[13 Desnus, 4708 A.R.]
The
Giotorri residence—owned by toymaker Rudolpho and his wife Wynda—is at capacity
with both Old Lady Cloggins and Goldcape staying over. But Goldcape isn’t going anywhere, as she
wakes up in the morning feeling incredibly sick. When a mirror reveals angry red sores on her
body, Goldcape realises she’s come down with the dreaded blood veil! Fortunately, having taught Rocky to deliver
messages in recent weeks, she’s able to send him to Ralph with a note. Ralph sends back a valuable vial of
antiplague and a promise to visit soon.
Goldcape drinks it and a vial of Lavender’s Luxurious Liniment graciously
donated by Wynda (though she expresses concern she’s running low on her supply
of the miracle cure). Meanwhile, Ralph
makes multiple trips across town to locate one of the few remaining magical
cures available—he plans to hold it in reserve in case Goldcape doesn’t recover
soon. When he visits Goldcape, he
chastises her for not cutting off Jolistina’s escape route, which he says
necessitated his killing the villain.
But Goldcape is in no mood for being reprimanded, and shouts “use a sap
next time!”
Potter Minehan |
[14 Desnus, 4708 A.R.]
In
the morning, Ralph heads towards where Goldcape is staying in order to check up
on her. The winds are howling through
the mostly-deserted streets when he sees a curious assemblage: a pair of Grey
Maidens escorting four figures buttoned up from head to toe and wearing masks
with strange, bird-like beaks! One of
the Grey Maidens points at Ralph and motions him over with gestures that brook
no argument. One of the beak-faced
figures hands Ralph a scroll and then the Grey Maiden pushes Ralph away so the
group can continue their walk. They
appear to be knocking on doors and nailing other copies of the scroll to
doorjambs and wooden posts along the street.
The wind almost tears Ralph’s copy out of his hands before he manages to
read it:
When
Ralph arrives at the Giotorri residence, Goldcape seems to be doing much
better! Whether it was the “miracle
cure” from Lavender’s, the antiplague sent from Ralph, or just her natural
constitution fighting off the disease, only a few small red splotches remain on
Goldcape’s fur. Ralph shares the
proclamation with Goldcape. The two also
talk about the basements of shops and residences being broken into, and the
pair decide to collect Yraelzin to investigate.
Along the way, they drive off a trio of reprehensible thugs who tried to
take advantage of the high winds to capture a house drake as a personal pet. Goldcape helps the broken-winged drake up to a
secure perch, and the drake, Portibilis, is grateful.
After the rout, Goldcape and Ralph continue into Old Korvosa, passing by a cart full of the bodies of deceased plague victims heading south—presumably toward the Gray District. At the makeshift shrine to Razmir, they manage to assuage Yraelzin’s hurt feelings about being left out of the capture of Jolistina. They verify that the old warehouse doesn’t have a basement, and then the entire group return to the Burnt Honey Inn. After pulling away the boards that Potter hurriedly used to cover the hole, the group enter the sewers in the hopes of finding some clue as to the thieves’ identity or whereabouts. Goldcape proves herself the hero of the hour by harnessing the power of the wolf to give herself a keen sense of smell; although the reek of the sewer is almost overwhelming, she’s still somehow able to discern a strange undercurrent of a man’s scent mixed with that of a rat. It’s not much, but it’s not enough of a trail to follow. The party enters the city’s sewer system, sticking as much as possible to the narrow walkways on the side to avoid the channel of semi-solid muck that flows down the center of each tunnel. A subterranean predator known as a cave fisher is felled at long range by Goldcape’s excellent marksmanship.
Goldcape continues to follow the strange scent she originally picked up in the cellar of the Burnt Honey Inn. The trail leads hundreds of feet through winding tunnels, and sometimes diverts to other basements that have been broken into. But the main trail is easy enough for Goldcape to follow, and eventually she realises they’ve walked underground all the way to the Midland District. At one point, through the disgustingly visible haze of noxious sewer reek, the flow of unmentionable slop through the sewer’s filth-slick channel unexpectedly forks. Most of the muck continues on its expected path, but a small stream of ooze diverts off through a wide cleft in a mouldy masonry wall. Motioning for Yraelzin and Rocky to stay behind, Goldcape and The Reckoner creep silently toward the hole to peer inside. They see something quite surprising: a pair of rat-like humanoids accompanied by three rats the size of small dogs! The cave is full of fat, black mushrooms and disgusting fungus growing around a thick pool of slime, but it’s clear the subterranean chamber has been occupied for some time, as there are piles of mouldering hay, filthy furs, and piles of garbage inside.
Knowing they’ve gotten the jump on the thieves, Goldcape silently nocks her bow, takes careful aim, and lets loose an arrow. It flies true and hits one of the rat-men right in the chest, only for the metal arrowhead to crumple without penetrating at all! The Reckoner leaps into the chamber to protect his ally, inadvertently causing a strange fungal growth known as a shrieker to start emitting a high-pitched sound. The giant rats and the rat-men charge into battle to repel the intruders, but the rats are quickly killed and The Reckoner’s alchemically-silvered battle maul rips through the rat-men. But setting off the shrieker has alerted others nearby, and it’s clear that reinforcements are just about to arrive!
A passing mention of storage room thefts by Potter Minehan has led the Harrowed Heroes into the city’s sewers—but given the deadly plague raging on the streets above, they could be all the safer for it!
GM's Commentary
The Giotorris were a combination of my invention (since Old Lady Cloggins needed a safe place to stay, I created a friend named Wynda) and planting the seed for a later adventure hook (involving Mr Giotorri, a toy maker).
Similarly, the stuff with Potter Minehan having tools stolen from his basement was an on-the-spot improv to set up the wererats encounter. I like trying to naturally incorporate these adventure hooks so it all comes across organically--even if sometimes they get overlooked (like the stuff with the con-woman selling "miracle cures" for blood veil).
Goldcape and Rocky's ability to track through smell really came in handy, as they rolled a natural 20 to overcome some hefty sewer-based penalties.
There were a lot of little random encounters in this session--the stuff with the drake, the wild dogs, the cave fisher, etc. Sometimes the dice make these rare, and sometimes they seem to happen in big bunches.
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