Near the beginning of the Immortal War, a dwarf community was involved with negotiating an alliance with some drow and other less savory folk from the Underdark. Both sides were god-fearing (though not necessarily the same gods)) and an alliance seemed mutually beneficial. Not all of the dwarves were behind this idea, though. A rift soon worked its way through the community, splitting the dwarves ideologically. Before tension grew into hostility, a dwarf named Gaelan proposed a solution. He had received a message from an unknown extraplanar entity who offered them safety and the knowledge that “nothing would ever have to change” if they so desired with seemingly no payment required. A group of 20 or so accepted this offer and immediately upon doing so, found themselves in the current location of Respite with Gaelan missing.
For these dwarves, time has stopped. They neither need to eat, drink or sleep, they do not age and they do not die. They also may not leave the village boundaries, merely teleporting to the other end of the town if they do. The weather is unchanging, crops grow abundantly and there’s nothing any of them can do to affect permanent change in their world. Though they do not technically live the same day over and over again, they might as well. There is only one exception. If someone who is not part of the village is killed and buried in the land, they resurrect as a dwarf within 48 hours. This is the only way to add new population to the village and though the dwarves find it reprehensible, the sheer boredom of their existence drives them to attempt it when possible. Dwarina is an example of one such incident.
By day, the dwarves produce food and supplies for House Redoran and in return, get stories and information from the outside world that they could not get otherwise.
The party decides that they will need the assistance of the dwarves to get into the depot undetected. They go to visit Arlen at his home. Negotiations initially go well, but when Umalli calls Arlen out on the town’s misdealings, things get a little testy. Ultimately, it’s 5 able-bodied young adventurers versus one old dwarf; Blaine holds Arlen down while Umalli brands him with the Hand of Femrish to make his point. Arlen relents and the town holds another mid-morning feast to keep the front guards occupied while the PCs sneak in under the depot through a tunnel.
The group comes up in the corner of one of the barracks in the depot and promptly alarms several of the Redoran militiamen to action. Grafton drops a large wall of thorns in the middle of the hallway to slow down the reinforcements, but that results only in the militiamen breaking through the flimsy walls of the barracks to get to them… or failing to do so in hilarious fashion. Much of the combat takes place with the PCs pinned in a very small room until Umalli runs out a side door to get some breathing room. Grafton follows suit while Darnis, Thud and Blaine regroup, outmaneuver the men in the barracks and take control of the room.
The battle spills over to the outside of the barracks as a few of the militiamen take the roundabout approach to reaching the party. Thud and Darnis are a bit slow to get out, and Grafton/Blaine beat them to the punch, protecting Umalli from inadvertently playing Defender once more.
There’s nothing all that interesting in the barracks except dirty socks and underwear. The party switches into Redoran uniforms – except for Thud who is restrained by his massive army. Lacking any other option, Thud climbs into a trunk with a bunch of dirty laundry and the party pretends to be collecting the day’s laundry to move about the camp. In the next barracks, Umalli casts a cantrip on another militiamen’s cards, allowing him to finally win a game. This sets off a fight between the militiamen which the party uses as a cover to move in and incapacitate them. They get put into a trunk, too, but not the one that Thud is riding around in.
Next stop – the mess hall. It is in fact lunchtime and much of the camp is eating. The party decides to lock the doors and burn the place down with the militiamen inside, but they will need more supplies to ensure the “security” of the facility. To this end, they take a shift working in the warehouse and, once most of the other militiamen have left, proceed to jump the current floor workers…
To be continued…
50gp in gambling money