City Campaign

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Re: City Campaign

Post by AnimeSensei » Mon Feb 05, 2018 11:29 pm

The party finds an area to dump Bristam out of the bag of holding; he falls to the ground in a tied up mess. He is conscious but obviously angry and scared. They slip a Ring of Truth (a cursed item) they’ve had in their possession and easily get out of him that he knows the people in the note; Aztur operates a fishing supply store in the lighthouse district and Andrus works under Szvek, however Bristam hasn’t met him. They discover Bristam has a wife and kids in Bartertown, however he left them to serve Szvek a few months ago. He can’t remember why, but he has unfailing loyalty. He doesn’t even know if his family is alive. The party finishes questioning him and brings him back to the Sapient Consensus guildhall to satisfy that part of their deal, and then heads to Broggel’s.

Broggels is at the base of the old lighthouse; the lighthouse appears to be functional, however many of its windows are boarded up and look disheveled. Broggels isn’t much better, and looks worse for wear. Margit notices there is a back entrance and heads back to see if she can pick the lock to the back room while everyone else heads towards the main entrance. Inside is a small gnome with yellow skin and blue hair; he introduces himself as Aztur and asks what he can do for them, trying to sell them various fishing supplies and a “crabby trappy.” The party pressures him on Bristam, Andrus, and Szvek, however he denies everything. The party can tell he’s not telling the truth. Griff eventually gets sick of this and punches Aztur in the face. He asks what’s in the back room, to which Aztur again denies there is anything, when Margit enters the store from the back room holding up a map with various locations circled, including one marked “Bring documents to Szvek here.” Aztur mutters under his breath that they can do what they want; he has the bruise to show he at least tried and attempts to walk out the front door. Doud stabs him in the back with a sleeping poison (and a dagger) and Aztur falls to the ground, asleep.

The party finds several maps with locations circled showing locations of potential Mind Flayer locations and also locations of supposed devotees. There are also several internal documents from the Brewers guild with many of them showing large contributions to Szvek from the guild’s secretary. The party files this info in their notes and heads to where Szvek should be.

The arrive in front of the charred remains of what used to be a large house; it appears to have been burned a while back. Dante notices several footprints and even finds a signet ring; it carries the Taine family crest (Maka’s family) and does not appear to have any heat damage so the party assumes it was left here after the fire. They find tracks leading to a sewer grate at the back of the property and notice some lights flickering underground in the sewers. They quietly open the grate and head down.

Dante casts light on a coin and throws it down the sluiceway; it comes to a dead end. There is a grate at the end of the tunnel. The party investigates and notices it can be removed. They take it off, move the coin that is emitting light down the sluiceway further, and press forward.

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As they enter the next room, they find the sluiceway gets considerably deeper, they would guess the water is about 10’ deep. Various debris floats in it. They are greeted by a man in plate and leather standing by a campfire. He asks who they are and the password. They mumble a few things and he becomes hostile. They watch as he makes some gestures and a cockroach scuttling under him suddenly enlarges and lifts him up on it as a mount. He starts to attack when Doud blows a puff of poisonous smoke in front of him which makes his disoriented and susceptible to suggestion. Doud tells him they did give him the password and they don’t know why he’s upset. He calms down and tells them sorry, he says he uses some of his magic to protect Szvek below, along with Bessie and Nina. The party exchanges confused looks; they have no idea whom Bessie and Nina are. They keep pressing to have him let them through, but he says they can just drop off whatever they need to with him; the password allows him to know who has legitimate business here, but no one enters without the direct approval of Szvek. The party has to attack him to get through. When they do, suddenly two humongous alligators burst out of the sewer water and attack the party; one even has two heads! The party eventually fights them all off and looks down the tunnel to see how to get to Szvek.

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They notice a pile of rubble but no exit. Upon closer investigation, they notice the rubble is strategically placed on top of a trap door, but something green and slimy appears to be curled up amongst the garbage. The sessions ends with the PCs deciding how to proceed….

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Re: City Campaign

Post by AnimeSensei » Mon Feb 05, 2018 11:28 pm

Just a normal day in the Sharp, the rich quarter of the City of Almus. The wind is quiet, the birds are singing, and people are going about their day in peace...

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...then the Beholder comes bursting out through the gates into the city and starts killing everyone.

The party assembles and buffs; they charge out onto the street and find the Beholder vaporizing townsfolk, throwing them off terraces and balconies, and also using its disintegrate ray to make a large hole in the street. The party finds that the only person currently fighting the beholder is a human with a bow who appears to be making some progress. The group moves out, but the Beholder notices them and as he stares at them, those with magical ability find they suddenly lose a grip on their power (anti-magic cone from the Beholder) so they must spread out. Doud tries an all-out assault but gets hit by a death ray and falls to the ground, dead. The rest of the party keeps pressing the Beholder who continues to murder innocent bystanders until it finally makes a hole big enough to dive into and it disappears into the earth, but not before mentioning how he will have revenge on this bothersome town for locking him up in a cage.

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The man with the bow introduces himself as Griff, and says he noticed that a person he was looking for seems to be currently in the party’s possession but unconscious. He says he followed the man to this location and was waiting for him to exit, but a Beholder came out instead. He doesn’t let out much information but it appears he has business with the unconscious person for reasons relating to Szvek. (This character was played by a friend of mine who played just in one session as he was in the area.) He says the person’s name is Bristam. The party pulls the unconscious Bristam into an unoccupied house and tries to wake him up to interrogate him, but the poison Doud used is too strong. They find a note on him mentioning he needed to collect information on Szvek from the menagerie and bring it back to “Aztur at Broggles,” the note is signed by Andrus of Szvek. While they are doing this, they hear voices and shuffling outside and soon someone knocks on the door. They quickly tie Bristam up and stuff him into their bag of holding. It appears to be a human with a Brewers Guild crest. She asks them to please step outside, to which they eventually agree to do.

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As they step outside, they see various guildmembers waving wands over people in the area, apparently putting them to sleep and then modifying memories. The party gives some signs that they are part of the guild structures and the guildmembers agree not to affect their memories. They ask what happened and the PCs give an account of the events with the Beholder and the menagerie. They are asked to come in for questioning at the Sapient Consensus guildhall. The party splits, and half go to the guildhall while the other half go to the Delvers to get Doud raised from the dead.

Dante, along with Faun, brings Doud’s corpse to the Delver’s guild and pulls some strings with his new position to get it done quickly, however it still costs over 10,000g. He says he will pay them back later and tries to hurry with Doud over to the Sapient Consensus guildhall.

The Sapient Consensus guildhall is a massive structure with several members in full fighting regalia, fighting dummies and drinking beer as the party enters. They are brought to the back of the establishment where the bar is; a password is said to the barkeep “Light, Might and the Right” and he enters into a trance, touches an area on the wall, and it opens to a stairwell leading down. The PCs (minus Doud, Faun, and Dante) are taken into a room to meet with Colonel Rynnstone Degarre, 2nd in command of the Sapient Consensus. The room they wait in has no windows and the door is locked behind them; it appears to be an interrogation chamber. Just when the party is starting to get concerned, the door opens and in walks Doud, Dante, and Faun. They are followed by a female dragonborn in full plate armor. She introduces herself as Colonel Degarre.

Colonel Degarre asks them for an account of why they were in the same building as the Beholder, how it got there, and what happened to it. The party gives an account of the menagerie, the escaped monsters, and the Beholder breaking through the doors. They do not mention the person they have stuffed in the bag of holding. Colonel Degarre says their story checks out, however she says the guilds are looking for the individual that the party found in the menagerie, a person named Bristam. They haven’t located him or his body. She tasks the party with finishing the job they started and taking care of the Beholder. She knows they didn’t release it, but the guilds currently don’t have a lot of extra resources due to competing powers in the city. The party presses for what she means; she says that there are shadows at work behind the scenes and mentions Szvek and other old groups that have sway in the city. To maintain the balance, she says they are currently working to nullify these threats as much as possible. She offers to cover Doud’s resurrection cost with the Delvers and to let the whole incident of using magic out in the open slide as it was an extraordinary circumstance, but only on the condition they try to find Bristam and go after that Beholder. The party says they will find Bristam and track the Beholder, so she lets them leave.
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Re: City Campaign

Post by AnimeSensei » Mon Jan 29, 2018 3:54 pm

The party searches the room after the Mind Flayer disappears, but he is gone. Anthem discovers a journal written in Aklo and begins to peruse through it. It shows to him visions in his mind of another Mind Flayer living within the Sharp in the city, working in a lab to create a larvae that can survive outside of a host. There is also information about Szvek, but nothing of any consequence except he has been a recent annoyance and has been picking off devotees to the Mind Flayers. As he is comprehending this, the Mind Flayer suddenly uses this channel to tunnel into his mind and creates a telepathic link. He urges Anthem to join them; they would make excellent assets and would be rewarded with power and prestige in the city if they will double-cross Szvek. He gives them a password to the lab referenced in the journal (Master) and says to go visit it and get a better understanding of their power and control over subordinate beings. Anthem is a little worried about all of this and after the link is broken, tells what he has learned to the group. The party decides to head back to town and sort things out.

On the way back, directly past the gates, a guard hails Dante and says the Delver’s leader Enryn Ironhide wishes to speak with him. Dante and Almaris split off from the group for a moment to head to the Delver’s HQ and meet Enryn. The headquarters is a large building underground that houses a store of weapons, armor, and other necessities for venturing underground. To access the magical aspect of the guild, Dante and Almaris visit the in-house bar and speak with the one person with the passkey to enter, a barmaid that looks very unassuming. They are ushered into meet with Enryn, who sits behind a large desk and loudly and raucously greets them. He says the guild has been watching, and Dante and Almaris’s history of successfully leading adventuring parties, growing their latent magical abilities, and business acumen have shown that they are ready for an advancement in the guild. Due to Lam Vincente’s unfortunate passing recently, Enryn says he would like to promote Dante to Lam’s old position of mentor to new recruits and to have greater access to guild resources in his endeavors underground. The job comes with a stipend of 50g per month, access to the guild’s eyes and ears, archives, messengers, maps, and full access to their magical item trade network. Dante agrees to the new position and heads back outside with Almaris.

The party uses this newfound opportunity to sell some of their magical items that have been sitting in backpacks, as they are too rare and magical to be sold on the open market easily.

The party decides to visit Kressle and see if she has any information on the Mind Flayer and his lab in the Sharp. She only really recognizes Dante, Almaris, and Margit, but is happy to oblige for a small fee, as her “friends’ in that area will require some compensation. The party slips her some gold and she tells them to come back in the morning. The next day, she says her eyes and ears have told her that the place they are seeking is indeed in the Sharp, and appears to be some menagerie of creatures that could be a personal zoo, research lab, or something else. It’s all very secret and there’s not much information to be had on who operates it or its purpose.

The party heads off to where they think this menagerie is, and discover a large building with guards stationed out front. The guards try to shoo them off, but upon mentioning the password, and saying they are here to speak with the guy in charge, the guard lets them in. He leads them through a huge pair of double doors that appear to be heavily reinforced. The party senses a magical aura as they enter, some recognizing the walls being reinforced magically and also with some anti-magic fields. They are led into a room full of cages holding monstrosities. Cages hold brains with legs, floating brains with tentacles, creatures with multiple arms and legs, and others with mouths that open into what seems to be an abyss. They are led to a small room filled with furniture. A human stands in the room.

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He introduces himself as Asredur, and he has been expecting them. The Masters told him they were coming and he is SO EXCITED to see them! He says they are to get the grand tour. The party asks what this place is, and he says they work to enhance various creatures here, magically and biologically. The party asks what kinds of creatures; he starts listing off rather happily they have a Chuul, a Gug, Intellect Devourers, Grell, and most recently a Beholder. The party is kind of taken back by the amount of danger kept in cells in the middle of a city district, but Asredur says not to worry, everything is safe. The cells are protected by magical wards and there are safeguards in place to lock the doors if any wards fail on the cells, so the populace would be safe. They ask why even have all of these creatures, and Asredur tells them the Masters have asked him to prepare a force to fight Szvek in the underground. He seems quite perturbed when speaking about Szvek, and when the party asks why, he says that Szvek has been hunting and killing off many of his fellow devotees, and he worries that if they don’t take Szvek out soon, he won’t be alive much longer with the way things are going. In the middle of the conversation, suddenly there is a loud bang and everyone feels extremely drowsy. The door locks and most members of the party are unable to withstand the sudden drowsyness and fall to the ground asleep. Asredur also suddenly drops to the ground asleep. Those that aren’t sleeping find they cannot move their bodies and are frozen in place; they hear screams, bangs, and screeches of metal outside. The lights go out. (In real life too! Haha that was fun to have everyone go "Oh crap..." as they all really sat in darkness for a bit.) Eventually the sounds die down and it’s deathly quiet, save for the random scamper of padded feet or the sound of something dragging outside the door.

As everyone eventually wakes up or regains mobility, Asredur seems to be in a panic. He keeps ranting that is must be Szvek. It must have been THEM! Szvek tracked them here! The party opens the locked door, breaking the magical lock enchantment, peeks outside and notices the cages that once held the variety of creatures outside are now open and no creatures are in sight in the dim light they dare use. There is the body of a dead guard outside the door. Asredur assesses the situation and mourns that they’re all going to die. They have lured Szvek here and the monsters outside will kill everyone inside. The PCs talk some sense into him to try to get him to clear his mind to the point he is looking for a solution. He says the only way to get out is to reactivate the enchantments and wards that keep the creatures locked up; they are sealed in a tomb until that happens. They will need to get a scroll detailing the ritual from the archives and collect the reagents for the ritual from the apothecary/storage closet down the hall. Asredur has accepted his doomed fate and says he will stay in the room and hope for their success.

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Doud decides to reanimate the corpse of the dead guard with a foul looking syringe he has on hand and use the body as a meat shield as they venture down towards what Asredur states is the apothecary of potions and tinctures they keep in storage. They hope the reagents they need will be held there. The guard shambles randomly down the hallway before the injection wears off and he falls down at an intersection. Everything is still dark; faint rustling can be heard.

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The party heads over to the guard’s body, and as they enter a side room, they are met by a floating brain and a brain with legs. They recognize these as a grell and an intellect devourer from Asredur’s description. They manage to fight them off pretty well, though they are definitely difficult to kill, but as Dante backs up down a hallway to get a better shot, he suddenly hears a door thrown off its hinges behind him. He turns to see a creature 3 times as tall as a man with 4 arms and an enormous mouth in the place of his face charging towards him. He recognizes this as the Gug that Asredur mentioned and it doesn’t look like it’s happy to see him. Almaris runs over to help him fight the Gug but gets knocked around a few times by the Gugs massive arms. The party eventually defeats all 3 creatures but take quite a beating. They proceed forward to the end of the hallway and unlock a door. Inside is a room filled with strange bottles, potions, scrolls, and more. They grab a their bag of holding and start putting everything in the room they can find into it as they don’t yet have Asredur or the ritual to tell them what is needed. They decide to head back to Asredu to have him help discern what is needed. (We had to turn the lights back on in the room as it was hard to see character sheets and the minis on the table appropriately; sorry it killed the foreboding mood!)

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They approach the room where he was left hiding and discover the door open; they find a huge creature with tentacles coming out of its face chewing on his head; a grell and another creature with arms protruding out of random areas of its body stand nearby, also feasting on Asredur’s remains. Gore can be seen all around the room. The party quickly lets off a fireball into the room and closes the door but the creatures survive and attempt to follow. They don’t appear to be able to figure out the door, but suddenly the multi-armed creature (a Xorn) appears to swim through the rock next to them and gets a few hits in before they all converge on it and kill it.

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The party ventures towards where Asredur stated the archives where, however they also remember when he was discussing the creatures, when he mentioned the Beholder he pointed in this direction. They proceed cautiously. Doors have been torn off hinges and cells are empty; they hear scuttling down the hallways and move slowly. They notice the front gate appears to be now covered in its entirety by a wall of force and an antimagic aura layered on top. The door is impassable.

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As they hit the final intersection; they see a Beholder mercilessly using eye-beams to weaken a cell door. He seems impatient and frustrated, but is making progress on blasting the door off its hinges. The party runs down the hallway and turn away from the beholder to a hallway door slightly open on the other side.

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They quickly slam the door shut behind them and find themselves in a room full of books and scrolls. There is a surprised human in the room, dressed all in black, who has been apparently throwing a large amount of documents into the fire and making another stack for himself. He is greatly surprised. He asks if they are also here to help Szvek destroy this place, and the party decides to tell him that they work for the Masters. He screams and tries to attack them, but Doud stabs him with a dagger coated with a sleeping poison and the man quickly loses his strength and falls to the ground, unconscious.

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Suddenly, a large clang can be heard outside and the party is pretty sure the Beholder has blasted the door off of his cell. They wait nervously for him to attack them (he saw them run down this hallway and they are like sardines in a can, stuffed in this room. They quickly try to find the ritual to reset the wards and find it after a few minutes. The door doesn’t move and they don’t hear the Beholder outside. The cautiously peek through the door and don’t see him; but he has definitely tore the cell door off as it’s laying in pieces in the hallway. They quickly cast the ritual which should lock the doors to the remaining cells that are still closed. They proceed slowly towards the exit, as they are moving they hear a loud explosion up ahead. Ss they round the corner they see the huge doors to the complex torn largely off their hinges and see the Beholder briefly as it exits the doors and moves out into the unassuming city...

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The whole "locked in a place filled with monsters, having to get to point A and point B" was inspired by Jurassic Park and Stranger Things Season 2. It was really fun as the tension was high with both the in-game and real-world lights going out, hearing how bad these beasties would be, and then being locked in a space with them, not knowing where they escaped to.
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Re: City Campaign

Post by Rabbit Burner » Wed Jan 17, 2018 8:08 am

AnimeSensei wrote:
Tue Jan 16, 2018 12:05 pm
It's the same water Feymous has, it's from Yan Solo over in Europe, I think. I got it as part of a collection I bought. It looks to be just a posterboard painted in shades of green and blue and then covered in a gloss sealer like modge podge or something. He also did the docks.

Beware though, some of his stuff is cast from DF pieces. He also did the spider cavern piece. It's not a modded DF piece, but a cast of a DF piece that has been modded to have the spider tunnel, etc. Again part of a collection I purchased.
Thanks AnimeS :)

will be googling that once I hit submit - looks amazing - especially with your build and the cool ship :)
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Re: City Campaign

Post by fnordfriendly » Tue Jan 16, 2018 1:21 pm

Wow, that's an impressive collection. Very imaginative builds, and good photography.

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Re: City Campaign

Post by AnimeSensei » Tue Jan 16, 2018 12:05 pm

It's the same water Feymous has, it's from Yan Solo over in Europe, I think. I got it as part of a collection I bought. It looks to be just a posterboard painted in shades of green and blue and then covered in a gloss sealer like modge podge or something. He also did the docks.

Beware though, some of his stuff is cast from DF pieces. He also did the spider cavern piece. It's not a modded DF piece, but a cast of a DF piece that has been modded to have the spider tunnel, etc. Again part of a collection I purchased.
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Re: City Campaign

Post by Rabbit Burner » Tue Jan 16, 2018 11:35 am

AnimeSensei wrote:
Sun Nov 12, 2017 1:56 pm

Waterfront.jpg
Stunning setup AnimeSensei - Love it and will read the adventure when I get time at home - at work at the moment ;)

One Question - where did you get the water from?
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Re: City Campaign

Post by AnimeSensei » Tue Jan 16, 2018 12:46 am

The party escapes detection and decide to take the Ioun Stone back to Svesty in return for him telling them where Anaru Taine is; however they decide they should probably be very careful with the ratman. On the way to the Bloody Knuckle bar, a shadowy figure whispers in Dante’s ear; Dante turns around and notices the individual a few paces off in the shadows. He steels himself and walks over. The hooded figure appears to be Maka, and asks what the party is doing. Dante explains the situation with getting the stone for Svesty but not much else. Maka says he knows of the ratman and warns them to be careful as he’s shifty. Maka says he’s been trying to secure as much of his family’s possessions as possible, and would like to meet with his father as there was a falling out and he can’t get near him anymore. Dante doesn’t tell him that they are in negotiations with Svesty to go see Anaru but says he will keep his eyes and ears open. Maka says he will be at the Hulking Hog inn if they need to find him.

The party meets up with Svesty at the Bloody Knuckle bar. He is very eager to get the “small, dusty jewel” but the party pressures him for info as to why he is so eager to get it. He is caught in a lie that it’s his grandmother’s so the party requires him to take them to Anaru Taine instead of just tell them where he is as they don’t trust Svesty. He objects but eventually obliges; he however states he doesn’t want to be seen as he questioned Anaru about how he was treating his son Maka and Anaru might have his guards called. Svesty doesn’t want trouble. He leads them down to a warehouse in the docks district that is rather ordinary. He stops short of the door and says he needs the jewel. The party says no as they haven’t seen Anaru yet. Margit knocks at the door and Svesty runs off. Some of the party follows after him and catch him, but after the door opens and it appears Anaru is located inside, they give him the jewel (Ioun stone) and he scampers off. Those waiting near the door see a guard open it; he tries to brush them off. They ask for Anaru Taine and he says that Anaru isn’t there, but when they say that they are interested in purchasing a property of his (a lie), the guard changes his tune and welcomes them in. They are required to leave their weapons before meeting with Anaru.

Anaru Taine welcomes them in; he seems very interested in Almaris and Dante for some reason. The party tries to bring up Maka’s name but he says he has no son and threatens to throw them out if they insist on pushing the issue. He is more than happy to discuss his property holdings as that was the premise that the PCs entered the building. It becomes apparent the PCs can’t afford what he wants to sell, however he turns to Dante and Almaris and says he knows a way they could earn some coin. He brings out a paper with a list of names on it from a drawer. Dante and Almaris spot their names and the names of the original PCs, along with Tristival. They recognize it as the list of people that Ventia had created as a sort of “hit list” for people who she said “The Masters” told her to collect for them. They remember Tristival had turned into some pale, slimy-skinned monster with weird growths coming out of his face and they needed to kill him. They remember Lam Vincente who had a strange parasite lodged in his brain after going underground with Ventia. He says he knows what happened to them and he knows who Ventia was working for. He says he is working with someone called Szvek to bring down those that are the puppet-masters of the City. He has been selling his material goods to help Szvek eliminate these creatures that live below the City and prey on those living above. If the PCs can get rid of these creatures, it would take stress off of them with them no longer being on the radar or some creature that implants parasites in brains, and it would help Szvek work to get rid of Killiam. He says these creatures down below have infiltrated the guilds, have infiltrated the government, and want to keep treating those in the City as their playthings.

The party doesn’t fully trust Anaru, but see that he does know a lot of what has happened to them, and it does make sense. They have a bad feeling about Szvek but decide to go with Anaru at least for now. He gives them a map of the tunnels under the City that Dante and Almaris can make out and decipher. They thank him and leave.

The party decides to report back to Maka at the Hulking Hog. He thanks them for the information but says he will be continuing to go alone at trying to get his family’s possessions back. Anaru’s actions don’t sound to him like he ever saw his father act; he never cared much for politics or charity.

The party gears up and heads down past the Deep Gates to where Dante and Almaris feel the area is shown on the map. There are so many tunnels under the City that it would take multiple lifetimes to map them all, so while they have a general idea of where this map shows, they have never been to this area.

The party ventures down and eventually come across a giant spider who has apparently found some prior victims.

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They continue onward and find a strange statue with a carving of some tentacled monster on it. It reminds them of the creature that they saw in the wreckage in the desert. In the tentacles is a strange, glimmering sword. As they reach for it, the tentacles animate and attack those closeby. The party pounds the stone into dust. The sword is strangely sharp and highly reflective (+2 longsword). They can make out some strange runes on the remaining stone. Anthem tries to read them and discovers they resemble some form of Aklo. As he reads, he feels the words in his brain rather than read them; it’s highly unusual and quite nerve-wracking.

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The party continues on and finds a large room with a pit; as they approach a large tentacle comes up and grappeles them, they try to maneuver around but a roper sends out ropey tentacles from across the room, and then a strange humanoid appears above them and starts casting spells. The party is relieved to know they thought a fight might be coming up and they had cast several protection spells that seemed to help them greatly, as they take all of these enemies down with ease. The humanoid reminds them of Tristival; the body has a blue translucency and he has small appendages protruding from his face. They press forward until they come to a locked door. Dante and Almaris recognize it as a style they have seen before in the strange temple-like area Ventia led Lam Vincente to and where they fought a strange beast that had tentacles coming out of its face; Ventia had said it was one of the Masters.

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They manage to unlock the door and waiting for them is another statue like the one that had held the sword. The approach cautiously but it doesn’t appear to animate. There is another door leading to another room. The walls of this room are filled with carvings and illustrations of eyes, tentacles, and fire. Anthem notices that the door is like the writing on the obelisks; if he focuses on it, it appears to meld with his mind somehow. The party readies themselves and he opens the door.

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The door opens to a furnished room; at the far end of the room, looking into a shallow brazier filled with some liquid is a humanoid dressed in fine robes and a face full of tentacles. Some of the party recognize it as a creature from horror stories; one they had assumed might be here but none had really though real, it appeared to be a Mind Flayer. It looks up and analyzes them. In their minds they all hear “You? This is it? I expected more….” and they realize it has been tracking them through the area.

Anthem quickly closes the door. They party regroups and prepares for a fight. He opens the door again and this time the Mind Flayer is over by a fireplace, turned away from them. He tells them through their minds that he knows why they’re here. He says that Szvek isn’t who they think he is and that all he wishes to do is usurp control. The Mind Flayer makes an argument that while what Szvek says is true, that they do control much of the City above, and do require the occasional individual to be consumed or elevated to a higher level of consciousness (like they could be), there has been peace in the City since control was gained by his race. True, Killiam invaded, but after the invasion, few lives have been lost. The guilds are at peace with each other, the government is stable, and no one knows they are cattle in a pen. There is stability. Anthem closes the door and they discuss.

The party doesn’t buy it and they rush in. The Mind Flayer is waiting for them on the other side of the door; as it opens, they all hear a “Boo!” in their heads as he attacks. He quickly conjures up two fire elementals, takes a few hits, and then vanishes from existence. The party searches for any trace of him but he appears to be gone.

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Last edited by AnimeSensei on Tue Jan 16, 2018 1:43 pm, edited 2 times in total.
106 Resin and 145 Dwarvenite Sets/Packs Owned

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AnimeSensei
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Re: City Campaign

Post by AnimeSensei » Tue Jan 16, 2018 12:14 am

Before the party leaves, they decide to see if they can work to reincarnate Weir. The druids of the Everwood agree to help and cast the spell; the party watches as the soulstone begins to morph and grow, eventually they see a fully-grown elf who wakes up. Weir recognizes everyone and wants to go back to Almus, however Tessara asks him to stay to help repair some of the damage caused with the recent events due to decay and depopulation. He agrees. Tessara informs Faun to find a half-elf named Doud in Almus, and he hopefully can help her get on her feet in the city. (Doud is played by Shepherd and Weir's player; he gets an itch to try new characters if you can't tell ;) )

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The party leaves the Everwood, heading back to Almus. They enter the city and Faun is amazed at the scope. They go to the Dead Rabbits to inform them that Weir won’t be back soon. They visit some shops to procure goods, including a newly opened shop headed by a blue-skinned gnome. Dante, Almaris, and Margit are the only members of the party who travelled with Ashe, but by chance didn’t go with the party members that visited Ashe’s store, so no one knew each other. The party finds out that much of Maka’s family’s fortune is being sold off and they are told to find a business partner of Maka’s father (Anaru Taine) names Svesty at the Bloody Knuckle bar down by the docks. Faun finds where Doud lives; she knocks on the door and a suave and well-dressed half-elf answers. He introduces himself as Doud and agrees to help her find a footing in the city. As he is showing everyone around, the party notices the Bloody Knuckle bar a ways away and they convince Doud to show them the area around it. It’s a pretty dangerous area and he informs Faun she probably shouldn’t ever come this way again as it’s dangerous. (Doud is a half-elf with some demonic heritage; the player plays him as a scoundrel type but he is of the ninja class.)

Inside the bar the party finds a ratman named Svestronicus (Svesty) who says he is a scavenger extraordinaire. He knows of Anaru Taine but to get info from him, he wants a tiny insignificant jewel from a stash of goods that Anaru is planning to ship out on a boat very soon. He will trade information for the jewel. He seems very nervous and desperate, but the party isn’t sure if that’s just his nature or if something else is going on. He will tell them where Anaru is once the jewel is given to him.

While at the bar, Dante begins talking with the shopkeep about a magnificent bow on the wall. The barkeep says it’s the grand prize for the Dragon Dice tournament tonight. He bought it from the Taine’s collection for a good deal and is looking to make some quick coin with a gambling tournament. Dante encourages other PCs to join him to help win the bow and after a few rounds of elimination, all that remains are the PCs and Dante wins the bow. (It’s an Oathbow.) (Dragon Dice is played where you roll 3D6 in private, 1D6 in public. On the count of 3, either keep your die or give it to another person. The highest without going over 18 wins.)

The party agrees to find the jewel and Svesty tells them to visit a warehouse by the water; they find it and also find a large cargo ship closeby that is being loaded with cargo. The laborers loading the ship appear friendly. Dante heads inside the warehouse alone and finds it to be a boat repair/manufacturing company. Doud decides to sneak in and visit the floors above. He quickly notices there are guards posted and manages to stay hidden for the most part, until he decides to venture through a closed door and a guard notices. Doud quickly runs to a window, opens it, and dives into the water. The guard starts screaming there is an intruder. The laborers loading the ship stop and try to find Doud, but he manages to stay underwater and swim away. Almaris turns herself into a sturgeon and starts swimming around; the rest of the party point out the sturgeon and manage to get most people outside to figure that whatever the guard saw is the large fish swimming around; after the commotion calms down, Almaris swims away and changes back. A man in armor comes out of a building next to the warehouse and asks what’s going on. After a discussion, he says to just have all of the cargo from the warehouse loaded onto the ship tonight so it can leave in the morning.

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While Almaris and Doud are hiding, the rest of the party talks to a small ragtag boy who is in the area and he tells them about guards that are stationed next door to the warehouse and their schedules. By this time, Doud and Almaris are back and Doud decides to climb the outside of the building adjacent to the warehouse to see how many guards there are. He notices enough that he doesn’t advise going inside.

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Faun decides to try a plan to get access to the jewel: she calls over to the ship’s captain who comes to the edge of the ship. She casts Charm Person on him and asks him if they could use more hands to help load the ship with cargo. The captain obliges to such a pretty lady and her strong companions. The PCs begin helping to load cargo,trying to notice what is in the containers. To their chagrin, most of it appears to be bulk goods such as dried food, blankets, etc. Eventually the captain says it’s time to load the cargo from the warehouse and the PCs head into the ship repair shop and warehouse. They venture upstairs, past the guards, and up to a separate room on the roof. Guards are posted outside of a well fortified door. The guards question who these new porters are and the captain says they are new hires. The guards don’t like it. The captain and his real shipmates enter the room the guards are standing in front of and as they do, the PCs notice all kinds of treasure and jewels in the room. They launch their attack.

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They close all doors and begin attacking the guards; the captain and his workers are trapped inside the treasure room. Eventually the PCs defeat the guards by way of swords and even some magic; Anthem casts a spell that causes a swarm of bees to appear to attack the guards; the PCs use the bees to their advantage and have them also enter the treasure room to secure a deal with the captain. He can have everything they leave and they will spare his life and his crewmates lives. The party finds the jewel and notices it is an Ioun Stone. They quickly leave the room and run away.

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AnimeSensei
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Re: City Campaign

Post by AnimeSensei » Mon Nov 13, 2017 11:12 am

Arcarius2001 wrote:
Mon Nov 13, 2017 9:43 am
Very cool setup! I like how you incorporated the LED pillars and orb with the Catacombs, it looks great. I wasn't aware that the Otherworld idol had an LED option, mine certainly does not. Is that a mod? If so, brilliant! If not, still brilliant!
The other catacomb set, the Hirst pieces, are those from Lady Sabelle? It's a good complement.
I actually bought it from someone pre-modded. I don't know where he got it from or if he did it himself, sorry! But if you do mod yours, they look very cool when lit! :)

The non-DF catacombs are a Lady Sabelle cast -and- painted set. If you look close, they even have "spell damage" from her fireworks display.
106 Resin and 145 Dwarvenite Sets/Packs Owned

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