Mist Heart

Making a Stand

After igniting the volatile stores of firestone and liberating a pair of high-profile prisoners, the group narrowly escapes the Depot (see Attack the Depot), leaving behind a wake of destruction. Seeking a place of safety, they retreat back to a safehouse to collect their thoughts. While the rest of the group waits behind in a darkened alleyway, Whiskers and Cambraeia Zelphaer probe the location for any signs that they have been followed.

Who they find is an agent of House Lockwood, who had been expecting them. After Trinso Havenspear and Orbaz Felbayne had seen that the girls were safely barricaded upstairs, the Lockwood operative divulged a bit of information.

First of which, he addressed Whiskers’ inquiry into the deaths of his brothers and his traveling companion, Viscount Argus Tourek. The Lockwood operative was able to provide the circumstances of the Viscount’s death, which involved some sort of macabre ritual in which Sternbrig Gibbs was present. What occurred to the mouselings is less clear.

What can be confirmed is that an assassin almost certainly hired from House Fairkin subdued Whiskers’ brothers with a sort of neurotoxin that left them in a state of stasis so near-death, that even trained professionals would find it difficult to discern.

The operative even hinted about having knowledge to the whereabouts of Rhoegadyn, the absent father of Orbaz. This left the tiefling noticeably rattled.

After divulging the information, the elven operative offered safe haven for the Gibbs daughters and assessed the group’s fee. The account was negotiated into the ‘favors’ department, as the exorbitant fee was much more than the group was able to cover.

The group would take out Sternbrig Gibbs. Though some of the group, not least of which Ionia Levinica Aurelius, had little qualms with carrying out an outright assassination, others seen the encounter as an opportunity to get face-to-face with a man who they believe has a great deal to explain for.

As a parting gift of sorts, the operative warned them of incoming soldiers, likely retaliating for the hostilities at the depot. The party turned their attention to fortifying the safehouse, setting up traps and closing of entry points.

The battle was hard fought and several of the assailants were taken captive, but not before an assassin ‘dropped’ into the fray. Once exposed the assassin disengaged, only to be followed by the Cambraeia. She tracked his trail back to the manor of Gleinollidan Fairkin and returned to the group.

The group questioned their captives, who indeed were sent from the Depot. Franklin, the veteran officer, revealed that they were a mere diversion party, meant only to draw the group’s attention while the assassin disposed of the escapees. Having foiled the plot and coming to the consensus that their captives are mere hirelings, the group decides to let the detainees go.

The party then withdraws, seeking out The Drunken Swan and their contact for the mission into the Gibbs facility. The session fades out with the group discussing how best to complete their task…

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Attack the Depot

Players met with Silvia in a decrepit squat in The Fallows. Silvia informed the players of her relationship to the Gibbs Daughters and that they were likely “removed” from their household after discovering something they shouldn’t have. She also warned players that under no circumstances should the Gibbs daughters be returned to their father.

Upon leaving Silvia, Ionia Levinica Aurelius funded a letter of introduction from a semi fictional noble, and succeeded in getting Silvia transferred into servitude on the Rex Oblitarius.

Desperate to discover the fate of his clan, Whiskers met with a representative of the Lockwood family to buy information. Perhaps this was not the pest course of action? only time will tell. What ever the cost however, the great rumor brokers, the Lockwoods, took the case.

Finally, using their connections withDwark MacLoahir, the party arranged to be smuggled into a Gibbs owned depot in Overfarrow. Upon entering the depot packed in crates of skystone the party wasted know time in setting an explosive trap. Upon “sneaking” into an air vent Whiskers discovered the two drugged and unconsciousness Gibbs daughters being held by two elven mages. In a truly spectacular fashion, Whiskers fell from the air vent and raised a general alarm in the compound. After valiantly fighting for their lives, triggering a truly titanic explosion in the processes. The party had to beat a hasty retreat with the still passed out Gibbs daughters.

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The Plot Thickens

Players begin to look into the odd circumstances of their predicament. upon awakening from their A wild ride Players moved to investigate events in the city.

First Orbaz Felbayne and Whiskers return to the site of their entourage’s murder, the Broken Drum. In the upper floors the inn players found that the previously discovered remains of their party were missing. Furthermore, upon investigating the rooms of Viscount Argus Tourek The party discovered a bizarre arcane circle.

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Later the party moved to investigate the Float dens deep in the interior of The Fallows. Party members found the said forlorn drug addict Rickets (insert link here). Rickets hinted at increased purity of float, and an uncanny consensus of Float users experiences on the drug. The party then moved to explored a Float den which Trinso Havenspear seamed oddly familiar with.

Finally Players investigated a Gibbs family owned Bordello. In the Bordello players were contacted with the disposedSilvia, and later made “friends” with the club bouncers, and were thrown out.

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A wild ride

After defeating the mad cultist Archibald and his horrifying flesh monsters in the basement of the utterblius Sanitarium. Players moved to to leave the sanitarium, only to discover that their conflict in the basement had awakened something in the hospital above.

As players moved to flee the hospital they were rescued from the now awakened human experiments of the upper floor by Dwark MacLoahir. Dwark then lead the party on a wild stage coach chase through the streets of [[utterblius | utterblius]. Aboard a mechanical armored dwarven carriage, the party fraught off wave after wave of horrifying twisted human abominations.

Upon escaping Uterbilius the party interrogated the revived Archibald. In the course of investigation the mention of Maxamandor caused Archibald to explode.

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First steps on the path

Players. Met with Drummand Croft. Each having their own motivations our intrepid heroes agreed to his demands to investigate the Mistheart and what, if anything, was brought out.

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Players moved to investigate the sanatorium in Utterblius where broken clerics from the Bridge construction site have been taken.

Upon investigating, players encountered the decrepit caretaker Archibald.

In the basement the players interrogated one of the poor lost souls of the construction site. Midway through their investigation however, the players were caught in a trap. Players were attacked by horrifying flesh amalgam monsters formed form the bodies of clerics. The caretaker Archibald also revealed that in fact he was an agent for some other power.

After the battle, Players captured the unconscious Archibald.

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