Having been called to the City of Towers by their old ally, Sgt. Germaine Vilroy of the Sharn City Watch, our intrepid band of adventurers were tasked with finding and interviewing a Warforged named Coal, who was claiming to have witnessed a crime that Vilroy couldn’t directly investigate because of reason she did not disclose.
With a Writ of the Watch in hand, the party headed off to the squalid neighborhood of High Walls, full of destitute Cyran refugees and down-and-out Warforged. The latter of which hang out at a gaming establishment called the Cog Carnival. There you met Ingot, the bouncer with a Warhammer for a pegleg, and Smelt, the bartender with a melted face.
Joined by Shifty the Shifter, you found Coal and began to interview her. As she began to divulge the particulars of the crime she witnessed a fire bolt was fired into the Carnival. It startled Coal and, thinking you had led the danger to her, she bolted off through the streets and bridges of High Walls.
As you chased her, your dashing rogue Merrick threw a bag of ball bearings in your path, and your sharp eyed city ranger began to notice that Coal’s path was being subtly steered by forces unknown.
Unknown, that is, until Coal found herself in a dead-end alley at the mercy of a Daask hit squad. Making quick work of the kobolds, Coal informed the party about the workforce of Warforged that Daask had assembled using the son of Alden d’Orien as leverage.
The party then headed to the Mithral Tower to interview Alden. They found him haggard and short-tempered, but his majordomo, the Kalashtar Vishtai was more helpful and negotiated for the party to retrieve the missing boy.
Given directions to a specific lift that would take the party to the quarry, you interrupted to young women in what was obviously their secret rendezvous spot. Kicking the teens out, you discovered a panel that reactivated the lift and sent it descending into the deepest levels of Sharn…the Cogs.
Approaching an excavation site, you came across and atrocity. Daask has been forcing the Warforged procured by Alden to dig for…something. Several of the workers had been brutally executed, including Coal’s partner Razor. Many other workers sat, chained, in the excavated pit. Hidden in the darkness amongst the Warforged were goblins that swiftly attacked the party from the darkness.
Taking care of the goblins quickly, the party freed the Warforged and rescued the young Caden from a shack. The Warforged elected a spokesperson, Javelin, while the rest of them began reclaiming the bodies of their fallen workmates. Javelin informed you about Daask and the half-ogre Garra who had left with the bounty the Warforged had uncovered.
After returning Caden to his father, Merrick checked in with his old friend Reginald “Digger” Graves at his pawn shop. Using his network of urchins, Digger informed you that not only was Garra at the Terminus lightning rail station, but her train was scheduled to leave within the hour.
Rushing to Terminus, you ransacked Garra’s apartment for evidence but cam across some Kenku and a Gnoll clean up crew.
Finally reaching the train platform as the carriages began to pull away (zot-zit, zot-zit instead of choo-choo) Garra’s forcing attempted to delay the party so the train and Garra could make their getaway.
Spells were flung, blades and fists were wielded. Some truly comedic attempts to jump aboard the moving train were made. Fighting your way through Garra’s minions carriage by carriage you finally reached Garra’s luxury carriage where she tried to bribe you into letting her get away. You refused and struck her down. The lightning rail made a stop at First Tower where the party disembarked and made their way back to Sharn with Garra their prisoner, handing the half-ogre over to Sgt. Vilroy.
When we last left our intrepid band of adventurers…
…they had found out that their accommodations at the House Ghallanda Inn were no longer being paid for and that Sgt. Vilroy was requesting that the party’s Writ of the Watch be returned immediately.
Leaving the Watchhouse after returning the Writ, the party receives communication from Smelt asking the group to come to the Cog Carnival.
In the neighborhood of Highwalls, the Cog Carnival has received a makeover in the last few days, courtesy of the Warforged the party helped rescue from the Daask dig site. Ingot, the bouncer, has received a new leg and is hard at work renovating the Carnival. This includes a new back room available for rent! 6 gold and 5 silver a week! The party accepted the offer.
Meeting an old acquaintance in the Carnival, Fonkin introduces the party to Genbo Santor d’Sivis. An artificer who is performing small repairs to the Warforged for a nominal fee. Genbo has been sent by House Sivis to examine the writings and schema the party recovered from Gara the Half-Ogre Daask agent. House Sivis offers the party a trade, the schema and writings in exchange for an array of items tailored to each member of the party. The party accepts.
Nevitash is contacted through Mind Link by Vishtai, the majordomo to Calden d’Orien, whose son the party had previously rescued. Calden has come into possession of some information that will be useful. A Boromar Clan agent has died in prison, but not before creating a document of the Clan secrets he knew and sending it to his “family” (note the finger motion). Calden has learned that the letter is in hiding at Far Hearth Villa, a Boromar stronghold that will soon hold a cultural display and party. Calden also points the party to a possible source of information, a Boromar informant named Timbal Grasstooth.
Seeking Timbal at a bar called the Zephyr in a section of Sharn known as “Little Plains”, the party meets the indolent halfling and offer him payment in exchange for information. Timbal provides:
A rough layout of the Villa
There are 12 armed guards: Five halfling guards, 2 halfling scouts mounted on Clawfoots, and 5 halfling tribal warriors in full Talentan battle gear.
The head of security is a halfling veteran named Gerry Splinter
The gala is a display of Talentan culture. There are probably 40 guests, mostly wealthy businessfolk and members of the city administration. Counselor Ilyra Boromar is the host, this is her home.
The letter is probably kept in a sage down in the basement accessible by a secret door or in Counselor Boromar’s office. Locations are marked on the map.
The safe is warded, you’ll need a good key or a thief to open it.
Here, the party splits up:
Merrick – heads to his old contact Digger who literally spits on the ground when Timbal’s name is mentioned. But he does Merrick the favor anyway by outfitting him with a suit of traditional Talentan studded leather armor. Gaudy and covered with scales and feathers, Merrick feels a right git but will blend right in at the party.
Belgrim, Nevitash, and Forge – Head to Far Hearth in the hopes that the Boromars will need extra security. They are told that the Boromars only hire halflings, but after a fortuitous encounter with some urchins, Gerry Spinter was impressed and allows the party members to watch the back entrance of the loading dock.
Shifty – begins casing Far Hearth. Noting its entrances and exits, cover spots, etc. While doing this he happens to notice another figure performing the same casing. A gnoll is casing the Villa! Following the gnoll back to its base, Shifty finds that Gara is once again loose in the city and she and her minions are preparing a bomb to deliver to the party!
Fonkin Tourin d’Sivis – does nothing and waits for the party to return.
Once reunited, the party discusses the events of the day and decides to head down to the abandoned warehouse to deal with the gnoll problem.
(post Genbo awarding the characters with their reward for extracting Eliza d'Sivis)
The next day, the party awakens to an odd sight.
Forge is in the shared main room of the party's quarters. He has carefully counted out and stacked the gold he has earned over the party's recent endeavors.
A quick glance gives a count of 1500gp.
Your Warforged cleric then begins to work at the forge in the kitchenette of your quarters. A steady tap-tap-clang starts up as he apparently begins hammering away at...nothing on the anvil.
A few minutes later as the incessant tap-tap-clang continues, Forge turns and place a pauldron of plate armor on the table next to the coins.
Wait. Weren't there more coins there a minute ago? You could have sworn...
But the tap-tap-clang starts up again.
Over an hour of work, pieces of plate armor are taken off the anvil one by one. Each time, a number of coins mysteriously disappears as the cleric continues humming a liturgy as he works.
Soon, all the gold is gone and the pieces of an entire suit of plate armor are arrayed on the table. Laying down his hammer, Forge turns and looks at the armor. He appears frozen except for the faint glow of his eyes, which softly pulse. Dimming and brightening in slow cycles.
After another hour, the ring like patterns that you've come to associate with his plating suddenly shiver and drop off him like a sloughed skin. A suit of chainmail now lays at his feet.
Carefully placing the pieces of plate onto his now bare wood and plating body, he continues humming his liturgy. After all the pieces are in place, his humming raises in volume as his eyes and the holy symbol of the Host glow with the fires of a celestial forge.
The plate armor fuses itself with Forge's body. He turns and finally notices those watching him.
"Onatar provides. Thanks be to the Host for their blessings."
Greetings intrepid heroes!
Here lies your IC thread!
Everyone give me a straight d20 roll!
Exclamation point!
DCI: 3319125026
Lowest roll has to write the recap.
DCI: 3319125026
Having been called to the City of Towers by their old ally, Sgt. Germaine Vilroy of the Sharn City Watch, our intrepid band of adventurers were tasked with finding and interviewing a Warforged named Coal, who was claiming to have witnessed a crime that Vilroy couldn’t directly investigate because of reason she did not disclose.
With a Writ of the Watch in hand, the party headed off to the squalid neighborhood of High Walls, full of destitute Cyran refugees and down-and-out Warforged. The latter of which hang out at a gaming establishment called the Cog Carnival. There you met Ingot, the bouncer with a Warhammer for a pegleg, and Smelt, the bartender with a melted face.
Joined by Shifty the Shifter, you found Coal and began to interview her. As she began to divulge the particulars of the crime she witnessed a fire bolt was fired into the Carnival. It startled Coal and, thinking you had led the danger to her, she bolted off through the streets and bridges of High Walls.
As you chased her, your dashing rogue Merrick threw a bag of ball bearings in your path, and your sharp eyed city ranger began to notice that Coal’s path was being subtly steered by forces unknown.
Unknown, that is, until Coal found herself in a dead-end alley at the mercy of a Daask hit squad. Making quick work of the kobolds, Coal informed the party about the workforce of Warforged that Daask had assembled using the son of Alden d’Orien as leverage.
The party then headed to the Mithral Tower to interview Alden. They found him haggard and short-tempered, but his majordomo, the Kalashtar Vishtai was more helpful and negotiated for the party to retrieve the missing boy.
Given directions to a specific lift that would take the party to the quarry, you interrupted to young women in what was obviously their secret rendezvous spot. Kicking the teens out, you discovered a panel that reactivated the lift and sent it descending into the deepest levels of Sharn…the Cogs.
Approaching an excavation site, you came across and atrocity. Daask has been forcing the Warforged procured by Alden to dig for…something. Several of the workers had been brutally executed, including Coal’s partner Razor. Many other workers sat, chained, in the excavated pit. Hidden in the darkness amongst the Warforged were goblins that swiftly attacked the party from the darkness.
Taking care of the goblins quickly, the party freed the Warforged and rescued the young Caden from a shack. The Warforged elected a spokesperson, Javelin, while the rest of them began reclaiming the bodies of their fallen workmates. Javelin informed you about Daask and the half-ogre Garra who had left with the bounty the Warforged had uncovered.
After returning Caden to his father, Merrick checked in with his old friend Reginald “Digger” Graves at his pawn shop. Using his network of urchins, Digger informed you that not only was Garra at the Terminus lightning rail station, but her train was scheduled to leave within the hour.
Rushing to Terminus, you ransacked Garra’s apartment for evidence but cam across some Kenku and a Gnoll clean up crew.
Finally reaching the train platform as the carriages began to pull away (zot-zit, zot-zit instead of choo-choo) Garra’s forcing attempted to delay the party so the train and Garra could make their getaway.
Spells were flung, blades and fists were wielded. Some truly comedic attempts to jump aboard the moving train were made. Fighting your way through Garra’s minions carriage by carriage you finally reached Garra’s luxury carriage where she tried to bribe you into letting her get away. You refused and struck her down. The lightning rail made a stop at First Tower where the party disembarked and made their way back to Sharn with Garra their prisoner, handing the half-ogre over to Sgt. Vilroy.
And now our tale continues…
DCI: 3319125026
When we last left our intrepid band of adventurers…
…they had found out that their accommodations at the House Ghallanda Inn were no longer being paid for and that Sgt. Vilroy was requesting that the party’s Writ of the Watch be returned immediately.
Leaving the Watchhouse after returning the Writ, the party receives communication from Smelt asking the group to come to the Cog Carnival.
In the neighborhood of Highwalls, the Cog Carnival has received a makeover in the last few days, courtesy of the Warforged the party helped rescue from the Daask dig site. Ingot, the bouncer, has received a new leg and is hard at work renovating the Carnival. This includes a new back room available for rent! 6 gold and 5 silver a week! The party accepted the offer.
Meeting an old acquaintance in the Carnival, Fonkin introduces the party to Genbo Santor d’Sivis. An artificer who is performing small repairs to the Warforged for a nominal fee. Genbo has been sent by House Sivis to examine the writings and schema the party recovered from Gara the Half-Ogre Daask agent. House Sivis offers the party a trade, the schema and writings in exchange for an array of items tailored to each member of the party. The party accepts.
Nevitash is contacted through Mind Link by Vishtai, the majordomo to Calden d’Orien, whose son the party had previously rescued. Calden has come into possession of some information that will be useful. A Boromar Clan agent has died in prison, but not before creating a document of the Clan secrets he knew and sending it to his “family” (note the finger motion). Calden has learned that the letter is in hiding at Far Hearth Villa, a Boromar stronghold that will soon hold a cultural display and party. Calden also points the party to a possible source of information, a Boromar informant named Timbal Grasstooth.
Seeking Timbal at a bar called the Zephyr in a section of Sharn known as “Little Plains”, the party meets the indolent halfling and offer him payment in exchange for information. Timbal provides:
Here, the party splits up:
Merrick – heads to his old contact Digger who literally spits on the ground when Timbal’s name is mentioned. But he does Merrick the favor anyway by outfitting him with a suit of traditional Talentan studded leather armor. Gaudy and covered with scales and feathers, Merrick feels a right git but will blend right in at the party.
Belgrim, Nevitash, and Forge – Head to Far Hearth in the hopes that the Boromars will need extra security. They are told that the Boromars only hire halflings, but after a fortuitous encounter with some urchins, Gerry Spinter was impressed and allows the party members to watch the back entrance of the loading dock.
Shifty – begins casing Far Hearth. Noting its entrances and exits, cover spots, etc. While doing this he happens to notice another figure performing the same casing. A gnoll is casing the Villa! Following the gnoll back to its base, Shifty finds that Gara is once again loose in the city and she and her minions are preparing a bomb to deliver to the party!
Fonkin Tourin d’Sivis – does nothing and waits for the party to return.
Once reunited, the party discusses the events of the day and decides to head down to the abandoned warehouse to deal with the gnoll problem.
And this is where our adventure continues!
DCI: 3319125026
(post Genbo awarding the characters with their reward for extracting Eliza d'Sivis)
The next day, the party awakens to an odd sight.
Forge is in the shared main room of the party's quarters. He has carefully counted out and stacked the gold he has earned over the party's recent endeavors.
A quick glance gives a count of 1500gp.
Your Warforged cleric then begins to work at the forge in the kitchenette of your quarters. A steady tap-tap-clang starts up as he apparently begins hammering away at...nothing on the anvil.
A few minutes later as the incessant tap-tap-clang continues, Forge turns and place a pauldron of plate armor on the table next to the coins.
Wait. Weren't there more coins there a minute ago? You could have sworn...
But the tap-tap-clang starts up again.
Over an hour of work, pieces of plate armor are taken off the anvil one by one. Each time, a number of coins mysteriously disappears as the cleric continues humming a liturgy as he works.
Soon, all the gold is gone and the pieces of an entire suit of plate armor are arrayed on the table. Laying down his hammer, Forge turns and looks at the armor. He appears frozen except for the faint glow of his eyes, which softly pulse. Dimming and brightening in slow cycles.
After another hour, the ring like patterns that you've come to associate with his plating suddenly shiver and drop off him like a sloughed skin. A suit of chainmail now lays at his feet.
Carefully placing the pieces of plate onto his now bare wood and plating body, he continues humming his liturgy. After all the pieces are in place, his humming raises in volume as his eyes and the holy symbol of the Host glow with the fires of a celestial forge.
The plate armor fuses itself with Forge's body. He turns and finally notices those watching him.
"Onatar provides. Thanks be to the Host for their blessings."
DCI: 3319125026