gideonpepys
Pay no attention to that man behind the curtain.
Session 61 - A Night in Cherage & Cherage to Orithea
Session 61
A Night in Cherage
Cherage to Orithea
As mentioned in my previous report, the Ob are trying to scry the group, but their attempts are being obfuscated by Uru's regalia granting him low-ranking membership of the Unseen Court. They tried clairvoyance (which the regalia blocked by plunging the first class carriage into darkness), then mind-reading (causing anyone who knows where Uru is to faint). Their final attempt will be a few days hence, when the necessary reagents have been sourced, and will succeed. The timing of this latest episode meant, of course, that Uru was unable to follow Bree to the royal palace. But I don't feel too bad about that, as he was told to switch targets by Korrigan's player when Boone 'accidentally' stumbled into Matunaaga.
Meanwhile, some real-life challenges have beset my players. Least of my worries this week was the one-off absence of Malthusius. (Hence his arrest.) But both Sly (from last week) and Rumdoom (from two weeks hence) need to take some time out. Their absence is tough to explain on a train journey. I could just get them arrested, but for what?
I'm keeping Sly on board as an NPC, just in case anything happens to one of the other characters. (So Malthusius can play him until he manages to free himself and rejoin the group...) Only he won't be in the first class carriage when Luc pulls his lantern trick (because he is masquerading as one of the guards), so my idea is that he will rush to the front of the train and be captured by the bad guys (just as the rest of the unit chase after Ottavia and her illusions). This will fit in very neatly with his background as a POW. He will be a captive during the final encounter. Not sure how to make the most of that. Would the bad guys kill him if the unit attack?
Rumdoom will attend the lecture by Vlendam Heid and agree to help Damata. My idea here is that he will want to go alone, to allow the others to pursue their mission, and that the Family cave is a day's travel from the rail enclave. (I mean, why would they make it easy for Damata?) That gets Rumdoom out of the picture for a while, and leaves him to fight Family alone - an encounter we may not play out until the player returns. If he loses, the unit will need to call in a favour from Cippiano...
All of this will leave just five characters for the remainder of the adventure and will be the first time they have tackled challenging encounters without a defender. (When Rumdoom was absent previously they had Karl Krauss in the group - a hybrid swordmage; and for the Dreaming buffer adventure they were joined by the fey golem Conquo.) So it will be interesting to see how they manage.
This session was a real challenge to DM (as were the previous two). My advice is to prepare well. I have a sheet telling me which NPCs board and leave the train at each station; another telling me what each one of them does in every city; and a reminder post-it note on my DM's screen that says ROLL WITH THE PUNCHES. (I have a habit sometimes of throwing obstacles in the path of player actions/suggestions that I wasn't expecting, particularly if they threaten to open up a can of worms or make things really complicated, and I'm determined not to respond in such a negative fashion during this adventure - or subsequent ones for that matter!)
Always on Time is quite the most unusual of D&D adventures - even more mold-breaking then previous episodes. My players have recognised that and commented very positively on it. Also, this is a record-breaking third session in a row without any combat (unless you count the scuffle with the militia, which I don't).
Session 61
A Night in Cherage
- Malia Baccharin asked everyone to return to their seats as they approached Cherage.
- The Danoran capital was built on seven hills around a steeply sloping bay. The architecture here was splendid, the smell of industry masked by the geography of the hills and the stiff winter breeze.
- It was divided into various enclaves, with a curfew preventing citizens from entering the wrong enclave after nightfall.
- The rail enclave contained two hotels (one posh, one inexpensive), a number of bars and restaurants, a theatre and some other tourist attractions.
- As the group disembarked, it became clear that the majority of 1st and 2nd class passengers - save those who were staying in Cherage for good - were headed for the posh hotel, while the guards, militia and coach passengers were staying in the flophouse on the other side of the tracks.
- Magic item salesman Alexi Morbacher could be seen organising a team of dwarves unloading huge crates of merchandise.
- The unit headed for the posh hotel and set about keeping tabs on their individual targets.
- Korrigan waited for the Grientos to return from their sight-seeing. While cooling his heels, he established that the hotel staff had little time for Elanor Yanette.
- Sly Marbo went after Bethany Cousineau. She went to the theatre, during which Sly nodded off (or thought he had...) Then she went back to her hotel room and went to bed. Sly headed back to the train to keep an eye on things there.
- Malthusius headed off to the fundraiser, heading out of the rail enclave. (The fundraiser invitation doubled as a pass to do so.)
- Rumdoom latched on to Verzubak, who sat in the foyer of the posh hotel, playing with a casino chip and watching the world go by. Verzubak, though always friendly, turned out to be incredibly boring.
- Uru followed Boone who, having got a room in the posh hotel, went to the cheap hotel to pick up some poomtang. He began chatting up a pretty teenage girl, and then left with her to head for L'Wabe du Fonne, a popular bar.
- Matunaaga followed Bree to the same place.
- After a while, Verzubak headed there too. Tagging along with him, Rumdoom came across an altercation involving Korrigan, the Grientos and a group of drunken railway militiamen. The latter had begun to verbally abuse and threaten the half-orc 'savages' as they returned to the hotel, which led to a scuffle when Dabo Griento flew into a rage typical of pubescant half-orc girls. As the militiamen began to rough the family up, Korrigan intervened, flooring one of the men when they refused to back down. Rumdoom immediately threw himself into the fray and ended it very quickly indeed. The police arrived (whereupon Verzubak promptly scarpered), and accepted a small bribe to overlook the incident. Korrigan and the Grientos returned to the hotel, while Rumdoom chased after Verzubak.
- Meanwhile, Leon followed Elanor Yanette and her veiled companion Isobel, who left the rail enclave in the company of two guards and headed to a plush mansion owned by an influential bureaucrat. They left by carriage some hours later and returned to the posh hotel.
- Only Damata Griento felt up to eating after the incident with the miltia, so he and Korrigan went to get some food. During their after-dinner conversation, Korrigan collapsed and woke up transformed into his earthshock manifestation (which he had recently learned to suppress). He quickly turned back to 'human' and made suitable excuses.
- Following an exuberent toast made by Verzubak in L'Wabe du Fonne, after a big win at cards, Olivert Boone left the bar with his female companion, and skipped out of the rail enclave to canoodle in a darkened alleyway (with Uru watching over him).
- Bree attempted to slip out of L'Wabe but was spotted by Matunaaga who continued to tail her. Bree now seemed to be aware that she was being tailed. Her route led straight past Olivert who happened to stumble drunkenly out of the alleyway into Matunaaga's path. He drunkenly apologised, but Bree had given Matunaaga the slip.
- Uru, however, had picked up her trail, realising that she was at least up to something a bit more interesting than Boone. She had a pass that allowed her to move from enclave to enclave after curfew. As they entered a very well-to-do region of the city (near to the centre of government judging by all the civic buildings) Uru's attempt to follow her was ended when he inexplicably collapsed. On waking up just moments later, he contacted Korrigan, who began to message all of the other team members.
- It turned out that each one of them had suffered a similar episode: Leon and Matunaaga as they returned to the hotel; Sly in the theatre; Rumdoom in L'Wabe ("But you're not even drinking!" exclaimed Verzubak, before leading Rumdoom on an extended tour of the enclave's other nightspots); and Malthusius in his jail cell.
- Yes, by this time, the organisers of the fundraiser (for orphans of the the Yerasol war) had spotted the stranger in their midst and called for the police. Malthusius had gone quietly and spent the evening trying to talk himself out of this awkward situation without connecting himself to the unit...
- Both Leon and Korrigan bore witness to a strange sight as they returned to the hotel. A physically imposing man dashed past dressed in nothing but an old coat. He was being pursued by enclave police and was grinning with enjoyment. He jumped over fence adjacent to the railway and disappeared.
- That night, Leon asked for Uru's help. Without letting anyone else know, they returned to the house of the bureaucrat visited by Elanor and Isobel, and broke in. The podgy administrator was terrified when he awoke to the sight of a tiefling and a gremlin sitting on the edge of his bed. Leon asked him one question: "What does Isobel look like?" to which the man responded, "A beautiful eladrin maiden". Then Leon cut his throat and set fire to his bed before the pair returned to the rail enclave. (This sudden and uncharacteristically ruthless act by Leon really reflects his burning desire to defend the fey and uphold the Vekeshi philosophy. Player earns a benny. Uru's player is thrilled that for once someone else is drawing shocked expressions from the rest of the group.)
Cherage to Orithea
- Next morning, the unit kept an eye out for new passengers, while Malia and some other guards loaded a crate of firearms onto the train for use during the Malice Lands safari.
- Malthusius had still to be released from his jail cell and would have to try to catch up with the unit in some way.
- As they boarded, they noticed the following newcomers:
- The 'mystery guests' joining them in first class were a flat-faced tiefling noble and a sternly beautiful elf whose hand and neck tattoos indicated that she was a clergy oracle. They communicated in sign language, before the tiefling thanked a guard with a heavy stammer. They learned from Elanor that the man was Luc Jierre, member of the Danoran royal family, and a recluse. She guessed the woman might be his bought bride and wished that she could have arranged such a lucrative match herself. The pair headed straight for their suite and remained there for the entire journey.
- Malia Baccharin was approached by a handsome man with an attache case chained to his wrist. There was an urgent exchange between the two before he boarded in second class. Uru disovered that his name was Cardiff Hengehill. He spoke in a Risuri accent and was rudely dismissive of Uru in his 'inquisitive halfling' guise.
- Another individual was spotted radiating nervousness and briefly arguing with the ticket vendor. Matunaaga spotted that this man had spots of blood on the soles of his boots.
- Leon saw another second-class passenger studying arcane documents. She was a Danoran Professor studying the effects of the Malice Lands. Her name was Kipana Swansdottir. She heartily recommended a museum in Orithea dedicated to Pala - the state established by the heretic philosopher William Miller and asked the handsome tiefling if he would like to accompany her...
- A chatty little man with thick spectacles bore a case that was heavily warded by magic. He claimed to be an ophthalmologist named Dan Boyene and his suitcase was filled with (newfangled and very expensive) lenses and specs.
- Also joining the train at Cherage was Herbert Nembillion, a tall, loud and well-built duellist heading for the arena in the independent border city of Nalaam.
- The group discussed the strange fainting phenomenon from the night before. Leon was perplexed, as magic did not work in the Dead Magic Zone, except for items which slowly drained over time. So it was hard to explain how they had all been affected at once, and no ritual or spell he had ever heard of could affect so many people over such a distance.
- The train left Danor and entered the Malice Lands. It would not stop now until it reached Orithea. As soon as they left the Dead Magic Zone, Leon secretly contacted the Vekeshi with a sending to report on the Elanor/Isobel situation.
- Soon afterwards, despite the cold, the safari went ahead as planned. Korrigan and 'Kai' joined Damata and Tarro Griento on the roof of the first class carriage - alongside Matunaaga, Cardiff Hengehill (who attached his briefcase to his ankle so he could aim), Olivert Boone, Bree Kaldeckis and Herbert Nembillion - all taking potshots at luckless malice creatures, while Malia and two more guards kept an eye out for danger.
- The noise of gunfire disturbed a stowaway - the half-naked man from last night appeared on the roof of one of the luggage compartments, waving a crowbar angrily. Train guards rushed to apprehend the man, but failed to locate him despite a thoroughgoing search.
- As they pulled in to Orithea, it was time once again to decide who the unit would follow.
As mentioned in my previous report, the Ob are trying to scry the group, but their attempts are being obfuscated by Uru's regalia granting him low-ranking membership of the Unseen Court. They tried clairvoyance (which the regalia blocked by plunging the first class carriage into darkness), then mind-reading (causing anyone who knows where Uru is to faint). Their final attempt will be a few days hence, when the necessary reagents have been sourced, and will succeed. The timing of this latest episode meant, of course, that Uru was unable to follow Bree to the royal palace. But I don't feel too bad about that, as he was told to switch targets by Korrigan's player when Boone 'accidentally' stumbled into Matunaaga.
Meanwhile, some real-life challenges have beset my players. Least of my worries this week was the one-off absence of Malthusius. (Hence his arrest.) But both Sly (from last week) and Rumdoom (from two weeks hence) need to take some time out. Their absence is tough to explain on a train journey. I could just get them arrested, but for what?
I'm keeping Sly on board as an NPC, just in case anything happens to one of the other characters. (So Malthusius can play him until he manages to free himself and rejoin the group...) Only he won't be in the first class carriage when Luc pulls his lantern trick (because he is masquerading as one of the guards), so my idea is that he will rush to the front of the train and be captured by the bad guys (just as the rest of the unit chase after Ottavia and her illusions). This will fit in very neatly with his background as a POW. He will be a captive during the final encounter. Not sure how to make the most of that. Would the bad guys kill him if the unit attack?
Rumdoom will attend the lecture by Vlendam Heid and agree to help Damata. My idea here is that he will want to go alone, to allow the others to pursue their mission, and that the Family cave is a day's travel from the rail enclave. (I mean, why would they make it easy for Damata?) That gets Rumdoom out of the picture for a while, and leaves him to fight Family alone - an encounter we may not play out until the player returns. If he loses, the unit will need to call in a favour from Cippiano...
All of this will leave just five characters for the remainder of the adventure and will be the first time they have tackled challenging encounters without a defender. (When Rumdoom was absent previously they had Karl Krauss in the group - a hybrid swordmage; and for the Dreaming buffer adventure they were joined by the fey golem Conquo.) So it will be interesting to see how they manage.
This session was a real challenge to DM (as were the previous two). My advice is to prepare well. I have a sheet telling me which NPCs board and leave the train at each station; another telling me what each one of them does in every city; and a reminder post-it note on my DM's screen that says ROLL WITH THE PUNCHES. (I have a habit sometimes of throwing obstacles in the path of player actions/suggestions that I wasn't expecting, particularly if they threaten to open up a can of worms or make things really complicated, and I'm determined not to respond in such a negative fashion during this adventure - or subsequent ones for that matter!)
Always on Time is quite the most unusual of D&D adventures - even more mold-breaking then previous episodes. My players have recognised that and commented very positively on it. Also, this is a record-breaking third session in a row without any combat (unless you count the scuffle with the militia, which I don't).
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