Four adventurers stood in the Manor's hidden basement. There was no doubt that this place had become a den for smugglers. There was treasure to be had in retaking it.
Before they could push onwards, a nearby crate flew open and a filthy man tumbled out. Once bound with coarse ropes, he'd been freed by the gnawing of a trio of rats. Seeing the adventurers, the man introduced himself as "Vermin-Tongue", but hastily amended his title to "Vee" upon seeing their scornful reactions.
"The Lonely Rat Boy", from Dishonored |
Vee explained he was a native of Restenburn, who'd snuck up here with his coterie of well-trained rats, discovered the smuggler den and tried to rob it. The heist hadn't gone great.
With need of a vaguely competent rogue, the party asked if he wanted join them. Vee happily agreed to assist fighting his would-be-captors.
Now five strong, the mercenaries arrayed themselves:
- Cornyx, Level 1 Warrior-Priest.
- Dr. Holmen, Level 1 Chirurgeon.
- Malakai, Level 1 Templar.
- Vee, Level 1 Rat-Whisperer.
- Yvonne, Level 1 Illusionist.
A wet gurgle drew Dr. Holmen's attention. The smuggler that Cornyx and Malakai had clobbered was, impressively, still alive. Wanting intel, the doctor roused him from unconsciousness.
He explained the gang's grift - their leader used illusion magic to make the Manor look like a haunted house, thus keeping people away from the criminal's smuggling operations. Satisfied, the party tied him up alongside Ned and moved further into the dungeon.
The adventurers entered a series of sea caves and, by using Vee's rats to scout ahead, managed to ambush a trio of smugglers gambling around a lantern - slitting their throats in the dark. They continued their stealthy approach by bushwhacking more patrolling smugglers, before Vee whiffed a sneak attack against a pair of sentries.
With the hue-and-cry raised, Cornyx tried to bumrush the two criminals but was mortally wounded by a bullet to the chest and an axe to the jaw. Hearing the gunshot, the gang's sorcerous leader and his two Brugor minions burst out of a nearby door.
Combat was joined. Holmen and Vee exchanged missile fire with the remaining smugglers. Malakai dragged Cornyx's ruined body behind friendly lines as bullets, slingstones and spells whizzed overhead. Yvonne unleashed her signature Colour Spray into the open doorway, stunning the Brugor but failing to incapacitate the rival illusionist.
He promptly floored her and Malakai with the exact same spell.
Just as things seemed to turn against the party, Holmen took drastic action. Using his expertise in experimental medicine, he "saved" Cornyx's life by replacing his ruined jaw with the massive mandibles he'd harvested from the giant ant. The half-dead barbarian, veins suffused with healing magic and a Haste potion, launched himself into combat and masticated a smuggler to death.
TF2's "Meet The Medic" |
Next, Holmen used his Neutral alignment language to calm the confused Brugor - Yvonne's Colour Spray having shaken them out of their Charm Person spell. The freed beastmen demonstrated their new allegiance by first dismembering their master and then helping the adventurers slaughter the surviving smugglers to a man.
With the battle over, the adventurers thanked the Brugor for their assistance. The hulking mutants expressed gratitude in Neutral, before leaving the dungeon to find their tribe in the surrounding hills. The party gathered an appreciable stockpile of smuggled valuables, whilst Cornyx cremated their dead foes - singing curses to burn their rotten souls in the afterlife.
As the barbarian conducted his rites, Holmen discovered a shrine to Great Moon, the patron goddess of burglars, murderers and other nighttime ne'er-do-wells. Noticing an empty offering bowl, the doctor placed an empty coin purse into it - reasoning that no worshipper of a thief-goddess would willingly give away hard-earned treasure. He heard an effeminate chuckle from the shrine, before it cracked open and released a mercurial liquid into the bowl. A quick test revealed it to be an invisibility potion, which the grinning surgeon quickly bottled up.
Ball Park Music |
With the fighting done and the Manor of Montecruz retaken, the party split their loot, ransomed their captives and discussed what to do next. Yvonne and Cornyx chose to go their separate ways; the wizard staying to rebuild her family's ancestral manse whilst the priest went on a pilgrimage to digest his near-death experience.
So instead of continuing my planned campaign, I chose to run them through a self-contained scenario, inspired by Mellonbread's minidungeons. I'll be writing more play reports for that scenario, plus a proper masterpost for when we finish playtesting it.
I'm also considering creating a review for the "Sinister Secret of Saltmarsh" on this blog. The module's flaws outweighed its positives, creating a poor introduction to old-school gaming for my players. Either way, here's the custom maps I used for running it, as previously promised.
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