ATG Mission 3 - Stoneport
This mission's objectives are the retrieval of another artifact as well as the rescue of Adventure Team Bugbear. They must face off against the criminal organization known as the Diligent Corbomites. We will have a set piece based off of my bank heist notes. The team will have to infiltrate the Diligent Corbomites compound and steal an ancient artifact of great power. The compound is teeming with enemy agents so the job will not be an out and out assault it will have to be done with stealth and cunning.
Before entering the city of Stoneport the characters should attempt to disguise themselves or even enter separately. The corbomites know them quite well at this point and have dossier's on each character and their capabilities. Entering quietly and in disguise will help them in their attempt to infiltrate the base. They will have to obtain information from locals without blowing their cover. Speak with the two different thieves guilds in the area who are probably not happy with the Corbomites cutting into their profits. Plenty of informants and business owners may also be able to provide information, but knowing which ones are loyal to the new cartel may be difficult.
The side quest will be finding out what happened to Adventure team Bugbear. Though this is their franchise location they haven't been seen in weeks and haven't checked in with head office. The players may head to their HQ and speak with staff there to find clues.
Investigating the Corbomites led Adventure Team Bugbear into a trap. The leader of the Corbomites trapped them in a magical artifact knows as the Gem of Amara. The Gem is a tesseract with hundreds of magical rooms inside of it. Once trapped within there is no way out. Or is there? The players will have to find help in Stoneport from a powerful magician and magical artificer to figure out the secrets within and rescue Adventure team Bugbear. As they are about to retrieve the gem it is stolen from them by thieves! The thieves lead them on a rooftop chase and may even get away on a ship leading ATG to chase them down on the high seas! Reminder at this point Vom Fass will get sucked into the gem and Dave will play as King Lee! Pirate adventure next.
Before entering the city of Stoneport the characters should attempt to disguise themselves or even enter separately. The corbomites know them quite well at this point and have dossier's on each character and their capabilities. Entering quietly and in disguise will help them in their attempt to infiltrate the base. They will have to obtain information from locals without blowing their cover. Speak with the two different thieves guilds in the area who are probably not happy with the Corbomites cutting into their profits. Plenty of informants and business owners may also be able to provide information, but knowing which ones are loyal to the new cartel may be difficult.
The side quest will be finding out what happened to Adventure team Bugbear. Though this is their franchise location they haven't been seen in weeks and haven't checked in with head office. The players may head to their HQ and speak with staff there to find clues.
Investigating the Corbomites led Adventure Team Bugbear into a trap. The leader of the Corbomites trapped them in a magical artifact knows as the Gem of Amara. The Gem is a tesseract with hundreds of magical rooms inside of it. Once trapped within there is no way out. Or is there? The players will have to find help in Stoneport from a powerful magician and magical artificer to figure out the secrets within and rescue Adventure team Bugbear. As they are about to retrieve the gem it is stolen from them by thieves! The thieves lead them on a rooftop chase and may even get away on a ship leading ATG to chase them down on the high seas! Reminder at this point Vom Fass will get sucked into the gem and Dave will play as King Lee! Pirate adventure next.
Plot points/Scenes
Main storyline - Infiltrate the Diligent Corbomites stronghold and find where they are keeping the Sarcophagus of Unseen Electra. Making sure not to kill too many enemies or they may unleash the Fallen creature within.
Sidequest one - Find Adventure Team Bugbear who are trapped in the Gem of Amara. Eventually the party will have to find a way into the gem and find ATB and rescue them. They will need the help of a powerful magician to learn the secrets of getting in and out safely.
Sidequests of Under Wharf -
Sidequests of Stoneport -
The dinner party - Adventure Team Grimm must fight for the license to stay active in Stoneport. With Adventure Team Bugbear still missing, it's up to Grimm to convince the local ministers to allow the company to operate in the city. Stoneport is known for it's strict laws and web of bureaucracy that makes every guild and company constantly jostle for position and better tax breaks. The newest hurdle for PACT is the arrival of Helle's Adventuring & Trading, a company formed by Helleficks Kristallin, which wants to supplant PACT as the only operating adventure company in the city. They are attempting to convince five ministers to revoke the license and transfer it over to HAT. In one of the Ministers mansions the party must gather to convince several magistrates to continue their license to operate. There is no way to fight your way through this process, this encounter must take place around a seven course meal in front of five magistrates. The party must convince at least three to maintain their license. The five players must sit down with five magistrates and three new characters who represent HAT. Kristalinn through his connections has convinced enough of the magistrates of Stoneport that PACT is a dangerous organization that is too risky to operate in the city. The gameplay revolves around an initiative order allowing each player and each rival to use conversation to score points with a magistrate. Pick your target and try a persuasion , insight, argument, deception or diplomacy check to score points. Through the seven courses of meals and alcohol the players must score more points than the rivals and win the companies license. I’ll track the points for everyone and tell them the score later. Some players may have to deal with poisons placed in their food or drinks that can alter their rolls. Possibly drugs altering their consciousness or getting them high may change their modifier. They can also cast spells that can change the outcome. Pickpocketing can be used and a magistrate or rival may have a piece of information that can shift the tide in a players favor.
Majerle Theater - To find an operative of the diligent corbomites who has an underground key rune allowing access into the compound, the players must find a way to steal it from him during a performance of "Stiltigar's Jade Mound". One of the highest ranking accountants of the Corbomites never misses a performance of the play on a Friday night. The catch is no one ever sees him enter or leave. He just appears and then disappears before the crowd leaves the theater. How does he do it? Magic, trap doors and tunnels, or something else? ** NOTE players have investigated the theater thoroughly and discovered Arbuck’s secret Cabinet. They found one location it travels to but not the second.
Meeting Roboser - Vom Fass and Karnak have set up a meeting at 6pm tomorrow to meet the large half orc at Bheleron’s tower. A small building will be at the base of the tower that will be faked to look like a cozy tavern. As the two enter they see a rumpled human man behind the bar. He has a lot of facial hair and looks a lot like Al Swearigen from Deadwood. He directs them to the room in the back. Two others drink some hazy looking ale, one at the bar and one at a table on the other side of the room. Perception checks by both DC 15 reveal that the bar has less liquor than usual and the lighting is poor even for a small city pub. Just then The large green Half orc opens the back door and beckons them in. “Hey, There you are, come on back we are setting up a card game. Then we can talk.” Whether they both head back or call his bluff in the common room they will be ambushed by the three men in the common room, Roboser, and two other enforcers. Roll for initiative. During this battle make sure that Roboser demands his key back from the two every time he lands a hit.
Researching the Abyssal Knife - Mew and two of her friends from the Hare’s Catch named Fred Alanta and Velma Tanto are trying to break through to another layer of the Abyssal Knife. She wants Fred to set up a meeting at his level and see who shows up.
Blizzard Hops Brewing Expansion and Vault - Blizzard Hops is taking his expansion into Corralon Township seriously and has invested in the distillery there buying the naming rights. He also is determined to start his own bank to help control his new income. He has bought a 1000 lbs. of iron ore and shipped it to Corralon. He is working with Venter Petrograd to find some more. Karnak, Gunther Lynx and a Business Opportunity - Karnak has developed a relationship with the Minister Foreign of Lamborginus and has leveraged it into a pipeweed farm opportunity. Lynx is interested in developing some farmland in Kierkeolon for Karnak’s Tarantula feet pipe weed.
Blizzard Hops has begun physical Relations with Alchonis Bulba - Though an older and refined dwarven minister, she was beguiled by the half elf’s charms and wound up seduced. The two spent the night together after the dinner party to secure the license for PACT to continue operations in Stoneport.
Roboser the Half- Orc has fled the city after his confrontation with ATG - The rest of the team functioning without Blizzard Hops hammer ( which was in use on Minister Bulba’s vulva) fought and defeated a group of Corbomites thugs and ninjas. They made a deal with Roboser for information in exchange for his life.
Sidequest one - Find Adventure Team Bugbear who are trapped in the Gem of Amara. Eventually the party will have to find a way into the gem and find ATB and rescue them. They will need the help of a powerful magician to learn the secrets of getting in and out safely.
Sidequests of Under Wharf -
Sidequests of Stoneport -
The dinner party - Adventure Team Grimm must fight for the license to stay active in Stoneport. With Adventure Team Bugbear still missing, it's up to Grimm to convince the local ministers to allow the company to operate in the city. Stoneport is known for it's strict laws and web of bureaucracy that makes every guild and company constantly jostle for position and better tax breaks. The newest hurdle for PACT is the arrival of Helle's Adventuring & Trading, a company formed by Helleficks Kristallin, which wants to supplant PACT as the only operating adventure company in the city. They are attempting to convince five ministers to revoke the license and transfer it over to HAT. In one of the Ministers mansions the party must gather to convince several magistrates to continue their license to operate. There is no way to fight your way through this process, this encounter must take place around a seven course meal in front of five magistrates. The party must convince at least three to maintain their license. The five players must sit down with five magistrates and three new characters who represent HAT. Kristalinn through his connections has convinced enough of the magistrates of Stoneport that PACT is a dangerous organization that is too risky to operate in the city. The gameplay revolves around an initiative order allowing each player and each rival to use conversation to score points with a magistrate. Pick your target and try a persuasion , insight, argument, deception or diplomacy check to score points. Through the seven courses of meals and alcohol the players must score more points than the rivals and win the companies license. I’ll track the points for everyone and tell them the score later. Some players may have to deal with poisons placed in their food or drinks that can alter their rolls. Possibly drugs altering their consciousness or getting them high may change their modifier. They can also cast spells that can change the outcome. Pickpocketing can be used and a magistrate or rival may have a piece of information that can shift the tide in a players favor.
Majerle Theater - To find an operative of the diligent corbomites who has an underground key rune allowing access into the compound, the players must find a way to steal it from him during a performance of "Stiltigar's Jade Mound". One of the highest ranking accountants of the Corbomites never misses a performance of the play on a Friday night. The catch is no one ever sees him enter or leave. He just appears and then disappears before the crowd leaves the theater. How does he do it? Magic, trap doors and tunnels, or something else? ** NOTE players have investigated the theater thoroughly and discovered Arbuck’s secret Cabinet. They found one location it travels to but not the second.
Meeting Roboser - Vom Fass and Karnak have set up a meeting at 6pm tomorrow to meet the large half orc at Bheleron’s tower. A small building will be at the base of the tower that will be faked to look like a cozy tavern. As the two enter they see a rumpled human man behind the bar. He has a lot of facial hair and looks a lot like Al Swearigen from Deadwood. He directs them to the room in the back. Two others drink some hazy looking ale, one at the bar and one at a table on the other side of the room. Perception checks by both DC 15 reveal that the bar has less liquor than usual and the lighting is poor even for a small city pub. Just then The large green Half orc opens the back door and beckons them in. “Hey, There you are, come on back we are setting up a card game. Then we can talk.” Whether they both head back or call his bluff in the common room they will be ambushed by the three men in the common room, Roboser, and two other enforcers. Roll for initiative. During this battle make sure that Roboser demands his key back from the two every time he lands a hit.
Researching the Abyssal Knife - Mew and two of her friends from the Hare’s Catch named Fred Alanta and Velma Tanto are trying to break through to another layer of the Abyssal Knife. She wants Fred to set up a meeting at his level and see who shows up.
Blizzard Hops Brewing Expansion and Vault - Blizzard Hops is taking his expansion into Corralon Township seriously and has invested in the distillery there buying the naming rights. He also is determined to start his own bank to help control his new income. He has bought a 1000 lbs. of iron ore and shipped it to Corralon. He is working with Venter Petrograd to find some more. Karnak, Gunther Lynx and a Business Opportunity - Karnak has developed a relationship with the Minister Foreign of Lamborginus and has leveraged it into a pipeweed farm opportunity. Lynx is interested in developing some farmland in Kierkeolon for Karnak’s Tarantula feet pipe weed.
Blizzard Hops has begun physical Relations with Alchonis Bulba - Though an older and refined dwarven minister, she was beguiled by the half elf’s charms and wound up seduced. The two spent the night together after the dinner party to secure the license for PACT to continue operations in Stoneport.
Roboser the Half- Orc has fled the city after his confrontation with ATG - The rest of the team functioning without Blizzard Hops hammer ( which was in use on Minister Bulba’s vulva) fought and defeated a group of Corbomites thugs and ninjas. They made a deal with Roboser for information in exchange for his life.
Themes
The team must hunt down the Tiefling named Clatter Star and the elven man named Velor Suede. Each of which have keys that can be used to enter the Grey compound and the vaults located in the basement and on the third floor. Two other important characters to research and locate are Vaconto himself who is the leader of the Diligent Corbomites and Arbuck Kettlebloode, a dwarven man who has eluded them so far.
Clatter Star - This encounter starts on the streets of Stoneport as the team tracks her down probably due to a tip from members of the Hare’s Catch and Claw in the wood. As the characters get close she uses her ring of jumping and leaps to the rooftops. This creates a roof top chase scenario as the team tries to keep up with her. It concludes with a large battle at the top of the tower of Bheleron.
Velor Suede - Now scarred and angry will hunt the players any chance he gets.
Vaconto - At this time Vaconto will usually be at or on the way to the Angry Sea wolf. If the players find him he is surrounded by 6 of his personal guard. [use the Drow Guards from the DC page]. "Ah, another one of these intrepid Adventure Team's of Agrimor's. You fools don't give up do you? Ah well you will eventually meet the same fate. Kill them"
Vaconto - The Death of Minister Kodiak - Ger Kodiak - A human man who is the Minister of Internal affairs. Ger Kodiak has been found dead. Vaconto and another dwarven man are up for the new position. Who killed Kodiak and what can the characters do to stop Vaconto from gaining the position of Minster of Internal Affairs?
Claw Through the Wood Returns - The rogue Tabaxi known as Claw through the Wood contacts Mew through the Hare's catch. In the secret room within the bazaar in the Populous Horne, Claw tells his tale of employment within the ranks of the Diligent Corbomites. He does this to clear the slate between the two after Mew spared his life on the road south of Lamborginus. He warns her of the dangerous foes awaiting her in the Grey Compound and tells her of the keys that each of the carry to open the vaults. The Grey compound has been in existence for centuries and has served as a bank and as an armory. The basement level is filled with several vaults where Vaconto is amassing many magical items, money, and dangerous artifacts. He keeps the Sarcophagus down there, but he also has built a private vault on the third floor that he doesn't allow anyone access too. Claw believes this is where Adventure Team Bugbear had ventured before dissappearing.
Researching the Gem of Amara - At the fancy black tie event hosted by ETC, another guest is a fire Genasi woman named Flaschenbier. She is also a wild magic sorceror who feels a kinship with the small kobold. She tries to befriend him and tell him of the Gem of Amara, an incredibly powerful magical artifact that can only truly be wielded by a sorceror.
Investigating Vaconto's Ships at the Cassian Docks - The party must sneak aboard Vaconto's ships and gather vital information on Vaconto and the Diligent Corbomites. If they make it into Vaconto's office they can find several pieces of information.A shipping manifest with the Sarcophagus of Electra listed.
A crate not yet opened that contains the Plate mail item known as Verisar's Plate pack.
A vial of poison that is almost empty. This was used in the murder Ger Kodiak.
A detailed notebook that contains Ger Kodiak's entire schedule for the last week. It is signed by a halfling woman named Ellie Imre. With further investigation the party can determine that Ellie was a assisstant to Kodiak. She was compromised by Velour Suede who threatened to kill her husband.
During this mission as the party sneaks around the boat they will run into a young swashbuckler who is also sneaking through Vaconto's things. He will be excited that someone else is on to Vaconto as well. He is currently running with a small group of pirates known as the Crossed Swords. The party and King Lee will be accosted at this time by some Drow and they can work together with King Lee to overcome the Drow.[Note, why is Vaconto working with so many Drow? Part of a forthcoming invasion?]
King Lee in his investigations has learned that different keys used in combination open different vaults.
Ship 2 - The Gleaming Whale - The captains quarters has a strange notebook written in a language none of you have ever seen before (A book of notes written in Drow code that details an invasion from the underdark. They are fomenting war between Lamborginus and Penthos and then planning to attack after the entire eastern side of the continent is in the throws of war. Vaconto is complicit in this).
Other Loot - Potion of water breathing, Cloak of the Manta
Breaking in to the Grey Compound -
If they players take the sewer route, have them be harassed by the Insidious Beguiling. He will taunt Mew and the team but not attack. His deal is to build fear over time, plus this will give us a storyline to return to later. They may have to walk down a tunnel with quivering intellect devourers lining the walls, Aliens style. Whether they attack the vaults first or the upstairs Vaconto will be waiting for them on the third floor in Two Blades room. Battle map in the share folder creative cloud. He has his must trusted warriors by his side, Two blades, Jex, Velour, and Revan Haller. This is the final boss battle. Probably time for Vom Fass to try his orange potion of strength.
After your battle on Bheleron's Tower you tied up any survivors including the villianous Clatter Star. After handing over the prisoners to the authorities of Stoneport you returned to the Stein to rest and prepare for your assault on the Vaults of the Grey Compound. With Clatter Star's key you have access to the secret vault entrance through the sewer system underneath the city. As dawn breaks you file out into Under wharf and head towards the cave to the west that leads into the sewers. Following the Cartographer device used by Karnak you make your way into the smooth stone tunnels carved by dwarves over 800 years ago. These large dark grey tunnels stand about 10 foot across and 8 feet high. The center has a deep rut where grey and black water makes its way to the sea. You stand to the sides of the fetid stinking flow fighting back tears forming due to the stench. After 45 minutes of marching towards your destination an unease seems to fall on all of you. Ahead the tunnel walls glisten a bit more and as you move forward the walls begin to look like they have a covering of chitin with bits of webbing. As you peer ahead with your dark vision, about 50 feet ahead the walls are coated with a pebbling of round wrinkly ovals that cluster in tight groups. A light mist fills the air in this area and the humidity feels a bit oppressive. Just then a voice fills your minds "Hello little adventure group. No fear! you may move ahead, our meeting isn't scheduled for some time. Your quest awaits and I will not interfere."
"You may call me Ingmar, my true name is pompous and overly lengthy."
"Ah, Lady Mew, your light shines like the rising sun over snow capped mountains! Some day we will meet in a grand and dramatic fashion but it is not this day. Proceed with your task, I will trouble you no further!"
As you continue forward, indeed, no harm befalls you. After another hour of travel you find a section of the tunnel with strange carvings on it. The cartographer device highlights it as an opening. As you produce the key from Clatter star a keyhole opens in the stone as dull blue runes begin to glow around it in a circle. As you place the key in the wall a circular opening in the stone gives way and pushes forward leaving three feet of space, plenty of room to move into the room beyond. [See Vault in the Grey Compound from here]
Velor Suede - Now scarred and angry will hunt the players any chance he gets.
Vaconto - At this time Vaconto will usually be at or on the way to the Angry Sea wolf. If the players find him he is surrounded by 6 of his personal guard. [use the Drow Guards from the DC page]. "Ah, another one of these intrepid Adventure Team's of Agrimor's. You fools don't give up do you? Ah well you will eventually meet the same fate. Kill them"
Vaconto - The Death of Minister Kodiak - Ger Kodiak - A human man who is the Minister of Internal affairs. Ger Kodiak has been found dead. Vaconto and another dwarven man are up for the new position. Who killed Kodiak and what can the characters do to stop Vaconto from gaining the position of Minster of Internal Affairs?
Claw Through the Wood Returns - The rogue Tabaxi known as Claw through the Wood contacts Mew through the Hare's catch. In the secret room within the bazaar in the Populous Horne, Claw tells his tale of employment within the ranks of the Diligent Corbomites. He does this to clear the slate between the two after Mew spared his life on the road south of Lamborginus. He warns her of the dangerous foes awaiting her in the Grey Compound and tells her of the keys that each of the carry to open the vaults. The Grey compound has been in existence for centuries and has served as a bank and as an armory. The basement level is filled with several vaults where Vaconto is amassing many magical items, money, and dangerous artifacts. He keeps the Sarcophagus down there, but he also has built a private vault on the third floor that he doesn't allow anyone access too. Claw believes this is where Adventure Team Bugbear had ventured before dissappearing.
Researching the Gem of Amara - At the fancy black tie event hosted by ETC, another guest is a fire Genasi woman named Flaschenbier. She is also a wild magic sorceror who feels a kinship with the small kobold. She tries to befriend him and tell him of the Gem of Amara, an incredibly powerful magical artifact that can only truly be wielded by a sorceror.
Investigating Vaconto's Ships at the Cassian Docks - The party must sneak aboard Vaconto's ships and gather vital information on Vaconto and the Diligent Corbomites. If they make it into Vaconto's office they can find several pieces of information.
Breaking in to the Grey Compound -
If they players take the sewer route, have them be harassed by the Insidious Beguiling. He will taunt Mew and the team but not attack. His deal is to build fear over time, plus this will give us a storyline to return to later. They may have to walk down a tunnel with quivering intellect devourers lining the walls, Aliens style. Whether they attack the vaults first or the upstairs Vaconto will be waiting for them on the third floor in Two Blades room. Battle map in the share folder creative cloud. He has his must trusted warriors by his side, Two blades, Jex, Velour, and Revan Haller. This is the final boss battle. Probably time for Vom Fass to try his orange potion of strength.
After your battle on Bheleron's Tower you tied up any survivors including the villianous Clatter Star. After handing over the prisoners to the authorities of Stoneport you returned to the Stein to rest and prepare for your assault on the Vaults of the Grey Compound. With Clatter Star's key you have access to the secret vault entrance through the sewer system underneath the city. As dawn breaks you file out into Under wharf and head towards the cave to the west that leads into the sewers. Following the Cartographer device used by Karnak you make your way into the smooth stone tunnels carved by dwarves over 800 years ago. These large dark grey tunnels stand about 10 foot across and 8 feet high. The center has a deep rut where grey and black water makes its way to the sea. You stand to the sides of the fetid stinking flow fighting back tears forming due to the stench. After 45 minutes of marching towards your destination an unease seems to fall on all of you. Ahead the tunnel walls glisten a bit more and as you move forward the walls begin to look like they have a covering of chitin with bits of webbing. As you peer ahead with your dark vision, about 50 feet ahead the walls are coated with a pebbling of round wrinkly ovals that cluster in tight groups. A light mist fills the air in this area and the humidity feels a bit oppressive. Just then a voice fills your minds "Hello little adventure group. No fear! you may move ahead, our meeting isn't scheduled for some time. Your quest awaits and I will not interfere."
"You may call me Ingmar, my true name is pompous and overly lengthy."
"Ah, Lady Mew, your light shines like the rising sun over snow capped mountains! Some day we will meet in a grand and dramatic fashion but it is not this day. Proceed with your task, I will trouble you no further!"
As you continue forward, indeed, no harm befalls you. After another hour of travel you find a section of the tunnel with strange carvings on it. The cartographer device highlights it as an opening. As you produce the key from Clatter star a keyhole opens in the stone as dull blue runes begin to glow around it in a circle. As you place the key in the wall a circular opening in the stone gives way and pushes forward leaving three feet of space, plenty of room to move into the room beyond. [See Vault in the Grey Compound from here]
Structure
Exposition
NEXT:
As you stood over the hole at the base of the Golsten Stein holding the body of Blaise Riven you watched as the three Homonculi shoveled dirt over the corpse. The realization of all that you had done and had yet to do hits all of you. You took a couple of days to recover your strength and heal your wounds. With Cog still missing you all decide to take a couple of weeks to do some training and research on how to deal with Vaconto and your mission.
Mew disappeared the next day, she went back to the thieves guild known as the Hare's Catch. The tabaxi known as Claw through the wood had shown up with information on the Diligent Corbomites and the two decided to do some training together. The two have a history together after Mew had spared his life many months ago when Claw was working with the Corbomites that attacked your caravan to Lamborginus. They compared notes and worked on new techniques, trading secrets of the trade. She returned several days later with more confidence and poise than you remembered. Anything else about her relationship with the attractive male tabaxi she keeps to herself. In that time Mew, Claw and a new associate of theirs named Kal investigated more of the inner workings of the Corbomites and Vaconto.
Karnak, desperately needing to return to nature after all this time in the city, wandered out into the Eigerlands for some camping. On his travels he found a small band of barbarians from the Icelands and befriended them. Impressed by his dwarves strength and his strong connection to the forest they took him in and traded fighting techniques. The spent many days hunting, sparring, and fishing. When he returns to the Stein he looks refreshed and stronger.
Blizzard Hops drank for three days straight. His reaction to the stress of conflict, battle, and facing long odds is to drown it in alcohol. He immediately fell into bad habits and awoke on the fourth day with a massive hangover, rare for him, and a strange need to reconnect with his faith. His time in the future recovering his hammer and seeing a temple to Eigeralon usurped by an interloper makes him yearn for a stronger connection to his god. He wandered into a temple to Eigeralon in Stoneport, dirty, bleary eyed, and thirsty. This time not for whiskey but for clean water and for replenishment of his soul. Talking with the cleric in the temple, a wizened older human man, and a young Monk from the forestlands helped to calm his thoughts. He spent the next few days in their training facility communing with the hammer of Pentathet and Eigeralon himself. He returns with his tabard and armor cleaner than usual and the ever present bags under his eyes reduced and less colored. (Level up his hammer). New Pentathet's Hammer Stats : +3 to hit / 1d12 +3 damage 5 charges / Thunder Punch / Misty Step / Lightning bold / Or fly.
Vom Fass seeing his new friends disperse felt emptier than usual. A loner sure in his power and purpose never needed anyone before, but after spending this much time with a new team and facing all the dangers they have faced he feels a sense of loss. Wandering the streets of Stoneport he eventually made his way to the docks. The night air was warm and the lanterns on the docks were yellow and inviting. The dock workers had gone home or to taverns but the sailors manning the boats were up and drinking and eating. As he passes a large galley in the harbor staring over a railing on the deck with a drink in her hand was a familiar face. The Fire Genasi woman known as Flaschenbier called to him. They spent the next week together inseparable, carousing around town wreaking havoc on unsuspecting townsfolk. Using the festival as cover to play tricks on stuffed up merchants and guards, flying over the water and up to tall buildings and towers, and sharing bottles of wine in the crow's nest of various ships. The two exchanged magical secrets and abilities reveling in the wonders of their wild magic. One night a storm formed in minutes and lightning split the sky over the water. The both of them are convinced they caused it. They also discussed the Gem of Amara and what secrets it could hold.
Cog returned to the Stein only to find it empty. His new friends seemingly disappeared. He wandered the streets of stoneport for a couple of days in search of familiar faces. His research at the library had revealed a lot about the structure and existence of beings called Warforged. Metal and wood automatons said to be used as soldiers and workers. But no mention of any of these possessing a soul and doing the work of heroes has ever been written. After a week of wandering he eventually encountered a strange old woman. She sat in front of a large inn, blind and without the use of her legs. To his surprise she called to him by name from across the street. She knew him but did not know him. She spoke of a pink lady whom she used to serve and of the evil demi god she spent her life hunting. In her younger days she was an adventurer and spectacular swordsman. She only encountered the creature with blue skin and white hair twice. She and her team stopped his machinations each time and he swore vengeance but escaped. Cog spent the next week with the old woman, listening to her stories and helping her around the house. Eventually the pink lady appeared to both of them and though she used few words the message was clear to the noble warforged. Stop Isringus and his next scheme for it will be more dangerous and evil than ever. A shared vision between Cog and the old lady occurred, She in her younger form armored and strong and Cog fought a battle on a plateau against Isringus and his minions. They defeated all of them and afterward Cog felt stronger and more peaceful. The old woman lay dead but on her lips a smile as she lay in her bed. She passed away feeling proud of her accomplishments and of her new friend, a man made of metal with a noble soul.
As you stood over the hole at the base of the Golsten Stein holding the body of Blaise Riven you watched as the three Homonculi shoveled dirt over the corpse. The realization of all that you had done and had yet to do hits all of you. You took a couple of days to recover your strength and heal your wounds. With Cog still missing you all decide to take a couple of weeks to do some training and research on how to deal with Vaconto and your mission.
Mew disappeared the next day, she went back to the thieves guild known as the Hare's Catch. The tabaxi known as Claw through the wood had shown up with information on the Diligent Corbomites and the two decided to do some training together. The two have a history together after Mew had spared his life many months ago when Claw was working with the Corbomites that attacked your caravan to Lamborginus. They compared notes and worked on new techniques, trading secrets of the trade. She returned several days later with more confidence and poise than you remembered. Anything else about her relationship with the attractive male tabaxi she keeps to herself. In that time Mew, Claw and a new associate of theirs named Kal investigated more of the inner workings of the Corbomites and Vaconto.
Karnak, desperately needing to return to nature after all this time in the city, wandered out into the Eigerlands for some camping. On his travels he found a small band of barbarians from the Icelands and befriended them. Impressed by his dwarves strength and his strong connection to the forest they took him in and traded fighting techniques. The spent many days hunting, sparring, and fishing. When he returns to the Stein he looks refreshed and stronger.
Blizzard Hops drank for three days straight. His reaction to the stress of conflict, battle, and facing long odds is to drown it in alcohol. He immediately fell into bad habits and awoke on the fourth day with a massive hangover, rare for him, and a strange need to reconnect with his faith. His time in the future recovering his hammer and seeing a temple to Eigeralon usurped by an interloper makes him yearn for a stronger connection to his god. He wandered into a temple to Eigeralon in Stoneport, dirty, bleary eyed, and thirsty. This time not for whiskey but for clean water and for replenishment of his soul. Talking with the cleric in the temple, a wizened older human man, and a young Monk from the forestlands helped to calm his thoughts. He spent the next few days in their training facility communing with the hammer of Pentathet and Eigeralon himself. He returns with his tabard and armor cleaner than usual and the ever present bags under his eyes reduced and less colored. (Level up his hammer). New Pentathet's Hammer Stats : +3 to hit / 1d12 +3 damage 5 charges / Thunder Punch / Misty Step / Lightning bold / Or fly.
Vom Fass seeing his new friends disperse felt emptier than usual. A loner sure in his power and purpose never needed anyone before, but after spending this much time with a new team and facing all the dangers they have faced he feels a sense of loss. Wandering the streets of Stoneport he eventually made his way to the docks. The night air was warm and the lanterns on the docks were yellow and inviting. The dock workers had gone home or to taverns but the sailors manning the boats were up and drinking and eating. As he passes a large galley in the harbor staring over a railing on the deck with a drink in her hand was a familiar face. The Fire Genasi woman known as Flaschenbier called to him. They spent the next week together inseparable, carousing around town wreaking havoc on unsuspecting townsfolk. Using the festival as cover to play tricks on stuffed up merchants and guards, flying over the water and up to tall buildings and towers, and sharing bottles of wine in the crow's nest of various ships. The two exchanged magical secrets and abilities reveling in the wonders of their wild magic. One night a storm formed in minutes and lightning split the sky over the water. The both of them are convinced they caused it. They also discussed the Gem of Amara and what secrets it could hold.
Cog returned to the Stein only to find it empty. His new friends seemingly disappeared. He wandered the streets of stoneport for a couple of days in search of familiar faces. His research at the library had revealed a lot about the structure and existence of beings called Warforged. Metal and wood automatons said to be used as soldiers and workers. But no mention of any of these possessing a soul and doing the work of heroes has ever been written. After a week of wandering he eventually encountered a strange old woman. She sat in front of a large inn, blind and without the use of her legs. To his surprise she called to him by name from across the street. She knew him but did not know him. She spoke of a pink lady whom she used to serve and of the evil demi god she spent her life hunting. In her younger days she was an adventurer and spectacular swordsman. She only encountered the creature with blue skin and white hair twice. She and her team stopped his machinations each time and he swore vengeance but escaped. Cog spent the next week with the old woman, listening to her stories and helping her around the house. Eventually the pink lady appeared to both of them and though she used few words the message was clear to the noble warforged. Stop Isringus and his next scheme for it will be more dangerous and evil than ever. A shared vision between Cog and the old lady occurred, She in her younger form armored and strong and Cog fought a battle on a plateau against Isringus and his minions. They defeated all of them and afterward Cog felt stronger and more peaceful. The old woman lay dead but on her lips a smile as she lay in her bed. She passed away feeling proud of her accomplishments and of her new friend, a man made of metal with a noble soul.
Conflict
Two large missions await as you regather at the stein. Vaconto's boat the Angry Seawolf is now anchored in the harbor away from the docks. The Gleaming whale is in Stoneport Custody and has been taken away from him. The Grey compound also awaits and is as dangerous as ever but Karnak's device had enough time to map the entire grounds. He has detailed maps of every floor. Several lieutenants are still out there and you can kill them before if you would like. Clatter Star, Velour Suede, Arbuck Kettlebloode, Two blades in the wind, and Vaconto himself. Clatter Star can be found on Behelron's tower most nights starting her own thieves clan. Arbuck Kettlebloode has resumed his theater attendance once more. Velour Suede, his face burned, has taken residence in the Hornush Hall and tavern. He has a suite on the upper floors, he no longer feels he can attend all of his fancy parties due to his vanity. Two blades rarely leaves the compound but can be lured out with the promise of a duel. Vaconto is all over the city attending election events.
Due to the research of Mew, Claw in the Wood, and Cog a few details are clear:
-Clatter Star's Key allows access to the lower vaults through the Sewers. There is a secret door that opens right into that bottom floor and vaults. Unfortunately Mew knows there is an invisible enemy and something known as the Clorgan down there guarding it.
-Arbuck Kettlebloode was killed by Karnak and his summoned bears. His key location is unknown.
It takes two keys to open the Vaults in the base of the Grey Compound. You are not sure about opening Vaconto's private vault on the third floor.
More evidence and answers can be found on the Angry Sea Wolf, Vaconto's yacht anchored out in the harbor.
-The Gem of Amara is somewhere in the Grey Compound as well. Vom Fass can almost feel it when he is close.
- Mew as the day starts you reach into one of your many pockets and a chill runs down your spine. A coin is found with a top hat symbol on one side. The coin you took from Blizzard Hops four hundred years in the future!
-Clatter Star's Key allows access to the lower vaults through the Sewers. There is a secret door that opens right into that bottom floor and vaults. Unfortunately Mew knows there is an invisible enemy and something known as the Clorgan down there guarding it.
-Arbuck Kettlebloode was killed by Karnak and his summoned bears. His key location is unknown.
-The Gem of Amara is somewhere in the Grey Compound as well. Vom Fass can almost feel it when he is close.
- Mew as the day starts you reach into one of your many pockets and a chill runs down your spine. A coin is found with a top hat symbol on one side. The coin you took from Blizzard Hops four hundred years in the future!
Rising Action
Dinner Party Gameplay and rules-
Held at the luxurious Westerlor Manor in the Senatus Horne. Alchonis Bulba resides here as the Senior Minister of the interior.
Ministers in attendance -
Arma Penchant - A female dwarf who is the Minister of Shadows (secret Police) Securus Branch her motivation is to learn all she can about PACT, the team and Agrimor. Arma was born in Helletown 160 years ago. She spent her youth as a thief and a rogue, after adventuring for a decade she settled down in Stoneport and saw politics as a much more enticing game than crime. She stays as Minister of Shadows to be able to monitor everything in Stoneport.
Gunther Lynx - A dwarven man who is the minister foreign of Lamborginus. He oversees all relations with the city and works closely with Borcius on the arms trade with that city. Primus Branch. Asks many questions about Lamborginus and the teams time there.
Firka Allis - (human Woman) Junior minister of the Interior (Secundus Branch) Having an affair with Valeria Num who is currently married to Loris Pontilax. (perception checks of DC15 reveal this)
Alchonis Bulba - Senior Minister for the Interior (Secundus Branch)
Loris Pontilax - A half elven man who Represents the Arcana Horne. He has less power than most of the ministers due to the current discrimination against magic users. That said he fiercely represents his business associates and is fascinated by Cog and Vom Fass. He knows they must be good for something. Married to Valeria Num. He has also invited Mitrisar to this event to convince other ministers that it is time to bring back the Assembly of the Weave.
Valeria Num - An elven woman who is the minister foreign of Penthos. She monitors all trade and relations with Penthos. (having an affair with Firka Allis, which can be discovered by players near her. At the beginning she is leaning against PACT and sides with HAT.
Helle’s Adventuring and Trading members in attendance-
Mosfar Ohlmashar - Fire Genasi Monk . A reserved member of HAT. he is loyal to Helleficks for some reason. He also has feelings for Lady Arien Velostar though she does not return them.
Rumen Vuign - Fighter Bounty hunter, bailed out from Castle Kerrigan. Hates Vom Fass and is very happy to take this chance to needle him and rest of ATG.
Lady Arien Velostar - Elven female. Cleric. Very refined and innately understands the politics at play at the dinner table. She gets a +4 to all her rolls.
Other guests - Mitrisar Corning - A member of the Assembly of the Weave who is attempting to get their guild reinstated. One of the ways he wants to do this is to show how dangerous Cog and Vom Fass are. He is an elven man and a 8th level wizard. He may attempt small spells to hurt their chances at the table. Minor Illusion / Charm Person / Suggestion (snake tongue and honeycomb) / Sending.
Pollia Hungel - From the Guild of apothecaries and Physicians. A dwarven woman who isn’t really interested in either company and usually sides with Franks.
Piotr Franks - From the Council of Musicians, Instrument makers, and Choristers. Is only here for the good conversation and his interest in Cog.
Need a table map and let the players pick their seats. Players can only talk to and score points with guests within three seats of them. It is possible to pull certain guests aside to talk one on one but it takes a Persuasion check of DC16.
There are seven food courses and several rounds of different drinks throughout the dinner.
Need inebriation checks for Blizzard hops and anyone else who consumes over five drinks.
The food courses will be rounds where we can compile points and move around the room.
Poison during drink round 3. Roll a constitution check DC 16. A fail causes severe grogginess. Disadvantage on all speaking rolls. Poison during Food course 6 - Constitution check DC 16. A fail causes 1d12+3 HP loss every round unless healed.
At times players from PACT and members of HAT will try the same tactic. This would be an opposing skill check roll
Poison Rounds 3 and 5 - A magical poison is added to all the players drinks.
- Roll initiative - All dinner guests will roll initiative and determine speaking order.
- Drink Round 1 - Servers come by taking drink orders. Use pinterest table for options
- Food Course 1 - Aperitif’s small sea shells with a salted clam meat and small piles of caviar with an unleavened bread disc.
- Drink Round 2 - repeat
- Food Course 2 - Small rolls and a salted garlic butter.
- Drink Round 3 - repeat
- Food Course 3 - First dish, Lamb skewers and greens.
- Drink Round 4 - repeat
- Food Course 4 - A spiced Stew
- Drink Round 5 - repeat
- Food Course 5 - Turkey meat baked in pastry
- Drink Round 6 - repeat
- Food Course 6 - A crustacean dish cooked with butter and asparagus.
- Drink Round 7 - repeat
- Food Course 7 - A strawberry gelato
- RULES: Each round a player or HAT character uses a skill check to interact with a minister or each other. Possible skill checks are
Intelligence - Arcana
- History
- Investigation / gather information
- Diplomacy
- Nature
- Religion
- Wisdom -
- Insight / Sense motive
- Perception
- Charisma -
- Deception
- Intimidation
- Performance / Bluff
- Persuasion
Succeeding on an opposed skill check scores one point for your team. DM will award inspiration points for excellent arguments. The most point at the end of the round wins the round. The most rounds won wins the license for and Adventuring Company in Stoneport.
Possible questions for ATG:
Arma or Gunther “I heard you have a murder charge in Lamborginus? An altercation in the Gallardo District?”
Mitrisar “ their two magic users are quite dangerous minister. One of them is an occultist Warlock and the other is an unregistered wild magician!”
Valeria Num “Lady Mew, are the rumors true that you are on the run and dodging legal action from the royal family of Black sky and stars?”
Lady Arien Velostar “Mister Hops, has your drinking habits caused you any trouble recently?”
Loris Pontilax “Where is your metal friend? I’m wondering if he would be available for a few tests?”
Rumen “Minister, This small one here is a known criminal. He has an arrest warrant as long as my arm. Surely a company that employs criminals is not worthy of a license!”
STATS for ministers -
Arma - Wis - 16 Int - 16 Cha - 12
Gunther - Wis - 12 Int - 14 Cha - 13
Loris - Wis - 11 Int - 15 Cha - 11
Mitrisar - Wis - 17 Int - 16 Cha - 10
Valeria - Wis - 13 Int - 14 Cha - 15
Alchonis - Wis - 17 Int - 14 Cha - 10
Firka - Wis - 11 Int - 14 Cha - 16
Notes :
Mitrisar - In his pocket are spell components, honeycomb and snake tongue. Also a memo from the office of AoTW in Lamborginus. “Make sure the warlock and the Sorceror are placed in your custody. Extradite to Lamborginus branch.” Valeria - “Dearest F, we mustn’t be seen together in this part of town. Do not come to my room tonight”
Firka - “Dearest V, we must meet tonight. Have you told Loris yet?”
Loris - A decree from the Assembly of the weave naming Cog and Vom Fass as dangerous unregistered walking weapons. Arma - Nothing, she is a master of shadows.
Gunther - A note from Borcius Barracuda detailing a large shipment of Iron and steel from A ship called the Light Sea lion. Don’t ask of the legality of where it comes from”
Arien - A note from Helleficks Kristalinn telling her of this dinner “Adventure Team Grimm will be there, make sure they don’t keep the license..”
Mosfar - A note from Helleficks Kristalinn telling him to be wary of the Tabaxi. She is dangerous.
Rumen - A note from Helleficks Kristalinn telling him to goad the kobold into losing his cool.
**Minister Lynx recommends A farming family named Ultrisar for his pipeweed farm.
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