Gemcutter of Fallon

Father of Fimbus Leyron Aukits Macklerey Gimmons the Third. A very successful gemcutter, he lives on the 88th level of the city in an elegant, gnome-sized home. He works with an Academy graduate practiced in illusion magic to create beautiful displays for his gems.

He had his father's fortune stolen from him many years ago and never found the culprit.

Vlad Turket

A slender man with long, blond hair, pulled back and held with a ribbon, has answered the door. He wears dark clothes, fit for a noble. Behind him is a sizable antechamber, which leads to a dimly lit parlor and a winding staircase.

He has a refined voice.

In a decidedly villainous move, Turket locked our heroes in his cellar:

Coldly, he says "Government is hiring rather zealous workers these days, I see. Too zealous for your own safety, I'm afraid. Perhaps I will write to my local representative, about the tragic loss of four excellent inspectors." He slips out of the room, closing the heavy cellar door behind him.

"Shields", once called "Fingers", the maimed thief

Introduction: http://www.enworld.org/forum/4786571-post656.html

His fingers cut off after botching a job with the Archaeologists, he was sent to his doom at the hands of the Keldarites. They caught on in time to save him from death, and he proved to be a valuable source of information, in spite of his worship of the dark god Seto.

The Organizations:

The Brotherhood

A quiet organization, focused on finding heroes in these times of need, with a library full of information on other organizations that court adventurers.

Volidar is a member.

Volidar: "As for access to the library, ah... Well, the Brotherhood has had to close its doors to strangers as of late, so I'm afraid I cannot extend such an invitation to you. Gain some notoriety, and perhaps someday that will change,"

The Archaeologists

Volidar: "...the Archaeologists they called themselves, though they were hardly more than proud thieves with a penchant for raiding freshly dug tombs. Their sigil was an artistic combination of several great noble houses.

Based out of Fallon before the Catastrophe, the Archaeologists found their own early graves while raiding a tomb too fresh, or so I was told. It is not active today, nor has it been for centuries, as far as I know. I'm afraid that's all my aging mind can recall."

Fimbus: "As for the Archaeologists, they're quite invisible here, if they're here at all. I spoke with my scholarly friends, as well as dropping the name to a few of my... ah... less scholarly friends. Nobody has heard of them."

From the Library at the Fallon College of Wizardry: The heraldic records are not so voluminous, and you are able to flip through the heralds of many great families very quickly. A few you notice are obviously embedded in the sigil on the shovel:

Celebrindel, an elven house, still active in the Bridge City today, was established long ago in pre-catastrophe Fallon.

Duermek, a dwarven noble family, no longer claiming any pure living descendants, was also present in pre-catastrophe Fallon, but they were all killed when the crater was formed and their home was flooded.

Two human noble families: Barnor and Dunn. Neither is as great as it once was, but both are still around.

If there are others embedded in the sigil, they are less obvious.

The four families all experienced simultaneous good fortune around 200 years ago, half a century before the Catastrophe. Their holdings increased, tenfold in the most extreme case of the Celebrindel family, and then, 150 years ago, the houses fell into disarray. The reasons presented vary, but one consistent fact among the houses is that the leadership and many of the promising young nobles suddenly disappeared without a trace. Though the remainders of the families inherited vast fortunes, they were unable to maintain them and they quickly squandered the money, so much so that the Duermek clan fell apart completely.

The Barnor remnants also squandered the inheritance, but they ran out of cash before they liquidated their property assets. As such, they were involved in several political marriages with dowries involving huge swaths of land on what is now the crater bottom. Some of the human noble families with Barnor blood are Reston, Turket, Hendall, and Killeen.

Of particular note, the Dunn family did not fare quite so poorly. They now own property on many of the lower levels of the crater walls (which your escort informs you are generally very low value, compared to the higher levels and the crater bottom). Their holdings as of last year include the entire 11th level and about half of the 40th.

Shields: "These... Archaeologists, you called them? They've got a dark reputation at home. They can get anywhere, completely unnoticed, do anything, entirely undetected. And they never leave any witnesses. Nobody knows anything about them. When they do a job, the only way we find out is... well, that nobody else did it. And that's when they screw up; usually, it just gets reported as an accident, and nobody has a clue.

"They've got their own agenda, see. Nobody hires them. Or at least, nobody I've ever met knows how to get in touch with them. What jobs we glean, they make no sense. But they've been active lately, and getting careless.

"We heard of two jobs last week, had to be them. An apprentice wizard destroyed half his master's lab. He's badly hurt, scarred for life with burns, says it wasn't him but nobody believes him. And a priest, dead in his room, lying in a summoning circle, demonological lit' all around him. Killed by demons? Maybe so, walking around on Gundar's gray ground. But these, they're too loud for them, drawing too much authoritative attention, even though they got out. They must be running out of time, or something, but I...

"So, me. When they come to me, tell me I've got a place with them, I jump. They're the best, they don't muck around, see? I'm the best, I thought, so here I go. My suspicions, all out the chute; my caution, to the wind. And now, my... Now I'm finished, and my suspicions are confirmed, too late. I'm getting as far away from here as I can, and I suggest you do the same. Orussus, you say? Might not be far enough. This town's getting flooded, in blood or water, mark my words. Seto, keep me hidden."

The Places:

Grenton

The people of Grenton consider Thyrin a crazy old recluse, and rarely do they interact. They now consider the kobolds from the Eskaron incident "a bit like family".

Orussus

The Constructor's Guildhouse

It looks remarkably new, as though it were built just this year. The architecture is, perhaps unexpectedly, extremely modern. It, like most buildings in this area, is made of wood. In the minimalistic style of recent Orussian architectural trends, the front doors are not extravagant or huge, rather they are just tall enough to permit a large human entry, and basically simple, beveled cuts of wood. On the right is a several story high tower with a peaked roof, but the rest is one story, and it looks like there's a courtyard inside.

Entering the doors you find yourselves in a windowed hallway the stretches left and right. Straight ahead are doors similar to those you just came through. Through the windows, you can see that there is indeed a courtyard in the center of the Guildhouse. It has a few wooden benches and only grass, no shrubs. The only shade is that provided by the Guildhouse itself.

The Clerk's office is to the right, down the hall. Through a simple wooden door, in a simply furnished room. There are two bookshelves, a desk with a chair, and two chairs opposite the desk. Large windows on two of the sides of the room display the courtyard.

Sitting by the door to the Guild is a young man wearing a brown robe. He stands as you enter and greets you, "Welcome, m'lords and lady, to the Constructor's Guild. What services may I render you this day?"

Robed Man: "The Guild thanks you for your compliments, m'lord. This is the one-hundred-and-seventy-second Constructor's Guildhouse, erected this year in the most contemporary design by our Archmaster Hubert. I can answer any questions you have about the Guild, and I can direct you to our resident Clerk for inquiries relating to our current membership."

The main drawing room, from the foyer, is straight through the courtyard.

In the pleasantly simple courtyard, there are many windows facing inward, and a couple of doors. Across the lawn is a pair of doors similar to the ones you just walked through. They are open today, giving you a view of the large room beyond them.

There are many tables, about 10, although only three are occupied currently. At one, there are two men perusing some drawings, consulting a large volume in between sketches. At another, there is another man, younger, who is simply reading.

And at a third is a woman. She is middle-aged, perhaps in her early 40's. The papers on her desk, unlike the others, are neatly organized. She's working on a detailed drawing, writing very carefully, consulting her several arrayed sketches every few strokes. Her parchment is of high quality, she's probably working on a final draft of some design.

The Temple of Valessa

It's not far from Rilithorne's Tower

Fallon

Fallonese architecture is most advanced, though rather narrow in scope.

Rystil: "Mithreander recently died and a Mystic Theurge councilor switched over from Cleric Councilor to Wizard Councilor, allowing the Council to invite popular but naive neophyte cleric of Azwan Andric Lenton to become a new councilor. The thought among many of the top analysts of power politics is that Lenton was chosen for a combination of popularity (as a figurehead beloved by the people he has helped) and inexperience (such that the more powerful and entrenched councilors can get away with a lot more of their own agenda with a new weaker and inexperienced councilor)."

Longships go up and down the river to Fallon.

The approach to Fallon from Lake Kithsul: "On the last day, the Kithsul grows narrower as the coasts on either side of you come into sight simultaneously. Soon there is only about a mile of distance between the coasts. Instead of a serene bay, you see a torrent of mist and geysers where water should be. Amidst the mist, you can make out the masts of several ghostly ships. Coming closer now, it becomes clear that the Kithsul abruptly ends in a massive waterfall which spills down into a massive thousand-foot-deep, mile-wide chasm.

On this end of the chasm, ships wait at the base and the source of the waterfall. One suddenly comes into view riding on the back of a massive geyser. Propelled by the water, it rises slowly, steadily, and then surges forward off of the geyser and lands with a splash atop the waterfall. A strong, unnatural current pulls it away from the ravine and towards you.

The captain of the ship salutes as you pass, but raises an eyebrow at your new captains and the ship in tow. Together, the Diligenza and the Warbray approach the waterfall. The crew on the fore ship loosens the tow line, and control of your vessels is taken over by a magical current in the lake water. Each ship is moved into a short line of vessels waiting for a free geyser. It's not too long before the Diligenza takes the plunge. Then the Warbray is pulled over the edge of the waterfall onto a waiting water column.

On the slow descent, you get a magnificent view of the incredible city. In the late afternoon sun, dazzling rays of light reflect off of the slender, elegantly carved, impossibly long, quartz and marble bridges that span the length of the chasm, casting a spider web of shadows on the far chasm face. The bridges connect the higher levels of the city walls, which hold decadent mansions carved of the same material as the bridges.

The walls extend some one hundred and eleven floors to the bottom of the ravine, each level with its own distinctive architectural style, and often times of varying heights, all hewn from the rocky chasm face. A few levels look like they were made for creatures the height of a halfling, one level looks like it could easily hold a giant. Some levels are blank with only windows, others have handrails, and some are simply open to the pit.

At the bottom of the pit spans what seems to be an entirely separate city. The sun, having almost reached the horizon, does not illuminate the chasm floor. On the far end of the chasm, wooden homes and shops line the dark, lantern lit streets. In one corner of the city, towers can be distinguished through their long, vertical patterns of lights. In another part of the city, a single, massive building stands, dominating the area, its many halls giving it a star-like shape. Furthest from you, the ravine narrows and descends into absolute darkness.

On this end, the waterfall crashes down into a large pool of water. Moored at the docks are several ships, none are lined up to leave on a geyser at this hour.

Both ships are gently rested upon the surface of the chasm pool and are pulled forward by another current. As you come closer to the docks, you see workers hurrying to finish unloading the new arrivals. The workers are of all shapes and sizes; a dwarf directs one crew of goblins and kobolds while an ogre does some heavy lifting with the assistance of some men.

The captain of the Diligenza begins barking orders to the crew, and both ships are moored in short order. A Fallonese official, accompanied by a young half-elven girl holding a lantern, come by to have a talk with the new captains."

Fallonese Flipfish: a stew of exceptionally fibrous, uniquely flavored fish, a result of the overpowering magics involved in maintaining the geysers. The fish earned their name from the way they tend to flip from geyser to geyser, not infrequently landing on the deck of a ship.

The Lift: Fimble pulls one of ten strings coming from the ceiling. A moment later, you are pulled upwards by an unseen force. The going is slow but steady, and eventually the lift comes to a stop. "The lift only stops every ten levels, so we'll have to walk down a couple."

The 90th Floor: This level is quite extravagant. The buildings are not stores and markets, they are grand houses, carved of marble and granite, much of it obviously imported. They are also rather large, for being carved out of the side of a cliff. Some of the grand bridges across the chasm connect to this level.

The 88th Floor: Moving down two levels by way of the stairs, you enter a floor with a very short ceiling, only about 5' high. The homes are still grand, but on a somewhat smaller scale. Fimble and Tarag are fine, but everybody else has to stoop. You pass by a gnome in a blue robe with a helmet and a small longsword, carrying a lantern. Fimble knows this level very well, and he guides you to a relatively modest looking house. "And here we are," he announces. He goes to open the door, then pauses, and then decides to knock.

The Gimmons' Residence: The house is simple but beautiful, the furnishings refined but not luxurious, and the decor detail is elegant but not overly extravagant. And, of course, everything is gnome sized, making your visit somewhat uncomfortable, even for Tarag.

The 40th Floor

Stepping off the elevator, you [s]climb[/s] [color=magenta]walk[/color] a few [s]staircases[/s] [color=magenta]blocks[/color] and find yourself in a dark area. The magical lighting that illuminates most of the crater caverns is not well maintained here. Fimble tells you tales of being an apprentice wizard and putting out the city lights as a prank. [Color=royalblue]"But they were always lit again..."[/color]

Winding your way further from the staircase, the houses become smaller and older. Except for one house, looming largely at the end of the wide corridor, set into the stone wall. Turket's house.

Turket's House:

The Guard's Clerical Office: The Guard's clerical office is somewhat difficult to locate. It turns out to be on the crater's base level, near the entrance to the Fallon College of Wizardry. It's an unremarkable building, and incredibly old looking, but still sturdy.

Upon entering beneath a worn stone archway, you are greeted by a tired looking old man, writing at a desk. Behind him are shelves and shelves of parchments, all organized according to some standard, and two old wooden doors with massive locks.

The Library at the College of Wizardry

Magic Shop: The College's magic shop has an incredible inventory. And beyond arcane spell components, enchanted items of all sorts are available for purchase.

The Quests:

Thyrin: "You folks find out about these bandits for me, and I'll compensate you for your trouble. No need to bring anybody to justice or anything, I'd just like to know who's after me and why. Will you do that for me?"

"Try and keep in touch, would you? A short letter through the post every once and a while is enough. I'd like to know that you haven't gotten into too much trouble on my account. Right then, if that's all, hopefully I'll see you in a few weeks."

Fimbus II: "But if you were willing to investigate this further... You already have a name to go with this shovel? An architect, you say? I will help you find him! And I will pay you for your efforts. I've waited far too long to let this opportunity for justice slip through my fingers.

"So, will you do this for me? Will you press this until you can press no longer, and bring this thief, or thieves, to justice?"

The Rewards:

Thyrin: "Will you accept 50 gold pieces each, to help get you to and from wherever you end up, and more upon your return?" (First 50gp already dispensed)

http://www.enworld.org/forum/living-en-world/216918-rather-odd-shovel-judge-bront-19.html#post4420787

1x Jeweled Ring (from the Captain) 3x Gold earrings 5x Gold Ring 10x Silver Bracelet

1x +1 Chain Shirt 1x Chain Shirt 7x Studded Leather 3x MW Heavy Darkwood Shield

1x +1 Rapier 4x MW Rapier 3x MW Mithril Longsword 1x MW Shortsword 2x Dagger 3x Falchion

1x MW Longbow

2600 XP each

http://www.enworld.org/forum/living-en-world/216918-rather-odd-shovel-judge-bront-23.html#post4554984

http://www.enworld.org/forum/living-en-world/216918-rather-odd-shovel-judge-bront-23.html#post4560001

2987.5 gp for pirate gear 2124.1 gp for pirate jewelry

Fimbus II: "As I'm sure you know, there is a reward posted for anyone who shows me a shovel exactly like this one. You've all earned that already, I'll arrange it shortly."

Site Toolbox:

Personal tools
GNU Free Documentation License 1.2
This page was last modified on 12 November 2009, at 06:16.
Disclaimers - About BluWiki