AAR [4H]: Rescue the Smith (2021-03-10 @ 2359 GMT)

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predajey
Posts:344
Joined:Mon Jun 15, 2020 9:27 am
Re: LFG [4H]: Rescue the Smith (2021-03-10 @ 2359 GMT)

Post by predajey » Thu Mar 11, 2021 5:31 am

AAR: Rescue the Smith
GM: Pub
ECR: 4
Difficulty: Hard

Player Rewards:
Barag: 3000 LP, 563 SP, 5 TIPs
Qwillem: 3000 LP, 563 SP, 5 TIPs
R'edtarian 3,000 LP, 563 SP, 5 TIPs
Taras: 3,000 LP, 563 SP, 5 TIPs
Vallone: 3000 lp, 563 sp, 5 TIPs

Alt Rewards: Weaponsmith Training (Versatility can opt to learn up to two (2) Talents from Weaponsmith Circle 5 and lower Discipline Talents and Novice Talent Options.)

Journals: 150 LP, 140.8 SP

GM Reward: Calina (4000 LP, 475 SP, 3 TIPs)

Downtime:

[Craftsman] 18 (Rank 3)
[Forge Weapon] 15 (Rank 4)
[Item History] 15 (Rank 4)
[Research] Step 9 (Rank 3)
  • Step 12 with Library Access
Summary:
Shulgi Bolg has be found and returned to the Bolg family. Her kidnappers were turned in to the Guard.

Rathan01
Posts:96
Joined:Sat Jul 25, 2020 6:50 pm

Re: AAR [4H]: Rescue the Smith (2021-03-10 @ 2359 GMT)

Post by Rathan01 » Thu Mar 11, 2021 7:29 pm

A journal entry from Barag Yurdum of House Yurdum,

I am sitting in quiet part of Throal library, finishing with large volume of information from Calina for new arm band. I see Taras, Qwillem, Vallone, and R'edtarian come in asking questions about note. They find random note and decide to track down owner. They must be bored to do such odd thing. I have finished with new toy and go with them to stretch legs. It seems Magda Bolg uses note as ... test when we track to her. Bolg asks for help. Her niece, Skulgi, is kidnapped and ransom is for 30 gold. She is wanting us to bring justice to kidnappers and rescue niece. I like to bring justice. I like to save Dwarf women. I like to get paid. This is easy decision. She tells us that drop is Jade room at Bedrock Tavern.

Qwillem does trick with chocolate to make fake gold coins. Very realistic. We stake out Tavern and plant fake gold in room. Vallone hides in cupboard. A couple couple comes in, checks drop location, finds gold is fake, and leaves. We approach and question them to find out how gold will be taken. We trigger collection and track the courier. We are attacked by assassins at night. The group works well in combat. We kill two and capture two but one dies during interrogation. Survivor was guard during transport of Shulgi. We find coded note. Assassin tells us, Shulgi is at Juniper Hollow.

We go to Juniper Hollow. After getting there, Qwillem decodes note. Note says Shulgi is at Bartertown. It gives house address there as well. We travel to Bartertown and find very study house. We break in through house lower down hill and find secret entrance. Entering into main house we are attacked by 5 bandits. Shulgi is there to. During fight, Shulgi attacks Vallone. Qwillem does Suppress Curse on Shulgi to break control of her. We are able to kill two, knock out two, and have one surrender. I find that Shulgi was not under spell but something else.

We hand over bandits to Throal guard then return Shulgi to Magda. We let her know of strange mind control and that it looks like slavers are active in area.

redwraith
Posts:147
Joined:Fri Jul 17, 2020 8:12 pm

Re: AAR [4H]: Rescue the Smith (2021-03-10 @ 2359 GMT)

Post by redwraith » Mon Mar 15, 2021 11:01 pm

I was back in Throal doing some research at the great library when I was walking back to my parents place and noticed something a little odd. I saw a strange man depositing a letter in what I guess was a drop box. Once he left I went over to the drop box and look at the letter. The letter was rather vague so I turned to try and follow the strange man.

While I was searching Throal for this man I came across Taras who also discovered a drop box and had the same note I did. Taras was able to track the letter and the person who placed the letter. So I joined him in tracking down the source of the note and along the way we picked up Qwillem, Vallone and Barag who also discovered these mystery notes.

Eventually Taras found the source of the note and we talked with a Magda Bolg about the note. Apparently Magda's niece Skulgi has been abducted on her way to Sosanopa and a ransom is being demanded. The ransom is to be delivered to the Jade room at the Bedrock Tavern. Qwillem has an idea to create some fake gold coins for the ransom and we can they stake out the tavern to see who comes by to collect the ransom. After a short period of time a couple comes to the Jade room and finds the ransom. After we question this couple they let us know that they were just to collect the ransom and pass it on to someone else who purchased their services.

We tracked the messenger to Sosanopa but then lost him in the town. Once their I started to question some of the shady people of town about any possible kidnappers operating in the area. After talking to a couple of people and adjusting my technique I was able to learn of a group of dung collectors who are more active in criminal activities in the area. We then head out to see if we can find out anything more about this bandit group

On our first night on the road we were ambushed by a group of bandits who we quickly defeat and question. They let us know that the group operates out of Juniper Hollow and they also have a coded note. We arrive at Juniper Hollow and find several bandits in the hamlet. While we were studying the bandits Qwillem shouts out that he's solved it. He has managed to decode the encrypted bandit note. The note indicates that Skulgi is being held in Barter Town.

Once in Barter Town we find a strange house with a locked/barred door and no real way to enter it. We notice that the house down the hill from the one we are casing seems to have a passage to the house. The second house has a normal door which we quickly breakdown and once inside we find limit furniture and scratch marks on the floor in front of the wardrobe. Behind the secret door is a tunnel which leads to a barracks which luckily for us is empty along with a trap door in the ceiling. We are going to have to break through the locked trap door and rush in the strange house.

I enter first and discover 4 bandits, one of who is a caster along with Shulgi. We quickly take down the caster and Shulgi attacks us which makes me question are we actually rescuing her. Qwillem seeing Shulgi attacking us uses suppress curse to remove the compulsion that she was effected by. I really should learn how to do that.

Once we defeated the bandit leaders Shulgi regains her senses and tells us how the bandit caster charmed her and brought her here to Barter town. We escort Shulgi and the defeated bandits back to Throal. Magda was very pleased with the rescue of Shulgi. After talking with Qwillem about all the useful talents that a weapon smith has access to and how useful he finds them in everyday life I ask Magda if she could assist me in learning the secrets of becoming a weapon smith.

verse86
Posts:269
Joined:Tue Jun 16, 2020 11:16 pm

Re: AAR [4H]: Rescue the Smith (2021-03-10 @ 2359 GMT)

Post by verse86 » Tue Mar 16, 2021 2:19 am

Vallone's Journal:
I was barely back in Throal from finding the kaer to the north when I was pulled in by R'edtarian to help with some weird notes he found. We also had Taras, Qwillem, and Barag. After doing some detective work we figure out this note came from the Bolg estate so we went to ask around. We met with Magda Bolg who told us Shulgi, her niece had been kidnapped and a ransom note had been left. She hoped we could track down the kidnappers and rescue her niece.

Our first thought was to go to the drop point and try to lure out the kidnappers. Qwillem made some chocolate coins to trick the people. He had to make a few extra after I ate some. We waited and caught the guys. It turns out they didn't know much and were just some hired middle men. They did however give us our next destination: Sosanopa. While there we hear of this group of would be bandits.

We set out hoping to find more information and are attacked by the group. We beat them down easily. We retrieve a coded message and the information that their group was in Juniper Hollow. By the time we arrived in Juniper Hollow Qwillem had decoded their message and learned that their true hideout was in Bartertown. They wasted a bit of our time, but we avoided whatever trap they thought they had set for us.

Now knowing their actual hideout we left for Bartertown. We found a back entrance to their base which led to a ladder and a trap door. Unfortunately, none of us knew how to pick locks so we went for the brute force approach. This alerted the people above who were ready for us and did not make things easy as we had to climb up one by one. Of course I had no such weakness and flew up right alongside R'edtarian. This might have been a mistake, though. There were a bunch of people and this was a crowded space which was not ideal for me to throw spears. We found Shulgi who seemed to be under their control. Thanks to Qwillem, she was released from whatever mind hoodoo they put on her and she stopped attacking us. It was a hard fought battle (they really had it out for me), but we prevailed. I lost control for a bit thinking about if this had been Sarell.

We waited some time just to make sure there were no lingering influences on Shulgi before bringing her home. We met with Magda and Dvarim (the legend himself!) who called a friend to look her over. I think she was fine. Either way we saved her and brought her home safely. Another good deed done. I can't wait to get home and tell Sarell all about my adventures. She really seems to like them.

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