Wednesday 24 October 2018

Jail Break - Rise of the Runelords Campaign session 20

In attendance were;



Kumak Morudall: Half-Orc Bloodrager

Susan: Human Universalist Wizard

Thaddeus Whisperheart: Gnome Bard

Tim: Halfling Ranger

Kronk: Human Haunted Life Oracle

It takes several days for Thaddeus to get the drugs out of his system, Susan further enchants Kumaks cloak, while Kumak purchases them both rings of Sustenance. Coming down off their high the Redeemers took stock of their options. Tim was keen to root out the Hellknights and rescue any prisoners. With no one offering a counter point the group move towards the Hellknight refuge. Thaddeus and Tim had informed the party through their respective connections both where the Hellknights were quartered and that the city guard had been turning a blind eye towards their activities for the moment since the bulk of their acquisitions had been coming from the undesirables of the city but shouldn't be troubled if the group dispose of them.

Arriving at a long warehouse the party spies 2 guards in position on the roof, 2 at the front door and 2 on roaming patrol. Thaddeus moves everyone into a nearby abandoned building and declares

"Watch this"

He suddenly transforms into a stunning courtesan and approaches the 2 guards at the door. Kumak exits the building to watch as Thaddeus walks up to the guards and weaving magic into his words suggests that they come join him for a relaxing massage. The guards follow, their eyes glazed over but they are noticed by one on the roof who cries out an alarm. Thaddeus manages to pull the 2 he has enchanted into the building where the Redeemers quickly make work of them while Kumak stands outside. 3 Hellknights are quickly bearing down on them and Kumak finally understanding flies into a rage. 2 of the Hellknights are clearly junior and fall quickly but the third is well versed in combat and frustratingly difficult to hit. She is soon joined by 2 more of her caliber then another later and Kumak finds that his rage is all that sustains him. An older woman emerges and casts a spell towards the now enlarged half orc but her magic can not penetrate the red haze of Kumaks rage. She is swiftly put down by Tim.

Kronk keeps the Redeemers healed, but Kumak is taking deep cuts and hangs on the cusp of death. Susan sends a fireball into a small group of them causing the front of the building to catch fire. Thaddeus distracts and confuses the remaining Hellknights and after a long bloody battle the last of the Hellknights falls. Rushing into the building there are a dozen cages each with a prisoner confined, the fire has claimed the lives of the 2 closest to the door but using his new Adamantine Earthbreaker Kumak shatters the door of the closest living one and hauls him out. Susan takes the keys off the body of the final Hellknight to emerge and begiunis unlocking cells on one side while Kumak breaks the cells on the other. Thaddeus hears the approach of guards so still in his vivacious disguise runs off to stall them. Kronk channels his divine might to stave off a fiery death inside the remains of the building. Kumak destroys a large hold in the back wall that only succeeds in bringing down a small portion of the roof. The living survivors are rushed through the gap, joined by Tim, Susan, and Kronk. Kumak, still under the assumption that there would be no repercussions for this walks out the front and begins collecting the bodies of the Hellknights in an effort to salvage the equipment. Thaddeus is unable to stall the guards for long and eventually one of them gets wise to his antics forcing the gnome to vanish and flee.

The guards come upon a 13 foot tall, 1 ton half orc, singed and cut despite Kronks ministrations, still in the throes of his rage, tossing the corpses of battered Hellknights while still wielding a massive hammer covered in viscera.

"Drop your weapon and surrender" the captain cries while they begin fanning out around him.

"IF YOU HELP WE MIGHT STILL SAVE SOME"

"Drop your weapon now"

Kumak understanding that he is all alone and perhaps in trouble taps into the last bit of his bloodline and sprints off down the street at an impossible pace. The guards are thankful they won't have to give chase and fan out trying to get an idea of what happened. Thaddeus throughout the confrontation had been invisibly pocketing whatever valuables he could off the corpses that were out of eyesight follows Kumaks trail and soon finds him huddled in a shack waiting for his form to shrink back down to its normal still impressive but not so conspicuous size.


Thoughts:

Level 7! GM showed the stats, it was something like

4 level 11 Hellknights
6 level 6 Hellknight trainees

Rough encounter, he spread them out by having the level 11's enter combat every 2nd round but it was still a very close one. Once he remembered he had smite Chaos on them they started hitting me like a truck. At one point Kumak was in the deep negatives (past raging hitpoints) I had the option of using my orc Endurance to stay standing until I could take one action or save it and trust that the other Hellknight wouldn't coup de grace me while there were other threats next to him. GM rolled for it and said that he would choose another target but later told me he fudged something in the fight. If it was damage I would rather he did it and killed me. If it was the coup de grace then I'm fine with it, since we had an agreement from an earlier game that NPC's wouldn't go for the coup de grace if there was existing threats still. Either way that's the Hellknights off the list. Next should be checking out Foxgloves place.

Saturday 6 October 2018

Warm Welcomes - Rise of the Runelords session 18-19

In attendance were;



Kumak Morudall: Half-Orc Bloodrager

Susan: Human Universalist Wizard

Thaddeus Whisperheart: Gnome Trickster

Tim: Halfling Ranger

Kronk: Human Haunted Life Oracle


Entering into Magnimar through the east gate the Redeemers encounter a bit of resistance when Thaddeus suspects the guard is racially profiling him for being a gnome, one short but awkward conversation later finds the group stumbling into the city in full swing of celebrating Ascendance Day, to mark the ascension of the goddess Iomedae. Kumak wishing nothing more than to find an inn to unload all the extraneous gear is overruled for the moment so Thaddeus can revel. Having never been in a city of this size nor participated in such revelry the half orc makes the most of the experience and accepts 3 doses of a narcotic offered to him by a citizen. Inhaling one dose of the dust leaves his mind working far more rapidly than before, able to piece together connections that had previously seemed so complicated. Offering up the remaining 2 doses to any who would care to join him, Thaddeus swiftly imbibes then followed by Kronk. It is Kronk who suddenly realizes what the drug was once he experiences the effects, Inspiration Dust, a powerfully addictive narcotic whose down will cause them significant troubles. Before he can relay this information to the others an arrow strikes Susan in the shoulder and from a nearby rooftop the group spies the shooter moving away. Kumak gives chase to the obvious trap before any of the group can warn him let alone join him.

Kumak soon finds himself turning a corner and coming face to face with a hooded woman who quickly completes an incantation before Kumak realizes that she is one of his dearest friends. She offers her aid to catch the assassin but they must hurry and with that she and Kumak move through the alleyways until they come to a warehouse where a particular knock grants them access, then down a hidden passage to the sewers.

The Redeemers catch up to the rooftop sniper and manage to spoil his escape, the assassin falling off the roof sustaining several broken bones. Kronk in the throes of the drugs leaps from the roof himself to deliver a devastating blow, both to himself and the crippled form of Susan's attacker. Thaddeus is the first to notice the towering half orcs absence and he manages to pick up the trail reaching the abandoned warehouse first and annoying the doorman enough that he opens the door to deal with the gnome, only for Thaddeus to disappear and scurry into the building. Thaddeus's startling tracking skills hold and he notices the crates that cover the entrance to the sewers had been recently moved and manages to sneak down before the guard can catch him. In the sewers Thaddeus comes across one of his less scrupulous friends from his old days in Magnimar, asking if he had seen anyone move through recently his contact mentions that he heard the thrashing and roaring of some horrid monster from one tunnel, and after some cajoling from Thaddeus accompanies him. Thaddeus turns the corner to see an enlarged Kumak half stuck up an exit, his head caught in some sort of bear trap while a rat like creature is advancing on him from below with a blade drawn. The rat creature notices Thaddeus and flees just as Kumak frees his head from the trap. Some brief conversation reveals to Thaddeus that Kumak is likely still under the magical influence of his sudden "friend" and with the timely arrival of Susan and the others any lingering presence is purged from him. Thaddeus's old friend offers to take the group to one of several inns that would serve someone of the gnomes reputation, Thaddeus settles on one and tells the group to trust his halfling friend while he will go topside and wrangle the horses. Kumak not wishing to be in the confined space of the sewer declines to travel below as well and soon the group finds themselves securing lodging in one of the seedier parts of town, with the unconscious badly injured body of the would be assassin in tow.

The inspiration dust begins to take its toll and the 3 soon find themselves viewing everything and everyone with suspicion. The prisoner escapes in the predawn hours, but thanks to the effects of the inspiration dust only Susan and Tim are capable or interested in following him. Getting as far as the sewers they decide that just the 2 of them are not enough to handle any dangers from below and return to the inn. Thaddeus having a moment of lucidity in the morning offers to bring the others with him to meet his "fixer" Dr. D. Some tiring time later Dr. D has administered a restorative to the 3 but it will take at least a day to see if it will help their condition. Until then they will have to just ride out the symptoms.




Thoughts

A fast recap, missed a few salient points like Thaddeus's friends name. I missed everything from the first session up to getting my head trapped in a bear trap. The 24 hours of extreme paranoia, where it takes a DC 20 sense motive to not suspect EVERYTHING someone says really sucked. Kumak made his save to resist the addiction, Kronk made his save after Dr. D gave him some alchemical assistance, but Thaddeus is still addicted. Thaddeus will be missing the next game and possibly Kronk so we will see what we have.

There is the job to clear out some Hellknights.

There is word that Foxglove has a house here and the thieves guild has put it off limits. Thaddeus's friend provided the address.

I think there was one more task we could do at Magnimar but cant for the life of me remember what

Finally was able to sell off the loot, since I was under the effects of the dust and was automatically suspicious of everything I actually ended up getting a better deal for items and scored a 60% sale price on things.