Seven players were present:
- Waat –
Male, ??? - Gerald di Caela –
Male, Half-Ogre - Vylairnys "Nyssa" –
Half-Elf (Kagonesti) - Lillianna –
Forest Gnome - Bas-Ohn Koraf "Kor" – Male, Minotaur
- Artemis Dodger –
Male, Hal-Elf??? Or Something else??? - Thodar –
Hill Dwarf
Editor’s note: This session was run by Jeremy (Usually playing the PC To'Mas). Jumping to the other side of the screen, I will be playing Artemis Dodger.
The central altar room is surrounded by sleeping, eating, and study quarters for the monks, clerics, and mystics. In the altar room stand six enormous granite statues dedicated to the true gods of good. A statue of Paladine sits in the center with Mishakal at his side; Majere, Kiri-Jolith, Habbakuk, and Branchala complete the pantheon. Over the years, Father Drayvin has converted much of the temple into an orphanage, and a newer addition to the back of the temple houses the children’s sleeping quarters. It is here that our story unfolds in the year 336 AC (After Cataclysm).
Kor and Artemis want to venture into the city after dark. They try to persuade Gerald, who is hesitant at first, but Artemis convinces him that he can practice being a soldier by protecting them. They approach the girls, but the newcomers are leery about breaking the rules so soon and decline. They then ask Waat to join them, but the Blue-skinned Bureaucrat begins to berate them in full “Rainman” mode, rattling off the rules of the orphanage as well as the dangers of the outside world. He then places a chair in front of the door and sits/sleeps in it for the duration of the night.
The determined boys decide to sneak out a small window. Venturing into the night, the boys come upon a seedy tavern near the docks. Artemis suggest that they have a drink. Gerald asks how he intends to pay for it. Artemis claims that he has many coins that he has found over the years. Asking the barkeep for his best ale, Artemis tries to pay with a gold coin, but is told to pay in Steel coins. Fishing a few steel coins out of his purse, he pays for the ale. As the three friends down the ale, they find that it tastes horrible. Looking around, they notice many eyes glaring at them. Feeling a bit intimidated, the boys decide to try to find another tavern. As they walk through the dimly lit streets, they notice two cloaked figures surreptitiously following them.
Hurrying to a brightly lit tavern, they quickly enter. The tavern seems to be much more reputable than the last one they were at. Artemis buys another round of ales for his friends. This time the ale is much smoother. An entertainer begins to sing and the boys cram toward the stage to listen. After the show, the boys relax at a table when suddenly, they notice the two cloaked figures who were following them sitting a few tables away still watching them. Kor has had enough and shouts out to the two strangers: “What the F**k is your problem?” As the whole tavern comes to a silent stop, one of the strangers approaches. Cleaning his fingernails with a knife, he proclaims that: “If they had a problem with them, they would know it.” He spins the dagger deftly through his fingers and stabs it menacingly into the bartop. Paying the bartender for their drinks, he and his suspicious companion walk out of the tavern. The relived boys decide that they have had enough adventures for one night. Hurrying back to the orphanage, the boys manage to sneak back in the window without waking Watt and scamper back to bed.
(Editor’s note: Most of the beginning of the session was relayed to us through the DM’s narration. The initial meeting, adventure into the town, and the invasion was all done in theater of the mind.)
As requested, I leave this message in the designated spot, in the hopes that you may find it soon. The stockpiles have been stored secretly within this complex, and free from enemy hands. They will be there when you liberate the city of Solace from the terrible hold of Dark Queen Tahkisis. Find the places that don’t make sense, and there you will find everything I was sent to secure.
Hopefully Hylo, and Istar have joined our ranks, If we are able to get the dwarves to reopen Thorbardin, they would be of great help as well. We will need them each to hold the other fronts while you push forward.
Here in Sanction, I do not know how much longer our resistance can hold out, but the statues of the Gods of Light have been enchanted, and sacremented to ensure that they will always remain as a beacon of hope to those who wish to oppose her will.
Eventually I know that we will prevail, just as our ancestors did during the first two dragon wars.
Signed by my hand in the name of Paladine and all that is good,
Your Friend and ally always,
Kaziganthi de-Orilg
When Thodar fails to produce enough, Lilliana slips him an extra scroll, so he won’t be punished. Waat rattles off a litany of unsafe working conditions but is met with scorn from Vuldak. Over time, as they become more proficient, the Orphans are able to produce more than the required number of scrolls and keep some for themselves.
While hauling one of the larger crates, they slip and the crate opens to reveal what appears to be a giant silver egg. The angry Goblins admonish them to quickly reseal the crate and be more careful. As the Orphans talk amongst themselves, they believe that an egg that size could only have come from a dragon.
Yeldon instructs him where to place the equipment with a manic OCD compulsion. Through all the chaos, Artemis manages to filch a few tools, including a hammer and chisel.
Kor is hauling boxes into the room with a door when he notices the door is open. Hearing arguing voices, he sees what he thinks is the back of one of the statues in the alter room in the temple. He returns to the others with the information of where they are.
A worried Debur begs for him to leave them alone. Artemis informs them that they are trying to escape and that they should come with them. She tells him that they don’t want to be punished. Artemis tells her that they are already punishing them, and it is better to die free than live as slaves. Seeing Debur upset, the Dwarves begin to pick up various kitchen utensils and head menacingly toward Artemis. Artemis takes his bowl and quickly departs.
A solid clang on the bars sends a Guard to investigate, but the Orphans conceal the hammer and chisel behind the illusionary wall. After the guard leaves, Artemis manages to pick the lock and the Orphans decide to check out the hallway near their cell that seems to lead to nowhere.
Returning to the cell without any bread, or so he thought, until he checked his pockets again and discovered a small chunk of partially moldy bread. Handing Lillianna the bread, The Orphans then settle down for a good night’s sleep, dreaming of their impending escape.