Session 2: The Brain behind the Brawn Report

General Summary

The session began inside the ogre's cave- the party exploring what remained of the loot. After much insepction, the alchemist's tools were taken, and the vials that were discovered were pocketted by Ghar. The whole group did not stick around for long however, as there remained a tight schedule for returning proof of the ogre's death to the Alehelm Guild. As such, the rest of the search around the cave was more rushed, but nevertheless managed to uncover a small wooden hatch hidden beneath the bedroll stashed underneath the alchemist's table. Although it was seen that the hatch was locked using some form of enchantment, Xiti made the observation that only the lock seemed to be enchanted, and the hatch itself was regular wood. Ghar was quick to act on this, and simply ripped the whole hatch from its fittings, revealing a tiny compartment. Inside the compartment was a collection of valauble items: a small silken pouch and a book with a tree clasp. Ghar took the pouch, while Xiti and 'Visionary' investigated the book.
  The book's title page had been ripped out, and its original contents had since been ammended and added to with scrawlings and notations in another language. Xiti identified the book as some form of natural world dictionary in journal form, as the original contents was written in Common. However, the notations made over the Common were in Thieves Cant: a code none of the party could read. Nevertheless, the haphazard nature of the later scribbles was enough to peak Xiti's interest, and they kept the book for further investigation.
  Once the compartment had been emptied, the party made their way back to Fort Deopedes as quickly as possible: travelling through the night until the rain wore them to exhaustion. Regardless, the next morning they resumed in the morning sun and were able to reach Fort Deopedes on the day of the deadline. However, there remained a large problem: each of them were still wanted criminals for the prison-break and double murder that occurred the week before, so getting into the city to collect their reward would be tough. Luckily, Ghar was able to get in contact with his 'guy guy' Tony Moretti, a fixer living in the Coppergate district of Deopedes.
  With this contact, the party was able to sneak into Deopede undetected, and were shown to the Copper Candle Inn, Tony's base of operations. Below the tavern, the party is shown a cellar filled with various alcohols and supplies. Behind one rack of barrels is revealed a compact 4 person room with bunks and basic ammenities/storage. It's here that the group stays the night after Ghar talks to Tony, letting him know the people the group needs to meet: among them were a jewler, a ceremics epert, a 'book guy' and a representitive from the Alehelm Guild. After a night of bad sleep, the party awakes late morning to Tony banging on the door. The group convenes, meeting the collection of experts and buyers that Tony had gathered during the night. The Alehelm representitive completes his business, rewarding the group the agreed fee, and brskly leaves. Next was the line up of prospective buyers for the various goods recovered from the cave. All these interactions went without hiccup, and the party was able to liquify its findings smoothly. Finally, the guy Tony said was 'the book guy' was shown the book, albeit briefly. He identified it as a druid's journal, but was hesitant to say more.
  Later that morning, the party were discussing what Traviel, the book expert, had said concerning the book, and agreed there was something he was hiding. They decided to see if he was still around, and ask further questions. Luckily, Traviel and the man brought to buy the party's pelts were still drinking on the tavern ground floor of the complex. The party, led by Xiti, went on to ask many questions regarding the books possible origins and purpose. Traviel was cagey at first, but after benig promised payment of some form for a full translation of the Theives Cant, he happily complied. However, the tone changed when Traviel actually went about translating the inscriptions. He advised the party that whoever wrote the new notes was not of sound mind, and magically gifted. Naturally, this peaked their interest, and Ghar asked a few more questions before Traviel excused himself and Gregory, the pelt buyer from earler that day. Before he leaves, Traviel says that if they want to know more, they should meet again, under nicer circumstances.
  The morning passes, and after some further discussion the group decides that the best way to pass some time while the heat dies down would be to work for Tony. Accordingly, Ghar asks what jobs are available for a group with their skill set. Tony lets them know a runner of his has been skimming product off the top, and he needs some lads to go and retrieve the product and teach him a lesson. Ghar is happy with this arrangement, while Xiti remains confused and slightly disappointed as Tony clarifies that he doesn't want the man killed, just reminded of his place. After a short argument over what constitutes a beating, the group sets off with an address in search of the runner. What happens next can only be described as a chronology of chaos as the party learns the runner, Stephen, stole to provide for his young child. This splits the party on what to do next, and the ensueing fight results in the whole party being arrested and sent to The Keep. Slightly surprisingly, this was not the last time the party were arrested in this session. Neverthless, the party is freed with the help of Traviel, who arrives and talks to the leading officer, Colonel Alithar. Once Traviel freed all three of them, he advises they lay low until the law's interest subsides. Regardless of this warning, Xiti insists that they need to go back and guard Stephen, who they assume to be in danger as the party didn't go back to Tony with the product- which turned out to be hallucinogenic frogs- and Tony would likely send more goons. 'Visionary' and Xiti therefore decide to put their new freedom putting themselves between 2 of Tony's goons, and Stephen and his kid. The skirmish that followed left both goons dead, and several Watchmen in pursuit of Xiti and 'Visionary'.
  A large portion of the session is spent running around the city in an attempt to outrun the Watch, but eventually Xiti and Visionary are forced to fight, killing many. Whie this is happening, Ghar has been enjoying his freedom at the Copper Candle, and was sent to check on the men Tony sent to Stephen's. On arriving, Ghar sees Xiti and 'Visionary' in combat with almost a whole platoon of guards. First, he attempts to take the form of a Watch Corporal, but the guards see through the illusion and a fight ensues- another one. Finally, the real Watch Corporal arrives, and the group decides to make a run for it. Xiti had been chained to a horse during the struggle, and Ghar makes the horse bolt to create a diversion so that he and 'Visionary' can escape. Xiti is then lost by the guards and wriggles free given enough time. The party reconvenes, and meets with Traviel in what they think to be a chance encounter, but Traveil explains that he had been watching Ghar's movements, and saw the trouble. He takes them back to his home, a large stone house in the Silverstone District. It's here that the party and he have a deeper discussion about the book. Traviel explains that the druid who is most likely to have written the book lived far further south than where the book was found, and the circumstances of its discovery make him think that the druid has been killed. In that case, the new owner of the book from whom the party stole it would likely be a powerful- or at least foolhardy- mage whose aim is to synthesise enchantment potions for some end. At this point Gregory barges in, and the party realises he and Traviel are partners. Gregory then answers some questions posed by Traviel, confirming the wizard's suspicions surrounding the book. The party agrees to Traviel's proposition that they head south in search of the druid, known as Malek. Traviel points out how the party is served very well if he sends them on a quest south as it gets them out of the city, keeping them busy and out of urban trouble. Traviel promises good payment for the quest, and insists that the region further south will be brimming with adventuring opportunities. The party and the couple then share a grand meal lasting into the night, and turn in for bed near midnight.

Campaign
The Wanderers of Estanon
Protagonists

Xiti Roughpaw

Chaotic good Satyr (Feylost)
Ranger 3
28 / 28 HP
STR
10
DEX
16
CON
14
INT
8
WIS
14
CHA
12

Ghar

Neutral Evil Bugbear (Merchant)
Warlock 3
21 / 21 HP
STR
19
DEX
16
CON
13
INT
14
WIS
9
CHA
18
Report Date
25 Nov 2023

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