20.10.2019 - Kithri Tealeaf Report in Journey | World Anvil

20.10.2019 - Kithri Tealeaf

General Summary

  • Stationed in Bricot (The town the others are in)
  • Have been hired by a local noble to track down and hinder/delay/stop a group of adventurers that has killed an heir to one of the local lords
  • Reward: each day they get delayed, we'll get 1000gp
  • the group is currently stationed in the town
  • we need to prevent them from leaving town by any means necessary
    • Didn't specify if we could kill them or not
  • the murder took place last night
  • We were contacted very early this morning
  • Don't know when they will leave
  • We need to buy time
  • Know that
    • they seem to be foreigners
    • One human, one half-elf and one tabaxi, one deep gnome
    • Might be some other characters they are in allegiance with
    • Gets descriptions of some of them
      • Human: tall, gladiator
      • Half-elf: round-bellied
      • Tabaxi: rouge-ish
  • We're staying at the shitty inn outside the gates
  • Lots of refugees/beggars
  • We try to enter the town. Lots of traffic. Guards stops everyone that looks like a refugee, at least checks everyone else
    • We show the signet ring of the lord
    • The gate captain remember the group
      • Assumes they're staying at the Rusty Lion Inn
      • He'll let his men know not to let them pass
  • Bautastones on the side of the road past the gate, grove (habitat of an elf), large smithy. Sees the large keep in the distance, cathedral to the east
  • Walk by the gallows: They are being fixed for a public hanging. Crowds are starting to gather
  • Market is packed with people
  • Enters the inn
    • There has recently been some commotion in the kitchens
      • Smells of smoke
      • The doors to the kitchen has been removed
    • Multiple patrons eating breakfast
    • Large mirror behind the counter
    • We talk to the innkeeper, Bella
      • Smoke etc. was because of a small accidents, the group rescued them
      • Asks if it was them that caused it and not saved them (crits on persuasion, 31!!!)
      • She believes me and is now convinced they are very bad people
      • they took all their thing and left
      • She will help us with anything she can
      • we ask her to stall them if possible, but not endanger herself
    • She refers us to her doorman, Namur, who might have seen where they went
      • Fit, sharp-eyed
      • They headed north when they left
      • They where escorted by some guards
      • We should talk to the captain of the guard, Julom
        • Most likely to find him in the keep
      • They were with some other people: A half-elf and a local drunkard
      • Seemed to be formidable, if maybe a bit hurt
  • Goes to warn the south gate not to let them leave
    • Larger gate with more people
    • We talk to a guard, who goes to find his gate captain
    • A few urchin sneaks past the guards
    • The captain is a human woman
    • She will detain them if she sees them
    • Sends a guard with us to get us to the captain general quickly
    • An urchin steals all my money :/
  • We reach the keep to speak to the captain general
    • He's not available, busy with the earl and some guests
    • Don't know how long it will take, but he alerted the guards of the keep of the group
  • we talk to the front entrance guards
    • Describes the group to them
    • They are with the earl right now
    • They doesn't believe they can hurt the earl
    • Will notify the captain general, and maybe stall/detain them
    • the deep gnome is not with them, maybe he's somewhere doing nefarious things?
  • Retcon, we got the mission together with Eik Greytouched, a lightfoot halfling spellcaster(??, Asgeir's character), but he had to prepare something before joining us
  • We go to the gallows, meets up with
    • They're fixing it so three people can be hanged there
    • Holding area, huge cart with cages underneath. Inside is three figures
      • Two human males, one male deep gnome (unconscious)
      • They will try to notify us if they see anyone suspicious
      • They will also send a guard to the north gate to get reinforcements
  • There are gates on the water for ferries etc
  • Goes to the west river gate
    • They will try to stall them, but will be difficult since they only have a few men
  • Goes to the east river gate
    • Will try to stall them, but needs reinforcements
    • Asks us to go to a location marked with an open eye behind the cathedral
    • Knock on the door and say that we need some extra guard help
  • We goes to the spot behind the cathedral, small unassuming wooden door
    • We knock and say the stuff
    • An elderly acolyte listens to our explanation and leads us inside
    • He puts the map in front of the light, it reveals an open eye on the paper (the eye opens)
    • We tell him everything (including the possible conspiracy with the Earl)
    • He will send reinforcements
    • He will also make sure that the walls are further secured
      • Eik is talking about arming the people on the walls with buckets of sewage and guard dogs
    • They will do their duty as The Watch
    • They will also make sure that any other way out of the city is unavailable
  • We go to stop the group at the keep
    • The group is still inside, and the captain general is still unavailable
    • We spend a lot of time making weird/stupid plans
    • Nortle sees a hooded figure keeping watch of the entrance on an opposing roof
    • Eik goes to fetch some rope, gives Nortle some rope in the meantime
    • Nortle casts Pass without a trace to let us hide easier
    • Plan: Hide and wait for them to come out, then cast hypnotic pattern and tie them up
    • Nortle goes to check the windows (stealth 38!!!), a tabaxi dashes past
Report Date
04 Dec 2022

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