Wednesday, August 14, 2024

Session 4: the Dagger part 2

We resume the game as the PCs stand across the street from the estate of Scumtown noble Rivas Greel, back in an alley. Mick, disguised as a crippled beggar, has just failed to pick the magic dagger from Rivas's pocket, but succeeds in a deception roll to cover up his attempted theft as the simple clumsiness of a stooped panhandler.

They know that Rivas and his bodyguard Larsh have left for the evening, so they decide to look around the walls of the estate. The estate sits on a square lot, 120' x 120'. They go down the narrow alley on the west side, bordered by 3 multi-story buildings. The wall is 15' high, made of stone. Mick examines the wall and decides he can probably climb it. He makes is roll. Debi and Simon wait below. As Mick reaches the top, he peeks over. He can see that the wall is 2' thick. He can see trees in front of him through the heavy nighttime fog as well as the house, which is three stories high. Dim light shines through the curtains of most of the windows, but is brighter in the middle window of the second floor. As Mick raises himself higher her hears something moving in the treeline and fog and hears quiet snarling sounds. He drops back down and reports to his companions.

They continue down the alley, and at the far end Mick does the same thing. In that far corner of the yard he sees a small building, and beyond it another small shack. He again hears movement and snarling and sees two large wolf-like creatures coming toward the wall, each with a spiked collar. The collars also have metal wolf face piece facing forward, similar to the image on the wolf amulets worn by Rivas, Larsh, and the goblin gate keeper.  He drops down and reports. Debit make a history roll, recalling lore she has read about creatures called Worgs -- huge twisted wolves of evil temperament, what were ridden by goblins into battle in past ages. 

They turn the corner and enter the alley behind the house. On this side there are two buildings, then a small stone shed, and two buildings. They examine the shed. It has a locked heavy wood door. There is a very small window. It is dark inside. As they get to the next corner, just to test the water, Simon casts a Thaumaturgy spell, creating the squawking of a bird in a tree, loud enough for the worgs to hear. They start making noise. Then the PCs hear a harsh squeaky voice yelling at the animals in an unknown language and they quiet down. 

Deciding that they really have no clear objective inside the house, and having found no easy and safe way into the grounds, they decide to return to the Eye of the Beholder tavern to confer.

At the Eye they see the mysterious thief they have encountered a couple of times, who Mick has somewhat befriended. After they've been there an hour, Rivas and Larsh walk in. Apparently the Eye is now one of Rivas's preferred drinking spots. The group brainstorms ways to relieve Rivas of the dagger. They consider having Debi use Charm Person on the bodyguard and various other tactics. They also consider paying the thief to create some sort of distraction to draw the bodyguards's attention while Mick attempts to lift the knife. 

Mick approaches the thief and they finally introduce themselves, learning that the thief's name is Slovas. Mick makes his proposal. About this time Rivas sees Debi in the bar and is DELIGHTED. "AHHH...the talented elf! Sing us a song, elf! Sing us a song!". Put on the spot, Debi takes the stage, takes out her lyre, composing and singing "The Ballad of the Worgs" on the spot. Hearing the subject of the song Rivas is even more delighted. Debi makes a great performance roll. All eyes are on her. Mick and Slovas start to move, while Simon sits tight and keeps an eye on things. 

Suddenly behind Rivas, near the bar, Slovas pushes a man and loudly accuses him of trying to pick his pocket! Slovas makes a very effective Deception roll. Mick has moved into position. Even Larsh turns his attention to the uproar. As Larsh and Rivas turn, Mick deftly removes the dagger from inside Rivas's tunic! 

Seeing that Mick has finished his crime, Slovas stops the commotion, looks at the man and says "Oh - I am sorry! I thought you were someone else!" and embraces the man in friendship, picking his pocket in the process. 

Slovas leaves the tavern. Mick quietly leaves as well, meeting up with Slovas outside and paying him for his work. Simon quietly leaves. Debi finishes her song, leaving the crowd and Rivas in a great mood. She tips Vern the barkeep as she leaves. As she is walking out she hears Rivas loudly order a steak...

The PCs leave the area and go to Mick's mentor's house. Blix Yodarian, the 300 year old gnome Arcane Trickster is glad to see them, even at this late hour. He is impressed by their work, and tells Mick that he believes Mick is ready to start learning some magic, having proven himself by getting the dagger. Blix casts an Identify spell on the weapon. It is finely crafted and of amazing quality, with jewels in the hilt, and a pommel shaped like a hideous monster. Despite its evil appearance, Blix determines it is not cursed, but is in fact magic. The group decides that Mick should keep it. It is a +1 magic dagger.  

They decide to go to the Temple of Ahki in the morning to show it to Abbot Lightman.

End of Session
XP awards: total for 2 sessions, fantastic roleplaying, use of non-combat skills and abilities, thinking on their feet, tactics, etc. 165XP
Game days elapsed: still 4

1 comment:

  1. That was a fun adventure. I'm sure Mick is still curious about what kind of loot might be available in Rivas' house. There has to be some kind of treasure in such a fortified compound.

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