Landing on Axis Island
Well, now that we're back, here's the notes and commentary from the second session.
Jak said:
A week after the ship sabotage, Assistant Chief Inspector Stover Delft came into Section 9's office to bring them to his. The group found a tiefling bedecked in a formal red and purple coat and a rapier on her hip. Lya Jierre, the Minister of Outsiders from Danor, had a job for the group. But first, she wanted to test their mental mettle with a physical puzzle. Erik took that pitch and knocked it out of the park.
I had actually put this puzzle together using key rings, Legos (that’s right, Legos), and yarn. After a couple of attempts to build this up with other materials I was able to make it pretty quickly with those items. I dropped it on the table and after about 30 seconds Erik suggested they just hold some of the pieces up rather than just keeping them all on the table. They solved the puzzle pretty quickly after that. I was expecting at least some tinkering before they realized they couldn’t solve it without doing something quirky.
Take that, DM.
Jak said:
Her job? To seize Axis Island back from Duchess Ethelyn of Shale, the king's sister. She (along with several hundred soldiers) had taken over the island after abandoning the sabotaged ship a week previous. She must have had an inside source, Lya reasoned, since she didn't have to fight to take it over - she just walked in (or sailed in on her giant and not-at-all-ridiculous seahorse) and took it. Since the island was Danor's territory, it could be seen as a move by Risur, so it was imperative control be wrested away from the Duchess right quick. In fact, Lya was giving the group three days before Danor was going to take it back forcibly. She also gave the group a second mission - to look for her cousin, Nathan Jierre. He was doing astrological research with miners on Axis Island.
This little detail would come up again later. I’m not sure why it was recorded that Nathan was working with the workers. I’m guessing I mentioned Nathan doing work on the island, as well as mining operations that were occurring there and it was mashed together in the notes. This time it wasn’t that big a deal, but it comes up again in the second adventure where it becomes much more important that their information is consistent.
Jak said:
The plan to take back the island was this: Section 9, accompanied by a navy infiltration team, lands at the sea caves, goes through the mines, opens the sea gate, and lets the Risur navy in to take control from the Duchess.
The group assured Lya they'd complete the mission and she departed. Delft remarked that he thought she wasn't telling them everything and instructed the group to keep their eyes peeled for hinky dealings from Danor.
The group boarded the R.N.S. Impossible and once again encountered Captain Rutger Smith, who recognized them from their previous encounter aboard the Coaltongue and asked if they'd like to join him for brunch the next day. They, of course, agreed.
At brunch the next day, the captain relayed the tale of Section 9, the Duchess, and the Coaltongue to his tablemates, who were almost certainly very impressed and possibly a little awestruck. The captain changed topic to the mission and Section 9 clammed up - national security and all. He understood. He then moved on to discussing whether the Duchess was in the right, trying to fight to protect the old ways. Perhaps if he had broached this subject with them in a more private location they would've felt free to entertain such a notion, but certainly within a crowded cafeteria, they - part of the royal investigative body - weren't interested in questioning the king's wishes.
We did a bit of chatting back and forth here. I posed them questions to try and get them to look at things from the Duchess’ point of view. What was she trying to do? What was she opposed to? Her methods may be deplorable, but doesn’t her goal justify her actions? I was concerned they were going to gut Smith after a few of the questions. I think the party was still getting used to the idea of having to question motivation in an RPG rather than having things being more black and white.
Jak said:
Soon it was time to go below decks to hear more about the plan and meet their new comrades, four constables from Slate. They were Tanya, a half-elf shaman with a spirit hound, Burton, a goblin who smelled wonderful, Letmas, a small human with daggers, and 7-Foot Dan, a tall human with a bulging sack (perv) and the largest mace the group had ever seen.
They settled in to discuss the plan. Soon Jak and Lorenzo noticed Letmas wasn't there anymore - not in corporeal form, anyway. Just an illusion. Erik mentioned the island had strange issues - things like rock slides when there shouldn't be and trees where there shouldn't be.
The plan had been discussed. Time for some R&R. Dan asked Jak whether she liked to break stuff. Did she? You bet she did! They went up top and smashed away. Lorenzo found some pals with whom he could drown his sorrows. The others milled about.
They arrived at the island. Tanya checked over her people and their equipment, then they jumped into the water with a 500-foot rope. A couple of minutes later, the rope began to vibrate. Then it started jerking. Time to go check on them.
Section 9 boldly jumped in the water and followed the rope into a cave, where they found Burton with a leg trapped under a boulder. He was still conscious and was able to tell them that they'd made it out of the water, then suddenly they were back in the water again. Everything turned yellow, he said, and there was a blue sun. Dun dun dun...
Section 9 picked up the boulder. Burton pulled himself and his now-flattened leg out, then passed out. The group moved the boulder to the side and discovered the crushed remains of the rest of the infiltration crew. (Big Tom! We barely knew ye!) Sec9 grabbed Burton and the others and returned them to the navy ship from which they'd disembarked.
One of my players will sometimes anticipate where the story is going to go, and I felt this would be one of those points where he’d call out that the infiltration team was going to get killed pretty quickly. Why would you introduce a squad of agents who are better than the characters and have them lead the way? So I came up with a plan to surprise them with the cave in.
We meet every other week, so as I was preparing for this session I reskinned a handful of monsters so I’d have stats for these NPCs. I started dropping hints to a couple of my players that they’d be getting some NPCs they could us in encounters. I shot some of the powers I’d put together over to one of the guys I work with and really talked it up.
When they met the group I handed out sheets with their stats and powers to each of the players, asked them to pick the one they wanted and told them they’d use the NPC as an ally in combat. Everyone was super excited with these powerful NPCs, and sheets were traded until everyone had the character they wanted.
Then the moment of truth came. The infiltration team was going to go in the cave first. Nobody said anything, everything was cool. The water rippled, the rope was yanked several times. My players figured they’d just have to head in there and catch up to help them fight off an ambush, no problem.
Nope, the rope was stuck under a huge boulder and Burton’s leg was pinned as well. They easily lifted the boulder only to find the infiltration team crushed underneath. At that point I asked for the sheets back, then crumpled them up and tossed them on the floor. Right at that moment my dog showed up and ripped the crumpled paper into shreds.
Didn’t see it coming. Lorenzo’s player, who I was expecting would have called it, just started laughing. He got it.
Jak said:
They returned to the cave and pressed on into a cavern with a guy yelling crazy-talk about how the group had killed his friends. And then he shot Erik. Never ones to shrink from battle, Sec9 girded their loins and gave the crazy bastard what-for. There was water and platforms and elementals and ladders and Remington blowing up barrels and knocking Crazy Ol' Coot unconscious. All the elements of a dashing, memorable fight. (There's something about those water levels...) Once the battle ended, the group grabbed some golden icons from the area. Coot asked for them back and they all gave him a withering look, then began the questioning.
Turns out Coot (real name Nicholas Dupier) was the mine foreman. He thought Sec9 was part of the Duchess-led army that had been killing people on the island left and right. Since they weren't, he agreed to take them through the mines. The group urged him to fight for his land, but he couldn't be swayed. His place was the mines.
The mines opened out onto a forested area. They noticed a recently-dug pit to the left and found a mass grave of miners. One can hope that while Captain Smith may be open to the Duchess' ideas, he would oppose her execution of them. Wow, no pun intended.
This is one of the things I really like about this Adventure Path, there are characters put in here that are pushing the players to ask questions and try to see things from another point of view. It’s not something I see in D&D that much, and it’s a huge change of pace from just killing all bad guys because they’re bad.
Jak said:
Sec9 had two choices for reaching their next destination: through the forest or by taking the road. The forest was unsettling, so they chose the road, which was only a couple of miles to the fortress.
After fifteen minutes, they heard metallic grinding from the forest. Then came the thump of heavy footsteps. Sec9 booked, and saw a headless iron golem burst from the forest behind them. It crossed the road to the other side of the forest and headed on its merry way.
Giant golem! I figured the players were going to kill it, because that’s what you do in D&D, right? Fortunately, I was able to convey the might of the creature well enough that they took off in the other direction. They did go back and investigate after it was gone and Quinn, who happens to be a spirit medium, got a good look at witchoil. That’ll be coming up again pretty soon.
Jak said:
They could see the fortress two miles away! But they could also see torches burning a half-mile away and getting closer. They tried hiding in the forest, but Clumsy McClodfoot stepped on a stick, alerting them to their presence.
This was a pretty great session. There was a good mix of role playing and combat so everyone was happy. As the DM, I was extremely pleased to see all of the foreshadowing going on with things they ran into here. There will be some small pay offs coming up pretty soon in the campaign, and I’m wondering if they’ll recall where they first ran into it.