[12
Neth 4707 continued]
Artemis returns to the others and reports the gist of his conversation
with Captain Fank. The adventurers
decide to continue their investigation into the mysterious “Brothers of the
Seven” by staking out a lumber mill owned by the organization on Kyver’s Islet. The island, at the mouth of the Yondakabari
River connected to the rest of the city by bridges, contains several lumber
mills, and the Seven’s Sawmill outwardly appears to be no different than the
others. After a couple of hours in the
cold pretending to fish, the adventurers decide to forge a message purportedly
from Aldern Foxglove asking for the normal Oathday drop-off of funds to be
moved up to tomorrow at midnight. As
they warm up in a tavern in Keystone District called the Burnt Nightcap, Kang
does his best on the forgery and the group has a messenger boy deliver it to
the mill.
In
the early evening, the adventurers are just finishing a meal at the tavern when
a pair of City Watch constables arrive and summon Staff Sergeant Lahs and his
“irregulars” to meet with Captain Fank in Beacon’s Point. When the adventurers’ arrive, they see that
Fank and several members of the Watch have taken up positions near sewer grates
in what is perhaps the city’s poorest neighbourhood, Rag’s End. Fank tells Artemis he’s received orders
stating that the persons responsible for the “Star Murders” are holing up in
the sewers and that Artemis and his irregulars are specifically instructed to
apprehend them. Fank acknowledges it’s
an unusual situation and that he has no independent way to verify the lead, but
that “orders are orders.” After Kang
tries and fails to extract some payment from Fank, the adventurers follow
through with the request.
Shriezyx, monsterous aberrations created as weapons in ancient Thassilon. |
The pitch black sewer tunnels are lit by Arnald’s and Briza’s everburning torches, and the Shoanti
warrior takes point as the adventurers trudge through tunnels slippery with
muck. After some minutes of walking
punctuated only by the occasional splashes of rats, a junction can be seen up
ahead. Briza stops suddenly, having
almost walked right into a thick, glistening spiral of webbing stretched across
the corridor. The decision is made to
burn the webbing, and instants later, strange shrieking and scuttling sounds
can be heard nearby. Arnald pulls Briza
back and raises his greataxe high as a quartet of oversized spiders with beady
eyes and maws dripping green venom appear!
“Shriezyx!” shouts Kang, remembering his visit to the Eyes of the Hawk
monument the previous day. In the
fighting and confusion, Bey finds herself at the front of the formation and
draws upon her visions of the apocalypse to burst into flames! The creatures are shaken but overcome their
fears to wrap her up in envenomed webbing.
Arnald starts to put into effect a plan involving soaking his zebra-skin
rug with wine, but before he can implement it Kang hurls a bomb that devastates
the creatures and Artemis finishes the job with his arrows. Bey, having been poisoned and suffering from a
head wound in the battle, manages to recover thanks to her divinely-inspired
magicks.
The
adventurers discuss whether to proceed further, as the presence of Shriezyx
combined with the strange way the mission has fallen into their hands leads
them speculate they could be on a wild goose chase or even walking into a
trap. Kang offers to scout ahead after
he quaffs an alchemical extract to turn invisible. After some twists and turns, he hears
splashing and sees a woman in a black bodysuit running down a tunnel. She climbs a ladder and tries to lift off the
grate cover, but is startled by a member of the City Watch maintaining the
promised cordon of the area. She jumps
back down and runs away, disappearing into the darkness. Kang returns to the others, and the
adventurers decide the sighting is worth investigating. As they pass by otherwise unremarkable
tunnels, Bey suddenly stops and points to one side—she’s noticed that part of
the fungus-covered wall is actually a fabric flap! The adventurers are quick to investigate and
find a large chamber cut out of the bedrock.
Inside are what appear to be two members of the City Watch sifting
through a pile of garbage “looking for leads,” but the canny adventurers don’t
fall for the trick for a single instant: they know they’re dealing with
faceless stalkers! Instead of being
caught off-guard, the adventurers strike first, with Kang’s powerful explosives
disintegrating the aberrations.
Thinking
the combat over, the adventurers begin exploring for clues or treasure, little
realizing that the stalkers’ leader was lurking, invisibly, the whole
time! She suddenly appears, extending
her arms almost 15 feet to touch Kang with a spell that turns him from a genius
to someone of but average intelligence.
“I’ve been expecting you!” the creature shouts. Briza draws her greatsword and charges, but
the sorcerer lashes out another limb and trips her! Fortunately, even an explosives expert of
average intelligence is still a formidable foe, and once again Kang’s bombs
finish the fight. The unconscious
stalker is slain by Artemis. A search of
the caverns reveals thousands of gold pieces’ worth of stolen goods, which
everyone except Kang votes to turn over to the authorities. After leaving the sewers and reporting to
Fank that it was a false lead, Artemis returns home for the night and the
others get rooms at the Burnt Nightcap.
[13
Neth 4707]
In
the morning, Bey closely questions the messenger boy about the previous night’s
task, and he reports having dropped off the message successfully with laborers
at the Seven’s Sawmill. When the
adventurers reunite after breakfast, Briza asks about hiring back-up for the planned
midnight raid, but Arnald scoffs at the notion that they might need help. The adventurers decide to set about on
various errands in the morning with the intention to reunite at Artemis’ house
at midday.
---------------------------------------------
Director's Commentary (Jan. 14, 2018)
The PCs are entering the last third of Chapter Two in this session, but there was still time for a little twist. To further represent the fact that Justice Ironbriar was in a position of authority and knew the Skinsaw Cult was being hunted by the adventurers, I had him arrange an ambush in the sewers under Magnimar. The sewer trap comes from the "Ugothol Ambush" encounter in Volume 3 of the Pathfinder comic hardcover, while the shriezyx and the mysterious woman (a gang member or assassin, if I recall) were both random encounters. The battles against the ugothols weren't much of a challenge against the canny PCs, as this was a period in the campaign when they were taking on all comers and winning handily. Still, I liked how naturally it integrated in, story-wise speaking. Next session, cultists galore!
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