Plua does not remember anything about the water. Alex, Blane, David dig around for half an hour following the water flow but find nothing.
-try to figure out nature of water in the cave to see if that helps
-there is no geode here, water is not similar to hammer water, so another shiva item not likely
Town is big enough to be dragon target, so getting rid of them in the future will be important.
Tier will work on getting a deal with Hammerfast
-Have 20 units, 279g each over three shipments, we do the transport one every two weeks.
-180g to keep him around covers one generic job, basic retainer 80g, something unusual or dangerous costs more
-hire outright costs, buy him off with a magic item lv 8 or 9, or monthly gold of 500g a month for any jobs we want, or special
-He would be useful at looking at the destroyed city(but would need escort)
Hammer flew out of Shiva’s hand as she was hurled away. So other items could be together
-Object read potentially can follow the other items
-The hammer is very close to the One Ring of Power
-Chant could do a What are you? against hammer but “things” could notice, depends on how much things are pushed
-Multiple beings( gods and devils) are tinkering with the weave of the pattern
-The what are you closely ties to Shiva herself since the hammer is a manifestation of her power. Can she answer? What happens when an immortal dies?
Mount merchant contacts us
-Has flying mounts, 2 glidewings, 2 heavy griffons(carry more), 2 light griffons(faster) will be here in two days
-Gives us quest to get blue dragon eggs from blue dragon in area, time limit 6 months
-Get two ashcrown griffons(can carry Blane in full armor and gear) lv 12, based on rimefire griffons but have ranged not blast(get their collars teleported to us)
-will be over soon with other mounts
-interested in roc eggs
Archaeologists arrive for doing survey thing.
-get extremely excited when they hear about destroyed city, ask for a guild hall and start calling over other archaeologists
-need to discuss what to tell them, and also sign an excavation contract, first dibs on stuff, shared knowledge, vault something…
-vault is an issue, need to discuss that
-possibly dig them a direct route to city for a price.
-the city area used to be a force node, may no longer be after the bag thing
-Important there is a lot of force magic still in the cavern but not a ridiculous amount
-we may have damaged containment or upset somethings plans by draining the cavern, need to look into this
-More than a few spirits are grumbling because people are grumbling due to overcrowding, growing pains for town. Not a big deal, sure sign that it can if continues.
-The spirits having to do with commerce want an increase of impact on whole on nentir vale not just town. Too internally focused, not enough business. More options for trade needed. Only adventurers show up now. Buildings designed around producing things to buy. They like inn upgrade, but need more variety. Something designed around bulk trade, like an adventurers bazaar but more general. Items or services(like the soul stuff, this would be a big one). We are not on the main trade route, off in the boonies.
EX: hammerfast is big on jewelry, decorative stonework, statues. Winterhaven is a big religious hub, and also a central trade hub close to river to moonstair.
Get an unsettling sense from spirits they are moving around cautiously. Like there is a large predator in the area. They have a feeling of being watched. Unsettled but not frightened, nothing has happened yet. Might be a threat to spirits, not just a physical threat. Direct spiritual attack, none of them have seen something like this. Still in recon stage, need to deal with now.
Go talk to the fey leader explain my weird ability thing ask him to keep it quiet. He will take a look into it. Whatever its find it real world will help in the spirit world. Alert patrols to check things out for potential threats, maybe have to recon area(Nina?). Will do map of unseen lands around the edge of residential area,that is where the concerned spirits were.
Have gear for 1 outrider unit.
Pixie charger is now riding some sort of lizard chicken.
Notes from David:
Received sendings from the mount merchant. Because they were sendings, we had to answer right away. First item, he has 2 more glidewings which we’re buying now, and also some behemoths. The behemoths would be good for our trade routes eventually, but we currently don’t have enough output for them to be worth it, so we’re not buying them yet. Second item, he wanted to know what types of mounts we might like more of in the coming months. Choices were land, flying, or exotic (swimming, climbing, etc.). We chose flying, so his available mounts will expand to include two types of griffins, heavy (can carry Blain/Sarah’s characters, fully armored, with full equipment) and fast (can carry maybe a few hundred pounds each). He’s also looking into breeding heavy glidewings, but he’s not sure if that’s going to work well. Third item, he has a new job for us. The blue dragon that lives in the Vale has a clutch of eggs he wants us to get for him. He would obviously be training them as mounts. From what we gather/understand, he’s fulfilling an order, probably from some kingdom somewhere, for these mounts. They’d be trained as companion mounts and members of the kingdom, rather than as slaves. Timing is important. The eggs are currently old enough to be safely moved, but young enough to have not learned much from their mother. He has given us a six month timeframe to do this before they get close to too old. The mother is also known to attack towns and stuff like that, so killing her would be a good thing anyway. She is an adult blue dragon, estimated to be around low-mid paragon, probably around level 13-14, so we will need to level up the party to around level 11 or so before we do this. We are being paid in advance with 2 of the heavy griffon mounts. We’ve already been given special collars for them and a book about how to train/handle them. We also get full rights to the dragon’s hoard, except for any barding or mount type stuff that the merchant would use/want for his profession. This also gave us the idea to, sometime later, get roc eggs so we can have trained rocs, because that would be cool and useful.
The hammer is a few feet in length. The shaft has a hand-and-a-half grip, and ice-related ornamentation on the rest of the shaft. At the bottom of the shaft, just below the handle, is a bit that looks like an icicle. The head also looks like an icicle, being flat at one end and tapering to a point at the other. There is a crack which starts on the head, and then winds down most of the length of the shaft, but stopping just before the icicle thingy at the bottom. When we replace the shaft, we may also want to transfer the original icicle thingy to the new shaft.
Alex also asked something about asking the hammer what it was, which led to more details on the way things work. Apparently, Chant has the ability to examine the nature of things, similarly to Neo in the Matrix. He can also follow threads in this way to find out more things. He has not yet used this ability. This is a deity-like ability, which could get him noticed by things which could be hazardous to his health. Hannah also has a similar ability. The difference is that Chant examines things from the inside, whereas Hannah takes a step back and views things as a whole. Hannah has not yet been noticed by the things which might notice Chant because her questions have so far been mostly about cosmology (not cosmetology, Aaron), and she hasn’t gone poking at things. However, she might be noticed by other things, and we basically have no idea.
While talking to the archaeologists, we mentioned the ruined city in the underdark where we did the thing with the force magic and the star bag and stuff. They seemed very interested in mounting an expedition, despite our warnings about the danger, and Tear later said that it seems like they’ll go after this thing with or without our knowledge or help. We haven’t yet told them the location, and we’re deciding what terms we would want in a sort of contract before we tell them. Current thoughts are that they can have any mundane treasure they find, but we want to know anything they learn while there, and first purchase rights for any interesting items they recover. We were also led into some worrying thoughts by Aaron. Basically, the upper cavern originally had a ridiculous amount of force magic, enough to possibly be considered a major node. We took a lot of it when we recharged the star bag. While there is still a lot of residual magic, it is no longer “a ridiculous amount” according to Aaron. This may have some effect on the ruins. The two ideas I have at the moment relate to the heavily fortified magical vault we decided not to break into. Idea number one is that the magical seals might have been powered by the node, and would now be weakened or lost, possibly allowing something to escape. Idea number two is that whoever or whatever is inside the vault might have been using the node or studying it in some way, and might be annoyed at what we did. Either way, we should probably tell the archaeologists that there might be more danger than they would expect.
Also briefly talked about the mercenary company. We told Aaron that we’re leaning towards “yes”, but we’re not going to make any decision until we’ve talked to the NPCs. He said he’ll send an email later.