The Adventure: Chapter 3

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Len

Feb 1, 2017 10:44 pm
Delta Flight

After delivering mortal blows to Dwalia, the two mercenaries turn on the pink fury that assails them, taking advantage of the opening Prust's desperate lunge left them. Their blades both find their targets, but in Prust's fury he barely notices them.

The Delta Flight crossbowman has just survived a thunderwave only to be shattered. Having witnessed the death of his crew and being close to death himself, he tosses his weapon to the side and raises his arms weakly in the air to indicate surrender.
OOC:
Prust 9/15 hp

Rolls

Delta Flight merc #1 (adv b/c reckless) - (1d20+3, 1d20+3, 1d6+1)

1d20+3 : (20) + 3 = 23

1d20+3 : (4) + 3 = 7

1d6+1 : (2) + 1 = 3

Delta Flight merc #2 (adv b/c reckless) - (1d20+3, 1d20+3, 1d6+1)

1d20+3 : (14) + 3 = 17

1d20+3 : (12) + 3 = 15

1d6+1 : (6) + 1 = 7

Crit damage die - (1d6)

(4) = 4

Len

Feb 1, 2017 11:00 pm
Foxtrot Flight

The Foxtrot ram crew crumples to the ground dead, their skeletons demolished and stabbing into their organs.

The Foxtrot crossbowman has just been through the same ordeal as Delta and similarly surrenders.

Len

Feb 1, 2017 11:02 pm
Tango Flight

Tango flight watches the walls explode down the hall. Given that they haven't even scratched their opponent and that they've seen three explosions at the end of the hall, they realize how grossly over-matched they are and lay down their weapons.

Len

Feb 1, 2017 11:03 pm
Dwalia
OOC:
Here goes ...
Dwalia's injuries are too grievous. She stops breathing, and dies in a pool of her own blood.

Rolls

Dwalia death saving throw - (1d20)

(8) = 8

Len

Feb 1, 2017 11:10 pm
At this point, all of the remaining Hundred Swords mercenaries will start surrendering. The task at hand is how to deal with Dwalia's death and how to proceed with the mission.

Here is a reminder of the places in Issica:

Issica

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.
Feb 1, 2017 11:24 pm
its unfornutete that Dwalia was not able to make it. And i had hoped it wouldn't come to this but perhaps we can go to The Temple of All Faiths and seeks for someone with enough magical ability who may breath life back to Dwalia. If that fails perhaps the warehouse district. I hope we have enough money or can possible work a debt with the money lenders. I hope we won't.
OOC:
Dont k ow if anyone wants to interigate these people I have 3 Cuffs on my person
Last edited February 1, 2017 11:25 pm
Feb 2, 2017 1:54 am
"Can you cuff some of the ones who are down right now? And wouldn't that technically be necromancy?"

Len

Feb 2, 2017 4:30 am
"Necromancy? " calls out Prust.

"Sure, there's a time to leave a dwarf in his grave when he's earned his spot in Mount Celestia at Moradin's side, but this was hardly a death to be proud of. Murdered as a hostage, failing a sacred duty? She will not want to meet the maker with that ink dry on her sheet."

Prust pulls a pair of manacles from the pack of one of the Mercs.

"Guess they were planning in taking us alive."

He smashes the manacles into the back of the head of one of the Mercs who murdered Dwalia, knocking him out.

"You should have stuck to the plan," Prust says to the sleeping mercenary.
Feb 2, 2017 8:40 pm
If I remember correctly bring someone back is very time sensitive. We will need to hurry. I say we should split up and follow the lead I have given firstly the Temple to see if they have someone who can preform such a ritual and what materials they require. Hopefully its just money. And one or two of us should get to know our attackers a but more. Finn goes and puts two pair of manacles on two of the people alive. Before going about searching the bodies with Drake for anything of value or useful to our cause. I suggest I stay and get to know them a bit better. I have ways to get info very easily from people.

Len

Feb 2, 2017 9:03 pm
Captive Hundred Swords mercenaries: 8 conscious, 3 unconscious, 4 dead

Searching their gear, you find:

15 suits of black leather armor, mostly blood-splattered. Not fitted for Dwarves very well,
5 battering rams (treat as Maul),
10 Manacles (including the 2 Prust found),
10 coils of hempen rope (50 ft),
15 Short swords,
5 Light Crossbows,
30 Bolts,
as well as an assortment of waterskins, backpacks, crossbow bolt cases.

One of the crossbowman, likely the leader, has a scrap of paper with the address of the Barge Wright Inn as well as basic information and description of the Seekers and Watchers. There is even information on Torden who the Halflings new nothing about.

Len

Feb 2, 2017 9:07 pm
OOC:
Anyone can do an arcana or religion check (DC 15) to see if they know how a resurrection works.
Feb 2, 2017 9:24 pm
OOC:
Oh lovely, INT is not Aldrik's strong suit.

Rolls

Religion - (1d20)

(18) = 18

Len

Feb 2, 2017 9:34 pm
Aldrik, you recall the following information about Resurrection:

Resurrection is a high-level Necromancy spell that only very powerful clerics can cast. It has a casting time of 1 hour, and needs a diamond worth at least 1,000 GP, which the spell consumes.

The spell can resurrect a dead creature that has been dead for no more than a century, that didn’t die of old age, and that isn’t undead. If its soul is free and willing and Moradin is willing, the target returns to life with all its hit points. This spell closes all mortal wounds and restores any missing body parts.

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.


It would be interesting to wonder under what circumstances Aldrik learned this information!
Feb 2, 2017 10:31 pm
As the mercs down the hall begin to surrender Torden descends like a hurricane on the men who have just murdered Dwalia. He hammers them aside with Stormbreaker before kneeling beside the fallen dwarf and attempting to stem the flow of blood. But he knows all too well that she is beyond saving. Torden whirls to stand over the mercenaries, his head wreathed in lightning, and it takes all his willpower to keep from visiting wrathful retribution upon them. Torden turns back to Dwalia instead and closes her eyes before joining the others as they discuss next steps. HE makes sure to speak only in dwarven, as well as stay out of earshot of the captives.

"It is we that have failed a sacred duty, Guildleader Prust. We failed to protect one of our own."

Torden nods in agreement with Finn. "Yes, some of you stay and question these sellswords. But it would be unwise to tarry here longer than necessary. Make no mistake, more swords will be sent to finish the job these ones failed to do. Who will help me take Dwalia to the Temple? It will be costly but perhaps it is not too late for her. But we must hurry!"
Last edited February 2, 2017 11:26 pm

Rolls

Religion - (1d20+2)

(17) + 2 = 19

Len

Feb 2, 2017 11:24 pm
Prust snorts dismissively, but his eyes avert Torden's gaze. After a pause, he responds to Torden's offer.

"Well, I'm the only Watcher left. I'll have to witness this resurrection so nobody can claim Dwalia was replaced with a demon or doppleganger some such vile thing."
OOC:
Torden is equally familiar with the intricacies of the resurrection spell. Excellent RP, Jabes. I'd give you Inspiration but you already have it :-)
Feb 3, 2017 8:51 am
Well that is true perhaps I should do this now then. Finn goes up to the "leader" and asks Why were you sent here and by who?
Feb 3, 2017 9:58 am
OOC:
Casting Guidance on Finn. Within the next minute Finn adds 1d4 to skill check of his choice.
Torden utters a quick prayer over Finn and then turns away. He expects that the warlock will employ unsavory methods in his interrogation and he doesn't want to be around for that. Besides, there's much to be done and very little time. First, he prepares Dwalia's body for transport by wrapping her in the bedsheets. As he does this he confers with Prust and whoever else is there to listen.

"The Temple is just down the road but the direct route is most certainly being watched. We should take to the water and take a roundabout route. Now might be a good time to reach out to some people I know and can trust. First, the innkeep. I must send word to Ben, the boatman knows the waterways well and might be able to provide a place to hide."

"What does Finn intend for the captive mercenaries when he's done questioning them? Perhaps we can use their uniforms as disguises as we move about. Or perhaps they can be bought, turning liabilities into assets?"
Feb 3, 2017 4:12 pm
Someone might want to grab their weapons. We may want to sell them off for money. I will be taking a shortsword though could help with the questions.

Len

Feb 3, 2017 4:35 pm
The beat-up leader of Alpha Flight turns out to be the squad leader. He identifies himself voluntarily.

"We were sent here to apprehend five Dwarves, if possible. We were told they - you - were dangerous religious insurgents from Kaled Del who are out to disrupt mining operations. We were to lock you up, load you onto the boats, and bring you to a nondescript warehouse on the east side. They'll be expecting us soon."

He takes a moment to spit blood onto the floor.

"Our orders came directly from the Sixth Chancellor of the Clockwork Council, and came with a promise of a pouch of gold. Usually that means the other Chancellors are unaware of the operation."

Len

Feb 3, 2017 4:41 pm
You hear Brunwin coming up the stairs. She has an old, rusty pick-axe in her hands, peeking around the corner.

"What in creation happened up here?" she calls out in Dwarven. There is fear in her eyes.

"You're hurt! Oh my goodness, are those Hundred Swords men?" she says to the Seekers.
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