City Campaign

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AnimeSensei
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Re: City Campaign

Post by AnimeSensei » Fri Sep 01, 2017 12:09 am

After 3 uneventful days traveling across the sandy desert dunes, suddenly a walls of trees appears; the break between desert sands and lush forest is immediate. Tessara tells the party she needs to split off from them to inform the elves of their presence or else they will be deemed intruders as non-elves are not welcome in the Everwood. The party is very unhappy with her bringing them 5 days away from any known civilization and leaving them.

They continue onward into the forest on a path and after a bit enter a clearing. Standing in the clearing is a female elf who introduces herself as Faun. (elf wizard) (This is the PC for Ashe; she is now back from school but Ashe is back in Almus.) She tells them that they will find out more at the central palace, but the Everwood is an oasis in the middle of the desert (the PCs assume a magical one) that has existed for many, many years. Not many know of the Wood, the elves like their privacy, and non-elves are rarely granted access. The party notices the lack of inhabitants as they travel. There are empty homes and farms; if there are inhabitants, the numbers are sparse and everyone looks well spent and tired, which is odd for elves. They don’t notice any occupying force from Thavel or any signs of war or a struggle, which is odd as that’s why Tessara stated she needed help from Almus and also the group in the first place, because Thavel was attacking the Everwood.

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They eventually arrive at the center of the Everwood and see a magnificent palace amongst the buildings and trees. They are allowed entry and are told the seneschal is waiting for them. As they enter the throne room, they find Tessara sitting on a giant throne (literally big enough for a giant to sit on). She tells them (and Almaris) that she is steward over the Everwood until Desna returns to sit on the throne. Almaris is next in line to succession, should she prove herself worthy. (It is explained that they ruling seneschal is picked from the current seneschal’s daughters by way of trials of faith, endurance, and will. If there is only one daughter, or no daughters, the invitation to the trials is open to others who feel their family would better reign in Desna’s stead.) She tells Almaris that the reason she left her her husband and children in Almus was that her mother had passed away and she had succeeded in the trials to become the new steward of the Everwood. It haunted her every day, but now she is glad to share the family heritage with Almaris, however she warns that Almaris will have strong opposition if she decides to pursue the throne, being Tessara’s only daughter, and a half-elf at that.

The PCs ask where Thavel’s troops are. Tessara sighs and states that it’s not that kind of occupation. She states that something very odd has been occurring in the Everwood over the past month or so, and it has decimated her people. Every night when the elves trance, for some reason a few random ones somehow end up asleep, which shouldn’t happen. These elves are then subject to torture, imprisonment, attack, and interrogation in the dream world. Many have been murdered in the dream world and when that happens their bodies also die. Any wounds inflicted upon them in the dream world also appear on their corporeal bodies. The elves that suffer from this condition are seemingly mostly at random each night, however she notes that those in high authority are more susceptible, and the first to be attacked were their high ranking mages and clerics who are now all dead. She states this is all very surreal and discomforting as elves don’t dream; she asks the party questions about dreams and whether any of this is normal to which the PCs say it is not. The individuals doing the interrogation and murder in the dream world wear masks and carry the symbol of Thavel (a sword and shovel) on their tabards and other gear. This appears to be magic and is blatantly out in the open, to the extent that the Everwood now is a place where magic is now known about in a greater sense than in Almus.

The interrogators ask about Almus, its defenses, its strengths and weaknesses, and also about the Everwood and what keeps it from being overrun by the dunes, water and food sources, and its defenses. She fears that Thavel is wanting to use the Everwood as a strategic base to attack Almus and take possession of it from Killam. She tried to go speak with the Governor in Almus about this but before she could really get the story out she was thrown in jail. She was hoping a high ranking mage from Almus could help attack the interrogators somehow in the dream realm; she fears asking the guilds in Almus as they would ask for envoys to stay in the Everwood and she would fear spies. They have deep connections with the Defenders of the Mother guild, but none others. Most of the high-ranking magic users in the guild have been taken out with the current situation, but they don’t want the other guilds to know as they fear the consequences of showing weakness.

The apprentice wizards have been no match for those that attack in the dreams; the only defense they have discovered are some magical necklaces that can store part of a soul; they make these from basilisk horn but sadly the numbers of basilisks in the area has dropped to the point that it is almost impossible to find them anymore. By storing a sliver of soul, if the person dies in the dream, the acolytes of Desna have discovered a way to push the sliver back into the body and try healing spells immediately after death; sometimes this works but not always. Sadly the necklaces are single use. Tessara states she has died 4 times over the past month and fully expects to be attacked again tonight after she starts her trance. The PCs ask if anyone is attacked outside of the Everwood and she says they do not, this is an isolated problem, and feels that whoever is doing this, Thavel or someone else, wants them to vacate the Everwood to allow occupation.

She has two spare necklaces and gives them to Almaris and Dante; she asks if the party can still help and they ask for more necklaces. She has her guards go immediately to find more basilisk horn to see if any more can be made. The PCs agree and as it isn’t that late in the day yet, decide to go with Faun and scout the area to see if they can find any trace of Thavel and to see what is infiltrating the dreams of the elves. They travel all day and find no trace of an occupying force, but do find an empty cottage with a decomposing elven body in a bed. There are scratch marks all over the walls around the bed. They take the body outside and burn it as a precaution. The rest of the house looks like a family just got up and left the premises; there are children's’ toys, books, etc. in the house. They think that the person in the bed died in their sleep and the family left in fear. The party eventually turns back as it begins to get late in the day.

Back at the palace, they find that the hunters were able to find enough basilisk to make necklaces for almost each member of the group; they are missing one. (Darn random roll of the dice.) Tessara says she has confidence in the group and takes off her own necklace and gives it to them. She says she will attempt to trance outside of the Everwood in the dunes and see if she is protected by doing so. The party goes to the Temple of Desna; the elves have beds prepared for them. They all lay down and a modified mass sleep spell is cast that allows them to have a communal dream state.

The party “wakes up” inside a forested area; it’s eerily quiet and they notice that this must be the dream realm because while things look real as they look at them, things in their peripheral vision become murky and cloudy. The more they focus on an object the more “real” it becomes. They hear movement coming from beyond a gate in front of them and catch a foul odor coming from that direction. Weir thinks if this is a dream, he might be able to manipulate it. He attempts to will himself through a wall of trees but is stopped, however he does notice that his attempt to change the wall to something he could pass through did make the area slightly more passable than before. He tells the group to all focus on the same area and do the same thing and in so doing, the forest opens up, leading to another clearing.

In this clearing is a man wearing a mask who seems surprised to see them. He asks them where they are from and starts probing for answers. When the PCs don’t give him what he wants, he states he’ll take the information by force and turns into a giant spider and attacks. The party slogs through the fight and eventually hits him hard enough to break his concentration and he reverts back to a humanoid form; he creates a portal in the ground and falls through it. As it starts to close, the party hurries after him.

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They all land in various areas in a shifting labyrinth. (I used the board game Labyrinth as an inspiration for this encounter. During each monster or PCs turn, a row or column in the maze is shifted up/down/left/right. The PCs could choose, but the monsters did it at random.) They eventually found and defeated the man in the mask again and he then again escaped through a portal. The PCs followed.

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Until next time!
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Re: City Campaign

Post by AnimeSensei » Fri Sep 01, 2017 12:04 am

The party hears that Ventia, servant of the Masters and thorn in their side is being held at the castle in the dungeon. Governor Tehnard and his wife live at the castle; he is from Killiam and is a major cause of contention for Weir as Weir has been fighting against Killiam since the invasion. Weir receives a note from the Governess Epione that Governor Tehnard has been acting strangely and she wants to meet with Weir. Not much else is in the note except telling Weir to come to the castle. He finds this highly odd and problematic, especially because she included no token or anything to get him and the party into the castle. The party goes to Kressle’s shop to buy a dress so they can pretend to be tailors/dressmakers making a delivery to the Governess. The dresses are too expensive for their tastes (many are made by Grog the Orc, a well-respected dressmaker living outside of Almus in Killiam) so they decide to visit a more discount venue. They find a shop specializing in the obscure (and sometimes magical if you know how to ask for it) under the name of Poshment’s Peculiar Place of Procurement. Poshment sells them some bolts of fabric which they intend to use as a ruse to get to the Countess (for a dress fitting); he also sells Ashe a hat with a snowglobe on it and a set of gloves with a filigree whip on them.

The approach the castle and are granted access after some good diplomacy rolls and eventually make it to Countess Epione. She states that her husband has been acting strangely since Ventia was brought to the dungeon. He doesn’t pay attention to Epione anymore and she wants Ventia taken care of; she contacted Weir because of his reputation around the castle. (Nothing good except avoiding capture) She offers the party items from the treasury if they can pull it off. The party asks for her help moving around the castle, to which she refuses as she doesn’t want to be implicated in this. She eventually gives them a ring of hers but as it’s not a signet ring, it just in fancy and expensive. The party sets off to find Ventia.

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The PCs venture around the castle until they find the castle dungeon, located in a tower. There they find Ventia in a cell; there is an elf in a cell in the same room. Almaris instantly recognizes this elf as her mother who left her family years ago to go take care of some business back at home in the elven lands (the Everwood). Ventia taunts the PCs and a fight breaks out; the PCs discover that the prison area is covered in an anti-magic aura and their spells are useless. Somehow Ventia has access to her repertoire of spells and attacks. She gets Dante to feel a strange compulsion to ignore all of this and go home; he leaves the room. The party beats on Ventia through the bars and she eventually disappears. Weir uses his telepathic abilities to get Dante to shake off the effects of the compulsion for a short time. The party decides to create an illusion of Ventia running around the courtyard and the inner castle walls screaming and carrying the governor’s head. They do so and a large ruckus is caused; the governor appears near the top of a tower to see what’s going on. Ventia is at his side. The PCs now know where she is again so they pursue. They bring Almaris’s mother with them. They beat up the captain of the guard and take her key to the throne room.

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They burst into the throne room, where the Governor last was seen and Maka casts hypnotic pattern. The guards and Ventia are entranced. The PCs take this time to enchant the royal guards to mount a full on attack of Ventia; between the PCs and the guards they manage to kill her. The deed done, the party decides to leave (but not go back to the governess, as they feel that she is more trouble than she’s worth). They use ropes to climb down the outside of the tower to the city below. Before being the last to leave, Weir take this opportunity to kick the governor in the nuts for all of the pain that has happened to him and his friends and then hurries out the window, grinning as the governor howls in pain and shouts curses at him. They make their escape safely.

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Back in safety, Almaris speaks with her mother, Tessara. Tessara says she’s sorry she left Almaris and her family (father and 3 brothers). She had urgent issues in the Everwood and can’t really talk about them. She states that she came to Almus looking for aid because it is being attacked by Killiam’s rival, the nation of Thavel. She petitioned the governor, but that girl Ventia was in his mind and persuaded him that Tessara was a nuisance and should be locked away. Now that she’s broken out of prison and she was seen with the party attacking guards in the castle, her chances of a petition are pretty small. She tells Almaris perhaps it’s time for her to learn her heritage and to venture to the Everwood. She can then decide if she wishes to follow her ancestors before her on their elven paths. Tessara states that she can’t say much more outside of the Everwood, but does warn that the knowledge must be earned, not given. She states that without aid from Killiam, the Everwood will fall, but perhaps Almaris and the other PCs could help repel the invaders; their skill she saw in combat was very impressive. She offers 5,000 gp to each member of the party if they can save the Everwood. Weir is hesitant going to save a nation he doesn’t even know, especially if it means leaving his Dead Rabbits behind, but decides to give it a try due to the amount of coin and his friendship with Almaris. During this time, one of the Dead Rabbits decides that he wants to follow Weir on his journey and Evan joins the party (gnome summoner) (this is the real-life daughter of the people playing Almaris and Dante who played with us over the summer). Evan has recently discovered magical ability and can summon an eidolon that looks like a winged snake. Ashe decides to stay back and focus on research (the PC was at school this summer).

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The party ventures out over the mountains that surround the city of Almus; after they crest the tops they can see an immense ocean of sand with no end. Around the tops of the mountains are small valleys; Almaris recognizes one as her family homestead and the PCs decide to visit to allow Almaris and Tessara to catch up with the family.

As they enter the farmstead they find it quiet. They open the door to the family farm and see Almaris’s father (and Tessara’s husband) Marcus Winter hunched up against a wall. Almaris’s 3 brothers aren’t anywhere to be seen. They reach Marcus and discover he is badly wounded and Tessara finds he is poisoned. He tells them that earlier in the day a tribe of lizardmen attacked the farm, wanting tribute for their “lord.” They took the 3 boys and attacked Marcus when they couldn’t satisfy the invaders with their offering. He fears the boys were taken for slaves or worse. They disappeared into the woods with the boys in tow, and he suspects they went to a cave that Almaris has long known about. All her childhood she was told to stay away from the cave due to monsters that inhabited it. She always assumed they were just stories to keep her from getting lost. Tessara states she knows there are special crystals in the cave that have some curative properties and asks the party to venture in and collect samples so she can use them for medicine. She gives descriptions of the crystals to look for; there are 4 types she needs.

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The trail leads through the woods; on the way the party is waylaid by two Perytons; the party manages to defeat them and they find the cave entrance. The party descends into the cave, fighting minstab funguses and then find a nest of rust monsters. The PCs are able to defeat them without much issue and find the first crystal. They also find a small cave in the wall with shiny bits inside, which is odd considering the rust monsters. Almaris decides to crawl in and finds several coins in the back of the cave along with several ants. The ants suddenly attack her in a swarm. She exits the cave after getting hurt quite a bit. The party attempts to get the ants off and finally douse Almaris with water which gets most of them off and the swarm disperses. (She got close to dying due to ants. It was awesome. Haha)

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The party then travels across a natural bridge when they notice a campfire in a cavern on the other side. They find and attack a lizardmen encampment, but find no hostages. They do find a monster below the bridge covered in mouths making odd noises. They leave it alone as it’s not bothering anyone. Upon proceeding further, they are attacked as they cross a bridge by lizardfolk and their javelins. They fight back with arrows and by climbing down to fight them and discover a 2nd crystal. They also find a small room containing Almaris’s brother and 3 lizardfolk guards. The PCs dispatch the guards, however they discover that the 3 boys can’t walk due to being poisoned. Weir casts a spell that negates the effects of the poison for a short while and everyone runs to the entrance. They tell the boys to stay there and they’ll be back with a cure for the poison. They go back to where they were before and cross the stone bridge and discovered a large pile of poop, larger than could have been left by a lizardfolk. This makes the party kind of nervous. They sneak around the corner to see an owlbear next and two owlbears; one of the crystals they need is behind the nest in the wall. They manage to sneak behind the owlbears via invisibility and collect what they need. On the way back, they notice some loot in the nest so they attack the owlbears anyway. 3 crystals down. Back to where they saw the odd mouth monster they notice another cavern in the entrance. Almaris sneaks past the monster into the cavern and notices a sleeping red dragon on top of a pile of treasure and next to some crystals. The last ones they need. She sneaks up while invisible and breaks a chunk of the crystal off and the dragon immediately wakes. He knows someone is there but can’t find her. The PCs see what is happening and summon a celestial pony to run past the mouth monster and into the dragon cavern; the monster consumes the creature in one attack round. The dragon moves and blocks the entrance to the cavern, telling Almaris her friends can’t save her and to show herself. The party attacks the monster, defeats it, and starts attacking the dragon. After goading him out of his cavern, the party starts a full-scale attack on him and eventually defeats the dragon on top of one of the stone bridges. With the crystals collected, they carry Almaris’s brothers back to Tessara and have her make the remedy.

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Marcus and his sons recover relatively; Tessara reconnects with her family over the night, however by the next morning she urges that the party go on. She tells them the Everwood is 5 days journey across the sands of the desert. The party scoffs that there would be a woodland in the middle of the desert. She eventually convinces the party; she has made the journey before and Almaris knows she left to visit her people years ago and is now back; she appears genuine and is likely telling the truth. The PCs agree to push on and get supplies of water and food from the farm to take with them.
Last edited by AnimeSensei on Fri Sep 01, 2017 12:29 am, edited 2 times in total.
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Re: City Campaign

Post by AnimeSensei » Thu Aug 31, 2017 11:34 pm

(Reserved for stuff I played in but didn't DM while I was out sick. After this I started DMing again)

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Last edited by AnimeSensei on Fri Sep 01, 2017 12:12 am, edited 1 time in total.
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Re: City Campaign

Post by ROUexcommunicated » Fri Aug 25, 2017 3:41 am

kodiakbear wrote:
Sun Aug 20, 2017 1:43 pm
It is from the TableTop Props KS

http://tabletopprops.com/products/
Very nice. I remember the kick starter. A little rich for my blood, nice pieces though.

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Re: City Campaign

Post by kodiakbear » Sun Aug 20, 2017 1:43 pm

ROUexcommunicated wrote:
Sun Aug 20, 2017 9:23 am
Nice posts, Thank you for sharing.
Where (manufacturer) did the excellent tent on the second page come from, if you don't mind sharing.

If you mean this tent

Image

It is from the TableTop Props KS

http://tabletopprops.com/products/

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Re: City Campaign

Post by ROUexcommunicated » Sun Aug 20, 2017 9:23 am

Nice posts, Thank you for sharing.
Where (manufacturer) did the excellent tent on the second page come from, if you don't mind sharing.

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Re: City Campaign

Post by AnimeSensei » Mon Aug 14, 2017 11:24 am

Thanks for reminding me; I need to type up an update to this thread! I had some health issues and it fell by the wayside.
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Re: City Campaign

Post by kitenerd » Sat Aug 12, 2017 4:54 pm

AnimeSensei wrote:
Wed Mar 22, 2017 11:03 am
Thanks for the kind words, everyone! Truthfully, the reason I do this is because I remember about 10 or so years ago I read a forum post on the WOTC forums like this; someone had chronologued their campaign and it was fascinating to me. I loved following the characters and plot. I've always wanted to do the same and the fact that it feels that there in enjoyment in reading some of my posts makes me happy. :)

I've been trying to remember the individual who's posts inspired me, and I want to say it was someone named bigteacher9999 or something, but I don't think it's the same bigteacher who is an active backer in many RPG terrain/mini kickstarters. I can't find any info on Google, so my memory may be wrong. I would love to go back and reread the thread. The first adventure was a Halloween zombie adventure where the Level 1 PCs were stuck in a walled city with no known means of escape. I have used his exact scenario before and it is still one of my favorite DM experiences due to the resourcefulness my players showed. His next one was one where the PCs started in a city (I remember a docks battle) and then took a ship to an island and the local villagers were being overrun by strange creatures in the jungle/forest. If anyone knows of where I can find this thread again I would be forever grateful. :)
I remember that thread, holed up in a building surviving by casting create water and hide from undead (for food scavenging runs). Very realistic and incredibly suspenseful!

Sadly those forums are gone forever:

http://dnd.wizards.com/articles/news/wi ... -shut-down

Tragic loss of content. How hard would it have been to close them and leave them up as a historical record? (all the rules reference and how do you handle this type of info was evergreen). Truly makes you appreciate a company that goes out of its way to preserve the history of its forums, by painstakingly recreating threads damaged in a software migration.

This is one of my all time favorite game threads... it is HUGE, more of a novel than a game thread:

https://leagueofimaginaryheroes.wordpre ... s-of-wyre/
"Miniatures?, sure sign of a petty mind!" - 'The Women' 1939

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Re: City Campaign

Post by AnimeSensei » Fri Apr 28, 2017 12:00 am

So I had some health issues and as such I've stepped aside as DM for a few sessions. The player that is playing Weir has graciously accepted interim being DM for a few sessions. This means we are doing a module but in the game world we created. So it's a side-mission so to speak. Also, this means that the setups may not be as elaborate as he doesn't have the time I do to set everything up. Also, my details may not be as strong as I'm not the one that is doing the story for the time being, I have to remember it and type it here instead.

The party decides to pay a visit to Lam's family to see how they are doing and just to verify none of the rest of the family is infected. As far as they know, they don't know about his death yet. Dante and Almaris decide to head there alone and leave the rest of the party with Ventia just out of view. As they approach, they hear yells of "Uncle Dante! Aunt Almaris!" as two small kids run up. The kids proceed to pester them with questions like "When's Dad coming home?" to which they nervously shrug off. They knock on the door and Lam's wife answers. They ask about his whereabouts and she says that he and Ventia went off to the undercity a while ago and she expected him back by now. She hasn't seen him. The players, not knowing exactly what the right course of action is with Lam's kids there, decide to say they will keep an eye out for him and leave.

The party decides to visit the Sapient Consensus as they need to find a place to put Ventia. Weir seems to be a good pick to go visit the guild; he disguises himself and goes to the recruitment hall the PCs visited much earlier in the campaign. He speaks with the barkeep, gives the passphrase, and proceeds down to the Awakened portion of the guild. He approaches the main desk and finds a familiar girl there, the same he saw last time he was here. He asks for Egaris Findler and says he has a matter of important business, to which she says she will go get him. She heads off to his office and eventually Weir hears Egaris blow up at the girl, saying he's busy and to have people leave him alone. He comes charging out and says it had better be good, as he's only got a few minutes. Weir goes with him into his office. Weir then proceeds to inform Egaris of Ventia (remember, she's 2nd in command of the Delvers) and her plans with kidnapping people, putting parasites in their heads, and trying to kill his friends. Egaris finds this dubious due to Ventia's rank, but says he's willing to listen further. He agrees to send a Peacekeeper to where they are keeping Ventia to see if Weir is telling the truth. Weir accepts and leaves, but not before also stating that the search for this blue Gnome that supposedly killed people in some building should be re-evaluated and Egaris broods on it. During this time, Almaris has been trying to keep Ventia from trying anything by playing along with her ramblings and feigning interest in The Masters.

That evening, as the group is sitting in a specified building waiting, a knock comes at the door. An 8-foot tall figure clad in full-plate stands at the door. He states he is here from the Sapient Consensus to see about Ventia. Weir lets him in and Ashe hides so as not to be arrested. He states he'll be taking her. Ventia protests and is surprised when Almaris gives her up. Ventia feels the pangs of betrayal as Almaris just shrugs at Ventia's cries. The peacekeeper tires of this, picks up Ventia with one hand and punches Ventia alongside the head with the other. She goes limp. He carries her out of the room and is gone. The party doesn't know how to feel but at least she's not their problem anymore. (End of my DMing for the night.)

Later that evening, the party is in the lakefront district, walking down the street when they hear a scream, then a whistle, then another scream. They hurry to investigate. They arrive to see Kressle (the small mundane shopkeeper girl from earlier that has already died once) attacking a floating corpse surrounded by mist and bodies. A body flies past them as the corpse throws/punches a guard and he lands in a pile across the street. The corpse is attacking a another city guard while Kressle tries to manage the situation and seems actually pretty competent in a street fight. (This is my character I'm playing in the side-mission) The party joins in the fray and eventually shatters the corpse's aura and the body falls in a pile on top of other bodes that were being dragged in its wake. Maka notices the corpse looks familiar. The lone guard remaining is at this point almost hysterical as he has never seen anything like this in his life, floating corpses, people using magic to kill it, etc. The party is deciding how to handle this when Kressle just punches the guard to knock him out and he falls to the ground. A few minutes later, a patrol of guards approach and most seem aghast at the sight in front of them. Their commander sends them off and says he'll manage this group of people and find out what went on with the bodies in the street. The guards leave and the commander gives a sign that Maka recognizes is one identifying the man as an Awakened. He asks what happened here and Maka proceeds to inform him. The guard says they should probably speak with the Magistrate of the area, Magister Drune and report this as they have guards injured and/or dead, along with a large amount of unidentified bodies.

Kressle
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They arrive at Magister Drune's residence around 4AM and knock on the door. Kressle and Ashe hide outside. Strangely it appears Drune is awake, though appears very tired. He invites them in. Kressle hurries to the servants' quarters and asks for one of her contacts, Bartolemew. Bartolemew is asleep so Kressle wakes him up. She states that she needs him to do a job for her and asks her to spy on what's going on in his master's house right now as he has guests and Kressle needs to know what's being said. Bartolemew says he's just a scribe, to which Kressle says she doesn't care, just go say he came in to get a sandwich or something. He hurries and leaves.

Ashe goes and peeks in the window of the house to see what's happening, but gets too enraptured in looking inside and everyone inside the house notices the blue gnome peeking in the window. Drune tells the party that he fears what they were fighting is related to a strange plague in the district. There is a cult active in the area called the Brotherhood of the Spider that is poisoning wells and have cornered the “Shiver” market, a drug that people take to escape from the pressures of daily life as it causes sleep and vivid dreams. It also seems to cause some people to go crazy when they are under its influence. The poison that the Brotherhood has been putting in the wells has the effect of causing people to be unable to sleep easily. Over the past two weeks there have been several Shiver users that have turned up dead. Last week, 7 people were found dead hanging in spider webs, covered in bites. The deceased were Shiver users. The cover up given by the authorities was it was a mass suicide hanging. 3 other people were found partially devoured in another area and 3 more were found in a narrow channel of water called The Narrows between the City lighthouse and the docks. Again they were all Shiver users and he calls them all “hogslop.” No one knows what he's referring to. After discussing the current incident, they party discovers that the corpse they were fighting was Maka's 2nd cousin Garrick Taine. Drune wants the party to find a link between Garrick's death and the Brotherhood and to find the Shiver dealer within the group. He offers them a large amount of gold to solve the problem for the community. At this point, Bartolemew knocks as the door and says he's left his sandwich in the room. Drune is outraged and asks why on earth he would have left a sandwich in the room and to leave. The party takes this opportunity to excuse themselves and Bartolemew tries to meet and greet each of them on their way out so he can get their names. Almaris catches on and tells him to say hi to Kressle for her. Bartolemew gulps and nods his head. He reports what happened back to Kressle who chews him out for not understanding to say he was GOING for a sandwich, not that he left one. Frustrated she got no information besides something about Shiver and who was there (which she already knew), Kressle figures that she's going to have to go approach the party to get info. Kressle doesn't work in the Shiver trade much, but if there's someone cornering the market, she needs to know.

Kressle meets up with the rest of the group and Ashe and they fill her in on the proceedings and she informs them that she knows of two Shiver Dens closeby, the Soiled Sow and the Rooks Roost. She also says that she knows the term “hogslop” refers to people that die while under the influence of Shiver; they are typically fed to pigs to dispose of the bodies. The party decides to head to the Rook's Roost to see what a local Shiver Den is like and to try to glean any information. Upon arriving at the property, they notice a stinky smell and behind the establishment is indeed a pig farm. The party knocks on the door of the Rook's Roost; they are asked for the password but are turned away despite multiple attempts and reasoning with the guard. Kressle investigates the area but doesn't find much. Dante summons a hound who finds in a pile of refuse at the pig farm a disembodied finger and a scrap of red clothing that looks suspiciously like the clothes that the corpse they fought was wearing the night before. Almaris transforms into a cat and waits by the front door to try to glean the password. A patron eventually comes up and knocks, is asked for the password, and he doesn't answer. The door opens and he is escorted in. The party attempts the same password and is allowed in but asked for payment for facility use; Maka pays the guard 5g. Kressle enters the establishment and asks where all the Shiver is to which the guard gives a disapproving look. This is just a place where people can enjoy Shiver; they don't sell it. The guard attempts to show Kressle the door when Maka casts a Hypnotic Pattern to distract the guard. Kressle trips another incoming guard to snapped into action when he saw the strange pattern swirling in the air. While this is going on, Dante and Almaris investigate the adjoining rooms and discover crammed into rooms like sardines, sleeping and whimpering. Several people have Shiver vials in their hands. At this point, an old man appears at the top of the stairs at the entrance and demands the party stop attacking his guards and asks what they want. The party states they want to know why it appears Maka's cousin was likely dumped in the pig farm behind the den (they show the finger and cloth) and want to know if he came here and why something odd happened to him last night. He says the body was dumped here last night but he doesn't know anything else and he suggests talking to Garrick's friends in Fever Dream Alley; that's where he likely got the Shiver. (And also where the 7 people were hanged recently.)

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The PC's head to Fever Dream Alley; it is covered in people shambling around, plenty of merchants and people bustling about. The area they enter is called the Night Market. They notice a strangely large amount of coffee vendors. As they enter the area further, suddenly Almaris has no clothes on. Then the clothes reappear a second later. Everyone is suddenly on edge, wondering what's going on. They remember that Drune said the Brotherhood was poisoning the wells in the area, so Ashe goes to check on one. She is stopped by a lady who tells her to stay away! The wells are POISONED! The Brotherhood has poisoned them! Dante is suspicious and he discreetly casts Detect Magic and looks around. The area where Almaris was during “the incident” has an aura of conjuration magic and there is a large fountain in the Market that has a trace of magic. Dante gets the feeling the fountain is somehow tied to some ritualistic magic.

To be continued!
106 Resin and 159 Dwarvenite Sets/Packs Owned

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kodiakbear
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Re: City Campaign

Post by kodiakbear » Thu Mar 23, 2017 4:56 pm

Arravis wrote:
Thu Mar 23, 2017 3:14 pm
I don't know if its just my browser... but that webpage is completely unreadable due to the background. Yikes!
Works fine for me, but I imagine having cubes of colored yarn with gem eyes staring into your immortal soul would make the web page unreadable.

You might need to check your browser.

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