PDA

View Full Version : Pathfinder City of Progress - Campaign Journal: Chapter 9 (Dirge and the Blue Candle Inn)



Nibbens
2014-09-18, 02:28 PM
For those of you just tuning in – get acquainted with the game here (http://www.giantitp.com/forums/showthread.php?330770-City-of-Progress-Campaign-Journal).

For those of you who missed the last session – click here (http://www.giantitp.com/forums/showthread.php?371176-City-of-Progress-Campaign-Journal-Chapter-8-(Bander-Time-Bending)).

Joining us at the table were the usuals:
Beable Bamford - Halfling siege mage and Golem Lord for Rab's Progress, and his trusty Golem "Mouse 2.0" which is a cannon golem in the general shape of a giant Foo Dog. One of the cannons is decked out with plenty of enchantments and the other is just normal.
Galarend - Human Shining Knight Paladin of Iomedae and General of Rab's Progress' standing army. He is never far away from his trusty steed "Bolba" (A huge flying Triceratops decked out in spiked full-plate armor. (yes, it flies. I approved a permanency of a Fly spell in his case due to particular circumstances.))
Lady Wisteria - Human verdant Sorcerer who is the Rab's Progress' herbalist and "tea-master." (In the front yard of her home stands the only tree in the entire city - a huge oak tree)
‘Snatch Jerky
The session started with the players rolling off on the potions and scrolls from the gift-trunk given to them by the mayor. After this divvying, the Mayor invited them to stay for the continued celebrations and festivities – which they refused, saying they had an appointment elsewhere. Just before they were about to leave, they were given three pounds of Bamndersnatch Jerky – of which each player got one pound.

Beable’s player made references to ‘Snatch Jerky the rest of the night.

Burning 3 more uses of the wand of Find the Path, they wind up in Dirge. I called for knowledge local checks and the players were able to gain this description: The city of Dirge is a city wide slum to say the least with approximately 1000 people living in squalor. It’s a community with no real leadership other than what a person can make for themselves. Full of drug addicts, prostitutes and even where the legitimate shops need a degree of seediness to them just to stay active. Gozreh is the deity worshiped here and when Mudwater sank, an altar was built to him/her – and Dirge has not suffered the same fate as its older sister. The leadership is sometimes shared by a bandit troupe who passes through here often. They often sow chaos by disrupting the more reputable shops business and giving the spoils to the people of the city. They are known as the Red Rope – and while ‘bandits’ they are often seen as a force of good in the city.

Armed with this knowledge, they entered Dirge. Beable cast invisibility on himself and Mouse 2.0, Galarend walked aside Bolba, while everyone stayed behind Lady Wisteria. They figured that she was a more neutral image for the party and let her lead, rather than having a giant Triceratops and Paladin walking around in spiked full plate armor leading the group.

However, While Beable chose to remain invisible, Galarend wanted to be seen. So he made sure that the symbol of Iomedae was plainly visible on his chest piece as he walked through the streets. However, the people walking around really didn’t pay much attention to the group as they passed. They acknowledged them, took stock of their presence, but little more.

Lady Wisteria decided to try to gather more information about the blue candle inn and to try and find a location where it would have once stood. Her logic being if she could find where the inn once was, she could go there and investigate to learn more. Eventually she learns of an inn called the Sodden Stoat – this place may have answers for her.

The Sodden Stoat

Galarend left Bolba outside the Sodden Stoat as he entered, following Lady Wisteria. Beable and Mouse 2.0 waited patiently, invisible, next to him. Lady Wisteria took a look around – spotting that the inside of the inn looked like a high scale opium den, with a couple people sitting on divans already strung out in the middle of the day. The bartender was a mean looking cuss who Lady Wisteria and Galarend approached.

After general banter and the barkeep charging ridiculous prices for the rooms, sense motive checks revealed that he was gouging them as they looked wealthy. Galarend made the fact that he was a paladin known and the man immediately lowered his prices.

There were three versions of rooms – small with barely a mattress, the medium room was nicer larger and came with dinner, the largest ones were mostly reserved for Red Rope members, but they would come with dinner and breakfast the following day. Lady Wisteria pays for a large room and asks about the previous location of the Blue Candle Inn and the candle that never extinguishes. The bartender immediately knows what they are talking about and directs them to a series of three buildings where the inn used to stand. Lady Wisteria thanked him and they left.

In the meanwhile, Beable and Mouse 2.0’s invisibility spell wears off – and he keeps sitting there, next to Bolba. A child walks up and stats looking at the large metallic monstrosity he’s sitting on. And when Beable flips him a copper piece he runs off.

In a few minutes time a whole herd of children begin to but their grubby grimy hands all over Mouse 2.0’s shiny metal, which aggravates Beable to the extreme. This little aside is interrupted when Lady Wisteria Walks out the building – and everyone continues the trek to where the Blue Candle Inn once stood.

Pesh Dens and the Elderly

They come across a group of three buildings (one larger one in front, a thin one off to the side and an L shaped building behind the other two. Picking the larger building out – Lady Wisteria entered the building which appeared to be a small dilapidated hotel with a single couple of Elderly people living on the second floor.

After Introducing herself – Lady Wisteria engaged them in conversation and told her that the long thing building is a Pesh den and they keep out of their way. The building behind them, they said was haunted – those who go in do not come out.

Since she was spending an inordinate amount of time there without coming out, Galarend went in – calling for her. Once she responded, the elderly people were happy with inviting the paladin in and treated him like a celebrity. He refused their hospitality, and Lady Wisteria told him of the haunted house and Pesh den. The “House where people disappear and don’t come back” caught his attention more that the drug den, and they decided to check it out.

Before Lady Wisteria left she asked if the older couple wanted to stay here or live in Rab’s Progress. At first they hesitated – they didn’t want to leave their home. She offered to help them get established and even offered them a job running her Tea Emporium in Rab’s Progress and they agreed. She asked them to stay at the Sodden Stoat and wait for them, and when they refused because that’s where the Red Rope hung out at – that piece of information caught the attention of everyone. She asked them to stay in a different inn and they agreed.

Lady Wisteria spread the information to Galarend and Beable and they decided to check out the Haunted House.

I Spy – Games of Sight and Diplomacy

They never entered the house, but opened the front door – the sight they were privy to was one of warm coziness. Complete with a fire in the hearth and the smell of fresh brewed tea filling the home. Before they set foot inside, Galarend detected evil eminating throughout the home and specifically behind a corner they couldn’t see around. So Lady Wisteria cast True Seeing and Arcane eye and set out to uncover everything they could see from the entranceway.

The result was drastic. The True Seeing – Arcane Eye floated through the front door into a dilapidated house. Apparently, the ‘coziness’ they saw was nothing more than an illusion as tables and beds were upturned and rotted and dust was laden over everything. The only object that remained the same in both illusion and reality was a rug in one of the bedrooms. Lady Wisteria reported this and they went around to the back side of the house – where the bedroom was and had Bolba smash down the wall.

They pulled back the rug which revealed a trapdoor leading to a cellar – Since Lady Wisteria still had True Sight and Arcane Eye active she scouts ahead and sees a large rack of wines and alcohol, a large chest, several bodies littering the floor and near the back of the room was a large 10X10 foot hole in the ground leading downward. Lady Wisteria sent the arcane eye into the hole which prompted me to read this:

“The first thing you notice is the light. Small seaweed like plants growing along the walls seem to be giving off a ghostly bluish-green glow as bioluminescence. You can’t imagine the light of one plant being able to brighten up the entire space before you – there must be thousands of them. This thought alone is enough to impress you, but as you drop deeper down the tunnel you are descending into opens up revealing a gigantic cavern. The flooring contains the remains of a flooded city. The ceiling of this room may only be 25 feet high but it is completely filled, floor to ceiling, with water. Most of the buildings below you are between 10 and twenty feet tall, however a few reach straight up into the mud above you. The ground seems mud-covered as well.”

The first thing that Galarend said (When lady wisteria tells them what she saw) was “Well, there’s Mudwater.

Lady Wisteria tries to identify the plants along the wall of the shaft – trying to see if they are poisonous. So naturally, she rolls a 1. Which means they CLEARLY are very poisonous.

At this point, Galarend decided that at this point they need to contact the Red Rope and find out what they know about this, and if they know about this. They all head back to the Sodden Stoat and proceed to set up camp for the night. Lady Wisteria brashly tells the inkeeper that they wish to meet with a representative from the Red Rope before heading up to the room she purchased. A casting of Arcane Mark and Instant Summons makes Mouse 2.0 appear with Beable inside of the largest room they bought, Lady Wisteria creates a secure shelter for Galarend and Bolba outside the inn and she takes the room next to Beable and his golem.

Night goes peacefully and morning comes. Lady Wisteria’s room has a knock at the door. She opens it. Since she has See Invisibility permanently on herself she can see the ethereal shape of a man walking into her room, to which she reacts violently. Speaking directly to him she tells him to stop, which he does.

Beable succeeding on his perception check hops on Mouse 2.0 and crashed through the wall adjacent to her and pulls his shotgun on the man.

Galarend, hearing the explosion of Mouse 2.0 breaking down a wall, hops on Bolba and flies up to where he heard the noise and jumps in through the window.

The intruder, throwing off his invisibility claimed his intrusion was all for show – he was supposed to just appear sitting in the room when she turned back around. This stylish rogue puts up his rapier and introduces himself as the representative of the Red Rope.

They explain briefly why they are there and what they found. They state that they are looking for permission to act on their turf and if possible backup to help with the situation. The barkeep flies into the room in a rage, with a sword drawn, but immediately turns aroudn and walks out calmly when he sees the representative attending the matter. After hearing everything the representative says he’ll return with the boss, bows with a flourish and goes out.

Galarend attempts to help make reparations to the building owner by helping with the reconstruction of the wall. After a few hours of sweating doing the carpentry work the Red Rope leader returns and Galarend leaves his duties with the carpenter. He shakes his hand and the carpenter steals the gold pouch off the paladin. No one sees it, but thankfully the paladin only had one silver piece and nine copper pieces on him. No one was truly upset by this.

The leader of the Red Rope gives them permission to operate on their territory, but they were reluctant to give them manpower for assistance. Galarend makes the point that assistance doesn’t have to be manpower. The leader thinks about it and agrees to supply them with potions of waterbreathing. Lady Wisteria chimes in with poison prevention type potions too. Ultimately, he agrees, but only if the party parts with half the loot they find. They agree and the representative goes and comes back with a small box filled with potions of water breathing and a few other sundry things.

They all trade names and learn the leader’s name is Mumford and his representative’s name is Lacey.
Galarend makes a longwinded attempt for Mumford to change the mind of the way he’s ‘running’ the town – saying that while they don’t see eye to eye on how the town’s system of government is run, but since Mumford obviously cares for the people in the town Galarend attempts to make him a more legitimate ruler, and less of a bandit. Mumford says that he’ll take his words into consideration.

We ended the session there and decided to hook up in the next couple weeks. The good news is that we’ll most likely be gaining an new player – and old friend of the group as well.

The next session begins here (http://www.giantitp.com/forums/showthread.php?374737-City-of-Progress-Campaign-Journal-Chapter-10-(Down-Down-Down-to-the-Deep-Deep-Dark).
See you guys then!