Drake's Inquisitions

The Story So Far

Drake’s Inquisitions, sans Drake, takes a relatively mundane job following a nobleman’s wife. This job quickly gets chaotic, as in the course of business the mark quickly runs off in a skycoach. The group pursues, only to be attacked by a third skycoach, bearing a human mage and several hired thugs. Things get even more chaotic as a third party appears: a half-elf swordmage bearing a dragonmark. The stranger appears to be on the side of the Inquisitives, as he helps fight off the attackers, but as the skycoach careens out of Sharn proper it begins to descend, eventually sending the party into the river.

Through some fast talking, they talk themselves out of the city watch’s gaze, returning to Drake’s. There they find their client, now bearing the strange 8 rings that both their attacker and their mark’s companion bore, who thanked them for scaring her out of town. He paid four times the asked amount and informed them that if they are ever looking for business, they need only find him.

A week goes by without a peep, and the group recovers from this strange experience, the half-elf swordmage now tagging along under apparent orders from House Medani. It is at this point their next client appears: Gydd Nepherett, a goblin history professor from Morgrave University, and the founder of SMCERC (Sentient Magical Constructs Equal Rights Coalition). Apparently a rash of local Warforged murders has been plaguing Sharn, and it recently took one of his close companions. He hires the group to investigate and put a stop to it.

The first lead brings them to the Red Hammer, a Warforged social gathering place in the Cogs. After asking around a bit, they are pointed in the right direction and find the place. Much to their surprise it is a bright, comfortable place filled with friendly people (mostly Warforged, of course). They meet two of the proprietors, Crucible, a female Warforged artifacer, and Blue, a male Warforged warrior who both speaks and holds himself more like a human than a Warforged. Blue knows several of the victims and has been looking into this himself and believes it to be the work of fanatical Warforged loyal to the Lord of Blades. He gives them a word of caution, but points them in the direction of a place they may be found: The Jack of Blades, a hidden bar in Cogsgate.

The party, following up on the lead, heads out of the Cogs, but is waylaid by a group of strange mechanical creatures similar to warforged, but decrepit, rusty and of bizarre make. We leave the party in the middle of a heated battle with these constructs, as things look dire.

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Ore Hunting, Beard Quills and the Jack of Blades

We last found our heroes in the midst of a heated battle against several bizarre constructs, and things are getting no better. Luckily, the tide turns a bit after Book summoned an Abyssal Mushroom in a narrow corridor, resulting in the tide of spider-like-constructs slowing a bit. The first warrior fell to Aldo’s blades, and he wasted no time moving on to a bomb hurling construct that had been causing trouble. Sigered dispatched the other warrior, following it with a suicide run up the corridor resulting in heavy damage. With several of the heavy hitters down, the group triumphed over the mass of machinery.

Quickly recovering from the ambush, the Inquisitives do what they do best and search the scene for clues. It doesn’t take long to find that all of the creations (still twitching, I might add) are covered in a sticky red dust. Book finds it obvious that said dust comes from iron ore and informs the slower members of the party of this fact.

The group, now at an impasse, decides to split up, with Book and Anselm (as RX72, or “Jim”) continuing on to the Jack of Blades, while Anselm and Sigered attempted to hunt down local iron mines.

The Jack of Blades was tough to find and tougher to get into, but Book and Jim persevered and found themselves in a truly bizarre locale. A pair of gnomes played a type of pulsing, grating music that Book seemed to enjoy, along with the other warforged present, and many of the clientele were enjoying a luminescent psychedelic powder. The duo was quickly interrupted by the unfortunately named Dread, who seemed to be the proprietor of this place. After insisting that Book try their drug of choice, a type of residuum compound known as “D”, he wasted no more time in asking what they wanted. The resulting conversation found Dread to be not as dreadful as he initially appeared, and it appeared to our heroes that he not only had nothing to do with the crimes, but was actively attempting to solve them himself. He also seemed to know something about the mechanical constructs they encountered, and warned them against traveling near the Myhra Gulch.

Meanwhile, at the Myhra Gulch, Anselm and Sigered hunted down a lead. This area, apparently, contains the only remaining iron mine in the vicinity, though it was barely even operating anymore. After some attempted stealth that left Anselm on his ass and Sigered invisible, they ran into the unfortunate Galad Von Rockbottom. Poor Galad, a Duergar miner who recently lost his wife in a nasty beard quill accident, gave the two directions to the mine in question, along with a tragic and heart wrenching tale.

And this is where we leave our brave Inquisitives: Anselm and Sigered headed to certain doom, Book and Aldo (maybe) attempting to find their friends before said doom occurs, and Galad Von Rockbottom weeping silently into his cursed, quilled beard.

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The Matron and Drake's Disappearance

This week found our adventurers heading deeper and deeper into Myhra Gulch, seeking out an iron mine and, presumably, more clues that would lead them to their warforged killer. After a short journey, Anselm and Sigered find a broken, spider like construct slowly dragging a warforged head deeper into the mine. A failed attempt at stealth lead to a chase, and the two quite literally bumping into their two companions. The group now together, they pursued the creature, ultimately finding themselves in a massive dark chamber.

A quick light spell later ignites four blazing walls of crackling arcane energy, illuminating an enormous machine-like chamber, at the center of which lies a huge warforged like construct composed almost entirely of whirling blades and arcing lighting. Strangely the construct, which calls itself The Matron, begs the inquisitives to end it’s existence, claiming it has no control over it’s actions. With that the group plunges headlong into a fight for survival. While Aldo and Sigered hold the beast at bay, Book and Anselm begin to disable several of the arcane engines. Anselm quickly recognizes several of the machines as outdated artifacts, but feels confident in his abilities to take them apart. With that, Book and Anselm disable the Arcane Lattices first, which seems to slow the beast down.

Not in the clear yet, Aldo and Sigered waver, as The Matron continues her horrid attacks, combining whirling blades with magnetic pulses, and constantly replenishing the ranks of her spider like minions. The latter quickly ends when Anselm invokes the power of his Mark of Decay while disabling the Thaumaturgic Forge Turbine, causing it to crash down upon itself, destroying several of the spider like creatures. Hope renewed, the warriors continue to attack the beast, while simultaneously working to disable two other machines: Aldo using his thievery skills to disarm the Magnetic Invocation Core and Sigered delving into his arcane knowledge to shut down the beasts power center, the Primary Abjuration Matrix. With a final burst of magnetic energy, the beast falls to Aldo’s blades, taking down Book and Anselm in the process.

The beast down, the group quickly recovers, and is able to gather a few final crypic words relating to the person that recently reactivated the horrible machine: a man’s body, but much more than a man, and with such beautiful blue eyes. The immediate threat gone, the group decides to leave the mystery for another day and head back to the shop, but not before salvaging some choice scrap parts and an enormous Eberron Dragonshard that seemed to power the beast.

Returning to 31 Traveler’s Row was a short lived relief as they found the door hanging open. Aldo quickly climbed up to Book’s Shelf and found the room beyond empty, but in strange form. A quick inventory of the building found it empty and a mess, with one very puzzling room. Drake had sealed himself in said room and only had a few short moments to escape out the available window, but instead chose to leave several cryptic clues before he was apparently captured. We leave our puzzled group at the scene of the crime, stunned at the occurrence. What has become of their mentor?

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