In today's instalment of Eberron Mystery Theatre, our heroes - Chris the Warlock (and groupies), Picadilly the Paladin, Stab the Spellthief and Diaspo the Monk stormed Victor Saint-Demain's hideout, liberating Lady Zelina d'Medani, and putting an end to the inquisitive's evil plots.
Having discovered Victor's nefarious plans, and uncovered the location of his hideout, our adventurers decided to seek the aid of both the Baron and the city watch, soliciting the help of two score men-at-arms. Combined with the might of Chris's entourage - several rowdy barbarian youths, a shifty rogue, and an apprentice wizard, the lot made for Aureon's Gate in the Gate of Gold district.
At the entrance of said district, the adventurers ran afoul of their old friend again - the leader of the Daask Clan, and Diaspo managed to parley his way through for all and sundry, after convincing the gang leader that he would sign over a share of his reward from the quest.
Arriving at Aureon's Gate, the party made their way up the steeply sloping hill, and Chris's rogue sycophant ran afoul of a steel bear trap. Stab however proved his competence by finding and marking the locations of several other traps, positioned near the building's central approach. As Chris proceeded to curse the traps into submission, he was shot at with an arrow! :o
It seemed that the approach was guarded by Scrimshaw the gargoyle, who started taking potshots at the party from the air. Using his magic, Chris shattered the gargoyle's bow, forcing it to fly close to attack. It was quickly dispatched when everyone ganged up on it - Stab backstabbed the gargoyle, while Diaspo stunned it with a fist attack, and Picadilly hit it with her hammer, and Chris blew it apart with his eldritch blasts.
The adventurers then proceeded to the entrance of Aureon's Gate, where Stab discovered a small magical trap over the door. He tried to disable it, but failed, and was paralyzed. Diaspo lugged him after them while they entered the entrance area.
In the darkness, Picadilly smelt something foul and squiddy. True enough, Regla the Choker was lurking in the shadows, ready to strangle the party. Fortunately, Picadilly's skin was thick, and Diaspo's reflexes were quick, and they avoided the Choker's initial attacks. As the Choker retreated, Chris blasted it with an eldritch blast, and Picadilly hammered it into a pulp.
Two down. Six to go.
The adventurers busted through the double doors leading deeper into Aureon's Gate, and discovered Durok standing over Zelina with a great club, poised to strike. Fortunately, Picadilly's pally senses tingled, and pointed out that both Zelina and Durok were evil. Chris quickly zapped the two of them, and sensing that the ruse was up, Zelina morphed into Vrinn the changeling, and quickly blew a gout of fire at the group. The fire seared everyone but Diaspo, and sent Stab, scorched and charred, spinning away into unconsciousness.
Diaspo shoved a healing potion down Stab's throat however, reviving him. The group then jumped the half orc as Picadilly charged Vrinn, forcing the changeling to retreat. They quickly dispatched the half orc with concerted attacks, but Vrinn downed a potion, and fled.
The next room, it seemed, had a rickety spiral stair that led upwards, and behind that, there seemed to be another chamber. The party approached the far chamber, and discovering that there were no traps, broke in. It was Victor's secret lair, and inside, they discovered not only plans for several ploys, but also evidence enough to implicate Victor for all his crimes. Diaspo opened a chest in the corner of the room, and discovered, too late, that it was trapped. He was poisoned, and it was at this time that Victor's two remaining conspirators attacked.
Since Chris was in the doorway, minding his own business while the others scrutinized the contents of the chest, he made a tempting target. Both Mange and Grimjaw assaulted him, hitting him with a combination of boomerangs and punches. Picadilly turned and hammered at Grimjaw, while Stab shoved a stunned Chris out of the way. Diaspo then tumbled nimbly into the hallway, and using his dragon breath attack, spat a cone of sound in the direction of the villains. The powerful attack brought half the rickety stair down, and Mange with it. Mange was toppled and knocked unconscious, though Grimjaw survived the attack. Recovering, Chris blasted the hobgoblin, and the others laid into him, killing him quickly.
The adventurers then made their way up to the top of the clock tower, while the guards and henchmen took Mange into custody and cleaned up below. On the clock tower platform, the adventurers discovered none other than Victor, clad in his trademark bowler hat, with his silver sword cane, and Lady Zelina tied to the clapper of an ancient bell in the clock tower that was powered by a pulley and gears system. Stab, who was disguised as the Baron, distracted Victor enough and forced his hand, causing him to start the mechanism on the bell early.
With time of the essence, everyone attacked quickly, trying to subdue Victor and rescue Lady Zelina before the death trap activated. Chris conjured a swarm of fire ants on Victor, causing him to retreat, while Diaspo rushed to the clock tower platform, clambering up to try to free Lady Zelina. However, Victor summoned two lion creatures, and these pounced on Diaspo, knocking him down and preventing him from doing anything on the platform.
Stab quaffed his potion of flying then, and flew towards the top of the bell, where he began inspecting the system. Surprised by the adventurers and their cleverness, Victor pulled a scroll out from the hilt of his rapier, and cast a lightning bolt in the direction of Chris and Picadilly, electrocuting them. The lions also redoubled their efforts, and knocked Diaspo unconscious with paw swipes. Stab discovered a catch on the manacles binding Lady Zelina to the bell, and worked quickly to free her. She fell into Stab's arms, fluttering her eyelids at him as he flew her to safety.
The adventurers then attacked Victor with all their might, and seeing that his plans were thwarted and hope was lost, he ran to a window to escape. He jumped out, and attempted to activate a magical device, but at that time, his magic suddenly failed, and he plummeted to the ground to his doom.
In the days that followed, Victor was arrested, put on trial, and sent to Hell's Heart prison, a prison for the criminally insane. The Baron and Lady Zelina were both delighted with the adventurers' help, and not only conferred rewards upon them, but titles and licenses allowing them to work on the House's business in Sharn. Efforts were also made to refurbish Victor's old abode into a place for the adventurers to stay.
Of course, it seemed that Lady Zelina also had a very favorable impression of Stab, and even considered taking him as a paramour. :o
And thusly, our adventures in this first season of Eberron Mystery Theatre draw to a close.
The following are the rewards everyone has received for their hard work.
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Treasure and Experience
1. All adventurers gain enough xp to put them at 19,000 xp. They are 2,000 xp from leveling up to 7.
2. You acquired the following treasure:
a. Gold rewards - 1,000 gold pieces each for completing the mission.
b. 150 gold in misc currency, looted from Victor's hideout. 250 gold worth of gems, and two diamonds of 500 gold value. Two masterwork scimitars and a chain shirt (750 gold total for the lot)
c. Quiver of 9 Alchemy Arrows (+1d6 fire damage) - Stab
d. Cloak of Elemental Protection - 3/day reduce elemental damage taken by 10 for 1 round.
e. Leather Armor +1 of Silent Moves - +5 move silently check
f. Amulet of Natural Armor +1
g. Potion of Barkskin +2
h. Potion of Expeditious Retreat
i. +1 Returning Boomerang - 1d6 bludgeoning damage, Crit 20/x2, Range 30-ft
j. Ki Straps +1 - Natural attacks count as magical weapons with +1 enhancement value
k. Blue Lion Statue - 1/day, turn into a 'Lion' creature that serves you for up to 5 minutes.
l. Victor's Sword cane - +1 silver rapier. Hilt can store up to 3 potions or scrolls (or combination thereof). Activating either a potion or a scroll in this way through the cane is a standard action that does not provoke an attack of opportunity.
3. The Baron has endorsed the retrofitting of Victor's old home on Clifftop into your base of operations. He has also issued a business license for your group to practice the inquisitive's trade under House Medani's banner.
As licensed agents of the House, you can now take jobs exclusive to House Medani, use House contacts, and other resources not normally available to common adventurers.
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