Knock Down (Part 2)

From Tenebrae
Revision as of 03:39, 12 June 2019 by Aftershock (talk | contribs) (Created page with "With your first mission complete - the defense of an elderly woman from a teenage giant - you head off to complete the next task. It seems, that you must take down a hidden or...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

With your first mission complete - the defense of an elderly woman from a teenage giant - you head off to complete the next task. It seems, that you must take down a hidden organization which exploits people for profit. Normally this would not be an easy thing to find, and indeed it's not, but the guild actually has found two such organizations that you could take down, and as you find yourselves at the guild they offer the choices to you.

The first is a demon-worshiping cult which is promising fertility to their members; at a price. Namely their souls and the profit goes to a pair of demons who are working through a third demon who was summoned here by the very cult which is being used.

The second is a slavery ring which is operating out of Charn. You'll have to travel to Charn for that one and remain incognito, but it's for a worthy cause as you're informed that they have just brought in a new shipment of slaves.

Either task will fulfill your obligation, and whichever one you choose the other will likely be taken up by another adventuring group. So there's no need to worry about that aspect. Thus the choice is yours entirely. "So. Which job do you want?" Asks a gruff man behind the counter at the help-desk in the Adventurer's guild.

Sargon expression grows severe at the description of demon-worshippers. But he breaks into a scowl at the thought of a slavery ring. "Slavers prey on the weak and helpless, and turn the strong into predators themselves. If we have to choose just one to put an end to, I choose slavery."

At first though, Alaryn is more likely to go for an anti-slavery angle. Traveling is no problem for the merchant wannabe. She likes the idea of going there and finding new stuff to bring back and sell. "Slavers have the benefit of not being demons also." she remarks as she leans on a nearby wall, the scales of her armor seeming to shimmer and glow JUST a bit.

Merek has taken his time to meet up with the others at the Guild, while he has on his black leathers with his cloak about it that is shifted about him, the sigil of Eluna upon his amulet as he checks his sword, dragonspitter, and longarm, while he takes a moment to think about it. "I would like to take on slavers first, but I'd like to take the other on as well sometime. That said, it depends if people know what they're doing in the first case."

For her part, Stena is amongst them. She is seemingly fairly enthused about this. "Charn? I get to beat up Charnese slavers?" she asks, happily.

This seems to be excellent to her.

"Sounds like slavers it is." The man nods and hands you the file folder with information on the organization in it. "There's a ship that'll take you out whenever you get on it. They're going under the pretense of bringing fruit to Charn, but they're really taking you. It's not unusual for crew members to wander about on shore leave while in other countries so you'll be fine there, but if you get caught... well you're just a rogue band and we 'aint never heard of you."

He waves you off and you make your way to the ship. The information is vague at best, but it seems that the slavers are working out of a sewer tunnel just off the docks. They transport the slaves using the sewers to everywhere in Charn that they're wanted. But mostly... it's an underground fuel for the war machine. Sith-makar slaves to be sent up for experimentation and other terrible fates. You read all about it on your trip to Charn so that by the time you arrive you're more than ready to fight some of these so-called 'people'.

"Well, then let us hope that this trip is fruitful!" exclaims Alaryn in a terrible attempt at humor. Okay, she thinks puns are awesome. Either way, she nods and heads to check her own gear. Making sure she has plenty of ammo for her own Dragonspitter, and some paper to work on engineering designs for the trip.

She also does her level best to sell supplies to the sailors, and to make purchases -from- them. Basically transforming into that 'supply' officer unofficially for the crew during that trip. Charming!

Merek has taken his time to make sure that his leathers are nicely adjusted about his frame, while he takes a drink from a flask with him. His alchemy toolkit is on his belt, while he assists the sailors with the ship also. His amulet neat within his attire while he smokes from a gnomish cigar which he has with him

Sargon paces back and forth on the ship as they travel. He spends some time in calisthenics and meditation - clearly a habit and one he's learned to do anywhere he has the opportunity. As they approach Charn he grows more and more somber. "We know where to start," he muses. "If we free the slaves, we could incite a revolt."

GAME: Merek rolls diplomacy: (10)+12: 22

Stena, of course, is pretty much at ease. She seems happily ready to punch some slavers.

With her axe.

Ideally.

You're able to find a little more information on the slavers. Namely that they only work at night, from the locals. You don't mention the slavers of course, but you mention the sewers and that's enough to get complaining from those who work the shops closest to the site about all the noise from the sewers at night. As it's daytime you figure you've got the best time to go in - while the slavers are hopefully sleeping. So you head in.

The first sign that you've headed in the right direction, is the mul'niessa guard sitting in the center of the sewer, watching in your direction. He hasn't spotted you yet, but if you move much closer, he certainly will.

"Mulssss..." The sith's eyes narrow to snakeslits at the sight, and their Charneth insignia. He takes a step back, another. Another, until they're a safe distance from earsight. "Invisible, yes-no?" he asks them, the words bare audible.

"This-one can cloak three," Kuumvu clarifies.

"I can't cloak shit," is what Stena replies, "and I'm about as sneaky as a falling tree trunk." She's kinda built like one too. Well, okay, not really, but it's close enough.

Kuumvu nods.

Sargon peers at Kuumvu with an expression of surprise. Then he nods. "Invisible will be helpful. Do we want to silence him now-" Sargon gestures in the direction the guard was, "-or simply get past?"

"Okay. Do that. Get in close and start the party. We can come up in support when it's time." suggests Alaryn. "If the guard is guarding slavers, then the guard should be put down too. I mean... slavery.. it's just not cool, right guys?" she asks.

"I'll come in with the others, I'm not good with stealth," Merek mentions, while he nods a bit to them also. He pulls up the hood of his cloak while he takes a moment to pull a mask upon his lower face, so that only his dragon-like eyes can be seen also, and he takes a moment to nod when he is prepared also.
GAME: Merek rolls disguise: (14)+3: 17

"The rape of one'ss females and children? Perhaps-undersstated," Kuumvu replies without humor, the eyes still slitted. Then, "Who am I cloaking?" he asks. "Who is loudesst?"

Glancing down at her pistol, and hefting her staff and/or death ray, Alaryn shakes her head, "I'm kinda noisy." she admits.

GAME: Merek casts Bless. Caster Level: 5 DC: 14
GAME: Kuumvu casts Invisibility. Caster Level: 5 DC: 15
GAME: Kuumvu casts Invisibility. Caster Level: 5 DC: 15
GAME: Kuumvu casts Invisibility. Caster Level: 5 DC: 15
GAME: Kuumvu rolls disguise: (17)+10: 27
GAME: Kuumvu rolls disguise: (7)+10: 17

The group of you - disguised and invisible as you are, move closer to the guard. The guard notices you (the visible ones anyway) right away and jumps to his feet. He doesn't ring an immediate alarm however, instead saluting. "Sir!" It seems he thinks you're someone important though he does give Kuumvu a suspicious and slightly imperious look. "I'll just ask you the code and you can be right in on your way sir!" He coughs. "We are the roots beneath the earth." He looks at you expectantly.

Kuumvu points to his muzzle, and sways. Dude looks beat to shit and spat onto the carpet. The sight of the mul makes him cringe, and he cowers, huddling down to his knees and huggling the carpet in reverence for the mul-master.

GAME: Merek rolls knowledge/local: (1)+6: 7 (EPIC FAIL)
Merek motions with a hand to the sith'makar to lower himself, and he tries his best to make it look natural. He's blessed people about him, before moving to the mul, and he takes a moment to cross his arms. When you work as a cleric, you learn how people work, and he makes a sound, "They didn't speak of this to me, I was only asked to come just before we came here this day, however I have no need to be kept here."

The man takes a few platinum, full on platinum, from within that nice cloak he wears, so that he can hand it to him, "Take it, or you won't like what I'll be reporting back on."

Kuumvu grovels, and hisses in front of the mul. His arms bear scars and shackle marks.

Stena's concealed. She does her level best to stay quiet. That's really all she can do for the moment and she intends to do her level best not to give away the game, so to speak. It's difficult. She really wants to smash them.

The mul looks unimpressed at Kuumvu, but flashes a smile at Merek. "See you got yours to shut up. If you can get ours to do the same you'll have our thanks." The man moves out of the way, pocketing the money and waving for Merek to move along. "Thank you sir. Enjoy your stay sir."

He probably would have added a song for that price, but he's more than happy to stay where he is. He just sits back down and lets you move on by.

As you head deeper into the sewers you begin to hear the sounds of living things and it doesn't take long to find the source. There are dozens of cages. Most of them holding multiple sith-makar. They... are not in the best condition, and most of the cages are set apart from one larger cave that holds... Children. Little sith-makar children. It's horrible, and to make matters worse there are five guards of varying races (most mul) who are sitting beside the cage throwing things at the children who are huddled together for protection from the things being thrown at them.


Nose wrinkling, Stena is looking less than happy to be here. In the sewer. Of /course/ it's the sewer. A muttered, "Why is it always a sewer," may be audible. To the people right next to her.

Ghrumble!

Sargon creeps alongside the others. Once they come across the cages he stops. Then he begins moving towards the nearest guard, his expression invisibly grim.

"Alright, don't move until we're clear, reign in your emotions, we do not want to get these people hurt," Merek explains, then he motions a bit, "I'll say something to keep them from picking upon the people while we talk also."

GAME: Merek rolls melee+1: (7)+4+1: 12
GAME: Kuumvu rolls 1d20+9+2+2: (19)+9+2+2: 32
GAME: Kuumvu rolls 1d6+4+2: (4)+4+2: 10

Letting go a screaming yell, the sith'makar launches forward from his crouch. He draws a clubstick from his rags, and launches it into the nearest guard's stomach and then, side. It thunders down with a skald's rage, and his snake-like teeth are bared for all to see.

The guards get up all at once in a jumble at once, drawing their longspears from where they were laying and glare at the seemingly crazed sith-makar. "Hey! Get your slave under control before I do it for you!" The one that was hit in particular is irate, but he seems slightly hesitant to attack what might be a superior's slave. The man waves the spear in Kuumvu's face. "Did you hear that /creature/? Get yourself in line or I'll shove this stick where the sun doesn't shine!"

GAME: Kuumvu rolls 1d20+8: (7)+8: 15
GAME: Kuumvu rolls 1d20+8: (1)+8: 9 (EPIC FAIL)
GAME: Kuumvu rolls 1d20+8: (6)+8: 14

"Hssss-k-k-k-k-kkkk!" Kuumvu draws a second club, the two spinning, spinning against his palms. He strikes with a skald's rage--and a keeper's knowledge of what the mul do. Have done.

What the Charneth do.

It's no wonder the strike goes angry, and wild!

GAME: Merek casts Prayer. Caster Level: 5 DC: 16

Merek looks as the sith-makar begins assailing the dark elves, then he sighs while he takes a moment to lift up a hand, as he takes a measure of power from the holy plane, then he offers up his supplication to Eluna for it. "Eluna, I call your power, that we may serve you in protecting the defenseless! Bless your favor on friend and take the will from our foes!"

All about him, there's a sigil that is placed upon the floor, which encircles all within range of him, a feeling of the presence of Eluna for any assisting him.

GAME: Sargon spends ONE point of KI POOL.
GAME: Sargon rolls 10: (3)+10: 13
GAME: Sargon rolls 10: (15)+10: 25
GAME: Sargon rolls 10: (2)+10: 12
GAME: Sargon rolls 1d8+12: (8)+12: 20
GAME: Stena rolls 1d20+5: (2)+5: 7

The head of the slaver Kuumvu is attacking suddenly jerks to one side. In that same moment Sargon appears, the Oruch's fist still outstretched after his punch. "Try your strength against those who can fight back!" he shouts at the guards.

GAME: Sargon rolls 10: (8)+10: 18

Stena appears out of nowhere! The pale haired Aesir uses the shaft of her axe as she grabs at one of the warriors, trying to get a hold of them and haul the back with it by the throat. It does not work.

GAME: Aftershock rolls 1d20+11: (14)+11: 25
GAME: Aftershock rolls 1d20+11: (15)+11: 26
GAME: Aftershock rolls 1d20+11: (5)+11: 16
GAME: Aftershock rolls 1d20+11: (8)+11: 19
GAME: Aftershock rolls 1d8+2: (5)+2: 7
GAME: Aftershock rolls 1d8+2: (1)+2: 3
GAME: Aftershock rolls 1d8+2: (2)+2: 4
GAME: Sargon rolls 1d8+12: (3)+12: 15

The guards are clearly surprised by the sudden appearance of the adventurers in their midst, but they were ready to beat down the sith-makar attacking one of their own members and so they're ready to do the same to the rest attacking them. The leader barks out an order and one of the mul'nessian's peels off from the fight to go get reinforcements. Meanwhile the rest try attack. Two of them manage to wound Kuumvu, while a third retaliates against against Stena.

GAME: Kuumvu rolls 1d20+10: (15)+10: 25
GAME: Kuumvu rolls 1d20+10: (20)+10: 30
GAME: Kuumvu rolls 1d20+10: (19)+10: 29
GAME: Kuumvu rolls 1d6+9: (6)+9: 15
GAME: Kuumvu rolls 2d6+18: (6)+18: 24

Kuumvu flips the beat, a shuffle of arm and palm that drops the heavy end of the drumstick along his forearm, and lets him jab with the shortened end. Thrust!

Then, strike! Skaldrage, the history the keepers /keep/ hits with a vicious blow.

GAME: Merek rolls ranged+4: (14)+5+4: 23
GAME: Merek rolls 2d8: (12): 12
GAME: Merek casts Searing Light. Caster Level: 5 DC: 16

Merek lifts up a hand while he calls to the holy plane, then he brings a searing light which moves from his palm to strike into the dark elf, searing him with its energies, while he keeps his attention upon the one moving away.

GAME: Sargon rolls cmb+2+4: (5)+8+2+4: 19
GAME: Aftershock rolls 1d20+11: (5)+11: 16

Sargon turns and rushes after the guard sent for reinforcements. Unarmored, and fleet of foot as many monks are, he catches up. But even with all the beneficial spells he can't quite wrestle the guard to the ground as he intended.

GAME: Stena rolls 1d20+6: (14)+6: 20
GAME: Stena rolls 1d12+6: (10)+6: 16

"No you don't," says Stena, grabbing hold of her target and bashing the flat of her axe efficiently right into their face. WHAM. That looks like it hurt. Quite a lot, actually, given the blood and oozing and broken nose.

GAME: Aftershock rolls 1d20+11: (8)+11: 19
GAME: Aftershock rolls 1d20+11: (8)+11: 19
GAME: Aftershock rolls 1d8+2: (8)+2: 10
GAME: Sargon rolls 13: (6)+13: 19
GAME: Sargon rolls 1d8+8: (8)+8: 16

The fight continues on, and though Kuumvu isn't struck again Stena suffers a massive blow. Meanwhile Sargon struggles to keep his willy mul'niessan in place, but the two are getting further apart every few seconds. To make matters worse one of the slavers gets a bright idea, stepping closer to the cage holding the children and pointing the longspear he holds at one of the huddled forms. "HEY! One more attack from any of you and I'll see if this little /creature/ can survive my weapon through its skull!" That's their leader. The one that was insulting Kuumvu before.

GAME: Kuumvu rolls intimidate+2: (3)+10+2: 15

"The besst part of you, sslaver, broke off when you pulled-out of your mother." Hissing, spitting. Kuumvu's so mad he can't see straight. The drumsticks land with a thundrous clatter. Loud. Angry. The eyes are slitted.

"With /that/ gone, it's no wonder you'd threaten a child." Oh, snakefangs. Nothing but anger. Nothing. "Or maybe it was ssoo /small/ no one noticed in the firsst-place?"

Merek isn't armed, and he isn't about to let the kids get hurt. Then it looks like all he can do is lift up his hands while his fangs are thoughtfully glistening while he considers. "Tell you what, you let all the kids go, I'll pay you, and you run away with your friends. What do you say? How much are they really worth? I'll give you 100 platinum, more than many might bid," he says. If this buys them time or if he really has to do it, it seems he is willing, to put it up to be his offer also.

GAME: Sargon rolls cmb+2+4: (6)+8+2+4: 20
GAME: Stena rolls Intimidate: (16)+10: 26
GAME: Aftershock rolls 1d20+11: (7)+11: 18

"Says an animal." The leader of the slavers says to Kuumvu. Dirusion clear in his voice. He doesn't seem the least afraid of the sith-makar. Though his two cohorts take the chance to step back from the combat, their own weapons pointing slightly toward the cage that holds the children. "You belong in a cage with the rest of them."

Then Stena speaks and... the death in her eyes clearly has it's effect. Enough so that the two in front drop their weapons and raise their hands. "I don't know about this boss. A bunch of slaves aren't worth us dying over. Take the offer of the money and we can just say... they got away during the shift change."

The leader's eyes blaze. "You fools! Don't you know how much these slaves are worth? A thousand gold? Make it twice that much and you'll cover our costs. Make it three times that... and well. I'll take that."

"Ssays a sslaver," the skald counters, hard and fast. "Sso you're into sslavery? This-one can-undersstand. No one likes the mul. You? You're-just-like that firsst sslice of bread. Everybody touches you," Kuumvu hisses, his eyes bare slits with hatred.

"But no one wantss you, mul. Just what are you intending to do with-thesse sslaves? That /child/? Is it...dessperation...why you got into thiss?

"Maybe you find my tail ssexy, mul? Look, how-helpless? I'm unarmed?" Kuumvu holds his hands out, to the sides. In a mockery of a helpless posture.

"Is-that-why the only important things you've done in life? Are your exes."

Merek seems to be thinking about this, then he motions a bit, "I am going to reach for my coin... 3000 gold it is," he offers, while he takes a moment to take his coin pouch from the belt, and jingles that so he knows what's within it. He then makes his play, "But, I want a gesture of faith that you'll keep your word with this... I'm a cleric, you know you can trust me, Eluna wouldn't like me to do anything besides be honest. So, how do we do it, exchange at same time?" He opens up the pouch to show... So much platinum that some nobles would look at again.

The plan is a delicate kind, he needs to do his best to maneuver in this, he unclasps also his belt and allows his weapons to be on the floor. "We'll do it your way, but we need to know you will keep your word, also." He needs to make this opening for all the others as perfect as can be, but if not, he is willing to pay the money also.

"Eh. They'll just use the gold to buy new slaves. I think he should weigh the supposed profit in that against the cost of a treatment for /death/. I'm told that a resurrection runs in the several thousands of gold that has to be provided by your loving family. But what sort of slaver has a /loving/ family? They're more likely to sell your bones to the Thulites and make you a slave for /eternity/."

Stena's lips peel back further.

"Why don't we find out which its to be? DROP. YOUR. BLADES."

GAME: Stena rolls intimidate: (19)+10: 29
GAME: Aftershock rolls 1d20+11: (2)+11: 13

The leader's eyes flicker from Merek to Stena and back again. "Shut your animal and your woman /up/." The man yells. He's clearly afraid now, his hands shaking on his weapon, but not everyone reacts to fear the same way. Sometimes they react to fear in ways you don't expect them to. But Stena /doesn't/ shut up. She tells him to drop his weapon one last time and he flips. He steps forward and stabs his weapon wildly at her, yelling at his men to pick up their arms. They do hesitantly, looking at Merek questioningly. They want the money. His support is tenuous at best. Even the man who had been running away is standing there thinking about the money.

GAME: Kuumvu rolls cmb+2: (17)+7+2: 26
GAME: Aftershock rolls 1d20+11: (9)+11: 20

"Loving family?" the skald suggests, in a cheerful voice that suggests he knows something different. He then leans forward, as though he might share a secret. "...You know what-made-the mul?"

And the slaver leaps, and Kuumvu leaps. The two trade blows, but Kuumvu somehow, snakelike, slivers through and grabs hold of the man, and stares at him. Stares /hard/.

"They were infertile," he says, whispering harshly, staring straight into the leader's eyes. "Sslavery'ss just one-big cover-up."

Look at you. You-were hiding behind a child. This-one would-ssay, crawl back into Taara's-gullet until you come out a dessent-being. But Taara'ss-a-bitch." The hand tightens. Tightens, and the claws dig in.

Merek takes some of the coin from his pouch, then he throws that upon the floor, "You see your Master? He was weak, and weakness doesn't prevail in your society, for that coin, any of you that wish, assault him, there's a bit extra in it for that."

The man then will try his best to walk forward whether it swayed any of them or not, he seems to be so casual about it, what kind of a cleric is he? The kind which will do anything to protect those he cares about, as well as the innocent.

Sargon returns soon after the guard he was chasing. He tries to stand in the exit this time. Subtly ready to block off anyone else who goes for help, as ludicrous as it seems that the -slavers- would be seeking help. Sargon can't predict how the latest tactic will work out, but he can predict disaster for the party if even more guards show up.

GAME: Stena rolls 1d20+6: (5)+6: 11
GAME: Aftershock rolls 1d20+11: (9)+11: 20

Trying hard to grab hold of the slaver, Stena is mostly supporting Kuumvu at this point. She seems to've understood, and wanted to run with, his plan after all. She's still showing signs of the pain of her injuries, though.

It takes all of six seconds for Merek's money to disappear off the ground. Less actually as the two slavers work together to pick up the money and with the third free slaver trailing behind they make their getaway out the direction that you came in. Meanwhile the leader gurgles in Kuumvu's hand, scratching at the claws with his blunt nails. The weapon he used clangs to the ground and his eyes start to go a bit glassy.

Sargon turns sideways to let the guards leave. As soon as they're through the door he rushes to Merek's side. "We have to move quickly. Who knows how much time we have. The guards could return or others could come for whatever reason. We have to get these prisoners free before that happens." He studiously ignores the dying of the leader. It's no less than he deserves.


"...for every one-of-thosse-kids." Whatever the rest of the words are, they're gone, left only for the leader to hear. Kuumvu kills him. There's just something in the mul, most mul, in the Charneth--

He'll feel bad la--no. No, he won't. He doesn't even look at the man after letting him drop. It's moving on to people who matter.

Merek looks at his alchemy toolkit, and he places a bit of his alchemical paint to draw sigils upon the cages which keep the sith-makar, then he motions for kids to stand back, while he takes a device he links to them magically to trigger them with no actual person in its range, so instead acid begins to try eating its way through the cage enough they can escape if need be. "Come on, let's all get you home."

He then motions to the others also, while he takes a moment, "I can heal you all on the way back, kids are important at the moment, I hope that we don't have to fight our way through this place on the way back also." He takes up his longarm from the back of his cloak, it is black with golden decorations upon it, and brass rings as well.

You work together to free the rest of the slaves, the key for the cages is on the belt of the leader and between that and the acid sigils you're able to get everyone free before the rest of the guards arrive - which they don't, but you never know it. Instead there's a crowd of sith-makar on the ship the next day headed toward Alexandria and freedom. Freedom that they might not have ever known if not for your actions.

-TBC