Lothi takes a few limping steps before stretching his leg out and shaking it. "Could have," he mutters in agreement. Squatting next to one of their attackers' bodies, Lothi fights his gag reflex as his eyes dart over the damage. "Curious..."
Standard Action, Dagger +7 vs. AC Target One creature Hit 1d4+1 damage Critical +1d6 damage Combat Advantage +2+1 to hit & +1 to damage; 2d6 additional Sneak Attack damage once per turn.
Standard Action, Dagger +11 vs. AC Target One creature Hit 1d4+5 damage Combat Advantage +2+1 to hit & +1 to damage; 2d6 additional Sneak Attack damage once per turn.
Move Action Effect Lothi moves his speed. During the move, he gains a +5 power bonus to Acrobatics checks to balance and does not sink when moving over soft or brittle terrain, such as dust, silt, mud, snow or thin ice.
Standard Action, Dagger +11 vs. AC Target One creature Hit 1d4+5 damage Special Lothi can move 2 squares before this attack. Critical +1d6 damage Combat Advantage +2+1 to hit & +1 to damage; 2d6 additional Sneak Attack damage once per turn.
Standard Action, Dagger +11 vs. AC Target One creature Hit 1d4+5 damage Special Lothi can move 2 squares before this attack. Combat Advantage +2+1 to hit & +1 to damage; 2d6 additional Sneak Attack damage once per turn.
Move Action Effect Lothi can move up to his speed and can make a Stealth check to hide. He takes no penalty to the Stealth check for the movement, though he must still meet the normal requirements to hide.
Standard Action, Dagger +11 vs. AC Target One creature Hit 1d4+7 damage Critical +1d6 damage Combat Advantage +2+1 to hit & +1 to damage; 2d6 additional Sneak Attack damage once per turn.
Standard Action, Dagger +11 vs. AC Target One creature Hit 1d4+7 damage Combat Advantage +2+1 to hit & +1 to damage; 2d6 additional Sneak Attack damage once per turn.
Minor Action, Dagger, Melee +11 vs. Reflex Target One creature Hit 1d4+5 damage; Lothi slides the target 1 square, and the target is slowed until the end of Lothi's next turn. If he is flanking the target, the attack deals 2 extra damage. Critical +1d6 damage Combat Advantage +2+1 to hit & +1 to damage; 2d6 additional Sneak Attack damage once per turn.
Standard Action, Dagger, Melee +11 vs. AC Target One creature Hit 2d4+5 damage Effect Lothi gains a +4 bonus to AC and Reflex until the end of his next turn. Critical +1d6 damage Combat Advantage +2+1 to hit & +1 to damage; 2d6 additional Sneak Attack damage once per turn.
Standard Action, Personal Effect Lothi spends a healing surge to regain hit points and gains a +2 bonus to all defenses until the start of his next turn.
No Action Trigger When using a basic attack or an at-will weapon attack power, Lothi hits an enemy that is granting combat advantage to him. Effect The enemy is dazed until the end of Lothi's next turn.
Standard Action, Dagger, Melee +11 vs. AC Target One creature Effect Before and after the attack, Lothi shifts his speed. Hit 2d4+5 damage Miss Half damage Critical +1d6 damage Combat Advantage +2+1 to hit & +1 to damage; 2d6 additional Sneak Attack damage once per turn.
Aldalec moved his air filter to cover his face and then wrapped his turban scarf about his face as well. "How thoughtless of him to leave without saying farewell." the bard quipped as he moved closer.
"Pull the bodies from the flames before we lose any potential clues or leads as to where their halfling has gotten himself off to!" The bard of Raam pulled one of the half-elves by his ankles from the burning area before ripping the cloak from the first half-giant to fall and using it to smother out the flames. "Quickly now before this all fouls our air down here as well."
As he moved about the room attempting to salvage and clear a way to the passage beneath he hummed a lively tune more commonly heard in taverns and inns during feasts.
You painstakingly clean up the scene, pulling the bodies away from the fire as suggested by Aldalec. Once the fire is entirely put out, you start looking for clues amongst their former belongings, but to no avail. Their weapons, clothes and armor have been damaged beyond repair and are of no value. You find a handful of Silvers on each Half-Elf, but that is about it. There is no gang or house sign or tatoo of any sort.
When you check the secret tunnel through which they came -and out of which the Halfling escaped- you suspicions become reality: after about 20 yards underground, the tunnel is completely collapsed. The Hafling must have had it booby-trap, in case a transaction ever turned sour... And it seems that day has finally arrived.
You keep looking for clues, but as time goes by, you come to the conclusion that it truly feels like a dead end...
You find a total of 10 Silver coins (100 gp). Nothing else is of value.
With the +4hp bonus Bharhas should be back to 40/40
I assumed Sand, who is running low on HS, would spend only one surge to 36/42... If you want to spend one more to full HP, let me know and he will be down to one HS.
>> Thiel Dakhar hired you to find and stop whoever is producing and dealing the drug called Laq.
>> You know little about the Dakhars, Thiel is the heir (i.e. his parents are running the house) and appears to be a man of principles, who wants justice to be dealt.
>> Thiel suspects that someone has bad intentions towards his house, as it must have taken some work and manipulation to convince Kemu -the dead dwarf employee- to try and get addicted to the drug.
>> Thiel requested that significant findings be reported to him
>> Laq is a powerful and very addictive drug that soothes and provides relief from all sorts of pain (physical and psychological)
>> Laq's side effect is a black tongue. The black tongue is also a side effect from Zarneeka that could be used to produce Laq
>> Zarneeka is a very mild pain reliever. It is so mild that people use it for baby teeth and many think it to be just a placebo.
>> Laq's overdose turns addicts crazy and drives them into a bloody rampage, while totally insensitive to pain (think powerful & fast raging zombies)
>> A powerful organization seems to be behind the drug distribution network. A vicious Hafling appears to be at the helm, or at least appears to be a key member of the drug producers. The distribution is taking lace through local gangs (the Iron Rats were on of them. Other more powerful gangs might be involved)
Bharhas, Level 3 Human, Warlord | Sorcerer Human Power Selection Option: Bonus At-Will power Languages: Common, Elven Theme: Gladiator
CURRENT STATUS: Phase of the Sun: *At the start of your turn, each enemy adjacent to you takes fire and radiant damage equal to your Strength modifier. *You also gain resist 5 cold.
VITALS AC: 18 Fort: 18 Ref: 15 Will: 17 HP: 40/40
Surges: 6/6 Surge Value: 10
Initiative: +1 Speed: 6
CURRENT ABILITY SCORES STR 18, CON 10, DEX 11, INT 10, WIS 8, CHA 17
Lothi has taken to pacing the room and glancing behind pillars as the investigation's fruitlessness becomes more and more evident. He speaks up after Bharhas. "Could be about time we speak with our... ever generous patron. I'd say this warrants an update."
"Indeed I believe that will be the best course of action at this time. Let us be most wary that we are not followed so as to keep our benefactor removed from scandal. Let us get word to him and get ourselves out of this meat oven."
Aldalec doled out the coin and then with a grandiose swirl of his robes and cloak exited the room.
You walk your way out of the Undertyr, still amazed that an ancient throne room could have been so close to an entry point. It had been pillaged more than once of course and nothing of any value was left there... Yet, you wonder what could be found if you ever decided to venture deeper into the ancient ghost city. Though, you know that nothing ever comes for free in the world of Athas. If there are any treasures left, they will either be very well hidden behind secret doors, traps, or worse -if the rumors are true- they will be guarded by the ghosts, zombies, spirits and ghouls of their original owners...
Anyway, this is likely for another time... For now, you have a more pressing issue to address.
Considering the manner in which you left the Dakhar estate, with Bharhas throwing stones and faking betrayal, you decide that it's probably best to reconnect discreetly. Aldalec goe sto the Dakhar estate on his own first. After all, he is the only human outside of Bharhas, hence the least likely to be noticed. At the door, under the cover of his hood, he speaks to the guards and a house employee to arrange an appointment with Thiel later that night.
Once it is agreed, you all show up at the door under the cover of the night. A duo of bulky dwarven guards lets you in after proper identification. You are walked but a house employee into the same comfortable room as the first time you met your employer. After a few moments on your own, various foods and beverages -some alcoholic- are brought by two human waitresses, and you indulge while waiting for your Thiel Dakhar. He finally shows up after about ten minutes, with a concerned look on his face.
"So, what have we here? It looks like you ran into a bit of trouble, but apparently, nothing you could not handle since you all made it back. Please tell me about your findings"
>> Thiel Dakhar hired you to find and stop whoever is producing and dealing the drug called Laq.
>> You know little about the Dakhars, Thiel is the heir (i.e. his parents are running the house) and appears to be a man of principles, who wants justice to be dealt.
>> Thiel suspects that someone has bad intentions towards his house, as it must have taken some work and manipulation to convince Kemu -the dead dwarf employee- to try and get addicted to the drug.
>> Thiel requested that significant findings be reported to him
>> Laq is a powerful and very addictive drug that soothes and provides relief from all sorts of pain (physical and psychological) essentially through dreaming "awake", which lets you control your dreams (so everyone can find their own pleasures/escapes).
>> Laq's side effect is a black tongue. The black tongue is also a side effect from Zarneeka that could be used to produce Laq
>> Zarneeka is a very mild pain reliever. It is so mild that people use it for baby teeth and many think it to be just a placebo.
>> Laq's overdose turns addicts crazy and drives them into a bloody rampage, while totally insensitive to pain (think powerful & fast raging zombies)
>> A powerful organization seems to be behind the drug distribution network. A vicious Hafling appears to be at the helm, or at least appears to be a key member of the drug producers. The distribution is taking lace through local gangs (the Iron Rats were on of them. Other more powerful gangs might be involved)
>> Aldalec took the amulet that signaled the suppliers to show up with a shipment if it were to enter the specific room you visited in the Undertyr
Bharhas, Level 3 Human, Warlord | Sorcerer Human Power Selection Option: Bonus At-Will power Languages: Common, Elven Theme: Gladiator
CURRENT STATUS: Phase of the Sun: *At the start of your turn, each enemy adjacent to you takes fire and radiant damage equal to your Strength modifier. *You also gain resist 5 cold.
VITALS AC: 18 Fort: 18 Ref: 15 Will: 17 HP: 40/40
Surges: 6/6 Surge Value: 10
Initiative: +1 Speed: 6
CURRENT ABILITY SCORES STR 18, CON 10, DEX 11, INT 10, WIS 8, CHA 17
"Hummm. A Halfling you say? Interesting... Considering there aren't that many in Tyr, it should narrow down the population... but still that's a lot to look into. Did you get a name, maybe, or a general description of his features?"
Seeing that you don't have an answer for this, he resumes his questionning
"Well, do you have any additional details on the way they operate, their means, or any attachment to any organization maybe?"
>> Thiel Dakhar hired you to find and stop whoever is producing and dealing the drug called Laq.
>> You know little about the Dakhars, Thiel is the heir (i.e. his parents are running the house) and appears to be a man of principles, who wants justice to be dealt.
>> Thiel suspects that someone has bad intentions towards his house, as it must have taken some work and manipulation to convince Kemu -the dead dwarf employee- to try and get addicted to the drug.
>> Thiel requested that significant findings be reported to him
>> Laq is a powerful and very addictive drug that soothes and provides relief from all sorts of pain (physical and psychological) essentially through dreaming "awake", which lets you control your dreams (so everyone can find their own pleasures/escapes).
>> Laq's side effect is a black tongue. The black tongue is also a side effect from Zarneeka that could be used to produce Laq
>> Zarneeka is a very mild pain reliever. It is so mild that people use it for baby teeth and many think it to be just a placebo.
>> Laq's overdose turns addicts crazy and drives them into a bloody rampage, while totally insensitive to pain (think powerful & fast raging zombies)
>> A powerful organization seems to be behind the drug distribution network. A vicious Hafling appears to be at the helm, or at least appears to be a key member of the drug producers. The distribution is taking lace through local gangs (the Iron Rats were on of them. Other more powerful gangs might be involved)
>> Aldalec took the amulet that signaled the suppliers to show up with a shipment if it were to enter the specific room you visited in the Undertyr