OUT OF CHARACTER
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In order to move things along, I've handled the previously agreed upon plan narratively, then returned you to this location, where things have taken a turn... |
The framework of soggy timbers in the next room appears walkable and offers a route past the solid wall to the right and into the northeast corner, which might provide access to another, as yet unexplored room. Nevertheless, the party had already decided on a temporary exit to deal with the former prisoners, doppelgangers, and some other errands.
Before leaving, Prost unlocks Gattel's cell. Worrel is able to rouse the man without resorting to magical healing. Gattel giggles and looks confused, but is readily coaxed into following the party out of the warehouse.
While Worrel is dealing with Gattel, Ardrea discovers that the coin bag is indeed magical. As Prost empties out the coins to count them (there are 863 gp inside), he is able to figure out that the bag's weight doesn't change. It weighs about 15 pounds, regardless of how many coins he adds or removes.
[It's a Bag of Holding Type I and is currently assigned to Prost in the party loot list]
The group exits the Sodden Hold into the streets of the Docks District, heading towards Ilya's manor in the Garden District. Because they are carrying two unconscious or dead bodies and are accompanied by a man who behaves erratically (Gattel), it is not long before they are accosted by a patrol of the city watch. The patrol is initially suspicious of the situation, but Ilya, whose family is apparently very well known, is able to explain the situation to their satisfaction. They agree to take custody of the doppelgangers (both live and dead), escort Ilya home, and deal with the obviously insane Gattel.
Before she departs with the watch patrol, Ilya adds,
“I appreciate you rescuing me from these evil <elven swearwords>'s. You've done a great service to me and my family. Please visit Starmane manor should you ever need our assistance.”
This frees the party up to handle some shopping. They find a magic weapon merchant who is willing to purchase the magic swords. Lola uses a small portion of the proceeds to buy a masterwork backpack and a buckler.
[Also accounted for in the party loot list]
Even in a big city like Tula, finding just the right merchants takes some time, so it's approaching evening when the party returns to the Sodden and Co. warehouse. They cautiously reenter and make their way back toward the unexplored areas. When they arrive at the corridor with the cells, they find that things have changed...
All of the cells are occupied. Occupied by familiar faces! The party members entering the corridor are startled to see
THEMSELVES locked in the cells. As Prost leads the group in, the imprisoned versions of Ardrea, Cyrius, Lola, Tex, and Worrel shout at him
Watch out Prost! They're not real! I'm the real thing! Watch out, they'll stab you in the back! The imprisoned version of Prost is silent, glaring at the version of Prost in the hallway.
OUT OF CHARACTER
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We are not in combat yet, but to maintain the uncertainty of the situation, please PM me your actions (and questions) instead of posting them here. I assigned marching order and readied equipment to the green version PCs arbitrarily, so feel free to propose changes in your PM. If you're a blue version PC, we've already discussed your situation, but still PM what you will do or say from within your locked cell. |
ACTIVE EFFECTS
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Ward Hex on Prost: +2 AC and saves until hit or fails a save
1. Green Ardrea - staff readied, 3 hp damage
2. Green Cyrius - charged mind blade longsword readied
3. Green Lola - loaded crossbow readied, 35 bolts left, 3 channel energy left, 6 hp damage
4. Green Prost - loaded slingstaff readied, 38 bullets left
5. Green Fluffy
6. Green Tex - bow readied, 104 arrows left
7. Green Worrel - sword and shield readied
8. Blue Ardrea - locked in a cell, no weapons
9. Blue Cyrius - locked in a cell, no weapons
10. Blue Lola - locked in a cell, no weapons
11. Blue Prost - locked in a cell, no weapons
12. Blue Tex - locked in a cell, no weapons
13. Blue Worrel - locked in a cell, no weapons
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