Adventure 21

**Real World Date: 1/21/2018**

**In Game Dates: January 24th, 5001 M.E. - January 25th, 5001 M.E.**

**XP: 1720 (Total: 17021)**

## Tensions Rise

After sleeping in, the party leave and head back to the headquarters of **The Invisible**. After they get far enough away, Korra double checks with the party that they really don't intend on giving Podrick Morton the crown. The party explain that they didn't promise him anything in particular, much less the crown. It was just to get him to the table. Korra is relieved by this.

They continue one, returning to Dover Fellman. Korra gives him a letter from Podrick. Dover reads this letter and is worried that the party promised him the crown. The party assure him as well that it was a ruse to get him to the negotiating table. Dover is relieved by this as well.

Everyone plans for later that night for the arrival of a contingent of men with Podrick to come and meet with them. They organize in the welcoming chambers, which Aust discovers has some secret spots for archers hidden along the walls, even if the columns block their view. Wrax plants two hunter traps and they all position themselves and ready an action in case in goes south.

## Reunion and Old Wounds

The scouts report that they see the contingent coming towards them. Everyone prepares. Podrick enters with his own men and stays near the entrance while he and Dover negotiate across the room. Podrick reveals he knows about the crown and wants it. He also knows that the party is currently wanted. Dover straight up denies him the crown, saying they can't give it to him.

The two begin to plead to one another, each thinking they know what's best for the city of Valya and for the people below ground. The talking seems to get to nowhere, as Dover realizes that there is no convincing Podrick to see reason. When he realizes this, he signals to the party that he is ready to do what needs to be done. Battle breaks out and chaos fills the chamber.

## Bloody Solutions to Bloody Problems

 **Location** | The Invisible HQ - Under Valya

The battle breaks out and very quickly they realize a creature called a Grick had been hidden by Podrick for just such an event. Several of **The Invisible** men go down in the battle, but with the party's help, they manage to defeat Podrick and his men. After the combat ceases, Dover makes sure his old friend is dead for good and they begin to clean up and heal their wounds.

With the leadership of **The Rat Pack** in question, chaos will spread. There will be infighting as several people vying to take over. In about 24 hours, **The Invisible** should be able to take the offense and push back their forces, securing better borders in the underground and effectively ending the conflict. Once that is over, Dover says he will give the party their aid as promised. Korra takes the party to meet back up with **The Resistance** to plan their next move.

## Of Mice and Men

The party meet up with the members of **The Resistance**. However, one of their members, Maevis, is not with them. Apparently, unofficially, he was arrested once Cedras and his men realized he was trying to spy on them. They have him in the dungeon of the **High Castle** or the main church of Gallant. He will likely be tortured and will eventually give up the names of the members of **The Resistance** and their hiding location. So, before that happens, he needs to be broken out.

Their ally and travel companion, Sir Fenthril Sunmoore, is also being held there, but up in the tower. He has been publicly charged with a crime is association with the party, and the party decide to break him out as well. Using the resources provided to them by **The Invisible** and their methods of traveling through the city unnoticed, the party begins to research the **High Castle** and discover a way to break out their allies.

## Tough Cookie to Crack

The party learns of several ways in. They discover a particular guard, Lewell, is responsible for bringing food to the prisoners in the towers, specifically Fenthril. They go to his home, take him out, and disguise Ren as him to get inside the fort. They also discover one of the guards in the dungeon below has some gambling debts in **The Pit** under the city. They lean on him to get him to bring Maevis up to the tower where Fenthril is being held.

They also get a guard named Delvin Potter, who has a problem with bottle, to get drunk and spill his secrets. They also capture him and tie him up in a room at the inn, stealing his keys to the cells in the towers. Wrax discovers where the Wagon and their Pteranodons are being held so he goes to retrieve them as escape vehicles. They are going to feather fall out of the **High Castle** right onto the Wagon and escape and drive into secret warehouse with a underground hiding place.

## Prison Break

Ren manages to get inside without a problem and heads up to the tower with the keys, Aust and Dhamon invisible with him. They reach the tower, and their guard on the take brings Maevis up to the towers as promised. They dicsover that Maevis has been tortured with necromantic powers and Fenthril has been scratched by one of the werewolves. They go into his cell, look out the window and wait for Wrax.

Wrax is running a little late, having found the Wagon and even convinced some lower ranking soldiers that he was supposed to take it from the impound. However, when he was latching up the horses, he was approached by a higher ranking soldier who knew better and when he questioned what Wrax was doing, Wrax knew he was out of bluffs and just punched the guard out, fleeing in the Wagon.

## Run!

As he approached the **High Castle**, he has several guards on his tail. To provide a distraction, Ren summons some weaker fiends inside the **High Castle**. As the Wagon arrives, they feather fall out into the moat then climb up onto the wagon. The wagon takes off, but now the city guard and clerics from the **High Castle** are in pursuit.

The party flees...