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.

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