Act 2 Session 1 - Portal Power
General Summary
Having restored the tower, long rested, and gained access to planar spells and the ability to gain portals, the party regrouped. With 13 floors of a tower now belonging to them, they can outfit it as a home base and discussed which floors could be used for what. They can bolster the economy of the nearby town to hire workers, or even go to the slums in Sigil and hire homeless people. When they create a portal, they can bind it in place with a portal key which can be given to workers to easily access the tower.
Wanting to understand how their portal powers work, Tech and VV were the first to experiment creating them.
Things discovered about portals and the Space Inbetween
- Time in the Space Inbetween does not match the outside world. No matter how much time is spent in the Space Inbetween, the time spent between entering and exiting a portal is almost instantaneous.
- The exit to the portal does not activate until entered. So no, Varix can't use it to launch items at foes.
- If an item is thrown into a portal, it's reasonable to find it there later.
- Paths between portals are not always straight.
- After creating several portals... there's now a small crack in the sugar-like dome
Tech also asked Gaia the Mimir for information about Axani and the Space Inbetween, and she said she'd have research done within one day.
Having satisfied their curiosity, the party heads off to follow up on the lead about Stannach Rilmani "seeking similar end."
Road to Dendradis
The Rilmani city of Dendradis is built around the base of the Spire in the Outlands. The Spire causes ill effects to any non-Rilmani who spend excessive time nearby, so the small town of Presage Point was built just outside of Dendradis. It serves as a hub for magical trade and is flush with taverns and hostels for visitors to Dendradis to spend the night.
The group talks to the performer, Hilmarr Vaucasy, in an alleyway. He works with the Stannach who said he can trust them to do a quest. There's a safety deposit box in the Bank of Abbathor Dendradis branch that contains evidence of a plot in Sigil between either individuals or groups to tilt the powers in their favor, including possibly summoning the Architect for their own gain. As all bank accounts are protected by portals, they need to learn the portal key to the deposit box. The only one who has that information is ex-con Ash Angler of the Octagon Gang. They are to talk to his son about getting that key.
The Old Octagon Gang
Bartholomew Angler, son of ex-con Ash Angler, a 13 year old boy genius studying at Strixhaven. He needs access to the vault of the Octagon Gang's treasures to pay for his tuition by tomorrow night, and he honestly swears that that's all he needs as once he graduates he needs to make a name for himself without assistance. Ash went crazy 10 years ago when the vault was sealed, and no one was able to find the key. He enlists the team to find the other members of the gang and ask if they remember any details about the vault key, encouraging them to bring Ash to try to jog either their memories or his father's. However there's bad blood between the members so it's probably best to not mention they're talking to the rest of them.
Rewards Granted
The party will earn 500 gold per ex-member of the Octagon Gang they gather information from, potentially totaling 3500gp. They will also gain the item containing information about the portal key to the safety deposit box
Character(s) interacted with
Hilmarr Vaucasy - pro-Stannach and vehemently against any other being or group that tries to meddle with the balance of the multiverse
Bartholomew Angler - boy genius and son of ex-con Ash Angler. On track to be a legendary wizard... if he can pay the tuition.
Ash Angler - Ex leader of the Octagon Gang who lost his mind 10 years ago after a vault to the gang's fortune was sealed
Notes
The Octagon Gang
GRIFFIN, HALF-ELF
NOTES: He's been seen pit fighting for gold behind a local temple and loves winner-take-all bouts. Primarily because he nearly always wins.
IVE: Consider facing him one-on-one. If he loses, he agrees to tell you what he knows.
MARCO PARAGOTO, HALF-ORC
NOTES: Believe it or not, this steely, one-eyed scoundrel has taken a vow of silence at a local temple-probably to avoid having to testify someday.
IVE: He's not really the devoted type. And his temple's elders would certainly be shocked to learn about his past. Unless they approve of larceny, adultery, battery, forgery, perjury, bigamy...he's done most of the y' crimes.
JEMMA "LOCKPICK" WHISK, GNOME
NOTES: She's one of the best safe-crackers in the realm. But for some reason she's having a tough time breaking out of captivity. Sister to Eloise Whisk.
IVE: Find a way to get in and talk to her face-to-face.
ALTON OTSON AND ELOISE WHISK, HERENGON
NOTES: These two lovebirds finally got hitched. They also like to foster flumphs. They all live in a small house outside of town.
IVE: They love those flumphs and would do anything for them. Not suggesting threatening the little ones, but that might work Simply asking might work too. They need money. Might be glad to hear Jemma is out of trouble if you're able to pull that off.
ROPRICK "THE TOOT" MERRIMAN, DRAGONBORN
NOTES: A well-regarded musician as well as a complete lout, he's likely to be found at one of any number of taverns in town tripping over his own tail. Try The Glorious Lantern or the Ample Wand.
IVE: Buy him a drink or offer to pay his tab.
HATTIE WALTERS, HUMAN
NOTES: Difficult to track down-is effectively homeless. You'll likely find her in Wretchtown.
IVE: Surely any reasonable person living in Wretchtown can be plied with the promise of enormous wealth, though I suspect living there has done a number on her ability to reason. Please don't hurt her, I have reason to believe she's my mother.
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