04 - Breaking in the Lab

Previous session: 03 - Gathering allies

The party took a long rest.

The next morning... (Thursday)
...

Deadlines:

  • ✔Honor among Smiths: The quest happens tonight
  • Hosta: She is going to be sold tomorrow, the boat that can bring her away arrives tomorrow.

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:

  • The Collars think Grappi died during the attack, so he's laying low.
  • Collars aren't happy about us, they're on high alert to track us (hencefore, the wanted info)
  • The wanted info came from Jonni (confirming the Party's theory).
  • Mr. Laughton, aka mister Right Hand, woke up in a terrible mood and walking with a case.
  • Mr. Laughton could be the "Beast" Hosta mentioned to Willum.
  • The warehouse we'll have to visit tonight is the biggest once, it's also called The Lab (Warehouse). Rumors say that they do many crazy mechanical experiments there.

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.

Exploration of the hole
...

The party does the following actions:

  • Reylynn checks for portals with her Detect portals feature. The only portal she detects is the one above her (aka the entrance).
  • Willum uses his Divine Sense, where he detects an overwhelming undead presence.
  • Graath and Nesvalyn waits outside.
  • Persy casts Identify as a ritual within the hole. He is being freaked out while the ritual with a sense of dread, as he senses something is standing right behind him
    • [Concentration check - Pass✔] Persy stays focused
    • [Perception check - Pass ✔] Graath notices the ring of light from the entrance becoming smaller and he cannot see through.
    • Persy uses his Driftglobe to light up, where it spreads everywhere except behind him. The light is getting dimmer and dimmer. Persy uses the Daylight charge of the Driftglobe.
    • [Perception check] Persy thought he saw a silhouette of an humanoid, the Daylight stops and hears a crippled sinister laugh.

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?)

Morning downtime activities
...

After the party gathered their thoughts, each member spent time on their way until the beginning of the heist.

  • Graath: Started to learn Medicine (1 pass✔)
  • Persy: Tinkering (creating diving suits) and creating Potion of Healing.
  • Willum: Deciphering the ciphers from the tablet.
    • They seem to be made of the same energy as a wonder.
  • Reylynn: Learning poisons with Raina
    • [Survival check - Pass ✔] Reylynn learns more about the plants of the area.
    • [Persuasion check - Pass ✔] Reylynn learns more about the pink frog.
  • Nesvalyn:
    • Buying Potions of Healing from Father Thatch.
    • Checking on Pria and persuaded her to lay low with Chef Cook.
    • Investigation of the The Lab (Warehouse):
      • Seems more active and noisy.
      • Ventilation slots on the roof. (Steam and smoke being visible)
      • A four stores building, with a receiving door, a team is always present (6 guards)

The heist of The Lab (Warehouse)
...

[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.

Entering our way into the building
...

[Stealth check] We're entering silently.

We see a path to the right and the left.

  • Right path: There's a faint light.
  • Left path: Nothing special.

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.

Surprise attack

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.

Exploring 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.

Back to ground floor
...

[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.

  • 1st door: [LOCKED]
    • [Lockpick check - Unlocked 🔓] It reveals to be a storage room/locker room.
Loot found

73 gold [Sent to party gold]
Pair of silver earrings (valuable)
Cloak of Elvenkind

  • 2nd door: [Perception check - Pass ✔] Someone is snoring. Upon checking in, we notice there are actually 8 persons sleeping.
  • 3rd door: We found 8 more people sleeping in that room.

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.

Combat starts with surprise round - Victory

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]

Loot found

Entering the storage of the warehouse
...

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.

Boss fight against Wingnut

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.

Loot found

Upon leaving, Foreman asked us to meet up at the Forges in the morning.

Party reached level 5 !