Safely back in Rainwall City, The Green Dragon Brotherhood rests, recovers and begins the not-at-all-crazy process of taking over the criminal underworld of the town. Theyâve made a big show of âkillingâ William Dune (who really just has no heartbeat due to a magical mishap) and plan to use that as their entree into The Red's sphere of influence, at which time theyâll âresurrectâ Dune, take out Rehan Mund, possibly with a poisoned coin, and then leave Skarrow in charge of the operation while they fulfill their obligation to Ur-Balat and depart for Melek.
Basically perfect plan.
In the meantime, they have some housekeeping to attend to. Greer the Betrayer and Shiv Drinkstep return to Balama Dotsk's shop to pick up the forged papers Greer paid for, which paint him as the long-lost son of King Uldred. These should serve to backstop the rumors heâs been planting around the kingdom that such a son exists. Dotsk is generally unimpressed but happily accepts an extra 500 gold to keep her mouth shut.
Upon leaving the shop, they catch a glimpse of someone following them. For once, they choose to sit on the information instead of picking a fight.
Meanwhile, Sooney-Crow of No Family and Cleansing Waters head to pick up Waters' artificial hand from Kraz Formalhaut (formerly a nameless, faceless placeholder now played as a PC). Formalhaut eventually remembers who they are, digs through a veritable pile of metal limbs, and finds Waters' new hand, complete with harpoon attachment.
One problem, though: he needs Hypozootic Ichor or the graft wonât take, and Ichor has become basically impossible to get. Thereâs a manufacturing plant in town, but theyâre not selling to anyone anymore. PerhapsâŠa heist?
The casualness with which robbing the warehouse is proposed is matched only by the casualness with which it is accepted. Kraz and the Brotherhood are going to get along just fine.
Sooney and Waters discover they have a shadow as well. They, however, double back and brace the kid - a tongueless footpad - with Sooneyâs halberd in a dark alley. The kid canât talk, but a series of yes and no questions reveal him to be following them at the behest of The Red. Unsurprising given their deliberate attempts to attract just that attention, but nice to know it worked. They send the kid on his way. They expect the Red will strike that night, knowing what they now know. Itâs best they not be there.
Luckily, the group has plans!
Back at The Rag and Blade, Sooney-Crow of No Family sweet talks use of the inevitable smugglers' hole out of Lucious Rygax, and after dark the party sneaks out of the inn, hopefully without the Red knowing. They gather up Formalhaut, who leads them to the warehouse where the Ichor is being hoarded.
Itâs a typical Brotherhood operation. They case the joint quickly, finding a lone guard at the front door. Waters summons his chi and leaps to the roof, throwing down a rope for the rest of the crew to climb on up. Once on the roof, they inspect several vents, finding storage rooms for both Green Slimes and Fire Beetles, two of the constituent sources of the Ichorâs ingredients. They also find a vent directly over a vast vat of the stuff.
As they plan how to lower themselves into the building without falling into a vat of alchemical nastiness, Greer and Skarrow just, you know, kill the guard.
The group reassembles, hides the body, and Kraz uses some corrosive spray to melt the lock. They enter the warehouse and discover a lot of industrial goods - containers, hardware, storage. They also discover the grounds are patrolled by Dire Wolves. Dune casts a quick spell to disguise himself as the fallen guard to trick and poison the wolves, but only one of them falls for it. The other three attack!
The fight is fast and sloppy. The group ends up bottlenecked at the front door as Sooney tries to draw the wolves out. She slips in the guardâs blood, though, and chaos ensues. Greer tries to rescue her from a wolf bite, but ends up flying ass over teakettle onto the ground. Two are eventually dispatched and Shiv, with a prayer, uses The Blade of Graxus to behead the third.
Despite the crackle of eldritch energy, the group canât find any evidence of magical mishapâŠbut the night is still young.