With the Austasia impersonator gone and Varnak’s support in guaranteeing that it seems that “Princess Austasia” takes her leave of the ir’Clarn estate, you have little reason to stay in Wroat. Though with the hospitality offered by Luken, it’s hard to find a reason to leave between the not-harem harem which surrounds you, vivacious tyrannosaur, and life of luxury afforded by just hanging out. There are pressing things to attend to, though, which you do in due course between Lirgiv’s metaphysical ramblings and Luken’s linguistic boondoggles over two-and-a-half weeks.
First and foremost is the matter of the prisoners who did not escape during the breakout of “Austasia”, Knuckles and Ayrun. While both had proven close-mouthed for the most part while their boss was in captivity, having been left to rot loosens their tongues. They confirm that “Austasia” was intend an impostor, a changeling by the name of Rooikat: Neither, however, seems to have any idea of why she was hired, pleading that they were merely Rooikat’s traditional hired muscle and she never shared such things with them. Ayrun believed Rooikat had been hired by a previous employer, due to the familiarity – and contempt – she expressed for him or her. Hoping that Rooikat had taken flight without cleaning up her paper trail, Varnak and the party tear up the room she had been using hoping to find something useful: Well-hidden and guarded by anti-divination wards, a bag of holding was found which contained a logbook detailing names, dates, and varieties of employment Rooikat and her gang had been employed in. Itself a rather damning thing, under the dates at which Rooikat was at the ir’Clarn estate, it lists her employer as Guix ir’Vannan. Mara’s jaw slackens at seeing that: Guix ir’Vannan is Aundair’s ambassador to Breland.
The question still remains what to do with Ayrun and Knuckles: With the revelation they were in the employ of Aundair’s ambassador, you’re still looking at a potential international incident if this is not handled carefully. Aurim claims to be owed a favor by the local House Deneith enclave, which can be called in to quietly and securely put the two of them on a slow boat to Stormreach or Regalport. Varnak’s apt to simply let that be the end of it, unless the party’s got a better idea.
The second matter of import is preparing to leave Wroat itself. You have a large stockpile of gear to process, as well as a new party member who is essentially naked. Mercifully, Mara is able to extract a fair amount of useful kit from the loot pile while still leaving more than enough to make everyone (even more?) filthy stinking rich. Moving the kinds and volumes of goods being discussed while simultaneously keeping a low profile takes time, though Varnak seems to “know just the dwarf” who can get it done. The offer you receive is 36,000gp for the entire lot: With Mara eschewing any interest due to her already taking her fair share, that works out to 9,000gp per head. With an offer on the table for your goods, you also resolve the status of your lightning rail car: Unfortunately, circumstance has demanded that the car be pressed back into line-service, though you do receive a voucher for three days of private car service in the future and Gwynne receives her 3,000gp back, along with a note from Valara apologizing for the inconvenience, but noting the offer for dinner at the Celestial Vista is still good for the enxt time they’re in Sharn. The final aspect of preparedness comes from fashioning a gondola with which to bear the party upon the back of their newfound dragonhawk: As fashioning such a thing for a dragonhawk would probably attract undue attention, an on-site assembly is necessitated. Surprisingly, Ligriv is surprisingly knowledgeable both about the carrying capacity of dragonhawks and the necessary aerodynamics of the project, making him an ideal designer for the device. (Seeing a tyrannosaur sketch blueprints with a paintbrush in its mouth is one of the things you will never, ever be able to forget.) Constructing it falls to the estate’s hired help, though once finished, it seems an ideal match for what was needed: It took a while to convince Efram of that, but Mara proved to be very persuasive.
Thirdly, there is the out-standing offer by Alvos Brillik to participate in his great expedition into the Mournland. You argue amongst yourselves, for and against, for several days and are unable to come to a consensus: While the rewards are beyond your wildest dreams, so are the potential dangers. You inform the General of this: He gets a good laugh at it, but says he understands. He informs you that his intended departure date from Gatherhold is 8 Dravago, which is five weeks from today, and that if you make it, bunk space aboard the Vermitharan can be found for you. As he takes his leave of Wroat, he also informs you that if you have any more questions, direct them to Beveril ir’Kaian, Prince Oargev’s ambassador to the court of King Boranel. Strangely, the day after Brillik took his leave of Wroat, you received a summons to the home of Beveril, asking you visit at your earliest possible convenience. Should you choose to join the Brillik expedition, there are four primary ways to reach Gatherhold from Wroat:
1) Take the lightning rail northeast to Thaliost, Thrane, take a ferry across Scion’s Sound or ford the rubble of the White Arch Bridge to Rekkenmark, Karrnath, then take the lightning rail south from Rekkenmark through Korth, Karrlakton, and Vendra to Gatherhold.
2) Take the lightning rail northeast to Flamekeep, Thrane, board a ship traveling across Scion’s Sound to Korth, Karrnath, then take the lightning rail through Karrlakton and Vendra to Gatherhold.
3) Take the lightning rail northeast to Hatheril, then fly or walk to the southern shore of Lake Brey, where a boat is then taken east along the Brey River, north and east across Scion’s Sound, then south down the Cyre River into Lake Cyre and then to Gatherhold.
4) Take the lightning rail southwest to Sharn, where a boat is then taken south and east to Pylas Maradel, Valenar, then walking, flying, or taking the lightning rail north-by-northeast through Taer Valaestas, Keth, Shivairn, and Mishann to Gatherhold.
If the loot manifest is approved, shopping and meeting with Beveril, if you are so inclined, can be done off-screen. The game will pick up on game-date 3 Eyre, 998 A.K.
The King: Shortbow of infinite arrows, ring of protection +1
Dr. Flint: Mug of Awesome Beverages, +1 flaming dagger
Gwynne: Bracers of armor +3, robes of comfort +3
Reine: Everlasting rations
+1/+1 ebonsteel Valenar double-scimitar, +1 glamored mithril chain shirt, ring of feather falling, eternal wand of burning hands, bandolier, frost potatomasher [x2], tanglefoot potatomasher [x2], Avina’s camping supplies
+2 frost ebonsteel battlefist, +1 aerosteel chain shirt, +1 flaming dagger, Aureon’s spellshard, eagle claw talisman, glove of storing, medal of steadfast honor, potions of aid, cure light wounds [x2], eagle’s splendor, invisibility and resist fire, wand of cure light wounds(27 charges remaining), ring of protection +1; black pearl, amethyst, and emerald appraised by Mara at 200gp, 110gp, and 1,200gp respective and sold for such; House Kundarak letter of credit found to be valued at 5,000gp
Awarded: 17 Therendor-3 Eyre, 998 A.K. at the ir’Clarn estate, Wroat, Breland
Lightning Rail Coach
—Enduring the Awkwardness of Mara’s Introduction: 50xp
—Raiding the Mini-Bar of Holding: 25xp
—Ordering Around Arcane Servants: 25xp
—Cheese Wedge-Based Shenanigans: 25xp
—Agreeing to Accompany Mara into Wroat: 100xp, +1 Good Point
The Streets of Wroat
—Navigating to Brokenblade Island: 50xp
—Roleplaying with the Warforged Titan: 100xp
The ir’Clarn Estate
—Peaceably Gaining Entry to the ir’Clarn Estate: 25xp
—Peaceably Surrendering Your Weapons: 50xp
—Being Mistaken for Harem-Recruiting Bounty Hunters: 100xp
—Meeting Luken ir’Clarn, Bodacious Party Dude: 100xp
—Convincing Varnak That Your Austasia Was the Real One: 250xp
—Suggesting Using the Dragonhawk to Prove Your Austasia Was the Real One: 50xp
—Loaning Mara a Weapon: 25xp, +1 Good Point
—Oh, Crap. No, Glue: 50xp
—Defeating “Austasia”: 300xp
—Defeating Knucles and Ayrun: 900xp
—Convincing Knuckles and Ayrun to Surrender: 100xp
—During Luken’s Narrative Introduction: 50xp
—Trying to Poison Luken to Shut Him Up: 150xp, +5 Chaos Points
—Being Foiled in Poisoning Luken by the Dicebot: 100xp
—Agreeing to Meet with Alvos Brillik: 50xp
—Roleplaying with Brillk: 100xp
—Badly Lying to Alvos Brillik: 50xp
—Getting Brillik to Say Mara Was a Bad Austaisa Impersonator: 50xp
—Hearing Alvos Brillik’s Big Proposal: 50xp
—Participating in Varnak’s Trouble-Based Betting Pool: 25xp, +1 Chaos Point
—Deciding to Interrogate “Austasia”: 25xp
—Succumbing to “Austasia”’s Melody: 25xp
—Roleplaying Being Charmed Instead of Fascinated: 100xp
—Getting Played by a Bard: 150xp
—Inventively Searching for “Austasia”: 50xp
—Meeting Ligriv: 50xp
—Taking the Talking Tyrannosaur in Stride: 25xp
—Allowing Mara to Join the Party: 100xp, +5 Good Points, Mara and Efram added to party
Total XP Award: 3,525xp, 6 Chaos Points, 6 Good Points, Mara and Efram join party