In the wake of recent events, now lacking a member, undertaking a mission that may be on the very cusp of their competence, the group decide, or rather, Cotillion decides to hire out the local who lost his job because of him. The fellow’s name is Wellis, a half elf, one of few mix heritage in the city.
It appears he is not a local, but a laborer, the city has some odd customs. For one, passports are needed to travel between certain areas. Secondly, the inner city, with all it’s wonderful sights and sounds is open to visitation, but as mere travelers, residents or second class citizens, none of the group may use it’s services, barring renting rooms and drink, that is at the discretion of the establishments in question. Elathanii Wellis, himself is not a true resident at all, he possesses a forged passport that holds under mundane scrutiny, but not against the stricter magical surveillance common to the well established quarters.
The company find themselves in the Forgeworks, the dismal abode of both the poorest and downtrodden wage-slaves, the city’s largest industrial foundries and a stone throw away from the Arcanite Ward, a neighborhood created especially to care for the Structure that powers most of the city’s spells.
After Cotillion’s original scouting, the group decide to once again make certain they have the right target, the proper mission and most of all, that all of this isn’t some long winded and overly elaborate trap. Wellis believes he knows someone who could be of help, a certain woman, called “Red Anya”, rumoured to be found in the Pit, the worst of the slums.
Originally a bustling merchant district, an invasion, subsequent revolution and an earthquake have since left the place a mess of condemned buildings no one wants to spend money to demolish, littered with the human refuse common to all large urban areas. Moreso here, where the punishment for failure means the withdrawing of all rights, from the ability to buy goods to the privilege of employment. All who lack a passport reside here, squatters who’ve left whatever life behind them yet cannot move on to something new, the sick, the mad, yet not mad enough to be interred in the Asylum. Violent gangs of bloodthirsty monsters shaped as men roam the grounds, borders defined not by any strict geographical landmarks as by the absence of armed guards.
Hearing of all this, Zax wisely and most insightfully decides to forgo on the trip, he is most brilliant, handsome and ingenious, but brittle. It would serve no one if Zax were to meet his end in such a squalor, he decides. Muertte too sees no particular need to journey there, instead, he elects to scribble vulgarities on the walls of some buildings then get into fights with the local guards, as he is bored.
Martin, Wellis, Cotillion and Pietrov suppose the LevCart, taking them far into the heart of the Pit is perhaps the best route. On the one hand, it takes less time, fewer people see them and as they’re not on the fringes of the place, less likely to be seen by potential muggers. On the other, it does take them into the middle of a place called ‘The Pit’.
Waiting for them on the terminal, as soon as they debark and a hurried operator launches off, the four are greeted by half a dozen scalpel wielding maniacs, obviously wanting blood or gold, most likely both. Some quick thinking on Cotillion’s part, a bit of straining and they find out three things: the thugs around here are cruel, not smart, they’re also fairly open to conversation once you cut their leader down as he’s fleeing from imagined spectres, courtesy of magic and finally Red Anya happens to be one of the Druids working for the Circle and trying to restore some semblance of order and humanity to this place, she’s most likely in The Squat, the safest place, as if the word has any meaning, of the Pit, where druids and the people of the Eastern End have banded together to help the unfortunate.
A quick eye, Pietrov notices that as they make their way to the Squat, at least seven different groups of people are shadowing them, one on the roof, several moving in parallel, it’s obvious they’re going to try an ambush. Not wishing to engage in combat in what must be at least one hundred men, Pietrov prays to Liiria for safe passage, the goddess grants her servant and his companions the ability to fly as Pietrov gives praise. Gliding safely away arrows pass by, as close as if blind beggars were chucking them by hand, which may have been a possibility. Back to the mobs, Pietrov realizes they weren’t organized, or indeed, even allied. The two larges groups fight as several small ones stand by, obviously intent on fighting over the scarps and scavenge.
Red Anya proves to be an easy enough person to get a hold of, she, along with several workers are restoring an old temple or hall, colloquially referred to as “the Eldritch Synagogue”.
There, for a measly donation of 200 gold she shares some contacts with the party, and also her obvious dislike of how the nobles rule this land. It felt rather ridiculous, in retrospect. Coming all the way here, nearly getting gutted for an address and a name. Troy, at the Hearsay Express. In exchange for that phrase they payed several months wages from a rather well to do merchant. Ah, well, at least it’s for a good cause.
Few people challenge them on the way out, the LevCart terminal in Shou-Town is easier to reach, the stretch of land between The Squat and civilization meager. An old woman approaches them with searching eyes and a pained expression. She begs Martin for aid, they seem to have a haunting of some kind in the house. “The House” it turns out is an old abandoned inn, the second floor collapsed, the windows mostly barred, with bent supporting columns, all held together tenuously by hope and desperation. As Marin enters an aura of oppression can be felt, his eyes are drawn to a darkened man shaped stain upon the moldy burgundy tapestry. Old blood is smeared around the floor. Something terrible has happened here and it keeps happening, it seems, not all the blood is that old yet. She shuffles closer to Martin pleading with her eyes, “I’m sorry ser, truly”. The door slams shut and the light in the room wavers. Cotillion has a vision of limbs descending from darkened corners to grasp at them, to crush the life from their mortal bodies and drink the soul. He focuses and sends the vision to the rest, giving almost all of them time to jump away as long fingered, almost slender arms reach out from the dark places of the house toward them. Almost all, Martin’s plate does not permit him as facile movement as the rest, even with the vision he can do little but stare as the hand clasps upon his torso and the fingers close in on him. Where they touch flesh there is pain and numbness, his strength leaves him, he is so very tired, it’s so hard to think. The symbol of Kelemvor burns brightly in his mind, a last anchor to tether his mind to consciousness. The party struggle to evade the things grasps, a voice coming from beyond the material plane hisses threats and promises of doom. With a final surge of adrenaline, Martin breaks free, almost staggering to his knees. He is very weak. They try and fight off the shadowy assailant, giving Cotillion enough time to see what is coming, what the future holds, he knows no one will be spared, not even the children. He frantically attempts to scry a weak point, a soft spot, anything of use. The old woman! Her body was coming back to life! Of course, the shadow, the threats, just cheap parlor tricks and stalling tactics. If they destroyed the body the thing couldn’t possibly come through, could it? Chancing a glance at where the stain was, Cotillion sees it bulging underneath the tapestry, the surface cracked revealing masses of maggots underneath, squirming and trying to free themselves. Well, he had better be right. Shouting instructions, he lunges at the moving corpse, all of them attack it, sword and mace, anything that could be of help. As they cut it to ribbons, the light shifts, the voice hisses no longer. They are just four men butchering a body.
They leave then. To the tavern, to rest and drink and plan what comes next, not to speak of this event unless they had to. And Martin knew, that they would have to. This wasn’t over.
Martin needed rest, so Muertte and Zax joined the rest of the crew, would be spies one and all, to find the Hearsay Express. A messenger post, the Express was perhaps not the picture of work ethic. They’re headquarters sported a tavern, where a lot of the employees, obvious by their similar garb, sat, drank and spoke with each other and friends. A young, fairly round man sat in one of the corner table, he seemed to match the description they were given. After denying being anything more than a simple messenger, the courier eventually penned down the message, noted some things down and asked them to follow him. Leading them into the basement, he knocked in a patter on a metallic door. Inside, to either amusement of dismay the group find themselves speaking to a cell belonging to the “Anarchists”. All around them stood serious faced young men, mostly teenagers, likely there simply because they wanted to feel important and oppose whatever they thought “authority” meant. The one man who seemed older, intent on the cause was the leader. Eschewing labels such as names the man said he had all the information they needed but couldn’t trust them. Unless, of course, they were willing to prove themselves friends of the cause. The task was a simple one, in theory, the group was given a map. On it was marked a secret route, a cache and a mark, the cache contained a crate of explosives, the address was a mansion that housed nobles who had been deemed enemies of the people.
The tunnel they used brought them to Hightown, the Inner City, a hive of decadence and obstinate treachery. The house was situated in Goldroad, well named for the gaudy displays of wealth and sickening superiority they insist on exhibiting. The houses are build solely to lord their wealth and influence over their neighbors and rivals. Finding a rather sneaky way in the city sewers the group, Martin joining them for this mission, they managed to find their way into one of the privies. Remembering what appeared to be golden statues in the grounds, they decided a bit of looting would really hit the spot, fiscally speaking. Wellis was sent out to scout the house, trying to remain hidden, but Zax decided he should supervise, all things work better with Zax there, Zax noted. Indeed, he was proven correct. For when the guards found Wellis, they would have surely killed him on the spot had Zax not been there. The fools tried their iron swords on Zax, only to find him impossible to hit. Why, he might even condescend to use magic on them. Sadly, as Zax worked his arts on them, one let out a scream, enough to alert the rest of the house to their presence.
Zax attempted to improve the crude design of the explosives, sadly he had not the time, for as Muertte battled a golem, another two had managed to sneak up on him and bash him across the back. Some spinal damage aside, he decided it was nothing to be worried by, though a healer should be consulted, just in case.
Time was of the essence, specifically, there was not enough time to rig the explosives, defeat the golems, fight off the army that was heard mustering about and loot as well. As Martin suffered a blow that nearly broke his torso in half, they decided to explode the case as it was and try their luck. Zax opened up a doorway into his pocket plane, they all crowded inside and closed the doorway behind themselves.
Deciding to wait it out for five days before checking again, Zax and Martin set up a ritual to create a barrier, just in case there would still be debris left over.
The doorway opened, in their sight was a charred, blackened corridor, holes and remnants of wood. Hammering could be heard around, along with voices shouting some banter.
Considering this session and the one on 08/05/2011 the party XP situation is as follows:
Cotillion Blackleaf: 13675, needs 1325 for next level
Elathani Wellis :12755, needs 2245 for next level
Martin: 15355, achieved level 6
Muertte: 15130, achieved level 6
Pietrov: 15355, achieved level 6
Zax: 15030, achieved level 6