Action Around Teufeldorf
Type | Dungeon |
---|---|
Status | Explored March 908 TA |
Location | Teufeldorf |
Hex | 5211 |
Campaign | The Ranger's Gate |
Adventure # | 140 |
Fretful Porpentine
At The Party
The game is run by Gylan Wiley, a stout man. He hates orcs and goblins - as he fought in the Second War of the Reaches specifically dealing with raiding parties coming from the Loftwood.
Player OR Dealer? There is a buy in is 5 gold. The final prize is 500 gold. The baron is assumed to going to make the final table - as he is the only one who allows a re-buy. Free drinks. 2 hand of poker - 5-card draw. 2 rounds to get to the final table.
- Sense Motive to see my cards (not cheating)
- Bluff/Intimidate to get to fold or stay (not cheating)
- Sleight of Hand/Stealth (to get an extra card)
Monsters!
Haggelthorn House
NIGHT: A single lantern burns near the front door - a massive oak door bound in iron. A large iron knocker in the shape of a lion is set into the center of the door.
- There is a passage running from the eastern corner of the wall to the House. It is at the corner that a secret entrance disguised.
- The stones are actually old gravestones. And, the surrounding wall is made of them!
- In the eastern corner, there is a slight indentation in the stone. Which will fit Finn's ring perfectly. When pressed into the stone, the turret on the corner will turn 90 degrees revealing a passage through the stone. When passed through, the turret will turn back.
Mortimer Haggelthorn - tall and fair - son of Elias and Henrietta. Dressed in a silk Tang robe - deep red with a gold thread embroidered dragon on its back.
- The back wall of the room which is clearly of newer, wooden construction - separates the nave and the transept.
- A single door in the back wall appears, at first glance, to be fuzzy - with waves of darkness around the edges. NOTE: MALIKA will realize this is a shadow passage.
Library of Sarth
Stepping through the door, you are greeted by a grand hallway - some 80 feet in length and almost 40 feet high. At the far end, light is streaming through a stained glass window depicting a map of the Realm. On it, slowly-moving figures of librarians dressed in ceremonial garment move about. Periodically, one picks up a book which he holds to the heavens. The book disappears, and the figure begins moving again.
In addition to the dazzling window, the room is unnaturally quiet (all normal speech is muted to whispers). Ten desks sit facing a large desk behind which are several sets of bookshelves, loaded with ancient tomes.
Two tall librarians stand behind the desk watching you. One is a tall, thin man. The other is a tall, thin woman. Both are middle-aged and slightly stooped. Neither smiles. These are Mr. Hamilton and Mrs. Hunt.
They will take the inquiry, making notes in a ledger of sorts.
I see, so you need an expert in Cagophily (the collection of keys) and an Historian of the City-State of the Second Age. Hmm, might need a metallurgist. And what do you have trade for this information? We want books, of course. Not the naughty romances that you probably read. Real books that we haven't seen before.
This, of course, will lead to the job at 14 Tinwhistle Alley.
Dame Beatrice Redworth brought in three books for our consideration, and one was chosen for copying. A wonderful history of the Welkwood from a Second Age explorer.
NOTE: The other two were ordinary, sadly, the Green Knights - a children's tale about a Princess Charlotte made to look like a scholarly study. And a History of Tang Sailing ships - a nice copy, but one we already have.
According to Dame Redworth, her home at 14 Tinwhistle Close is recently haunted. She broke out the front window to stop the spirits, but it didn't work. She is seeking help to have the home cleansed of the evil spirits. The Library has agreed to help in exchange for copying the Welkwood manuscript.
So, I will find out about your key. And, you need only tackle the spiritual home invaders. Of course, I should warn you that Dame Redworth is a Scrounger. One who "house sits" when someone has died and before the next of kin claim the house. If it goes a year, the Scrounger gets to keep the place and all its stuff. This isn't the first time Dame Redworth has visited us with rare books.
NOTE: The party will be watched by a cloaked figure once they start talking to Angel. This is actually Dame Redworth keeping tabs on her house.
Ah, no books, right. Let me get an Apprentice Librarian for you. Angel is a young woman with mousy brown hair and is covered in dust - presumably from carrying piles of old books around. She is exceedingly deferential to the Librarians. And talks in a whisper while always looking at the floor.
This is Angela Treadway, a distant cousin of Nils Treadway.
I have been assigned to help you get the information you need from the Library. Since you don't have any books, you will have to earn library credit by doing a task for one of our important patrons. Can you describe your skills and expertise to me, and maybe I can find a job that will get you what you want?
Research into the key shown to me by Mr. Ganymede and of the circumstances concerning the lost Ranger's Gate in Teufeldorf City as asked in return for clearing the home Dame Beatrice Redworth at 14 Tinwhistle Close.
by Angela Treadway The date on the key gave me a starting place for my research. I started with Bishop Asher's Early History of the Rangers in Reaches and worked through several volumes to extract the highlights: In the decades leading up to mid-seventh century SA, the Rangers established an alliance with the City-State while keeping distant from any Old Kingdom entanglements. As such, the Rangers were allowed free access to the city and avoided many of the problems they faced to the west. In the year 672 SA, the Rangers completed construction of a training facility in the forest outside of Teufeldorf. Several years before, the Crown granted them land, an exemption from all taxes in perpetuity, and complete anonymity as to the location of the structure - most of which was noted to be built underground. During construction and afterwards, access to the forest near the Ranger's Gate was forbidden guarded by the Rangers themselves, although there are references to terrible creatures set to guard the entrance. Even King's Men were turned away from the area. There was also an oblique reference to a discovered First Age structure of unknown purpose and a tunnel that was built running into the city for the transport of dangerous artifacts and prisoners. In 672 SA, it is written in a less-reliable gazetteer that was popular at the time that seven Ranger lords were given keys to the structure. The account of this was apparently overheard at a pub by a serving boy named Hugh Campbell. The Rangers were not named, but Hugh reported that seven keys they were named: Walking Key, Wooden Key, Windward Key, Wailing Key, Whistling Key, Wicked Key, Wayward Key. According to the account, each led to a separate area of the complex. The only know recipient was a man named Woodward, a Ranger lord of some import.
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Pitchfork Stables (Shadows)
To your left, you hear the voices of several men and women - talking soft and conspiratorially. Periodically, you hear the whinny of a horse and the unmistakable clink of coins being counted and stacked.
POKE HEAD: You are in a barn, looking down from a loft into the main room. Stalls run off to the south. In the north, hidden behind crates, several men are huddled over a table. A sack of gold has been dumped into the center and is being divided into eight piles.
This is the lair of eight thieves - freelance types. They have just robbed a nearby store of its gold. The group is run by Scarlet Porter. Four women dressed as nuns (costumes can be found piled in a corner). The four men were drovers - pulling two carts of hay. They are all armed with short swords, light crossbows and studded leather.
They call themselves the Porters of Renown. Isabel, Daria, Erica, Teddy, Albert, Dillan, Chase
The treasure include 1600 gold. The goons each have a potion of Bull's Rush. Scarlet has a Wand of the Unseen and Studded Leather +1.
Stout Crock (Shadows)
To your right, you smell the wet dampness of a basement. The faint sounds of a bar - men and women laughing and the clink of glasses. You also hear a splashing of water in a pool as something large is bathing.
POKE HEAD: You sense a hallway made of stone. A flight of stairs intersects the hallway. At the far end, light trickles down from a grate in the ceiling. A pool of water below smells fetid and something large splashes within its confines. Lined on the walls near you are racks and racks of wine bottles.
The "bather" is a crocodile that is kept here as a pet and guard. It is fed fish scraps through the grate in the floor.
The cook and bartender is an old human sailor named Captain Booth. His wife is Kaitlyn and she cooks. Booth likes to tell stories of the sea and how he harpooned a white whale up north near Timberway.
His daughter was the tracker that was killed by Monsters!
Temple of Shadows
As you approach the Temple of Shadows, you are somewhat disappointed. The area is not filled with dark swirling mists. The temple does not rise into the darkness of an unnatural night. The temple appears to be a wooden building - built of a beautiful red wood. The trim is a dark red, almost black. Next to the looming stone edifice that is the Crusader's Temple, the Temple of Shadows appears to be small and insignificant - almost forgettable.
The front door is made of the same dark red wood, bound in copper, studded with hundreds of worn copper nails, heavy and formidable. A figure is sitting near the front door, in an old fashioned rocking chair. While its face is hidden, a long pipe periodically puffs some smoke. The hands holding the pipe appear to be young.
The figure pulls back her cloak to reveal a young woman with green eyes, reddish blond hair and a smirk. Hi, I'm Rose what's your business at the Temple of Shadows? Oh, the cloak, it's just to frighten the children. They come by all the time asking for candy. I'm not sure why.
Rose will push one of the copper nail heads, and the two will disappear.
You feel a rustle of air about you, a feeling that makes the hair on the back of your neck stand up. It's an odd, cloying feeling like being wrapped too tight in a blanket.
You find yourself in an indistinct room. The room is very small, and Rose is next to you. She is holding your hand. "Well you didn't barf, that's a good sign." Slowly, three figures materialize from the gloom around you - indistinct shapes that sharpen and fade. You cannot hear what they are saying, but their intent is clear - they are studying you. Your mind flashes images, unbidden, from your childhood. You catch snatches of voices - but maybe they are in your head. "great potential", "but which path will she choose", "a candidate. agreed. agreed.", "she will be mine.", "let her choose".
The entire episode lasts but an instant. You feel the air rustle again. And you are back with Rose who smiles sweetly at you. "I'm impressed." "Welcome to the order." Here, take this shadow bead. When the masters are ready to send you on your first mission, the bead will glow and grow hot. Come quickly to the door, and the way will be made known to you.
NOTE: You get the same feeling of the rustle of air when you enter 9 Nightingale Way.
Twilight House
Greata boarded the Wanton Wench when they stopped by Timberway to pick up supplies. Coming down from Korgsland. Something about finding her family.
Greata kept to herself in her cabin but was an odd sort - middle-aged but not pretty. She has a broad face and a perpetual scowl. She is a large woman, not fat, just solid.
Coming to summon the Ice Walkers.