Player characters for missing players do not start the session with a hero point, and can not get any more during the session.
Session Log
The session begins with a bit of a recall on knowledge the party has picked up about the city of Stormreach. It is a relatively small but free city that is an independent nation with its own customs and traditions. The Code of Galifar does not apply here, and the rulers of Stormreach consider themselves the equals of any king in Khorvaire. Stormreach is haunted by its past. Born in the modern age, the city is a human creation, but the region’s history stretches back long before the rise of human civilization. The giants of Rushemé say that the region is cursed and point to the ruins of a half-dozen civilizations as proof. Scholars from the Library of Korranberg and Morgrave University have studied these ruins for decades and have created a simple map of the region. But many of the greatest secrets remain. Uncovering the truth is a challenge for adventurers—and a task that has already claimed the lives of hundreds. More details can be found on the Stormreach page for this settlement. The party want to enter the city under the ruse of being students from Morgrave University, so they decide to head to the Harbor. They also know that they're going to want to get to the Lyrandar enclave to show their letter of credit and arrange for transportation. There is a Lyrandar Shipyard there that should be a good place to start looking. There is also a potential desire to make inquiries in town on the Emerald Claw. The party expects that the cultists will have arrived in the city via an airship and that they'll have had at least a one day head start. That means they could have arrived two or three days ahead of them, even with the excellent time they made getting here by the underwater vessel. The party approach the city from the north and east along the coast, having to spend about 30 minutes walking along the shore from where Captain Byam dropped them off. They cross a bridge and quietly enter an archway into the Respite District. They find themselves walking through a very nice and well-kept garden. Somewhere in this district is the House Jorasco Enclave and the Open Palm Inn. When they were in Sharn learning about the city, the Open Palm Inn was recommended as a good place to stay with excellent food but the drink was terrible. It doesn't take long to walk through the guarden. It is a nice day with lots of people wandering around, non of which pay them much attention. They've been told that the population in Stormreach is quite diverse, where humans account for only half of the anestries here. Here half-giants (Jotunborn) are not uncommon, and the odd Xen'drik native dark-skinned elf or even Sahaugin might be found wandering the streets. Eventually they spot the House Jorasco sign over an impressive building and nearby they spot a sign with an open palm that must be the Inn they were told about. They keep this in mind and continue towards the The Harbor District. Shortly after spotting the enclave they walk through another gate into the Cross District. This place looks somewhat more risky and akin to what they've been told to expect. Everyone finds themselves holding on to their coin purses more tightly as they walk the roads here, trying to keep their heads down. From the Cross District they are able to walk into The Harbor District, noting the distinctive odor immediately. They spot a tavern with wavy lines and see the harbor. There is an impressive view here, with the view of the giant Emperor statue and the light emanating from his outstretched hands clearly visible even in the bright light of day. They can also see the Lyrandar ship yard to the south, so they work their way in that direction. Eventually they find the sign of the house and workers they are able to talk to. They're told that the House Lyrandar Enclave is actually located at Falconer's Spire in The Marketplace District. It is the tallest structure in the city and doubles as an airship docking station. From where the party is standing along the coast they can clearly make out one airship docked at the building. Thanking the workers at the shipyard, the party turn and head back into the heart of the city. They pass again through the Cross District, this time finding themselves walking right along a path that has normal looking residences to their left, and what appear to be slums to their right. After about half an hour of walking they find themselves entering the Bazaar. Patched and re-dyed again and again, the gigantic red tent that covers Stormreach’s bazaar dominates the Marketplace and can be seen from almost every part of it. Inside is a mess of walkways, smaller tents, and market stalls, all lent a reddish glow when sunlight shines through the tent overhead. Here the traders would sell their own mothers for a handful of coins and compete enthusiastically with one another for customers. Only the most wily vendors last in the bazaar, so while the merchandise is good quality, buyers can expect to pay more than usual and are sometimes fleeced. Not stopping to shop, the group turn east towards the tower. Falconer’s Spire rises high above the Marketplace, even taller than the Lorsmarch Palace and the great tent that covers the bazaar. A great blue-inlaid edifice, the spire acts as a docking station for airships and as the enclave for House Lyrandar, overseen by Calynden d’Lyrandar. They are able to find someone in charge and show them their letter of credit for transportation. It is accepted, but they're told that they'll have to find someone willing to make the journey independently, but this person verifies and authenticates their credit with additional documentation. They are going to have to head back to the Harbor District and find someone who will transport them - and they are given a recommendation to seek out Captain Chinxero. Apparently he owns an elemental powered riverboat that was manufactured in the Lyrandar Shipyard. Once again the party end up backtracking to the The Harbor District. As they leave Falconer's Spire however, they are approached by a female elf who bows and says "may I speak with you for a moment?" Cautious, and clutching their purses with a light hand near their weapons, the party agree to listen to her. She bows again and introduces herself as Muroni, a humble elf who follows the teachings of "the great silver dragon, Vuulaytherus of the Chamber." Oddly enough, Eriana thinks she recognizes that name - or at least has heard of a "great silver dragon" before. "There is no easy way to explain this, but I have been expecting you. My patron, Vuulaytherus has been studying a particularly convoluted passage of the Prophecy that was discovered inside the Endworld Mountains. The dragonmarks, appearing as veins of silver and gold inside a deep chamber within the mountains, tell of great events surrounding a group of adventurers connected to House Cannith—or at least that’s how Vuulaytherus has interpreted the verses. You definitely fit the description and are here, exactly as described." Upon hearing this the party is a bit unsettled. They have spoken to almost nobody in Stormreach, and even so have been travelling under the guise of being students from Morgrave University - something which carries extra conviction having Harbek in their group. Muroni continues, "The signs and portents pointed toward Stormreach and the interior of Xen’drik as the focal point for this portion of the Prophecy, and so Vuulaytherus sent me to bear witness to unfolding events. I only wish to observe and report back on what momentous event is about to take place. Please allow me to witness these events, and I will aid you in any way I can." The party is initially at a bit of a loss on how to respond, but they point out that it is likely to be dangerous and ask if she can take care of herself. Muroni explains that she has travelled long and far, and is accustomed to being self-sufficient. Taking a closer look, she is clearly armed with a short sword and short bow. She also greets Alicia and says she believes the holy one in the group was said to have that name - though she does not know the names of the rest of the party. A round of introductions are given, and the party agree that she can accompany them as long as she looks after herself. From here, they all head back to The Harbor District and begin looking for a Captain Chinxero. Muroni does not know who that is, and says she only just arrived in the city - knowing to be here at the exact time and place where she met the party. She knows very little of the city beyond its colorful reputation. It turns out the Muroni is originally from the Island of Aerenal, and she clearly has reverence for her undead ancestors and deities, The Undying Court. It turns out that Captain Chinxero is nowhere to be found on the docks, but someone is able to tell them he is likely at the Leaky Dinghy. The Leaky Dinghy is a rotting, rat-infested, creaking mess of a tavern in the area of the docks called Fisher’s Folly, an unsafe mishmash of rigging, fishing boats, and huts that is home to many of the city’s fishers. A hangout for sailors, fishers, and thrill seekers, the Dinghy persists only because of the love its patrons have for the place, keeping it alive despite the best efforts of storm and rot to destroy it. The tavern’s survival against storms has become an occasion for celebrations, with parties being held in the swaying structure during the severest storms. They do indeed find Captain Chinxero here, alone drinking at a table. They approach him and show him their letter of credit and ask if he is available to take them along the Rachi River. "Where are you going, and how far south?" The party tell them they need to reach a landmark along the river on a journey a little over 300 miles, which House Lyrandar said his riverboat can cover in 4 days. “Too far,” Chinxero says. “Too far and too dangerous. Besides, I have other runs to make, schedules to keep. Find another charter. Leave me be.” Not wanting to take no for an answer, the party press him and say they can pay handsomely for the journey. Alicia does most of the talking as they try to convince the Captain to make the journey. It takes some convincing, but eventually he says “I’ve got schedules to keep. A diversion into the deep jungle could get me killed, but will definitely cost me. Give me 600 gold and I’ll consider it.” The credit will cover up to 400 gold, so the party try to talk him down in price. Muroni offers to pay the difference, to the surprise of the party, but Ferdinand refuses to pay all of the price up front. He keeps haggling with Captain Chinxero and offering to pay a portion now and the rest when he delivers. Eventually Captain Chinxero says, "I'll take no less than 400 gold now or you are out of luck." This is the amount they have credit for, so the party agree. Downing another beer, Captain Chinxero stands up with a slight wobble, shakes hands with Ferdinand and says "Done", as he takes the letter of credit and pockets it. He then adds "My riverboat will be ready in 12 hours. Me me at the dock next to the Marlow (he points to a large riverboat through a window) as the sun rises and we will be on our way. Don't be late." The Marlow is a good looking boat with a clear elemental ring at the stern, encircling a small building on the deck. Satisfied, the party head back to the Respite District to the Open Palm Inn. They arrive without incident, as the sun is setting and have an excellent meal and acquire rooms for the night, which include Muroni.