The Exploits of Javelin Company, RHC Flint Chapter [Starting Cauldron Born!]


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Started the Dying Skyseer last night.

Lots of prep, due to the multi-thread investigation...and probably spent too much time generating maps for this week. Anyways..

As run up, I sent our Vekeshi Mystic his secret meeting notes. He was very intrigued. I also sent a note to our ex-thief from Lorcan Kell basically saying "It's bad form for a thief to turn constable. Don't mess with us." Since our thief doesn't have a ZG theme, I'm trying to get her into the world as much as possible.

OK...on to the consulate! PCs are immediately freaked out by my tracking of time. The investigation goes pretty well by the book. One PC has 21/22 Insight/Perception...so he's basically hitting the passive "Something's amiss" all the time. They basically get the injuries, but not the order correct, find the vial, and finally do the magical check on her...and piece together that something is not adding up. The Spirit Medium wants to immediately contact her, but I causally suggest that they may want to poke around a bit more. They HATE Lebrix at this point. They know he is hiding something, and not leaving them alone.

Up in the gallery, they find the covered blood spatter...and were able to know that there was a slashing weapon involved. A PC also notices a pick left in the lock of the consular's office...but don't press. At this point they confront Lebirx. He says he can't explain the blood spatter. Someone rolls a 30 on Intimidate...and I cave, but buy time. Lebrix whispers "Meet at the Crossfoot Tavern, tomorrow...not safe to talk here."
I wanted to add some time here - as my PC's feel like they need to solve the whole thing in one day. I think LeBrix won't totally confide in the PC's yet, but just say that there is more to the story...and he fear for his job/life. By tomorrow, he might give the PCs a clue they've been ignoring.

At this point, the Spirit Medium talks with Nilasa. She recounts the events of her death, officially contradicting the story. But when asked about what she was doing her...checks failed. "I don't trust you enough." Ha!

They question Braden, but get little from him except that Heward was her employer. They also noticed the upbeat nature of everyone. One PC immediately thought the food was drugged...and bingo. Nice!

Outside, they nail all the streetwise checks and run into the carriage driver. Ok...they have a bunch of leads. Lots of wild theories at this point. Lebrix is a necromancer, Nilasa really is Gale, Wolfgang is in on the heist. But they are getting that documents were important enough to follow.


Thinking it's time sensitive...they go after Wolfgang first. Hostel is empty...and room turns up nothing. They hear reports of Officer Porter. They get a name of Wolgang's sponsor (Dr. Camp)...but didn't get a file or ask enough for the second name. Dead end. They swing by North Shore Precinct...but no Officer Porter works there, though he could be at another station...that will take awhile. They track down Camp (thanks to a contact)...and HE'S a dead end too! The trail is cold...too early in the week! They don't know about Kindleton...so that might be something I present in the morning by Delft.

Next they they swing by the Alkahest factory and talk to Heward...they get a good vibe from him, and hear about his uncle...and they kind of thought that may be a waste of time. I said, well Nilasa had ties to Gale...and Nevard can get you meeting....Ok no? Ok! Searching the room...nothing. they Ask about Porter, Wolfgang, Lebrix....Heward knows nothing. Another dead end for them. They thought about Nevard, but were focused on the murder suspects still. So the Thinking Man's tavern was next on the list. (They forgot to go to Parity Lake PD)


Finally...to the thinking man's tavern. They were fixated on the chocolates...but the barkeep insisted that the 'typical' recipe doesn't have fey pepper in it. They meet up with Thames, and due to a good handling in adventure 1, the bar relaxes abit and feelings are good. They talk to Barb, and inform her of the news...the PCs act fine, and she directs them to the Professors/Musicians.

Hennet comes up and dives right in, and the PCs are like 'WTF...we're just trying to find out who killed Nilasa'...didn't really know how to play this scene, so after the philosophical questions by Hennet...he admits he was just playing. Said, he had just met Nilasa not too long about, and helped her write a letter to Cippiano...but didn't know what it was about. Something possibly illegal though. The musicians were heckling, and when asked to perform...sang a song that mocked the king. The PCs didn't like that. But after the appealed to Nilasa memory, Jered admits Nilasa had some jobs in the Cloudwood and can direct them.

We ended here, at 1 Summer 8pm. Not sure they'll head to the Cloudwood this night or during the day...but if going to seek Nevard, or the brigands - they'll get their first combat with Fog of War. They need to still find the connection to the Waryeye's which they are still pretty far from. But so far, it looks like the Gale thread for them...though they've gone down each road a bit.

Whew!
 

I've noticed several groups have missed the Waryeyes. It might be useful to really highlight it. Maybe have Hennet track them down and say that he approves of how they handled themselves at the inn, so he wanted them to know what Nilasa wrote to Cippiano about: she was trying to set up a smuggling operation, to get weapons for Gale. He hopes they might be able to find some of her criminal accomplices -- Barb mentioned she'd gotten into trouble a few times, so there's probably police records -- because he doesn't want to get implicated in whatever crime goes down.

Then the police record can point to the Estuarial Reformatory, which would point to the House Elf, which would point to the smuggling op.
 

Thanks for the suggestion, Ryan. I figure they'll have a few 'outs' during the week it chase a missing lead.

BTW....here is a terribly rushed and ugly map for the Theater of Scoundrels.

Edit: GAH! How do I make this a link, and not a giant pic??
 

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Next Session:

After the previous session with no combat, my players were itching. But they may have been out of practice...because it went SO slowly. It was frustrating, because they didn't make a ton of progress on the case.

Also...our wizard player is out for the next few sessions. We had a temp player this time, but I don't think she'll last. She kinda fell asleep and wasn't too interested. So I'm basically down to 3 PCs, with no Arcana based magic user.

To the story:
They decided to call it a night (the night of the 1st) and meet up at RHC HQ in the morning. They see Delft and make their report. Delft hands them Nilasa's rap sheet (I wanted them to progress on the smugglers track a bit)...they look it over, but not carefully enough.

They decide then they should meet up with Nevard. The Fog of War encounter ensues, which took a long time to play out for some reason. They were discussing who they though they should be fighting, which was good...and made a break to rescue the girl. Even though they took down Renard, a deal was struck that they wouldn't press charges, if they could escort them to Nevard's. So that worked out.

At Nevard's, they were trying to figure out why they even wanted to talk to this guy. They knew that Nevard could potentially set up a meeting with Gale...but my constables where like "Gale is great to arrest and all, but we're after Nilasa's killer." And Nevard just flat out said "Don't you know Nilasa was working FOR Gale?" - then I think it started to click for them. They haven't really connected Gale's efforts with what happened at the consulate though. They also think that Cippiano is the puppet master of the whole thing. Anyways...they agree to escort Nevard to Cauldron hill, but later on (it's still early in the day). The pistoleros say they were working for Kell, and my thief (who got threatened by Kell with a personal letter) is on her toes.

They leave, and start searching district by district for the source of the fey pepper/Elixir (lab results came back in the morning). While in Stray, they are seeking Cippiano for questioning...but I say he's not available. They know Nilasa was writing him letters, but I didn't think Cippiano would be interested in wasting his time with them at this point.

Pine Island was the last place they checked. They found the Waryeye's apothecary. They walked in, asked some questions to Dansica. She said that Nilasa had the proper paperwork for the elixir and fey pepper (They thought that fey pepper was illegal and nail her on that...but i said it wasn't truly illegal). They didn't identify themselves as RHC, just asked some innocent questions....and then walked out, proclaiming it a dead end! The adventure as written, looks like you have to be pretty aggresive to get Dansica to do anything...both sides played it cool, but maybe they'll be back.

They get to the floating jail and interrogate the prisoners. At first, they don't want to give any sort of deal. They asked how long is there term, and I mentioned something short. So then they felt like springing them wasn't that big of a deal. They were rolling well on their checks...so once they got the paperwork in order, both of them told them of the meeting on the 4th, and that The House Elf was in on the deal.

We stopped here. They've got to track down the House Elf. And they are supposed to go to Cauldron hill tonight (it's getting late...like 5:30pm)...and they are supposed to me Lebrix at a tavern. Not sure what he might say here, maybe a lead to Kindleton, who they don't know about yet. Or, warn them and take more precautions for Cauldron Hill.
 


Ryan,
No, they haven't. But they know of him, and know he is appointed and skilled at keeping the forces at Cauldron hill at bay. I told them that he'll likely help the party out with wards and such. Trying to play him as a good guy as much as possible.

As for Gale...they still talk about taking her in to custody if/when they meet her.
 

We continue!

2nd of Summer, 8pm

PC's meet up with LeBrix and The Crossfoot Tavern. He comes clean with the cover-up, but The PCs knew about it already. They got a bit frustrated that he wasn't as valuable as first thought, but I mentioned that LeBrix had no idea the PCs had figured things out thus far. This meeting took place because of a ridiculously high Intimidate check that made Lebrix say that he's not involved in the cover-up. What I don't want to happen his have this all point to the Consular...as my PC's are starting to go there. Anyways...Lebrix is still out there as a useful ally for now. He mentioned that something on those documents must be important for this cover-up...but he's not sure what it is, or if he would betray state secrets if he talked to much.



Off to Pine Island to track down the House Elf. They find the studio, realize it's connected to the apothecary that they were just at in the morning. The thief decides to break into the studio alone. She gets trapped in a water tank prop...but smashes it free. The Waryeyes appear - and after pretending to be investigating the break in, Dansica tries to get them to leave. The PC's finally challenge them on the smuggling operation and battle ensues. They go down pretty quick, but Dansica's first attacks were pretty good. The badgers and Blander didn't do too well (bad rolls!). No guards here since it was 11pm so the encounter was a bit easier (I have 4 PCs)...and in exchange for no-jail time, they readily give the exact time and place of the dock where they were supposed to meet up. Deorn Feldman was the contact and the captain of the boat they intended to take to meet up. It's going down somewhere in The Ayers, but the Waryeyes didn't know.

- The party didn't think that hard about giving them probation...but hard enough. i like the 'make a deal with a bad guy' aspect. Also, they were looking VERY hard for incrimination evidence, of which there is none. The adventure makes a point to say there is 'contraband' and hidden elixirs in a safe - yet Dansica freely mentioned she sells these with the proper permits. Is it contraband and needs to be hidden? Not sure why. I played them as a married couple sympathetic to the Gale/Nilasa/Duchess cause, but basically in over their heads on the smuggling operation. Since it was close to midnight, they used some Dailies in the encounter - knowing they could probably rest.

- Also, my group meta-games me sometimes. When the thief was sneaking in the back alley, I pulled up the map (I had cool vision and fog of war on this one). My player said 'oh...he wouldn't have made a map unless there was a battle!). GRRRR! Though, their first visit to the shop, I didn't pull up the map. I also have not shown Reed Macbannin's portrait - trying to keep him clean for now.




They raided the apothecary. Most of it was salves, ointments and potions that only commoners would deem valuable. But there were a few choice selections. Here was the list, and took the seemingly useless Hat of Hats and wizards gloves.


Elixir of Invisibility - 2x
Alchemist's Fire
Elixir of Reflexes
Potion of Resistance, one each: (Psychic, Poison, Fire, Cold, Necrotic).
Ghoststrike Oil
Potion of Healing
Elixir of Protection from Evil

3rd of Summer



Resting up, They visit Nettles Mayor Reed Macbannin...and tell him plans to ascend Cauldron Hill. He approves the request, hoping that he might be seen as a facilitator to end some violence in the Nettles if he gives Nevard this favor. They've already met Nevard, so it was just a decision to waste a day. They got a vision of an abandon church for where these documents were - so they are on the look out, but don't know where to look. That's fine...I'll get them to the Doc eventually.

They like Reed. Seems helpful. They were put off by Nicodemus saying his spiel (like...who asked you!?) Again, could be for or against the meta-game here. Almost funny that nothing happened. Downplayed the butler as much as possible as well. No portrait or name mentioned for him either.


They ascend, and make camp. Very few preparations were done. They do the endurance check (most fail - no fire). Succeed at stealth. When I ask about the noise...and prompt them, then they decide to use earplugs. That was awkward. Two potions are brewed (one, a gravespawn...nicely done!). But they have bunch of potions from the apothecary as well.

The next scenes play out with me mostly narrating the action. They get the Sechim factory vision...and are freaked out by Nilasa and all the ghouls around them. Finally, Creed shows up -throws the sunrod in....and the monsters attack -ANNNND we break for the night. Good cliffhanger!

*****
With the lead on the House Elf, they are very much in line with the overall story. They'll likely check out the factory...and have the smuggler's encounter that night. Nevard's speech happens on the 5th (well...i think it would make sense at this point)....and somewhere in between, they'll be looking for the doctor. If they are dead-ended on the Doc (which at this point they seem to be)...I'll have Camp or Kindleton give them a lead. Lots of action yet! Also...i need to be a bit more careful with the meta game. More red-herrings, i think!


 

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