Session 29: Local Swindler Avoids Prosecution, Gets Mauled by Mutant Roaches

The next morning, Vojta turns into a giant elk and pulls the newly-created cart on an uneventful journey through the desert. When they get to the bay west of Namos, Grombrin transmutes the cart into a boat, and Vojta transforms into a whale to pull it across the sea. They soon arrive in San’edhe, which is hidden inside a huge strip-mined crater, and is full of tieflings, gnomes, and mechanical constructs. Arran splits off to seek accommodation in the archives, while Grombrin does some smithing and the others look around at the variety of merchants. The merchants almost exclusively sell heavy armour, experimental firearms, and other weird devices. They then reunite and seek out Arran at the Ashen Archives, which is a big rickety spire. Joe takes a shower in his appointed room while the others meet with the wizard named Tados, who was arranged to help them. After discussing their plans, they call Joe to Arran’s room, so they can discuss their next move.

Once Joe is there, they tell him that they need to talk, and Grombrin creates a zone of truth that prevents those inside of it from lying. When questioned, Joe admits that he sent fake war declarations to Glyckheart, Namos, Seagate, Ironclad, and Fayekro. When asked why, Joe calls out how foolish they are for thinking that their small group could evade the expanding influence of the dragonborn army, and claims that he sent the declarations to create a united front that will hinder the dragonborn. The group finds this reason compelling, but decides that any further dabbling in world politics should be done as a group. They tell Joe to be open with them about his political schemes in the future, which he reluctantly agrees to when pressured. Vojta asks if Joe is willing to make his case to Saleekh, which Joe agrees to.

Tados disrupts the discussion, confused about this talk of secret cults, and demands an explanation. The group has the evoker step into the circle of truth and confirm that he is not associated with Cerebarieth. They then explain their mission in detail, and that they haven’t contacted the authorities about this because their enemies have deep political influences. The evoker says that he must store this information in the archives, but promises to keep it under wraps in the forbidden section. He explains that San’edhe is neutral towards the dragonborn, but that he is willing to push the Ashen Archives into strengthening its ties with the other archives in anticipation of a war. He also arranges the creation of a pair of sending stones so that the group can stay in contact with the Ashen Archive.

Looking at Arran’s map, Joe interprets that the cities the dragonborn have been trying to annex are all related to places of power like God’s Rest or the Heart of Morach. He asks whether there are other such places. Arran can think of two: the Lifeless Valley, which is full of elemental magic, and the City of the Glacial Stream, an ancient source of spiritual power. Grombrin knows another, the Celestial Forge of Eskua, which is in a secret location in the Frosthearth mountain range.

As the group considers this information, Vojta says that they must settle things with Saleekh first. He reveals that he has learned a new spell that can transport them across great distances by melding into a tree and emerging from another known tree anywhere in the world. He messages Saleekh that they’re coming to Glyckheart, and Saleekh warns them to come unarmed, so the group puts their weapons into Arran’s bag of holding. They then seek out a suitable tree outside the city and meld into it, emerging from a palm tree just outside of Glyckheart.

Glyckheart is eerily dark and quiet. Joe, in his trader persona, gets the attention of the guards, who promptly point a ballista at him. When they claim to have business with Saleekh, the guards take some time to confirm this before opening a passage in the wall. The passage is enchanted to suppress all magical effects. Vica is worried that this will suppress her amulet and cause her father’s demons to come for her, but she is informed that divination magic is also being blocked out. They find Glyckheart mostly deserted, and are led to Saleekh.

Saleekh angrily tells Joe to explain himself, and Joe makes the same argument as before. Saleekh explains that the Glyckheart government didn’t listen to him claiming that the declaration was fake, so they shut down the economy and went into full war preparation. Joe argues that war would have happened soon anyways, but Saleekh says that the thieves guilds have been working together to avoid conflict and create bonds between the cities. He was planning to use those political connections to uproot the Last Light Gang, but that plan has been disrupted by Joe’s war declarations. Joe argues that he can’t be held responsible for disrupting a plan he wasn’t aware of, which somewhat defuses Saleekh’s fury.

Saleekh then says that the blessed individuals can’t stay in Glyckheart, because due to Joe’s letter the Last Light Gang is now aware of the connection between the acolytes and the thieves guild. Gyrraleth has become a member of the Glyckheart council, and is keeping close watch on Saleekh. He also warns them not to give any more information to Suvulaan, who will sell it to the dragonborn. Their disguise amulets are probably compromised, because Suvulaan witnessed them. Vojta asks whether it is safe to keep communicating by sending stones, but Saleekh isn’t sure whether Gyrraleth can somehow tap their messages. Before they depart, Joe warns Saleekh not to let the dragonborn capture God’s Rest, which may play a role in the plot to revive Cerebarieth.

The group heads back out into the desert. Some distance away from Glyckheart, Grombrin shapes an underground shelter, mostly invisible from the surface. They spend the night inside, and the next morning Vojta uses a large cactus to transport the group back to San’edhe. There they retrieve their cart and set out towards Namos. When they reach the edge of the swamp, Grombrin transmutes the cart into a raft. They use poles to push themselves forward through the waters, while Vica scouts ahead by travelling through the canopy.

The swamp is volcanic, hot and sulphurous, and full of driftwood. After a while, Vojta notices that some of the driftwood is actually several large crustacean predators following their raft. Vica uses her beast speech to warn them to back off, but they aren’t responsive. Grombrin still has some old fish that he caught in Xandarbor, which he throws into the swamp as a distraction. The creatures devour the fish, but then go right back to chasing the raft. While the group discusses what to do, one of the creatures sticks its head out and pulls Arran into the water.

Arran teleports up onto a tree branch while Vojta blasts the creature away with a jet of water. Another one approaches and mauls Joe. Joe summons his spectral hand to push the creature away while Grombrin summons a wall of floating axes to ward them off. From his tree, Arran expertly shoots two arrows through Grombrin’s wall of weapons, hitting one of the creatures, causing their acidic blood to splash onto the people on the raft, promptly breaking concentration on both spells.

Another creature emerges to bite Vojta, but Vojta turns into a walrus-shaped water elemental and stabs his icy tusks deep into the creature’s carapace, causing it to flee. Several more are mobbing the raft, so Joe teleports high into a tree to avoid them, leaving Grombrin alone. Grombrin fights the surrounding creatures with his sword. They fail to get through his armour, but he gets absolutely drenched in acidic blood and spit. He briefly creates a wall of fire around the raft to disperse the crowd of monsters, before collapsing from the acid burns.

Vica, who was watching in amusement until now, starts taking it seriously and rains down magical thorns on the monsters. Arran fires more arrows, Joe shoots spectral coins from his fingers, and Vojta swallows one of the monsters into his watery form, all careful not to spill any more acidic blood on Grombrin. Three of the monsters are killed, and the rest flee when injured. Vojta turns back into human form and revitalizes Grombrin with a powerful surge of healing energy. Arran performs unlicensed surgery on one of the creatures and retrieves its acid sac, while Vojta gathers some edible meat from the carcasses. They then seek out a patch of relatively dry land to rest on for a short time.