Shapeshifter Campaign Adventure Log
By the King’s Sword - Part 2
From the last game, the players each had a single question that they could ask the Demon.
Olorin asked which path (North to Waterdeep, South to Amn, or East to Urist) would spare the most innocents. The Demon answered that all paths would spare innocents; only inaction would worsen the situation. The Dwarves are currently under attack; however the Dwarves know their enemy and are skilled warriors. Amn and Waterdeep are safe for now but are unprepared for the coming storm.
Paws asked where more powerful weapons could be found; the demon stated that an archer would want to find the elves for the finest bows, the Dwarves for the finest weapons, and the Adventurer’s mart in Athkalta, capital of Amn, for interesting trinkets and other enchanted weapons. As for the cleric, the demon states with his gaze lingering with hatred on Modric, he should follow his God. Knowing that the Demon was bound to answer truthfully, Modric interpreted this rather literally, knowing his God’s penchant for guiding people to treasure or adventure.
Hardean asked the demon about his Death mark, and how he could be freed from it. The Demon considered for a while, appearing to almost converse with another invisible being, before answering that he must challenge Death to a game and win. By the rules, Hardean would be able to select the game, but the Demon also gave some advice: “do not lose”.
The final question delivered by Modric asks about the Lich’s phylactery, where his soul is stored and his means of surviving physical destruction. The Demon warns that the phylactery is kept around Groshnak’s neck and that he is currently too powerful for the group to face.
With the questions complete the King freed the Demon and turned back to the matter at hand: saving the world. The group agreed that messages between them could not be trusted so they formed a specific secret handshake; the messenger would shake a group member’s hand, at which point the messenger’s hand would shine blue. The messenger would state “It’s cold this time of year in Baldur’s Gate”, to which the other would reply “Do you know grey squirrel?”. Messages sent to the King would require the messenger’s hand be enchanted and he would need to be told both secret passphrases. (No provisions were made to ensure a trustworthy messenger, nor a system for changing the secret phrase once a messenger had been shown what it is. Oh well, too late now!) The King delved into his desk and produced 4 sizeable bags of gold coin to help the adventurers prepare for the coming mission. The King states that while he would do his best to help them where possible, he is limited in the help he can provide. Finally, the King passed on a message to Modric that the local Temple of Vergadain has asked for him to visit.
Excused, the heroes go out to make the most of Baldur’s Gate. Modric insists on visiting his Temple promptly, where preparations are currently underway for the Coin Festival, also known as a trademeet, in a few days time. Modric is drawn to an old blind dwarf wearing the robes of a head priest. They talk briefly about the bad dreams that they have had, dreams that Modric knows those of other faiths have also been having. The priest makes small talk for a while before Modric donates a vast amount of his gold to the Temple: an incredible 5,000 GP. The priest is obviously pleased with this tithe, and clarifies his speech. “I do not know for sure what I am to do, but I know I am to give you this. I know that if you follow Vergadain, you will free us from these dreams. I know that this is important.” With that, he passes Modric a large, ornate gold coin. Modric thanks the priest and knows what to do immediately. He drops the coin, watching as it takes on a life of its own and rolls out into the street. A passing street urchin, not believing his luck, makes a grab for the coin but is zapped by a small electric shock which scares him off. Modric picked up the coin without issue.
A conversation ensued about which path the group should follow. The coin pointed south-east, and the group decided that the Dwarves, currently under attack, need their attention most at the moment. It is decided that they would follow the coin to the south-east with Modric before heading to Urist to help Baern and the Dwarves.
Paws had business to attend to before leaving Baldur’s Gate; he wanted to finalise his situation with the Wolverines, the elite scouts of Baldur’s Gate that the group recently saved from a terrible mind-control curse. Arriving at their training ground he found the Commodore Sikstifore, leader of the Wolverines, training new recruits while recovering from his earlier fight. The Commodore tells Paws that he is still his second-in-command and a proud member of the Wolverines, and he thanks him for his bravery. Paws was given travelling papers identifying him as the second-in-command of the Wolverines. Impressed with his dedication to his duty and his professional attitude, the Commodore gifts Paws his fine elven-made cloak. The Commodore considers his life-debt not yet paid and shakes Paws’ hand as he leaves; a powerful ally in Baldur’s Gate has been found. Paws then goes to a tailor, where he is immediately given a 10% Wolverine discount when the tailor spots the insignias on his new cloak. Paws empties his wallet on fine clothes and a rather crappy-looking belt of frayed rope, enchanted to allow him to fight while lying on the ground. Of course, fine silk would be wasted on such an item.
Olorin suddenly remembers the bard, and they visit The Splurging Sturgeon tavern. The bard is very talented and immediately recognises the group. He fawns over meeting them, calling them “one of the few truly heroic groups adventuring today!”. He has some strange opinions about the group, believing that Hardean is their leader, alluding to some past act of heroism that marks him as a cut above the average hero. The bard begs the group to allow him to come along on their next adventure and the group agrees, as long as he holds his own, doesn’t expect a cut of the treasure and doesn’t get in their way. Exhausted, they retire for the night, never bothering to ask the bard his name.
The next morning the group stocks up on provisions on King’s hospitality and heads out of Baldur’s Gate, Modric rolling the coin to lead the party. Soon they enter woodlands and the sky darkens; Modric feels that the coin is now leading them slightly off-course, and they soon arrive at an old ruined building surrounded by trees just in time for nightfall. Paws opts to sleep in a tree, wrapping the elvish cloak around him and disappearing into the leaves. The others take shelter in the building as the storm worsens and darkness falls. Olorin conjures a magical eye to watch the campsite and they settle down for the night.
During the night Paws awakens, years of perfectly honed senses telling him that something is wrong despite the alarm being silent. The night is pitch black even with his darkvision, but then a streak of lightning reveals directly below him a creature watching the building. It is deadly still and has not yet seen Paws. Silently, Paws takes out his crossbow and lines up a shot. Suddenly the alarm sounds and the others awake, seeing a red-eyed shadow creature glaring in a ruined window. Immediately, Paws pulls the trigger and silently obliterates the first of their foes. As the battle begins the attackers seem to split into 3, using illusion magic to disorient the heroes. On the roof of the building another creature pulls lighting from the sky and throws it around as if it were pebbles on a beach. Olorin faces the creature down and destroys it, releasing an enormous amount of energy that blasts him from the roof and sets fire to the trees, forcing Paws into the open and lighting up the clearing. The bard plays songs on his lute that touch something primal within the heroes, filling Olorin with a rage so pure that when shot with an arrow he breaks it off himself and screams at his attackers. When the bard himself is attacked, he uses his lute as a shield and the strings are cut; yet when Paws dispatches his attacker, he immediately starts to re-string his instrument and returns to playing. The fight is hard but the heroes do not give ground, with Paws dispatching the final foe with a point-blank crossbow bolt to the ear.
Rummaging through the remains, they find a crumpled note which only says “They are interfering. Stop them.”, signed only with the letter Q. The next morning the players follow the coin as before to a large stone arch. Modric knows what to do and rolls the coin through the archway, opening a portal in a flash of blue light. The heroes step through, ready to support Modric in whatever trial lies ahead.