Chapter 11

In the Wings

The party goes back to the Midwater Tavern for a LONG REST after the battle at Guillhart’s. The next day, they make their way to the Artist’s Quarter, on the hunt for the Eclipse Theatre and Bianca.

The Artist’s Quarter is located centrally in town; it has a colorful, relaxed, bohemian vibe, with lots of gardens and murals. There is music drifting from various buildings, and Nim is inspired to play her flute as the party walks. Kor notices the same red-headed kid following them as they go.

The party wants to be subtle, but front doors of the Eclipse Theatre are propped open, so Brin walks right in, and the rest cautiously follow. The theatre lobby is decorated with an elegant nighttime theme, with lush blue carpets and an enchanted ceiling.

Another set of windowed doors lead to the theatre itself, where Bianca appears to be directing a sort of audition. Nim lingers in the lobby and Kor stays just inside the rear door as the rest of the party make their way further down the aisle toward the stage. When Bianca realizes who we are, she sends most of the actors away, though two beefy bodyguard-types remain (MAC and GRUYERE).

Bianca informs us that the play she’s auditioning for is the famous tragedy, “The Feast of Odelina” by LORD PUNCHSWORD. The play revolves around a Forlon girl named Odelina whose family is murdered by Valon pirates, her escape from an unwanted arranged marriage, her romance with a man who is secretly a Valon pirate; and her tragic suicide by poison.

Brin bluntly asks about the ring, and Bianca, seemingly able to read our minds, chastises us for being rude. She insists that she’s not our enemy, and says that, even though it’s been very useful, she will give up the ring as part of a fair transaction. The Eclipse Theatre is apparently haunted by a sort of poltergeist, and it’s getting progressively more dangerous to her actors and equipment. If we will cleanse the theatre of its ghost, Bianca agrees to give us the ring. The party quickly agrees to her terms.

ENCOUNTER: In an attempt to goad the ghost into appearing, the party performs the famous final scene of the play. A spectral woman appears and battles the party, occasionally possessing parts of the rigging and stage. One of her attacks results in Nim aging 20 years in an instant, and causing a white streak in her hair. As the ghost is defeated, her last words are “Don’t… drink it.”

Bianca returns after the battle, pleased with our work. She hands over the ring to Kor, who finds it far heavier than it appears, and he stashes it in the mysterious box with the compass from Guillhart’s house.

Nim investigates the compass, and feels it’s enchanted with a deep magic; she learns that with a full minute of concentration, it allows us to track the nearest shard. She takes the time, and realizes the next closest shard is a few hundred miles off the coast of Prytania, to the southeast, and it’s likely on the move.

After a heated debate about whether they can afford to buy their own boat, the party eventually agrees they will need to hire a ship. They split up to prepare for their upcoming sea voyage: Nim pulls Kor aside to discuss their concerns about Brin, who no longer appears to be disguising himself, and both agree they should keep an eye on him; Toulouse and Dango separately do some quick shopping; Brin pens a letter to Felicity.

Kor follows the red-headed girl back to the secret base of the Prytania crime syndicate, THE LEECH, where she meets ODINA GLOWHELL, their leader. The girl reveals herself to be LANTA, and introduces her pet rat, WALTER. Using jewelry he’s accumulated, Kor pays for information about Guillhart (as well as asking questions about “the Hallowed Grey” and “Aken”), but all they know is that it’s been five or six years since the city guard took Guillhart away. Odina also says we can use her name to secure a discounted price on our ship.

The party eventually regroups at the docks. Kor bribes the dock guard to find the best deal on a ship. We are directed to a red dragonborn passed out over a barrel at the end of the pier. Kor dumps some water on him to wake him up, and we meet GRUGAROO (aka “Rugaroo”). Though he’s understandably grumpy at first, he quickly agrees to take them on for 8 gp/day, as long as Dango agrees to help sail. The party spends their last LONG REST at the Midwater Tavern, with plans to set sail the following morning. Rugaroo passes out again over his barrel.

~ end of session ~


random notes

  • Toulouse gets a new crossbow and Dango buys a cool chainmail shirt. Shopping! ?
  • Rugaroo likes him some cigars (… even soggy ones).