[28
Abadius 4708 continued]
Salma conjures a magical dome to keep out the wind and snow. The others talk about how what happened wasn’t an avalanche, as they weren’t buried under a cascade of snow and jagged rock—just smooth boulders. Obviously, a trap of some type, but they can’t figure out how the defenders knew they were coming. Ava prays to her lord Sinashakti, the Walker of Worlds, for the power to bring Nerissa back to life and, fuelled by the sacrifice of a flawless diamond, the supplication works. Nerissa slowly regains consciousness, looking wan and pale from the ordeal. Ava’s joy at the miracle is short-lived, however, as she realizes she has no more diamonds to fuel further magicks of the same sort, and not enough money to buy more even if she were back in Magnimar. Salma suggests simply stealing some, as they’re now far more powerful than any jeweler’s bodyguards, but Nerissa and Ava are strongly against the notion.
Gargoyles are obsessive
collectors of souvenirs
from their kills.
|
The
adventurers’ much needed rest that night is interrupted when Salma realizes
that some of the rocky outcroppings near them have moved slightly over the
night—gargoyles! As has proven the case
so often in recent battles, the foes cannot withstand the pure destructive
conflagration of Salma’s fire magicks and Kang’s explosive bombs. Searching a crevice in the rock, Salma finds
some old trinkets and battered gear that the gargoyles must have collected from
past travellers over the years.
[29
Abadius 4708]
In
the morning, despite the urgency of their quest, the adventurers settle on
going back to Magnimar immediately and then on to Sandpoint the next day so
that Ava will be present for the legal proceedings brought against her by Nagol
Scarnetti. Kang again offers to act in
her defence, confident that his self-proclaimed status as a “genius” will make
up for any lack of legal training.
Salma’s
teleportation spell is successful, and the adventurers instantly find
themselves at a beautiful public park (lightly dusted with snow) in the city’
exclusive Alabaster District. Nerissa’s
interest in finding a tavern, despite the early hour, leads her to ask a
wealthy couple for directions. Alarmed at
her vagrant-like appearance, the couple motion for a nearby member of the City
Watch to escort the adventurers away and down from the Summit. The group decide to find someplace to sell
some of the spoils of war they’ve accumulated in their recent adventures and
eventually make their way to the Bazarre of Sails in Dockway. Here, despite the cold, hundreds of stalls
have been set up to form the largest free market in Varisia. Nerissa is enchanted by the array of exotic
foods and spices from all over the continent and even further afield, while
Kang makes fast friends with a dwarf named Bartol Ehdrick who has been
experimenting with mechanical wings, spring-loaded boots, and ink quill finger
gloves to write ten messages at once!
Meanwhile, Salma, Jinkatsyu, and Ava learn that the best place to
purchase flawless diamonds of the type they’re seeking is at the Bronze
House—the regional headquarters of the Aspis Consortium. There, they speak to a gaunt Taldan named
Maiveer Sloan, who is willing to sell them “blood diamonds” from the Mwangi
Expanse.
The adventurers decide to spend the night in Sandpoint, and teleport into the room at the Rusty Dragon that Salma carefully memorized in past stays. However, they’re not prepared for the fact that other guests might stay there after their departure, and they find themselves suddenly standing next to a half-dressed, terrified couple screaming for help. Seconds later, Ameiko Kaijitsu bursts through the door, rapier in hand, and has harsh words for the adventurers’ foolishness. Jinkatsyu’s attempt to charm her is shut down hard, as he can’t escape the indignity of his embarrassing practice duel in the common room from days earlier.
The
adventurers are lodged in different rooms, and spend the evening in the common
room. Nerissa’s alcoholism becomes more
alarming as she challenges the crowd to a drinking contest and finds no takers. When she offers to pay for the wine herself,
she’s invited over to a table in the corner with a trio of well-dressed young
men sit. Soon, she realizes that she’s
sitting with Nagol Scarnetti and his friends and they’re mocking her for her
association with “freaks.” Nerissa
places one of the spicy peppers she obtained earlier from the markets in
Magnimar into a flask of wine, and challenges Nagol to drink it after she takes
a sip with no visible effects. He drinks
the concoction down and then gasps in agony from the pain before rushing
outside to dunk his head in a snowbank—leaving Nerissa chuffed at how well her
prank on Ava’s tormentor worked.
Meanwhile, Jinkatsyu, who is down to his last coppers, hears how Ameiko
gives a discount to anyone who entertains the crowd with a story or
performance. He takes the stage and
tells the moving story of his family’s death at the hands of a coven of
hags—there’s barely a dry eye in the room when he finishes. Ava braves the stage to tell a joke that is
surprisingly well-received, but Kang’s follow-up leads to boos and minor
outrage in the listeners.
[30
Abadius 4708]
Veridian's map of Jorgenfist could be crucial for the heroes. |
After
their visit to Parooh, the adventurers hurry over to the Town Hall for Ava’s
court proceeding. They see Nagol
Scarnetti in the hallway, accompanied by a well-dressed and imposing barrister
from Magnimar named Edgeworth. Edgeworth
makes his way toward the group but instead of speaking with Ava or her “legal
advocate” Kang, he instead hands Nerissa scroll. “You’ve been served my dear—poisoning a
Scarnetti has consequences!”
The
adventurers’ initial push towards Jorgenfist has been repelled, and now they’ve
become wrapped up in local matters. Will
they get on track in time to stop Mokmurian from launching his planned invasion
of Varisia?
----------------------------------------------Director's Commentary (May 5, 2019)
The adventurers had alerted enough patrols in previous sessions, so I thought this time the stone giants would have a sense of their route and prepared some defences. I didn't expect to kill anyone outright with boulders though, and dropping two of the PCs certainly derailed things for a bit. It led to the group teleporting to Magnimar for more diamonds and other supplies. I think I did a pretty good job depicting Magnimar this session, but one of the things that surprised me this campaign was how much time the PCs spent there--I had very good prep for Sandpoint, but not as good of prep for Magnimar. In retrospect, I would have set aside more time to really bring the city to life. In other respects, this session was a solid "downtime" sort of session, with a lot of good role-playing, some development of subplots, and a few hijinks with plenty of laughs.
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