The Thieves

From Heathen's Gap Wiki

Records detailing the exploits of members of the Dreg Thieves' Guild, particularly Guillem and Wendlow, two locals.

Session 1

Eggfast, the 20th of Lymewald

Clear, cold.

Dreg is a bog town located in 1110 that's slowly slumping into the river, and is controlled by Lord Malbleat. The most influential person around here is the merchant who owns the port, Madam Shantywood.

Guillem and Wendlow are canvassing for jobs in the Spawning Salmon, a warehouse converted into a seedy gambling establishment. They heard from a drunk that Birkmaster Monocleese is in league with witches and is allegedly going to ritually sacrifice his wife.

The propietor of the casino, by name of Sidley Crump, offered to get us involved in his operation. He warned us to stay away from Shodgury, and invited us into the backroom bar which was pretty obviously a thieves guild. The first contract offered was to rob the tower of a magician who had gone mad in the woods to the south.

Sunning, the 21st of Lymewald

Clear, cold.

The pair of thieves explored the area surrounding Dreg, and ran into some herb peddlers. Sadly, the wolfsbane on sale was out of Guillem and Wendlow's budget. They pressed on, and discovered a watermill with strangely dark windows. It turned out to be the residence of Merissien the Mutable, a magician who was willing to pay excellent prices for magical crystals. He was good enough to inform the thieves that the tower they were looking for was the Nyfward Tower, built by Nyf Nimbly.

Later that day to the south, the two adventurers found Nyfward Tower, and entered the magical structure. After a tense negotiation with some very vain manticores and escaping a hoard of boars(!), the thieves were teleported back to the ground floor by a magical trap. Despite the short length of the excursion into Nyf's tower, the pair made it out with some silverware, bed dressings, and some sort of magical scroll. They marched back to Dreg, arriving late at night. At the Thieves' Guild, they sold the cutlery and bed dressings to prove themselves to their bosses, but kept the magical scroll.

Session 2

Colly, the 22nd of Lymewald

Cold, windy, gloomy.

Guillem and Wendlow took a full day to rest and relax, doing only some light shopping.

Mercenaries are more common than usual in Dreg.

That night they used the second and final night of their "welcome package" free accomodation at The Spawning Salmon.

Chime, the 23rd of Lymewald

Frigid mist.

Guillem and Wendlow were handed responsibility of inducting Amonie Dunsallow into the guild. The trio were tasked with sorting out some sort of local issue so that Amonie could prove herself. The thieves were treated to multiple leads, including a heads-up that the bog workers' underground bar would be getting raided by the constabluary soon, so it was best to try and rob it now if ever. Additionally, a few abandoned buildings had been scoped out recently.

Lady Mulbreck's manor has fallen to fungal ruin after her husband died, but many valuable posessions are still inside.

The great Fernebal House contains a magic sword that can send its victims to sleep for a century.

The trio chose to go stake out the bog workers' bar on the other side of town. When they arrived, they found the bar was concealed within an old ruined building, with no apparent entrance. The only clue was a pair of bootprints leading to a peculiarly well-stacked pile of rubble. Once the trio cleared the rubble, Wendlow managed to unlock the trapdoor that was concealed underneath. In the cellar, "The Bog House Boys" was branded on a lot of the furniture and barrels, and the thieves lifted a map of the surrounding area from behind the bar. The map had many markings concerning the Birkmaster's manor, and was accompanied by a small purse of gold and gems.

With the bar pilfered, the trio covered their tracks as best as possible and returned to the Salmon's thieves' guild. At the guild, the rumour that the Birkmaster was in league with witches was heard from a few drunks again. In order to try and curry favour with witches, the thieves decided to follow rumours of wise women to the House of Harridown out west.

Following the Ditchway west, the party then turned south onto Harrod's Path, and eventually found the House of Harridown. They were greeted there by a very friendly pair of female human twins who were finishing each other's sentences. The thieves obtained food and lodging, and tried to warn the (almost certainly) witches that The Bog House Boys might have it out for them.

Beware of owls, for they are an omen of death. People have been disappearing after seeing them.

The trio had a round of Hameth Foam, a local beer, as a nightcap before heading to bed. That night, there was no sound sleep for any of trio though - Wendlow was disturbed by a young voice at his door claiming to be looking for their father. However, no footsteps were heard, and when Wendlow went out to check, he saw the ghost of a teenage girl. Later that night Wendlow was disturbed again by the ghost of a young boy, who he ended up playing marbles with. Apparently the boy's father had gone to the woods and not returned. Later on again in that night, Amonie and Guillem heard the crying of a babe, but chose not to investigate.

Hayme, the 24th of Lymewald

Cold, windy, gloomy.

When asked about the ghosts, the witches explained to the party that Mr. Rundalow and his 3 kids were currently staying at the inn. Apparently the father had gone out into the forest to hunt or gather firewood and hadn't returned. He wasn't able to pay for meals the last time he was here.

Elsewhere in hex 1011, the thieves found a valley absolutely festooned with black slime fungus. They harvested some, and tried to clean a shrine of Saint Ponch of the muck. A strange mushroom man with a creature in a jar came across the party and there was an oddly tense conversation. He traded in riddles, and Amonie had a potent mystical vision when he asked one that she didn't find the answer to. It appeared to be a real vision, for she was in communion with the local mycelial network. The mushroom man told Guillem and Wendlow that Amonie would know the name of the black slime mold they had just gathered when she woke from the trance.

An hour or so later, Amonie awoke and reported that the fungus was Hobb's Lewd, a rare mycelium that causes energetic cavortions. The group carried on travelling, combing 1011 for any sign of Mr. Rundalow or his corpse. They found a ruined stone house covered in nodules of Hobb's Lewd which was surrounded by tracks of strange, small footprints, similar to the mushroom man's tracks. The thieves descended into the basement where they stumbled upon a trio of the mushroom men poring over many rows of the tiny people trapped in jars. They were not at all happy to see that they had apparently been followed, and chased the adventurers out of the basement.

Back at the House of Harridown, the trio looked around the outlying buildings, and found a set of gravestones. Some of them had the last name Occland, and there were graves for a Tom, Mildred, and Gretchen Rundalow. The party also noticed that there are far too many guest rooms for the exterior size of the inn.

Session 3 - 23/02/2024

Amonie asked the innkeepers about the graves - they gaslit her about the children's graves but admitted they had lived there for generations. They also admitted they could not remember the last time they had been outside.

In the barn, they found some kegs, some crates of mundane supplies, and a crate full of scintillating purple moss. When Guillem ate a little, he was flooded with memories of his youth, which then permanently faded. There was another crate nearby of fresh moss as well.

Rundalow wandered off into the woods. Shortly after, a mossling arrived with the yellow fungal creatures and started dosing the ladies with the memory moss. The ladies named the yellow mushroom folk to be Jack O' Lanterns. They are sometimes used by mosslings as servitors.

The group surmised that Mr. Rundalow had been captured by the Jack O' Lanterns on behalf of some mosslings who were now dosing the landladies with the memory moss.

One entry underground to the east of the hut, and the other is further to the north west of the hut.

Used the fairy servant summoned by Guillem to bait the Jackos away from their weird little hideout.

Made quiet entry into the glass jar shelving area, couldn't find Mr. Rundalow in there. Exited via a northern door. Found a huge diorama. Two jackos painting miniatures. Raided a small storeroom. Killed the painting jackos.

Rescued a miniaturised human friar.

Bagged a load of money and gems and ran back to the House of Harridown. Wendlow purchased a private room for 5 nights.

=Moot, the 25th of Lymewald

7 weather

Awoke in the morning.