City Campaign

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AnimeSensei
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Re: City Campaign

Post by AnimeSensei » Sun Feb 26, 2017 10:54 am

Well it won't be cthulhu, it's just close enough of a mini to what I need and is creepy and dangerous looking enough the PCs will take it fully seriously and be afraid of the thing. The party is only level 3; cthulhu would be bad. :p More to come in 2 weeks.
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Re: City Campaign

Post by Runeweaver » Sat Feb 25, 2017 11:47 pm

It is indeed a fun read. Thanks.

Can hardly wait for the Cthulhu fight!

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Re: City Campaign

Post by GriffinTamer » Sat Feb 25, 2017 2:49 pm

Hey Zach,

Thanks for posting this story and taking the time to include so much detail! It's a fun read, and also good food for thought re designing city adventures. It brings out some of the pitfalls and advantages of the city as a campaign setting. Seems like you're doing a great job of making use of the advantages, such as using the characters' contacts and local knowledge to help move the story along and provide interesting twists.

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Re: City Campaign

Post by AnimeSensei » Sat Feb 25, 2017 1:59 pm

The game picks up a few days after the party rescued the hostages. They are fully healed. Ashe has spent the last few days tinkering and figuring out more about what happened to her. Weir spends some time with Marguerite (his girlfriend) and her family. Margit spends time at her job at a tea shop. Maka broods at home. Almaris and Dante go back to their business and catch up on duties they've neglected. During the past few days, the party has talked to each other and everyone knows any info the characters may have missed out on due to real life players not being able to make it to the sessions.

Ashe heads out of the house to go to the market when people start staring at her. This is not entirely odd; she is a blue skinned gnome, so sometimes people look, but it's not entirely unusual in a city as large as this. People start pointing and then some guards approach. She decides it's best not to run and asks if she can help them. They ask her if she was anywhere near a certain house a few nights ago (the one where the girls were held). She keeps a cool head and successfully talks her way out of the situation and accuses the guards of assuming all blue-skinned gnomes look alike and how terrible that sounds. They ask if any of her family perhaps could have been there as they are looking for a blue-skinned gnome who was in the area. She says her family wouldn't be involved with anything and they eventually decide there is no info to be gleaned here and move on. Ashe decides it might be best to go into hiding and goes to Maka's estate in the Sharp to hide out. He lets her in grudgingly.

Dante and Almaris conclude that it's been a while since they heard from their friend Lam Vincenti in the Delvers. The last they saw of him, he and his boss Ventia came and took the body of Tristival (the guy the PCs fought in the sewers who had some weird transformation happening to him). That was almost a week ago and Lam said it would only be a few days. They go to the Delvers to find him but no one has seen him or Ventia for days. There is no sign of Tristival's body. They go to Lam's home and it's dark and cold. No one appears to have been around for a while. They turn to leave and almost trip over a small woman standing beside them. It appears to be Kressle, (the shopkeeper who was killed by something magical before the Tristival incident) and she is no longer dead; a large stocky man is behind her and appears to be her guard or protector. This is highly odd as she was a mundane and typically they don't come back to life after they are violently killed. She states that if they are looking for Lam, she knows where he went to and can offer info for a price. Almaris and Dante aren't sure this feels right; Kressle is supposed to be dead (but looks very much alive) and she wasn't the most pleasant to work with before (but that could be because they kind of broke into her store the last time they spoke with her). Kressle informs them that Lam may be going to his death, and while she'd like to help him, she doesn't want to stick her neck out too far, so they can take or leave the offer. Almaris asks what the payment is and Kressle says all she asks for is a favor to be performed in the future. Almaris accepts. Kressle gladly hands them a map of the undercity and tunnels, stating that one of her contacts in the Delvers heard Ventia and Lam discussing going to the "Pool of Grafag" in a dangerous, less traveled, and avoided area underground. Both Almaris and Dante, while they are veteran explorers, have never been there but have heard stories of people disappearing in the area, and also some odd people that do appear to go there from time to time, but this is all conjecture and hearsay. Rumors, even. Kressle states that she fears that Lam is being led to a place he may perish and says that's all the info she has on the subject. She also states that she heard Ventia hired the thugs to kidnap the 3 girls to either get the PCs arrested or killed, but she doesn't know why. As she turns to leave, she says that Ventia owes her for a resurrection spell as well; the party assumes that is referring to Kressle being brought back from the dead. She leaves with her burly companion/guard.

Dante and Almaris decide it's best to meet up with the group and discuss these developments. They call a group meeting to go see if they can find Lam, Ventia, and Tristival's body. The party disguises Ashe after she states it appears she is wanted by the authorities. They all head down to the Deep Gates as they feel that the guards there might have some info with their logs of who goes in/out of the area. The guards do note that Ventia and Lam went through the gates about 4 days ago but they haven't come back. They were carrying a large parcel that the PCs believe could have been large enough to hold a body. The guards say they assumed it was for a campsite or other supplies. The PCs decide to follow the map Kressle gave them and head down to the Pool of Grafag.

They make it to the pool without incident; the area is dark and heavily unexplored. Once they get to what appears to be the pool, Dante does notice boot prints going up some rocks leading to natural bridges that cross portions of the lake. The tracks appear to go towards an opening about 10' up on a wall that is accessible by way of these natural bridges. Some of the party notice the water moves from time to time like something may be in the water. The party decides to cross the lake by way of the bridges but stays pretty close together.
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They start making checks to go across the bridges and jump from ledge to ledge when Ashe suddenly slips and falls towards the water. Tentacles immediately break free of the water and snatch her out of the air and the party watches as she helplessly is squeezed by some monster from the deep. Dante's animal companion panther Toron jumps in the water and starts tearing at the beast while the rest of the party pelts it with arrows. After a short wile they kill the monster and it releases Ashe who swims to shore, but is badly hurt. After some healing, she is up and ready to go.
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The party advances through the opening and comes across a split in the tunnel. They see something glittering down a hallway and Margit decides to go sneak and investigate. The hallway is strangely free of debris. She jumps over a deep puddle in the ground and continues onward as the rest of the party watches something huge and clear rise from the puddle to start to follow her. A gelatinous cube! The party quickly dispatches the creature and find some gold and a strange stick covered in what appears to be a glitter-like substance. The party looks it over and discovers it is actually a magical wand (Wand of Glitterdust) that Ashe quickly latches onto. They continue down the other hallway and come to a room that appears to have had something work the stone at some point. The floors are mostly smooth and there is a statue of a woman holding a sword standing in front of a tunnel on the other side. The party approaches and the statue moves and blocks the way with her sword. She says nothing and the party cannot get a response from the statue except if they move closer the statue becomes more threatening. Margit decides to sneak past and is nimble enough to successfully get behind the statue and investigates the next tunnel. About 20' behind the statue is a closed stone door. She whispers back to the group "there's a door!" and the statue immediately turns around and attacks her. The party quickly realizes this is a Caryatid Column and when arrows and Weir's sap hit the creature the weapons seem to take heavy damage and even break. They do take the creature out and is cracks into large crumbling stones, but Weir's sap is destroyed along with many of the arrows.
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Margit is able to open the stone door and they enter what appears to be a structure that was made long ago. There are flames, tentacles, and eyes adorning the walls. They continue onward and Margit notices that some of the doors open upwards by way of mechanisms. She successfully jams the doors in the up position and they continue onward until they find a room with 3 doors wreathed in carved flames, each that appear to move up and down, and a strange lever in the middle of the room. Margit notices that he lever opens the doors but she can't ascertain which will open. She does not notice any traps. They party decides to tie a rope to the lever and stand WAY back and pull it. As soon as they pull it, a voice echos "10....9....8....7...." the ceiling shakes, the doors Margit jammed start making grinding noises, and the rooms feels like it may collapse at any moment. They stop pulling the rope on 4. Weir pulls it again and it starts the countdown again. They tie another rope to the existing rope and move back farther and pull. They allow it to count down to 0 and they hear some mechanism moving. They go into the room cautiously and find that the left door has opened. They try again and the left door closes and the right door opens. They try again and the right door closes. They assume this would mean that the door Margit jammed would have opened as they hear the gears moving up ahead but by now the mechanism is so damaged that they only hear a soft grind when it attempts to activate. They notice a panel in the wall directly ahead that needs something to be presented in order to activate. They figure out this should open the door. Nothing they try activates the panel. They pull another time and the door to the left opens. They decide to follow the hallway behind the door.

They end up in a room with a strange pyramid inside. It is covered in runes. On the wall is a strange panel that has boxes in it and some sort of magical lights on the side. Margit searches it for traps and discovers it is a mechanism where something can be traced on the wall boxes and if done correctly, it appears the pyramid will open. The PCs deduce that if they put the symbols from the pyramid in the boxes in the right order, it will solve the puzzle. (Look up the game Mastermind if you want to play the game at home.) Dante is able to translate the runes on the pyramid and they are Power, Dominance, Secrecy, and Control. They solve the puzzle order in 9 guesses. The pyramid opens, producing a pair of magical gloves and a small note. The gloves have kind of a sticky grip and the party figures out they are a pair of gloves of arrow snaring. The note reads "The farmer always brands his stock so as to claim them as his own. However, he does not consume his prized stock, only the unneeded. Prove your worth." There are no other clues in this area.
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They go pull the lever again to open the right door; a wave of heat hits them as they proceed down the tunnel. Margit sees a door at the end of the tunnel and goes to investigate; before she can get there she activates a burning hands trap that she narrowly avoids. She unlocks the door and is greeted by a very hot room with statues dripping lava into holes in the floor and a stairway leading down. She notices a part of the floor that is extremely hot and pushes on it safely to reveal magma underneath. The party decides to go down the stairs and all avoids the dangerous area on the floor. They enter a very hot room dripping with lava and notice a large fire elemental hiding behind what appears to be a small volcano. Ashe uses her wand to bling the creature who cannot make it to anyone to cause any harm before they dispatch it. They notice on the side of the volcano where the elemental was, a stalagmite glowing red hot covered on the top with runes. They deduce this is the brand the note was mentioning and all decide none of them want to brand themselves. They go get some of the tentacles from the lake monster and brand them instead to see if that works.
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The brand does activate the panel on the door and it opens. It reveals a room with Lam sitting in a corner holding his head. Some of them also see a treasure pile in the room, but some don't (due to a will save). Dante calls out to him and Lam tells him to leave. He says that he and Ventia came here and something attacked them in the next room. He doesn't remember much but he has been essentially losing himself since then and doesn't know if he can stay in control of himself much longer. He advises they tie him up, which they do. Dante takes this time to investigate Lam's body and notices some rather large bite marks on his head, dried blood all over Lam's head, neck, and upper torso, and that Lam's ear has been recently bleeding profusely. He hasn't seen Ventia since he was attacked and passed out.

The party opens the next door and the room is empty of any occupants. There is a large dais, some braziers that are unlit, and a pulpit, but nothing else in the room. They all enter to search the area and the door suddenly closes. A scream tears through each of their minds and suddenly the realize they are not alone in this room and likely never were. A massive creature covered with tentacles is suddenly apparent on the dais in front of them and it attacks.
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And we ran out of time. We'll do the battle next session. :)
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Re: City Campaign

Post by AnimeSensei » Fri Feb 17, 2017 12:24 am

Only 3 people were at this session: Maka, Weir, and Ashe. Other players couldn't make it.

The party went back to town with the shapechanging thing in a sack. Every time it woke up it turned back into Marguerite (Weir's girlfriend) as a way to try to convince the party to let it go, but each time they whacked it on the head to knock it out again. They looked for an abandoned building and found one that they could keep guard while an interrogation could take place. Ashe stood guard outside the door because she didn't want to watch. After hogtying the creature they waited for it to wake up again. Eventually it awoke and the interrogation began.

First they told it if it changed into Marguerite again they would hit it in the head again; it stopped and was silent. Next they asked what it was doing pretending to be Marguerite and why it had copious notes on her, her father, and some other nobles. It told them that it saw Marguerite kidnapped on the street and took the opportunity to fill her shoes. It didn't trust them and said that its kind is always persecuted by humans, elves, orcs, etc. and it knew they were going to kill it and just get it over with. They made some sense motive and diplomacy rolls and eventually brokered a deal that they would hand it over to the Marguerite's family and would stand up for it. The creature eventually found this acceptable. They used a spell akin to Zone of Truth and felt it was not lying and it would cooperate for the time being. They decided to take it to the Blakeney's (Marguerite's family). Unfortunately, Ashe had readied an action to hit the first thing through the door as she was worried the creature might attack. The creature walked through the door and Ashe hit it, taking it down (it had 1 HP) and it crumpled to the ground unconscious. They put it back in the bag.

When they got to her estate, Weir decided it would be best if he went in alone. He waited for an audience with Aurus Blakeney, Marguerite's father. After meeting him and answering a question of if he had located any information on Marguerite, Weir said they had found a creature who had impersonated her. Aurus said to bring it in, at which point the rest of the party entered with a large sack. They put the sack down and said "here is what has been impersonating your daughter" and opened the sack so Aurus could see the creature's head. A grey skinned creature lay in the bag unconscious; Aurus pulled out his sword and immediately cut its head off. The party was actually in mild shock as the creature had been pretty helpful and got them on its side somewhat with the stories of persecution and how its species always is killed once discovered. He stated it was a doppelganger and they have been known to assassinate people like him and said it was better off dead. They explained the notes that had been found, which led them to believe it was possible Aurus was the doppelganger's next target. However, they still didn't know where Marguerite was and the doppelganger was their only clue as it saw her kidnapped.

They mentioned this to him, and he said they knew where she was now. Apparently 3 girls had been kidnapped and ransom notes for 10,000g were delivered to each family. The money was to be paid tonight at 10PM or the girls will be killed. Mr. Blakeney was trying to find a way to raise the money; his family was wealthy but the only way to get that much money would involve a tremendous favor or selling of some very large assets. The other girls kidnapped were Vilna Vilko from the Edge (and Maka's love interest/verbal sparring partner; their quibbles are the talk of the noble elite) and Melanie Lancaster (the girl the party sent off to a fake party a few sessions ago). None of the families had 10,000g but were working with the authorities to find the girls. They constable had tracked the notes back to an abandoned building in the Lakefront District that had boarded up windows and was set up against a hill. The drop however was to be across the city in the Churl District. The party decided to go do a rescue mission.

The party hurried over to the building, arriving around 8PM, not leaving much time. They were still exhausted from their adventure underground and fighting the doppelganger earlier in the day but hand no choice but to press on. They cased the building, noticing different groups of guards inside. Eventually Ashe decided to go in through the sewers. The sewer pipe in this area was not very well taken care of; the pipe was about 2' in diameter but was a good 18" full with a trickle of liquid skimming across the top. Ashe squelched down in the pipe and made her way towards the house. Eventually after about 10 minutes of arduous, stomach-churning crawling in the muck, she found a light up ahead that might be a sewer grate. It turned out to be a commode because as she approached, suddenly the lights went out and someone started making noises up above. She recognized it as one of the guards from the house and decided to mount a sneak attack. Ashe took her crossbow and decided to shoot through the hole, virtually straight up. Surprise round, good damage. She also got the highest initiative and was next up. Second hit, good damage. The man slumped over on the toilet and didn't move. She had killed the man sitting on the pot before he even got a chance to jump off and see who had shot him in the rear. She had to push him off and then hoist herself up into what appeared to be a bathroom/storeroom. There was a towel that she used to try to clean off. She started exploring the area but triggered a falling rock trap and took some good damage. She decided to try to head towards the front doors and opened a door only to reveal a massive orc with a double bladed axe. He chased her down the hallway and she dove back into the toilet and swam back to where she started.

Weir said he would go back in with her (Maka, being a noble, would have none of this disgusting nonsense) so they headed back after Ashe used some of her alchemical potions to heal up. They went back through the sewers, up through the toilet, past the dead guard, and entered the room with the orc. He was waiting for them and quickly took down Ashe, leaving Weir to fight alone. She started failing her deal saving throws. After another couple of hits, Weir dropped as well and the mission seemed doomed. The players thought their characters might be dead.

Maka waited outside, hearing nothing other than a quick telepathic message through Weir from Ashe saying "help!" but didn't know how to proceed. The local guards wouldn't storm the building out of concern for the 3 hostages that might be inside (the girls that were kidnapped). Eventually 10PM passed and word came that the drop had been made in the Churl district but there had been no word from inside the house that the girls were being freed or not. Maka approached the building with the city guards; they eventually slowly opened the door and noticed it was dark inside, which seemed odd because earlier when they had scouted the building there were people in the building with lamps lit. They lit the room and noticed something dripping on the floor; it appeared to be blood falling drop by drop into a large puddle. They looked up and saw the remnants of what appeared to be a person on the ceiling; not much was left of the body. They went into each room and in every area was what used to be a guard or guards, beaten into walls, torn apart, or otherwise destroyed. Eventually they made it to the room where the orc was; he had been torn apart and his pieces thrown across the room. Weir lay in a crumpled heap on the floor but was still narrowly alive. They resuscitated him and asked him what had happened but he didn't know. Eventually they found a guard that was hiding in a side room that had been badly beaten. He said something had entered the building and started killing mercilessly. It attacked fast and he ran away as fast he could. (In this room was also a sarcophagus and various urns/chests that appeared to be untouched, the guard said everyone thought it was haunted so they stayed out of the room; the PCs decided to stay out as well but they may come back) After searching further, they found what appeared to be room where the hostages were being held. The leader of the kidnappers had been torn apart and her weapons broken. Ashe lay on the ground next to an altar in the center of the room; the 3 hostages were in a cage in the side of the room. After waking Ashe up, she said she had no idea what had happened. The party freed the girls and helped them start to get home. After leaving Melanie with the guards to be taken home (she was annoying and was a mundane and had no idea what had occurred, though the rest of the party assumed it was magic), Vilna (an awakened) and Marguerite (the daughter of one of the highest ranking Brewers, Aurus Blakeney) said that earlier that night suddenly screams and pounding could be heard in the compound where they were being held. Eventually a bright light entered the room and proceeded to attack their captors; it had skin of stone and arrows and weapons just bounced off. After the captors had been killed, the light faded and the creature shrunk down into Ashe, who had become unconscious in the room until the rest of the party showed up. Ashe had no memory of this. (This is important for her character as she cannot use magic; she is from a magic using family and has never had the gift. For this reason she became an alchemist, to try to figure out a way to transform her body or soul in a way that would awaken the spark within her. I gave her player the option of having Ashe die or become awakened; it was up to her. She chose to keep her character and begin on the path of magical self-discovery and chose to begin multiclassing as an Elemental Sorcerer (Earth type)) The party takes the girls home.

As the party approaches Marguerite's home, the party finds her family packing their belongings into a few carts. Apparently they sold the house to the government of Killiam for pennies on the dollar to get the money necessary in the short time to secure her release. Aurus Blakeny says he is happy that Weir brought his daughter home and actually starts to accept Weir as a suitor for his daughter. There still has been no word about the drop and what happened there; that will need to be a different session. :)
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Re: City Campaign

Post by HeroQuestFrance » Wed Feb 08, 2017 8:50 am

Excellent ideas in the set up !
I will take some for myadventures .
Thx for sharing.

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Re: City Campaign

Post by AnimeSensei » Wed Feb 08, 2017 1:04 am

William, we try to play at least once every 2 weeks. I updated the OP with pictures of the minis; some characters have had their class changed since the beginning because the PCs didn't like the way their classes played, so some things have changed since the first session.

Ashe continued to investigate the body overnight. She drew liquids and took samples of the body, as her character is highly frustrated that she is not awakened (able to use magic) and is hoping to find an alchemical way to transform her into one that can use magic. She took several samples and distilled essences for future research. The rest of the party, minus Weir showed up in the morning to also investigate the body of Tristival to see if they could figure the mystery out. No one has seen this type of transformation before and no one knows what happened to Tristival to make him begin to change.

Weir waited at the Wooden Chapel in the Garden District until morning when Erithya came to pray and begin her temple duties. He started to question her about the events of Marguerite at the shop where she was caught using magic. Erithya quickly silenced Weir and suggested the meet away from the mundanes to talk about matters that involve magic. After secluding themselves, she told him that she only knows of Marguerite due to her father's status with the Brewer's (magical guild) as he is the Treasurer. She saw Marguerite tell the shopkeeper that she wanted the dress but didn't want to pay for it, to which the shopkeeper had some harsh words. Apparently out of nowhere, Marguerite was able to turn the situation to her advantage within seconds and was able to leave with the dress and not have to pay a copper. It was very odd, definitely something involving magic. Weir asked if she actually saw magic to which Erithya said she didn't know what spell was used but no one would change their mind and mood so quickly as the shopkeeper had done so she informed her guild (the Defenders of the Mother) who then informed the Brewers of Marguerite's spell usage. Weir was annoyed that she couldn't actually verify that Marguerite used magic or not and went back to meet up with the group.

Back at Ashe's alchemical lab next to the Lakefront District, the party had decided to contact the Delvers (magic guild) and see if they could help with research into what had happened to Tristival's body. Weir showed up and started saying that they needed to go help him find his girlfriend to which they quickly objected, stating there were people disappearing and this was their only current lead. At this point, Dez Byron, Dante's contact with the Delvers showed up with the 2nd in command of the guild, Ventia Ogrimm. The party pressed both Dez and Ventia on the matter of the transformation and after examination, neither of them knew what was going on but felt that some of their colleagues back at the guild may have more insight and asked if they could take the body. After a short discussion, the party obliged. Dez stated they would be in touch but it could take a few days.

The party decided at this point to help Weir find his girlfriend and they headed out to visit the shop where the crime occurred. A petite shopkeeper with red pigtails stood behind the counter and welcomed them; after some small talk they discovered that this was the girl that had given Marguerite the dress based on her work schedule. However every time they brought up Marguerite or the dress, the girl's mind blanked and she just couldn't remember a thing. They asked what color the dress was, no luck. If Marguerite came in yesterday, she wasn't sure. If she gave a dress to anyone, she didn't think so. Based on circumstantial evidence in the area involving dresses that had recently sold out, they discovered it was highly likely that Marguerite made off with a red dress that was formerly featured in a painting that was also now gone. Dante searched the area for any helpful clues and noticed near the exit a red garment had snagged slightly and a few stray pieces of thread that matched the dress they were looking for were stuck on a nail next to some suspiciously odd-colored dirt that Dante recognized from a special area in the tunnels under the city pas the Deep Gates. (A nat 20 on your tracking skill in a popular shop in the city, really? How does that work? It was the best clue I could give with that.)

The party decided to head down into the tunnels below the city and visited the Deep Gates, massive wooden doors embedded in the stone guarded on each side by 4 guards. As the party approached, the guards hailed Dante and Almaris asking if this was another expedition they were taking down. They said yes and the guards asked how long they would be gone. Dante said one day. While this was going on, the rest of the party was trying to sneak a peek at a logbook another guard was writing in, as he input their names. They spotted Marguerite's name from the day prior and noted that check mark was not next to her name, meaning she had not yet returned. After speaking of this, Dante informed the group that if they weren't back 3 days after their intended return, they would be considered lost/dead. The guards opened the gates and down they went to where Dante had speculated the dirt on the shop floor had come from.

As they approached a rope bridge crossing a 20 foot chasm in the darkness of the earth, suddenly the party was attacked by troglodytes. As they attempted to cross the rope bridge, the trogs flung alchemist fires at them, which set the bridge on fire. Everyone hurried across and the bridge collapsed. After a quick battle, the party prevailed. Dante's panther Toron could smell something in the air that didn't smell like troglodytes (thank goodness) but more human and the party continued onward to where they thought this individual might be. They fought their way past some cave scorpions, a cave fisher, and then 2 chokers before they found a campsite in a small cavern at the end of a tunnel. Weir shouted out Marguerite's name, to which a female voice asked who it was. He responded and she asked what he was doing here. She stepped out of her tent and stated that she came down here to get away from the hustle and bustle of the city but would be going back in a few days. Weir found this odd as Marguerite never ventured down into the undercity before. They asked how she got past the monsters, to which she replied that you just need to know how to get past (she brought a dog with her to feed the cave fisher) and you're safe. Eventually Dante went inside the tent and noticed that there was the red dress from the shop inside, and also other women's and men's clothes. They asked why she had men's clothes in her tent to which she replied sometimes people come and visit, to which Weir replied that she was his girlfriend, she can't do that. She responded that she had many suitors and he was just one of them and seemed completely indifferent with his feelings of betrayal. He decided to accept his fate and left the party with his now ex-girlfriend and started the slow, sad, lonely walk home through the dark. Dante was at this point having no more and told Marguerite in no uncertain terms she was coming with them. She replied that she would go with them but she just needed a few things first. She entered the tent and pulled the flap closed so it was just her and Dante inside. She then attacked him with powerful claws that tore into his flesh. The party was concerned that she had closed the flap so they opened it to see this scene in progress and attacked, trying to keep her alive by using non-lethal damage.

Weir heard the commotion from a few rooms away and came running back to find his friends pummeling his girlfriend. The last blow was struck and she fell to the ground, silent. Weir was in shock. But then Marguerite slowly changed and morphed into a pale grey creature instead of herself. The party tied her up and searched her camp. They found clothes, accessories, and other items that a noble would use to in their normal day to day activities. As the creature (Marguerite?) came to, she again regained her human form and the party informed her they would be taking her up to the city to find out what was going on. They also then found a small lockbox up on a ledge that had a plethora of journals and notes about people in the city, most interestingly Marguerite herself and her father. To be continued....
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Last edited by AnimeSensei on Wed Feb 08, 2017 10:53 am, edited 1 time in total.
106 Resin and 145 Dwarvenite Sets/Packs Owned

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William
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Re: City Campaign

Post by William » Wed Feb 01, 2017 4:58 am

Loving this Zach, since I haven't really played in years. Sounds like a good group.
Did you ever let the PC's know they were washing poo off their faces? :shock:

Maybe you could show us a picture of the Character Minis within the first post descriptions. Then when the pictures show the minis we could determine who were in each scene/encounter. If the players were into it, a picture of them with the mini would be cool too.

How often do you all get to adventure?

Keep the story/action going and thanks.
Sir William of the Basalt Region of Mythras
( aka: Rock Breaker Bill - Column Barron of BRoM )

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AnimeSensei
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Re: City Campaign

Post by AnimeSensei » Tue Jan 31, 2017 4:00 pm

The party entered the sewers, noticing a damp and stanky smell. They donned disguises and smeared mud (or at least they hoped it was mud) on their faces to disguise themselves just in case. They moved through the darkness, torch in hand until a set of shimmering eyes peered down on them from the cieling. A giant spider! They quickly dispatched the creature, luckily making their poison saves. They continued onward until they found the spider's thousands of children who decided to attack in a swarm. The adventurers had little to fight this type of enemy but eventually managed to kill enough of them to drive them off with some of Ashe's alchemical potions. At this point, the party noticed a door to a lit chamber at the end of a hallway. They peered inside and saw a humanoid figure; looking closer it appeared that his skin was halfway translucent and slimy. His hair was stringy and he had strange growths on his face. Weir (being a psychic character) suddenly heard a voice in his head telling them to leave, but it was too late. The being attacked! It took down several members of the party as it utilized several spells that the party didn't expect. (Color spray FTW!) Eventually after an arduous battle, the party managed to deliver a final blow and he fell to the ground. After healing their unconscious comrades, the party looked at the body and noticed it had ratted fancy clothes and the assumption could be made this may be or have been Tristival. Some treasure was located in the room as well. They decided that perhaps they should now speak with the Lord and Lady of the house to figure out what was going on. On the way out they noticed an area closed off with a rusty iron gate; after breaking the lock and creaking it open they decided to look inside. Unfortunately for them a choker had set up residence in a nook in the corner and attacked. Luckily for them the fight was quick and they looked in the room. Under some old rags was for some reason a very well made, fully intact crossbow. They stored it their pack for future use.

Upon leaving the sewers and heading upstairs, they told the staff that the threat down below had been dealt with and to go about their business as normal. As they hadn't yet met the guards at the front door, the party decided going upstairs would be the better option. Up they went and decided to visit the owners of the house. After unbarring the door (which the PCs had done earlier), they entered the room to find the Lancasters asleep. Quickly they awoke and asked what was going on. The PCs pressed as to why Tristival was in their basement and what had happened to him. After some diplomacy rolls, Dadric Lancaster revealed that Tristival had come over for dinner and had complained about some list and that he was in danger. Something happened and he suddenly acted irrationally and started using magic in front of the staff. Because he seemed like a danger to himself and others they locked him in the basement and haven't known what to do for fear of repercussion. The conversation disintegrated and the PCs decided it would be best if they exited the building with the body of Tristival in tow. They ran to the Lancaster's daughter's room and exited through the windows with the Lord and Lady close behind. The last they heard from the house involved questions about what they had done with his daughter, which caused a slight twinge of panic in the group, as they hoped their disguises were good enough and their faces covered well enough to avoid any fallout from Melanie's (the daughter) disappearance.

They decided to turn the body over to the Ashe to look at it in her lab while the rest of the party visited their contacts or returned home for the night to rest up. They would try to see what had happened to Tristival tomorrow. As Weir entered the Dead Rabbit's hideout, a young boy ran up to him and informed him that Weir's love interest Marguerite Blakeney had been caught using magic and that she was missing. This was odd to Weir because as far as he knew, Marguerite was a mundane with no magical ability. The young boy told him that Aurus Blakeney (her father) had organized a search for her. Weir decided to go pay the family a visit, though he knew they disapproved of the relationship. After knocking on the door, Aurus Blakeney appeared perturbed with Weir and immediately asked him where Marguerite went. He assumed she was with the Dead Rabbits with Weir hiding out. After smoothing things over and informing Aurus that she wasn't there, he discovered that apparently she was in a store buying some clothes when a member of the Defenders of the Mother saw her use magic to enchant the shopkeeper and leave without paying. The city guard had already spoken to the witness (Erithya) but he suggested maybe if Weir were to help out and find Marguerite, a reward could be in order. Weir learned that Erithya is typically in the Wooden Chapel, a grove of trees in the garden district.

To be continued!
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Re: City Campaign

Post by AnimeSensei » Sun Jan 08, 2017 5:29 pm

Some players changed their character's class as it wasn't what they wanted. Weir now is in possession of a magical suit of armor and Maka no longer is Grey Thorn. I forgot to write down their new classes. I'll do so later.

The PC's go in search of one of their leads, Egaris Findler at the Sapient Consensus. Some investigation work leads them to the Sapient Consensus's guild hall, which to the layman appears to be a mercenary/guard guild. Almaris and Dante go inside and ask about Egaris Findler; it is an open room with people fighting sparring dummies, organizing/polishing armor, looking sternly, and many appear to be drinking. The first person they asks (who appears to be someone in charge) doesn't know Findler. They decide to ask others in the hall and again no one knows him. The party begins to believe that Kressle has duped them and gave a false lead.

The party decides to go confront Kressle and head back to her shop. They open the door and the shop appears empty. Upon closer examination they see a bloody handprint on the counter and then the body of Kressle on the floor out of view. It appears that she met a violent end; something appears to have exploded out of her chest. This appears to be the work of magic, as no weapon harms like this. Upon thinking back, they think they saw 2 men and a woman exit the shop shortly before they arrived but don't find anything distinguishing and only notice a single drop of blood outside. They lock up the shop and start looking around. They find that Kressle has connections with virtually every guild and group in the city and appears to be by her ledgers, flush with cash. However, she only has 85g in the shop. The party also finds a note with a name and an address on it; the name (Tristival Aldvir) matches one on the list of 30 names and has a strange mark next to it, just like a few other names on the list. Upon investigating, it appears all of the people with marks next to them have disappeared recently.

Maka decides to lean on one of his contacts from the White Conference; he visits Saul Harrias, a local informant. He learns that a password is required to access the Sapient Consensus's true guild hall, and that the password is "Light, Might, and the Right," they just need to say it to the local barkeep inside the hall. Saul tells Maka that he now owes him a favor. Maka and Weir go to the guild hall again and visit the barkeep, Salty Bob. They strike up a conversation with him and drop the password. His eyes cloud over and he stands in a stupor, walks over to the wall and appears to push a hidden button or plate and the wall fades away, showing a stairwell leading into darkness. They take it down and are enveloped in darkness behind them. They go down the stairs and see a highly similar guildhall to the one upstairs, but there are definite magic users/awakened down here. They locate a desk with a young woman sitting at it; Maka attempts to strike up a conversation with her and she appears to fall smitten with him, disregards protocol, and says she'll get Egaris Findler right away. They see her walk into an office and shortly after hear a man start berating her for not doing her job. He approaches them and says he doesn't have much time and asks what they want and to come into his office. He asks how they got in and what they want. They aren't very forthcoming but do very well at diplomacy, which makes him more friendly. He says Kressle did a lot of work for him and he's sad that she's gone. They take their leave and try to exit the way they came in the but the stairs appears to go continually up in a shadow of darkness. They step down and are at the bottom of the stairs; they notice people leaving through some double doors, follow them, and find themselves outside the normal exit of the upstairs hall.

The party decides to visit the address from the note to look for info on Tristival. It is a large manor in the Edge District. The front door is locked and all of the windows save one room on the second floor are closed with heavy shutters. Dante decides to climb up and see what's in the room. He peeks in and sees a young woman in the room; he decides to go up to the roof and discovers a hatch leading down into the room he just saw. Meanwhile, Weir approaches the window and starts throwing out insults trying to goad the woman to come down so they can have access to the house. (Yeah....) The lady eventually slams the shutters and tells them to go away. Dante decides to go in. He drops down through the hatch and sticks the landing quietly. The girl doesn't notice him so he swiftly exits through the closest door and doesn't notice the two guards on the other side of the door. He is startled when they cry out asking who he is and what he's doing in the house and rushes down the hall, unlatches the locked window, throws open the shutters and jumps out of the second story window. Somehow he manages a perfect landing and takes off in the crowd.

At this point the PCs are confused and thinking their options are low. Their leads keep hitting dead ends. They decide to lean on their contacts. Maka speaks to his rich father, who tells him that that house is the home of Dadric Lancaster. He has a daughter named Melanie who is a socialite. Dadric is awakened as are two of his nieces, but Melanie is not. They own a large network of shops around town. Dante and Almaris go visit their contact Lam Vincenti at the Delvers. He verifies the occupants of the house and says that he will look into Kressel as well. He asks what happened to her assistant Ogar; the PC's don't know and haven't seen him. Weir and Ashe go and visit their contact at the Delvers, Dez Byron. He says that Melanie is a huge socialite and he'll look into things more closely as well. All of their contacts eventually report back and they learn that the house is in apparent lock down, Tristival came to dinner at the house a week ago and hasn't been seen since. Melanie is apparently highly frustrated that she is stuck inside the house. Also, Ogar apparently made a large donation to the Temple of Calistria very recently.

The PCs decide to create a fake party at "the House of Usher" and invite Melanie to it. They use Maka's family's resources to forge a document and date it for the next night. Weir disguises himself and visits her window, describes the invitation, and she goes into a tizzy telling him to give it to her. He asks why she can't just come down and get it and eventually she lets slip that she can't leave because there's someone or something dangerous inside. Eventually she gets the invitation, but the guards tell Weir to go away and she won't be attending. (She says she will be, however.) The next night comes and Weir helps a fully decked-out Melanie escape from her window. As he is from the low end of the streets, this extravagance disgusts him so he tells her to go speak with strangers on the way as "everyone here is friendly." She runs away and the group all sneaks into her window. (Weir also trashes her room) They quickly take out the guards outside the room and start canvassing the top story of the house. They find what they think are the Dadric Lancaster and his wife in a room and silently barricade the door. They find the stairs down to the main floor.

After going downstairs they find the staff of the house and somehow manage to convince them that they are from the local constable's office to take care of (what Melanie called) the dangerous thing inside the house. They convince the staff they are there to interview them to understand the situation and learn that Tristival came to dinner last week but seemed ...off. He eventually used magic (GASP!) in front of everyone and Dadric locked him in the basement. The staff (who are mundanes) don't know what to do and don't know when they can leave and if anyone will believe them. The PCs tell them to just lay low and they will take care of Tristival. The servants say that he is in the basement still, but to also look out for other things down there because it's connected to the sewers. They would have thought that some of the vermin that poke around down there would have overwhelmed Tristival but they still hear him every so often under their feet and sometimes the floor shakes.

Next session: The sewers!
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