35.0 - Strange Tidings

Holg is angery at Paritet people due to failed sanity save with Ånd.   Kallista +1 sanity check for rifts   Atani took dream research flyer   Last word on Kallista's sister was that she was heading with a squadron of Enforcers to Riner Ild. Valki, Kallsita's sister. about 5ish years younger than her (kallista's probably around 45ish?) and she's a little spontaneous and fiesty (I would assume that comes with being a tiefling.

Plot points/Scenes

Recap

  In the morning of Water Cycle Day 5, they hunted down the Blue Brand and its captain, Stjerne, to arrange passage. Passage was granted—it sets sail for Litsteivon at dawn on the 6th—on 3 conditions: one, they pay 200 gold. AH, don't complain, that's not even half what your total bounty is. Two, they deny they were ever on this ship if they are caught leaving it the night they dock (sneaking out of false storage areas). And three, assuming they aren't arrested or killed, they send a message to Registrar Adrona Boldstar that her sugarcane is ready for pickup.   Their passage to Litsteivon leaves at dawn. Atani would like to attend Rish's transaction of a Vira Campaign Era relic this evening.   However, everyone is currently occupied exploring this strange lake and city that the "hole" leads to, hoping to pull Sil'Ferrous out of any trouble.   This freshwater lake is quite large, as the reflected multitde of stars indicates. A full, large moon provides enough ambient light to make your way to the yellow-ish glow of lights on the shore.  

The Plan

  Current Day Water Cycle Day 5   The main group still needs to swim to shore.   Recap of the scenery and the people. The night sky is brimming with stars that reflect onto the water of the large lake. The huge, full moon provides a fairly decent amount of illumination, showing nothing but more water in every direction except north. In that direction, you see the lights of what look like light stones, stretching wide and—unusually—high.   As they clamber up onto the small beach area, they get a lot of looks from a mostly strange variety of people; humans being about the only familiar faces, with the exception of some that remind you of Holg (orcs and half-orcs). A mixture of goliaths, dwarves, gnomes, and firbolgs muttering and pointing, others hurrying off and avoiding the scene.   The clothing style is quite different; lots of detail and layers depsite the lack of chill in the air. Vests, shirts, pants, and dress jackets fit snuggly onto bodies. And hats everywhere. Holg will recall this style from the orc man he said a "prayer" to as he died.   Languages spoken here: Script, Orcish, Dwarvish, Gnomish   People seem very aprehensive to approach a group of very strange looking people (especially the centuar and lizardfolk), and even recoil from the group. Some reach for something small belted at their waist, others have hands on the grip of thin rapiers.   They'll need to try and de-escalate the situation  
De-escalation Fails
Fight against a dwarf artificer (Zetchak Tolar), an orc (Grotrak) with a rapier, and human (Veronika) with a GUN and glasses.   They are apprehended by the civilians until the police arrive, which is very shortly thereafter.   The police are in crisp white and black uniforms, complete with little capped hats and belts full of tools, including sturdy and intricate handcuffs. They are loaded into a a horseless carriage made of steel and driven to the nearest station for questioning. And yes, their things do get confiscated.   Holg's mom's assistant can "bust" them out, Rud "The Vulgar" Søgaard. It's the same orc that Holg had seen during the first time they had been pulled into a rift at Isvey Pass, surrounded by clocks of various sizes and telling him that time was the key.   An officer opens the door, nodding and introducing Sir Søgaard to the room. Rud nods back, with authority. <his description>. The door closes. He addresses Holg. "Master? Sir? Holg..?" "It's lovely to meet you in person. Your mother sent me to collect you as soon as the whispers reached her shop.
De-escalation Succeeds <CHA skill check of some sort will get them info on where Sil'Ferrous went. whifs of perfume.>   The streets feel just as congested as any large city in the world. But the towering height of the buildings choke out much of the natural light, hence the numerous lights from sporadic street lamps and establishments. The buildings are made from tightly jointed blocks of stone, smooth and mostly unadorned. The lights remind you of lightstones, but the color is a warmer hue, closer to flames yet there's no flickering or wavering; just a steady and alien illumination.
  He'll bring them to her workshop, a large space that fills up a couple floor and a good chunk of the block of a one of the towers. Full of mechanical clocks, like lots and lots of clocks of all sorts of sizes.   She's in a wheelchair, long braided grey hair, hard brown eyes, faded green and incredibly wrinkly skin, any weight she has left is muscle. She rolls over to Holg, and touches his cheek, seemingly not believing what she's seeing. "Holg..? How is this possible? I never thought I'd get the chance to see you again, even though (I'd been working on a way to open a rift back to you)—" She pulls him into a hug. "You've certainly grown!" She can do the final upgrade to the Otherworldly Ticker.   Meanwhile, Sil'Ferrous will be ushered into Brukk's apartment and settled onto a small sofa. Brukk provides a small, thin blanket and then walks to the gas stove to start a pot of tea. The room, consisting of the lounge-like area with metal bookcases (full of books about archetecture, design principles, occult theories, and the like), a fine wooden desk (overflowing with blueprint work which seem to be mostly related to creating the "Sunkiller Chamber"), tiny coffee table; a small dining area, the kitchen, and 2 interior doors (one to bathroom and one to Brukk's room), is comfortably warm. The floors are bare but are warm to the touch.   <If the party is captured, how will Sil'Ferrous spend his time?>   If they are having a hard time finding Sil'Ferrous, then there can be 2 scenes of Perpetua posessing a priest and warning the group to leave (other can be a firbolg that just fucking wrenches Brukk's door open or something).   A goliath priest, dressed in long black robes accented with silver, will suddenly jerk after passing them, and then turn around. Time slows around them. He will approach them with a stretched smile and milky white eyes—iris and pupil covered by an almost irridescent white. He'll stand uncomfortable close, and his movements won't be particularly smooth.   "You do not belong here. You bring the stench of disorder and turmoil with you. I will not have you contaminate me. I give you this one warning. Leave. Now."   And then the pearl-like veil over the goliaths eyes recedes in an almost claw-tearing pattern away from the pupil. The priest lurches, grabbing his head, disoriented. "Perpetua keep me, what just happened? Was I...? Was I blessed as a messenger? Oh, great moon, this is wonderful! No, no! Do not tell me what was passed to you. That is not for me to know. Perpetua keep you."   If they get through all of this, then they can plop out of The Hole and find themselves facing Yasmah on his way to his meeting (if that timeframe seems about right).  
 
Rish has one last trade to finish and the buyer meets him tomorrow (Day 5) and the ship they've brokered passage on leaves on Day 6. Ivory is still meh on their presence, but Rish is unsettled still from them coming out of the rift before. Flynrich knows they are wanted and will arrange their arrest during night 4 (which won't occur until night 5).
sand and lithe female tabaxi (Flower of Ivory (Ivory)), tanned dark haired male elf (Rish), tanned skinny black haired male elf (Yasmah)(friendly towards them), and male halfling (Flynrich)
 

Evening Water Cycle Day 5

  They will be followed Water Cycle Day 5 as they leave the safehouse, very high perception will note that. Occaisonal perception checks as they traverse to see if they notice.   The meeting place is in another safehouse, but they will be using some of the old passages to get there. The old passages are smoother and larger than the new ones. They will pass the Hole, and if they want to stop and check it out, Rish will only give them a little time. In fact, he'll head on a bit, slowly (as will Flynrich and Ivory). While they are checking it out, Holg's ticker will tick louder and stronger. It doesn't seem sluggish. And a strange fish will fall out that they can't identify the species of. They can hear the racous activity from above sometimes faintly echo down to them. It's a deep well, but it doesn't seem like the sound should be that dampened. And Ivory is right; there's no evidence that any booze or water dumped from above reaches down here. The rift entrance starts about 10ft up (which is the bottom of the well, flush with the surrounding ceiling). If they throw something, it will disappear. This rift is a little different. It's stable, like the one in the water temple. Only things that "deliberately" move through it will transfer. It connects to Perpetua. It's ocean on the other side.   If they don't hurry with the hole, Rish, Ivory, and Flynrich will already be at the safehouse (Yasmah to finish guiding them there). So the trade will be in progress; Areon checking over the item with Rish and the other two on lookout, as this place sems a bit more exposed with glassless windows and only a thredbare sheet covering the entrance to the medium one-room building.   Areon will be overjoyed at seeing Atani. He escaped by hiding himself in the safety of the icy snow NW of the lighthouse. it was a close call. He'll want to hear what's been happening, and be alarmed at the mention of any of the 3 hearts or Omdanne. "Atani, that power is dangerous. It should not be brought back into the world. Please, if you still want to end the sacrifices, come back with me. The answer is not chaos regaining power. We need to strive to preserve what's left of the world. Preserve the people and their sanity."   And then the ambush happens. And every party involved exclaims "Shit, they found me/us!"   They will get split up, Areon leding nearly a dozen away from them. But he stops to tell Atani "Shift the price, preserve lives. Meet me in the dunes west of the city... But just in case you don't, if you decide to follow Chaos, then... I can't leave you all unprotected. Take this."  
  Who is Rish meeting with? Areon Thornfoot. Rish will not want to say, claiming his clientelle prefer descretion. Rish is trading a magic relic to Areon, who wants it to return to the Cloister; to Bevarelse.   What is this magic item? Adamantine Breastplate. While you're wearing it, any critical hit against you becomes a normal hit. It's a dull steel color chest piece with the faintest indent of the unique script symbol that helps identify Blaest with a line above it and a line below it. It looks like that's been filled in with some metal. Also, there's a small section on the bottom where it looks like something has been written in blue. No, actually, that's where the steel paint has been scratched off by Rish. It's actually a breastplate made of script stone (bevarl stone). It's not very heavy, and it must at least 130 years old.   What's in the Western Quarter (Grit Corridors) for them to pass time? Very few wanted posters or Enforcers (actually, quite a lack of Enforcers overall; any guards seem to be volunteer citizens, retirees or Altruists). Help wanted poster for someone to come lift boxes. Help wanted posters near the east edges of the Grit Corridors asking for any herbalist or other healers to help at the hospitals and other care centers; paid. An Altruist handing out info-flyers to join their "dream" experiment in Sun's Reach.   Block of Murals Hall of Stars Blacksmith's Row   Also, tons of nervous talk and rumors about the battles happening in Grewlheyde. Pulling all the Enforcers over there to battle some fell beast! You think it's a giant elemental? How could that happen? The Servitor was leading the charge, pushed back the monster all by himself! What are we going to do about my wife? She's still sick and there's only so much non-magic healers can do. Not to mention they're gouging prices now that they're nearly the only ones who can medic! I don't care if the magic is weird, if it saves my wife's life I'll pay for the parr's nausea treatment for the rest of their life. I heard the Grewl Pass was completely split! Now the lake has a second river. Do you think the Servitor is going to be able to lay all this rest soon? Of course! Well, I did hear that he's backed away from the fight; left a commander in charge.

Relations

Allies

Neutrals/Bystanders

Rish, Ivory   Captain Arvid Stjerne, Blue Brand is the ship going to litsetivon. An older looking sun-tanned elf. scars around his wrists. grey and dark grey hair pulled back into a messy bun, hardly keeping the hair from his face. He's gruff in appearance and speaking, but he himself seems pretty clean and taken care of. He goes by Aft, but rolls can be made for Stjerne and a high history check from peeps in Paritet or Isfeljor home location (just Kallista I think) will recognize that as the surname of the Representative Leader of Lyston, and by extension all of Isfeljor—Venleth Stjerne. Stjerne is Brandt Stjerne's father and Venleth's brother. He was disposed by his son with the help of Venleth, who puppets Brandt. He was framed for the murder of the previous representative of Hvithavon, and it was Rish and Yasmah who helped him escape the city. Now, he's a gruff smuggler transporting stolen and pilfered riches to those less fortunate.

Adversaries

Flynrich

Backdrops

Locations

Himmgulhavon

Threats

Name: Zetchak Tolar, Gray Dwarf with robot thing and mechanical arm. Scalemail and shield, dagger hidden in a wrist brace. level 8 Artificer (Battle Smith)   ABILITY SCORES & ABILITIES   STR 11, +0, +3 Athletics   Dexterity 13, +1   Constitution 16, +3, +6 CON Saving throw   Intelligence 19, +4, +7 INT saving throw, Arcana, and Nature   Wisdom 12, +1   Charisma 8, -1, +2 Intimidation   Armor Class 17 ... Armor worn: scale mail (also see Infusions), shield   25 ft. Speed   67 hit points   Extra Attack (2/attack)   Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. 1d4+1 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.)   • Steel Defender (robotic combat companion, improves as you level up; see TCoE p. 19)   • Flash of Genius (reaction to add +4 to ally's check or save within 30 feet, 4 uses between rests)   FEATURES, TRAITS, SPECIAL ABILITIES   Soldier Background [PHB p. 140]   • Feature: Military Rank.   • Traits: Older sibling runs underdark river ferry. Earthy manner.   • Ideal: Prove worth beyond rank.   • Bond: Reputation as fearless.   • Flaw: Lost faith in leader.   Proficiencies & Languages   • Languages: Common, Undercommon, Dwarvish   Duergar Traits [MToF p. 81]   • Age: 80 years old   • Medium Size (4' 1", 160 lbs.)   • Superior Darkvision (120 feet)   • Duergar Resilience (adv. versus poison, illusions, being charmed, paralyzed)   • Sunlight Sensitivity (attack, Perception disadvantage)   • Infuse Item (3 items with Boots of the Winding Path, Enhanced Arcane Focus, Enhanced Defense, Enhanced Weapon, Homunculus Servant or Replicate Magic Item - Alchemy Jug; specific bonuses not added to numbers on this sheet)  
  Orc Black Viper, Grotrak Feet Flayer, rapier has an adpative guard that expands to help block  
  Human Giff (https://5e.tools/bestiary.html#giff_mtf) with 74 hp, Veronika Jessen , their glasses click and focus in as a sight

Encounters

Arrest attempt night of Water Cycle Day 5:   Iron Consul x4 (altruist, citizens, and collector volunteers) Lizardfolk Subchief x2 (actually Brokers from the Operators, volunteering) Shadow Dancer x1   One Subcheif and 2 Consuls will knock on the door. The others will spread out to cover any windows/back door. The tabaxi Shadow Dancer will prowl from the rooftops; she's a Slayer from the Enforcers.
https://youtu.be/a_pggmF8Wks   combat: https://youtu.be/4tCZkGa_1WY


Cover image: by holyflpncows

Comments

Please Login in order to comment!