Session 38: Breakout
As Gruz is pulled away, the others try and see what was done to Hethal, but can’t discover anything. They brainstorm several plans to escape, but eventually decide to wait until Gruz returns. Aripose also sneaks out again to follow the sound of dripping water, and finds himself outside of Jutras’ cell. He manages to sneak a look inside, and sees that the prison’s sewage all leads here, and drips down a metal grate. Jutras’ screams alert a guard, but Aripose is able to escape.
Gruz is taken to a room with many implements of torture, and is tied to a table with a lifted end, so Gruz can look down at his body. An inquisitor with a gentle voice explains to him that “my methods are slightly different from my brethren,” and the man waves a hand, and Gruz goes numb, unable to feel anything. The inquisitor, Torrax, proceeds to ask Gruz about Seaquens defenses, about when his party came to Bresk, and about their knowledge of Trillith, keeping note of Gruz’s answers. After the first time through, a knock comes at the door, and Nina Glemmer, the king’s advisor, comes in. She looks nervous, as if she doesn’t like what she sees, and hands the inquisitor a vial. After she leaves, the inquisitor dumps the contents on Gruz’s head, and his mind spins. As he begins the questioning again, the inquisitor begins to tell different stories of the heirs’ deaths, from Gruz killing them in revenge for the loss of his comrades, to helping the secretly alive queen escape a loveless marriage. As he does so, the inquisitor begins to dissect Gruz, who feels nothing, but can only watch in horror.
When all is done, Gruz is returned, and he cannot remember his time well. When the other’s question him, he has trouble remembering, and now seems to believe he was involved in the assassinations. The group is able to calm him down enough to cooperate, though he is still suspicious.
When night falls, Aripose sneaks out as he did the night before, and shoves everyone’s gear into the bag of holding. Back in the cells, he breaks the mages out of their binds, and they all barely sneak past Jutras, and into his cell. Gruz and Mishka break the grate, and they all make they’re way down. Corban is unable to properly secure the grate back in place. Making their way down the tunnel, they pass zombies frozen in the icy sewage. When they finally get out of the sewer, it is still night, and they are on the edge of the mountain. Before they can make their way down, Eluriah is just barely able to make out a hidden watchtower carved into the cliff face. With extra care, they are able to sneak down the mountain. Once they are far enough away, they decide the best escape route is to take Jinis to Duke Gallo aboard a dragon’s back, and activate one of the scales they were gifted in Innenotdar. With Eluriah wildshaped into a sloth, and Gruz riding alongside on his Broom of Flying, their just able to fly at half speed with everyone aboard. As they take off, they skim low to avoid griffon riders. However, at the dropoff before the Nasham River, they get a glimpse of hundreds of torches surrounding Bresk. Gruz has been part of the Dasseni military, but he has never seen a full army prepare for war.
Post Session Thoughts
I didn't do a lot of prep, and on the one hand, I think it went well, but as always, I think of how it could have gone better. It was good, because it was almost entirely player driven, listening to escape plans and chiming in when they had a question about what their character would know. That went great, as did the torture scene, which was fade-to-black. But then as things go on, I felt like I dropped the dramatic ball in favor of getting things "back on track" with the module. I had planned on having Jutras be this antagonizing force, but I pretty much relegated him to this creepy dragging sound, as they spent all of their inspiration on rerolling stealth checks. I think I could have done more to have him say creepy things about them, or lick his lips, or something, but he was more of a background character. I think I'll bring him back for the battle, just so I can use his intestine ability.
I let Gruz's player decide if he spilled the beans, and he chose not to. I made a point at the beginning of the campaign to explain why I wouldn't play out torture scenes, and so it faded to black after I gave the general idea, and then pulled Gruz aside to ask him what the end result was. Maybe not the best way to do it, but I think it went well. Also, Gruz kind of can't remember if he spilled the beans, so the other players are a bit worried as well.
One last mistake was that I completely meant to have them level up after the breakout, and I forgot until some players had already dropped out of the call. Ah well. Its still always exciting, and at level 8 they're choosing between feats and ASIs. Level 7 had a grand total of 1 fight scene, and honestly, I'm kind of fine with it. This was a more political/RP chapter, and there were a lot of fun moments. Plus, Gallo's Fend will have plenty of combat.
Changes to the module
Remember all the changes I said were coming up? They were all in that watchtower that they managed to sneak by. I had rearranged the encounter int he Alydi gap to a secret watchtower on the side of Bresk. I was going to change up some of the Ragesian Infiltrators for Dasseni Turncoats (same stats of course, because laziness), and have a fun fight with Dractyl and Inquisitor Crona. But, due to a combination of good rolls, and me kind of wanting to end the session, I let them bypass it. Frankly, alongside their proxy meetings, and what they already know of Steppengard, I think that's enough for them to jump straight to traveling to gather aid for Gallo.
Next session, Some respite at Gallo's Fend! But for how long?