The Adventure: Chapter 2

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Jan 19, 2017 6:13 am
Torden accepts one of the potions from Dwalia but leaves it stoppered. He looks around - the battle appears to be over. "Everyone is hurt. I will begin a prayer of healing." he closes his eyes and begins an invocation of divine healing over the group.
OOC:
Prayer of Healing will heal 6 creatures but takes 10 minutes. Probably the time we need to haul the barge up anyway.
Last edited January 19, 2017 6:51 am

Rolls

Prayer of Healing - (2d8+3)

(61) + 3 = 10

Len

Jan 19, 2017 10:59 pm
OOC:
The goblin is indeed decapitated by Aldrik's mighty fist. Fight's over!

Everyone, take a look over on the OOC thread for an important discussion.

Len

Jan 19, 2017 11:14 pm
While Torden is preparing the ritual, the winch crew takes care of its injured members and then gets the barge up to the top of the waterfall and rigged up to the next chain.

After loudly tooting his own horn for his great display of combat prowess, Guildleader Prust expresses concerns:

"We haven't had an attack on the winch stations in twenty some years! It just goes to show how weak we have become. We've stripped the garrisons along the Graywater to replace our losses on the front lines, and now the Goblin King is probing for weaknesses. Who knows, a whole army might be out there in the tunnels! If the winch stations go down, it won't matter how much we mine because we'll never be able to trade it."
Jan 20, 2017 12:00 am
Good job Drake finding the lever. I can always count on you. Finn goes about searching the creatures for anything of value telling Drake to do the same. Dwalia! Beat you're glad you had all of us here? Finn chuckles before turning to everyone else You all are quick just jumping the flame to get here so fast

Len

Jan 20, 2017 12:25 am
Each goblin has a crude but effective shortbow, scimitar, and quiver of arrows. Their leather armor is too small (and too smelly) to be of much use to you, but it's there.

The ogres have the goblin saddles, a recent evolution in the Goblin King's tactics, as well as their greatclubs and flea-ridden loincloths. On Grudgestomp you find a bag of what seems like debris, trophies of his favourite smashings. It includes a peculiar broken blade of Dwarven design, just the hilt and the first foot or so of the blade intact. What remains of the blade is coated in silver and the hilt is inscribed with the sentence "Stay safe, my love."
Jan 20, 2017 12:26 am
Aldrik collapses on the deck of the barge and pulls out a flask, emptying it in the span of a few seconds. "'S been too long since ah've been in a real fight."

Len

Jan 20, 2017 12:28 am
Dwalia responds in a matter-of-fact manner "Yes, I am grateful for the rest of you being here."
Jan 20, 2017 7:31 am
This look like a fine blade Anyone happen to have a sharpening stone I think I can salvage this blade by making it into a dagger.

Len

Jan 20, 2017 4:23 pm
After some debate, the peril to the city is deemed to great to let this security breach be left unreported to the Master of Arms. Torden is selected to return to Kaled Del through the lesser-known tunnels to warn the city, and will meet up with the rest of the party in Issica at the Barge Wright Inn.
OOC:
Jabes is taking a couple days off to get better from an illness, hence Torden's leave. Get well, Jabes!
Jan 20, 2017 4:23 pm
"I'm sorry, but I don't Finn."

Len

Jan 20, 2017 4:36 pm
Once the barge is set up and Torden's prayer is complete, Torden bids farewell and disappears down a dark path into the maze of stone that only the most experienced of navigators can travel safely.

Everyone boards the barge again and the winches begin their pull. Within two hours, the party reaches the mouth of the cave, barred by the ice-caked Rustygate, a massive enchanted portcullis whose strength belies its run-down appearance. The Rustygate crew work quickly to disconnect the barge from the final chain. Their breath is visible in the cold air, so far now from the warm core of the world. From there the party continues up the river by pole.

The hard work of manning the poles is offset by the breathtaking sunset. Scarlet, then amethyst, emblazoned the enormous sky, then it darkened to obsidian. Beyond the scattered clouds, the blue planet of Sorrow dominated the sky, around which the Dwarven world and all the worlds spun.
Jan 20, 2017 4:50 pm
"By the gods that was beautiful."

Len

Jan 20, 2017 8:56 pm
You arrive at Issica at 9pm. The city is a large, walled trading city built on the two banks of the Graywater. Merchants from all over come to do business, trading all manners of goods for the precious metals mined at Kaled Del, as well as trading with each other.

Other than the caravan stockade at the northern edge of the city, there are few roads in Issica. Most of the city is a network of canals, and it is hard do find a Issican who does not own a boat or at least a raft. Foot traffic is facilitated with a spiderweb of walkways and bridges. At night, the Lamplighter guild illuminates the canals with a network of Elvish beacons, and the city is bustling at all hours.

The population of the city is mostly human, but races from all over the Nine Moons can be found here. Dwarves make up a visible minority. They are mostly Stonelost Dwarves that found it easier to find work in Issica, but there are also dangerous exiles and fugitives that sometimes give Dwarves a bad name here.

Issica is also relatively lawless. The Moneylender Guild functions as the closest thing to an organized government, and it only concerns itself with making sure Issica remains a lucrative place to do business. Although the Moneylenders employ a mercenary company to patrol the city (the Hundred Swords), they are corrupt and anyone can buy their way out of trouble with enough gold. Peace is mostly kept in Issica because nations do not want to impede the flow of gold from this city and harshly police their own.

Guildleader Prust does the talking as you pass through security at the east rivergate. From there you are free to travel into the city as you wish. Some places of note to investigate:

The Barge Wright Inn is a comfortable, well-known inn that is owned by Dwarves loyal to Kaled Del. It is your meeting place for reuniting with Torden and a good place to talk to locals.

The Loremaster Guild religiously tracks the major events of the city going back many centuries. It is well known that their official publication of events is heavily censored by the Moneylenders, but they might have records that closer resemble the actual events that transpired.

The Temple of All Faiths advertises itself as a place of serenity and peace amidst all the coin and corruption. Worshipers from all faiths are welcome and they provide spellcasting and other religious services (for a steep fee).

The Warehouse District is the center of organized crime. It is rumoured you can buy the more rare and exotic things in the world there for the right price, no questions asked.

The Bazaar is open every day from dusk till dawn. Stock up on any items you want; prices are twice what are listed in the PHB.

The Constabulary is where you can contact the Hundred Swords.

Len

Jan 20, 2017 8:57 pm
OOC:
The list above is not meant to be exhaustive. If you want to do something, just ask and I'll let you know if it is possible in Issica.

So, what would you like to do?
Jan 20, 2017 9:57 pm
"I think we should head to the inn for the night."
Jan 21, 2017 9:35 am
I realized back there that I forgot to pack any rope but I think most places will be closed this late so let us go to the Inn.

Len

Jan 21, 2017 5:53 pm
OOC:
Great. Let's head over to the chapter 3 thread and continue from there.

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