Omega Dicing: Episode 2

## Cast

Bradley - Dungeon Master

Felix

Klarion

Nekka

Tom

*Session two of omega dicing begins with a retcon. This retcon would be due to Jared begin unable to attend the session. Towards the end of the last session the party got some informants safe passage out of the city. With the retcon Jared's character Odis would be staying with these NPCs to make sure the safe passage was obtained.*

**17th of Vak 501**

As the session begins we find ourselves right were the last session wrapped up. We find ourselves in the enemies warehouse as the leader of the Knights makes his entrance into the room. The informants had shared details of the Knights massive full plate and shield and weapons. In this moment as the Knight enters hes unarmed.

As the encounter begins the Knight is informed Whitebeard has one of Loxofists coins. Its then said Whitebeard knows were the hoard is. Whitebeard denies this. Says he got the coin from someone on Hellbeards ship. He then says he wants to assassinate someone. The Knight says he doesnt do that but has heard if you leave 500 gold with Charles, Charles can see its done. There are plans for Charles to be played that are laid out and then the party goes their own way.

Following leaving the warehouse Will fills his father in on everything. His father seems in shock. Denies it and tells his son to prove his friend innocent. He then says he will pay for the Loxofist coin and gives Will the history of the Loxofist hoard and how Garma is tied to it.

Merion then heads to Victors inn and meets Victor. Victor then fills Merion in on Odis' history with lady Garma and lady Scathelock. Merion then heads back to the Scathelock manner. At the Scathelock manner Will and Merion have a private discussion about nobility and cutting peoples ears off. Merion gives Will a lecture on Self Control.

**18th of Vak 501**

The party would end up resting and then after midnight making the day the 18th of Vak the party head back to the Elder Grove to explore the after hours activities. In the grove the party finds two of the knights henchmen and a large group of people from all classes of life present. A large number of people seem to be tweaking out on some manner of drug. The perception is the drug of choice is gods blood.

Whitebeard approaches the two henchmen of the Knight who are obviously salemen. A small discourse unfolds and Whitebeard is offered a vial of gods blood for one gold. This causes Whitebeard to announce himself as a cop which sparks an initiative roll and a combat between the two men and the party.. The party end sup besting the two. Following the combat one of the bystanders asks "Whats a cop" and another asks "Wheres the stuff? I got my gold coin?" The party announces there is nothing to see and begin carrying the two bodies away. As they are carrying the two bodies away a couple NPCs try to attack the party to get the bodies to loot them for gods blood. The party are able to maintain control of the situation.

The party then heads to the estate of Whitebeard in the Middle class district with the two bodies.Will ends up staying outside the estate to stand guard while the rest of the party stays in the house to interrogate the dealers. During the interrogation the party learns the name of the Knight who governs over the dealers and his name is Sir Kormier. Will and Merion switch places. Merion stands guard as Will begins to interrogate. As the interrogation begins the thugs makes it clear he knows who Will is.

Will and Merion head to the estate of Will's family to gather reinforcements to raid the warhouse. Upon arriving to the estate Will and Merion learn that the Scathelock estate was attacked just recently. Through the attack Lord Scathelock was kidnapped. Will and Merion quickly round up the injured guards and they had off with Will and Merion in the name of justice. They then head back to the middle class district to grab Pam and Whitebeard. Everyone then heads back to the Warehouse of the Knights of the New Sun.

Upon arriving to the warehouse Will proceeds to pier through the window. The only two people Will sees in the building are Sir Kormier and the Twin of the assassin. The Knight and the Twin set up a simple trap to alert them if someone arrives to the warehouse. Upon Will trying to enter in the trap is set and the enemies are aware of the presence of the party. The Twin quickly casts enlarge on the Knight alerting the party that he is a spellcaster of some type. Ultimately the numbers game would prove to much and the party would stand victorious.

Sir Kormier would try and talk his way out of the circumstance. He would threaten the party with "You will never see Lord Scathelock again." The party would not take him serious though. After the combat The Twin would agree to talk and reveal everything for his safety and his brothers safety. The party would take him up on his offer. The Twin ends up taking the party to the Blind Water District. Blind Water is a local lower class district. In the Blind Water the Twin takes the party to a ship called the Red Squirrel where Lord Scathelock is held captive. He shackles, bloody lip, bloody nose and cracked ribs. The party is able to retrieve him and get him home.

The Twin ends up revealing a coded ledger that fully incriminates the Sir Kormier. The party searches the Warehouse of the Sir Kormier and the ledger is proven true. As the party searches the warehouse and the ledger is proven true two things of note they uncover is a gallon of gods blood and a map with an X marked on it with the X being west of Xalraq. The party quickly assumes the map is a treasure map.

Merion ends up having a private conversation with the Twin that had been an informant. During the private conversation Merion learns that Will himself has hired an assassin through Charles and Ricky. Following the private conversation the party end up joining back up. The party ends up informing Jecht Scathelock of the Twins deal. Jecht Scathelock ends up putting the power to honor the deal in the hands of the players. The players agree to pardon the twins as long as they leave the town.

Later that day Jecht Scathelock ends up executing Sir Kormier. The party then inquires on the loot of Sir Kormier's gear and they are able to get their hands on Lord Kormiers Weapon. Detect Magic ends up being cast on the weapon and it is revealed as magic.

The session ends with Whitebeard casting the Spell Stanch on the God's Blood. Stanch is a Spell from a deep magic addition from Kobold Press. Stanch is a spell that is specifically cast on blood. The effect of the Stanch Spell cast on the God's Blood would be a cliff hanger with the result coming in session three!