Session Date: 3/6/2012
There we are, next to the train tracks. The Desperadoes have left empty handed.
We have their rod.
We decide to leave the area quickly. Let’s walk north. Away from the tracks.
Our faces were disguised, but…some of us have distinguishing features aside from our face.
We decide to walk to the next station North of us, out of sight of the tracks.
We hear a train pass. We think it is going south. Neils wants to see the cube that Hogar is carrying. Hogar obliges.
Neils senses that it is incredibly powerful. But can’t tell what it is for. Just seems like a nondescript black cube. Asks Aldric.
Aldric has not seen it before.
We arrive at the next station up the line. Neils hides the cube.
There are some people milling around. We wait. A train passes going north. It was not on the schedule. It rushes by. A two car train. Looks familiar.
An hour after another train pulls up. We get on.
We head up into Fairhaven. Security seems to have tightened up at the Fairhaven station. Guards are searching people as they leave the station. Neils gives the cube to Aldric to hide.
We had robbed the train just before noon, and coming back around 4pm. It is early summer, so it is bright.
We decide to leave separately and meet again near the docks.
Aldric tries to slip out of the station. He manages to sneak out unseen.
The rest of us leave separately through the main gates.
Hogar and Neils are let through with just a cursory glance.
Zel and Bulwark get stopped and questioned.
Zel tries to lie about being in another city “in the south”, but cannot come up with a name. The guards become suspicious and ask him more questions.
Bulwark tries to bluff as out in the country side searching for herbs, and successfully intimidates the guards into letting him go.
Zel “admits” he wants to keep his hammer a secret, hence his equivocation. The guards are not impressed with that reason. Ultimately, Zel talks his way out of it by threatening an incident with the church. The guards relent under this political threat, but he is under suspicion…
We are all back in the city.
We meet up at the dock side location. Aldric watches us arrive, to see if we are tailed. Doesn’t see anything wrong. He joins us.
We’ll meet in Cutthroat Charles office again.
We know House Dennith have operations in Darguun and have an enclave here.
Zel goes to House Dennith to negotiate passage to Darguun.
Bulwark spends his time creating a potion of healing (Alchemist Starting Feature).
Neils, Hogarr and Aldric go to meet with Mr. Charles.
Zel speaks with Conrad Dennith.
Oddly, he is happy for us to have avenged their fallen soldier. He knows a goblin vendor looking for some protection back to Darguun, by the name of Balgrim the Fat. Probably finishing up at Jan’s Sundries.
Conrad gives a letter of introduction, even though Balgrim can’t read (and advises us not to mention knowing that fact to Balgrim).
Can probably find help at their enclave down there, but try to stay out of trouble.
At Cutthroat Charles they give up the rod and deliver the cube and receive payment for our services.
At Jan’s Sundries. Jan the Gnome is arguing with a fat goblin. Very fat.
Arguing over price of goods.
Balgrim seems quite shrewd.
Zel helps negotiate a fair trade between Jan and Balgrim. Balgrim gets a small crate’s worth of goods from Jan.
Balgrim treats us like pack mules and underlings. Bulwark carries his crate of goods, while Neils conjurs a floating disc for Balgrim to ride on.
We head towards the lightening rail.
They are still checking people as they come out. They let people in without hassle though.
Balgrim negotiates with ticket master. Eventually admits he has return ticket. Tell us to buy our own tickets. No problem. Show our passes. Balgrim is impressed.
We are in steerage. Just one car.
We spend the next 48 hours with Balgrim. He talks incessently. Ugh.
He is intolerable. Bulwark shrugs it off. Zel eggs him on. Hogar loses a surge. Neils lose two surges.
We travel travel travel on the train. Get off at Sterngate, a few hours from the border into Darguun.
At the city gates, Balgrim does the talking with the border guards.
We are not going into city. It is not friendly to Balgrim.
Neils conjurs a magical disc for crate and Balgrim. Balgrim takes out flag of safe passage (for this month). He claims.
We head up to the Marguld Pass. It is dark when we arrive at border of Breland and Darguun. A keep is there. Facing an encampment of tents.
They wave us through.
As we cross the border as troop of hobgoblis, goblins and bugbears rush out of camp and surround us. Balgrim…speaks to them. The Hobgoblin pulls out a book and look at flag. Looks disappointed.
Neils knows that the safety flag is a legitimate thing. It is respected by soldiers at least; not so much in the mountains and forests.
We are questioned and let through.
We head into the mountains, on the well worn path.
We escort Balgrim for another 4 days. He sets a slow pace. He floats, likes to eat often.
We pass quite a few patrols up an down the path. We pass the mountains and arrive at the plains. See a river in the distance.
Small villages on the path but Balgrim doesn’t want to stop there.
We figure the people who can help us with the language is in the deep mountains.
We eventually come to Rukan Drawl. It is a large metropolis by Darguun standards, but since this is goblin, is ramshackle and built on earlier ruins.
The only building of real note is the palace which is a 10 story edifice made of blood red stones. Balgrim claims to have rooms there.
Balgrim takes us to his store.
As we continue into city, we see human elven, goblin slaves working in the city. Bug bears are most of the slave drivers. Many slaves that are human were from Cyre , goblin slaves are from rival clans,captured.
Caste structure: Goblins < Bug bears < Hobgoblins.
Zel knows that merchants that sell good quality merchandise without misleading, usually do no have to worry about being beat up. Law is on the side of the person beating up a dishonest merchant.
We head into a even dirtier and more ramshackle part of town. We come to a building that is even more ramshackle than others.
As we pull up. Balgrim says “Smell that? Security system working.” We smell dead goblins. As he opens the door we see 5 dead goblins riddled with crossbow bolts.
Bulwark drags the bodies out into the streets.
We enter Balgrim’s Fine Shop of Warez.
He has surprisingly nice things in his shop! Like Dakanni artifacts. Fine silver workings. Dwarven items. Music boxes. Eclectic mix of antique junk.
Doesn’t look like too important stuff for us. None have the same markings that we see in the book.
He says goodbye. We try to get contacts from him.
Suggests seeing Lasharack King. Uh…maybe not. He made that up, about knowing the King.
Maybe speak to Wordbearer’s representative. Will he introduce us? He say she can’t go. It’s at the palace.
Zel threatens to start a competitive shop! Balgrim relents and will take us to palace.
We learn there are two factions currently in nasty rivalry — Word Bearers and Blade Bearers. Word Bearers probably have what we need, but are under siege by the Blade Bearers. The Blade Bearers, though, are a more aggressive and expansionist faction. Who should we help?
+170gp net gain.