Session 23: An Oath and a Trap Report Report | World Anvil | World Anvil

Session 23: An Oath and a Trap Report

General Summary

Oolor 24: The group rested in the bunk room, delivering Borsino to the magistrate's court in the morning. Members of the party, mostly Jarvis, speak to Borsino's cooperation and the value of his intelligence in rooting out the Roses from the town and believe that he has paid his debt. The magistrate, a mid-ranking cleric of the True, decides that a lenient punishment is merited, banishing Borsino from the State of Capera for the rest of his natural life. He is originally given 24 hours to close out his affairs and leave, but the group, noting their promise to escort him out, ask for more time. The judge grants an extra 24 hours, but that Borsino must leave the city before high-sun on the 26th. Flinair went to study at the mage guild building, learning the spell Bedazzle. During that time the others retrieved the looted door and presented it to Captain D'Or to replace her destroyed one. She called in a locksmith, who was able to show Jarvis a thing or two about such intricate locks.
Back at the guard HQ, LT Balderan comes to talk to the group. He tells them that he has heard through his sources that most of the guild has fled south to Capera City, but Gagnan Fingertaker, the chief enforcer, and Renly Stickman, former chief and enforcer and now either 2nd or leader of the guild, have stayed behind, possibly for revenge on the group. Balderan tells them that they shouldn't wait, and should leave at first light the next day, before the two guilders can set up ambushes and such. Many of the group find parts of his story and advice suspect. He seems nervous, though hiding it well to some. They question him further, more about him. He talks about coming from East Farthing, and mentions multiple times how the guild, especially the two remaining, would have no qualms about going after families, emphasizing the word family each time. The adventurer's catch on, and ask around about the LT's family. He has a wife and 3 kids. They check his home, but it is empty.
Remembering the cellar of the charred jeweler's shop, they decide to go check that out. In the ashes they find fresh scuff marks, as if someone passed through several times. Jarvis is able to open the lock on the double doors, and finds no traps. Sven steps through, setting off a trip wire on the opposite side of the door that releases three crossbow bolts at the double doors. Two thunk into the closed door, and the third buries itself in Sven's shield. In a tight formation they make their way down the tunnel revealed on the other side. About 20 feet down there is a bend, and right at that bend sven hits a pressure plate. A spiked log the length of the hall rolls out of the ceiling, swinging like a pendulum across the hall. Most duck out of the way, with Jarvis and Flinair tucking into the corners and going unharmed. Sven, however, braced with his shield by sheer reflex, his shield saving him from any real injury, but being smashed to kindling in the process.
From the ground on opposite sides of the hallway both Jarvis and Flinair notice similar scuff marks following the wall. They do so too, and come around a corner to a door. There is an open slot underneath it and dirty food trays stacked on a box next to the door. They hear a woman call from inside, begging to be let out. They smash the door open while Jarvis notices a secret, 3ft tall door, on the side wall. Inside they find the wife and children of LT Balderan, and that the secret door leads into the same room through a short, low tunnel. Harviticus immediately escorts the family out, putting his well loved helm on the youngest kiddo. The group takes the next two hours exploring through secret tunnels that connect back to the guild safe house they'd cleared before, and find many more tunnels to reveal a sprawling, eight room underground complex that must have taken more than a year to tunnel out secretly.
Back on the surface Harvus brings the family, dirty and reeking, back to the LT, earning the LT's undying gratitude and getting a small kerchief (purple with a yellow flower embroidered on it) from the wife as a token of thanks. Balderan offers Harvus a promotion to sergeant of the night watch, his second in command, but Harvus turns him down and goes to see the CPT. Before that Balderan warns him that the two guilders are after revenge. They are waiting outside on the west road, ready to ambush the party, though Balderan knows not where. They are expecting the group the next morning, so they should drop everything and leave immediately, not travel alone, and sleep somewhere defensible or occupied. Harvus goes to D'Or, where he receives her thanks and congratulations, and her sadness at the resignation he offers her, believing he can do more good out in the world, on the adventurer's path. She tells him that he has a job, a corporal position, if ever he decides to return.
The group replaces Svens shield on their way out, leaving town at Midday, ready to face their fates and finally end the Yellow Roses Affair.

Rewards Granted

Honor to all party members: Jarvis - 11, Harviticus - 32,

Missions/Quests Completed

The Yellow Roses thieves' guild has been run out of Magera, so it seems.

Created Content

At a major guild center, such as in Magera, a dues paying member of the initiate rank can access up to level 3 spells for study (dues are 10% of all incomes).


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