World of Lakrustrun

Session 37 - 39 Recap

... IT's A TWAP! (Admiral Ackbar)

-The party starts off their adventures having just taken care of the drow who had attacked them at the Hydra's Head
-The bodies just cooling in the falling snow and sleet outside, and Ken the Innkeeper already at the PC's blaming them for the damages done.
-Gemma makes quick repairs of the damages done by both themselves and the drow. Vanya makes a financial appeal to Ken to let them stay a longer duration. 
-Ken agrees begrudgingly. He lets on the he feels that he is getting the cheated side of the deal, as he is sure that his inn (his lively hood) will be the price that he ends up paying.
-The party again begins the task of fortifying the bar, and awaits dawn.
-When the morning comes, they head out the see what damages have taken place.
-Errich finally confides in the party about his visit from his 'friend' the other night, and the party heads off to speak with them.
-Arriving at the orphanage, the party makes their way to the door, as quietly as possible.
-Finding the door open, the party enters, and soon makes contact with the members of this thieves guild faction (Ashlee [whom they already had met] Sunshine [Half Elf – Female – Leader of this group] and Zac [Human – Male – The Muscle]
-They soon learn that this group was also attacked, and that they repelled the drow, but Ashlee was injured in the conflict
-Vanya and Gemma do their best to heal her. She is soon well on the mend.
-Speaking with Sunshine, they learn that this group is not affiliated with the main guild of Freeport (in fact they are not even sanctioned)
-The party decides that they will hold up with this group as a means of defending themselves
-Susnshine says that she had some information of the whereabouts of the drow. 
-Showing the party they make their collective way to a former thieves stronghold
-Deciding to search around the place, they climb on a roof top and use a trap door to make an entrance.
-Zac (Trying to make an impression upon Vanya) decides that he will take the front, and opens the trap door, finding it trapped!
-Charging down the ladder, the party finds the room empty save a solitary stool, and a bed that looks unused
-Climbing up the ladder again the party crosses what appears to be a sky bridge that links to another twin building 
-Again, Zac decides to show his prowess as a thief, and makes a try at detecting traps on this door, finding none, he again opens the trap door, finding it again, TRAPPED!  
-Zac, feigns being ok, but is close to dropping at this point. Vanya concedes, and heals him which only makes him believe that he has a chance.
-Entering this room the party notices the same sort of furniture in the room, searching around they find what appears to be a trap door in the floor.
-Climbing down they make their way through a tunnel, and find what appears to be a ladder up (minus the ladder)
-It appears to be a tunnel up, where a rope ladder would hang, but the ladder is no where in sight.
-The party heads back to the houses, and makes their way out, leaving via the roof hatch, they determine which way the tunnel would have headed, and make their way to a house that borders on the city wall
-Approaching the door, they are halted by an elderly gentleman who tells them to leave him be
-The party taking no guff from the old man, storm the house, and tell the old man he is more than welcome to contact the guards (which he does)
-The party begins to search the house, finding what appears to be a false barrel in the mans basement
-Searching around they find what appears to be a secret door that opens only one way (from the opposite side)
-Now the party decides to head out of the area before the guards arrive
-Heading back to the orphanage, the party fortifies the house, magically trapping the doors, and having the thieves trap the upper level windows.
-No contact is made, and in the morning the party decides that it is time to head outside of the city to see where the basement tunnel may lead
-Following the extension on a map, the party finds that the tunnel would lead to a shanty town on the outskirts of the city wall
-Arriving at the city gate, the party notices that there are only two guards posted there, and that the shanty town looks nothing like anyone remembers it (looking like brand new construction)
-They begin to search the houses, and break into a few
-The party notices some one in one of the guard towers take notice of them, and the shadow soon disappears.
-Guards begin to make their way toward the party, and confrontation takes place where threats to the guard captain are made
-The captain leaves, leaving a contingent of men to watch the party
-The party continues breaking into houses, eventually finding one that has a door in the floor.
-Sunshine, Zac and Ashlee keep watch from a fenced backyard, watching for the approach of the guards
-The party heads down into the darkness
-An encounter ensues, where the party emerges victorious
-They find the one way secret door through to the cellar on the other side of the city wall.
-Sunshine shouts down that a large contingent of guards are headed this way, the party decides to exercise the better party of valor, and flees using the secret door. Spiking it shut on the opposite side.
-They descend the rope ladder, and head to the abandoned houses, leaving via the roof hatch
-Headed back to the orphanage, they are greeted there by the stable boy from the Hydras Heads
-He informs them that a messenger from the Mayor has been to the bar, and left a note (sealed) for them.
-Cold tips the boy a copper (cheapskate) and the boy rushes off with his torture, ensuring that Clod knows that he is nonplussed.
-The message is an invitation for the party for an audience with the Mayor. For the morning.
-Preperations are made for the coming evening, and the party rests. More specific traps are set.
-The morning is pouring rain (cold icy rain), the journey goes well, with the party againn having to change gates they use.
-Lonnie makes an appearance to the party prior to their audience
-The party catches something that he says to one of their escorts about having a meeting with them after the Mayor is finished meeting with them.
-The meeting goes well enough, with the party coming clean about their activities.
-The Mayor makes mention that a good thieves guild is good for city business, in that it keeps the populace's eyes off the rulers, and interested in their purses, and not upset about paying taxes to keep them safe with a city watch.
-He further says that he fully supports the party's activities in the past few days.
-He confesses that the meeting is about the envoys being sent to Lantish, and that they would be leaving in the next week. He invites the party to join them for a return journey to Lantish as they will be teleporting there.
-The party agrees, and arraignments are made to have messages dropped in the lower quarter in the statue of the Dwarves hands.
-Leaving the meeting, the party is escorted to meet with Lonnie.
-Lonnie makes no disguises of his motives for seeing the party. He seems interested in fulfilling the party members desires to 'hurry' along their visit, to make their stay as short as possible.
-The party tells him they are not interested, which Lonnie is disappointed about.
-Upon arriving back at the orphanage, the party again sets up the traps around their perimeter. In the morning, the only thing they find are tracks in the snow outside leading to a note that is pasted to one of the windows. An invitation to meet with Zofia, whom Sunshine informs the party is the leader of the Freeport thieves guild.
-The party decides to go to the meeting, in the lower quarter.
-Meeting with Zofia, she seems to know much more than the party anticipated. She seems interested in having the party conduct a raid against Lonnie. She feels that he has had a hand in the Drow incursion, and that the best way to get information about it is by infiltrating his home.
-She passes along some information including where the guards who work for Lonnie hang out, as well as where Lonnie's home is.
-Zofia also explains why she tolerates smaller factions outside of theives guild, also explaining about how it is sometimes in the best interested of all parties to have some one caught doing something wrong, so that some one can be blamed and punished. Just none of her people (excepting those who do not make the 'cut')
-She reveals to Errich that the raid on the orphanage years ago was carried out by her predecessor, and that actions like that one lead to his down fall. She reveals a scar on her face that she says was a present from the former leader, just before he 'decided to feed the fish for a living'.
-The party leaves and goes to check for a message at the statues. While there they notice some one watching them. They gives chase, and realize that it is one of Zofia's men. They return the man, and head back to the orphanage to plan their raid.
-The raid is carried out by Errich, Ashlee, Zac, Sunshine, Clod and Vanya. They scout the house out, and Sunshine finds the point of entry. (A basement cellar storm door).l The four thieves enter while the other two keep watch outside. Watching a guard making rounds.
-They enter, and sneak about, splitting up when they reach the main floor. Errich encounters a sleeping guard, who he leaves, finds notes and a set of books in a library. Taking care to hide his search, he plants evidence by the sleeping guard.
-Entering the main room, Errich sees Sunshine and her party moving from room to room upstairs. He catches sight of some blood on Ashlee's dagger.
Searching upstairs, he comes across what he can only assume is Lonnie's room. Entering he finds Lonnie dead, stabbed to death in his sleep.
-Errich searches the room, and finds a secret door, where he finds a small chest, as well as an additional set of books.
-He takes one of his daggers and stains it with blood. Planning to plant it on the guard downstairs. 
-Sounds of the guard stirring, and papers being fallen upon. The guard is suspicious.
-Errich makes his way to Sunshine's party, and they make their way to the back set of stairs. 
-Errich checks and plants the dagger with the papers where the guard was sleeping.
-An alarm is sounded as the guard begins to shout.
-The thieves make their way out the back cellar, and relock the entry.
-Heading back the the orphanage, the party calls it a night!
 

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