The party returns to the castle and met with the king, who summoned his investigators to look at the note. The investigators are familiar with C. V., one Count Vengence, a fake name used by the rebel that has been most successful rousing the public and prodding them into rioting. After about a week of investigating, the king’s men have identified the most likely area of the city for C. V.’s hideout, the slums.
Realizing the party can operate just outside the law, the king offers whatever assistance they need to get through the city, but bids them do what needs to be done to find this “C. V.”
William and Noc decide to disguise themselves as investigators, while Elror travels as a guard. Upon arriving near the slums, they change into more appropriate clothing. The first order of business was to have open dialog in the various inn’s and tavern’s, to see if they could gather any intel. After a few days of political banter within the party (Noc taking the side of anti-aristocracy, and Elror and William the opposite), they catch mumblings from the other patrons, that Noc must work for C. V. They were on the right track.
To help get on the good side of an otherwise skittish and nervous population, the party opened a storefront and started to clothe the poor. It wasn’t long before they were visited by local thugs looking for protection money. Noc paid them and gave them masterwork pants. Elror inquired about becoming an enforcer for their boss and was told they would come back in a week for the next installment of protection money and let him know if their boss is hiring. William took to the rooftops and followed the thugs.
Continuing down the street, the thugs took money from all the local businesses. At a bakery, the proprietor didn’t have the cash, and the thugs pushed her inside. William waited on a nearby rooftop as the woman was savagely beaten. When the thugs returned to the street William continued to follow.
At the end of their shift, they entered a Tavern. Watching a while, William realized the tavern had posted sentries, and judging by the way they were operating, realized that this is likely the local thieves guild. Not wanting to push his luck, he headed back to the parties shop.
The group upped their presence by handing out pamphlets detailed much of what they knew about the Night of Wild Magic. They opened their doors to the stories of those in the slum. Most of the poor tried to scam the group, but they did learn of a few stories that may be legitimate. Not long after the thugs returned for protection money. Noc paid them and gave them some masterwork thieves tools he had made. They advised Elror that he was welcome to come and meet with their boss, and with some convincing they allowed Noc and William to accompany.
At the thieves guild, Noc and William were told to sit down and color, and William was taken into a back room where he was surrounded by thieves and the door barred behind him. The guildmaster tossed a scroll is his direction, Elror opened it to see a wanted poster for the group with a 10,000 gold reward. Without mincing words, the guildmaster asked Elror why Noc, a thief, was freelance operating in his slum. After a bit of discussion the guildmaster called in Noc and William and in short order it became known they were after C.V.
The guildmaster bade them good luck and showed them the door. A little bit of pervasivness revealed the guildmaster knew where C.V.‘s compund was, but after tangling with his men once, he was in no hurry to put himself on the bad side of C.V. again. The party convinced him to assist by offering him the opportunity of setting up a thieves guild in the neutral port of New Saltharbor, on Tortage. While there is some risk that the port may not stay neutral, the possible reward of having a guild that can operate outside the laws of both Valoreign and Nirvan was too good to pass up. The guildmaster was given a note for Captain Jack and the pygmy king’s boar spear as proof. In return the party was given the location of the compound as well as other information such as (a) the position of external guards and (b) that most of the thugs lived in surrounding apartments.
The party decided to sneak in through the sewers, which went well. Once in the privvy, William cast Blink on Noc, who then scouted the area while vanished, which worked until he hit an alarm spell triggering on the invisibile. With the bad guys now on the move, Noc blinked through walls and headed upstairs, where at the end of the hall the doors burst open and…
Sir Merek charged out, armor plating growing from a brooch to encase him in full plate. He pulled two large sized two-handed swords off his back as a Bard (C. V.) stepped out beside him. Hearing movement in the other rooms, Noc set the stairs on fire and summoned an illusion of fire elementals before retreating down the stairs.
The party fought a hard battle on the main floor against two gravity elementals and an obsidian golem, as well as a few common thugs. By almost destoying an earth elemental in the first round, they caused it to retreat and lock down the area in increased gravity, everyone including bad guys failed their saves and were unable to take a movement action. Noc was outside the radius, and Elror beat the STR check to get free, between them and Williams ranged attacks, they started to whittle down the opposition. The death of the obsidian golem (and the subsequent incredibly brutal explosion) pretty much finished up most of the bad guys and left Elror and William bloodied.
Hearing the sounds of combat fading upstairs, and noticing the rush of water down the staircase, they used a few rounds to prepare and heal. Elror used a tree token to block one square of stairwell egress, and Noc brought up illusory guards. A troupe of Warpriests and Sorcerers came down the stairs, and the fight was on.
The sorcerers cast pit spells at the bottom of the stairs, which proved worse for the warpriests than the party, 3 of the 4 of them ended up in the pit. With some back and forth, Noc managed to get onto the stairs while Elror and William were kept at bay by the pit. With ranged attacks Elror kept the warpriests in the pit from climbing up, and William let loose spells at the remaining warpriest on the stairs. Noc, now among the bad guys, finished off the warpriest, realized he didn’t see the sorcerers anymore, and happened to notice the bard and Merek coming down the stairs. Merek wore a blindfold over his eyes.
The sorcers reappear behind Merk and glitter dust Noc, blinding him. Noc and Merek trade blows but noone is hit. William flies over to assist, and in one round is bloodied again and has to retreat. Noc, no longer blinded, drops a smoke screen and steps back down into the hallway.
The next round the pits go away and Merek, in a rage, charges Elror and lands a coupe of devestating blows, nearly felling the Elven barbarian. Noc steps in and manages to strike Merek twice, the second hit bringing Merek down to -1 hitpoint, he proceed to kill him.
15,466 – You guys are now level 8
Gorum’s Thorn (L): This forge-blackened +1 keen greatsword is festooned with religious iconography depicting glorious images of the Lord in Iron.
Gorum’s Thorn gains an additional ability: when the wielder confirms a critical hit against any creature with the giant subtype, he can attempt to trip that target as a free action without provoking an attack of opportunity and ignoring any size restrictions related to the target. If the trip attempt fails by 10 or more, the wielder is not knocked prone.
Black Eagle’s Blade (L): This +1 greatsword is made of blackened steel and embodies the Lambreth ideal that all crimes must be punished twice. Once per day after the wielder slays a creature with the Black Eagle’s blade, the wielder can empower the weapon to become a +2 bane greatsword as an immediate action; the sword’s bane ability is keyed to the same creature type as the one that the wielder killed to activate the effect. This effect lasts for 8 rounds or until the wielder kills a second creature with the weapon, whichever comes first.
Quick Runner’s Shirt: This shirt is made of light, gossamer-thin fabric embroidered with arrangements of winged feet. Once per day as a swift action, the wearer can take an additional move action to move and then immediately end his turn, losing any unspent actions. A character must wear this shirt continuously for 24 hours before he can activate this ability.
Ring of Far Strike: This unassuming black ring changes color to a silver pearlescent sheen when held near a fire. Once per day as a standard action, the wearer can make a melee weapon attack or unarmed strike attack against any opponent within 30 feet. The wearer must be otherwise capable of performing the attack to use this ability.
Battle Strider’s Boots: While unattended, these rough leather boots appear to be in a slightly different place each time a creature observes them. They seem to flicker around the wearer’s feet for the first 24 hours she wears them, reducing her movement speed by 5 feet and imposing a –2 penalty on Acrobatics checks
After she has worn the boots for 24 hours, the flickering decreases, the penalties end, and she can activate the boots. Three times per day, she can activate the boots as a swift action to avoid provoking attacks of opportunity while moving out of a threatened square. While activated, the boots conceal the wearer’s movement in such a way that her foes see only short, blurred flashes of movement. Any creature that has blindsight or a similar nonvisual sense or is affected by true seeing can still make attacks of opportunity against the wearer as normal.
Blind Man’s Fold: Fashioned from a scrap of a blind beggar’s clothing, a blind man’s fold is often used by explorers who must traverse caves inhabited by invisible creatures, or those drawn to sources of light. A blind man’s fold fully obscures normal vision while worn, but grants the effects of the Improved Blind-Fight feat (Advanced Player’s Guide 162). Creatures which are unable to see normally gain no benefit from wearing a blind man’s fold.
There were also a few +1 items and potions, Sam has those written down.