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Campaigns => The Jaidor Talisman Campaign - 2000 - Run by David Roomes. => Topic started by: avisarr on November 06, 2006, 11:08:44 PM

Title: Session 34 – The Town of Soleth
Post by: avisarr on November 06, 2006, 11:08:44 PM
Session 34 – The Town of Soleth


Returning to Lesoth's place in Hansuse, the party ha time. While the antidote was fermenting, the party spent time experimenting and studying their new magic items from the treasure horde. Most items were analyzed and their enchantments discerned. Ugita took the Armor of Holrumna, the heavy plate armor which Duke Kaimar had worn. Gen took the Mindmelding Stone and the Lore Ring. Callister took Trisark's Storm Blades (the twin short swords), the Wondrous Fermenter and the Wintershard Sling Bullets. Martin took the staff with the iron wand built into the middle section and the spell necklace. Teela took the Pilfering Rings of Mallaked, the Fireclaw sword and Synda's Spider, the mechanical arachnid. Rothgar took all the arrows.

The most important item, though, was the metal chest. Known as Ulhuru's Chest. The chest had no lock or keyhole or anything. And it proved to be absolutely impenetrable. It had a combination lock of three dials. The only way to open it was to align the three dials to the correct numeric sequence. However, the party had no idea what that was. Each dial had 60 glyphs around it, corresponding to the numbers 1 through 60, in the Old Kurtar language. Each dial turned slowly with an audible click.

A legend lore spell cast on the chest had revealed a rather cryptic puzzle. Once again, here's the riddle:

Ruled by numbers was Ulhuru, likewise is his chest
Robbed by thieves, he crafted this that precious few can best
All his holdings here he kept inside a single box
Which guards his treasures while yet lacking clasps and keys and locks
Surely mathematics was his primary delight
And nothing more than humble numbers keep his wealth from sight
Strong blows will not avail you for this chest is sealed tight
And opens for whoever uses wisdom over might


The party assumed that Duke Kaimar had kept the keypiece in this chest. They just didn't know how to open it.

Now, as a Dungeon Master, I thought they might take this chest with them along the adventure and work on the solution over the course of several gaming sessions. However, it didn't work out that way. These guys just CANNOT abide an unsolved riddle. Beth especially. So, they sat down and worked on it. The game ground to a halt as the whole party discussed the riddle and how to open the chest.

The party quickly guessed that the riddle was hinting at "primary" numbers. His "primary delight" being mathematical in nature meant primary numbers. That is, numbers that are evenly divisible only by themselves and one. For example, 2, 3, 5, 7, 11.

They tried 2-2-2. Nothing. 2-2-3. Nothing. 2-2-5. Nothing.

They began systematically working their way through all possible combinations using only primary numbers.

When the got to 3-5-7, the heard a loud mechanical click and the lid opened a fraction of an inch. A hiss of air escaped. The party held their breath. They had DONE IT! Very carefully, not daring to breathe, they opened the chest of Ulhuru's chest.

It was empty.

All the players glared at the DM in unison. It's moments like these that I live for.

The party continued working their way through all possible combinations. At 3-5-19, the chest opened again, but this time it wasn't empty. Inside was a dagger and sheath, a whetstone, oil, a lantern and rags. The party quickly caught on. There were MULTIPLE "correct" combinations and each one had an entirely different and separate interior. They quickly found the pattern. The first dial was set correctly on every other prime number. The second dial on every third prime number. And the third dial on every fourth prime. With this knowledge they raced through the 160 possible interiors of the chest. They found about a quarter of them were filled. Mostly junk, tools, etc.

Finally, about half way through their work, they stumbled upon an interior that had the keypiece they sought. It was the handle of the original key, the third of the key that was shaped like a large bronze "ring".

This was a major accomplishment. The party now had the means to open Death's Door. The only thing remaining was to complete the final and most difficult part of their journey, the Desolation, and then open Death's Door, venture into the dark below and find the lost Jaidor Talisman. Simple. Right?

Kaelig suggested that the party go into Soleth and explore. They would be able to check out the town, take a close look at the Wall, see the guards and the weaponry they used and make contact with the local thieves guild.

That last reason was important. Kaelig knew of a way under the Wall and into the Desolation. It was a tunnel unknown to the authorities. But it was controlled by the thieves guild. They would have to negotiate with the guild in order to use the tunnel.

It should be noted that they party had already discussed the possibility of using magic to fly or teleport into the Desolation. However, they would need to be on the antidote before walking in to the Desolation. Any magic would ruin the antidote. So, they couldn't fly in or Windwalk or anything else. Any major magic would render the antidote ineffective and they would become ineffected with the Scourge. They had to WALK into the Desolation.

The party Windwalked to Soleth. They paid a small fee and joined in on one of the daily tours of te Wall. They had the chance to look out upon the Desolation. A tour guide told them about the history of the Desolation, the history of the Wall and information about the soldiers that manned the wall. The party was particular interested in the weapons and armor of the soldiers. Chaddamar had developed rudimentary rocket technology and much of the advanced weaponry used gunpowder or rocket technology. layers to get a close up look at the soldiers manning the wall, their weapons and their armor.

The party spent most of this session making preparations for their journey. They bought water, trail rations, boots, cloaks, etc.

Kaelig then helped them make contact with the local thieves guild.  Kaelig led the way to a tavern named "The Hole in the Wall". It was a large gambling hall and tavern with rooms for rent on the upper two floors. The gambling hall was a dank, smoky chamber with dozens of patrons clustered about tables and games.

The party walked in and Kaelig introduced Callister to one of the guild members. 

"Callister Draabyn?!? I thought you were dead?"  This was the typical reaction for the name of Callister.

The party ordered food and drink and waited while Kaelig had a private discussion with the guild member. A few minutes later, the party and Kaelig were led down to a lower level, through a secret door and then down another level. The party found themselves in a well concealed opulent chamber deep in the ground. Here more patrons gambled, but these seemed wealthier patrons.

The party noticed that a large board on the wall had various bets and odds placed. One bet was about them... the Outlanders. It seemed that bets were being placed about whether their group or the Duthelm forces would return from the Desolation. The odds were frighteningly bad against both groups.

Kaelig stood with the party before the guild master... before the assembled lords of the thieves guild... before the patrons of this hidden club.

The local thieves' guild had a tunnel which was just outside one of the remote villages against the wall. Mostly these villages are farming villages that support the soldiers through food, services and storage facilities. One of these villages had beneath it one of the best kept secrets in all of Chaddamar... a tunnel that ran underneath the Wall and into the Desolation.

The guildmaster said he would consider allowing the party to use the tunnel, but it would cost them dearly. In the meantime, he told them of something he thought would interest them.

The Guild Master informed them that part of the Duthelm group was already here, in the town of Soleth. They had been waiting and watching for the group and they had orders to kill.

Why would you help us?

It gives us something to bet on.

The party was informed that one group has already gone through. Another plans to go through in 2 days. Apparently, Duthelm had split up. One group went through the tunnel yesterday. Another group left two weeks ago to retrieve an "item" from the Iron Lords.

The party paid the sum that the guild master demanded and arrangements were made. The party would return to Saramuthak to acquire the antidote and then come back to Soleth to go through the tunnel operated by the thieves guild.