Session 18

From 4th Edition

Jump to: navigation, search
Session Notes
Part 1: Dawn of the First Day -72 Hours Remain-
1) Coppernight Hold (Sumner 3-29)
2) The Broken Tower (Garrett 4-5)
3) Orc Stronghold (Jim 4-19)
4) The Raiders' Hideout (Neil 4-25)
5) Temple of the Zealots (Quang 5-3)
6) The Search for Jim (Sumner 5-10)
7) And Then We Found Everything Out (Garrett 7-12)
8) Indiana Jim and the Temple of Doom (Jim 8-1)
9) Escape to the Shadowfell (Neil 8-23)
10) 3.5 Rears it's Ugly Head (Sumner 8-30)
11) It's Chult! And It's All Wacky! (Quang/Garrett)
Part 2: Brand New Day
12) Moral: Don't Touch Poor People
13) Mutiny!
14) Today's Session is Brought to You by the Letter 'L'
15) We're Solving a Puzzle!
16) In Which Quang Finds a Hat
17) Pull Switch -> Release Cthulhu
18) Neil's the Scout, So He Goes First
19) We're Going Home!
20) God Dammit, Jim
21) Alien Danger Dungeon
22) No Plot Element Left Behind
23) Wimpington Jr Explains the Universe
24) Everyone Hates You
25) No One Will Notice a New Brackish River
26) Rocks Fall Everyone Dies
Part 3: Twilight of the Crime King
27) Garrett's Shitty Gang
28) The Life and Death of Dr. Steel
29) Captured!
30) Let's Whine Some More, Guys
31) In Which Edwin Avoids Murdering His Parents

Niel's the Scout So He Goes First

It seems that Jones and company have run into some trouble while the adventurers were gone. The party agrees to help them out of their bind while they wait for their ship's departure. Following Arat's suggestion of finding the map of the thieves' guild first, the party heads out to the Docks District, finding the bookie's house on a run-down pier.

After several failed attempts to get the bookie to give them the map willingly, the party finally resolves to send the sneaky team in after nightfall. Sadly, only Thia makes it, with Edwin being chased off by the city guard. After some investigation, Thia crafts a clever plan, stuffing old rags into the house's chimney and letting the active fire fill the room with smoke, suffocating the bookie in his sleep. With the danger removed, Thia grabs the plans for the hideout and returns to the party.

The sneaking continues as the group moves towards the hideout itself. Quite some time is spent investigating the building, which unfortunately tips off the thieves inside that some intruders are on their way. After the entire party is inside, the thieves launch two ambushes, leaving the party severely drained before they fight the guild's leader. The guild hall itself is decorated with the same symbol used by The Thief, which the guild seems to use as its own mark.

On the third floor, the Five Coins discover that the Githyanki (or at least a Githyanki that looks exactly like him) is the leader of the guild, though he shows no sign of recognizing the party. He disappears into a puff of smoke after being defeated, and the adventures find a desiccated corpse nearby that looks like the Githyanki as well, implying that he's been dead for about a year, well before the original party ever got together. The corpse was holding in its hands an iron key with the number '7' carved into its head.

Personal tools