Act I - Into the Shadowhaunt
Map of Longsaddle
This adventure starts as so many other great adventures before...in a tavern. It's here in Longsaddle where we find Jorges Moorges, Acquisitions Head of Respectable Ed's Recovery Service. Jorges' travels have taken him and his occasional companions all across Faerûn in search of fortune and fame, and Longsaddle is just the most recent gig. Along the way he acquired the services of Sassori, and she was quickly promoted to Marketing Executive. Tyn Wulf also numbers among Jorges' colleagues. Tyn wishes his job were as easy as negotiating payments and writing advertisements, but instead he is in charge of security. Mordenkrad in hand, he ensures the safety of the group and its recovered goods.
News of paying work has brought the gang to the Longsaddle Tavern, and it is there that they find Jansys and Kaz-iel, whom they discover are also seeking gainful employment, and decide to throw in with the Recovery Service. Once Jorges draws up the contracts (Naming Jansys as Monster Identification Executive and Kaz-iel as Head Arcana Examiner), they converse briefly with the tavern keeper and hear tell of the town silversmith's peril: His two sons have gone missing in the night. His name is Quinn Stasi and he is crushed by their loss. It has been days and the local sheriff has made no progress in solving their disappearance. Quinn is a widower, and will pay most anything to have his sons return. With this information, Respectable Ed's Recovery Service makes for Stasi's shop.
The group enters to find the place shut up and quiet. Following a series of bangs on the door from Tyn's fists, you hear a crash within, some muffled grumbling, and footsteps shuffling about. A moment later, the door cracks open, revealing a pair of watery, bloodshot eyes that immediately squint against the bright sunlight.
"Whaddaya wan'? Um closssed," Quinn Stasi slurs into the blinding light.
Posts
We would be more than happy to aid you in returning your children, if you will be so kind as to peruse our normal contract and general warranty disclaimer.
((so like...do I do a check here? do you make me do one? IDK!!!))
this is actually happening now.
"Sir? Is there any information you can provide about the night they disappeared? Have there been any other kidnappings in the area?"
"Me boys mean everythin' ta me, but they wen' missin' in the night daysh ago. They're all I have lef'. Me wife passed years ago. Talked ta the guar' and they ha'n't seen nothin'. I jus' miss 'em so ba'ly." With that, his face crumples and his eyes moisten. Tears fall down onto his shirt to join the other stains and blotches. "Ya hav ta help me!" He pleads. "I'll pay ya han'somely fer yer service, near anythin'."
Then she shakes her head, and steps up to the sobbing man, placing one hand comfortingly on his shoulder.
"Have no fear, good sir. We'll save your children from whatever danger they find themselves in. Could you describe them for us? The clothes they were wearing, any possessions of theirs that went missing along with them? Even the smallest thing could be important in finding where they are."
Well that's encouraging...
Sassori looked to the rest of the group. She was willing to help some poor man find his kids.
Ampeia shudders, then starts walking towards the door, looking over her shoulder.
"Well, let's not wait around any longer than we have to. Those children need our help, yes?"
"Let us take our leave, then, and fetch forth the children!"
Quinn follows you to the door and follows you to the street outside. He waves as you depart, and watches until the gang disappears around the corner.
The walk to Shadowhaunt Mausoleum is a short one, only a few miles north of town. The weather is pleasant. One certainly wouldn't expect anything was out of sorts on a day like this. The road leads you into the foothills where the Longsaddle Cemetery sits in quiet summer sunshine. Amidst the graves, alone on a hill, sits the mausoleum: dark gray slate and granite silhouetted against the clear blue sky. The group reaches the top of the hill and observes in the entrance a massive, iron-bound double door.
Beyond the doors is a simple, gray, rectangular room, illuminated by sconces filled with everburning flame. Trios of stone sarcophagi line the walls to the left and right, each adorned with the effigy of some long-dead warlord. In a niche above each sarcophagus is a small statue of either Pelor or Bahamut. At the room's center stands a ten-foot-tall marble obelisk bearing inscriptions on each side.
((alright we're doing this thing let's goooo))
While examining the inscriptions, he discovers a strange draft near the base of the obelisk-it seems that the area below is vacant. Jorges determines that the obelisk must be covering a secret door.
History: 1d20+9=16
....Nothing happens. You can't quite be sure, but it sounds like the specter chuckles. You may want to consider putting the statues back in their original places and trying again.