This chapter of the adventure opens with you valiant heroes arriving in the tiny town of Easton, charged with the keeping of the peace in a coming announcement by some of the nobility of Seamarch. Soon after you arrived, you were introduced/accosted by Evan Mittreson who was the event coordinator, and soon tasked you with discovering the source of various disturbances in the woods that prevented the lumberjacks from working. This lack of wood might cause a serious problem, as it might cause nobles to have to come into contact with peasantry! Perish the thought!
Leaving Evan in the dust, you found the old woman he described, who’s granddaughter had recently gone missing. After a most injust insult from Darren, (Gren punched him) she described how her granddaughter, Lilah, had gone missing while “picnicking” in the woods. She also pointed you in the direction of a local lumberjack who might know more about what was going on in the woods. You found him to be very drunk and quite rude, but he told you (under considerable duress) that he was attacked by a “dark skittering creature” while in the woods with a lady friend. After you agreed not to tell his wife, you traveled into the woods to track down the creature.
After a while of searching, you discovered a disturbed site, with a significant blood trail leading off. Gren followed the tracks until they converged with another trail. Following this trail led you to an abandoned shack in the woods, where you smashed a bunch of spiders, and found the deceased lady friend, and the alive but dazed Erin Eastwood. She was distraught that her definitely-not-a-girlfriend had been captured, and led the hunt back to the scene of their “picnic”, where she and Gren tracked the creature back to it’s lair in a cave in the hills. In this cave, you discovered and squashed many, many spiders. Kestra was banished after a nasty fight with an enormous spider where you discovered that Erin Eastwood was actually a werewolf. LE GASP! She successfully reunited with her girlfriend in a touching and heartfelt scene that bordered upon PG-13. Right as you were about to restore Lilah to the town, you discovered a well hidden door in the back of the chamber.
You ripped through the webs and wrenched open the door. Within, you found a set of ornately carved stairs leading downwards. At the bottom of the stairs, you discovered an ornate pair of doors and a set of inactive automatons guarding them. The doors had the words " The Vault of Osirion " written on them in ornate script. You attempted to open the doors, but they proved impervious to lockpicking attempts, and the automatons wouldn’t activate. Leaving this for later, you pried the gemstones from the eyes of the statues, and swore to return later.
Back in town, Lilah had a touching reunion with her grandmother, who thanked you with a family heirloom of a special Amulet of Natural Armour. You then returned to the tavern where you were staying, and met with the highly ungrateful Evan. The next day, he asked you to intervene in a brief argument at the stables, which you mostly decided Evan could deal with on his own (which you may come to regret later). You returned later to the tavern, where you broke up a roaring bar fight between the Imbued and local townsfolk by offering to buy everyone free drinks (kudos to Gladiolus for the suggestion). The next day you attended a lively market and made some purchases, and finished your final preparations for the day of the speech.
The speeches were, for the most part, a shitshow. The nobles arrived in style with retinues, and soon ascended to the stage to make speeches (as an FYI, I’m going to update the Seamarch page with new info about the nobles and their politics sometime soon). These speeches went well for a while, until various agitators in the crowd started shouting and throwing things. Soon a few cloaked individuals tossed molitov cocktails (okay, vials of alchemists fire) onto the stage at the nobles, with Jarl Henrick Midden as a particular target. What followed was a lot of thrown rocks, peasant punches, and daring rooftop chases. Jonathan made an appearance to take a shot at Jarl Henrick Midden, before disappearing and running away. Three rebel agents were captured in valiant chase efforts, but both Jonathan and his mysterious bardic friend escaped.
All three carriages of nobles escaped mostly intact, and you remained briefly in town to mop up and asses the damage before you heard a concerning whinnying sound down the road. . .