Col Avertin |
Zellara isn't coming with us, why am I not surprised. I have to admit she has an uncanny knack, if she is a charlatan I can't figure out her trick. He continues along this line of thought, While I don't like the circumstances I suppose it is worth some of my time to see if her information actually leads to Lamm. Without saying a word Col looks at his new companions, rises from the table and heads for the door where he waits for the rest of his party.
Col is up for going directly to Lamms location, although he urges cation.
Nadya Dimineata |
Nadya starts at Zellara's revelation of her heritage. She knows more than I know myself. But this isn't the time for those questions. I can talk to her after this business with Lamm. She truly has the gift. She listens intently as Zellara finishes the readings, particularly her own, but she can tell from the others reactions that the harrower has struck closely with all of them. She rises and nods to Zellara, "Thank you. That was more insightful than I could have hoped. I would love to speak with you further, but I think we'd best move quickly on Lamm. Do you know? Is it just him and the children at this warehouse or does he have others in his employ?"
GM Peachbottom |
Zellara grins at Nadya’s question. “Ah. I knew you were a wise one. Indeed, Gaedren is using the old fishery as both a hideout and additional moneymaking scheme. Desperate fishermen have been selling off their less fetching catches: Fish caught three days dead in the nets or freakish specimens unfit for sale. Lamm’s enslaved orphans toil among the guts and slime to create a foul-smelling slurry that he resells as bait, fertilizer or sometimes as an ingredient for “dock-dumplings.” Besides his Lambs, he has three thugs in his employ. Yargin, Hookshanks, and Giggles."
"Yargin Balkro is Gaedren’s right-hand man, a bitter alchemist who also serves as Gaedren’s accountant, advisor, assassin, and fence. He is obsessed with acid and I heard he sometimes uses it to punish wayward orphans."
"Hookshanks Gruller is a wretch of a gnome who acts as taskmaster and loves to bully the children who are even smaller than him. He has no qualms about beating the kids with a sap or threatening to sick his dog on them."
"Finally, Giggles is a half-orc brute who got his name for tittering as he beats children who aren’t working fast enough."
Sebastian Merrin |
The new information gives Sebastian rare pause for thought. "There are others as well, then?" He strokes the light stubble on his chin, mulling over the implications. "Then we have three more targets tonight. If we don't take care of them, we won't have changed anything." Swiping the half-eaten loaf of bread, he bows to Zellara before turning on his heel and striding toward the door. "We've no time to waste!" he exclaims, despite being the last one out the door.
Once outside, he turns and sets off south down the street, not bothering to check if the others are following. "The old fishery! I should have known."
Col Avertin |
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As Sebastian rushes headlong down the street Col has to lengthen his stride just to keep up with the eager young man. Where is he going? Col wonders, as Sebastian starts heading in the wrong direction. Sebastian, this way. Col calls to his wayward companion. And they continue their journey.
GM Peachbottom |
20:30 - 2 Neth 4708 AR
Weather: Rain (In addition to automatically extinguishing any unprotected flames, rain has a 50% chance of extinguishing protected flames. Rain reduces visibility ranges by half. Ranged weapon attacks and Perception checks are at a –4 penalty.)
Lighting: Dim Light (Creatures within this area have concealment (20% miss chance) from those without darkvision or the ability to see in darkness.)
It doesn’t take long for the party to gain their bearings and make their way to the old fishery. The rain has subsided to a light drizzle and the occasional street lamp keeps the outdoor lighting dim.
You don’t encounter anyone along the way except for a tiny imp that makes an obscene gesture at you from an alley before vanishing into the darkness.
A student at the Acadamae is required to undertake several dangerous steps in order to graduate—one of which is the summoning and bonding of an imp. Many students opt to take imps as familiars, but just as many fail and let those imps get loose. As a result, imps are a constant problem in Korvosa. Nests of them lurk in the eaves of the city’s Shingles in packs, often attempting to ally with or manipulate city gangs.
When you arrive, it appears that the fishery has shut down for the night.
The reek of brine and the stink of week-dead fish hang thickly in the air here. The old double doors in the west side of this weathered building are tightly closed, with a drooping signpost hanging above. The sign it once displayed is long gone, leaving behind only a single short length of rusted chain.
A fifteen-foot-wide loading dock abuts the north side of the building. A few carts sit nearby, partially loaded with large tar-caked barrels marked with a fish-shaped splotch of red paint on the side. Double doors to the immediate south of the loading dock’s ramp provide access to the building’s interior, while a rickety flight of stairs descends nearly to the river’s surface to the east, where a second door provides a secondary entrance.
A slippery boardwalk clings to the south side of the fishery, held together by barnacle-thick pilings that have been worn halfway through their thickness at the waterline.
Col Avertin |
The north doors appear to be less conspicuous, I should be able to handle any locks.
If no one objects Col will move to the north doors and try to open them, searching for traps first.
Perception: 1d20 + 6 ⇒ (20) + 6 = 26
Disable Device: 1d20 + 8 ⇒ (7) + 8 = 15
Nadya Dimineata |
Knowledge (arcana): 1d20 + 8 ⇒ (12) + 8 = 20
Knowledge (local): 1d20 + 7 ⇒ (1) + 7 = 8
We'll save that bit of trivia for later.
Arriving at the Fishery, Nadya pauses for a moment and casts a quick spell. A glow briefly dusts her frame before quickly fading. She nods at Col's suggestion and checks her daggers while he goes to look at the doors.
Casts mage armor.
GM Peachbottom |
20:31 - 2 Neth 4708 AR
Weather: Rain
Lighting: Dim Light
Active Spells: Mage Armor (Nayda) 1 hour
The north door is indeed locked. Col detects no traps on the door but his first attempt to disable the lock fails. It seems Gaedren invested in decent locks for his hideout.
Col can attempt to disable device again.
Sebastian Merrin |
Knowledge (local): 1d20 + 4 ⇒ (8) + 4 = 12
When he sees the imp, Sebastian takes a step toward it and begins to unsheathe his sword before it disappears. "Infernal coward," he grumbles.
At the fishery, Sebastian paces impatiently while Col fiddles with the lock. "What's the matter with the south doors? Are we cowards to hide and putter about in the dark? We should walk in and demand Gaedren's head on a plate!"
Nadya Dimineata |
"Sebastian." hisses Nadya. "We just heard that there are four dangerous men in there and who knows how many of those children. Let's try to avoid bringing the entire operation down upon us before we start. Zellara brought together because we all have something to contribute. I'm sure we'll have need of your blade soon enough."
Sebastian Merrin |
Sebastian takes this rebuke like a man and takes to leaning against the wall. Producing a silver shield, he lets the coin play back and forth across his knuckles to pass the time in silence. From his place at the wall, he takes a better look at Nadya, his eyes traveling up and down her figure. She's spirited, that one. She and Sabina would get along famously. But what in the Hells is a samsaran?
Col Avertin |
Cursing to himself Col attempts to pick the lock again.
Disable device: 1d20 + 8 ⇒ (12) + 8 = 20
Plus Insperation
Insperation: 1d6 ⇒ 3
if that doesn't do it he will take 20 and act appropriately embarrassed
GM Peachbottom |
20:31 - 2 Neth 4708 AR
Weather: Rain
Lighting: Dim Light
Active Spells: Mage Armor (Nayda) 1 hour
On Col's second try, he successfully picks the lock. He eases the rusty wooden doors open as quietly as possible and peers inside.
The stink in this room, a mixture of fish and sweat, is enough to make the eyes water. To the east, a large wooden trough holds a hideous mound of half-rancid fish, seaweed, and brine. Filthy seawater and fish blood stain the floor around this trough. A pair of wooden chutes lead from this trough through holes in the northern wall into a larger room to the east. To the west, a desk and chair sit in one corner while a tall cabinet sits in the other.
From the footprints on this filthy floor, it appears this room is quite busy during the day. Right now it is unoccupied.
You hear approaching footsteps coming up what must be stairs behind the eastern door. The steps are relaxed. Most likely one of the thugs is patrolling tonight.
Col Avertin |
Perception: 1d20 + 5 ⇒ (13) + 5 = 18
Hearing the footsteps, Col motions to his companions, pointing at the door he quietly says,Shhh, someone's coming. He takes a position closer to the door and conceals himself.
Stealth: 1d20 + 8 ⇒ (14) + 8 = 22
GM Peachbottom |
8:32 pm - 2 Neth 4708 AR
Weather: Rain
Lighting: Dim Light
Active Spells: Mage Armor (Nayda) 1 hour
Col Acrobatics: 1d20 + 4 ⇒ (17) + 4 = 21
Giggles Perception: 1d20 + 1 ⇒ (5) + 1 = 6
Col moves to take cover in the shadows behind the trough and finds the floor here to be very slippery although he manages to keep his footing. The rest of the party hunkers behind the entrance waiting to see who approaches. You don’t have to wait long before the east door creaks open and a one-eyed half-orc comes strolling in. Several angry pucker-shaped scars cross his face. He appears oblivious to your presence as he wanders the room and quietly snickers to himself.
“Hurhurhur. I sure taught dat Kester boy a lesson. Dat boy’s all uppity 'cause Hookshanks knifed his brother ta death las' week. But dat beatin' I jus' gave 'im should teach 'im to shut up fer a while. Hurhurhur.”
He then proceeds to start to rummage through the cabinet in the corner.
“Gaedren won’t miss a few coins now will he. That Yargin is a piss poor bookkeeper anyways. I’ll jus' blame 'im if anyone finds out. Hurhurhur.”
Col Avertin |
Col draws is rapier and approaches the half Orc, intent on running him through.
move at half speed, not attempting to be stealthy
Initiative: 1d20 + 4 ⇒ (7) + 4 = 11
rAttack: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 ⇒ 4
Crit: 1d20 + 4 ⇒ (1) + 4 = 5
GM Peachbottom |
8:32 pm - 2 Neth 4708 AR
Weather: Rain
Lighting: Dim Light
Active Spells: Mage Armor (Nayda) 1 hour
Ayako: 1d20 + 4 ⇒ (15) + 4 = 19
Col’s Initiative = 11
Nadya Dimineata: 1d20 + 3 ⇒ (16) + 3 = 19
Sebastian Merrin: 1d20 + 5 ⇒ (7) + 5 = 12
Giggles: 1d20 + 1 ⇒ (20) + 1 = 21
Surprise Round:
Turn Order:
Giggles (Surprised)
Ayako
Nadya
Sebastian
Col
Nadya Dimineata |
Nadya doesn't know the half-orc, even when Ayako lights him up, but she doesn't like what he's saying and from what Zellara told them, it must be Giggles. The brute. Seeing that Col is about to stab him, she narrows her eyes in a hard stare at Giggles.
Evil eye: -2 to AC. DC 14 Will save. 1 round if he makes the save. 7 rounds if he fails.
GM Peachbottom |
Giggles Will Save: 1d20 + 1 ⇒ (8) + 1 = 9
Lighting: Normal Light
Active Spells: Mage Armor (Nayda) 1 hour, Evil Eye -2 AC (Giggles) 7 rounds
Before Giggles realizes what is happening, Ayako illuminates the room, Nayda instills him with doubt, and Col successfully runs his rapier through his back.
Round 1:
Turn Order:
Giggles (-2 AC; Injured)
Ayako
Nadya
Sebastian
Col
Squealing in pain and with blood dripping down his back, Giggles spins around both angered and panicked. His eyes widen when he sees four intruders upon him. He shouts out an alarm before drawing a flail and taking a wild swing at Col's head that he easily ducks under.
“Hookshanks! Yargin! We gots company! It was foolish to come here. Giggles will make you beg for mercy. But he won't give it. Hurhurhur.”
Hookshanks' Perception DC 12: 1d20 + 2 ⇒ (9) + 2 = 11
Yargin's Perception DC 12: 1d20 - 1 ⇒ (12) - 1 = 11
Bloo's Perception DC 6: 1d20 + 8 ⇒ (19) + 8 = 27
Flail vs. 17 AC: 1d20 + 5 ⇒ (8) + 5 = 13
Bloo's Initiative: 1d20 + 1 ⇒ (1) + 1 = 2
Nadya Dimineata |
Nadya glares at Giggles again, trying to dampen the half-orcs confidence. "You should learn to leave children alone." She moves up to the outside door.
Evil eye again: -2 to attack rolls. DC 14 Will save. 1 round if he makes the save. 7 rounds if he fails.
Col Avertin |
This Giggles is faster than I thought Col observs as he evades the Hal-Orcs over hand swing and counters with a quick thrust to the monstrosities side.
attack: 1d20 + 4 ⇒ (13) + 4 = 17
damage: 1d6 ⇒ 5
GM Peachbottom |
Giggles’ Will Save: 1d20 + 1 ⇒ (20) + 1 = 21
While Ayako and Sebastian prepare for guests, Nadya further weakens the half-orc and Col succeeds on another thrust into his side.
Active Spells: Mage Armor (Nayda) 1 hour, Evil Eye -2 AC (Giggles) 6 rounds, Evil Eye -2 attack rolls (Giggles) 1 round
Round 2:
Turn Order:
Giggles (-2 to hit; -2 AC; Badly Injured)
Ayako
Nadya
Sebastian
Col
Bloo
“You’ll pay fer dat!” growls Giggles but it is clear the Col’s jabs are taking their toll.
Flail vs. 17 AC: 1d20 + 3 ⇒ (5) + 3 = 8
Giggles angrily swings at Col again but his strength is dwindling and the flail slams into the floor harmlessly. His other hand is holding his most recent wound.
"Dis not funny." he sounds almost defeated.
Col Avertin |
Col will delay, if Giggles does anything but drop his weapon Col will attack
Hopefully the fool listens to reason but there is no telling what a deranged maniac will do. Drop the weapon Col echoes Ayako's command to the Half-Orc.
here are my rolls if needed
Attack: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d6 ⇒ 6
GM Peachbottom |
I’ll assume Nadya and Sebastian hold as well for the sake of moving things along. If there was something you wanted to do, I can adjust.
As the party holds to see if Giggles surrenders, Sebastian is startled by a loud bang against the south door that he is standing by, followed by loud incessant barking. Luckily the dog seems unable to open the door but he is making quite the ruckus.
Hookshanks’ Perception DC 6: 1d20 + 2 ⇒ (3) + 2 = 5
Yargin’s Perception DC 6: 1d20 - 1 ⇒ (2) - 1 = 1
Active Spells: Mage Armor (Nayda) 1 hour, Evil Eye -2 AC (Giggles) 5 rounds
Round 3:
Turn Order:
Giggles (-2 AC; Badly Injured)
Ayako
Nadya
Sebastian
Col
Bloo
Giggles obliges and lets his flail drop to the floor. He puts his hands behind his neck and moves to a kneeling position with an amused grin on his face.
Col Avertin |
Col holds his blade to the half-orcs neck and looks over to Ayako and Nadya, Can one of you tie him up? Turning back to the half-orc Is ther any way to quiet the hound, if so be quick about it.
Nadya Dimineata |
Nadya walks into the Fishery. A vision of flashing teeth and beady eyes momentarily washes over Nadya's memories. A dog? Or something else? Have I met Bloo before? Did the girl in my dreams? "We need to do something about the dog. It will bring the others down on us." Nadya helps Col and Ayako with securing Giggles.
GM Peachbottom |
"Lamm, eh? Giggles will take ya ta Lamm. Jus' lemmie catch ma breath first."
Bluff: 1d20 - 1 ⇒ (10) - 1 = 9
Giggles keeps glancing at the south door. He seems to be trying to buy time.
Bloo contines to bark and slam against the door.
Hookshanks’ Perception DC 6: 1d20 + 2 ⇒ (14) + 2 = 16
Yargin’s Perception DC 6: 1d20 - 1 ⇒ (3) - 1 = 2
Col Avertin |
Sense Motive: 1d20 ⇒ 12
You fool, your friends aren't going to help you. Col lashes out with his fist.
Attack: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d4 ⇒ 3 Non lethal
I hope he is considered helpless or I will look foolish
We need to dispatch the dog or Go out the other door
GM Peachbottom |
Giggles eye rolls into the back of his head from Col's punch and he slumps into a sitting position against the wall.
You hear from somewhere to the south, "Gods dammit Bloo! Giggles best not be slacking off again. If this is one of them orphans, you can have him for breakfast when I'm done with him."
Giggles appears to be out, but you know half-orcs typically retain the ferocity of their orcish side, so just because he looks out, doesn't mean he's incapable of still fighting a little longer.
Col Avertin |
Perception: 1d20 + 5 ⇒ (6) + 5 = 11
Knowledge (Local): 1d20 + 7 ⇒ (14) + 7 = 21
Eyes rolling into the back of his head, breathing slowed, he appears to be unconscious, better be safe.Col will punch Giggles in the head again saying to Ayako, Make sure those bonds are tight, and give him a kick for good measure
Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d4 ⇒ 4
Crit.: 1d20 + 4 ⇒ (18) + 4 = 22
What a waste of good rolls