Characters Present: Yukihyo, Vesfaah, Tal Hil, Tilij, Ravvi
The evening grows very late as the party finishes interrogating the Shattergang Brothers’ scout Erko. Convinced that the goblin has no pertinent information about Krenko, the party releases him and he disappears into the night. The streets have emptied of all but the most dedicated revelers as the night deepens. The party decides to refocus the search for Krenko and investigate the location that Noggra gave them to find the Izzet arms-dealer Falish.
Upon arriving at the location described by Noggra, the party finds themselves in a dimly lit alley behind a restaurant that is closed for the night. Near the back door to the establishment is a smaller, padlocked iron door that looks as if it came from a vault.
Vesfaah, excited to use his magic key, attempts to open the door. Unfortunately, his key does little to persuade the door to open. After Vesfaah’s key doesn’t do the trick, he pulls out his trusty lock picks and begins to go to work. Yukihyo extends her arm to knock on the door, but before she is able to lay knuckle to metal, Vesfaah pops the lock open and a magical alarm begins to blare, sending echoes throughout the night.
The party hurriedly makes their way through the door and down a narrow set of stairs. At the bottom of the stairs is another locked door. Tal Hil goes into locksmith mode and makes quick work of the second door and the party enters Falish’s workshop.
“The flickering glow of lanterns reveals a haphazard room that is thirty feet long and twenty feet wide, packed with equipment, tools, and materials. Hanging from the wall are all manner of weapons. Boxes and small crates are stuffed under tables that overflow with flasks. A workbench is piled high with tools. There’s a small living area with a bed and a large iron stove in the back of the room.”
The party investigates the room. Tilij, in his wolf form, begins sniffing around for clues and finds a scent trail that leads to a wall with a workbench nearby. A bit of searching uncovers a lever that opens a secret door in the wall. The secret door leads into a corridor that ends at a hole in the ground with a ladder descending into the darkness. While Tilij shows his discovery to the rest of the party, Ravvi spends some time stuffing her pack with as many of the weapons hanging on the wall that she can grab.
The party descends the ladder behind the secret door and find themselves in the sewers.
“You stand shin-deep in sewer water, in a dimly lit tunnel. There’s a raised walkway on either side that gets you out of the smelly, muck-filled water. Small lamps housing magical flames shed dim light. The walls are covered in moss and lichen.”
Fortunately, there is a fairly obvious trail of muck leading up to the raised walkway and down the tunnel. On closer examination, the trail consists of one set of human-sized footprints and several sets of smaller-than-human-sized footprints all leading in the same direction.
As the party makes their way through the sewers, they stumble across a woman with a flamethrower battling a Gray Ooze. The party jumps in to help battle the creature and handily dispatch the Gray Ooze, the final blow being delivered by a devastating elephantine belly flop delivered by Tilij.
The woman who was fighting the Gray Ooze turns out to be Falish (shocking, I know). Her gratitude towards the party for saving her from the Ooze makes her very receptive to helping the party and she informs them that she was headed to Krenko’s hideout because someone was breaking into her workshop and she knew that Krenko would give her refuge because they have a strong business relationship. Falish tells them that he is a frequent customer of hers and she’s a bit hesitant to give up his location, but once the party reassures her that they were the ones breaking into her shop and that they did not actually have any ill intentions towards her, she decides that giving up Krenko is a worthy repayment for the party saving her. She leads them to another ladder leading up and out of the sewers and then takes off to return to her workshop.
The ladder leads the party into a dark alley between two warehouses. They find themselves in a dock area that has seen better days. Many of the warehouses around are boarded up and in a state of disrepair. Across the street from the party are several cloaked goblins keeping watch, guarding the doors to the warehouse directly across from the alley.
“A large, soot-stained wooden building with a faded symbol of the Boros Legion sits at the edge of a canal, its timbers cracked and singed. A closed bay door faces north toward the water, and a wooden track runs from the building all the way to the edge of a pier. A similar bay door faces south toward the main street. On the alley sides of the building are two doors—a double door on the west side, and a single door on the east side.”
After heading up onto the roof of the nearest warehouse to scout the area, the party prepares to approach the goblins. Ravvi sets up on the roof to keep an eye on the battlefield from above while everyone else returns to the dark alley below.
Tal Hil unveils his glowing face hole and the goblins across the street take notice and begin to advance to investigate. As they get closer, Tal Hil flares his light to reveal the large elephant-man, ferociously snarling cat-lady, and the sinister smirk of a devious satyr that had previously been concealed by the darkness. Tal Hil charges forward in the moment of confusion and bifurcates one of the goblins with his glaive. Tilij charges forward and smashes one of the other goblins to a pulp. Yukihyo takes off down the street to take out the guard at the far end of the warehouse.
As Yukihyo begins moving down the street, she spots a gang of cloaked goblins approaching from further down the street. She changes course and charges right towards the mob. When Yukihyo gets close enough to the goblins, she unleashes a wintery blast of icy dragon’s breath at the mob and instantly freezes most of them into a collection of goblin-sicles. The two goblins that survive the breath attack flee, icicles dangling from their noses and ears.
Yukihyo heads down the alley on the far side of the warehouse to clean up the last few goblin lookouts.
The rest of the party bursts into the warehouse through an elephant-shaped hole that was, only a few moments earlier, a door.
“The glowing lantern light reveals a warehouse charred by a fire. To the north and south are large, iron-reinforced bay doors, operated from the ground by chains and pulleys. The western wall has a square room in the center that fills a twenty-foot-by-twenty-foot section of the warehouse floor. The room has a door and window on the side facing the center of the warehouse floor.
A catwalk encircles the interior twenty feet above the floor. Stairs lead up to it near the center of the eastern wall. Dozens of large boxes and crates are scattered around the warehouse, their integrity in question due to fire damage. A pair of wooden rails runs through the center of the room. On the rails sits a giant wooden wheeled cart. Towering over the cart is a ten-foot-high, soot-stained iron statue. It looks vaguely humanoid, with claw-like appendages at the ends of its arms. In place of its head is a cavity containing a seat with a series of levers all around it.”
Everyone charges into the warehouse ready for battle. The party immediately identifies that the “statue” in the middle of the room is a mechanized Loading Rig and they dispatch a few goblin guards as they get closer to the Rig. Tilij is able to get in close to the Loading Rig and hit it before it can so much as take a step. This causes the goblin-made contraption to malfunction and short out. The Loading Rig powers down and slumps in place. Furious cursing and banging noises can be heard coming from inside the rig.
Tal Hil, his mechanical companion, and Tilij continue to batter the Loading Rig while Ravvi and Vesfaah pick off several more goblin guards around the warehouse. Yukihyo finishes off the last of the goblins outside and then heads in to help handle any goblin stragglers remaining.
Whomever is inside the Loading Rig has no luck getting the machine running again and the party is able to kill or subdue all of the goblins in the warehouse with little resistance. However, the goblins have been throwing Alchemist’s Fire aroudn during the battle and the warehouse has been set ablaze. The party is able to pummel the Loading Rig into a heap of metal and wire and discover that the person inside the Rig is, in fact, Krenko himself. They capture Krenko and prepare to take him to the rendez-vous site to hand him over to Nassius Ven.
Before leaving the burning building, Tal Hil takes a quick look around the elevated office that looks over the warehouse floor. Inside, he finds a lockbox which he takes with him. When he has a chance to open the lock box he finds:
“The iron strongbox under a desk contains funds Krenko was gathering to pay off Falish. It is locked and can be opened with the key in Krenko’s possession, or with thieves’ tools and a successful DC 15 Dexterity check. Inside the box are 350 zinos (gp), two gold rings inset with small rubies (worth 50 gp each), and a potion of hill giant strength.”
Krenko also has a vial of acid, a flask of alchemist’s fire, a bag of caltrops, a vial of basic poison, and the key to the iron strongbox on him when he is captured and those items are up for grabs for anyone who wants them.
| CHARACTER | LOOT GAINED | LOOT LOST |
|---|---|---|
| Yukihyo | None | None |
| Vesfaah | None | None |
| Tal Hil | Warehouse loot box | None |
| Tilij | None | None |
| Ravvi | Pack full of weapons | None |
| UNCLAIMED | Vial of acid, flask of alchemist’s fire, bag of caltrops, vial of basic poison | |
| THE PARTY HAS LEVELED UP TO LEVEL 5 |
