Into the Redoubt
The party makes sure the caravan guards are well looked after; all are happy and morale is high given DonBrapp’s largesse.
Shuos remains behind with the caravan’s guards.
Fyrnlocke leads the party on a technical climb…
The party has seven hours until the trading house above the redoubts will be open.
Gimino owns the counting house.
This faction of the guild is aligned with
Malthiir, focused on intelligence collection, and the only healer. The redoubt is one of many the guild uses for temporarily housing gear.
Rowan agrees to meet you either down at the docks, or should you make your way into the city, she can meet you at the
Dung Diamond, an inn catering to adventurers. The inn is to the west of the merchant’s quarter, it is the largest structure. A large sign of a diamond resting on the ass of an ox.
After Quilro fails to pull the grate off, Kailute rips the rusted grill off the sewer entrance, and the group crawls into the hole, observing movement in the sludge ahead.
The party immediately moves into combat with two carrion crawlers and a bloodworm who have made their home beneath the city. The tight spaces of the sewer limit the party’s ability to surround the creatures. The bloodworm leaps up from the muck, and fastens itself to Quilro’s forearm.
Fyrnlocke slays one.
Eventually, the party fells the foul sewer dwelling worms, and locates the grate in the ceiling Rowan told the party would be there. Quilro sustains a large wound, that DonBrapp cleans and treats it, and the party attempts to enter the thieves redoubt from below.
Quilro worries that the guild is setting them up to kill the bank.
Kailute pokes up through the grate with his polearm, alerting the guild members in the kitchen. Gondal climbs atop Kailute shoulders, and mantles up into the room. And promptly takes several crossbow bolts to his upper body as he clears the edge of the floor. DonBrapp invokes Prayer; Four leather armored humans are awaiting as the party pops up into the kitchen area of the kitchen.
Kailute tosses the dwarf who somersaults with a flourish, hammer in hand.
With the power of Brapp, two of the thieves are held, and the others quickly dispatched. The remaining live thief assesses there are between 8-20 others, and a cleric of Umberlee. Swipe remains the leader of the guild, and elements of the guild are specialized. This location is mostly where weapons and healing; Henway the cleric provides most of the guild’s healing. After all four were dead, DonBrapp promptly raised them as undead fighters. All glory to The Brapp.
Fyrnlocke scouts to the north, triggering an electricity trap. Observing Fyrnlocke suffer, the dwarf heals himself. Kailute bull rushes into a room that appears to be set up as an enclosed murder room, with suspended panels with slits into an interior space. DonBrapp and his army of dead thieves follow.
Four thieves, two along the north wall and two along the western wall move toward the party. Kailute springs forward and fells one in a fell slice of his axe. His bulk and movement triggers a pressure plate, releasing a flight of darts from the south. DonBrapp invokes his deity for additional healing. Again.
Two more thieves approach, from the west and north respectively. Newly dead thieves shuffle into the melee to the west, only seeking to feed on living flesh. The dwarf commands
“SLEEP!” and one of the footpads advancing from the west falls to the floor, snoring.
Quilro unleashes another bolt of magical lightning down the hall, dropping another guildsman, and alerting others out of sight of the attack. Kailute nearly cleaves the arm of another approaching thief. Again, the dwarf calls forth the power of the Mighty Brapp to heal.
Himself.
The elf suggests withdrawing to set up an ambush. Commotion to the northwest indicates other guildmembers have been alerted to the intrusion of outsiders, and the glory of Brapp. It becomes clear the center of this room beyond the panels is a training facility, filled with statues and a trapdoor in the ceiling. Quilro recognizes a typical guild entry room, allowing for unseen ambush by individuals outside the panels.
There are two openings to the east along the hallway running north. Kailute heaves a corpse through the barriers, collapsing a statue and opening the view to the interior of the kill room. Moving west, Kailute triggers a magical lightning bolt out of the southern west. “Eh, wots that then?” voices from the northwest clamor. Fyrnlocke scouts the floor ahead, declaring the floor clear while also taking a crossbow bolt to the neck. “There they are!” shouts voices to the north.
Kailute pulls the half-elf fighting thief from around the corner to the north, while feigning despair. Quilro aims the staff of the wolf to the north, and shouts of fright and concern as two carrion crawlers magically appear behind them. Brapp urges the undead thieves toward the sound of pending conflict, and then blesses the party with the power of the dwarven deity.
Distracted by the monsters, Quilro sneaks around and successfully backstabs one of the thieves attempting to defend themselves. Staff and lantern in hand, the elf shoos the centipede like scavengers ahead to the north. The dwarf and undead follow along.
Quilro hears Kailute fighting behind him, and spins and releases a dagger into the back of another thief. Moving north along the western wall, the party notices two living spaces along the wall. Ten by ten rooms with a bed and small locking chest.
Kailute reaches up to the ringed trapdoor, and a collapsing stair fell down from above.
DonBrapp meditates as Quilro gives him a sidelong look. The party searches the sleeping quarters, harvesting
20sp, 8gp, and three sets of thieves tools.
Moving south back through the kitchen areas, Quilro scoops up three pouches of salt, while Kailute sniffs the air unsuccessfully looking for saffron.
The party descends the rock hewn stairs to the south, and enters a chapel area, by all observation to Umberlee Bitch Queen of the Sea. Quilro shines the bullseye looking for unseen thieves in the shadows. The summoned crawlers and lifeless thieves shamble along the outer walls of the space, and there are two exits to the east. A couple of shrine totems occupy the altar to the south.
Quilro checks the northern door on the eastern wall and finding no traps, he coerces his summoned death centipedes ahead. The two carrion crawlers move forward, and one of them is zapped and killed by electrical energy.
Deliberately approaching, the north and eastern walls of the room are marked by overturned tables and furniture. The elf heaves a lit torch beyond the table, and the second crawler is electrocuted by magical lightning along the southern wall. Quilro deftly moves beyond the scorched centipedes and takes a position behind the upturned furniture.
One of the undead thieves moves into the center of the room, and is immediately immolated by electricity. Kailute moves toward the northern portion of the room, tapping the butt end of his polearm to attempt to trigger traps. He is also accosted as the glyph set in the floor erupts another bolt of magical electricity. DonBrapp observes the floor, but cannot discern any obvious magical traps, but the area has a magical aura that is unmistakeable.
DonBrapp dispels magic in the direction of the north, negating any wards in the area of effect of his spell. Quilro darts the perimeter of the room, searching for secret doors.
“Look over here!” yells Fyrnlocke, indicating a five foot trapdoor in the floor of the northeastern corner of the room. The trapdoor leads to another room below, full of weapons, chests, and two more thieves.
The group dispatches the first thief, and upon submission the second informs them that Henway the Cleric is usually found in the chapel.
Under the direction of the barbarian, the remaining live thief opens some of the chests to reveal
50pp, 6 potions of disguise self, and a silver dinner set. Kailute drives his dagger in to the thief’s skull.