Feb 2012 - Pathfinder - Conquest of Steel campaign

Right Place, Right Time, Right? (Hired in Hungerdark)

Making Friends is like Making Dinner: It Involves Knives

Summary-
Dates: May 25th into the wee hours
Locations: Lower Hungerdark

NPCs involved: Matosso Totte, Faaz Ibrioli, Dmitri Von Principe, “Good” Vito Paccara, Rennec, Antonini Guiseppe, 4 warriors from the poacher gang and, at a distance, Ra and Or of the Cyclops gang Skyk (prounced “Slike”)

Important occurences:
Critical success of diplomacy with Rennec – ribbons for the Thieves Guild procured for the party.
An entire shipment of goods, along with 35 soldiers and Matosso Totte disappears into Upper Hungerdark, siezed by the Hobgoblins after failed negotiations.
Mamdini’s package: delivered!
Faaz disappears into Upper Hungerdark along with his personal guard.
The PCs defend the House Irovetti Warehouse. 4 poachers killed, 1 woman from the Cattanei Family captured.

Players present: Bobby, Michael, Kris, Nathaniel
XP: 800 (and add a retroactive + 400 for completing Mamdani’s delivery for a total of 1200)
Loot:
Mwk Dwarven War Axe
Scale mail
Heavy wooden shield
Mwk javelin
3x light steel shield
3x hide armor
3x mwk longsword
3x throwing axe
4x potion: cure light wounds +2
mwk longbow
mwk short sword
chain shirt
1x potion of cure light wounds +4
potion of cat’s grace CL 2
bloodied clothing and sash from House Cattenei
185 gp

Detail-
Quest status:
Deliver Mamdani’s “Batzetti” to Faaz: COMPLETE
Guard the Warehouse: still need to get paid by Faaz, assuming he’s even alive.
Stop the poaching for the Azin: incomplete-
Return Parda Pardo’s lost shield to him: incomplete

Summary of session:
The PCs wake on their bedrolls just outside the walls of Lower Hungerdark, and perform their morning prayers, ablutions and meal while watching the poachers gut and hang two deer and four rabbit in their meat sheds.
Seeking Rennec’s advice, Jurik learns that Mamdani’s contact in Hungerdark (Faaz Ibrioli) is the chief negotiator and warehouse manager for House Irovetti’s warehouse. He’ll be a difficult man to get an audience with, especially for barbarian outsiders. However, Jurik makes a very good impression on Rennec, who agrees to both broker their goods to the Thieve’s Guild, seek a “Badge” for the party with Thieves Guild colors, and have a letter delivered to Faaz. Rennec also notes that the fancy shield found in the Tatzylwyrm cave is from Parda Pardo, who was in Hungerdark five years ago, when it was first founded. Parda was 15 or 16 at the time and lost the shield while “Exploring” the untamed wildnerness north of Hungerdark.

The party meets Antonini Guiseppe of the Thieves Guild, who is unimpressed. Rennec goes inside and successfully negotiates on their behalf – the party is “badged” (with simple 18 inch long black/gold ribbons).
At noon caravans beging pour into the trading post, wagon after wagon hauling felled trees, barrels of wine, jars of pickled meats and vegetables entering the city with attendant guards and porters. Most caravans go straight to the warehouse of their affiliated trading company, though some smaller foreign caravans park for a few hours in the various “Citadels” (rental warehouses) while the merchants attempt to barter with the larger trading houses or the Thieves Guild to bundle their goods with larger sales to the Hobgoblins.
Amidst this chaos, a cocky guard by the name of Vito (later nicknamed “Good Vito”) summons the PCs, telling them that if they run, they might be able to reach Faaz before he is too busy. The PCs hop to it, leaving Vito to stroll languidly behind them.

The PCs arrive at the House Irovetti warehouse in time to see two dozen carts stacked high with goods and 35 soldiers. They also observe a public argument between a large, bearded man in a breastplate bearing the House Irovetti crest and colors in gems and filigree (Matosso) and a large, heavily scarred man in a chain shirt (Faaz). Matosso insists that he will “negotiate from strength” with the Hobgoblin, in contrast to Faaz’s “weak negotiation”. A better rate of exchange will be extracted from the hobgoblin monster. Faaz attempts to retain some of the trading goods or soldiers, but Matosso insist forcefully, apparently outranking Faaz in this argument.
Matosso takes the guards and the goods to negotiate. The PCs observe the cyclops, Ra and Or shackled to the mountain, 150 feet up. They know these Cyclops as members of gang Slyk, which they’ve repelled during Cyclops season. There are three other cyclops members of that gang, as well as a winter wolf that normally accompanies them. Ra and Or are enslaved by the hobgoblins. The PCs observe the (currently) inactive arena.
Faaz accepts Mamdani’s shipment, still angry that Matosso has taken all the goods and nearly all his guards. He brushes the PCs off, then reconsiders and hires the PCs to bolster his skeleton crew of guards.
The guards Vito, Corti and Dmitri act superior to the PCs, bullying them and sneering at their feral ways. Especially Vito.
After a few hours, a hobgoblin patrol of 15 approaches Lower Hungerdark’s gate and call for Faaz. Matosso, the soldiers and the goods are lost into Upper Hungerdark, Neff summons Faaz to negotiate for the goods.
Faaz and his personal guard leave Vito in charge of guarding the warehouse with the PCs and head to Upper Hungerdark.
He does not return that evening. It’s unclear if that is normal, but most other trader caravans and their negotiators are not going into Upper Hungerdark – so either negotiations in Upper Hungerdark take a long time, or else Faaz is dead.
Vito, Corti and Dmitri laze about, gamble and bark orders at the PCs. They cook a meal, drink some wine and go to sleep, leaving the PCs as guards. Jurik takes this moment to break into Faaz’s office, but balks at the lock and trap on his bedroom door.
After their rest, the NPC guards wake and tell the PCs to sleep while they guard. They decide to gamble – Jurik joins them in an attempt to ingratiate the party to their co-workers. He winds up winning more of the pot than anyone else, demonstrating decent gambling skills but it doesn’t win him many points with the guards.
As Jurik departs the dice game, an attack begins – strangely emanating from Faaz’s office, which had no obvious entry points. Later attempts to detect magic fail – either no magic was used, or the magic was concealed, or the traces of the spell had faded by the time Setyiel could examine the room.

The attackers are four of the poachers, the very same crew that had hairy eyeballs for the barbarian PCs the night before: the Dwarf and his three warriors. The are backed up by a female bard who is later found to wear a fancy House Cattanei sash under her armor.

Vito goes down. Dmitri panics and flees the battle, screaming. Jurik uses his bardic magic to put some of his foes to sleep, just as Kor, Desi and Setyiel are waking up. The magic also puts Corti to sleep. Bad Vito kneels and jabs his sword deep into Corti’s neck, killing him instantly. Kor and Setyiel begin their charge from the other end of the long warehouse, the doppler effect of their battle cries and Dmitri’s screams of terror creating a cartoonish moment – neither Setyiel nor Kor opt to take attacks of opportunity on the cowardly Taldorian.

As the warriors and dwarf advance, Desi peppers them with arrows, downing them and slowing their assault. The female bard sings inspiring songs to bolster her companions, even as she makes a break for the exit door. Dmitri, hundreds of feet away, disappears in the blink of an eye.

Kor reaches the poachers and, enraged, begins hacking them brutally with his greatsword. Spittle, oaths and blood spray everywhere. Setyiel and Jurik share a psychic moment and bolt past Kor’s enraged melee and charge the female bard.
Kor brutally battles three enemies at once with Desi’s arrows winging past him into their bodies, but they are too much for him. He drops to the ground, bloodied and bleeding and suddenly silent. The warriors and dwarf advance on Desi even as the female bard’s voice screeches as Setyiel’s magic-empowered rapier stabs her.

Setyiel and Jurik charge forward to rescue Desi and the unconscious, bleeding Kor. They engage the dwarf and the remaining warrior, and at the last second Dmitri reappears in a formal duelling stance and slashes out with his longsword, gutting the final opponent and ending the fight.

Kor is revived. “Good” Vito is stabilized. Corti is beyond help, off to meet Pharasma at her boneyard.

The PCs put Corti in a respectable burial position, strip and loot the corpses of the attackers and shame Dmitri brutally. The front teeth and incisors of all four poachers and torn loose and distributed among the party, pocketed to dry and later become glory beads. The woman is stabilized and tied up.

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simonmaxhill

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