Returning to the Guildhall, the party presented their trophies to Hilithimm Turnstone, the Guildmaster. Suitably impressed, he paid them the bounty and asked they complete the investigation by checking the northern pipes where the Dungsweepers Guild had been having problems with some belligerent vagrants.
The party met with a guild member and learnt that the vagrants were bulky, mono syllabic and garbed in swathes of rags. They were taken to an access pipe and told to follow the main sewer to a first junction area they found - the main place that the vagrants had been seen near. Descending to the sewer, the party moved along it until they reached a larger chamber where four pipes converged, down each smaller pipes could be seen branching off. The party laid their plank to cross a channel and then noticed a hulking shape ahead.
Moving a magical light forwards, they illuminated a rag garbed shape shuffling towards their position. One member advanced to try and reason with the creature, but only gained a violent blow which propelled him backwards towards the main group. Other creatures now appeared from the sewers round them and the party found themselves in a stiff combat. Managing to defeat the creatures, the party discovered that they were constructs, golems created from human parts.
Returning once again to the Guildhall, the Guildmaster thanked them for clearing up his problems. He gave them directions for a building above the pipe they discovered earlier, where blood and body parts had amassed. As to the golems prowling the sewers, he was at a loss, but advised they should tell the Guard Captain.
The party set off promptly for the barracks and on arrival were taken in to see the Captain. They apprised him of what they had found in the sewers, but though interested he took the opportunity to elaborate further on the task he hoped they were competent for.
Waterdeep had gained a new gang terrorising the populace; called the Hands of Glory, they had conducted a campaign of bizare kidnappings. Though only coming to light once their victims came from the wealthier families, the Guard Captain speculated they had taken numerous captives over past weeks. The wealthier victims families all received ransom notes demanding ridculous sums, amounts they could never afford. Though low on clues to the gangs lair, evidence pointed to it lying in a small area in the northeast of the Trades Ward. The families asked the Guard not to take the gang on directly however, they feared for the safety of their children should the gang lair be assaulted frontaly. Captain Rulathon therefore decided to use a small team of professionals, to infiltrate the lair in a quick strike to release the captives; the families backed this decision and offered a generous reward to the successful group.
Captain Rulathon also explained that small body parts had been received by the families, symbols of the gangs serious demands. The waterfront had also seen an increase in human waste parts appearing from sewer mouths - though no stranger to occasional corpses or partial dead bodies, this new crop was both unusual in the array of 'pieces' appearing and their higher frequency. A closer link to the golems in the sewers, rather than the gang lair - the suspicious outlet pipe, from a building in the locality that the gang hideout could be, seemed too co-incidental. The party agreed to take on the task and check out the warehouse for any suspicious behaviour.
Monday, 25 October 2010
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