Hell's Medicine Part 2

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May 16, 2011

Hell's Medicine Part 2

Player DM: Xenarchy

The Party

Karl - Human Ranger/Rogue 5

Arissa - Human Sorcerer 3

Marek - Half-orc Barbarian/Fighter 4

Kayla - Half-elf Bard 2

Seanait - Egalrin Monk 4

Encounters

Encounter 1:

Investigative Segment

Encounter 2:

4x Human Fighter/Rogue 2 - CR 1 ea.

The Scene Begins

After one terrible incident several months ago, where a group of crazed war golems assaulted a band of adventurers, the reports of war golem attacks diminished significantly. However, the danger was not quelled indefinitely. In recent times, rumours are spreading that the threat is rising again. Word on the street is that war golems in the slummier parts of Alexandria are becoming violent again.

The last party that investigated this were those attacked. They discovered that the war golems had been oiling their parts with an alchemical substance that made them incredibly strong and powerful, but damaged their minds and threw them into fits of rage in increasing frequency.

Suspecting the source of the oil is still to be discovered, the city has recruited another band of likely adventurers to track it down and report what they can so the production and distribution of this dangerous substance can be stopped.

"Wizards, see? Like I was saying. You leave 'em 'lone for just a sec and they're making crazy grease for robots. All that reading twists their head all up." Marek opines, punctuating his.....classist(?) statement with a knowing nod. Being that it's an urban type adventure, he's actually not dressed to the nines. A chain shirt and the dagger at his belt are his only arms and armor from the looks of things. Don't want to spook the locals.

Seanait doesn't have any visible weapons, save for her quarterstaff. The egalrin cranes her head over at Marek, blinking once, "Well, I suspect that lunatics are not isolated to one certain profession, in any event. Though the nature of this 'oil' seems to indicate an arcane source."

The Aesir Bardling listens in amusement to her fellow half-human's statement, although she bides her time and doesn't offer any comment. She's dressed down too, having left the majority of her fur-lined bits at the inn. At her side is a rapier, an almost embarassing weapon for one of her people. She glances at Seanait as she speaks up, but doesn't join what looks to be a lively discussion. First rule of Barding.. Learn when to shut your mouth.

There's still a rather unpleasant scar that crosses Karl's torso from his last encounter with this 'golem drug' since there wasn't enough magical healing to deal with it completely--his hand slides over his abdomen over the armour, remembering it with a particularly pained grimace. "You might laugh, Marek," he observes a bit darkly, "But these 'golems... they can be scary as all the rust in the Iron Hells when they're on this stuff. Nearly killed me the last time that I ran into one on it."

Arissa's voice is light yet wryly amused as she trails Marek. "Cruelty isn't the sole province of those with magic. There are plenty in this world who will simply put you to the sword to get what they desire, and do so with the same heartless joy any other monster would have. Nonetheless..." She offers an idle glance around the area while adding: "We see now that power at a price is a more universal idea than one might like to believe."

Then, noticing an unfamiliar face, Arissa offers a smile and curtsy to Kayla. "You will be accompanying us? I look forward to your results... my name is Arissa." And finally, quick nods to Seanait and Karl; she has worked with them before and recognizes them.

"Hey, all I know is i ain't never seen no merc use his sword to cause this much trouble or a fucking baker making pies that turn you into a monster or something." The half-orc retorts over his shoulder at Arissa with a toothy grin. He nods to Karl, though. "I fought a golem once. Broke three knuckles when I socked it in the jaw. You wanna see something nasty, though. Check this." He pulls up chain shirt and the tunic underneath it, revealing a pair of scars that look like somebody took a pair of axes and mulched his guts. Which is pretty much what happened. "Gnolls man. Crazy fuckers. And there was this priest...err priestess. Was taking off the armor...'she' had....Gnolls are fucked up, man." He says sourly with a shudder. "How about we go check out some gobs? Gobs know this tech stuff, they might have an idea of what's going on?"

Seanait nods slightly, "And the previous encounter was in Goblinton as well. That seems to be the best place to at least start looking." She chirps thoughtfully to herself, then shrugs, "At least, barring any other clues."

"Kay." The half-elf offers to Arissa with a smile, her voice the rich, melodious contralto that is expected out of a bard. She tucked a blonde braid behind one ear, and wrinkles her nose at the half-orc. "Ew." She says, displaying the awe-inspiring eloquence of her profession. Kayla glances at Seanait. "That sounds like a plan."

"All I know is, I'm not going anywhere near these bastard sons of Reos if they jump us again," Karl says sourly, "I'm sidling up the nearest drain pipe and shooting from a rooftop. I've already been cut almost in half by one've these drug-crazed berserkers... and I'm not looking forward to reliving the experience." His hand drops down from his chest, and he offers Kayla an easy nod, "Karl Mattock. Hunter Extraordinare... and Gob-town sounds like a good plan. If nothing else, maybe some've the local alchemists know who's been buying up weird ingredients."

"While I see no reason not to simply ask the 'users' directly," Arissa replies as she strides with the group, "Your idea has some merit. It might bring us to the source a step faster, so I am all for trying it."

Arissa adds a few moments later, "I believe I know a few places that may have some idea as to what we're inquiring about... as some of you have suggested, there are suppliers. I will meet you here in a few hours time with my results." With this, she twirls and begins to head to the more affluent part of town to make a few inquiries with alchemist suppliers...

Seanait nods, following along with Arissa as she keeps a wary eye out. Sadly, the distrustful stares following the egalrin don't really allow her to contribute to any sort of negotiation.

"Try to stay out of trouble, boys." Kayla tells the two going down, down to goblin town with a grin as she turns to follow Arissa and Seanait, expression cheerful.

"Marek'n me will go talk to some of the less... reputable types," is Karl's suggestion, his head tilting towards the direction fot goblin-town, one hand clapping to his rough comrade's shoulder, "Let's see what we can dig up out've the mud, eh?"

Arissa takes 10 on Diplomacy.
GAME: Arissa rolls Diplomacy: (10)+7: 17 (roll adjusted for take 10)

Searching around the alchemists, Arissa eventually finds one willing to open up to her about the issue. The elderly gnome sits on a high chair behind a counter and peers down at her. "The crazed golems? No, I can't tell you anything about them. But I do know who might know. There's a man that bought a few odd things from me recently. He had money so I didn't question, but try looking for a James - er, Jimmy. The 'Cur', I believe he's known as."

"What a telling name," Arissa remarks with an air of wry amusement... then she smiles and offers a curtsy to the gnome, head tilted up to face him. "I understand. You have to assume good faith with your customers... nonetheless, may I ask what he purchased? My only intention is to put a stop to the attacks, and none need know you spoke of this matter."

"Just some alchemical bases," says the alchemist. "Nothing dangerous in itself and it's not illegal to buy. The materials provide a foundation of chemical substrate to help produce stable concoctions. Whatever he's making, I don't know what active reagents he's putting into it or where he's getting them."

Kayla uses versatile performance to sense motive.
GAME: Kayla rolls perform/sing: (10)+12: 22

To Kayla only: 'You don't detect any dishonesty.'

(Marek had to leave at this point)

"So he only purchased the foundations of his work, if he is indeed behind this, from you." Arissa offers a slight nod up to the gnome. "Then my only remaining question is if you know where this... 'Cur' may frequent?"

The gnome shakes his head. "Not just me. I'd guess he shopped around to get some from each of the alchemists. I think he lives somewhere near Goblinton. Not in the goblin settlement proper, but nearby. While you're here, I have a special sale on cosmetic alchemy and transmutation; very popular amongst the nobility. You look like a fine lady, one of taste. I can show you my wares..."

Seanait looks a bit amused at the thought of cosmetics, murmuring something under her breath in Auran. Then she shakes her head, looking at Arissa, "If you wish to get any... purchases, I will be waiting outside." With that, she makes her way to wait outside the shop for the others.

Arissa smiles and holds up a hand. "I /will/ return to take you up on that offer, but for now this needs to be tended to." It's not an idle or polite refusal; she does make semi-regular purchases from these sorts of businesses and does plan to return. "Thank you very, very much for what you have told us. Your honesty and trust may well have helped save lives..." She looks quite pleased with the gnome, her movements light and demeanor softly warm even as she steps for the door.

Kayla shrugs one shoulder at the gnome, being as interested in cosmetics as Seanait. The Aesir turns on her heels to follow after Arissa.

Meanwhile, in Goblinton...

"Alright. Just don't get in a fight, eh?" Karl regards Marek a bit warily as the half-orc ducks into a particularly unpleasant bar; not sure if he trusts the other man to just ask questions like he said he was going to do, he shakes his head and pushes on through the squalor of Goblinton. There're alchemists here too, less reputable ones that might know who's buying up odd supplies. They just might need their palms greased...

GAME: Karl rolls Diplomacy: (1)+7: 8

A goblin in goggles and covered in soot and chemical smells answers the door and laughs at Karl's ham-handed approach to diplomacy. "Ha! You? You're looking for the fiend's oil? Bloody eggs, this is the day. A human wanting to get hopped up on hell's medicine! You're a fool, that's what." The goblin's expression turns stern. "You 'll topple like a tree if you try the stuff. You want it, ol' Jimmy will facilitate your ride to the grave. I'm not getting roped into this." The door slams in Karl's face.

Wham. Karl scratches at the nape of his neck. "I guess," he muses to himself, "I shouldnt've called her 'sir'. Well, under all that grease, how was I supposed to know." Still, he has a name. Jimmy? Maybe Marek or the others found out more.

That done, Karl makes his way back out of goblin-town, crossing the roads along to seek out the others.

At present, Kayla is attempting to amuse the others with a story as they walk to meet Karl and the absent Marek. " ...And then the girls all lifted up his apron." Kayla says, wrinkling her nose. "I don't know what attachments he had, but once the harem guards found him he was covered with flower garlands. Of course, he was promptly removed, but they did invite him back." She grins. "And that's what happened when the War Golem broke into the Harem. True story." Cue a sage nod.

Arissa is basically on time, walking to meet up with Karl and Marek. "We found a name and a general area. Do either of you know one called Jimmy, Goblinton's 'Cur'?" An aside to Kayla, "This almost sounds as if it transpired in Veyshan... though I'm not sure how it relates to this matter."

"Jimmy? I ran into a goblin that mentioned Jimmy..." Karl's lips purse in a frown as the others approach, "...didn't get anything more in-depth yet, but that's a lead. Two sources naming the same guy?"

Seanait nods, "Indeed. That is my thought as well. Jimmy 'the Cur' the gnome called him. It seems like Goblinton is the best place to at least begin looking for him.

The Bardling gives Arissa a slightly confused look at her criticism of the story, but shrugs off any other comment, instead focusing on the matter. "It does seem like that's where all our information leads." She agrees.

Eventually, the party finds their way to where this Jimmy the Cur is said to reside. The area of the city is dingy and dark even in the daytime, deep narrow alleys occluding the sun and sky. A man waits in the alley. He's a burly sort, scarred and brutish and wearing hardened leather. "I hear you gots business with the Cur." He gives a disdainful sniff. "None a you's made o' metal."

Kayla attempts to bluff.
GAME: Kayla rolls perform/sing: (2)+12: 14

"Our business is with the Cur.." Kayla says tartly. The harsh, almost belligerant words are followed up with a crooked smile and a gleam of blue-green eyes. "So we can't exactly be too forth coming, right? None of us are metal, right, but that doesn't mean we don't represent an organization that might like to talk to Jimmy the Cur about some help.. ah.. greasing the wheels in an upcoming venture, yeah?" She flashes an innocent smile.

Arissa aids another.
GAME: Arissa rolls Bluff: (16)+10: 26

"Or to not waste your time," Arissa chimes in after Kayla, "We are here on business. There is little other reason we would be here, but to speak with him."

Enemy sense motive.
GAME: Xenarchy rolls 1d20+6: (16)+6: 22

"You're bloody narcs! Gut 'em, boys!" Rage flares in the thug's eyes. There's motion in the alley. He's not alone.

Initiative

The thugs attack the party.
GAME: Xenarchy rolls 1d20+4: (3)+4: 7
GAME: Xenarchy rolls 1d20+4: (9)+4: 13
GAME: Xenarchy rolls 1d20+4: (19)+4: 23
GAME: Xenarchy rolls 1d20+4: (16)+4: 20
GAME: Xenarchy rolls 1d20+4: (11)+4: 15
GAME: Xenarchy rolls 2d4+6+1d6: (6)+6+(6): 18
GAME: Xenarchy damaged Arissa for 18 points. 1 remaining.

The thug lunges forward with a dagger, attempting to skewer Kayla. He fails horribly, too angry to aim straight. Three more show up from around the dark corners of the alley and jump in to surround the group and try to open them up. All of them but one fail. Arissa takes a frightening wound from one sharp blade.

Karl attacks a thug.
GAME: Karl rolls 1d20+6: (17)+6: 23
GAME: Karl rolls 1d6+3: (1)+3: 4

"Oh, you bloody--" Karl ducks back a step from the crude blade in the thug's hand, and he unslings his rifle in one practiced movement--the cold iron of his bayonet's blade slashing through the air rather than a bullet being fired, a shallow slash across the thug's midriff through layers of dirty leather and clothes. "You picked the wrong people to mess with today, buddy..."

GAME: Arissa casts Grease.
GAME: Xenarchy rolls 1d20+4: (15)+4: 19

Arissa has a short laugh as the jig is up almost immediately. She smiles, even as her eyes glaze over fully gold and look dazed... distant. "You have the right of it... but now you're going to...!" She cuts off with a hurt gasp, staggering back and swinging a hand overhead-style at the ground. Thick blue-white liquid forms on the ground around her, but her attacker remains on his feet...

GAME: Kayla casts cure light wounds.
GAME: Kayla rolls 1d8+2: (4)+2: 6

"Your mother was a pig and your father seduced her into bed with a rotten carrot!" Kayla feels the need to inform her attacker, even as she reaches out to touch Arissa. The insult seems to fuel the vocal part of the spell, even as there's a rush of magic that heals the other woman.

Seanait attacks a thug.
GAME: Seanait rolls 1d20+6: (3)+6: 9
GAME: Seanait rolls 1d20+6: (13)+6: 19
GAME: Seanait rolls 1d8+1: (5)+1: 6

Seanait lets out a rather loud screech, like an eagle diving on its prey as she launches an attack on the mook that swung at her. While he ducks the roundhouse kick Seanait uses, she follows up with a rapid punch to the jaw that catches the thug rather square.

Arissa gets an attack of opportunity on a thug.
GAME: Arissa rolls 1d20+1: (14)+1: 15
GAME: Arissa rolls 1d8: (8): 8

Arissa's posture improves somewhat under Kayla's care, netting a quick "Thank you," then, "Striking!" A warning for Kayla to duck, as Arissa makes a wild swing with her morningstar and bashes it into the man moving by. It's a surprisingly good blow, but not enough to fell him...

The thugs attack the party.
GAME: Xenarchy rolls 1d20+6: (4)+6: 10
GAME: Xenarchy rolls 1d20+6: (2)+6: 8
GAME: Xenarchy rolls 1d20+4: (11)+4: 15
GAME: Xenarchy rolls 1d20+4: (18)+4: 22

This is not going well for the criminals at all. They start positioning themselves tactically, one copping a nasty blow from Arissa, but despite this all of them fail to touch any member of the party. They are starting to realise they're in over their necks.

Karl attacks a thug.
GAME: Karl rolls 1d6+1d6+3: (5)+(1)+3: 9

As there's suddenly a thug to either side of Karl, the hunter twists around to block a block by one with the mithril barrel of his enchanted rifle, whirling then towards the other as he stumbles from a blow by Arissa -- and the bayonet cuts deep under the man's armpit, coming out dark with blood as he exhales a laugh, "We're not some street urchins for you to threaten, boys! You're out've your league!"

Arissa attacks a thug.
GAME: Arissa rolls 1d20+3: (4)+3: 7

Arissa raises her morningstar for another swing, waiting for Karl's strike... he lands. She moves in to follow after that, but her wild overhead swing comes up an inch short of even making contact.

GAME: Kayla casts Ghost Sound.
GAME: Xenarchy rolls 1d20: (2): 2
GAME: Xenarchy rolls 1d20: (15): 15
GAME: Xenarchy rolls 1d20: (15): 15
GAME: Xenarchy rolls 1d20: (18): 18

"OVER HERE!" Kayla abruptly screams, even as she crumbles up a bit of wax. Abruptly there's the faint sound of armor rustling and feet as if there were a moderate size group of heavily armed people approaching. "Reinforcements!"

Seanait flurries two thugs.
GAME: Seanait rolls 1d20+6: (2)+6: 8
GAME: Seanait rolls 1d20+6: (18)+6: 24
GAME: Seanait rolls 1d20+6: (17)+6: 23
GAME: Seanait rolls 1d8+1: (7)+1: 8
GAME: Seanait rolls 1d8+1: (3)+1: 4

Seanait nimbly evades the clumsy blow swung at her, shifting position just a bit as she swings out with her fist again. When that is blocked, she snaps out a kick at the one she's been attacking, the talons ripping through armor and flesh. Her fist, meanwhile, swings back and catches the one Arissa and Karl have been attacking right in the nose, nearly knocking him out of the fight.

"Bugger it! It's the watch!" The only thug not yet harmed turns form Kayla and bolts, disappearing around an alley corner. He's careful enough to evade any opportunistic strikes against his retreat. One of the others shouts, "Don't be daft! She just cast a - oh, he's gone."

The remaining thugs attack.
GAME: Xenarchy rolls 1d20+6: (12)+6: 18
GAME: Xenarchy rolls 1d20+6: (14)+6: 20
GAME: Xenarchy rolls 1d20+6: (12)+6: 18
GAME: Xenarchy rolls 1d4+3+1d6: (3)+3+(1): 7
GAME: Xenarchy rolls 1d4+3+1d6: (4)+3+(2): 9
GAME: Xenarchy damaged Karl for 7 points. 36 remaining.
GAME: Xenarchy damaged Seanait for 9 points. 23 remaining.

"Bah! We can round them up easy without him!" says the thug that spoke before, shoving his dagger into Karl's back after he turns. With Seanait throwing punches in both directions, the other two criminals shift in around her to limit space and get a dagger in under her agile defenses.

Karl attacks a thug.
GAME: Karl rolls 1d20+8: (16)+8: 24
GAME: Karl rolls 1d6+1d6+3: (5)+(2)+3: 10

There's a grunt from Karl as an inch of that blade sinks past his armor and nearly nicks a rib--and he knocks the blade in the other's hand away with the stock of his rifle, bringing the bayonet back up in a slash across the rogue's throat. As he tumbles over, the hunter turns back, eyes narrowed, "No. You can't."

Arissa uses Heavenly Fire on herself.
GAME: Arissa rolls 1d4+1: (3)+1: 4
GAME: Xenarchy damaged Arissa for -4 points. 11 remaining.

Arissa looks the battle over, and opts to tend to herself; Kayla stabilized any immediate threat, but the blade she took was still a very deep wound... and so Arissa's palm points at herself, waving up and down to guide gold-white fire over her body. Oddly, it doesn't burn; it turns into sparkles of energy that tend to her wound a little more...

Kayla attacks a thug.
GAME: Kayla rolls 1d20+4+1+1: (8)+4+1+1: 14
GAME: Kayla rolls 1d6: (3): 3

Kayla's eyes seem to be bright with excitement as the battle progresses. The Bardling lashes out with her rapier, a wicked little stabbing. It seems that for once, Kayla's blade is as sharp as her tongue! Or illusions.

Seanait flurries a thug.
GAME: Seanait rolls 1d20+6: (19)+6: 25
GAME: Seanait rolls 1d20+6: (6)+6: 12
GAME: Seanait rolls 1d8+1: (7)+1: 8

Seanait looks at the blood from the dagger wound on her arm, then looks at the thug still on her. She then leaps into the air, spreading her wings for extra lift as she kicks out with her talon. The foot catches the thug right in the face with a sickening crunch, knocking him down to the ground as the egalrin then glances towards the last remaining foe.

The last standing thug reevaluates the situation, fear in his eyes. He turns and legs it. He's pretty quick despite the injuries sustained. The party is left alone with the two unconscious men on the ground.

Combat Ends

Arissa uses Heavenly Fire on Karl and Seanait. Seanait is unaffected.
GAME: Arissa rolls 1d4+1: (3)+1: 4
GAME: Xenarchy damaged Karl for -4 points. 40 remaining.

As the group finds themselves standing victorious, Arissa offers a nod to Kayla. "I did not know the full extent of your talents. Both clever and benevolent... thank you." Her left hand flicks divine flame at Karl and Seanait, and Arissa smiles as it mends Karl's wounds... then blinks as the fire simply dissipates uselessly against the egalrin. "Mm... at least that bears witness to no deep malice in your heart," she offers in vague explanation. Then a question to the group in general, "You are all well, I hope?"

There's a momentary flinch as that flame washes over Karl-- as there always is, because it's damnably unnerving!-- and then he relaxes as the pain in his back eases to a slight ache. A grateful nod over, and then he moves to step over to the fallen thieves, crouching down, "Let's see if they've got anything on them that might give us some more clues..."

"Definitely." Kayla is already bending over one of them to check, none too gentle. She glances over at Arissa. "Thanks. I've gotten myself out of a fix or two with a trick like that many a time. And it's only fair, since it was my bad lie that got us here." She pokes at her thug, "Do you think we should tie them up too?"

Seanait looks... unfazed by the sparkles, then she shrugs, "I strive for internal perfection, independent of such monikers like 'good' and 'evil'." She chirps a bit, thoughtfully, then says, "Perhaps more conventional healing will do well... as it is, it is only a minor wound."

Eventually, Kayla finds a note in one pocket, written in a fine hand. It mentions an address in a more posh part of town, and the name 'Tiramor Dylliar'.

"That saddens me, but so long as you leave others in peace... and it seems you do, then I've no grounds to truly object." Arissa seems to more or less accept Seanait's explanation, though Karl gets a wink and tiny laugh. Then she looks to Kayla, puzzled. "I wonder why we would? They showed no intent to spare our lives, and I have little doubt they profit off the misery of others. This world might be better off if you simply allow me to end them here."

"This one has a note." Kayla lifts the note and waves it, "Something about a Tiramor Dylliar in a posh part of town. Not sure where." She glances at the other one. "We should check him too." She then glances at Arissa, and blinks at her, looking slightly taken aback. "And that's why I don't believe in good and evil." She says, shaking her head. "If we tie them up, they'll probably get their throats slit. But there's a chance their friends will free them." She shrugs. "Or we could give them to the watch. Either way."

Seanait looks at Kayla, then at Arissa. "This is the city, and we will abide by its laws in this matter." She sounds rather stern, "The nearest City Watch cannot be far away, we will deposit these criminals there."

"Because we're not monsters, Arissa," Karl says, glancing up to her with a brow's arch, "And the watch and local law looks rather poorly on people creating dead bodies." He shakes his head, "I'm not good at bandaging--anyone else? I'd hand them over to the watch."

Arissa takes 10 on heal checks to stabilise the two thugs.
GAME: Arissa rolls Heal: (10)+7: 17 (roll adjusted for take 10)

Arissa smiles at the fallen men. She speaks, even though they can't hear her. "Now, allow me to bring judgement upon those who profit in harming those who only live in peace, and improve..." She stops in the face of unanimous protests, and instead walks over to kneel down by them and begin stabilizing their wounds with cloths and pressure; conventional treatments. As she works, she comments, "Then henceforth you will be responsible for their actions, even when they are released from prison so many months or years from now... if they are convicted at all. They may go free tonight for lack of evidence, and I had thought only to protect all from their predations. Nonetheless..."

After several moments, Arissa rises and nods to the gathering. "Their lives are in no great danger now, and they may be taken where you wish."

Seanait snickers at the retort, and simply comments, "Divorcing oneself from zealotry leads to greater understanding." With that, she looks at Karl, "I shall alert the guards, and they can come here and take care of the refuse." With that, she seems to almost melt into the shadows, vanishing from view as she goes to alert the Watch.