D&D - Session V
The story so far...
After their
near-death experience from a negotiation gone wrong, the party tends to their
wounds in the care of the goblins. That night, Martoz is plagued by feverish
dreams in which the Observer watches him and an eye bursts through his chest. Waking
up soaked in cold sweat, Martoz finds he has been blessed by the Observer with
a Gazer familiar named U’Or-Ag. Similarly, Weary’s patron has bestowed upon him
the power to conjure a grey blade from thin air. While wandering the goblin
settlement, Axlot encounters a goblin chasing off a boar gorging on his
overripe produce. Paying for the goblin’s loss, he shares a tender moment with
the boar, bonding with him and naming him Happy for the warm feeling his new
tusked friend gives him.
Meanwhile
the goblins have kept watch on Arjen, cocooning him in moldy rope. The party is
determined to extract information from the schemer. Nothing much of interest is
obtained, although he offers the combination to the safe in his store to
guarantee his safety after Weary slams his blade through the mustached man’s
plump hand. Wary of being betrayed by the man a second time, Axlot restrains
Arjen as Martoz drops the white orb of control down the man’s throat. With Arjen
compliant, the party backtracks through the tunnels with Axlot navigating them,
leaving Dior to recuperate from his resurrection.
Back in the
store, the party searches the bodies for any clues. Martoz sends U’Or-Ag to
investigate the upper floor, finding the safe. Using its telekinetic ray, the
gazer activates a magical trap which sends out a painful bolt, to which Weary
slaps Arjen for neglecting to inform them. The safe contains the amulet of
fireballs Arjen spoke of, along with 4 gold ingots and 3 vials filled with the
demonic fluid they had found previously. Arjen is commanded to open the desk
and retrieve the letter inside, the orb compelling him to disclose that its
true message hidden from the eye unless a special wine that is in the room is imbibed
beforehand. Weary discovers that what was originally an innocuous letter
thanking Arjen for running a profitable business revealed itself to be a missive
offering him a large sum should he obtain the red-gold staff. Finding nothing
else of note, the party returns to the ground floor ready to leave, but Martoz
detects the unmistakable stench of rosemary hanging in the air. Happy is able
to pick up on the scent, and the party follows the boar as he leads them
through the city.
The trail
leads them back to Azure University, and the party makes a mad dash to the
medical ward where they find their acquaintance Volanthorpe dead, the stench of
rosemary emanating strongly from the pillow next to him, likely the weapon that
killed him. Reeling from his death, Weary attempts to gather information on
campus, learning that Volanthorpe had been complaining about someone breaking
into his greenhouse, and the only person who had been signing out magic keys
was a Walden Thorpe, the name recognized by the party as belonging to one of
the greater houses. Further inquiries reveal that Walden is not a full-fledged
member of the family and is a part time student. A quick visit to Volanthorpe’s
office reveals that he had been investigating the theft of certain historical
books from the library, books concerned with Lord Neverember’s return from his
campaign against the eastern orcs. While the warlocks scour the bookshelves for
any more clues, a book falls to the ground, revealing a hollowed inside lined with
lead containing a wand of webs. The party leaves the campus but resolves to
stake out the greenhouse later that night and ambush the Walden boy.
The party
take a short detour to the market to ready themselves for their encounter later
that night and then head back to the temple to speak with the high cleric, Tubelsak,
about their recent battles with demons. Overjoyed upon their return, he praises
them for their valorous exploits against the abyssal filth. He confirms that
the scent of rosemary works as a repellent for most demons and provides the
party with a vial of rosemary oil. After the party report their findings he
pledges his support should they provide him with definitive proof of the
Cottonmere’s involvement with demon-summoning and provides them with a small
pouch of gold to help cover their expenses. With nothing else, the party rests
and returns to the campus as evening sets in.
As the
party arrives, they decide to hide in the greenhouse to wait the Walden’s
arrival. Martoz conjures up the illusion of a bag of fertilizer to hide within,
while Axlot and Weary hide in the bushes. Shortly, the campus custodian comes
in for his evening checks and politely informs Axlot and Weary that it is
closing time and to leave. Ousted from their hiding places, the chagrined duo
wander outside and opt to hide, but no better than before, in the shrubs not
far from the greenhouse near the courtyard. As dusk approaches, a lone figure
cloaked in green approaches the greenhouse. Turning towards the bushes, he
makes eye contact with the half-orc and tiefling. His cover blown, Weary feigns
drunkenness and tumbles into the bushes, cutting himself with thorns in the process.
The green
cloaked man vanishes before their eyes, and soon three clangs of metal sound
out failing to penetrate through Axlot’s new breastplate, the last strike
sending the assailant’s dagger tumbling to the ground. Axlot attempts to grab him,
but the assassin deftly dodges his clumsy lunge but is soon sent to the floor
laughing following a glowing glint from Weary’s eyes. Axlot manages to plunge
his blade through the assassin’s body, while Weary dashes towards the greenhouse
to alert the still hiding Martoz who ends the laughter with an eldritch bolt.
Worse for wear, the assassin rises to his feet only to be brought back down
from a series of attacks from the party, including a psychic attack made by the
goblin that overwhelms his mind. The screams are quickly silenced as the half-orc
ranger raises his longsword and slams the pommel on the top of his skull,
rendering him unconscious.
The
assassin is soon revealed to be a youth, his skin full of fresh pock marks, his
pockets with gold and an unusual circular insignia of the Cottonmeres. While
Weary and Martoz debate over whether to interrogate the murderer and where,
Axlot smashes the shinbones of the assassin with his great club, preventing any
hope for escape.
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