Session Date: February 11, 2018
In the last episode, the Sword Coast Guard first defeated a band of mercenaries sent after them by a vengeful dragon turtle. They then received a lead about a thieves´ guild, the Velvet Fists, operating in the city, with which both Elodin and Xavier have history. It appeared that the time was ripe to strike against the Velvet Fists for both vengeance and justice.
Watch the entire game session on YouTube: The Velvet Fists, Part 1
For this session, Belwar’s player couldn’t make it, so an on-call player joined us with Pitch, a sorcerer.
15 Eleint, 1367 DR
The first order of business is having Xavier's and Elodin's familiars scout out the building, gathering a good idea of who's inside and the general layout of the structure. Then the Sword Coast Guard gathers together in an alley to discuss their plan of attack.
“I say we go straight for Andes Rowe,” says Xavier. “He betrayed my mentor and me, after all.”
“Revenge is fine,” says Elodin, “In fact, I want some myself — only on Petrick and Gelven — but our priority must be to rescue my old comrades.” Oddly, Elodin knows his comrades aren’t in the compound presently; they are off performing a heist which occasions this night being the best to strike at the guild.
The group discusses at length what to do, and they settle on entering through a window, and sneaking to the stairs leading to the basement. A letter from Elodin’s friend Sharra told them the guild’s treasure and some unknown allies would be down there.
Don’t ask me why they wanted to go to the basement and bypass all the potential enemies topside…
Pitch casts seeming on them to alter to make most of them appear as tieflings to help them infiltrate the compound. Iantorin refuses the spell, though, claiming he’ll not be involved in any deceptions.
The run into a couple men bathing behind one door, but Xavier does some fabulous sweet-taking and avoids any trouble. From there they find the stairs down.
The tunnel and stairs wind downward some 500 feet, and they eventually find themselves before double doors. Beyond the doors are ten small demons milling about the room.
Pitch and Xavier move bravely into the room, and the demons — which the heroes identify as dretches — snarl and wait expectantly for something. The fighter tries to intimidate the creatures, but they don’t back down. Finally, they lose their patience and attack.
As battle breaks out, Iantorin tells his companions, “This was a forgone conclusion, you know.” As a paladin of Helm, he had no intentions of not killing the demons.
The weakest of all demons, the dretches are quickly dispatched by the adventurers.
The room beyond has three doors leading farther into the compound. After peaking through each one, the group heads south to a corridor that smells of sulphur. They notice thousands of small holes covering the walls, floor, and ceiling, and suspect a trap of some sort. The corridor also has a large stone demonic head protruded from the end of the tunnel before it turns to the right.
When the heroes come to within ten feet of the stone head, it speaks a riddle to them.
Make me spin.
Hear me clatter.
I make lives,
And I ruin them.
Half the world lusts for me.
Half the world gives me away.
You own me,
Yet I own you.
You can hold me,
But I hold power.
After some discussion, they respond “Coins.”
The demonic head smiles, and replies, “Pass friends.”
With a sigh of relief, they turn the corner to find a massive stone door before them. The adventurers surmise that this is probably the vault where the Velvet Fists keep all their treasure.
There is a large keyhole, which Pitch tries to pick with his thieves’ tools, however, the lock is beyond his capabilities. They discuss trying to break the door down, but dismiss the idea.
As they turn to leave the corridor and explore another door, they run into a large group of rogues that they had seen above in the guild’s feast hall. They immediately move to attack.
Elodin leads with a fireball wiping out all but four of the rogues. One flees and Pitch takes off in pursuit. The rest of the heroes engage and dispatch the remaining villains. The quick sorcerer catches the fleeing rogue, dispatches him with burning hands, and then returns to his friends.
As Iantorin, Elodin, and Pitch tie up one rogue they captured for questioning, Xavier and Nigel move off down a tunnel to explore further.
Why…split…the — oh, whatever.
From the rogue the three heroes discover that Petrick and Gelven have both been watching the heroes’ movements in the basement — Gelven is a diviner with magical means to do so, after all. This first band of rogues was sent down to deal with them, and more are likely coming.
Meanwhile, Xavier opens a door to discover a room full of most nasty little demons, these ones called manes. Nigel throws a powerful spell into the room, killing them all with ease.
Xavier and the bard then walk into the room, their enemies dead and smug expressions on their faces.
I’m sure you saw this coming…
Suddenly three large ape-like demons — balguras — appear around them, having been waiting in the room invisibly. Two begin slamming and biting Xavier with abandon, and the third takes to Nigel with a vengeance.
Nigel is quickly in trouble, casts greater invisibility and moves away from the balgura. The demon can somehow still see him, though, and takes a swing at the bard, critically wounding him.
Hearing sounds of combat, the other heroes rush to their friend’s aid from back in the compound. Iantorin and Elodin turn a corner to see two large fly-like demons — chasmes — flying down the corridor. They engage one of them, but the other flies off north.
Directly toward Nigel. The invisible bard squeals as the monster’s probiscus stabs into his flesh and sucks his life energy out of him.
In a moment of great irony, Nigel tries to save his life with greater invisibility only to find himself against creatures that can still see him.
Pitch rushes up another corridor to engage the balguras, dropping a wall of fire on two of them. Moving away from the balguras, he runs into the same chasme that dropped Nigel.
A horrible droning produced by the monster’s fly-like wings fills his ears, and the sorcerer falls unconscious to the ground. He doesn’t even feel the proboscis stab into him and finish him off as well.
The remaining heroes eventually finish off their foes, and Iantorin mercifully rushes to the aid of Nigel and Pitch. Muttering a prayer to Helm, the paladin revivifies both of them.
“Next time,” Elodin says mater of factly, “stay with the group. Got it?”
Nigel nods weakly and mutters, “But my favorite spell. It — it — it didn’t work.”
As the heroes regroup, they determine that they need to head back upstairs and confront the leaders of the Velvet Fists. Otherwise, they’ll just continue to coordinate more attacks against them.
The Sword Coast Guard
the adventurers formerly known as the Heroes of Gold, Glory, and Girls
Not photoed: Iantorin Mournsoul - Half-Elven Paladin of Helm