Sunday, February 18, 2018

Rise of the Runelords Recap # 36 [RPG]

[15 Neth 4707]

A light drizzle falls over Magnimar on the morning after the celebration of Artemis’ promotion to Lieutenant.  At breakfast, Artemis tells the other adventurers about what he found in Underbridge the previous day: clues that the mysterious “Xanesha” can fly and might be frequenting an abandoned clock tower.  Although Briza, Bey, and Arnald are enthusiastic about visiting the clock tower immediately, Artemis says cautious investigation is the order of the day, given the group knows almost nothing about Xanesha’s abilities or the clock tower itself.  The party agrees to do some research and then come up with a plan before approaching the tower directly.

But first, Artemis follows through on a promise to lead Kang to a nearby martial arts dojo consecrated to the god of bodily purification and self-perfection, Irori.  Kang’s request that the dojo’s master provide him with the most sacred scriptures of the faith is rebuffed, but instead the tiefling receives an invitation to meditate and train.  Kang is somewhat reluctant, but perseveres and is invited to visit again.  Meanwhile, Artemis persuades one of the city watchman still trailing him while “undercover” to ask locals some questions about the old Underbridge clock tower.


After a brief visit to the Arvensoar, the adventurers are directed to a nearby museum to find historical records on the clock tower.  Perhaps the premiere repository of historical information in western Varisia, the publicly-funded Founder’s Archive contains the output of generations of scholars along with city records and personal journals of preeminent Magnimarians.  With help from his allies, Artemis has little difficulty finding out that the Underbridge clock tower has been abandoned for decades, that the crumbling wooden steps inside led to several deaths and the nickname “The Terrible Stairs,” and that the 180’ high tower is topped by the onyx statue of an angel whose crown nearly touches the bottom of the Irespan above.  When the guard that Artemis sent to gather gossip about the tower returns, he reports that locals in the area report seeing a shadowy bulk almost twice as big as a human lurking near the base of the tower!

Ol' Mam Grottle
The adventurers begin discussing possible assault plans, and the consensus is for Kang to drink an alchemical concoction to turn himself invisible and provide him with the ability to lift Arnald to the top of the tower armed with nets covered in alchemical glue to drop on Xanesha before she escapes.  The group travels to Dockway District in order to buy some nets and, while looking for a place where Kang can spend a couple of hours working with his flasks and beakers, stumble into an establishment Arnald has been in before.  Although the sellsword only barely remembers, he once did a great service to Ol’ Mam Grottle, proprietor of a barnacle-covered harborside tavern named The Old Fang, by returning the body of her husband and the corpse of the giant barracuda that killed him.  Grottle gives Arnald a warm welcome and provides him and his friends with a private table and drinks on the house.  As someone who hears almost all of the rumors going around Magnimar at one point or another, she’s even able to relate what some former patrons said about a serpentine shape seen slithering around the roof of the so-called “Shadow Clock” some nights ago.  Briza  ingeniously puts two and two together and reaches a startling conclusion:  Xanesha is a lamia matriarch, a snake-bodied queen of a hate-filled race cursed to display both human and animal characteristics!

The adventurers walk back to Deadeye Lodge, having decided that it would be too dangerous to assault the tower in the rain.  Although no one there has heard of lamias, Arnald manages to persuade two of the Erastil faithful (archers and members of a private street patrol) to accompany the group on the morrow’s planned mission.

[16 Neth 4707]

The Shadow Clock
In the morning, the adventurers gather their two new archer allies and proceed towards Underbridge District.  As they pass along the piers of Dockway, however, Briza, Kang, and one of the new recruits suddenly stop and turn towards the water.  Briza shouts “a child—he’s drowning!” and takes a flying leap off the dock only to land on what looks like a barely submerged mass of seaweed.  Kang, believing he’s seen a master alchemist known for concocting incredible formulae, rushes to the edge of the pier to speak with him.  And the new recruit, believing his wife is calling for him, runs in the same direction.  But all have been fooled by the hallucinogenic pheromones of a so-called sargassum fiend, a semi-intelligent aquatic plant creature known for luring entire ship’s crews to their deaths!  Before the others can react, the plant monster wraps tentacles around Briza and starts to crush her to death.  Briza struggles vainly as her ribs shatter and death seems certain, but Arnald’s greataxe is her salvation: with a mighty swing, he cleaves the writhing creature nearly in two!  It releases Briza and dives to the bottom of the harbor, barely alive itself.  Still, it was a close call and perhaps the nearest Briza has been to death since joining the adventurers in Sandpoint.  Bey’s healing conjurations and Kang’s revitalizing elixirs are enough to bring her back to fighting shape and, after some discussion, the group decides to press forward towards Underbridge.

Xanesha!
There, among the slums and blackened pilings supporting the massive Irespan above, the adventures cautiously survey the Shadow Clock from a distance.  The teetering, decrepit structure of weathered stone, wood, and rusted metal appears deserted.  The adventurers decide that Kang should scout first while flying and invisible.  Kang downs his magical elixirs and heads toward the structure and then ascends along its outer water.  Peeking through gaps in the worn façade, his innate ability to see in the dark reveals mounds of rubble and plaster on the ground floor along with several rooms obstructed by barely-hanging doors.  A rickety-looking wooden stairway climbs along the walls.  When Kang gets several dozen feet above ground level, he sees through another gap in the wall that the stairs lead to an area where a timber framework supports four massive bronze bells affixed to the timbers by rope.  But lurking near the bells are a trio of something Kang has become quite familiar with:  faceless stalkers.  Kang continues flying upwards, past ancient scaffolding, exterior stairs, and the frozen clock face until he reaches the top.  There, under the grimy features of the  angel statue, he sees a nest of cushions, silk sheets, and several small chests.  But what most catches his attention is the creature reclining in the nest: a lamia matriarch that could be none other than the mysterious mastermind behind the Skinsaw Cult:  Xanesha!

Kang silently flies back to his allies and tells them everything he’s seen.  Bey suggests collapsing the frail tower, but Artemis says that then Xanesha could just fly away and escape.  Another suggestion is to start the tower on fire (perhaps pinning Xanesha to the roof with an alchemical-glue soaked net), but Briza points out that such a fire could easily spread through the slums and claim innocent lives.  A third proposal is to try to knock the statue over on her, though it’s not clear how well-affixed it is to the roof.  The adventurers decide their original plan is best, with Kang to lift Artemis and Arnald to the top (one by one) so they can confront the lamia matriarch directly.

The murders of Banny Harker and Katrine Vinder in a Sandpoint lumber mill started the adventurers on a trail that led through Foxglove Manor, the sewers of Magnimar, a murderous cult’s headquarters, and now to an abandoned clock tower in the foreboding slums of the Shadow.  Will the adventurers triumph or falter in this climactic moment?
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Director's Commentary (18 February 2018)

This was very much a research and planning session, as the players figured out the location of the Shadow Clock and talked about how to launch their assault.  Sending Kang to scout, flying and invisibly, was pretty smart and, as we'll see next time, helped them avoid a lot of the obstacles that the Shadow Clock poses.

Arnald persuading some of the NPC archers of the church of Erastil to join them on the raid was pretty smart--players rarely take advantage of the opportunities they have to bolster their numbers (perhaps because they think they'll automatically get shut down)

The sargassum fiend was a random encounter that turned out quite well.  It was definitely something different (with the illusion angle) and quite exciting.

Next Recap

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