Session 4a – Marlowe’s Available Curiosities

Marlowe’s Menagerie: Available Curiosities

Thaddeus slides a leather-bound catalog across the workbench, its brass corners gleaming in the lamplight. As you open it, a subtle scent of machine oil and parchment wafts up. Inside, meticulous handwriting details items currently available for selection with your tokens.

Mechanical Marvels

Resonance Locket

Appearance: A silver locket with intricate gear patterns etched on its surface. When opened, it reveals a miniature brass mechanism surrounding a small blue crystal.

Properties: When two or more of these lockets are attuned (requiring them to be held together during a full moon), they create a telepathic bond between wearers. Each locket can sustain one telepathic message per day, transmitted instantaneously regardless of distance.

Warning: Messages occasionally pick up “echoes” from other dimensions. Speakers should avoid unnecessarily cryptic phrasing, as the locket has an unfortunate tendency to interpret ambiguous statements in the most troubling way possible.

Chrono-Compass

Appearance: A brass pocket compass with multiple nested dials and a crystal face that occasionally ripples like water. The needle glows faintly blue in darkness.

Properties: Rather than pointing north, the needle indicates the direction of the nearest temporal anomaly—places where time flows differently, objects displaced from their proper time, or beings existing outside normal temporal constraints.

Warning: Prolonged physical contact may cause the user to experience brief glimpses of possible futures or echoes of the past. These visions are not necessarily accurate predictions but rather fragments of probability.

Mechanical Familiar (Assorted Models)

Appearance: Small constructs resembling animals or insects, crafted from brass, copper, and silver components. Each has crystalline eyes that glow with a soft light matching its primary function.

Properties: These autonomous companions serve specific purposes based on their design. Available models include:

  • Clockwork Owl: Enhanced perception and night vision, can record and replay sounds
  • Brass Spider: Climbs walls, spins copper wire, detects vibrations
  • Silver Fox: Tracks scents, disarms simple traps, delivers small items
  • Copper Songbird: Mimics voices, creates distracting sounds, alerts to danger

Warning: Mechanical familiars develop distinct personalities over time. They require regular maintenance and occasionally develop quirks ranging from charming (collecting shiny objects) to troublesome (activating at inopportune moments).

Ætheric Spyglass

Appearance: An extendable brass spyglass with multiple lenses that can be rotated into position. The main lens is ringed with small sapphires and etched with arcane symbols.

Properties: Reveals invisible entities, magical auras, and enchantments when viewed through. Different lens combinations allow for various detection specialties:

  • Blue lens: Reveals illusions and disguises
  • Red lens: Shows sources of magical energy
  • Yellow lens: Highlights hidden mechanisms and traps
  • Green lens: Detects life energy and distinguishes the living from undead

Warning: Prolonged use in areas of intense magic may cause temporary synesthesia—experiencing one sense as another (seeing sounds, hearing colors, etc.).

Magical Implements

Bottled Starlight

Appearance: A crystal vial sealed with silver wire, containing what appears to be liquid light that shifts between pure white and pale blue.

Properties: When uncorked, releases true starlight that illuminates a 60-foot radius for 1 hour. This light reveals all invisible objects and beings, negates magical darkness, and causes fey creatures to become entranced for 1d4 rounds.

Warning: DO NOT OPEN INDOORS. The light will seek the highest point in any enclosed space, potentially damaging ceilings or roofs as it attempts to reach the sky.

Whisperwind Scarf

Appearance: A finely woven silk scarf that seems to float as if in a gentle breeze, even in still air. The fabric shimmers with subtle patterns resembling wind currents.

Properties: When worn around the neck or head, allows the wearer to send whispered messages on the wind to anyone they’ve met previously, so long as the recipient is outdoors and within 1 mile. Also grants advantage on saves against inhaled toxins and can capture and store a single sung note for release later.

Warning: The scarf sometimes carries back whispers not intended for the wearer—secrets spoken to the wind by strangers within its range.

Folding Sanctuary

Appearance: A small, ornate tent made of shimmersilk that fits in a pouch when collapsed. Intricate protection symbols are embroidered along the seams with silver thread.

Properties: When set up, creates a 10-foot diameter space that is:

  • Temperature controlled regardless of external conditions
  • Soundproof from outside to inside (but not vice versa)
  • Protected from scrying and detection magic
  • Slightly displaced from the material plane, making it difficult to notice

Warning: Time passes unpredictably inside—sometimes faster, sometimes slower than the outside world. Users should not plan precise exit times.

Empathic Gemstone

Appearance: A smooth, oval-shaped stone that changes color based on the emotions of whoever holds it. In its neutral state, it appears as cloudy quartz.

Properties: Absorbs and stores emotional energy, allowing the user to:

  • Sense the emotional state of others within 30 feet
  • Project stored emotions in a 15-foot radius
  • Temporarily suppress their own emotional responses for clarity in crisis
  • Communicate basic feelings to creatures that don’t share a language

Warning: The gemstone retains emotional imprints from powerful experiences and may spontaneously project these when in environments similar to where they were absorbed.

Arcane Artifacts

Synchronicity Dial

Appearance: A pocket-sized brass device resembling an astrolabe with multiple rotating rings and a central crystal that pulses with a soft rhythm.

Properties: When activated, creates a field of enhanced probability in a 10-foot radius for 1 minute. Within this field, coincidences become more common—dropped items land where needed, missed attacks might trigger favorable environmental effects, and seemingly random events tend to connect in meaningful ways.

Warning: The mathematical principles underlying synchronicity are complex; for every beneficial coincidence generated, an equally improbable (but not necessarily negative) event will occur within 24 hours.

Arcane Lexicon Lens

Appearance: A monocle with a frame made of intertwined silver and copper, the lens itself appearing to contain swirling text that becomes readable when held to the eye.

Properties: Allows the wearer to comprehend any written language they encounter. For magical texts, it provides a basic understanding of content without granting the ability to cast spells from them. Also highlights hidden messages, coded text, and magically concealed writing.

Warning: Occasionally causes the wearer to unconsciously speak in random languages, particularly when startled or emotional.

Phase Cloak

Appearance: A cloak made of fabric that seems to ripple and flow like water, its color constantly shifting between deep blue and purple. Silver threads create constellations across its surface.

Properties: Allows the wearer to become partially ethereal for short periods (1-2 rounds), enabling them to:

  • Pass through solid objects no thicker than 1 foot
  • Temporarily become immune to physical damage
  • See into the Ethereal Plane
  • Touch incorporeal beings and objects

Warning: While phased, the wearer is visible on the Ethereal Plane and may attract the attention of entities dwelling there.

Sympathetic Sigil Stones

Appearance: A pair of smooth, palm-sized stones with matching symbols carved into their surfaces. The symbols glow faintly when the stones are within 1 mile of each other.

Properties: Creates a magical link between locations where the stones are placed, allowing:

  • Sound to pass between the locations
  • Small objects (no larger than the stone itself) to be transferred from one stone to the other once per day
  • Awareness of general conditions surrounding the paired stone (temperature, light level, presence of life)

Warning: If one stone is destroyed, the other becomes unstable and may create a temporary portal to a random location before crumbling to dust.

Curious Commodities

Ever-Burning Coal

Appearance: A piece of coal that glows with a constant inner heat, radiating warmth without consuming itself or requiring oxygen.

Properties: Provides heat equivalent to a small campfire without smoke, flame, or fuel. Can be used to:

  • Warm a small room or tent indefinitely
  • Cook food when placed in a suitable container
  • Keep water from freezing in cold environments
  • Provide comfort in extreme cold

Warning: If submerged in water or other liquids for more than 1 minute, creates intense steam that can cause minor burns to nearby creatures.

Traveler’s Walking Stick

Appearance: A wooden staff with metal bands at intervals and various small mechanical components that can extend from its surface. The wood appears to change grain patterns subtly over time.

Properties: Adapts to different terrains and situations, providing:

  • Superior balance on uneven ground
  • The ability to test depth of water or quicksand
  • Extension to up to twice its length for reaching or crossing gaps
  • Conversion into a makeshift shelter support, fishing rod, or defensive tool

Warning: The staff develops preferences for certain types of terrain over time and may become difficult to use in environments it “dislikes.”

Weather Worker’s Barometer

Appearance: A complex glass and brass instrument with multiple indicators, small weather vanes, and a central chamber containing what appears to be a miniature storm system.

Properties: Provides perfect weather predictions for the local area up to 48 hours in advance. Advanced features include:

  • Detection of unnatural weather patterns
  • Warning of elemental influences
  • Identification of weather-controlling magic
  • Limited influence over minor weather conditions (can clear fog in a small area, briefly delay rain, etc.)

Warning: The device is sensitive to the user’s mood and may occasionally create small weather effects in its immediate vicinity that reflect emotional states.

Esoteric Oddities

Whispering Liar’s Coin

Appearance: A silver coin with an animated face on one side that subtly changes expression. The reverse side bears the symbol of a tongue tied in a knot.

Properties: When flipped during a conversation where deception is present, lands on:

  • Face side: If the last statement was true
  • Reverse side: If the last statement contained falsehood
  • Edge (rare): If the statement was technically true but intentionally misleading

Warning: The coin occasionally whispers the truths and lies it has detected to nearby listeners when stored with other coins.

Nightmare Lantern

Appearance: A dark metal lantern with red crystal panels that cast shadows seeming to move independently of light sources. Small crystals hang from chains around its rim.

Properties: Absorbs negative energy from dreams, protecting sleepers within 20 feet from nightmares. The lantern gradually darkens as it fills with captured nightmare essence and requires periodic cleansing by exposure to sunlight.

Warning: If not cleansed before becoming completely dark, may release all captured nightmares at once during the next sleep cycle of nearby creatures.

Serendipity Snuffbox

Appearance: A small silver box with intricate patterns that seem to rearrange themselves when not directly observed. Inside is a sparkling powder with an ever-changing color.

Properties: A pinch of powder, when scattered, creates a brief moment of favorable coincidence:

  • Lost items appear in obvious places
  • Needed tools become immediately available
  • Minor obstacles resolve themselves
  • Brief environmental advantages appear in conflicts

Warning: The universe maintains balance—for each instance of good fortune, an equal measure of coincidental bad luck will affect the user within the next 1d4 days.

A final note in Thaddeus’s precise handwriting appears at the bottom of the last page:

Present your tokens to me when you have made your selections. Choose wisely, as each item has both benefits and consequences. Additional maintenance instructions will be provided upon selection.

Session 4 – Hogs Dogs

Celestiah, Lupin and Felric stop by “Threads of Fate” at 33 Weaver’s Court in the Artisan Alley. It just happens to be open this late at night, thankfully. Lupin talks with her and explains that we are in a bind, and need clothing for an appointment early tomorrow morning. She seems to have stock in what we need and all 3 of us buy more subdued outfits for 75 gold each.

After changing, we head to a nearby pub called the Drunken Dragon. This is in the Temple District with the museums and academy are located. This is on the way to the Merchant’s Quarter where the Menagerie is.

The ork and dwarf are at the Hog’s Dogs pub, which is a total dive bar.

We have noticed that mechanical birds have been following us. Lupin snatches one and takes it apart — it appears to have some of the same parts as the birds we saw in the Menagerie. Clearly Marlowe has been spying on us, however this is slightly relieving that we aren’t being followed from the venue.

We go back to the Menagerie and Thaddeus is in his study. He looks like he hasn’t slept all night. He is eager to see that we have found the pendulum. Lupin tosses him the bird and says “a little bird told me that we were being followed.” He apologizes for startling us, but says that we are an expensive endeavor and he wants to keep track of his investment.

He checks out the gear and is delighted in what he sees. He gives us each a token that could be exchanged for one of the items in his shop.

He begins filling us in on our next item: The Crystalline Heart of Mistwood. It was created by a forgotten civilization that inhabited Mistwood, which is north of the Veil’s End. The Heart serves as an emotional conduit, which can capture and preserve emotional states. He gives us a map. The Heart is in a temple ruin overgrown by the forest near a village called Willowbrook. Here your emotions can be reflected back at you, which can be very dangerous.

For retrieval of the heart, he offers 500 gold per person now and on successful delivery. Also any 2 items from the Uncommon Curiosities, as well as access to his network of collectors and scholars in the region. This could give us access to information and artifacts. He also says that he has some Dwarven medical texts to give to Gordon.

We make our choices of what items we want:

  • Celestiah takes the Etheric Spyglass
  • Kargrath takes the Serendipity Snuffbox
  • Gordon takes the Silver Fox Mechanical Familiar
  • Felric takes the Arcane Lexicon Lens
  • Lupin takes the Phase Cloak

Thaddeus gets a shard of something off of a shelf. He gives it to us and says that it’s a shard of the heart that will glow if we get nearer to the heart. He says that Willowbrook is 3 days from here on foot, and the temple is 2 more days north. We can get help from the people of the village to guide us. Also, we need to be careful because the trees are rumored to move.

He expects us to be back within 2 weeks, or the heart might be useless to him. We decide to get passage on a stagecoach to take us, which will be much faster. We would pay 75-100 gold one way, and the coach leaves tomorrow morning. However, the trip from the village to the temple will be on foot as it’s impassable.

We do some shopping at the local vendors to get gear for the trip before departing.

Session 3 – The Pendulum Heist

Celestiah researches and finds out more about the Star’s Return Blades. The master who made them was Lyra Stellarum. He collaborated with an astromancer from the Etherian Academy. The noble who commissioned them was Lord Deverus. This was meant to protect his daughter from the Shadowtech Consortium. They were trying to recruit her for her natural talents in celestial magic. Lyra forged the blades under a meteor shower. The astromancer then built the blades under 3 different celestial events so they are bound to the cycles of the stars.

Lupin greases some palms and finds out some information from Xavier Copperhand, a halfling. He says that the security is extremely tight. At the Rusty Nail Tavern, after the fourth ale he says that the wards flicker momentarily when the sound changes. Prof. Helena Vale carries the key to the wards. The champaign toast at 8:30 is a good time to strike; most of the guards will be in the main hall during this time. The exhibit runs until 11pm.

Gordon goes to the Dwarves’ Guild and talks with his people. Unfortunately he doesn’t find anything.

Felric goes to the city archives and finds the building’s blueprints. The 7 main areas are the Grand Foyer, the Central Atrium (with glass dome), East Wing (pendulum is here), West Wing (manuscripts archive), North Gallery, South Gallery, and Staff Corridors. There doesn’t seem to be any sort of a second exit but we could look into the sewer layout. He tries to look into the main city’s drainage system but is not successful.

Korgrath snatches a servant and finds out that the servants will be freshening the flowers at 5:30. The shift changes every 30 minutes.

We aren’t sure that we have a plan, but we will try our best. We head to the event right on time. There are many academics here in fashionable attire, and aspiring students.

Lupin recognizes Orla Brightgear, she has a shop with precious instruments. He chats her up and she says she’s interested in the device but doesn’t know much about it. She says that the hostess was here earlier but she hasn’t seen her in a bit.

When we go by the pendulum, it creates a sense of calm here. We notice that we are feeling others’ emotions and also their thoughts. Celestiah assenses the item and the wards. She thinks that she would be able to remove them with her abilities. She sets up an illusion that makes the room look like everything is normal at the threshold of the door. She then removes the ward from around the main pedestal, and then puts a sack over the device.

Korgrath and Gordon start a brawl and draw the attention of the four guards. One of them runs out to get more help. Felric tries to stop him but fails. The dwarf and ork try to leave through the servant’s wing.

Celestiah and Lupin hoof it out of there.

Session 2 – The Harmonic Pendulum

Lupin purchases a sword cane for defense.

Felric purchases a set of knives called “The Stars Return Blades.” These were made by a weaponsmith who worked with an astromancer to create the weapons. I’ve heard rumors that the blades dissolve into light after thrown and then rematerialize in their case. Felric negotiates and brings the price down to 60 from the original 70.

Gordon the Dwarf looks for a handaxe that will help him as a healer. He considers a couple of options and settles on the Life Mender’s Hatchet, which leeches the life force from a downed foe and captures the energy as a healing spell for later. Gordon negotiates as well and pays 110 gold.

We head back to the Menagerie and speak the password “teapot” again. Celestiah shows Marlowe the item and he is able to see through the illusion. He inspects it and is extremely pleased. Celestiah asks Marlowe what he intends to do with it, and he says that it is one of the most powerful and useful magical items in existence, and that he would never sell it; it will be kept here so it is safe and can be used for our adventures.

Marlowe goes to the register and gets us the rest of our money — 600 gold each!

We see several more curious things in the room. One is a “temporal stabilizer”. There is also a clockwork songbird, musical mechanical flowers, focusing lenses, and a consciousness vessel. We see some blueprints that say “experimental device” and it looks like he was working on something to do with memory capture. He explains that the sphere it’s a consciousness vessel that can hold parts of personality for preservation. He shows us a crystal that can capture more of a mind and preserve it.

Felric asks him why this is important to him. He says it’s his life work. He gets more serious and asks if we’ve ever lost someone. Lupin says yes. He says that he lost his sister Evelyn, and it’s her song that is playing on one of the other devices. He wants to bring her consciousness back, as a final end goal.

He goes to a spider-looking device with a crystal on it. He activates it a holographic map appears. The Thaumaturgical Society event tonight is hosting an item called the “Harmonic Pendulum” that can help to hold consciousness patterns. He says that he has tickets for us, and our job is to retrieve this item. The pendulum will be in the east wing under moderate guard. He gives us a small bag of mechanical scarabs that could provide a distraction for us.

The pendulum is encased in a hexagonal crystal display. It is brass and silver alloy and emits a humming sound that changes pitch every 3 minutes. The exhibit will close tomorrow, so this is time sensitive. He gives us 250 gold each as a down payment, and says that we can choose an “uncommon” item from his collection once the pendulum has been collected.

We decide to go to Lupin’s haberdasher, Madame Lillian’s Emporium. Marlowe says that he has arranged for reasonable pricing for us. After we get fancy clothing that would fit in during the event, we head back to our homes and get to sleep for the night.

Session 1 – The Chronologist

We sit down, and suddenly Gordon knocks over a small item. It crashes to the floor and a strange liquid splashes everywhere. In an instant, we are outside and about to knock on the door again. All of us remember being inside, but it appears that time has rewound somehow. Celestiah probes the magic with her senses and it seems that this was a charm that was imbued with magical power and made us believe through an illusion that we were actually inside.

Felric, instead of knocking, speaks the password “teapot” as we were previously instructed. The door slides open of its own accord. Inside it’s dark and noticeably more sparse than what we just saw. Venturing inside, we hear someone shuffling down the stairs. It is the same man, but he looks older and less glamorous.

He says “Let’s have tea for real this time.” We do introductions and he offers us 4500 gold with 1500 up front (300 apiece) for retrieval of the first magical item that he wants us to find. Then, a percentage of the sale price of the items.

We need to seek out the Chronologist to find the item. He has an item called a Chronometric Resonator that could help us. He is in the Shadow District, in the Shifting Market part of the city. The way we find him is using an item that the man hands us. It looks like a pocket watch with 3 hands, gold, silver and copper. They all spin at different speeds, but when we’re close to the Chronologist, they will all come together and point toward him. The marketplace randomly appears in one of the districts of the city, during the 3 nights of the New Moon. Day 1 is actually today, and it will be in the Shadow District.

The item we’re looking for is a compass, but rather than pointing north, it points toward important things. This will help us to find other items that have magical potential.

He gives us all contracts to sign. We look them over and find that there are several binding runes and hidden sections that can only be seen if the paper is held up at an angle. One says that we are bound by the agreement across timelines. Celestiah negotiates with him about several of the items. He takes a moment but then he agrees, and the contracts are magically changed. We sign and take a moment to enjoy drinks before we leave.

It is about a 30 minute walk to the market from here. When we arrive, the street doesn’t look any different than normal, but as we enter we see that the market is made up of many spheres — cobblestones, or sand, or grass. Each of them is from a different area of the world and each is easily accessible to us. The market is very active with many people buying and selling.

We ask some of the merchants where the Chronologist may be, but they seem to either not hear us or get distracted with another customer rather than answering us. Celestiah uses her “Star Sight” to find out where we will need to be to find them. Apparently in 17 minutes, when a star aligns with the spire of a building, the Chronologist will be revealed.

We wait for the appointed time, and the nearby clocks all align as reality seems to twist. The compass hands all point toward the door. Passersby go around this space and don’t seem to know it exists. A door appears. Celestiah checks it magically to see if it is dangerous. She gets a bad headache but apparently it’s not a threat. We go in and see a strange room with impossible geometry and shelves lined with many items. We see on a throne a young boy with white hair and clock faces in his teeth.

Felric helps Celestiah up and walks her into the room. He feels a strange catlike kinship as he gets near to her. Peering into her magical amulet, he sees an avatar of a cat.

The boy remarks “Ah, Marlowe’s associates. And on time, this time!” Maximillian asks him if he can help us. He responds cryptically saying that we need to help him deal with Helena Vale first. Suddenly a woman comes into the room. She has jet black hair with a streak of copper in it. She is nearly 6 feet tall and in her early 40s. She has a stiff posture and looks almost militaristic. We see others who dressed like her come in as well, in total there are 2 men and 2 women.

Lupin introduces himself to the woman. She responds with her name and says that she is with the Thaumaturgical Society. He says that we are here looking for a “Time Turner” that will allow a person to go back and fix one mistake. She finds this interesting, but will not reveal what her group is looking for at first. He charms her a bit and she mentions that they are trying to find a compass.

Celestiah looks around the room for the compass and, using her magical ability, she’s able to find a small box. The Chronomancer looks up with surprise and mutters “An astromancer with star-sight, fascinating.” He gestures and the box floats over to the counter. He calls it the Chronometric Compass, crafted by Captain Elias Timewell during the convergence of the spheres when the barriers between universes were at their thinnest. It has rings on the outside with a shining crystal inside. It has runes that shift when not observed.

Lupin introduces the woman to Felric and says that he is an expert who may be able to help her find the compass. Felric bluffs and starts helping her, though in truth he has no idea what he’s talking about.

Celestiah asks the Chronomancer what he would trade for something like this. He says that he deals in memories. She suggests a memory of when she was much younger living in the forest, gazing at the stars with her best friend. He accepts the trade. After the purchase, Celestiah enchants the box so anyone looking at it will see a sextant rather than a compass.

We exit the building and as we do, the place ceases to exist. No time has passed since we entered.

Lupin looks for a magical cane for himself.

Session 0 – The Curious Case of Marlowe’s Menagerie

(aka Women’s Linens)

A peculiar invitation arrives, penned in flowing script that occasionally sparkles with traces of arcane residue:

Dearest Potential Associates,

Perhaps you’ve noticed the recent changes at 73 Silversmith’s Row in the Merchant’s Quarter—the old Blackhaven Trading Post has shed its decades of dust and cobwebs. The creaking sign that once announced “CLOSED INDEFINITELY” has been replaced with a gleaming brass placard reading “Marlowe’s Menagerie: Curios, Curiosities, & Commodities Most Peculiar.”

I, Thaddeus Marlowe, formerly of the Collegiate Arcanum’s Department of Paranatural Procurement (and yes, that rather dramatic departure involving the Dean’s prized singing crystal was greatly exaggerated), have invested my life’s savings in this establishment. The previous owner, poor old Maurice Blackhaven, disappeared under rather mysterious circumstances involving a cursed music box and what witnesses describe as “an unfortunate incident with time itself.” The Merchant’s Guild assured me that after seven years, the property rights default to new ownership, and any temporal anomalies are strictly the previous owner’s responsibility.

But I digress! The shop itself is a marvel—three stories of aged oak and weathered stone, with windows that seem to peek into impossible angles and a cellar that, I’m quite certain, occasionally rearranges itself. The previous inventory is… well, let’s call it “eclectic.” Thus far I’ve catalogued:

  • Seventeen empty bottles labeled “Bottled Starlight (DO NOT OPEN INDOORS)”
  • One seemingly ordinary sock that keeps trying to hop back to its original owner
  • A collection of maps to places that may or may not exist yet
  • And a rather insistent cheese wheel that whispers stock market advice

While fascinating, these curiosities alone won’t sustain a proper business. This is where you come in, my enterprising friends. I require individuals of particular talent and discretion who can help me acquire inventory of a more… specialized nature. The Merchant’s Quarter is experiencing unprecedented growth, and the nobility’s appetite for the exotic and arcane has never been greater.

I offer generous commission rates, access to my network of collectors, and the protection of my various licenses and permits (most of which are even legitimate). More importantly, I offer adventure—the chance to seek out the extraordinary and bring it back to eager customers who possess more gold than common sense.

If interested, please present yourself at the shop’s rear entrance tomorrow at sunset. Knock thrice, wait for the door to finish its riddle (the answer is always “teapot,” regardless of the question), and enter prepared for a discussion of terms. Do mind the umbrella stand—it’s not actually an umbrella stand, and we’re still not entirely sure what it is.

With Anticipation,
Thaddeus Marlowe
Proprietor, Procurer, & Occasional Problem-Solver

P.S. If you happen to encounter a sock hopping down Guild Street, do be a dear and catch it. Its original owner has been quite persistent about a reunion.

Local rumors whispered in taverns and alleyways:

“That Marlowe fellow? Odd sort, but honest enough. Saw him talk down an angry ghost with nothing but a tea service and some compliments about its hat.”

“The shop’s got a reputation. Old Blackhaven was collecting things that shouldn’t exist. Some say the whole building’s like a puzzle box, with rooms that only appear on certain days of the week.”

“My cousin’s friend swears she saw Marlowe haggling with a dragon over the price of its shed scales. Used a pie chart and everything. The dragon apparently found his accounting methods quite persuasive.”

The strange note is received by the five of us. We are:

  • Celestiah Elunthiel, a High Elf Wizard
  • Korgrath, an Ork Fighter
  • Felric Ashfur, a Catfolk Scholar
  • Maximillian Lupin, a Human Thief
  • Gordon, a Dwarvish Healer

After receiving our cryptic invitations, which were addressed to each of us personally, we all gather at the appointed time at Marlowe’s shop.

This is the city of Vale’s End. It is a huge city, and we are in the bustling merchant’s corner, on Silversmith Row. There is a rich artifact trade here. It is twilight and the lanterns are glowing. There are strong scents of ozone, coffee and embers.

In the past there were 3 magical disasters here, so magic is restricted. The most recent one was the Brass Plague, which nearly destroyed the infrastructure of the city.

The future party members pleasantly exchange names. Most are just here for a job, but Celestiah and Felric seem to be here for arcane knowledge of some kind. Maximillian says that he wishes to employ his “particular skills” with this job. We are left to guess what that may mean.

Marlowe’s building is made of wood and stone, and the windows are in odd places. Felric notices that they shift when not observed. There is a humming sound within and frequent dlashes of light. There are enchantments and barriers throughout, which Celestiah senses keenly. We know nothing of the owner except what he related in his letter.

The door opens and a man with a false eye answers. The eye is mechanical and it quickly scans us all. He breaks into a friendly smile and welcomes us in.

There is tea set out for us. We sit down and partake, ready to hear what our potential employer has to say.

Session 32 – The Rebirth

We take out the last of the cosplayers and enter the house. The hired guns watch outside while we go in. There are five hostages in here all zip-tied. Meaghan doesn’t know any of them but clearly they were abducted and mistreated by the cosplayers. We cut them free and ask if they have any place to go. They say no, as all of their companions were killed when the cosplayers snatched them.

We find Meaghan’s brother Blake in the other house and there is a tearful reunion. We organize everyone into the vehicles including the hostages and head back to the compound. Meaghan appreciates Simon’s efforts at the house and gives him a more-than-friendly kiss on the cheek.

Scotty has continued to work on the teleporter and he has people getting space suits together for us. He will come along to help with the technology we may find up there. We start training in the suits. They have grip so we will not fly around inside the ship if there is no artificial gravity. Ian tells us not to bring along any firearms as things up there will “not react well to bullets.” Meaghan will not be coming with us but Scotty does.

We teleport and Chet manages to keep his lunch down even though this was his first time. It is dark here and there is only one door. We manage to pry it open and we work our way through the ship. Ian checks to see if others have been walking around up here but there are no tracks.

We see all the way down toward the engine and it’s like a highway, very spacious and long. We work our way through and open several sets of doors. On the last one we see out into space as there’s a huge hole. We use our zero-g boots to walk on the ceiling across.

We come to the area with the pods and we see that there are around a thousand. This is the remainder of five planets’ worth of alien refugees. We should launch them all, because that would cause the ship’s orbit not to decay, or at least buy us time.

Simon and Alex determine where to send all of the 1000 pods and do math calculations on our orbit to make sure things land properly. Simon pushes the button and they start launching. It is a pretty violent process as the thrusters fire, and the whole ship lurches.

We find two space shuttles that seem to be operational, about the size of a fighter or shuttle. We wake up a group of 20 Talolans (and others) to help us.

We spend a few more days here and Alex creates an environmental bubble for us to take a break from our suits. After this we fly the space shuttles back down to the compound.

–end of this book–

Session 31 – Bristol

We survey the crater and Simon consults Ser and he says that the engine or whatever it is seems to still be active, and the time pulses are going to continue occurring until we can shut it off.

He lets the others know and they start talking with AJ, who says that he was able to change the past and survive. We are also shocked to see Simon’s dad, Ian’s wife, and Dusty’s brother alive after all of them have been assumed dead for years. They explain that they had to try very hard not to make any changes to the timeline after they were saved.

We hunker down on the other side of a hill so the pulses don’t hit us again. They are occurring every 90 minutes but seem to be increasing by 15 minutes each time. During some of the pulses, animals appear from nowhere.

We call Scotty at the compound and ask him what to do. He says that it will take all of us to shut it down and we run scenarios to figure it out and train. After we feel confident enough we head back after the last pulse and start to work on shutting it down. It takes a very long time and we think we are making a lot of progress, but Simon accidentally hits a switch and things start to power back up. We work on it for another 45 minutes or so and are finally able to turn it off.

We talk with Scotty about what we could scavenge from here but he says not much. We decide to head back. AJ goes back to Milwaukee but leaves us a couple of Sno Cats.

As we return we see a bright star up above. It is apparently the main part of the ship that the Talolans call Rebirth. Simon asks if we can teleport up there, and Scotty says that he’s trying to work on it. We spend several months talking about plans and scenarios as he’s working on it.

April 10th comes around and Scotty gets abnormally excited and calls us down. He was able to connect to the ship with the teleporter. It may be how it is currently oriented in relation to Earth. We worry about getting back but he says that it should be possible.

On April 25th, Meaghan comes in while we are having breakfast and says that she got a pager message from her dad just this morning. She had turned on her pager for the first time since the disaster and messages began popping up, and some of them are quite recent. In the oldest messages, her father advises her to get to a shelter and lists off several places near where she was staying with her brother Blake in Illinois but also in other states. In the most recent messages her father and brother give their location where they are in shelters. Her brother is in Bristol and are surrounded by the cosplay idiots that we dealt with last summer.

Meaghan says that she’s going to go right away to save her father and brother. Ian says that we will come to help her, and recruits a few others to come as extra guns. We pack up supplies and 12 of us go in one of the Sno Cats toward Bristol.

On the way, we ask Meaghan about her family. Her father was an executive at Northrop Grummen and also a survival nut. She went from base to base when she was a kid and wherever he went, he built a survival shelter at each place. She learned survival skills and self defense from him and took many classes, and though she resented it at the time she was able to survive on her own because of it.

We stop the Sno Cats more than a mile away and Ian and Meaghan and a few others get out and look for sentries. They find two and take them out quietly, then come back to tell us in the Sno Cat to come up the drive.

We drive up and Alex creates a barrier in front of the Sno Cat for protection. We start shooting at the cosplayers, and we manage to take them out except for two who start running away.

Alex hears the roar of engines from the house behind us and our hired guns turn around to face them and see what happens next.

Session 6 – We get stiffed.

We get back to the HQ.  Foggy goes through the books, and we sell the rest to the Silver Nails for 4 coin.  We gained some rep from the job,   but decide to not push our tier up as it would cost us everything and really give us mixed results.

Foggy studies the books and is able to gain insight into his demon, completing the long term project.  He also is able to heal himself and reduce some stress.  Raven also reduced his stress and increased his skills.  Crowl reduced his stress.  Reynard overindulges and is kicked out of his cult.  He needs to find a new voice.

Foggy is able to contact his demon through the spirit focus.  Its name is Tanigoth and it is the demon with a thousand mouths.  It is all about sowing Chaos.  In the past it has latched on to specific individuals to create chaos and destroy cities.  It has been missing for 150 years, but is now Foggy’s buddy.

Reynard was kicked out of his cult because he was seen talking to someone from the Silver Nails.  He knows the Circle of Flame has many ancient artifacts and is dangerous.

We go to talk to our contact from the Silver Nails, Tuhan.  The bartender also lets us know that the Dimmer sisters have put out a bounty for information on the break in of their mansion.  If we know anything we should talk to their agent, Darrow.  Some bluecoats also shove their way into the bar.

After some time Tuhan comes in and goes to the back, away from the bluecoats.  We talk to him about stealing some books from the cult that is looking for Khotar.  These could also point us to valuable stuff for the Lost District.

We decide this is too dangerous and instead decide to frame the Cabbies for the book theft.  Reynard cases the place and sees that they have boosted some security and boarded some windows, but not impossible.  Raven and Kit sneak into the place with the books, prying off the boards and slipping into one of the offices.  As Raven slips in he hears voices from one of the other offices.  Raven tries to hide and wait.  One of the people comes out, but the other stays.  Raven listens at one door and hears snoring, then sneaks into the storage room across the hall.  He hides the books behind the drawers of some filing cabinets then sneaks out.   He drinks his silence potion then replaces the boards as he is leaving the window.

Meanwhile Foggy zones out and is told by his demon that there must be blood tonight.  Reynard notices something is wrong.  Foggy tells him about the command.  Reynard throws something across to the opposite side of the roof to distract from the replacement of boards.  Raven takes 2 tries, but is able to replace the boards and escape.

Meanwhile Foggy tries to call a ghost and fails.  We slip into the night.

Foggy finds a cabbie to possess, then has a ghost take him over and write “The sisters will have their revenge”  before the cabbie slits his owns throat.  He makes a devils bargain with a ghost that will help him but will haunt him after.  The ghost has the cabbie writes the message in blood on his tip money, then commit suicide.  The ghost then introduces himself as Nerix and starts following Foggy.

Foggy also starts looking for followers of Tanigoth.  He finds them in Nightmarket, in a small shack that serves as their headquarters.

Next morning we go to Amancio and make a deal to give him the info about the cabbies having the sister’s books, in return for him getting a share of the information.    After some bargaining he agrees, and later in the day we see that there is a story about the cabbies hitting the Dimmer Sisters in the paper.

The next morning Bert and Ernie say they need to go see Harold because the guy with the eye patch was asking about us.  We go to the bar.  He asks for protection, which we provide in return for one coin.

Over the next few days there are incidents between the cabbies and dimmer sisters.  after some back and forth, the dimmer Sisters knock of the Cabbies Headquarters and find the books, while reducing the status of the cabbies.  The Silver Nails also go against the Dimmer Sisters but fail.  We gain some turf and pick up a loyal fence.

Amancio calls us back and says they only paid out 14 instead of 20, and he still is going to take his 6, so we only get 8 coin.

Session 5 – The Dimmer Sisters

<out of game>  The party all resist the harm we took last time.  Remember to do this for harm in the future. </out of game>

There are ghosts flying all over the cabbies’ garage.  We decide we have caused enough trouble and leave without sabotaging any cabs.  However several guards are dead and there are ghosts all over their HQ.  We leave the way we came in and head for our lair.

We get 4 coin and gain some rep with the gondoliers.  Our wanted level goes up to one, as this was a noisy and chaotic score.  The gondoliers start bragging about the score, which costs us some of our rep.  We also acquire a cohort of skulks to help our gang scout and acquire information.  Bert and Ernie are loyal to us because we pulled them out of another gang.  They won’t do anything against kids.  They do party on the weekends.

The crew goes off to work on their own stuff.  Eklipsis disappears after over indulging.  A new member joins the crew, Crowl, a Skovlan fighter.

We decide for our next score that we want to help Foggy learn more about his demon.  We start collecting information about the Dimmer sisters.

Bert and Ernie go in to investigate.  The come back all torn up and tell us about the guard with a dog who caught them. Not much else is known.  Crowl and Reynard go back to the mansion and look for the guard.  We notice a pattern of when the guard and his dog take breaks.  We also spot a building on the west where they can grapple across.   It is an old abandoned hotel.    Reynard could snipe from the building.

Foggy talks to Harrold the bartender.  He tells Foggy top come back the next day and meet someone.  The whole crew goes back and spreads out around the bar.  Foggy is introduced to the Silver Nails gang member Tuhan who is Severosi.  We find out that the sisters have 20 members and many are at the mansion.  They tried to implant a ghost in a human host.  He also lets us know that the Silver Nails have rings that prevent possession and allow them to go outside of the lightning barrier.  He says he knows who we are and that we helped to take them down the lawyer possessing people.  Therefore he is open to helping us.   He will try to get us some knowledge about the layout of the building.

We eventually get some rough drawn maps of the compound.

We get up on the roof in the dark of night and start making our way in from the abandoned hotel.  Crowl drops some drugged meat through the fence and the dog eats it.  Raven and Foggy slip across a rope to the building.  They enter on the second floor where the notes say the labs are located.

The room is very dusty and smells of mildew and disuse.  They move to the door and peer out,.  They see a long hallway with many other doors.  One has light and noise behind it.  Foggy looks through the keyhole.  Someone is laying on a couch and talking to themselves.  They move down the hall to a set of double doors.  As they pass a stairway they see a ghost that appears to be human moving on the first floor.  The slip past and find a magically double door.  Foggy sees it has magical energy, but he is open to open it.  It makes a loud noise when he does and he hears a sniff from back on the first floor.  The slip into the room and shut the door behind them.  The room is a library with bars over the window.  Raven sets up a line to send bags of books down to Crowl.  Then he and Foggy start searching the books and getting quantity and quality of books.  Foggy finds a book that will help him study the demon.  They and many of the other books go in the bag and down the line, but some of the books slip out.

The ghost is trying to break through the door so Raven signals for the distraction.  Crowl causes an explosion that is bigger than expected and actually starts the house across the street on fire.  People from the mansion move that way.  Meanwhile Foggy attunes to the ghost, partially.  He tells it to do whatever it wants.  It starts to come apart and screams really loud.  They race past the ghost and back to the entry point where they make their escape.

(Foggy and Raven took a Desperate action to escape, mark 1xp each)