ADVENTURE 26 - KAZMIRA'S SAFEHOUSE
PC Roster:
At this point in time, Stuart had graduated college and thus was with us for this adventure, but Logan wasn't - he had to go back to school. So since there was a good chance that Stuart would be gaming with us for awhile, we just assumed that Mercutio had made it into the Adventurers Guild and had been assigned to the empty slot in Wing Three that had once been Gareth's.
- - -
The morning began with a Guild page entering the common area of Wing Three with a message: Piddilink Dundernoggin would like the group to come visit him at their earliest convenience.
As the group entered Dundernoggin’s magic shop, the little gnome greeted them and walked over to the front door, hanging up a “CLOSED” sign, and pulled down the shades. “We won’t wanna be disturbed,” he explained.
“Now then, the reason I called you all here. I understand that you’ve had a recent run-in with the wanted thief 'Kazmira the Magpie,' and that she escaped pretty much right from under your ridiculously undersized noses. It’s understandable that you want to find her and bring her in, and I hear tell the reward for her still stands at 50,000 gold. Well, I think I can help you find her.
“A couple of days back, this halfling walks into my shop with a silver raven. You guys know what a silver raven is, right? It’s this little statue thing, only you say the command word and it animates just like a real bird, can fly and everything, real good for passing messages on from here to there. Anyway, he’s got one, and he asks me if there’s a way to alter its outward appearance without screwing up the magic that makes it work.
“I tell him, sure, I can change it so it looks like a different creature if he wants, it’s a delicate procedure, but it can be done. So what does he want me to make it look like?
“And he tells me he wants it to look like a magpie.
“So, that’s the first thing that gets me suspicious, because who would want a silver magpie more than the Magpie herself, right? But then I notice something else. This halfling guy, he’s about my size, and he’s wearing one of those little floppy, flat caps that you see them wear sometimes. Only there’s sunlight coming in from the front door, and the shadow he’s casting is that of a human with one of those wide-brimmed caps like traveling wizards like to wear.
“Now, I’ve been in the magic-crafting business for some years now, and I’ve picked up a trick or two. Crafting magic items is expensive work, but there’s shortcuts you can take to keep the cost down. Now, I’m not saying there aren’t always side-effects by doing it that way – you guys remember them troll’s-blood healing potions I sold you awhile back, right? Well, anyway, what I figure is that ‘halfling’ was a full-size human wearing a hat of disguise that was made using some shortcuts. Maybe he didn’t know about the side effects, or maybe he did but didn’t think anybody would notice, but in any case I don’t think that was no halfling that came in here. I’m thinking it was one of Kazmira’s flunkies or something. Definitely a guy, though, from the shape of the shadow.
“So anyway, I tell him I can do it, but it’ll take me a couple of days. And while I’m working on it in the back office after business hours, I’m coming up with a plan. Now, I could just alert you guys or the authorities, but all we’d likely end up with is a captured flunky, not Kazmira herself. What we needed was a way to use the silver magpie to track down Kazmira. So here’s what I came up with.
“The silver raven he brought in had eyes made of these tiny rubies. It just so happened that I had a larger ruby of similar coloration, so what I did was I removed the raven’s original eyes and replaced them with ones I carved from my bigger ruby, and then I used what was left to create this.” With that, Piddilink reached into his robes and pulled out a large metal ring about a foot in diameter. Attached to one side was an odd-shaped ruby.
“I didn’t have time to whip up a magical tracking device into the silver magpie, plus I figured if Kazmira’s been operating this long without getting caught she’s probably got plenty of anti-scrying devices at work for her. So I whipped up this little beauty. It’s a teleport ring, keyed in to the little eyes I put into the silver magpie, since the ruby it’s holding is kinda like their ‘mother,’ if you will. Now, I will warn you, to get it made in time I took plenty of shortcuts, so it’ll only work the once, but it’ll teleport any and all who’s holding onto the ring directly to the silver magpie. My little ‘halfling’ friend came in this morning to pick it up, so I figure he’s probably handed it over to Kazmira by now. I figure she’s still probably here somewhere in Greyhawk City, because just the other evening she stole a couple of paintings from the big art museum down on Platinum Drive, and left one of her calling cards behind.
“So, here’s my deal: I give you this teleport ring, free of charge. You use it to teleport to Kazmira’s vicinity and take her down. Then we all split the reward money. I figure I should get a full fifth of the reward, since I’m the one putting you on her track, plus it took some coin creating the ring and all. You guys split the other 40,000 gold between yourselves however you like. Do we have a deal?”
After some quibbling on Piddilink's cut of the reward money (which he won), the gnome handed them the metal ring, explained its use, and the four adventurers each grabbed it with one hand. When they were ready, Cal spoke the activation word, and they were gone.
They found themselves in an open foyer to a moderately well-to-do house, with a series of high windows along the curved front wall - above what was apparently the front door - which let in sufficient sunlight to keep the foyer well lit without allowing neighbors to see inside.
Immediately upon their sudden appearance, however, a loud voice from above cried out “Intruders in the house!" Naturally, this was the silver magpie, sitting perched above the doorjamb of the front door. This led to a mad scramble into the rest of the house, the group hoping to catch Kazmira and Gareth unprepared before they had time to escape. But a search of the main level found nothing unusual - living room, dining room, kitchen, servants' quarters - until they got to the master bedroom, which had apparently seen recent use, as the bed was unmade, the closet doors were partially open, and the room held a slight smoky smell from the recently-extinguished candle sitting on a dresser. Peering inside the closets, the group saw that one contained women's clothing while the other held men's garments. Cal recognized one of the men's cloaks as belonging to Gareth.
Feron's sharp half-elven hearing picked up the sounds of footsteps in the kitchen, but a quick investigation showed nobody there. There were, however, a set of stairs leading to the basement, so the group cautiously went downstairs, finding a dead end in the form of a wine cellar.
"There's got to be a secret door or something around here," suggested Cal. Investigation of the wine rack, which covered an entire wall, showed that only the rightmost 10-foot section was covered in cobwebs. Mercutio uncovered a secret switch, and the entire wall - wine racks and all - slid smoothly over 10 feet to the right.
Behind the secret passageway was another large room, this one filled with all sorts of training aids: there was an area covered in padded mats with a balance beam centered in the middle; several storeshop dummies; a table covered in half-assembled padlocks and door mechanisms and another set up as a forger's station; and several targets lined up against a wall. The wall to the right had a passageway in its middle, while an impressively locked door stood directly ahead in the center of the wall in front of the group.
Mercutio headed straight for the impressively locked door, thinking it a more secure location in which to hide from enemies, and thus the more likely place for Kazmira and Gareth to have gone. Within less than a minute he had picked the lock and opened the door to find a pile of gold and silver coins sprawled in a loose heap upon the middle of the floor, with several jeweled swords and an ornate staff or two sticking up out of the coin pile. The air within felt damp and moist.
"Leave it," grumbled Cal, and moved toward the open passageway to the south. It contained doors on either wall and another at the end. The door on the left looked to be as impressively locked as the previous treasure room, and Mercutio applied himself to it as Cal barreled through the door straight ahead, followed by Slayer and Feron. This led to an open room containing a wide variety of oddities, looking rather like the contents of somebody’s attic. Two easels stood along the east wall, each covered in a black cloth. Next to it, a white cloth covered what might be a statue or life-sized mannequin. A table along the south wall held what looked to be several music boxes and toy castles. Three closed and locked chests were lined up against the west wall, and a shelf above them held several small boxes. An unlit brazier stood next to the chests, and several frames leaned against the far corner. In the center of the room stood a marble bust on an ornate pedestal, easily identifiable as a carving of Kazmira herself.
"Hello, Slayer," purred the bust of Kazmira, pivoting on its pedestal to face the astonished barbarian. "Did you miss me?"
"What trickery--?" began Cal, but then the bust barked out a command word and the white cloth was thrown aside, revealing a sculpture of a humanoid of some sort, both carved of wood and forged of steel. It had flung the covering aside and moved to attack.
Feron and Slayer followed Cal further into the room to battle the construct, as Mercutio overcame the lock to the room behind them. It opened up into another treasure room, this one containing several chests stacked neatly beside one another, each locked with a strong padlock. Next to it stood a suit of plate armor hanging on a rack, and immediately behind the chests stood three barrels marked “HEALING” in prominent letters. Everything stood upon an intricately-designed carpet, easily quite valuable itself. Mercutio rubbed his hands in greed, but heard the sounds of combat coming from the room the others had entered and decided to go help before rifling through the contents of the treasure rooms. That in itself was a bit of a shame, for as Mercutio moved away, the contents of this second treasure room shifted and merged together into an amoebic blob that oozed out of the room and followed the Peloric cleric into the room where all of the action was occurring.
Cal and Slayer were battling the metal-and-wood automaton with a fair bit of success. The bust of Kazmira swiveled again, and called out two more command words. This time, the black fabric covering one of the rectangles leaning on an easel ripped open, and out spilled two trolls, released from the magic mirror of life trapping that had held them suspended until now. Feron applied a series of fire-based spells against the trolls, who did not appreciate her ability at all.
In the meantime, the amoebic blob got to the room and snaked a sticky pseudopod at Mercutio, just as he dropped one of the trolls with some fire magic of his own. It hit him square in the back and pulled him into what was now revealed to be a hungry mimic. As these disparate battles raged on, the bust of Kazmira continued to call out taunts at her opponents.
In time, the battle started to turn in the adventurers' favor: the remaining troll was sealed off behind a wall of stone from which he couldn't immediately escape; the automaton was demolished, and only the mimic remained. Suddenly, a series of magic missiles came shooting from the direction of the toy castles, striking each of the adventurers, who were fairly depleted of their most powerful spells and were low on healing. Another round of magic missiles soared and hit each of the group, and this time they pinpointed the origin from a specific small-scale building, in front of which could be seen two tiny figures. Not for long, though, for the figures immediately grew to full size; Kazmira and Gareth, hiding while shrunken inside a Daern's dollhouse, had decided their opponents were weak enough now that they could step in and mop up.
That turned out to be a bit premature, though, for three of the adventurers had a personal stake in bringing these two to justice (and to gain the sizable reward on Kazmira's head), and seeing them here at last spurred them on to greater efforts. Gareth was quickly dropped into unconsciousness, and Kazmira took enough hits that it seemed she had overestimated her chances for success.
And then, inexplicably, everything changed in a single instant. One moment, Slayer and Mercutio were trying to pull their weapons out of a still-fighting mimic; Feron and Cal were slamming Kazmira to near-unconsciousness with her spells and his fists - and then, in the blink of an eye, Cal, Feron, and Slayer were gone, leaving a puzzled Mercutio and an equally puzzled Kazmira staring at each other in wonder.
Ever the pragmatist, Mercutio raced away from the mimic and slammed the hilt of his rapier into the Magpie's face, dropping her to a heap on the floor. Then he scooped her up and threw her over one shoulder and played a desperate game of tag with the hungry mimic, eventually managing to get by it and tug Slayer's magical greatsword out of its sticky body as he passed it by. Then he raced out of the room, down the hallway, through the secret door, and activated the mechanism that closed it behind him, sealing the mimic and Gareth in the basement level. Racing up to the kitchen (and snagging an impressive vintage of elven wine from the wine rack on his way), he raced out the door and made his way back to Headquarters on foot.
- - -
This one had me nervous, because I knew that certain individuals were going to mysteriously disappear at the climax of the adventure, and I wrote it up not knowing specifically which PCs would be going through this session. (I've found that's one of the most irritating aspects of running a campaign with each player having two PCs to run, and never knowing ahead of time who'll be in which adventure.) When I saw that Cal, Feron, and Slayer had been chosen, and knowing that they were on the "PCs who will disappear" list, I thought that Kazmira would probably end up getting away again. Thanks to Stuart's quick actions, that didn't happen.
I should also mention that we had Joey "playing D&D" with us during this session. He was probably about 4 years old at the time, and he had a handful of Star Wars miniatures that he played with at the table while we played D&D. However, he had in recent sessions insisted on putting his minis on the geomorphs with those of the rest of the group and pretending that he was playing. During his turn, he liked having his PC (a robot of some type from the Star Wars universe) shoot a "tactical nuke" at whatever monster was on the table, and didn't understand why his infinite supply of tactical nukes (and the occasional laser blast) wasn't killing off the monsters. In the past, I had tried including dinosaurs in whatever adventure we were running; each round, I'd describe to the D&D players what was happening, and when it came time for Joey's turn (I had made him up an initiative card that had his head superimposed on one of Klaus Pozas's halfling paladin drawings), a dinosaur suddenly attacked, and he could nuke it to death. But that got kind of tiring.
So for this adventure, we put Joey on "treasure patrol." Each round, as the PCs were exploring the upper level of the safehouse, I'd ask Joey where he was looking for treasure ("under the chair," "in the sofa cushions," "in the desk drawer," etc.), and I'd tell him what he found ("three gold coins!" or "a ruby!" or "a bag of ten silver coins!") and then he'd spend time drawing it on a sheet of paper that we had designated his treasure hoard. It kept him busy and involved with his family while we gamed.
The Daern's dollhouse is kind of a Daern's instant fortress in reverse; rather than growing a little tower to full-size, it shrinks people (and other creatures touching those people) to little size, and they can return to full size upon leaving the dollhouse. In time, once everybody was reunited again, they would encounter the Daern's dollhouse again and Feron would claim it, and she'd carry it around in her Heward's handy haversack as part of her standard gear. It became the default "camping overnight" location for the PCs when they were out in the field, and I made up a full-scale geomorph of the dollhouse out of a sheet of poster board. It's one of the increasingly larger number of things I bring to every gaming session nowadays.
In the meantime, the players wanted to know what had happened to their characters. I told them that they would definitely find out at our next gaming session.
PC Roster:
Cal Trop, human cleric of Kord
Feron Dru, half-elf druid
Mercutio Midas, human cleric of Pelor/rogue
Slayer, half-orc barbarian
Feron Dru, half-elf druid
Mercutio Midas, human cleric of Pelor/rogue
Slayer, half-orc barbarian
At this point in time, Stuart had graduated college and thus was with us for this adventure, but Logan wasn't - he had to go back to school. So since there was a good chance that Stuart would be gaming with us for awhile, we just assumed that Mercutio had made it into the Adventurers Guild and had been assigned to the empty slot in Wing Three that had once been Gareth's.
- - -
The morning began with a Guild page entering the common area of Wing Three with a message: Piddilink Dundernoggin would like the group to come visit him at their earliest convenience.
As the group entered Dundernoggin’s magic shop, the little gnome greeted them and walked over to the front door, hanging up a “CLOSED” sign, and pulled down the shades. “We won’t wanna be disturbed,” he explained.
“Now then, the reason I called you all here. I understand that you’ve had a recent run-in with the wanted thief 'Kazmira the Magpie,' and that she escaped pretty much right from under your ridiculously undersized noses. It’s understandable that you want to find her and bring her in, and I hear tell the reward for her still stands at 50,000 gold. Well, I think I can help you find her.
“A couple of days back, this halfling walks into my shop with a silver raven. You guys know what a silver raven is, right? It’s this little statue thing, only you say the command word and it animates just like a real bird, can fly and everything, real good for passing messages on from here to there. Anyway, he’s got one, and he asks me if there’s a way to alter its outward appearance without screwing up the magic that makes it work.
“I tell him, sure, I can change it so it looks like a different creature if he wants, it’s a delicate procedure, but it can be done. So what does he want me to make it look like?
“And he tells me he wants it to look like a magpie.
“So, that’s the first thing that gets me suspicious, because who would want a silver magpie more than the Magpie herself, right? But then I notice something else. This halfling guy, he’s about my size, and he’s wearing one of those little floppy, flat caps that you see them wear sometimes. Only there’s sunlight coming in from the front door, and the shadow he’s casting is that of a human with one of those wide-brimmed caps like traveling wizards like to wear.
“Now, I’ve been in the magic-crafting business for some years now, and I’ve picked up a trick or two. Crafting magic items is expensive work, but there’s shortcuts you can take to keep the cost down. Now, I’m not saying there aren’t always side-effects by doing it that way – you guys remember them troll’s-blood healing potions I sold you awhile back, right? Well, anyway, what I figure is that ‘halfling’ was a full-size human wearing a hat of disguise that was made using some shortcuts. Maybe he didn’t know about the side effects, or maybe he did but didn’t think anybody would notice, but in any case I don’t think that was no halfling that came in here. I’m thinking it was one of Kazmira’s flunkies or something. Definitely a guy, though, from the shape of the shadow.
“So anyway, I tell him I can do it, but it’ll take me a couple of days. And while I’m working on it in the back office after business hours, I’m coming up with a plan. Now, I could just alert you guys or the authorities, but all we’d likely end up with is a captured flunky, not Kazmira herself. What we needed was a way to use the silver magpie to track down Kazmira. So here’s what I came up with.
“The silver raven he brought in had eyes made of these tiny rubies. It just so happened that I had a larger ruby of similar coloration, so what I did was I removed the raven’s original eyes and replaced them with ones I carved from my bigger ruby, and then I used what was left to create this.” With that, Piddilink reached into his robes and pulled out a large metal ring about a foot in diameter. Attached to one side was an odd-shaped ruby.
“I didn’t have time to whip up a magical tracking device into the silver magpie, plus I figured if Kazmira’s been operating this long without getting caught she’s probably got plenty of anti-scrying devices at work for her. So I whipped up this little beauty. It’s a teleport ring, keyed in to the little eyes I put into the silver magpie, since the ruby it’s holding is kinda like their ‘mother,’ if you will. Now, I will warn you, to get it made in time I took plenty of shortcuts, so it’ll only work the once, but it’ll teleport any and all who’s holding onto the ring directly to the silver magpie. My little ‘halfling’ friend came in this morning to pick it up, so I figure he’s probably handed it over to Kazmira by now. I figure she’s still probably here somewhere in Greyhawk City, because just the other evening she stole a couple of paintings from the big art museum down on Platinum Drive, and left one of her calling cards behind.
“So, here’s my deal: I give you this teleport ring, free of charge. You use it to teleport to Kazmira’s vicinity and take her down. Then we all split the reward money. I figure I should get a full fifth of the reward, since I’m the one putting you on her track, plus it took some coin creating the ring and all. You guys split the other 40,000 gold between yourselves however you like. Do we have a deal?”
After some quibbling on Piddilink's cut of the reward money (which he won), the gnome handed them the metal ring, explained its use, and the four adventurers each grabbed it with one hand. When they were ready, Cal spoke the activation word, and they were gone.
They found themselves in an open foyer to a moderately well-to-do house, with a series of high windows along the curved front wall - above what was apparently the front door - which let in sufficient sunlight to keep the foyer well lit without allowing neighbors to see inside.
Immediately upon their sudden appearance, however, a loud voice from above cried out “Intruders in the house!" Naturally, this was the silver magpie, sitting perched above the doorjamb of the front door. This led to a mad scramble into the rest of the house, the group hoping to catch Kazmira and Gareth unprepared before they had time to escape. But a search of the main level found nothing unusual - living room, dining room, kitchen, servants' quarters - until they got to the master bedroom, which had apparently seen recent use, as the bed was unmade, the closet doors were partially open, and the room held a slight smoky smell from the recently-extinguished candle sitting on a dresser. Peering inside the closets, the group saw that one contained women's clothing while the other held men's garments. Cal recognized one of the men's cloaks as belonging to Gareth.
Feron's sharp half-elven hearing picked up the sounds of footsteps in the kitchen, but a quick investigation showed nobody there. There were, however, a set of stairs leading to the basement, so the group cautiously went downstairs, finding a dead end in the form of a wine cellar.
"There's got to be a secret door or something around here," suggested Cal. Investigation of the wine rack, which covered an entire wall, showed that only the rightmost 10-foot section was covered in cobwebs. Mercutio uncovered a secret switch, and the entire wall - wine racks and all - slid smoothly over 10 feet to the right.
Behind the secret passageway was another large room, this one filled with all sorts of training aids: there was an area covered in padded mats with a balance beam centered in the middle; several storeshop dummies; a table covered in half-assembled padlocks and door mechanisms and another set up as a forger's station; and several targets lined up against a wall. The wall to the right had a passageway in its middle, while an impressively locked door stood directly ahead in the center of the wall in front of the group.
Mercutio headed straight for the impressively locked door, thinking it a more secure location in which to hide from enemies, and thus the more likely place for Kazmira and Gareth to have gone. Within less than a minute he had picked the lock and opened the door to find a pile of gold and silver coins sprawled in a loose heap upon the middle of the floor, with several jeweled swords and an ornate staff or two sticking up out of the coin pile. The air within felt damp and moist.
"Leave it," grumbled Cal, and moved toward the open passageway to the south. It contained doors on either wall and another at the end. The door on the left looked to be as impressively locked as the previous treasure room, and Mercutio applied himself to it as Cal barreled through the door straight ahead, followed by Slayer and Feron. This led to an open room containing a wide variety of oddities, looking rather like the contents of somebody’s attic. Two easels stood along the east wall, each covered in a black cloth. Next to it, a white cloth covered what might be a statue or life-sized mannequin. A table along the south wall held what looked to be several music boxes and toy castles. Three closed and locked chests were lined up against the west wall, and a shelf above them held several small boxes. An unlit brazier stood next to the chests, and several frames leaned against the far corner. In the center of the room stood a marble bust on an ornate pedestal, easily identifiable as a carving of Kazmira herself.
"Hello, Slayer," purred the bust of Kazmira, pivoting on its pedestal to face the astonished barbarian. "Did you miss me?"
"What trickery--?" began Cal, but then the bust barked out a command word and the white cloth was thrown aside, revealing a sculpture of a humanoid of some sort, both carved of wood and forged of steel. It had flung the covering aside and moved to attack.
Feron and Slayer followed Cal further into the room to battle the construct, as Mercutio overcame the lock to the room behind them. It opened up into another treasure room, this one containing several chests stacked neatly beside one another, each locked with a strong padlock. Next to it stood a suit of plate armor hanging on a rack, and immediately behind the chests stood three barrels marked “HEALING” in prominent letters. Everything stood upon an intricately-designed carpet, easily quite valuable itself. Mercutio rubbed his hands in greed, but heard the sounds of combat coming from the room the others had entered and decided to go help before rifling through the contents of the treasure rooms. That in itself was a bit of a shame, for as Mercutio moved away, the contents of this second treasure room shifted and merged together into an amoebic blob that oozed out of the room and followed the Peloric cleric into the room where all of the action was occurring.
Cal and Slayer were battling the metal-and-wood automaton with a fair bit of success. The bust of Kazmira swiveled again, and called out two more command words. This time, the black fabric covering one of the rectangles leaning on an easel ripped open, and out spilled two trolls, released from the magic mirror of life trapping that had held them suspended until now. Feron applied a series of fire-based spells against the trolls, who did not appreciate her ability at all.
In the meantime, the amoebic blob got to the room and snaked a sticky pseudopod at Mercutio, just as he dropped one of the trolls with some fire magic of his own. It hit him square in the back and pulled him into what was now revealed to be a hungry mimic. As these disparate battles raged on, the bust of Kazmira continued to call out taunts at her opponents.
In time, the battle started to turn in the adventurers' favor: the remaining troll was sealed off behind a wall of stone from which he couldn't immediately escape; the automaton was demolished, and only the mimic remained. Suddenly, a series of magic missiles came shooting from the direction of the toy castles, striking each of the adventurers, who were fairly depleted of their most powerful spells and were low on healing. Another round of magic missiles soared and hit each of the group, and this time they pinpointed the origin from a specific small-scale building, in front of which could be seen two tiny figures. Not for long, though, for the figures immediately grew to full size; Kazmira and Gareth, hiding while shrunken inside a Daern's dollhouse, had decided their opponents were weak enough now that they could step in and mop up.
That turned out to be a bit premature, though, for three of the adventurers had a personal stake in bringing these two to justice (and to gain the sizable reward on Kazmira's head), and seeing them here at last spurred them on to greater efforts. Gareth was quickly dropped into unconsciousness, and Kazmira took enough hits that it seemed she had overestimated her chances for success.
And then, inexplicably, everything changed in a single instant. One moment, Slayer and Mercutio were trying to pull their weapons out of a still-fighting mimic; Feron and Cal were slamming Kazmira to near-unconsciousness with her spells and his fists - and then, in the blink of an eye, Cal, Feron, and Slayer were gone, leaving a puzzled Mercutio and an equally puzzled Kazmira staring at each other in wonder.
Ever the pragmatist, Mercutio raced away from the mimic and slammed the hilt of his rapier into the Magpie's face, dropping her to a heap on the floor. Then he scooped her up and threw her over one shoulder and played a desperate game of tag with the hungry mimic, eventually managing to get by it and tug Slayer's magical greatsword out of its sticky body as he passed it by. Then he raced out of the room, down the hallway, through the secret door, and activated the mechanism that closed it behind him, sealing the mimic and Gareth in the basement level. Racing up to the kitchen (and snagging an impressive vintage of elven wine from the wine rack on his way), he raced out the door and made his way back to Headquarters on foot.
- - -
This one had me nervous, because I knew that certain individuals were going to mysteriously disappear at the climax of the adventure, and I wrote it up not knowing specifically which PCs would be going through this session. (I've found that's one of the most irritating aspects of running a campaign with each player having two PCs to run, and never knowing ahead of time who'll be in which adventure.) When I saw that Cal, Feron, and Slayer had been chosen, and knowing that they were on the "PCs who will disappear" list, I thought that Kazmira would probably end up getting away again. Thanks to Stuart's quick actions, that didn't happen.
I should also mention that we had Joey "playing D&D" with us during this session. He was probably about 4 years old at the time, and he had a handful of Star Wars miniatures that he played with at the table while we played D&D. However, he had in recent sessions insisted on putting his minis on the geomorphs with those of the rest of the group and pretending that he was playing. During his turn, he liked having his PC (a robot of some type from the Star Wars universe) shoot a "tactical nuke" at whatever monster was on the table, and didn't understand why his infinite supply of tactical nukes (and the occasional laser blast) wasn't killing off the monsters. In the past, I had tried including dinosaurs in whatever adventure we were running; each round, I'd describe to the D&D players what was happening, and when it came time for Joey's turn (I had made him up an initiative card that had his head superimposed on one of Klaus Pozas's halfling paladin drawings), a dinosaur suddenly attacked, and he could nuke it to death. But that got kind of tiring.
So for this adventure, we put Joey on "treasure patrol." Each round, as the PCs were exploring the upper level of the safehouse, I'd ask Joey where he was looking for treasure ("under the chair," "in the sofa cushions," "in the desk drawer," etc.), and I'd tell him what he found ("three gold coins!" or "a ruby!" or "a bag of ten silver coins!") and then he'd spend time drawing it on a sheet of paper that we had designated his treasure hoard. It kept him busy and involved with his family while we gamed.
The Daern's dollhouse is kind of a Daern's instant fortress in reverse; rather than growing a little tower to full-size, it shrinks people (and other creatures touching those people) to little size, and they can return to full size upon leaving the dollhouse. In time, once everybody was reunited again, they would encounter the Daern's dollhouse again and Feron would claim it, and she'd carry it around in her Heward's handy haversack as part of her standard gear. It became the default "camping overnight" location for the PCs when they were out in the field, and I made up a full-scale geomorph of the dollhouse out of a sheet of poster board. It's one of the increasingly larger number of things I bring to every gaming session nowadays.
In the meantime, the players wanted to know what had happened to their characters. I told them that they would definitely find out at our next gaming session.
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