The Hunts

General Summary

The adventures reconvened at the Beyonder’s Blades inn which was manned that day by Bane. Bane grumpily served drinks and cake to the stream of visitors and tired laborers coming in from their various jobs.

Breaker lobbied the group for help with hunting the assassins. He attempted to convince Mo in particular, showing her a sketch of the assassin’s notes and talking up how they could earn shins from the task. Seeing a chance for profit, Mo went with him.

However, as they were discussing the issue, a stranger from the south entered the tavern and began asking for a delve to aid him. Sirkel talked to the man and listened to his story of a treasure hidden in a haunted cave. He decided to go spelunking for the buried treasure. Cassandra decided to join Sirkel since Tidran wasn’t around to be protective.

During this exchange, Gwydeon suddenly appeared from a hologram projector he had surreptitiously place on the inn’s counter. He was a bit put out that no one had responded to his message on the inns notice board, and asked for any willing adventurer to aid him. Farren was intrigued and went off to speak with the old inventor.

At this point, the party split into three different groups. Breaker and Mo set off for Northam on the trail of the assassins. Cassandra and Sirkel prepared for their journey to the cave with Saspar, the merchant from the south. Farren went off alone to see what Gwydeon was so insistent about.

  Farren found Gwydeon in his workshop. As usual, the inventor was busy tinkering and he barely paused to greet his guest. Gwydeon explained that he thought he could open a series of permanent portals on the trade routes to allow immediate travel from the surrounding hamlets to the settlement. He needed someone to use a gadget called a trans-local fixer to relay enough information to him to enable the portal to remain stable.

  Gwydeon also mentioned that he had a bet going with an old friend of his named Vizeem. Vizeem didn’t think that stable portals were possible. Gwydeon brought up a live hologram transmission to Vizeem, and Vizeem teased Gwydeon about stable portals. Vizeem also mentioned that he had been contacted from another dimension by a woman looking for her child and a crazy man raving about technical adjustments to a machine.

  Farren was very interested in Vizeem’s story, but Gwydeon dismissed it out of hand as a con. Vizeem then refused to tell Farren any more unless she could prove Gwydeon wrong (or right) as he was interested in the portal experiment. And so, without much further ado, Farren set off in the direction of Northam to use Gwydeon’s device.   Along the road to Northam, Farren joined with Breaker and Mo. The trio arrived at Northam and Farren activated Gwydeon’s device. Several seconds later, a portal materialized and stabilized. Gwydeon’s idea worked! The group continued through Northam, and headed east to find the assassin who had been captured.

  Several days into their journey, Farren suddenly spotted three shadowy figures hidden along the path. She called out to them, and the figures tried to retreat into the trees. The adventures pursued the hidden figures; suddenly the camouflaged men turned and attacked! A fierce battle ensued!

The figures turned out to be the assassins the group was looking for. Each assassin wielded dual daggers and had a wrist mounted launcher which they used with deadly accuracy. Mo floated up into the air and rained down attacks from above while Breaker and Farren fought on the ground.

  The fight raged back and forth, Mo caught several flechettes from the assassins and returned the favor by hurling her daggers into the attacker’s chest. Farren was able to find a chink in the armor of one of them and sunk her knife into it. Breaker relied on his trusty slug-thrower and sword to carve deep gashes in his assailant.

  Finally, two the assassins were slain, and a third lay unconscious on the ground. Farren quickly bound the unconscious man, and searched him for weapons. After removing the man’s weapons, Farren also found a drawing very much resembling Breaker and a pouch of shins. When the assassin came to, he wasn’t very talkative but was tricked into revealing that Breaker was their target, and there was apparently a very large reward for killing Breaker.

  Meanwhile, Sirkel and Cassandra set out with Saspar, the merchant from the south, to find the haunted cave filled with treasure. When the group was a few hours out from the settlement, Saspar suddenly jerked the Aneens to a halt! He turned with an evil grin to Sirkel and revealed he was actually a member of the desert wind bandit group. He intended to bind Sirkel and Cassandra and deliver them to the bandit’s leader.

  Sirkel was not as disturbed by this revelation as one might expect. Instead, he asked Saspar if this whole binding business would prevent him from eating his cake. Saspar gloated that he would take Sirkel’s cake and eat it! The concept of losing his cake enraged Sirkel, and he grapped a pickaxe and swung it hard at Saspar’s head! Faced with combat with a potentially dangerous opponent, Cassandra’s nerves got the better of her and she fled into the woods nearby.

  Sirkel and the bandit fought briefly until Sirkel got lucky and caught Saspar upside the head with the side of his pickaxe. Saspar slumped to the ground and was knocked out cold! Sirkel quickly hog-tied the bandit and then waited for him to revive. As soon as Saspar came to, Sirkel sat down in front of him, pulled out his cake, and ate it. No one was going to keep Sirkel from his cake!

  Cassandra came out from the woods once the scuffle was over, and she and Sirkel searched the bandit. Saspar carried a journal which revealed the bandit group had been driven further north by a rival outlaw group. He was one of several who were scouting trading routes to rob, and also keeping an eye out for Sirkel.

The group left the bandit tied up and put a small knife on the ground about twenty feet away. With the knots tied as tightly as they were, it would take Saspar most of the day to wriggle over to the knife and free himself. Cassandra confiscated the bandit’s sword and wore it proudly on her hip. She and Sirkel then set off back towards the settlement.

Rewards Granted

Cassandra gained a medium weight saber.

The entire party gained experience and varying amounts of shins

Character(s) interacted with

Report Date
22 Feb 2020
Primary Location
Secondary Location

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