[Toilday, 14
Erastus 4708 A.R. continued]
Deciding that breaking into Hedge Wizardry is a bad idea, The Reckoner instead changes into his alter ego as Ralph Blackfeather. He heads west, across the mostly deserted streets of the city, towards a white marble building on a hill: the city’s Temple of Sarenrae. He’s about to duck out of an alley and head for it when an instinct keeps him in hiding—something small and invisible is flying around the temple! Realising that the government may have set an imp spy to watch who goes in and out of one of the few buildings not under its control, Ralph waits for the imp to fly to the far side of the building and then dashes in. There, he sees that the recent crackdowns and Gray Maiden-led arsons have led to many casualties, as the temple’s wards and corridors are filled with victims. When Ralph tracks down the fast-talking ratfolk priestess Wiquita, one glance tells her he’s been the victim of a poisoning. Although the temple has exhausted its supply of lesser restoratives, she’s able to sell him some more powerful magical scrolls that will have an instantaneous effect.
Another well-timed sprint sees Ralph make it safely out of the temple and back into the sewers to once again don the guise of The Reckoner. Still, almost two hours have passed by the time he finds his way back to where he left Anorak and Goldcape. He finds Goldcape unconscious from the strange monster’s poisonous gas, with Rocky looming protectively over her. A scroll from the Temple of Sarenrae draws the poison out of her body. Anorak says he’s come up with a plan: he wants to use some minor illusion magic to lure the monster closer to the steel grate and then attack from a distance. At first, the plan works—conjured lights and sounds draw out the beast, allowing the dwarf to launch a powerful fireball—but the explosion washes over the creature with no effect! The creature retreats back into the darkness.
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GM Commentary
The Reckoner always kept his Perception score maxed out, which sometimes allowed him to even notice invisible creatures like the imp! From a game perspective, the downside is that maxing out that one skill means you never have to worry about ambushes, disguises, someone sneaking up, etc., which can make the game less exciting. That's the trade-off that I can never seem to get players to understand: the better your characters get at something, the less excitement the game has to offer in that area.
One thing the AP doesn't cover is the role of the Church of Sarenrae after the Queen's rise to power. We're told that the Churches of Asmodeus and Abadar quickly throw her their support (as she is, ostensibly, the lawful ruler of the city) and we know that the leader of the Church of Pharasma supports the rebels. Sarenrae is a goddess with multiple dimensions (healing, redemption, destroying undead, etc.), and I could easily imagine a more active role for the Church in the story. But I went with them serving primarily as a hospital for all those sick from Blood Veil, injured in the rioting, beat up by the Gray Maidens, etc.
The weird creature behind the gate was a catoblepas. I had never used one before, but it ended up being very dangerous for the party with its poison gas breath! It's funny how much something like a metal grate can increase the threat of a creature if it means the PCs can't get it to as easily.
The plan was for the underground entry to be a surprise attack timed exactly with a main attack on the surface to draw away defenders. As the last line of the recap foreshadows, because the PCs had to retreat and come back, that timing is off and they'll face a much harder time of it.
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