# [[004_20220721 Tinkerers, not Tickerers]]
## Session Summary
> [!tldr] [[004_20220721 Tinkerers, not Tickerers]]
> Twelve gave us the cheap crown he'd found, and left with a warning to avoid the Circle of Water. We went through the insides of the sarcophagi previously occupied by the creepy humanoid creatures.
> We went outside to spend our newly acquired wealth on items. We found Blackback talking to a woman named Val who was a porter. We soon hired her services and bought a lot of things from Blackback, who, as promised, also had some information for us.
> He told us that The Unseeables drifted in from The Silent Sea a long time ago. Nobody could remember what they looked like-- the only thing people remembered was triangles. The Unseeables are also called The Tinkerers who liked to Tinker with people. Those that they Tinkered with had strange memories and weird appendages. Then, one day, right about the time the Duke of Amria came into power, they just disappeared over the side of the mountain, and people assumed they'd gone over The Silent Sea. The terms "good" and "evil" don't really apply to them.
> With Val, we made our way back into the triangular cave and climbed down the hole. We found a passageway where there were three statues, one of which hid a secret area that led to another corridor. We went into one of the rooms there and found some sort of barracks. We grabbed two rusty halberds off the side of the wall and continued down the corridor. Eventually, we came to an octagonal chamber with a well of muddy black water in the centre of it. ^summary
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## Recap
![[003_20220505 Twelve Serves the King#^summary]]
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## Log
> The Western Realm ...
> It has no other name. The Western realm is a vast wilderness that gradually climbs the lazy slopes of the Edge Mountains. Beyond the mountains, the Silent Sea begins, beyond which nothing else exists. The imperial highway ends in the fortified city of Amria, the city of spears. Beyond its walls, civilisation consists of small villages and the occational city-state.
>
> In these forsaken lands, between the trees, under the stones, the shadows of the old world still linger.
>
> This is the end of the world.
In Knave, we go up a level every 1000 XP. We've gotten 200 XP so far.
Change world name to "[[The Western Realms]]". [[Amria]] is a city.
Homebrew rule: You can fit 100 coins in a slot and one slot for all other small stuff.
[[Twelve]] tells us to be wary of going near the [[Circle of Water]]. He gives us the crown. It looks pretty cheap. It's made of a soft metallic paper. It's probably made of copper.
We get 100 copper (1 slot) and some small pieces of jewelry. Some brilliant stones.
It's raining outside. Blackback is talking to a woman. [[Blackback]] has made himself comfortable - he has a tarp now.
The woman is broad-shouldered and surly. She is [[Val]]. Blackback says she's a porter. She can carry our stuff. She is an elderly woman. Weathered face. We hire her. ^537a6e
Blackback hasn't seen anyone else here.
He shows us his wares. Air Bladders let us go down twice as far.
- Rope 15
- Air Bladders 21
- Caltrops 12
- 4 travel rations - 28
Viorec is selling:
- Amulets/medallions (3 - 21 for all)
- Crown (23 copper)
- Cursed ring (10 c but Viorec doesn't sell it)
I sell:
- Jewelry (some of it is costume jewelry but he'll give me 80 cp)
- Traded Masquerade rune for anothe rune: [[Magic Dampener]]. Nearby magical effects have their effects halved. 10 minutes, 1/day.
Blackback said:
- [[The Unseeables|The Unseeables]] drifted in from [[The Silent Sea]] like a flock of vultures. Everyone agreed they arrived but nobody could remember what they looked like. They just remember triangles. They are also called The Tinkerers. He looked at this in the records of [[Amria]] - he had to pay coin to find this information.
- Those who were tinkered with had strange memories, sometimes weird appendages, and some were monsters.
- [[The Shadows]] wanted magic. The Tinkerers didn't ask for anything. They just wanted to explore and tinker with other creatures. After 50 years of terror, they just up and left. Right about the time a Duke of Amria came into power. They just floated off towards the sea and left.
- If we give him parts like wires and such, he would buy them from us but we'd probably get more from a collector.
- The Duke of Amria sent out a party and attacked a Tinkerer burrow and cleared it out, but soon, the burrow came again, just a bit further away.
- They just faded away over the side of the mountain - people just assumed they went over the Silent Sea.
- There's a lot of loot inside because Tinkerers loved to deal with metals.
- They like geometry and weird things. They change things around, but evil and good don't really apply to the Tinkerers
[[Tomb of the Unseeables#Chamber of the Unseeable King]]
- 3 sarcophagi
- 2 fallen female shapes
- 2 fallen adventurer corpses
- 1 large statue is in the south.
We get more lamp oil and camp in the cave, near the entrance. We get a bonfire going and take a long rest there.
We go back to the statue room. We hear the sound of a tick that comes from far away. When we shine down with the lamp into the hole, we see that it is stone pavement about 2 meters below. We tie the rope around the statue and Viorec goe sdown.
Underground, it's made all of stone. There's water dripping from above.
We all head down. The air is not moving but not stale. The walls are still leaning inwards. The ticking noise is louder. it's coming from ahead. it's still far away.
![[knave-passageway-under-the-statue.png]]
Along the walls are statues - smaller versions of what was above. They are humanoid figures, but their faces are blank. They are stone figures. They are standing with different types of weapons in their hands. They're flanking the corridor. They have hands.
The second statue on the left is not properly aligned with the wall. The walls are leaning inwards, and the statues are also leaning inwards at an angle that is unnatural--like they would fall forward if they weren't attached somehow. One of them looks like it has taken a step forward.
There are scrapes in the stone that look like the statue has been rotated. Behind the statue, we see a gap and a passageway. The water could have shifted the statue.
The statue is like a door. It is not greased. There is an opening that we can go through. There is the same sort of stone, but the passageway is not as wide. It leads to a larger room three or four steps away. There used to be some sort of tapestry, but it's rotting away now.
We don't see any traps to get to the room. It's a 4x6 room, wider to the sides. It has collapsed bunk beds and tables. It's like a guard room. On the far wall, ahead of us, there are two halberds mounted on the wall.
I find a silver figurine under the bunk bed. It looks like a normal good luck charm that someone who might be doing dangerous things would carry around as a superstition.
Amria is the centre of wealth in The Western Realm. The Duke of Amria is usually the one who creates coinage.
Halberd is 3 quality, 3 slots. Viorec and I take one each.
The passageway opens up into an octagonal chamber. It's quite wide. The far wall is just barely visible, like 12 metres across.
In the centre is a well of muddy black water: [[Tomb of the Unseeables#Octagon of the Arm That Grasps]].