Rochford Warhammer Specialist Games Club
Would you like to react to this message? Create an account in a few clicks or log in to continue.
Rochford Warhammer Specialist Games Club

This is not a Games Workshop endorsed site. Visit www.games-workshop.com for official news and publications
 
HomeHome  PortalPortal  GalleryGallery  SearchSearch  Latest imagesLatest images  RegisterRegister  Log in  

 

 A day out in Seahaven

Go down 
AuthorMessage
Phlegm

Phlegm


Number of posts : 801
Registration date : 2007-04-26

A day out in Seahaven Empty
PostSubject: A day out in Seahaven   A day out in Seahaven EmptyMon 28 Mar - 11:27:11

A Day Out in Seahaven
So we spent a day preparing how to go about finding our quarry in Highport. After much further discussion at the Merchants guild we left in their vault 7,200gp in coin & gems plus the irritating talking sword that Malakai still had, along with his amulet of suspiciously evil dreams; the salamander’s spear and helm; the monk’s pendant; the silver circlet, ruby and ring.

Malakai and Bernice had a busy day trailing around the place. I was mostly enjoying a few swift halves at a number of Seahaven’s classier watering holes, and they filled me in later what had happened: They chatted with the sergeant of the guard at the port, who was not particularly helpful but did direct them to the Warden’s HQ to find the chief of the city guard (Cobble Street) and the thieves guild (Redmayne Street). They also learned that the Mages guild is in Runcle Street.

Trying to see the warden they failed but did see Jim, one of his clerks. They weren’t sure what Jim’s surname was, apparently he never got it out as he had quite a stutter, but I understand from my own enquiries that his name is Jim Pediment. Again, not terribly helpful, apparently the good folk of Seahaven are well protected by the Baron’s triremes and strong walls, plus the slavers don’t raid so close to Highport.

Like the others they had asked, he had not heard of Ash and was quite uninterested it seemed in assisting in any way. He confirmed that whilst there were no restrictions on sailing from Seahaven, vessels coming from Highport would attract official interest.

They then called in at an apothecary close to the Last Resort, the surprisingly good hotel where we had found rooms. He did some tests on the pills we had found at the bottom of the entry stairway under the illusory pool, and proclaimed them as some kind of anti venom. This seemed highly plausible given the poison used by the hobgoblin guards. He had no idea about the liquid taken from the chained alchemist we had briefly rescued.

Finally they moved on to the thieves’ guild. This was a robust looking building with barred windows but entrance was given surprisingly easily. We were not even searched and descended stairs to a basement room containing a man behind a desk. He proceeded to ask a series of questions which Malakai and Bernice answered truthfully. The man behind the desk (who was called Rex we would discover) pointed out not unreasonably that if the thieves’ guild was allied with the slavers, we had probably been unwise to share our plans.

At this point whilst we wondered if our last moments were approaching, we were put out of our misery. A human, giving every appearance of being a high level thief stepped through the illusory walls of the room and suggested we continue the discussion upstairs in more comfortable surroundings with not quite so many sharp objects pointed at us. Malakai later claimed that he had spotted the illusions straight off. It is obvious looking back that had we failed our interview in the basement whatever forces were concealed behind the illusions would have made short work of us.

Avalan introduced himself as a senior guild member and put a proposition to us: The guild has certain interests in Highport and regularly sends a boat there under cover of darkness. Occasionally slaves escape and they have assisted if suitable profit is to be had. He appeared to recognise Ash’s name and referred to a number of slaver lords controlling operations. Fortunately for us, the slavers raids are seen as unhelpful to the thieves.

A ruined temple in Highport is the destination for slaves brought to the coast. They are held there prior to joining ship or caravan to the east, or are sent inland to a stockade. Some buyers visit Highport to buy direct. Avalan has a commission to look for a young woman recently taken by pirates, there is 20,000gp to be earned if she can be rescued. Avalan will take 4,000 gp commission if we can find and recover this girl; he can supply transport to Highport and his agents will guide us to a secret entrance to the ruined temple. He is cagey about his agents in Highport but he does give us a recognition code: ‘The Summer nights are surprisingly cold’ to which the response is ‘But summer storms are brief’

This woman, whose name is Althea, is apparently daughter of some powerful/rich personage but the slavers are not aware of this. She was taken five days ago and has probably been taken to Highport within the last two days. So once we have concluded our business with the Mages Guild, we will sail on the Swift Venture under Captain Sharples. We have seen it berthed at Pier 13, a sleek, black painted ship with armed guards aboard, standing out from the fishing boats, Kettite dhows and larger merchantmen that crowd the dock under the cover of the Baron’s warships.

We are due to sail on the 2AM tide and there is just time to visit the Mages first. Avalan has also issued us with a potion of extra healing each and we were able to top up on provisions and equipment.

26.3.22

Experience awards
Malakai
Characterisation and roleplay 300
Detecting illusions in Thieves guild 100
Total 400 +bonus = 440
Requires 9,799

Bernice
Characterisation and roleplay 300
Total 300 Reqd 10,082

Back to top Go down
 
A day out in Seahaven
Back to top 
Page 1 of 1

Permissions in this forum:You cannot reply to topics in this forum
Rochford Warhammer Specialist Games Club :: Other Roleplaying games :: D&D-
Jump to: