The store-made oven-ready pizzas were so good last week (and cheap!) that we decided to have them again this week. No, not the same ones, new ones, but they were the same three toppings: pep, saus, chee. This time I made sure to get all regular crust (would have got thick or pan if they had it) because who wants thin or cracker crust, eh?
It was another small group of four adventurers for tonight’s game: cleric, rogue, bard, and monk. Good mix. I was in the mood for some urban adventuring, and the adventure at this point is vague to the point of absent on any detail about adventuring in the towns. They meet a paladin of the fist, and are offered the chance to join a couple of brotherhoods with similar goals of defeating the Cult of the Dragon. The ultimate goal of the adventure is to follow the hoard and find out where it is going, and to what end. And then to foil the cults plans of course. So the first thing I did was to come up with a list of “quests” for the characters to pursue while in town:
1. Find the location of the Hoard. The monk Leosian trailed the cult of the dragon as they made their way across the desert with their wagons of stolen booty. But when they arrived in the city, the three wagons each went different ways. The one he followed was off-loaded with the chests and trunks, each being carried off in a different direction. So he lost sight of the hoard.
2. Find out which caravan it will be leaving with. The town of Leucrotta is an important trading hub in a very dangerous region. Very little stays in the city but much wealth passes through it. Heavily defended Caravans leave from each of the four cardinal gates and, the cult will likely sign onto a caravan to make the journey deeper into the region towards its ultimate destination.
3. Sign up for the caravan and follow the cult of the dragon. There are other wagons full of treasure being hauled in all across D Erte, and even if the heroes could defeat the gaurds and take the loot, it would not be enough to halt the cults nefarious desires. The treasure must be followed back to the cult of the dragon’s lair.
4. Save home town of Greenest from dying out. A religious icon was stolen from the church of St Cuthbert in Greenest during the raid by the Cult of the Dragon. The icon is tied magically to the spring that flows through Greenest, giving the town its life-blood and its name as the greenest place between the desert and broken lands. Now the spring is just a weakening trickle.
None of that is written into the adventure itself as far as I can tell. It is just some city research type shite I came up with that sounded fun. I also ripped this adventure from its roots in the Forgotten Realms and supplanted it onto the edge of the known world of my long-runnong campaign world of D Erte. (There is nothing much special about the world of D Erte other than it is a blank slate acrost which I can splatter-paint my grandiose designs for adventure.)
The goal of this campaign is to be a journey through a strange land. The world of D Erte has had many earth-shatering events over the years, from undead invasions and sparring demon-lords, to wars with giant armies of giants, and maybe even some aliens from outer space/other dimensions. The edge of the known world of D Erte is the eastern steppes called the Beast Lands. Across them are the broken lands. During a lull in the wars and doom of D Erte, the great civilizations of the west pushed into the beast lands in a series of crusades to bring order and wrest new lands from the savage evil around them. During this time the humble town of Greenest came to exist, the furthest eastern outpost wrested during the wars of the beast lands. It stood on the border between the broken lands to the west and a vast desert to the east.
For the first time the great western civilizations of elf, dwarf and man could cross that vast distance made up of the steppes, then the rocky broken lands, and finally the tall duned desert of the east and learn of the flourishing civilization known as the Lorient. The great cities of the Lorient were situated along the rivers that flowed south from the mountain known as the Ziggurat, far to the north. The merchant cities of Leucrotta, Ki-rin, and Oni; the dark and mysterious city of Su, and the gleaming capital Catoblepia, were each named for an extinct creature (missing from the 5e monster manual.)
The land of Lorient is also known as the land of werewolves. This is because each sentient being bears the resemblance in greater or lesser extent to one of a myriad of natural animals. Whether it be the whiskers of a seal (like Othar was exhibiting) or the black wet nose of a fox, every person living in the Lorient will eventually take on the traits of what some call their spirit animal, or daemon from some popular work of young adult fantasy.
There are two systems of law, each dependent upon the percentage of spirit animal infusing oneself at the time a crime is committed. For example, if an accused thief is determined to be 51 percent or greater raccoon or badger for instance, during the theft of a pie, then the sentence would be lighter than if they were deemed 49 per cent badger. It is all very complicated. Most people only exhibit a few traits of any animal, but periods of intense stress can cause a person to suddenly ‘pop’ into its animal form. It can take months or years ,or sometimes never, to revert back to human from a complete animal transformation. This is magical in nature, not genetic.
The people of the Lorient also wear really tall shoes and clothing made of bark. These are the defining characteristics that make the Lorient a unique place.
So I better wrap this up. The characters went to the east gate, from where they surmised the hoard would leave the city. They spoke to Gorgo, who wore a huge iron bull’s helm and no one ever saw his face. His motto was, Once you sign onto Gorgo’s caravan, no questions asked. That is a very dumb motto, and for some reason during my prep for this game, I left his motto blank, assuming I would just come up with something snappy in the moment. Didnt happen. What happens in Gorgo’s caravan stays in Gorgo’s caravan? No way.
He was meeting with “Lady Octavia” to book passage, and a bard with her called Rodrgio, invited the players to visit them to possibly hire on as guards. On the way to visit Octavia, they went through the poor part of town who were being terrorized by kidnappers. There was a mob. They had seen an alligator-man coming and going through the sewers.
The characters immediately jumped into the sewers except for the gnome who got sick of the “floating solids” and had to leave the nose-deep sewer. The dwarf on the other hand, relished the experience and developed (through the rolling of a natural 20) a natural immunity for all fecal matter. He eats it for breakfast in other words. (We got a lot grosser than that at the table. Well…I did.)
The sewer led to a portcullis beyond which was a small stone dock in a cellar under the city. There was a pile of large empty sacks next to a door. Beyond the door they found stairs leading up and a room with two yuanti. One had the head of a snake and the other had the body of a snake. They stood beside a pile of squirming gunny sacks. Battle ensued.
Up above, the gnome rogue learned that one of the children kidnapped was also known as “alligator boy” due to his features. This led her to an abandoned mansion where she fought an animated sword and dodged out of the way just as an animated carpet started to roll up at the corners. She heard the sound of battle down below (after about 15 perception checks) and because of all the cursing and mis-haps, she knew it was her crew fighting.
After the fight with the yuanti malisons, which both turned into giant snakes but couldnt hit for shit, a giant alligator man reared up behind them out of the sewers. But they did not attack first, ask questions never. Instead they learned that he the the strong man Skryllix from the carnival known as the Traveling House of the Macabre and Phantasmagorical. He was hunting for his son Alligator boy, who was recently kidnapped by these snake people. (The players pointed out that I made a huge deal out of the animal traits being magical, not genetic, and called me on it. I guess the boy just really relates to his dad and alligators. Could be social rather than genetic. But his dad is a carnie who he probably only sees once a year at most, or possibly never, so who knows.
So now the characters have met three principal NPC’s of the carnival: Rodrigo the bard, Skryllix the alligator strongman, and Lady Octavia the mysterious woman in black lace burka.
There you have it, a night of random urban adventuring, with a healthy dose of what the internet tells me is called furry fandom. Yiff.