When we last our slightly heroic persons of interest, they were discussing with Marshal Cormick the leadership structure of the Nigel Spears gang that allegedly took over the merchant district, keeping our protagonists from their much wanted shopping spree. Thanks to Buddy-Gum’s street knowledge they figured the best thing to do would be to head back to Kol, ask for sleeping space and try and happen upon a courier who would have information on shipments coming out of the merchant district.
Once in the underground medieval Hooverville, Tusligh went straight to the bar for the finest grain alcohol in the sewers. Meanwhile Buddy-Gum spotted a likely courier who also happened to be a fellow Gnome. Unfortunately her girlish charms didn’t sway him and he ran off before the gang could get the info they needed. Luckily, they noticed the head of Hooverville using a red card to get through a steam-powered door. The team set to finding another of those red cards and their eyes landed on a likely suspect, a guard by a far wall.
First Buddy-Gum tried unsuccessfully to steal the card. When discovered by the guard, Buddy-Gum slyly covered up the botched thievery with "I was just reaching for your penis!” Next followed a drunk Tusligh who tried to sneak the card away while drunkenly falling on the guard, also a failure. Then Buddy-Gum tried and missed again. By this point the guard got a bit perturbed and drew his sword on Tusligh. While the two battled it out, Buddy-Gum tried once more and succeeded while the rest of the team helped out by placing bets on the fight. Everything ended amicably though when Tusligh thanked the guard for the fight and offered to buy him a drink. Don’t you just love happy endings?
Later that evening, Buddy-Gum used her awesome power of seduction to pull another guard away from his post by the steam-powered door. While the two of them were ahem occupied, Breo, Hinawen and Mo snuck through the door using their newly procured red key card. Tusligh helped by lying passed out drunk on one of the tables.
In the next corridor the gang found a room full of buttons and levers with they proceeded to pull and press hoping fun things would happen. Hinawen perceived a trap between them and a portcullis that had lifted up thanks to vigorous lever pulling. The team managed to jump over the trap successfully and went through the open portcullis only to find a closed one around the corner from it. They realized that one of them would have to stay and operate the levers while the other two wound their way through the corridors. Grumpy Mo and his love of history got the job and successfully jumped the trap one more time to head back to the button room. Using Hinawen’s flying squirrel Ricochet for communication, Hinawen and Breo searched the corridors until they found a ladder leading to both a space above and below them. They went down first and found another lever that could operate the portcullises, allowing Mo to join them, though not before having to jump the trap a third time and getting an arrow in the calf for his troubles.
In the cavern below were three things of import. A room full of sleeping warriors, a room full of awake members of the cult of Bane having fun in their Snuggies™, and a bear rug that Hinawen proceeded to wear and dance around in. Moving up the ladder, the three of them found a storeroom well within the limits of the merchant’s district. A guard stood at the door that Breo quickly dispatched and the three looked out to find general chaos (General Chaos!) lurking outside. They quickly sketched out a plan. They would alert Marshal Cormick of what they had found in the underground caverns using Ricochet for communication purposes. Marshal Cormick mustered his forces for a three-pronged attack at the rear the district, the front and at the caverns below. Meanwhile Mo, Hinawen and Breo would dispatch the cultists.
First to go were the sleeping fighters, followed by a vicious battle with the awake ones, which included some magic missiles, Mo hulking out and some bad mind control. All’s well that ends well though as at the end of the battle the three were joined by their missing team members and Marshal Cormick. The Merchant’s district was secure and the gang could finally go about their quest…. SHOPPING!!!
February 08, 2010 14:13
For the adventuring crew “Buddy-Gum’s Discount Dirty Warehouse” (a working title) nothing ever seems to go the way they hoped.
Arriving at Vvardenfell, they had expected to be able to take some time out to rest, relax, gear up, and prepare supplies for the 2+ month long journey to Argob in the East. To the party’s surprise, the city was on lockdown. The normally Merchant-controlled political structure was in disarray, and access to 3 of the 4 districts in the city was restricted.
Buddy-Gum and Tuisligh promptly hit the inn, while the rest of the party walked the streets for information. As Tuisligh proceeded to the bar and ordered a drink to mask his subtle watching of the bar patrons, Buddy-Gum looked around for the closest person who looked drunk, rich, and maybe a little lonely. She managed to find a nice mark, a stocky, homely man with a fierce red beard who made his living guarding merchant caravans. After some flirting and a little price negotiation, she was at work earning her pay. (She went to his room. Offering sex for money. In case that was too subtle…)
After some information gathering, the rest of the party learned that a once small-time gang led by a crook named Nigel Spears may be behind the rioting in the central districts. Also of note; the guards can barely contain the outlaws, and have been relegated to guarding the gates to the Layman’s Quarter, leaving most of the rest of the city in the hands of the criminals. Eventually the party is introduced to Marshall Cormick, who would likely be their best contact in case they wanted to enter the Merchant’s quarter. He informs them that there may also be a way to enter the district by passing through the extensive City Sewer system, although in any case he cannot guarantee their safety. Having faced a considerable amount of danger in the past, though, the party was not intimidated. Still, caution is the ally of any adventurer worth his salt.
Mo the Warlock managed to find a group of degenerates gambling in a back alley. He introduced the rest of the party to them, and after a not-so-friendly game of bones in their seedy den with a low-level fence/bookie/wiseguy named Kol, Breo agreed to look into assassinating a caravan guard named Brent Spiner. Of course, and unbeknownst to the party, Brent was the very same mercenary who was currently setting the inn’s sheets on fire with Buddy-Gum.
The group considered their options. On the one hand, helping the city might be more beneficial in the long term, and would simply be the “right thing to do.” On the other, Kol offered quick and easy access to room, board, and “discount goods” should they complete their task.
Upon returning to the inn, it was eventually discovered that Buddy-Gum had been getting close to Brent while the rest of the group were out gallivanting around the district. Taking action with a quite-possibly overcomplicated plan, the group proposed that Brent stage his own illness as though he’d been affected with a slow-acting poision. He was eventually convinced to comply, though he didn’t like the idea any. It was very obvious from his tone that he’d much rather have faced his would-be enemies head-on, and been far more confident.
Meanwhile, Kol was clearly unhappy with the plan to slowly poison Brent. While he allowed for Buddy-Gum’s assertion that a slow, painful death was more “artistic,” it was clear that he hoped the matter would have been resolved a bit more efficiently. It is also clear that if Brent isn’t seen leaving in a body bag in the next couple of days (something that is out of the question as far as Brent is concerned) there will be trouble.
What will be the fate of the City of Vvardenfell? We await the continuation of the party’s journey with bated breath!
Adventure on January 16, 2010
January 17, 2010 06:49
After fighting through underground passages and caverns, HG (Calling us Horizon’s Glow until we come up with a team name?) find themselves in a small room filled with documentation. Deducing that the crystals located in the cave were of great worth in the city of Eggnog (Argob), they decided to look into the city more. Firstly, however, they need to escape. The only passage left to them leads to a guarded, large-scaled, crystal mining operation. Stealing disguise armor and a cart for their equipment is easy, and Hinawen’s ridiculous haul of 50lbs of crystals works out to their advantage as they are placed on top of the equipment. (With an invisible, possibly naked, Buddy-Gum riding on top.)
Even with a clumsy stumble and over eager wagon bearer, HG manages to move past the guards and out of the caverns using stealth and voice throwing abilities. After which they are promptly stopped by a guard check. With information learned from the documentation and harshly exchanged words, HG successfully leaves the site and travel back to town.
In Logtown they report all their knowledge to the town’s leader, Papa Bear, and are rewarded with gold and serviced weapons. Unfortunately Buddy-Gum is displeased with the reward, especially after having to fight so many enemies and losing a party member. He/she spits on Papa Bear, who hits Buddy Gum in return. Due to the strike, Buddy-Gum becomes invisible, is grabbed by Breo and dragged off. But not before lighting a candle and setting the tent on fire as the gang rushes away from the scene.
During extended rest, Breo and Hinawen have the same dream; one which comes from the Raven Queen. The dream leads the two to believe that there is trouble brewing in Eggnog (Argob). The crystals from the cave seem to be the key in creating a sphere with the power to revive the dead; a power that is harnessed by a sorcerer’s staff. The two Raven Queen followers become determined to travel to Egnog; faithful Breo set to destroy the sphere, chaotic-neutral Hinawen thinking on stealing the power for herself.
During the day’s travel, a group of horsed bandits attack them. Breo rushes them, taking on three for herself, while Hinawen and Mo attack from a distance. Buddy Gum turns invisible and proceeds to run down the bandits with the cart. After the bandits are bloodied, Breo succeeds in intimidating them, making them leave their valuables and horses before they run. Injured, HG take another extended rest in their camp built by woodland creatures.