Chapter Five: Return to Saragost II
My apologies for the late post. I've been busy and distracted.
Late in the evening of March 27 Rygorh, Casey, Alev and Neil decide to bed down for the night in the Node beneath the sewers of Saragost. The Knife, Tilk and Rumus have decided to take their chances above ground. Rumus stays with the wizards at the Sanctuary of the Seven Archways while Tilk and the Knife take their rest at the Graybeard Inn in hopes of meeting with someone from the Midnight Enclave.
While Neil is standing guard and the others are getting ready to sleep Casey and Rygorh hear a commotion in the sewer outside the Node. They prepare for the worst and warn their friends. Some beast lets out a terrible howl and for a moment everyone freezes in fear. A few moments pass and the howl bursts forth again. Casey and Rygorh, terrified, scramble away from the door as Neil opens the door and Alev prepares to blast the enemies.
A pair of Yeth Hounds barrel into the room, charging for Rygorh. Things are a bit touchy with only Neil and Alev able to act, but they manage to dispatch the beasts, but not before one lands a pair of blows on the cowering Rygorh.
The heroes determine that the hounds were somehow drawn to or were after the dogman statue that Rygorh carries. They destroy it by breaking it into little bits and dispose of the hounds' bodies far down the sewer pipe.
The next morning they set out to find the stolen alchemical materials. Rygorh discovers that the statue has reappeared in his pocket. Alev has the clever idea of using locate object to find the rarest of the stolen alchemical material. Neil obliges, and a bit of snooping around the waterfront leads to the discovery of a warehouse with black painted windows containing this material. The party stakes the place out for a bit and then sets to discovering who owns the warehouse. They later determine that an elven couple of good repute owns the place and that an unknown party is currently renting the place.
The group pays a visit to Lady Arigane to keep her apprised of the situation. That night they stake out the warehouse again and learn nothing.
The next day the heroes assault the warehouse from an underground entrance. It appears that someone has dug a shaft up from the sewers into the warehouse. Storming into the place they get the drop on their foes and manage to bring them down with no losses. They kill a human alchemist carrying one of the haematite discs and capture two drow and two duergar.
They turn the captives over for questioning by the Council. In the meantime, they warn Sir Jeren Falconio that he is in danger. He ignores their warning and ends up dead . . . it appears he was killed by Count Crastic and a trio of drow assassins . . . at least that's what he tells them via speak with dead.
The drow and duergar reveal under severe questioning that they and others (less than one hundred) are set in the city to help undermine its defenses. This group was preparing a great bomb out of the alchemical material to destroy the front gate during the main attack. Another group is supposed to introduce some poison into the central wells of the city. The drow commanders are on a ship in the harbor. The captives do not know which ship. They reveal that there are many non-drow/non-duergar agents in the city. They give up some names and the city guard captures most of them.
The heroes determine that they should go after the drow commanders in the city. They decide to have Neil use locate object to search for items that the drow may have on them . . . so far, no dice, but they intend to try again on the morrow . . .
5 Comments:
It is the morning of March 30. Assuming Neil uses one 3rd level spell and his 2nd level domain spell for locate object, and you ask around a bit around the docks you discover the following:
The Barrowghast is a smallish merchant vessel that has been in port for about three weeks. Word around the docks says that they are thieves and pirates. No one comes or goes during the day, but there is a fair amount of activity at night. Neil determines that there is some drow sleep poison and a some mithral on board the ship.
After poking around and asking some questions the Knife learns that Count Crastic has been seen coming and going at this ship at least twice in the past two weeks.
I'm not the greatest swimmer but I can probably take look in around the ship. Can someone provide me with an object that produces minimal light but still works underwater if I do end up going?
I didn't mean to go at night. Personally, I think dusk or dawn might be the best because there will be plenty of shadows to conceal me but our enemies won't have any significant advantage. I wanted a light source because as bright as the daylight may be, the ship may shadow any secret or hidden compartments or openings. Its amazing how much can be revealed just by shining a light. I'd prefer to go this one alone if its all the same unless anyone has any objections.
I have a better idea. Cast it on one of my knives I keep hidden. That way while I have it out, I'm not unarmed as I would be with your tube light or a coin.
I'll do my best not to get into trouble but it might be worth it for everyone to be at the docks when this goes down. If we stagger our people at tactically advantageous positions, we can get the jump on them if things go south. I'm not much for tactics though so knowing the layout, someone else should figure out where each person should be stationed. To be clear, I'm on a recon mission, I will NOT be engaging anyone if I don't have to. What are my objectives? Who and what am I looking for?
Regarding the Legend Lore spell that Michael Dunsany cast:
It revealed no information about the Host at all. It only revealed information about the previous Starborn. You got lots of details about the life of Starkweather John and then less information about predecessors. It was clear that there have been at least a dozen previous incarnations.
Post a Comment
<< Home