City Campaign

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Thunder
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Re: City Campaign

Post by Thunder » Mon Apr 30, 2018 4:08 pm

I recognize that Junk - great model for playing D&D. I use it all the time.

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Rabbit Burner
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Re: City Campaign

Post by Rabbit Burner » Thu Apr 26, 2018 4:00 am

Way Cool AS :)

great story great pictures - do like your aboleth mini :)
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Re: City Campaign

Post by AnimeSensei » Wed Apr 25, 2018 11:21 pm

SHADOX! Welcome back! Thank you for the YRTFW! On to the story...

The party buffs themselves, casts spells that allow water breathing, and descends into the pool of cavernous water into a dimly lit water cavern below.

The party is immediately attacked by followers of Szzvek who appear to also be able to breathe in this environment. As the party swims down to confront the enemies, a huge aboleth (Szzvek!) emerges from a rocky cave and attacks! Dante summons a shark, and Anthem is able to rig some alchemist’s fires and other ingredients into a haphazard explosive. Dante instructs the shark to attack the aboleth and the shark explodes as it nears Szzvek. The party continues to try to maneuver through the water and eventually after a long battle kills Szzvek. His followers stop attacking and appear to be awaking from a daze. The party takes Szzvek’s head as a souvenir and as proof for the Masters. They rest up a little before going back to the city.
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When the arrive back in the city, they find it filled with smoke and hysteria. Upon speaking with someone, they discover that there is a massive witch burning going on. Apparently there have been “witches” using “magic” in their midst! Some people claim to have been enthralled by them, unable to control their bodies (which the party knows was Szzvek and his domination ability) and these non-magic users saw others use magic while working with a magic fish below the city! As implausible as this seems, there is enough evidence and finger pointing that there is witch burning hysteria going on all over the city, with magic users being outed and murdered. Along with this, the party assumes that innocents are also being killed.

The party decides to head to the Delvers to find out what they know of this situation. Much of the guildhall is deserted. Dante finds he is in receipt of a letter from Enryn Ironhide, the leader of the Delvers. The letter states that he has gone off on a mission below ground and has put Dante in charge of the Delvers. As this is exactly what the Masters promised him if he destroyed Szzvek, it appears that the Masters know of Szzvek’s defeat. The party wonders if Enryn went out on his own accord or not. Many of those in the guild appear to be wary of the situation and distrusting of Dante with his quick ascension to guild leadership. Dante meets with Wolfgang Kraus, 2nd in command of the Delvers and gets more info on the witch burnings. The guild hasn’t been spared. Many of the guild have sought shelter underground to weather the storm of anger above.

The party decides to go meet with Governor Tehnard to try to quell the insurrection. He is happy to meet with the new leader of the Delvers, however is quick to try to use the situation happening in the city to his advantage and states he feels that all awakened (magic users) should be held under lock and key as essential slaves to the city for the public good. That’s what they do in parts of Killiam and it has served them well. Dante doesn’t like this idea, but plays along with the Governor to get more information. The Governor says he would be happy to help quell the riots if Dante were to present an option for a prison that could be quickly built or created. Dante mentions underground might be a good idea, to which the Governor agrees.

After this, Doud decides to visit home and finds his house has been burned down. It’s been burned for several days. Upon searching the ruins, he finds the same coin that Dante and Almaris found, along with a similar note. His neighbor, Blind Pete comes out and tells the party when the place burned. Around this time, Anthem and Faun are contacted by animal messengers with notes saying to meet at a local fountain. The party wonders what this is, and coerces Blind Pete to come with them and wait by the fountain. Local kids push him in. While there, they get paid by the Masters for taking care of Szzvek by way of couriers.

Almaris decides to do some investigation regarding the recent events, and locates a disturbing rumor that some floating beast with a lot of eyes has been picking off awakened that are underground. As many of the awakened are sticking together in the underground part of the city, they appear to be easy pickings for the beast. The party thinks this may be the Beholder that they fought earlier that vowed revenge. The party feels they should probably go help those below.

However, first Faun decides to visit the Garden District and meet with the Defenders of the Mother. She is elated to leave the city area and instead be surrounded by trees again. As she goes deeper into the district, she notices several elves and eventually finds a childhood friend from the Everwood who is happy to see her and show her around...
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Re: City Campaign

Post by Shadox » Wed Apr 25, 2018 7:51 pm

That setup gets a YOU ROCK THE FREE WORLD

-Shadox

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Re: City Campaign

Post by AnimeSensei » Sat Mar 31, 2018 12:24 am

The party leaves the cavern and sewer, and decide to try scrying on the Aboleth. They take a rest and find a shop called the Heavy Drumshop, manned by a person dressed all in black. They make the necessary comments to access his “secret” inventory and he sells them a Scroll of Scrying and a well-made mirror that appears to be of a high enough quality for the spell to function. The party initiates the spell but it fails. They are back at square one.

They decide to go check on the dead dwarf down in the cavern again, as they forgot to search him. They head back down and scare off a swarm of rats that have been feeding on his corpse. They discover his name is Drake and also find a cameo that appears to show him, a female dwarf, and a few children as well. Dante recognizes Drake and Almaris remembers his wife from the Delvers. They put Drake in their bag of holding and leave. They head back to the surface and head to the Delver’s guild hall.

As they step into the guild hall Dante and Almaris are stopped by Enryn Ironhide, the leader of the Delvers. Enryn says he is sorry to hear about Dante and Almaris’s loss. They are confused and ask what he is talking about, to which Enryn sadly informs them that their house burned down last night. Dante is none too pleased. Enryn offers protection to Dante but he refuses. Almaris speaks with Drake’s (the dead dwarf) wife, who states that Drake left about 2 months ago and she hasn’t heard from him since. Almaris gives her the cameo and tells her her husband has been found but is dead. She doesn’t disclose that Drake is in the party’s bag of holding.

While this is going on, Doud has been searching for info and discovers that Dante suddenly has a 5,000g bounty on his head. A little sleuthing discovers that Anaru Taine (Maka’s father) is the one that put the bounty on Dante’s head.

The party heads over to Dante and Almaris’s home and discover it is indeed burned to the ground; all that remains are charred, smoldering beams and black ash. Dante looks around for any clues and with his tracking, does find a few interesting things. He finds a small box tucked away in an area that appears to be less burned than the other areas. Inside the box is a note and a coin. The coin appears to have the imprint of an aboleth or some other monstrocity on it; Anthem says it’s from the ancient aboleth cities that exist deep beneath the ocean. The note just reads “Repayment in kind.” The party decides to scry on the note and see a human deep in dark water, remaining motionless yet breathing. He appears to be at peace underwater and is suffering no ill effects.

While searching, a street urchin approaches Dante and hands him a note; he says he can’t remember who gave him the note but he knows Dante is supposed to pay him a gold for it. Dante obliges and they track the urchin back to his normal hovel but he still can’t remember who gave him the note; he seems sincere. The note is from The Masters. The note points out that Szzvek is a terrible being who must be stopped, and that the city was a much safer place for everyone before he arrived. The Masters offer information on how to find Szzvek, and include a map to what appears to be a portal of some sort. The note reads that the way to the portal is dangerous, so to come prepared. No one else besides the party may come, else they be eaten.

The party decides to see if they can track down Anaru Taine before going in league with The Masters. They visit the docks district but find where Anaru was to be completely vacant. A bum living in the alley behind the building tells them to shut up and go away; they are too loud. He says a few days back, the people who lived here packed up and left.

Doud remembers that he knows someone who can perhaps help them; he visits a man who is preaching of the end of days on a street corner. This man, who some call Tim, says that the undead are coming and to save yourself, the only escape is death. Doud asks Tim if he can speak with the dead dwarf in the bag. Tim obliges. The party gets 3 questions, and find that Szzvek’s lair is deep underground next to a cliff.

The party decides now would be a good time to rest, and head back to the Delvers. In the middle of the night, someone tries to break into the building but they are spotted and quickly leave. The party hears of this in the morning, and assumes it may be someone after the bounty or just out to kill for Szzvek. Dante finds footprints leading towards the Deep Gates that lead deep underground. The party asks the guard at the gates about anyone that recently came through. After finding the guard really is illiterate and just draws stick figures of the people coming and going in the book, and highly successful linguistics check finds a large amount of data from these drawings, and they do appears to be agents of Szzvek.

They party can’t locate these assassins, so they decide to follow their lead with The Masters and head to where the map says there is a portal. They fight a few umber hulks off, manage to defeat a black pudding and large earth elemental, and then enter the lair of a Young Deep Dragon. They notice the portal in the back of the room, and manage to placate the dragon by saying all they want to do is use the portal and offering a large pile of loot from their horde of unsold magic and masterwork items. The dragon thinks about it and eventually accepts their offer. They ask if they can use the portal to come back, and the dragon is angry, saying they would then be just like the squid-heads that use the portal. The party jumps through.

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The party appears on a magic circle inside a ruined building. They get the sense they are deep underground, however the area is brightly lit. They smell a slight remnant of decay in the air, but largely just the smell of dust and age. The exit the building and are on what appears to be a city street. They are in a large, decaying city. There is no movement or noise. A monument sits behind them with much more recent carvings, showing the head of one of the Masters, with tentacles hanging from where a proper mouth would be. In front of the party appears to be what used to be a temple of some sort, and it appears to be in much better shape than the surrounding buildings.

They enter the building to discover intricate stonework in the floor and walls. Much of the building is crumbling, but it is still solid. Under a pile of rubble, they find what appears to be a human arm. They uncover it to only find it is a detached arm not unlike Margit’s doll body. (Sadly, Margit’s player was out this night, so we’ll have to follow up on this plot thread later) The party continues into the building. They eventually reach a large chamber with several objects showing magical auras. In this room are three Mind Flayers; they do not attack or look provoking.

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The Masters speak telepathically to the party. They say that their goals are the same: peace above ground and the destruction of Szzvek. They offer help in finding Szzvek if the party will take care of him. They offer 10,000g to each party member and also offer Dante full control of the Delvers. Dante asks them about the list of magically inclined individuals from the beginning half of the campaign, a list of people with magical abilities that were being harvested to become Mind Flayers. The Masters say that they only choose the best to use to procreate, and they state it is a symbiotic relationship with enhanced abilities for all. The party wonders how much of the original host is really still there, and they ask the Masters if they used to be surface dwellers before becoming what they are now, to which the Masters reply yes. The party asks why don’t the Masters just take out Szzvek themselves, to which the Mind Flayers reply with not wanting to risk harm to themselves when they have able cattle to do it for them. While not a reassuring answer, it does make sense from their twisted perspective. The party doesn’t really want to get into a fight with the Mind Flayers in an unknown area without a way out, so they accept the terms of the deal. The Mind Flayers give them a Scroll of Teleportation along with some coordinates, and say to be prepared, as this will be directly next to Szzvek. The party activates the scroll.

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They appear in a room with a large multi-colored golem, who activates as soon as they enter the room. Faun’s magic is useless against the creature; it appears to have some sort of magical shield. It seems to be resistant to physical attacks as well. The party manages to destroy the golem, but not before it can get a siren off and the area is alerted to their presence. The party exits the door leading to a path alongside a cliff face, and fight guards stationed below. The party manages to kill all of the guards except one healer who manages to jump into a deep pool/cenote at the last second. The party assumes that the pool likely leads to Szzvek...

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I wasn't sure which route the party was going to take, so I had another way for the party to proceed to the cliff face; here's the layout for the unused area.

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AnimeSensei
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Re: City Campaign

Post by AnimeSensei » Wed Mar 21, 2018 12:43 am

The PCs notice that the green, slimy things uncurl as they approach and they identify the creatures as Carrion Crawlers. The crawlers start moving towards the group, apparently looking for food. The party thinks quickly and manages to carve off chunks of meat from the alligators (Bessie and Nina) and throw the pieces to the crawlers, who happily focus on their new meals. Under the trap door, the party finds a cavern. They decide to venture down below.

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The party ventures in the cavern, and notices a tunnel that forks. They see light coming from around corners of both areas, and hear speaking from the one on the left. They decide to stealthily approach to investigate, however Toron, being the large graceful cat he is, steps on his tail and lets out a noise that alerts the occupants of the cavern as soon as the party is in the worst position possible: looking into a vast room filled with a huge, natural pool of water; the room is occupied by what appears to be heavily armed individuals. A lady with a sword stands closest to the party; she asks who they are. Doud takes a foul smelling rag from the sewers above and quickly rubs the filth in her eyes as a sneak attack and a battle commences. The guards call for backup and what appears to be mages of some sort run into view on a ledge above the fray. A small gnome runs in, and based on what is said, the party assumes the gnome is Szzvek. He appears to be quite adept at magic and Margit suddenly sees an incarnation of death in front of her; it reaches out with a bony finger and gently touches her on the shoulder which causes her to die of fright instantaneously. She drops to the ground in a heap. The party is assailed by martial foes and magic alike; Toron manages to jump up to the ledge and disrupt the mages. Doud decides to use a special ability to run across the pool of water and jump on the ledge, but can’t quite manage the jump and falls back in the pool. Toron pushes a mage into the water as well from the cliff above.

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Suddenly, a large creature appears below the surface of the water. It appears to be almost 20 feet long, and has several tentacles protruding from its face. It is covered with some secreted slime that touches Doud and the mage that fell in the water; it hits Doud with its tentacles. After becoming the focal point of a few attacks, it submerges again and disappears. Doud suddenly realizes he can’t breathe the air anymore, but finds that he can breathe the water strangely. He escapes the pool and runs to a nearby puddle to try to catch his breath; while doing so he notices his body is starting to change. He is becoming slimy and his skin is turning translucent. He realizes that the puddles won’t be able to keep him alive and makes a run for the sewers above; as he jumps into the filthy water he imbibes an invisibility potion. The party follows him up with the corpses of the enemies recently slain and toss them to the Carrion Crawlers to keep them away. Dante drags Margit’s body out of the sewers, telling Doud to stay where he can breathe. He takes her up to the Delver’s guildhall and instructs an acolyte there to resurrect her, handing the healer a sack of money to pay for the reagents. The spell is successful.

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Margit remembers joyfully sitting in a meadow, next to a stream fishing. It’s been several weeks (or has it been months?) since arriving in this lush paradise, and during the time here, Margit has made several close friends who are great to spend time with. It feels like this could be home forever. Until suddenly Margit’s soul is pulled through a tunnel of light and she wakes up on a cold bed with Dante and a strange magic user chanting over her. Dante fills Margit in on the situation with the strange creature (which the party is pretty sure is an Aboleth) and they head back to the group in the sewers.

Once back together, the party strategizes a plan to take the Aboleth out; they charge down below only to find the cavern largely empty. All of the corpses they didn’t bring up to the Carrion Crawlers are gone. There is another corpse in the room now, however. It is one of a dwarf that was not in the fight. He appears to have crawled up out of the water, cut himself, inscribed a message on the rock, and then slit his own throat. The message reads “I know who you are, DANTE. You will pay for interfering with my plans. You and your friends will die. Szzvek”

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The party searches the pool and find nothing. Whatever the creature was is long gone along with the guards that had been left by the PCs (and not fed to the Crawlers above). The only thing remaining in the room is the dwarf and the message.

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Hekaton1
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Re: City Campaign

Post by Hekaton1 » Wed Feb 07, 2018 11:08 am

Oldent wrote:
Tue Feb 06, 2018 7:34 pm
Kirk mentioned it will be available again in the next Kickstarter in the spring. I have had mine so many years I do not remember the price.
Thanks! I'm guessing Kirk is the guy in charge of MBA.
Zie ginds komt de stoomboot
Uit Spanje weer aan.
Hij brengt ons Sint Nikolaas,
Ik zie hem al staan.
Hoe huppelt zijn paardje
Het dek op en neer!
Hoe waaiend de wimpels
Al heen en al weer!

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dice4hire
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Re: City Campaign

Post by dice4hire » Tue Feb 06, 2018 11:53 pm

I may well have to back just for a couple of those.
A pretty decent Docent of Valoria

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Re: City Campaign

Post by Oldent » Tue Feb 06, 2018 7:34 pm

Hekaton1 wrote:
Tue Feb 06, 2018 7:14 pm
Thanks, it does help! I know a lot of Yan Solo's stuff is from Thomarillion, a German company. How much does Miniature Building Authority sell the bridge for?
Kirk mentioned it will be available again in the next Kickstarter in the spring. I have had mine so many years I do not remember the price.
OldmanWillow AKA OldEnt. Customer and fan from 1996 onward!

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Hekaton1
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Re: City Campaign

Post by Hekaton1 » Tue Feb 06, 2018 7:14 pm

Thanks, it does help! I know a lot of Yan Solo's stuff is from Thomarillion, a German company. How much does Miniature Building Authority sell the bridge for?
Zie ginds komt de stoomboot
Uit Spanje weer aan.
Hij brengt ons Sint Nikolaas,
Ik zie hem al staan.
Hoe huppelt zijn paardje
Het dek op en neer!
Hoe waaiend de wimpels
Al heen en al weer!

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