The Leads
Plot points/Scenes
The players have started their journey in the city of Iamont, where a mysterious individual known as Maccai has enlisted their help with rooting out a vicious clan, the Bronze Rat Clan, that has been terrorizing the island from the criminal underground. They begin by visiting an old, seemingly abandoned inn called The Haybale. Once inside, they meet with a well-dressed Dragonborn named Skäl who leads them down into one of the main hideouts of The Underground. They meet with Maccai, who gets them up to speed on the situation at hand and hands them 3 leads they can follow; A tavern owner, a dock worker, and a weapon smith who all are suspected to be working with the clan in some way. With their leads in hand, they head to a tavern in town to speak with it's owner. Stranger makes a rigged barstool and pays a whole GP for 5 drinks, Cabot gets eyeballed by a sketchy patron, and Ashur does not know how to discreetly ask for information. They should also make bar stools that accommodate half-lings. They learn of a mysterious woman with a lot of knives associated with the clan who collects payments from the tavern, vowing to keep a sharp eye out for her in the future.
They then proceed to the western weapon smith, where Looter makes the absolute big brained decision to arm the murder with a brand new dane axe, but hey; it's for self-defense, right? Ashur also shows off his illusion skills to the worst of his ability before Fi takes over the interrogation. The smith caves and lets them in on an enigmatic rich man called Monroe Hash , who pays her to make weapons under the radar. Ashur then remedies his illusion magic by manifesting a middle finger to Looter, how quaint.
Upon reaching their final destination, the docks, they receive a letter from the foreman about their target; a dockhand named Ager Schmo. Obviously, they walk in formation towards the dockhand and his mates like JoJo characters with the 3 foot tall halfling in the lead. This works out in the end, as the mere mention of a weapon immediately makes Schmo cave and spill his precious beans. Elicit goods are being taken to an estate outside town, which is presumed to be owned by Monroe. He also gives them proof of the shipments, opening a crate of weapons and ammo for them to use as they see fit. Fi takes evidence, Looter some arrows, and Cabot an entire roll of 10 knives; because, why not?
They return to Maccai and prepare to set off to Monroe's Estate to capture Monroe, alive.
Themes
Criminal underground
Suspicious activity
Completion Date
09/10/2022
09/10/2022
Plot type
Chapter: The Leads
Parent Plot
Related Organizations
Related Locations
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