DB10: Five Fingers Final

The final group fight in the Five Fingers Fight Club has been raided by the police!  In fact, its not only the police who are interested, but they seem to be accompanied by out-of-uniform Cygnarans! These are Lt Ohmz men, looking for a little payback.

The crowds around the Fight Club have noticed the city guard outside, and even the warriors in the arena itself know something is up.  Suddenly, a large group of city militia come running in one arena gate, and a force of CYgnarans, but not in military uniforms, come rushing in the other gate.  The remaining GobberTeam and Heavy Metals take the opportunity to flee. The Panamon Kriel gleefully charge to intercept the local guards, leaving the party to deal with the Cygnarans.

The battle raged, and the remaning party members in the crowds kept watch on the front doors. The crowd itself, after initial consternation, barricaded the doors and windows and stayed to cheer the arena fighters on. Eventually, the guard outside sent a heavy jack to cross the wall of fire and smash through the barricaded door. The Spy Stormblade yanked open the door just as the jack arrived, so it came inside without breaking the doors itself. It and the following guard were driven back by the angered mob, and the PC was able to reseal the doors.

The enemy Cygnaran force consisted of a unit of Trenchers, a unit of Gun Mages, and two Warcasters. One controlled an Ironclad heavy warjack, and the other controlled both a Sentinel light jack, and a Defender heavy jack.  The dice was one the side of the heros, and the Cygnarans were defeated, with only one Player going down. Sparky was brought down by the main Warcaster herself, but fortunaly did not take any permanant Injuries from the chart. Only one Trencher and two Gun Mages escaped.  Lt. Ohmz and his Centurion were up with the forces at the front door, so he did not directly engage the party.

The trenchers with one warcaster and his Ironclad came up one side, with the Gun Mages and the other ‘caster on the other. The second warcaster had two jacks: a light Sentinel and a heavy Defender. These are bothr anged jacks, so they stood back and shot at the party. The Ironclad is a melee warjack, so it and its caster moved forward to engage. Doctor Heisenberg started throwing a variety of alchemical grenades, including Knock-Out and Terror, which had significant effect on the attacking forces. The Defender tried to shoot him several times. Had any shots hit, the good doctor would have been grieviously hurt, but the dice were rolling in the party’s favor.  Likewise, both the Sentinel and the other warcaster had machine guns, but the poor damage rolls prevented too many injuries.  The Ogrun brothers kept the Gun Mages occupied, and even Intimidated one into backing off. The Troll and the party’s Cygnaran warcaster engaged the Trenchers and killed the ‘caster controlling the Ironclad. The Storm Mage was eventually brought down during a direct duel with the other enemy warcaster, but fellow Players managed to kill the caster, stopping her jacks as well. Sparky did need to roll on the Injkury table, and came up Spitting Blood. Fortunately Doctor H was close enough to keep Sparky alive.

After the Cygarans were defeated, the Panamon Kriel led everyone out the back and to their “secret” hang out.  A big party followed, and included all party members obtaining a small piece of brightly colored tartan, the colors of the Panamon Kriel.  Another figure arrived at the party, and announced that Aserath Scarrow would like to meet delegation from both the Kriel and the Thrashers.  This figure led them to the high-rent district of town and into a luxurious mansion.

In a well-protected room, they found a huge and quite hairy man lounging at a desk. A slim woman was draped over his arm, a dwarf was in the corner with many books and pens, and several Trollkin and Ogrun stood guard around the walls.  The man informed them how pleased he was at teh grand entertaiing spectacle at the warehouse. They decided to award a joint win, or tie, for both the Kriel and the Thrashers for that week’s fight.  Both teams would be awarded 2000 gold, and given a medal that indicates their connection to the Five Fingers underground.

The Message was then brought up, and the Players used the message to pretend that they were the ones the Cryx wanted to intercept Fallingblood.  They convinced the man to give them the location of the Dragon’s Throat, and he even gave them a small metal rod that may be some kind of key. 

The Players took their winnings and bought some new gear, and a small boat they could use to head towards the Dragon’s Throat.  Next time will have the party leaving Five Fingers, and heading north along the coast, looking for some kind of natural dragon-like formation.  Can they get there before Fallingblood?

Three XP for everyone!  They are now up to eighteen Experience Points. Players got to add two Occupational Skill points.