Sunday, February 17, 2019

A3 - Guild Work


Adrik tried to convince the guild, “I’m just relocating my blacksmith shop. Not a new one. 50 gold starting fees?! That’s outrageous! Whatda mean the monthly dues are 10gp?!” Argue all he wanted, the guild had him by the balls. He’d chosen to attach his shop on the backside of their newly acquired tavern…”The Spirits In” tavern. And the guild recognized the tavern located in the richer part of town, which means higher taxes and dues. Besides, the already established blacksmith shop (Steam & Steel) around the corner demanded “competition tariff”. Adventuring wasn’t just a side job, it was becoming THE means of paying the mounting bills.

At least his attached forge created opportunities, “You can order what ‘ales’ you at the inside bar while you wait for me to hone your blades and repair your armor.” A nice little 2-for-1 arrangement that was actually drawing customers to both businesses. Which is probably why the local competition tried to sabotage them.


Meanwhile Izzy was adamant the group go after the halflings who’d tried to sabotage the new inn, “Sewer rats I say. If I can’t retaliate against Emmek and his tavern, then I say we go after the halflings sent to ruin our business.” Thus a trek to the local herbalist for a magic powder that might reveal footprints. Local guards warning, “Keep the blood off the streets.” Certainly, since their prey went underground into the sewers. Down the rusting ladder into the stone-arched tunnels beneath the streets. Circular passages almost 20 ft high.

The sprinkle of powder and they were off following the glowing small prints of their foe. Past smaller side-tunnels, up to the opening ahead where they could hear conversation. Miradis sneaking forward confirms 2 halflings argue about loot. So focused on the argument he didn’t notice the 2 wererats hanging from the ceiling. They charge in to waylay the halflings, spells/bolts/arrows flying. Only then do the 2 wererats drop into combat; the 2 halflings transform into wererats themselves. Melee weapons useless against their immunity to slashing and blunt damage. If only the spell casters were more accurate.

Miradis realized his “entertainment” spells were useless; so, he reasoned to bearhug one to give advantage to the casters, only to squawk, “I’m bit. The damn thing bit me!” Adrik stowed his useless crossbow and lit a touch, “Maybe they burn.” It’s not long before the crackle of spells subsided, the last Chill-Touch falling one more wererat. Izzy suggested they gather the rats’ swords as treasure to sell but the dwarf opposed, “That crap wouldn’t even keep my forge heated.” At least they find a bag of gems. And as they climb out of the sewers, Kluh looked quizzically at Miradis, “When did you start growing whiskers?” Crap, the bitten half-elf now cursed with lycanthropy! Yeah, the measly gems they found won’t pay for a curse removal. Even more reason to adventure.

Another week toiling at the tavern barely pays the bills. Plenty of patrons, but them spending more time listening to the poltergeist Jbandi’s music while nursing their drinks. Till Kluh injected, “I always wondered why other taverns freely offered salted nuts.” Adrik countering, “Now you’re just throwing more money at the problem.” But the others seeing wisdom in the half-orcs’ words. And so it was, the last coppers spent on a bushel of nuts now filling a few bowls scattered around the bar tables. Just then Kluh’s contact from the ‘Lord’s Alliance’ entered to pass along news, “Word on the streets is Harkus Swornhold has returned. That human fighter with Xanathar tattoos was banished 3 years ago. Apparently, he has hired Kenku to incite violence. Deal with him.”

Back to the docks where the circus boats are still anchored in the bay. But search as they might (and they searched poorly; pathetic skill checks), Harkus’ trail goes cold and the fighter escapes into the underworld.

It would be nice if the guild contacts would stay long enough to order beer and food. Such as the Harper seeking Ignacio, “A local merchant, Uza Zallispa, claims to have trapped a spirit in her storage room.” So the group is off to the ‘Helzum’s Folly’ tavern where they find the owner sobbing at a table. Miradis unstrings his lute to console Uza. “Poor Phillipe, my cat. She’s trapped in the storeroom with that monster. I ran and slammed the door when I saw that floating ball with all those eyes.” Hopefully it’s the same as they found in the sewers and not a real Beholder!

They ready for action, before opening the storeroom door. “Meow.” Sounds queer; like a cat chocking. Then movement beyond stacks and stacks of old ledger books. “Unless her cat learned to fly, I’d say that floating ball is mimicking Phillipe.” Ranged weapons and spells just in case the thing spews poison. Miradis adding his Mage-Hand to lift and drop a book on the thing. It’s not long before the ball drops and a cat emerges from hiding. And begins chewing on an eye-stalk. Only to gag, then slide its body against Adrik’s leg. “Me? I hate cats. Someone get this damn furball away from me.” Ignacio seems pissed; a little at Adrik’s comment but more at Phillipe who chose Kluh’s leg next. Kluh presents the cat to Uza who rewards the group with one of her spell books.

With Miradis’ whiskers growing longer and now a tail, they realize it’s time to find a cure. Ignacio contacts the Harpers who find a skilled Wizard to cast Remove Curse. Normally a 100gp price, but the urgency (tomorrow IS a full moon) inflates the charge to 150gp. Meanwhile, Izzy ticked that Adrik refused to collect the wererat weapons, decides to hire her own porter. Which draws the comparison, “Wouldn’t a mule be cheaper?”

Back at their The Spirits In tavern, Durzog gets a visitor from the Yawning Portal. His contact Meloon Wardragon brings news of a grizzled old knight seeking aid, “Sir Ambrose Everdawn hopes to catch a necromancer prowling the crypts in the City-of-the-Dead.” The thought of undead already has the dwarf offering his blacksmith skills to edge their weapons with silver. It’s dusk by the time the group arrives at the appointed mausoleum where they find the knight. Sir Everdawn turns at their approach, mistaking their presence, “Sorry for your lose.” Miradis chooses the wrong words to correct him, “Actually, we’re here for you.” The words taken as a threat has the knight unsheathing his blade. “No, no, no. I mean we’re here to help you smite the necromancer.” But first impressions have already been set, “I don’t need your help. Begone.” At least the dwarf Adrik carefully selects his words, “At least let us come along to learn from a legend.”

And so the group joins Ambrose in his nightly ritual of wait and watch. Dawn and nothing. Another night of boring watch. Izzy scowling at Miradis when the bard begins to unstring his lute, “Not unless you want it crammed up your arsk.” But the 3rd night (roll 09) has blue lights dancing among the crypts, “He’s here.” The bard already sneaking to the side for surprise. The rest moving forward at the sight of 8 skeletons.  Two retreating when Ignacio commands Turn Undead. Another drawn out fight when attacks and spells miss. Closure for melee attacks pisses Izzy, “Get out of my line-of-fire!” But the adventures soon work as a team efficiently combining their attacks. The last undead collapsing as dust. And that’s when the knight returns with an amulet clasps in his armored glove, “One less necromancer to disturb our ancestor’s long slumber.”

It’s another boring week at their tavern making regular money. The adrenaline of adventuring long subsided. Thoughts turned to mounting bills. Till Izzy is handed a note from her mysterious Bragen Dae'rthe contact, “Sneak onto a ship in the harbor to find and retrieve a letter addressed to Therel Silverhand (Lord of Waterdeep).” Adrik refusing to help [whether from the thought of the task’s nearness to water or the implications of evil deed stealing a note meant for the Lord.]. In fact, most of the group sits this one out.

Izzy leads Miradis towards the docks, “I didn’t want them along anyway. This mission calls for stealth and that lot is anything BUT stealthy. Now let’s find a dingy you can row out to the ship. Me row? Have you not noticed my lack of strength? Otherwise, I wouldn’t have even needed you.” At least Miradis is wise enough to row up-current of the Santa Maria so they can quietly float back to the ship. Once again Izzy letting the half-elf bard climb the stern and throw her a rope. While climbing the knotted rope, Izzy quietly inches towards the rear cabin windows where she observes the captain at his desk, writing. 6 chairs placed at a table full of still smoking food. Obviously a meeting about to commence. Crouching in the shadows of the quarter-moon, they silently observe the deck patrol for its pattern. An empty Crow’s Nest another plus for their stealthful descend of the deck stairs to climb into the life-raft to wait out the meeting.

Meanwhile The Spirits In has another visitor. Adrik already at his side, “Lord Raeneer, if I might put an edge to your blade while you wait.” A needed task considering the pompous youth has never drawn his blade for weeks. Raeneer takes off his colorful hat, “So this is where you’ve settled. I’d be lying if I said I was looking for you. Actually I was told I could find a rock gnome here by the name of Dalakher. In fact he was supposed to be here yesterday but was a no-show. At least that’s what my man-servant said. And then he tells me YOU are the proprietors. Good for you.” 
 Dalakher

It’s after midnight when Izzy and Miradis finally exit their hiding and sneak to the captain’s door. Unlocked. With breath held, they open the door and sneak in. A sealed letter on the captain’s desk. A suspicious Izzy casts Detect Magic: behind the curtain where the captain most likely sleeps. And a few other items: magical goblets on the table still lined with food, a magical lantern hanging near the table, and a magical cloak hanging on a nearby peg. Thoughtful of creaky boards, Miradis uses Mage-Hand to retrieve the letter. They then silently turn for the door. Only to be confronted by sailors, “My, you did dawdle. We’ve been waiting for you.” That’s when the captain throws back the curtain behind them, “Yes, you’ve passed the test.”

Captain Zardoz Zord  invites them to the table as he pours 3 goblets of wine, “I was expecting more of you. But I see you were wise enough to limit your team for stealth. As emissary for Jarlaxle Baenre, the leader of the Bragen Dae'rthe, I have taken an interest in the troubles of this city. And you have access to certain people who can aid my cause. Why you seem to even be friends with Lord Raeneer. Did you know his father stole a half-million dragons (gold) from the treasury? And I hear the Stone of Golorr is the key to the lost treasure. Rumor has it the rock gnome Dalakher has it; stole it from another crime lord. The bottomline: I offer five thousand dragons and even the Dragonstaff-of-Ahghairon for your aid in finding and recovering the treasure. Enough talk; let’s eat. And when we’re done, if you’ll deliver the letter to any member of the Lord’s Alliance.” Izzy pulls cloth from her backpack as she wisely surmises, “I guess this means I should return your magical cloak?”

It's sunrise when the pair finally make it back to The Spirits In. An update for everyone: the ship encounter exchanged for news of Reaneer’s visit. And that’s when they are knocked out of their chairs as an explosion just outside their door shatters the window glass.

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