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<p>The wise ones say it is easier to tell our darkest troubles to a perfect stranger than to our closest ally.&nbsp; Perhaps that stranger is the key to solving those troubles for you. &nbsp; Perhaps that stranger needs something you have as well.&nbsp; Perhaps, this is what Zarill thought when he unloaded his sordid tale of sexual escapades, angry exes, and bastard children to our adventurers.&nbsp;&nbsp;</p>
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<p class="has-text-align-left">Sitting in the Shattered Spire, a tavern built on a broken stalagmite on the outskirts of the Dark Lake district of Gracklstugh, our heroes considered Zarill’s story, his motivations, and his proposal.   They had come to the cavern city through its subterranean port.  The journey had been dangerous, and the docks were a welcome sight, despite the constant clanging and acrid smoke produced by its numerous and nonstop Dwarven forges.  They had barely taken two steps off the docks when Zarill found them.  A few hours later, they had a mission, a treasure, travel passes, and most importantly, the promise of Krenka’s location when they solved Zarill’s little problem.  <s><img width="589" height="375" src="https://lh5.googleusercontent.com/BAGBwUgeIP-wnscoJ-D2QX_CABm2PdO7HzDp1GwPszcc9y-1uoVBFEZCTnKsxUD4DmI6MQD-XRM6PBoiwZ5UJOjH6ss8xI8FJs4yBUwQ3DXFM_hoBubeV_yH3YIlEDhGans9uwis7z6mVOsyTg"></s></p>
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<p>Despite Ebron’s assurance that Zarill’s words were truthful, the party set out with a sense of unease.  The mission itself was fraught with unknowns.  They were to rescue a ten-year-old teifling child from a human mother who didn’t want it.  They were to exchange the child for an item Zarill assured them she would desire.  They were to bring the child back to Zarill to become a wanted and loved member of Zarill’s impressive brood.  But “what ifs” abound.  As they entered the impressive granite gates of Gracklstugh our party discussed various hypotheticals.  What if the mother doesn’t want to trade the child?  What if the child doesn’t want to go?  What if the child is not actually ill-used? What if the child is, but still doesn’t want to go?  Gwen suggested heavy reconnaissance was needed and the party agreed.  It was time to return to Trader’s Gate, Mei'q Videnn in the local tongue.<img width="361" height="478" src="https://lh6.googleusercontent.com/Z-JBTNi7neo1obK1mPrB-gANtDQoB3Q9U7twO9BR5Y-HcWYPWG4w6-om-JylzzNQIP063T2ZE3m16Cb0TJOdggGR9yp9GhKcOaJMnvHM99jGf-N2ozIb-mNn4sDSZ3CyjRYBQmhwsBk6B9a3wA"></p>
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<p>The return trip turned out to be a bit of a contest.  First Po, Eliza, Ebron had to prove their strength against the Duergar’s test before they were allowed to pilot the cars.  Vermin and Craelor used their dark vision to assist, and the journey turned into a race. Ebron’s cart was victorious, but the celebration was short-lived as the parties disembarked and faced the task at hand.</p>
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<p>Unable to contain their curiosity, Gwen and Ebron peered into the treasure bag that Zarill had entrusted to them.&nbsp; What they found turned out to be no mere treasure.&nbsp; Gwen passed the object around for inspection.&nbsp; Yulanue knew this to be a powerful artifact called a Cubic Gate.&nbsp; Po identified some of the runes as being elemental in nature and began testing it. They opened a hole to what appeared to be The plane of Fire, Water, and the Asterion’s dining hall, where Ebron’s father and mother sat having their soup. &nbsp; <img src="https://lh5.googleusercontent.com/x_i4iouGbVfPk9_lGURIepD99iCEUJ6N0Uphw1kPCJwuk3bfbGIds55ASk062wuC3QO_k6UBRJOIk10WygsVhd6Zvgt3rXDbbM2L9iYNrCmNtNTMHZGaS2J9DNRm1kN-YMJwu5O6B1gVjNGdew" width="328" height="328"></p>
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<p>Now, the party has even more questions.&nbsp; Should this merchant, Amalia Durnholde, have this artifact?&nbsp; Should Zerill?&nbsp; Should anyone?&nbsp;&nbsp;</p>
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<p>The Party must now decide how best to navigate the investigation ahead, the choices that await, and the dangerous byways of Trader’s Gate.</p>
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