It seems all the “wee folk,” or at least a quorum thereof, are indicating their readiness by making wisecracks. So let’s get this show on the road and head for the sewers!
You exit the Dolphin and find the men from Ship Kurth have arrived as well. There are three of them in chain shirts, shields and long swords. A fourth has a crossbow and small sword. There is a fifth man standing with them, but apart. He is in robes you recognize as being a member of the Arcane Brotherhood. He gives you each a very evaluating gaze and does not speak. The message boy is hanging about nearby as well.
Dimmick sees your exit and approaches, “We are all here. Lead the way.”
Hoid will lead the way to the sewer entrance previously used. On the way, Hoid asks, “Are any of you gentlemen from Ship Kurth skilled in the arts of not being noticed? If so, it would be good to have someone with such skills see if Craddock the Coward or any of his weasels have returned. If not, we do this the old fashioned way.”
Assuming the answer is no, let’s establish a marching order with Hoid at the front, followed by most other melee, then casters/squishies, then one or two reasonably well armored at the back.
The crowd of strong arms, and one strong mind, you have assembled follow your lead to the sewers. People on the street give way seeing your group approaching. A few stand and watch as you pass. You arrive at the sewer entrance without trouble.
Dimmick looks around at the assembled group after Hoid's question, "I don't think stealth is our method of choice here. I recommend that we enter with you leading the way. Swords next," nodding to the men in chain shirts who nod back. "Our helpful friend from The Brotherhood next," who nods as well. "Crossbow, then me and my men. The rest of your group covers the rear."
One of the swordsmen will remain topside to cover the entrance. The wizard removes his robe to reveal an outfit of form fitting linen and high soft boots. A dagger is in one boot. He has a belt with several compartments and a wand hangs from the belt. He wears a necklace of gleaming gold with a pendant of a large, red gemstone.
The guarding swordsman removes the sewer grate showing the ladder below. The wizard casts Light upon the sword of the lead swordsman. Dimmick looks to Hoid, "Shall we proceed? Lead us to where you found Lonis and show us all that you encountered while down there, please."
Your now enlarged troupe descends into the sewers. All is quiet here except for the distant drip-dripping sound. The swordsman with the now enchanted blade unsheathes his sword enough for dim light to show the way. All is dark and quiet ahead. You wait a moment before crossing through the iron bars door and enter the natural cavern. Dead goblins are strewn about the room just as you left them. What is not there is what stands out. Scampus' corpse is not to be found. Hearing nothing, you proceed to the room filled with dead bodies. The swordsman draws his sword fully to illuminate the room. Dimmick looks about and is visibly sad as he stands beside Lonis' corpse. He looks to the other bodies. He looks more closely at another corpse, "This is Yarl Trueblood. See. His left small finger is missing, blond hair. This is him. I will have to tell his wife now...."
“Scampus, or his corpse, is missing,” says Hoid. “Likely the curse that made him a rat also prevents him from being killed. We intend to explore these caves further to complete our task. It seems we may have to kill Scampus again, along with Craddock the coward and his filthy goblin cohorts.”
Dimmick looks to Hoid, “Your are certain he was dead when you left?”
He then looks about, “Let’s go back to where you left him and see if we can find out what happened.”
Dimmick leads the group back to the cave with the dead goblins and giant rats. "Four rats and eight dead goblins.". He looks your way, "You lads were busy." Walking towards the other passage leading to the altar area and the pile of blankets area, "What is found this way?"
“We found nothing of significance on Scampus or the goblins. Weapons, a few coins and little else. We found a lockbox with a parchment that includes script we do not understand. Erbert has charge of it. We also found a gold chain and gem.” Hoid produces the chain and gem.
((Actually, the goblin dead were never searched. They were left lying in place.))
Dimmick looks up at the chain and the gem. "Those are nice. Yours as well," he continues. "You know, salvage." He points to the goblin bodies for his men to move in a more orderly fashion along the wall of the cave. One of the men calls out while moving a body, "Captain, this one still has his purse!" He and the other dockhand efficiently liberate similar small pouches from each of the bodies and hand them to Dimmick. Dimmick hefts them and you can hear the jingle of coins. He then passes them over to Hoid. "Also yours."
Dimmick then looks to Erbert, "Tell me about this message on the parchment?" The wizard is now staring intently at Erbert.
"It appears that either this, Scampus was not as dead as we thought, or....he is dead no longer." "Perhaps someone has removed the corpse before we could return?"
Erbert stands there and spreads his feet as wide as his shoulders, places his hands on his hips and he tilts his head, appraising this member of the arcane brotherhood. His eyes catch the red gem on his necklace, his hand goes up to his own, fingers it for a second, then his hand comes back down to his hip. He seems suspicious of this fellow wizard who has been watching us and our reactions all of the while. As if he knows a little more of what is going on here than what he is letting on…. Have they brought us here to finish us off quietly?
Erbert insight on the wizard (pulling our chain?) : Nat 20!
“No, not much else in that box of any use. He showed you the coin and chain. Say, do you know undercommon, or any Drow around here? I wonder if it is of their doing…” Erbert’s feet tense up inside his shoes, ready to spring…
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A wizard is never late, nor is he early, he arrives precisely when he means to.
The wizard continues his appraisal of Erbert for what feels like a long, tense moment. He then speaks, "The Drow are not easily trusted. You have not provided a direct answer about the message on the parchment. Is there a message written in Undercommon?" His speech is direct. His affect is flat and not overtly menacing, but chilly.
Speaking calmly to Dimmick but looking directly at the wizard.
Dimmick, respectfully, the point of this questioning?
Maybe Scampus was carried off and we didn't see any Drow. We came down here intent on the rescue of your friend. We immediately returned to you and reported his unfortunate fate. We return to show you the location, avenge your friend, and make this part of the city safer.
We are looking for a half-orc who said something about an Azzariol feasting on the souls of the sacrificed. I assumed some demon he served but perhaps a Drow god. Can we find him and bring justice, and then circle back to these other matters with the "salvage". Maybe the half orc could answer a lot of these questions if we locate him.
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It seems all the “wee folk,” or at least a quorum thereof, are indicating their readiness by making wisecracks. So let’s get this show on the road and head for the sewers!
As the master tactician (Hoid) has communicated... gravity centric folk are ready!
You exit the Dolphin and find the men from Ship Kurth have arrived as well. There are three of them in chain shirts, shields and long swords. A fourth has a crossbow and small sword. There is a fifth man standing with them, but apart. He is in robes you recognize as being a member of the Arcane Brotherhood. He gives you each a very evaluating gaze and does not speak. The message boy is hanging about nearby as well.
Dimmick sees your exit and approaches, “We are all here. Lead the way.”
The way is lead.
/more detail please
Hoid will lead the way to the sewer entrance previously used. On the way, Hoid asks, “Are any of you gentlemen from Ship Kurth skilled in the arts of not being noticed? If so, it would be good to have someone with such skills see if Craddock the Coward or any of his weasels have returned. If not, we do this the old fashioned way.”
Assuming the answer is no, let’s establish a marching order with Hoid at the front, followed by most other melee, then casters/squishies, then one or two reasonably well armored at the back.
The crowd of strong arms, and one strong mind, you have assembled follow your lead to the sewers. People on the street give way seeing your group approaching. A few stand and watch as you pass. You arrive at the sewer entrance without trouble.
Dimmick looks around at the assembled group after Hoid's question, "I don't think stealth is our method of choice here. I recommend that we enter with you leading the way. Swords next," nodding to the men in chain shirts who nod back. "Our helpful friend from The Brotherhood next," who nods as well. "Crossbow, then me and my men. The rest of your group covers the rear."
One of the swordsmen will remain topside to cover the entrance. The wizard removes his robe to reveal an outfit of form fitting linen and high soft boots. A dagger is in one boot. He has a belt with several compartments and a wand hangs from the belt. He wears a necklace of gleaming gold with a pendant of a large, red gemstone.
The guarding swordsman removes the sewer grate showing the ladder below. The wizard casts Light upon the sword of the lead swordsman. Dimmick looks to Hoid, "Shall we proceed? Lead us to where you found Lonis and show us all that you encountered while down there, please."
Hoid will lead the party toward the room where we found the remains, moving cautiously and on the lookout for hostiles.
Your now enlarged troupe descends into the sewers. All is quiet here except for the distant drip-dripping sound. The swordsman with the now enchanted blade unsheathes his sword enough for dim light to show the way. All is dark and quiet ahead. You wait a moment before crossing through the iron bars door and enter the natural cavern. Dead goblins are strewn about the room just as you left them. What is not there is what stands out. Scampus' corpse is not to be found. Hearing nothing, you proceed to the room filled with dead bodies. The swordsman draws his sword fully to illuminate the room. Dimmick looks about and is visibly sad as he stands beside Lonis' corpse. He looks to the other bodies. He looks more closely at another corpse, "This is Yarl Trueblood. See. His left small finger is missing, blond hair. This is him. I will have to tell his wife now...."
"Is there anything else?," Dimmick asks.
“Scampus, or his corpse, is missing,” says Hoid. “Likely the curse that made him a rat also prevents him from being killed. We intend to explore these caves further to complete our task. It seems we may have to kill Scampus again, along with Craddock the coward and his filthy goblin cohorts.”
Dimmick looks to Hoid, “Your are certain he was dead when you left?”
He then looks about, “Let’s go back to where you left him and see if we can find out what happened.”
Dimmick leads the group back to the cave with the dead goblins and giant rats. "Four rats and eight dead goblins.". He looks your way, "You lads were busy." Walking towards the other passage leading to the altar area and the pile of blankets area, "What is found this way?"
Hoid will lead them to the Y intersection where Scampus fell.
Dimmick looks around. The Wizard also examines the area. Neither react as though they find something.
”What did you find on the goblins?,” Dimmick asks. “Any clues?”
“We found nothing of significance on Scampus or the goblins. Weapons, a few coins and little else. We found a lockbox with a parchment that includes script we do not understand. Erbert has charge of it. We also found a gold chain and gem.” Hoid produces the chain and gem.
((Actually, the goblin dead were never searched. They were left lying in place.))
Dimmick looks up at the chain and the gem. "Those are nice. Yours as well," he continues. "You know, salvage." He points to the goblin bodies for his men to move in a more orderly fashion along the wall of the cave. One of the men calls out while moving a body, "Captain, this one still has his purse!" He and the other dockhand efficiently liberate similar small pouches from each of the bodies and hand them to Dimmick. Dimmick hefts them and you can hear the jingle of coins. He then passes them over to Hoid. "Also yours."
Dimmick then looks to Erbert, "Tell me about this message on the parchment?" The wizard is now staring intently at Erbert.
"It appears that either this, Scampus was not as dead as we thought, or....he is dead no longer." "Perhaps someone has removed the corpse before we could return?"
Dimmick nods at the other gnome’s thoughts. He stands waiting for Erbert’s answer.
Erbert stands there and spreads his feet as wide as his shoulders, places his hands on his hips and he tilts his head, appraising this member of the arcane brotherhood. His eyes catch the red gem on his necklace, his hand goes up to his own, fingers it for a second, then his hand comes back down to his hip. He seems suspicious of this fellow wizard who has been watching us and our reactions all of the while. As if he knows a little more of what is going on here than what he is letting on…. Have they brought us here to finish us off quietly?
Erbert insight on the wizard (pulling our chain?) : Nat 20!
“No, not much else in that box of any use. He showed you the coin and chain. Say, do you know undercommon, or any Drow around here? I wonder if it is of their doing…” Erbert’s feet tense up inside his shoes, ready to spring…
A wizard is never late, nor is he early, he arrives precisely when he means to.
The wizard continues his appraisal of Erbert for what feels like a long, tense moment. He then speaks, "The Drow are not easily trusted. You have not provided a direct answer about the message on the parchment. Is there a message written in Undercommon?" His speech is direct. His affect is flat and not overtly menacing, but chilly.
Dimmick watches the interaction closely.
Speaking calmly to Dimmick but looking directly at the wizard.
Dimmick, respectfully, the point of this questioning?
Maybe Scampus was carried off and we didn't see any Drow. We came down here intent on the rescue of your friend. We immediately returned to you and reported his unfortunate fate. We return to show you the location, avenge your friend, and make this part of the city safer.
We are looking for a half-orc who said something about an Azzariol feasting on the souls of the sacrificed. I assumed some demon he served but perhaps a Drow god. Can we find him and bring justice, and then circle back to these other matters with the "salvage". Maybe the half orc could answer a lot of these questions if we locate him.