Monday, 28 March 2011

An uneasy alliance

The rogue had got to a position to see into the main chamber and spied a diverse group spread around the space - a broad solidly built individual, cloaked and hooded stood with his back to the drape; there were two goblins close to him (bearing the mark of the Red Hand), four drow towards the far left rear of the room and five humans lounging mostly around the right side of the room. The broad man was berating one of the goblins and the rogue listened intently as he continued his tirade in a gruff rasping voice -

"... you didn't stop them then; sounds to me like failure? I won't tolerate failure. The Lady doesn't tolerate failure either!"
He suddenly grasped the goblin by the neck and with a powerful twist broke it, before throwing its lifeless body to the ground.
"That's the penalty for failure." He then pointed at the drow. "The Lady holds to the treaty, tell your mistress that nothing is changed".
One of the drow then turned and left through the far door; the broad man gestured towards the humans and they started to discuss the captives.

Noting two doors in the rear wall and a third on the left wall, together with a clutter of crates and barrels piled randomly round the chamber - the rogue chose this point to slip back to the rest of the group as it sounded like they could be discovered at any moment. He relayed what he had observed and then they all entered and approached the drape, managing it with reasonable stealth.

Reaching the drape, they paused before rushing the occupants of the room beyond - the three remaining drow fighters intially hung back, whilst the humans closed from the sides of the room bracketing their leader and the remaining goblin in the centre. The party ignored the drow at first, hoping to even the numbers should they decide to join the fight against them - the human fighters were comparable to those they had encountered throughout the warren of the assassin lair, the goblin although tough had little skill and only the hooded, cloaked leader gave any serious opposition to the party; occasional glimpses showed the heavy features of a Half Orc.

The rogue started flanking round the left side of the room and disposing of his last opponent, found himself facing the drow. It was unclear if he made some motion to entice them or that they felt threatened by his presence, maybe it some capricious streak of cruelty that drove the drow, but they chose that moment to enter the fight. Argesh, the half-orc leader, had proven a durable foe, as had the remaining goblin - however even the addition of the three drow to their side, proved too little to turn the fight back in their favour. Seeing the way fo the fight, the drow used dark powers to obscure the sight of the party and when they were able to fully see the chamber again, one of the drow was missing and the left most door was open.

Argesh did not hold out for much longer as the perty grouped against him; falling to the ground, he growled a lst few words before passing:
"The Lady Luvia will know of this, all is by her design and I'm the least of what you will have to face from her."
Although the drow leader proved a tough competent adversary, the party did clear the chamber in short order and then quickly used the open door to try to catch the last drow. Finding an ascending stairwell, they raced up and came to a blank wall - the rogue determined it to be a concealed door and found the opening mechanism. It led onto the street which surrounded the City of the Dead, it was by now late in the night and the drow was no where to be seen, even in the quiet streets of the area.

Monday, 6 December 2010

Swords to their left, daggers to their right ...

The party on the far side engaged the two fighters and quickly disposed of them to allow the rest to cross the pit more safely. Once across, they moved forward to the junction to find a main cross passage - to the right a door, whilst to the left it sloped away down into the gloom; ahead off-set to either side of their passage, were two more short corridors leading to closed doors.

The swordmage crept down to the right door and listening, heard low growls followed by a brief human 'shush'. The rest of the party grouped round the junction and after a short time the end door pulled open to allow attack dogs out. They ran past the swordmage, who slashed at those he could; some stopped to engage him whilst others moved towards the party. Within seconds fighters opened the other doors and moved forward to harry the party from the sides. A drawn out & fluid fight ensued and the party were hard set by a changing number of opponents, who used their knowledge of the area layout to some advantage. Dwindling numbers however, forced the assassins to retreat back into the as yet unseen rooms behind the doors and the party pursued them to prevent any alarm being raised.

Determining the doors led to a kennel and a bunkroom or barracks area, the party moved off down the gloomy corridor, still searching for the captive children. Coming to a small junction space, they had the choice of a sharply descending left-hand passage - from which they heard a continous rumbling noise and felt dampness in the air - and a shorter level passage to the right ending at a door. They choose the door first and moved carefully towards it, prepared to enter and engage more opponents.

The door meant the party entered in file and the found themselves in the side of a T shaped room, near the bottom. An opponent had used the door for cover to attack party members as they passed by, another had used a table for cover and quickly engaged, whilst a third moved down quickly from further up the room. Some of the party manoeuvred round the assassins and found others lurking in one side area, they released attack dogs and battled to move into the main room. They put up a stiff resistance but were unable to match the aggression shown by the party and were soon defeated. The party found two children locked in a cage in the opposite wing of the room; releasing them, the party decided to press on and instructed the children to remain safely in the room.

The party retraced their steps and then descended the other passage until they reached a chasm crossing their path; a fissure had split the rock and crossed the passageway leaving a rough cave, a waterfall to the right was the source of the earlier noise and dampness. A rough slat bridge had been strung over the chasm, which the party used to cross over. Using the rude steps hacked from the rock on the far side, they regained the original passage to be jumped by another pair of fighters - but by now the had their measure and dispatched them both in short order.

Moving on they came to another room and found more guards with three more children in a cage at the rear. Disposing of the guards, they released the children and told them to go back to the other room and stay with the other children. They moved on, down a longer winding corridor, until they came to a heavy closed door - the rogue slipped through and found a wide annexe behind witha heavy drape across the far end. Moving carefully forward he found a break in the drape and spied out the far side.

Shaking the Hands of Glory

Letting the rogue scout ahead, the party set to descend the revealed shaft, which led to a small chamber with a single corridor leading away. The rogue heard the murmur of conversation and dim wavering light from down it and creeping further forwards, he spied past a turn towards a further chamber containing two men relaxing in conversation.

The others in the group had now descended and with some stealth they approached the second room, before finally rushing forward. The party briefly surprised the occupants, although they quickly recovered and prepared weapons. A further man resting in a far corridor, moved to open a nearby door and a fourth appeared from a side chamber. A stiff fight, enjoined by a quartet of guard dogs released from a rear chamber, still saw the party victorious and they proceeded to search round the rooms for further clues.

The cluster of chambers appeared to be a long disused underground warehouse and excepting a recent crude infill in the outer corridor, nothing unusual showed. The cleric hammered at the corridor infill, whilst in a corner of the guarded chamber, the rogue found a false wall section covering a rough hewn tunnel leading away. Quickly ducking down the short narrow passage, he discovered a small chamber on the other side of the infill, from which a spiral stairwell led down.

He descended with the swordmage in support, to find a large room at the bottom, dimly lit. The rogue saw only two figures at the far end and decided to sneak in, whilst the swordmage went back up to bring the others down. The rogue gained the cover of the bench tables running down the centre of the hall, but towards the far end he knocked a chair and was accosted by the figure seated on the end dias.

Realising he'd been spotted, the rogue stood and made to engage the leader in conversation; he elicited little except a name - Argesh - and soon found himself being surrounded by more fighters. The rest of the party appeared from the stairwell, to see the rogue dodging for his life and they advanced to engage his opponents. After a protracted fight they defeated them and rested briefly before quickly exploring the area. Finding only what appeared to be a kitchen and connected food storage, they moved on into the chamber beyond.

A strange blank room met their eyes, only broken by a lone statue near the middle of the floor, which at the rear rose ten foot to where the room continued back at a higher level; the raer face was pierced by two stairwells leading up to the higher floor. The lower floor was flagged with large slabs, each marked with an engraved cross at the centre of which was a small hole. The rogue moved forward and despite his care, was caught by a spear shaft as it shot up from the hole in the floor.

Realising he was in a trapped room, he took a random path and managing to avoid any further traps he sprung, moved towards the stairwells at the rear of the room. Passing the statue, he was again surprised as a fireball shot from the carved mouth facing his side. Managing to roll through, he avoided the blast and reached the stairs at the rear. The others followed and also made the stairs, though the less dextrous suffered some injuries from the traps.

They moved to the upper floor and edged down the corridor beyond, the rogue again out front. More cautious now, he spotted pressure plates crossing the width of the corridor and jumped across them. Landing on the far side, he drove forward yet again, as the floor fell away beneath him to reveal a fifteen foot pit. Two more fighters appeared from a junction ahead and quickly closed on the rogue, but he managed to manoeuvre them to allow some more of the party to jump over the pit and assist the fight.

Thursday, 28 October 2010

Casing the joint

The party headed off to the area of the Trades Ward, where the target building was located. Most of them holed up in a local tavern, whilst the few streetwise members observed the warehouse in question. A standard edifice located on an alley corner, with a main door and an upper loading access. The rogue checked the outside and observed the lack of other access, before settling back to observe the activity around the building.

Aside from spotting a figure on a nearby roof, one who ducked out of sight - clumsily - when the rogue saw it, little occurred in the hours he waited nearby. Eventually retiring back to the tavern, the party decided on a frontal approach and returned en masse to the warehouse. Approaching the building, they found the main door slightly open and the rogue snuck in first to successfully lose himself in the piles of goods inside. The rest of the party then loudly entered posing as visiting Genasi with their human servants. Successfully distracting the occupants, they allowed the rogue to get to the loft area unobserved and then left with a few minor purchases.

The rogue remained and observed the staff close up and after a few hours left the building; but before rejoining the party back in the tavern, he crept round to the neighbouring building - the one where he'd spotted the watcher earlier - and gaining the roof quietly, he jumped the man and successfully subdued him. A short interrogation added some knowledge to that gained already, but left them short on ideas to proceed further.

A seemingly bland warehouse with little inside to point to any untoward activities - for the low value goods stored, maybe a high number of 'guards' (8 of them) and their overnight 'watch', were the only vaguely suspicious points of note. The captured man confirmed little else, excepting that a particular pile of crates in a corner were never touched and that on occasion a wagon drew up bearing some large crates and with its own crew; the hired hands were told to take a few hours rest away from the building, to return later when the wagon and crew had left after unloading.

These few points led the party to decide to confront the warehouse guards head on - they approached Guard Captain Rulathon and had him set a Guard sergeant with them incase of problem, before returning to the warehouse to investigate the pile of crates. Their arrival caused brief interest, more for their ability to enter a presumed closed building, but this subsided when the Guard sergeant upheld the party's status to be there. Moving to the crates they disamntled a number to reveal a hollow area within and a sturdy trapdoor set into the floor.

Monday, 25 October 2010

Once more into the Sewers ....

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.

Saturday, 11 September 2010

A Dirty Task

The party reached the Guard barracks and got in to see the Captain, to ask about any tasks they could handle. He advised them that he did have a problem that required a small and select group to handle, but first he wanted to assure himself of their competence. Two of the city guilds were having problems in the sewers and were after a capable group to sort out the issue, they were willing to offer a reward as it wasn't a task particularly suited to the City Watch and Guardsmen. Rulathon gave them directions to the guildhall and asked they return later, once they'd proved their ability.

Reaching the guildhall, the party obtained a meeting with the guildmaster, Hilithimm Turnstone; he explained that a couple of his crews were being prevented from completing necessary maintenance by unknown creatures. He got a crew in to explain further and their evidence implied the sewer was troubled by some sort of serpentine creature, that appeared fairly aggressive. He got the crew to take the party to the nearest access shaft and give them directions to follow in the sewers tom reach the problem area; once thay handled the problem (or not), he asked they return to take on the lesser problem further north in the city.

Arriving at the access shaft, they descended into the sewers and followed the directions they had been given. Travelling down the main sewer, they came to a junction and took the smaller branch pipe as they had been directed. A few hundred yards down they caught sounds of movement both ahead and behind them, so preparing they waited until they caught sight of the cause. In only moments oversized bugs scuttled into view and advanced quickly towards the party. The sewer walkway made for a tight battleground and the party were hard pressed as bug swarms advanced along both walls and ceiling, as well as swimming in the turgid waters, to engage them. The fighters took a lot of damage, but did repulse all the bugs at length, before taking time to recoup from the exertion.

Moving on again to reach the sump end of the sewer pipe, it wasn't long before they neared an exit to the pipe which implied thay had reached the sump chamber. The cleric floated a magic light into the chamber and the rogue edged forward someway behind it to observe the chamber and any occupants. He caught sight of a large multi-legged creature on the left, an oversized beetle to the rear of the central pool and a patch of thick green slime on the roof above it. Creeping back he advised the others and they decide to press on and try to tackle the creatures individually.

Reaching the chamber the first three branched right along the walkway and attacked the beetle, whilst the other two went left towards the second creature. A stiff fight developed, toughening as large worm like creatures appeared from a smaller right hand pipe to engage the party. Holding their own, the right hand group spotted a large swarm of vicious acting rats swarming from a rear pipe and run towards them, whilst the slime patch had slowly crept towards the pipe entrance and although spotted managed to drop and smother the mage.

The party did eventually defeat the creatures and took a few trophies to prove their actions whilst resting again. Gathering at the rear of the chamber they investigated a moderate pipe that was unusually encrusted with old blood and had a noticeable pile of limbs and bones on the walkway below and at the pool edge. The rogue scrabbled up the pipe until it ended at a narrow vertical pipe leading up to street level. Returning back to the sump, the party then decided to return and check with the guild if the pipe exit could be located in the city; the suspicious residue in the chamber needed investigating to determine its source.

Mixed Meetings

The party left the warehouse and proceeded up the busy main street towards the tavern Ferrer had directed them to. The street was crowded with late shoppers and traders starting to pack away their wares and pitches; but further up the street the party spotted tell-tale signs of organised and purposeful activity, a bunch of youths barrelling their way in a frenzied game of some sort, jostling and barging through the throng.

Arresting the groups progress with sharp commands, the party was focused on the youths and so only the rogue caught sight of the pickpocket as he made his move. Although the youths quickly dispersed, the pickpocket had made good ground before the party could even switch their attention. With the crowds and Ferrer's warnings of the strict laws resounding in their minds, the party did not give chase. It was moments only before a Watch team appeared and listening to the party's tale they sympathised, but explained that thieves were rare individuals, the Guild had been broken decades earlier and never allowed to re-form. The party continued onto the tavern as the Watch squad moved into the crowd for any further inforamtion they could glean from locals.

Reaching the Swords Rest tavern, the party entered to be greeted by a subdued atmosphere, the clientele engaged in quiet conversation over tankards, with a whole boar spitted over a strong fire in the large hearth. The party approached the bar and got drinks, before enquiring if Trader Brasshorn was in the bar; the barkeep directed them to a far corner where a dwarf sat preparing to start a hearty meal.

They moved over and introduced themselves, relating their action over the caravan, which elicited a relieved and positive response from the Trader. She invited them to share a meal and take the time to regale her with the tale. They spent an interesting evening, gaining a promise of reward from Randalla (Brasshorn) for their efforts in saving her caravan and staff, before securing some rooms and retiring for the night.

The following morning they rose early intending to take full advantage of the vast city to upgrade their possessions. Needing further information they looked for the Trader and were lucky to find her again in the bar-room at breakfast. In reply to their questions, she agreed to prime her contact during that day, so the party could improve their arms and directed them to contact the Guard Captain - Coril Rulathon - about any possible tasks that would suit their 'specialist' abilities. Finishing breakfast they set off for the Guard barracks to find Captain Rulathon.