Sunday, March 17, 2019

A6 - Shit Sandwich and One to Eat It Too


Adrik hammered the last board repair to the ceiling beams the possessed humans tried to dismantle, “Better than new and ready for rent. Although we might want to keep this 2nd floor room empty till our prisoner is gone.” The dwarf, Ott Steeltoe, being kept in the secret cell above on the 3rd floor between Mirandis’ room and the conference table room. Izzy insistent no needs for guards, “Presence of guards would imply there is a secret room. I’ll take first watch roaming the floors. I suggest the rest of you get sleep or at least relax.”

Which means Adrik is down at his forge firing more metal as he crafts a breastplate on order. Thus, he is the first to see (sewer smell really) the goblins sneaking around the back.






A battle-cry as he rushes forward dressed in his thick-leather forging apron wielding his smith-hammer to find 4 goblins escorting a Beholder (undead from the looks of it). The dwarf able to slay one goblin but the others just out-of-reach. Making him an easy target of the Beholders’ Fear Ray (the dwarf failing his WILLsave).

Kluh heard the battle-cry thus joins the fight, by jumping out his 2nd floor window! The thud making him the center-of-attention. And distracting the goblins who become easy marks for Ignatio’s spells from his 2nd floor window. Even the fleet-footed elf Izzy has rushed to the battle grounds to cast Eldritch-Blast against the beholder. Which leaves the half-elf bard Mirandis last to act, leaning precariously out his 3rd floor window to fire arrows from above. Another goblin down.

The goblins are easily whittled away; the beholder more troublesome, raying Kluh who fights off the mental attack (Inspiration to Willsave). Adrik out of the melee fight unable to shake off his fear; his crossbow bolts (Disadvantage) sailing wide. Thus Kluh is the closest target for the undead’s bite and damaging rays.

Ignatio bounds down the stairs 3-steps at a time to close the battle. But first he must fight off (WILLsave) a Fear Ray. At least he’s arrived in time to cast Healing-Word (bonus action) to keep Kluh standing, before casting Chilling-Touch against the undead foe. Kluh now able to stay in the fight pounding the beholder which still stands despite the onslaught of spells and arrows. Adrik makes his CONsave but still staggers from the beholder’s Enervation Ray (half-damage = 18). Till finally, the barbarian hulk slams the foe one last time, turning it into gel which flows back into the sewers.

Despite the recent events putting The Spirit’s Inn as a place of peril, patrons swarm to the tables and bar. Gawkers seeking excitement even if its only from the stories relayed by the bard Mirandis on the stage. Hours pass till Izzy’s drow contacts show up, “We’ve come for the prisoner. The Xanathar killed our man meant for the exchange.” They waste little time hauling the dwarf away, but not before they slice off his nose and toes. His fate too obvious.

Quiet days pass till fliers are posted around town announcing the coming “Blacksmith Competition.” Adrik anxious to show his skills. Kluh also going, “What? The Lord’s Alliance offers free beer.” Craftsmen come from around Waterdeep to compete; citizens come for entertainment. A dozen stations have been erected in the market center, each with an anvil provided.

  1. The 1st event: be the first to sharpen a rusted sword that can cut the cloth banner dropped onto its edge. The blacksmiths ready their hammer for the signal. “Go.” The clang of hammers interrupted by the gasp of the crowd as Adrik’s first swing breaks the rusted sword in half (fumble then Inspiration roll to recover). But the dwarf continues at task, finishing 4th which gets him to the next level.
  2. The 2nd event: craft the sheet of metal into a breastplate sized for the blacksmith to your right. Adrik looks to the human on his right, unable to discern the layers of clothing and apron from true bulk. Thus his finished armor is a little loose which earns him 3rd place, knocking him out of further competition.
Kluh is quickly at his side, “Cheer up. Bowing out early has earned you more time for free beer. And if I heard correctly, 3rd place got your guild dues waved for the month.”

Another 10 days pass before Ignatio’s and Mirandis’ Harper contact appears with a task. “You’re friends with one of our members: the bard at the Yawning Portal Inn. Threestrings has allied himself with five dopplegangers he wishes to petition for membership into our enclave. We need your opinion if they are worthy.”

 ThreeStrings

 Bonnie

And so the group visits the Yawning Portal Inn, settling into normal patterns to not draw attention. Mirandis on stage having accepted a musical challenge. Izzy casting Dancing Lights that bounce to the bard’s tune. Kluh sliding up to Yagra to arm-wrestle. Adrik clinking mugs with the proprietor Durnin, leaving Nacho to troll the inn for suspicious activity. Eventually Mirandis makes contact with the bard Threestrings who points out the barmaid, “Bonnie is one of the dopplegangers. I can’t vouch for the others.”

 Meloon

Meanwhile, as the night drags on, Nacho takes an interest in someone in the shadows. He follows, only to realize Meloon also follows the suspect out of the inn, into the streets. As the shadow pauses over a manhole cover, he is quickly cut down by Meloon’s magic axe. The body dumped into the open sewers below. Meloon was not this blood-thirsty when first met; what could have changed him these last weeks? By the time Nacho returns to the inn, it’s past 1am and the bar closing. Bonnie and 4 others remain behind, which has Izzy hiding in the shadows to eavesdrop. The barmaid speaking to her associates, “I say joining the Harpers will be good for us. Protection and belonging.” Bu the others clearly upset, “You’ve exposed us. We don’t need their help, nor anyone’s help or controlling orders.”

As they make their way back to The Spirit’s Inn, they stop to report to the Harpers. Which earns a hefty 50gp each.

The next day a familiar face walks in. Well, not so familiar since Mirandis had healed the burn scars. Erstul settles into a chair, distant from the crowd. As he sits, his sleeve rises up his arm to reveal his Zhentarim mark now removed. “The Zhents are led by a wizard rumored to be another clone of the ancient evil wizard Manshoon, himself killed centuries ago. But I’ve had enough of their treacherous ways.” Now friendly to the group via the old saying, “Enemy of my enemy is my friend.” Now anxious to seek revenge against those who betrayed him.

“I understand you seek escaped automations. There is a Nimblewright in the sewers not far from here; been there for weeks. Others have been sent to retrieve him but never returned. Something evil must be guarding the autotron. I’ll draw you a map to his location if you promise to bring me the map he carries. You can make your own copy but you must give me the original. If you must know, it may reveal where the Stone of Golorr is hidden.”

This time, the group prepares before entering the sewers. Izzy purchases potions (Protection from Disease), while Adrik buys a bag of salt (in case they encounter another ooze). All tease Kluh, “We thought you’d buy more olive oil to douse yourself as before so the shit will slide off.” Kidding aside, they become serious once they enter the sewers. Erstul’s map includes many twists and turns into side tunnels. They soon come upon a discarded bag. “Careful, it may be a trap.” But Kluh ignores the warning as he retrieves a soiled backpack. Soon the brunt pins an insignia on his vest, found within the pack. “What ya got there? Ah, the mark of the Cassalanter. Good idea in case we run into any of them; fool them into thinking we’re with them.”





More passages till they come upon a wide chamber. A Nimblewright standing within a pool of sewage. Bodies scattered among the chambers; less bodies, more shredded parts. All efforts to call the nem forward go unanswered. Even Nacho’s cast of Command is unheeded. The group warily entering the chamber: Izzy along the left wall, Kluh along the right closest to the nem, Adrik up the middle. “Stay out of the sewage, no telling what foul creature slayed these humans.” Thus Kluh staying distant trying to throw (unsuccessfully) a rope around the nem to drag it toward him.

And that’s when Mirandis speaks to the nem, “Why are you here in the sewers?” Which draws the reply, “I was told to come here by the Gralhund. Under the protection of the shit-monster.” And that’s when bubbles pop out of the muck. Something rippling just under the surface. The nem continuing, “Yes, it was I who fireballed the street before your Inn.”

And that’s when a fiery trail implodes on the nem’s chest; Nacho having cast Guiding Bolt in his rage, “You bastard! You killed my friends, my family!” Izzy adding to the attack with his own cast Eldritch Blast.

And that’s when the sewage muck parts as the shit-monster rises, an Otyugh! Tentacles slapping toward the closest being…Adrik. The dwarf grappled and drawn closer to be bitten. The battle ensues.

The Nem defends itself with rapier and dagger giving minor wounds to Kluh. Inspiring songs by the bard help guide attacks against the thick-skin beast. Kluh undecided whether to just grab the nem out of the muck to allow the group to retreat. Instead, he pummels the machine. While Kluh deals with the nem, the others focus on the real threat. Ranged spells (Ray of Enfeeblement, Witch-Curse) to allow the dwarf time to escape the grapple to allow melee and arrow attacks.

Adrik grunting as he flexes his muscles to escape then focuses to heal (2nd Wind). A timely maneuver considering the bard Mirandis decides to cast Fireball behind the monster. The others late in their realization of his intent, “NO!” Too late as the fireball ignites the methane gas of the chamber. At least the others realizing soon enough to dodge and avoid most of the blast. Adrik somewhat shielded by the bulk of the Otyugh. Even at half damage, the dwarf would have fallen if not for his prior healing.

The battle wages back and forth till Nacho casts, felling the machine. Izzy dealing major damage to the monster with another Witch-Bolt (30 damage). But it’s Adrik’s riposte of the monster’s failed attack that fells the beast (Critical: his Warhammer separating a tentacle from the body).

The group retreats away from the chamber and residual methane gas before lighting a torch to read the map retrieved from the nem. A map of Waterdeep. Two marks; one crossed out implying that location (City of the Dead, Cassalanter mausoleum) has already been searched. The other mark noted as Grenda Garloff in the docks. Most discussing the next move till they notice Izzy scrubbing on the map, removing the x-out of the first location. “Our promise was to return the map. Nothing says we can’t adjust it.” Adrik chiming in, “Well in that case, mark a few more locations to help throw his search off. But don’t dawdle; I need to get this Otyugh tentacle to a taxidermist so we can mount if over the bar.”

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