Heroes: Meghera, Jade, Vaako, Sarvaas
Tensions rise high in Sigil, as the Indeps accuse the Harmonium of being the cause of all the troubles affecting Sigil of late. On the streets and in the Hall of Speakers, groups of factioneers gather to discuss the matter. While attending a debate at the headquarters of the Signers, the Heroes witness a Fated bariaur attacking a Hardhead elf in a blinding rage. When they intervene, Jade accidentally kills the bariaur.
The Heroes decide to lay low, spending the evening in Woodman's Retreat, and looking for Bander Mul, the Mercykiller paladin who was looking for the escaped inmates. But the paladin is nowhere to be found, a fact that worries the tavern owner, since Mul is always very punctual. The Heroes do not worry too much about it, and return home.
Meghera and Sarvaas find a group of Doomguards waiting for them: they are looking for Vaako, on behalf of a high-up from their faction. The Heroes manage to deceive the Sinkers, and they leave without too much trouble.
The day after, the Heroes stake out the campus of the Hall of Records, hoping to intercept the exchange of the mysterious bowls, following up on what they gleaned from Estavan the day before. They spot a group of barbarian hunters dressed in red furs; after the wildlings receive the package, they shadow them on the streets of Sigil. When they confront them, a fight erupts, with the Heroes eventually emerging victorious (if badly hurt), and with two prisoners.
They bring their captives to the Slags for interrogation; realising that intimidation is not very effective on the hunters, they strike a deal to release them if they will give them the dark of what's going on. The hunters spin a tale about a rivalry betwen two "packs" of hunters from the Land of the Hunt (the realm of the god Malar in Carceri).
They don't know much about the bowls, but they know that they must bring them to their leader, Guilder Starkad, so that he may slow the rise of Garond, leader of the green-furred pack. When the Heroes analyze the bowls, they discover that they're magical spiritbowls, capable of "harvesting" the essence of a petitioner before it merges with its home plane, or dissipates.
The Heroes obtain the location and key to the portal that will bring the hunters back to the Land of the Hunt, and then release them. All clues seem to lead to either Carceri or the Beastlands, but they're still not sure where to travel first.
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