Chapter 1 - Session 5
Cellar Battles and Inn Secrets
The video can be found here: https://www.youtube.com/watch?v=PXKqt6-sDsM
Events and Actions
The session began with the party receiving some additional equipment from Randolph the Chronicler; notably, Noddy received a pair of fine leather riding boots, a bit too large for him but wearable once stuffed with rags. Werner De Rendal wrote a letter intended for his father's factor, Lawrence de Rabia, in case he was delayed returning from the investigation below, but with no runner available he did not get a chance to send it.
The party, accompanied by Burlyman, returned to the cellar room with the large, sealed double door. Noddy attempted to knock on the door with his medallion, but nothing happened. The group then tried to push the door open, bolstered by Mani's strength, but it wouldn't budge; something clearly held it shut from the far side. Cosimo began chiseling at the stone around a presumed hinge, while Mani started chopping at the center of the door with a hatchet. Werner searched the room thoroughly but found no new clues, confirming the previously noted strange writing in the alcove with the desiccated corpse. He also fashioned a makeshift spear from a discarded broom handle found in the cellar.
While Riu worked to block the hole from which water and rats had previously emerged, piling loose bricks and rubble into it, the activity provoked an attack: two normal-sized rats emerged right beside him, followed shortly by a large rat, and then a second large rat. A fierce battle ensued. Noddy quickly dispatched one normal rat with a kick. Knick Nab injured the second normal rat. Werner threw his spear at the first large rat but missed, the broom handle clattering harmlessly against the far wall. Riu drew his pistol and fired at the large rat as it emerged from the hole; he missed, but the flash and noise startled it back inside for a moment. Mani tripped the first large rat with a kick, staggering it, then finished it with a follow-up kick that broke its collarbone. Knick Nab then kicked the wounded normal rat back into the hole it came from. Werner, throwing Noddy's dagger, struck the second large rat and wounded it. Cosimo, meanwhile, retrieved a cask of brandy from the cellar's supplies and knocked out its bung. The second rat proved stubborn, shrugging off further attacks from Noddy and Riu and several more thrown knives from Werner, until Cosimo finally finished it with his hand axe. The party doused its body in brandy, stuffed it into the rat hole, and Riu set it alight. During the fight, a lunging bite from the first large rat sent Noddy throwing himself aside to dodge it; he cracked his head against one of the pillars instead, and the blow left him with no memory of the combat afterward, recalling only that he had been examining the water stream before finding himself with the others once it was over. Once his wits returned, he spotted his dropped dagger on the floor and gathered it up along with the other thrown knives and Werner's broom handle.
With the immediate rat threat dealt with, the party more thoroughly blocked the rat hole with bricks and debris. They then resumed their efforts on the large double door. Mani continued chopping, and Cosimo chiseled. Eventually, they created a hole large enough to see through. They discovered that the other side of the door was filled with rubble, suggesting a collapse. Deciding that chopping through would be too arduous, the party opted to burn the door down using oil scavenged from the cellar supplies.
While the door burned, Cosimo investigated a crack in the wall where water had been seeping. He found nothing of note there but observed that the stone pillars in the room were constructed in a style reminiscent of the Divinity of Two's temple and found a brick with an unfamiliar maker's mark, which he kept.
The party then went upstairs to the common room of The Crow's Nest. A discussion ensued about the mysterious medallions they all possessed: how they initially couldn't see each other, how the medallions allowed them to, how the medallions become invisible once worn, and the apparent difficulty or inability to remove one's own medallion (often resulting in the wearer becoming distracted or finding themselves doing something else). Unable to inspect their own medallion directly, they pressed each one onto a shared sheet of parchment to make etchings for comparison; the outlines showed no markings beyond a single small notch or cut, whose position differed slightly from medallion to medallion. They also discussed their strange, near-simultaneous arrival at the inn, with several members recalling being led or directed there by an old woman or women — Cosimo recalled two separate old women, a cart driver who brought him to the inn and, later, an unrelated tinker he sought out for tools, though he did not believe them to be the same person. An experiment was conducted: Werner, Mani, and Cosimo went outside. With Mani's help, Werner's medallion was removed (becoming visible to the others). They could all still see each other. Upon returning inside, the others could also see them and the visible medallion. When Werner went outside again, put the medallion back on (it became invisible), and returned, the situation was as before. Attempts to learn more about the medallions through Riu's spell lore (he sensed active magic present) and Attunement attempts by Werner, Mani, Cosimo, Noddy, and Knick Nab all failed to yield further information; Knick Nab spent two Coins of Fate on repeated attempts, and his second attempt failed badly enough that it would have stripped any existing attunements he held — fortunately he had none to lose.
The party decided to question the inn's occupants. Noddy and Werner spoke with Randolph the Chronicler in his quarters — a curtained-off corner of the common room fitted out like a private lounge, with cages of pigeons and a skylight overhead. He listened intently to their account of the medallions and the strange occurrences, taking copious notes and mentioning he might report this to The Academy via his carrier pigeons. As they talked he kept flipping back through an older notebook, correcting and annotating past entries, and admitted that some of what they described sounded uncannily like things he had already written down — he believed he had met one or two of them before, though the timing in his own records was confusingly inconsistent. He advised them to be cautious and to pursue the mysteries of the medallions and the old women, and, from the construction of the bricked-up doorway, judged that the wall had been sealed from their side rather than the far one. He identified the writing in the cellar alcove as common Divinity of Two prayers, and noted he had lived at the inn for six months without anything like this happening before. Riu and Knick Nab went upstairs to speak with Mistress Mary and Clara, after an initial magical resistance at the stairs — which Mary explained as a simple protective ward against unwanted guests from below — was lifted by Clara's invitation. The women expressed concern about the rats and the hole in the cellar, as it apparently affected their supply route. They warned the party against venturing into what they believed to be part of the Temple of the Two, calling it dangerous and cautioning that trespassers could end up in manacles in the temple's own basement. Mary revealed she was a former priestess of the Divinity of Two but left due to the rigid structure, growing flustered and calling it heresy when Riu wondered aloud whether magic could come from anywhere other than the Two. She judged the medallion to be powerful magic from deep within the temple and advised the party to return it and never go back. Riu expressed an interest in learning healing, and Mary offered to call on him when her services were next needed. Cosimo and Mani questioned Burlyman, the innkeeper. He confessed that The Crow's Nest was a hub for smuggling goods into the city on behalf of his family, cloth merchants from the south, using a secret passage from the cellar to the ruins of Cliff Town; the route had only recently reopened after the Cliff Town disaster disrupted the port authorities' watch over that stretch of shore, allowing small boats to land there unnoticed again. His usual helpers had recently been arrested during a handoff gone wrong, and he was looking for assistance. He asked the party if they would be willing to help with his smuggling operations and advised them to be very discreet about their medallions, wary of what Randolph and The Academy might make of such knowledge.
The party agreed to help Burlyman. The session concluded with the party gathering downstairs by the still-burning door to discuss these new developments.
NPCs & Creatures
- Randolph the Chronicler
- Burlyman (Innkeeper)
- Burlyman's wife (mentioned)
- Rats (2 normal-sized, 2 large)
- Mistress Mary
- Clara
- Pocket (Noddy's bird, mentioned)
Locations
- The Crow’s Nest (Inn)
- Common Room
- Randolph the Chronicler's Room (a curtained-off lounge with pigeon cages and a skylight, partially seen)
- Upstairs rooms (occupied by Mistress Mary and Clara)
- Cellar
- Hidden chamber/alcove (beneath the Temple of the Two, accessed from the cellar)
Conflicts
- The party fought and defeated a group of rats in the hidden chamber: two normal-sized rats and two large rats. Noddy and Knick Nab dealt with the normal rats; the first large rat was brought down by Mani, and the second, after resisting several other attacks, was finished off by Cosimo's hand axe.
- Noddy took 10 hits from bashing his head against a pillar while dodging a large rat's bite, resulting in temporary amnesia of the fight.
Learnings and Discussions
- The medallions are magical:
- They render themselves invisible when worn.
- They enabled the wearers (who initially couldn't see each other) to see one another.
- Wearers seem unable to remove their own medallion; attempts to do so often lead to distraction or a shift in focus to another task.
- However, it appears another person can remove a medallion for someone else (as Mani did for Werner). When removed, the medallion becomes physically visible.
- Paper etchings of each medallion showed no markings beyond a single small notch or cut, positioned slightly differently on each one.
- Attempts to attune to the medallions or learn more through basic lore skills were unsuccessful, though Riu sensed active magic. Knick Nab's second attempt, using a Coin of Fate, failed badly enough that it would have stripped any existing attunements — he had none to lose.
- Several party members (Werner, Mani, Cosimo, Knick Nab) were guided to The Crow's Nest by an old woman or women. Cosimo in particular recalled two distinct old women: a cart driver and, separately, a tinker sought for tools. Noddy found his way from Cliff Town and was taken in by Burlyman. Riu was directed there as the only place with rooms.
- Randolph the Chronicler is gathering information for The Academy and uses carrier pigeons. He advised the party to investigate the medallions and the old women further. His own journal already held confusing, half-matching references to some of the party and similar events, and he judged from the doorway's construction that it had been bricked up from the party's side rather than the far one.
- The stonework (red pillars, maker's mark on a brick) in the hidden chamber suggests a connection to the Divinity of Two. The writing found there consists of common prayers.
- Mistress Mary is a former priestess of the Divinity of Two and possesses healing abilities. She offered to involve Riu in her healing work, but warned the party to return the medallion and never go back to the temple, growing defensive and calling it heresy when asked whether magic could come from anywhere but the Two.
- A magical barrier of sorts protects the stairway to the upstairs rooms, requiring an invitation to pass freely; Mary described it as a simple ward against unwanted guests from below.
- Burlyman revealed that The Crow's Nest is used for smuggling goods into The Capitol via a secret passage from the cellar to Cliff Town, on behalf of his family's cloth-merchant business. The route had only recently reopened after the Cliff Town disaster disrupted the port authorities' watch over that stretch of shore. He asked the party for help with these operations, and they agreed.
- The large double door in the hidden chamber appears to be blocked by a collapse/rubble on the other side. The party resorted to burning it down.
- Noddy suffered a head injury resulting in amnesia of the rat combat.
Items Gained
- Noddy: A pair of leather riding boots (gift from Randolph the Chronicler).
- Cosimo:
- A brick with an unusual maker's mark from the hidden chamber.
- A cask of Brandy (scavenged from cellar supplies).
- Party:
- Oil (scavenged from cellar supplies).
Items Lost
- Party Supplies (scavenged this session): Oil and most of the cask of Brandy (used to douse a rat and to burn the door).
- Knick Nab: Two Coins of Fate (spent on failed Attunement attempts).