04 - Breaking in the Lab
Previous session: 03 - Gathering allies
Deadlines:
The party decided to use new nicknames until we are done with the Collars (but is still struggling with using them however):
Someone came to knock on the door of our safehouse. It happens to be Grappi who came to share the intel he got so far:
After telling us that, Grappi leaves. As we have to wait midnight for the heist, we decided to give another shot to learn more about ✔The entity of the Hole before doing some downtime activities.
The party does the following actions:
Willum jumps into the hole once Persy got out, and the hole gets closed for a moment.
After a while, he gets back. He thought it was an old friend, but he couldn't interact with the entity.
Result of the Identify:
↪ It's a "regular" portable hole (not modified)
↪ Abjuration or Enchantment aura (perhaps something was sealed inside the hole?)
After the party gathered their thoughts, each member spent time on their way until the beginning of the heist.
[Starting of ✔Honor among Smiths quest]
Around midnight, the party went towards The Lab (Warehouse), where we found Bron's boys group, along Alcetaurs (Moose centaurs). An Alcetaur stepped up, where he introduced himself as Foreman.
He mentions that the backdoor is unlocked, and we have to clear (cough kill cough) the Collars within the building. The cue for his team is to open the receiving door.
[Stealth check] We're entering silently.
We see a path to the right and the left.
We're going to the right. We notice a bathtub with another closed door. We see a corridor with a door on the left, and group of 4 Collars. We decide to take them down.
They didn't manage to alert others.
Three doors are present there (mostly swingy swing door style). (Reveals to be the bathroom, Lattrine and an empty room)
We're going through a big door: Seems to be the mess hall. There's another door.
[Perception check - Pass ✔] Persy listens to the next room and hear the echoes of humming. But the door is locked.
[Lockpick check - Unlocked 🔓] Door has been unlocked by Nesvalyn. It reveals stairs going down to the basement.
We notice a slight light down there. A person asks if there's someone there. Willum answers yes. We decide to approach the presence.
A circle with an humanoid is present in the middle, which looks like an elf, but with modifications (limbs have weird proportions, black pupils).
Willum asks who they are. They seem expressionless, but finally present themselves as Or, who's trapped down there.
[Investigation check - Pass✔] Persy and Reylynn recognizes it is a circle of Cold Iron (Hingus???), with a High Fey standing in.
Or explains that someone in the town owns them, but they got into the case of being present at wrong place, at the wrong time.
[Persuasion check - Fail❌] We didn't manage to get more information about who they want the favor back.
[History check - Pass✔][Reylynn] - As it's an open favor, it will be mostly beneficial for us.
[Investigation check - Pass✔][Reylynn] - We're in front of the Prime of Selkies.
We're negotiating for the favor, to which we'll get it, but within a certain time (due to their absence).
Willum breaks the circle and frees Or. They step out the circle and we feel the binding of the contract, and they disappear in a second.
Persy gathers the cold iron. (10x cold iron ore)
We're leaving the basement and we're back upstairs, investigating the place.
[Perception check] We didn't hear anything from the other side of the door.
We found the main storage of the warehouse (but cannot access it yet).
The corpses we left in the corridor were put in the Portable hole.
We're getting back to the entrance and took the other path (aka the left one).
There are 4 doors on the left side, and a big door in this corridor.
73 gold [Sent to party gold]
Pair of silver earrings (valuable)
Cloak of Elvenkind
After a quick discussion, we decided to do a pre-emptive strike to kill them all, as it was requested.
[Coordinated attack] Pre-emptive strike with grenades and Thunderwave.
All that remains is the 4th door. Graath kicks the door but fails, and it triggers the alarm 🚨. On the second attempt he manages to open the door. We removed a net which says "Alarm" infinitively (and would've spotted us, if we didn't made explosions and loud noises before).
This room reveals to be an office.
[Investigation check]
Upon passing the big door, we are greeted by two 10ft. tall and one 12ft. tall automatons in the warehouse. Wingnut presents himself and does a quick monologue saying it will be our end. He is in the tallest one.
After dealing with the robots, we opened the door to Bron's boys, where they started to do their business. Wingnut is still alive, we decided knocked him out to interrogate him later.
[Investigation check - Pass✔] - These mechs seems to be battle suits. They are a compilation of various elements from various races, with gnomish, dwarfwish tech, and filled with Old Word runes (giants' tech).
[History check - Pass✔] - Old Word runes in this context is the belief of Giants speaking the language of creation (aka you can do everything if you know the language) - which is weird as the Giants' Exodus happen and not many people would be able to do that.
Next session: 05 - Marinas & Monkeys