Five sessions without a fight!
Session Overview (Digging for Lies, Act 1/2)
This session covered Act 1 cleanup and travel to the Ziggurat of Apet. After the meeting with Xambria, the PCs received stipends for the upcoming trip (and leveled up to 6), and did some shopping. Most of the mundane and common items were readily obtained, but a few of the less common requests required some time spent hunting around the more obscure shops, which in turn meant delaying their departure by a day.
The next morning, a couple of constables were approached by nosy neighbours, with eerily similar news: their residences appeared to be under surveillance by ne'er-do-wells.
While Reginald and Bela hunted around Flint for a pair of magical goggles and a psionic orb, the other constables obtained a cart and hauled the bodies of the otherworldly monsters to a Risuri military outpost. They were greeted by Tolyayle, one of Murdok's military college friends, who turned out to be working for the colonel who requested the cadavers. Tolyayle listened to Murdok's description with interest, and promised to forward the military's findings to the RHC.
En route, Vesta told the others about the letter he'd received instructing him to kill Rock Rackus. He believed it to be a fake, because the Vekeshi don't normally communicate in this manner. The constables agreed to alert the local police (holding Rock Rackus on suspicion of muder/manslaughter) to the possibility of an attempt on his life, without mentioning the Vekeshi. In light of the recent high-profile deaths at RHC HQ, they were able to persuade the police to transfer Rackus to a maximum security cell and post additional guards.
The PCs told the same story to Delft, who was (secretly) somewhat suspicious, but believed them because they have so far played things very straight with him (generally leaving nothing out of their reports).
Murdok returned home to talk to Agnes Mildew, her nosiest cat lady neighbour with a fondness for decorative spoons, and persuaded her to keep an eye on Murdok's place while she was out of town -- in exchange for a decorative spoon from Bole, of course.
Then they set out, renting most of a car on the red-eye overnight train to Bole. Bole proved to be a quiet backwater, where they actually had to wake up the duty officer at the RHC office to ask some questions. He'd heard about the expedition, but only thirdhand, so he didn't have any useful information for the PCs. He did tell them about their biggest local headache, a dispute over logging rights in an area east of Bole, between a new conglomerate and the forest fey.
Then it was onward to Agate. Some asking around in Agate corroborated Xambria's story, but also revealed that a well-equipped group had passed through quietly a couple of weeks ago, removing something that sounded suspiciously like a giant golden seal.
Not to be deterred, the constables hired pole boats and pressed on into the High Bayou. Thanks to Murdok's uncanny navigation abilities (unerring internal compass), they made the best possible time to the campsite and were only mildly fatigued upon arrival.
The sight of the ziggurat, however, was another matter. There was a wrongness about it that assaulted their minds, leaving three constables (Bela, Murdok, and Viveen) afflicted with Distant Madness...
DM Notes
I had fun with the country bumpkin RHC officer in Bole, snoring in my chair until the players "woke me up," and dropping my best Canadian y'alls on my American players.
I also had fun describing the High Bayou to the PCs. They were pretty disgusted by the giant webs and white crocodiles. I'm looking forward to the flood in the Ziggurat...
No one thought of the Voice of Rot, even after my repeated mentions of fey (red flags along the train tracks, the logging dispute) so that reveal will be pretty fun.
I prepared the entire Ziggurat sequence ahead of time in MapTool, integrating token vision for the first time. We tested it this time even though they didn't actually reach the Ziggurat, and got the fog of war to work correctly with dynamic light sources and PCs with normal or low-light vision. I've integrated the trap labels into a hidden background layer so that I can reveal one trap at a time as the PCs discover/encounter them. I think that's going to make the actualy dungeon crawl really cool.
For now, I'm just using drawing to show the rainbow puzzle, but I'm considering creating tokens for the bridges, since it's easier to hide/show a token than it is to draw/erase a shaded object. That probably won't take too long once I find the right tokens, and it should make the puzzle easier to run. I do have the updated rainbow puzzle image from the thread here, so I should be able to run the puzzle correctly.
I'm pretty excited about running an actual dungeon crawl for the first time in the campaign. Especially a trap-riddled dungeon with a timed escape at the end. I think my players are somewhat concerned for their safety, and they should be...
