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roleplay:campaign:islaoro:dm [2019-07-23 11:41] eliroleplay:campaign:islaoro:dm [2019-07-25 03:12] (current) eli
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 +====== Isla Oro completed adventures ======
 +
 +===== The Resistence =====
 +A half-elven man - Feren - in dark clothing goes from table to table asking people to “join the resistance.” Some people seem interested.
 +
 +Talking points:
 +  * He’ll ask leading questions, more than point things out himself.
 +  * How’s work been for you lately?
 +  * Here any news about the council?
 +  * What do you think of the new police force?
 +  * You have the look of a sailor about you. Did you sell your ship in time, or is it anchored?
 +  * Lost jobs
 +  * More and more Arisians being shipped in to take jobs.
 +  * Council losing power.
 +  * Police force with unlimited power.
 +  * The lucky shipmasters sold their ships at a loss. The unlucky ones could be anchored for years.
 +
 +If the party’s interested, he’ll tell them where to meet him the next night after dark. The small, unoccupied house at the end of Pitch Lane in the Harbor.
 +
 +==== It’s a trap! ====
 +The Arisian forces staged it to catch dissidents.
 +  * If they’re stealthy, they can watch what’s happening to someone else who fell for it.
 +  * If they go early, they might be able to head it off before anyone goes.
 +    * They see someone shaking the locks to make sure they’re secure, or a couple of half-orcs hiding in a back room, or manacles being hidden in a drawer.
 +  * If they do nothing, someone they saw in the bar passes by and asks if they’re coming.
 +
 +==== A fight ====
 +  * One level 2 fighter, 1 level 2 rogue (the recruiter), 1 level 1 rogue, 2 level 1 fighters
 +  * Treasure: 3x leather armor, 2x chain shirt, 6 daggers, 3 longswords, 50gp. The recruiter has a sheet of paper that lists the talking points he’d used the previous night.
 +
 +==== The Paper Trail ====
 +If they don’t bite the adventure hook, word is spreading how Qurio rescued a bunch of laborers from some crazy recruitment scheme.
 +
 +Glim shines a light through the paper, smells and tastes it, and knows the mill that produced it. It’s in the Venteto Shore, and all of the paper from that mill goes to the Arisians.
 +
 +The master of the mill, Rindledin P. Prindledin the Gnome, for a bribe or intimidation, can identify which batch it came from and where that batch was delivered.
 +
 +Rindle: At an imposing 4’ tall and with a //very// heavy blue, green and purple jacket, Rindle looks like he means business. The single sharp point of his beard swings back and forth at around toe level without any noticeable swaying on the part of his head, and he wears a tall, pointed cap that ends in a many-pointed, three dimensional star.
 +
 +North Venteto, slightly above sea level, is the trainer for these people. There are too many to fight, but the party might do something clever if they feel like it.
 +
 +An old sawmill powered by a river that no longer flows through here. The wheel is broken and rotting, but the rest of the mill has been closed off with makeshift walls and turned into a warehouse. Based on the dirt paths between patches of grass, there’s been a lot of traffic in and out lately.
 +
 +
 +===== Food and water to the Academy =====
 +Secret passages exit to a house, which they can no longer afford the taxes on. Jim and Lily Curney (Human) (Jim formerly Terk) are trying to buy it from the debtors - bid started at 3k gold. Now at 7k+
 +
 +==== Glim talking points ====
 +They catch Glim climbing in, and (if sneaky) see him light the lanterns, start tea brewing, carefully set up his desk and start working.
 +
 +Boss: Associate Master Illusionist Garman Fettle the Human.
 +
 +Copies of forms for the new batch of apprentices.
 +
 +Master Kar (Elf) was very clear. He needed these manuals written by the end of the month. The teaching of illusion is very precise work.
 +
 +Silt (halfling) was supposed to bring pastry today, but you know how he is. I might have to do it myself, if the budget can handle it.
 +
 +==== The Apprentices ====
 +A group of 7 apprentices are hiding out in the sub-basement of the Academy (which has secret passages both to outside and to the crypt — the old necromancers used to use it). They don’t like being found out, but they’ll accept help.
 +
 +==== The Terks ====
 +Jim Sr. and his family own the Terk Ship, which transports produce from Danask. Jim Sr. was spoken down to and yelled at by a Curney a couple years ago, and held a powerful grudge. He eventually discovered that Master and Lady Curney were both having affairs, which was scandalous to an extreme. He blackmailed them into setting their daughter Lily up with his son. He continues to take advantage of them, getting special treatment from the Aresians.
 +
 +Jim Jr. was set to inherit the Terk Ship. Now he’s set up much better, though his last name isn’t mentioned in Shingleside. He does not love Lily, and largely ignores her outside the bedroom.
 +
 +Dock workers and traders are jealous about the Terks’ sudden priority treatment, but they don’t know that much about what happened (some know about the grudge).
 +
 +==== The Curneys ====
 +Calvin and Margaret Curney, to their neighbors, are a wealthy and fervently religious couple who could never be touched by scandal. Secretly, they have a locked sex den in their house which is reachable through a secret trap door in the cellar. They live in the center of Shingleside, in a two-story house with a respectable, private lot and a fence on three sides. They invest in many businesses without running their own, and they donate heavily to the temples. Their connections make them invaluable to the Aresians, and they cooperate fully in order to protect their investment.
 +
 +Lily Curney is a vain but intelligent woman, who agreed to the marriage to protect her family.
 +
 +The sex parlor has nothing but a couch-bed and a closet full of sexy lingerie and other objects d’ art.
 +
 +==== The East Orchid Bank ====
 +This bank has recently claimed a number of foreclosures. One is the house secretly owned by the Academy. Others were owned by Academy masters. Their claim on these houses is weak, but no one’s around to fight them. They’ve been inflating prices with fake bids.
 +
 +NPCs:
 +  * Several gnomes work for the bank. Faddlefluf 6. Slinglesluf the Gnome. Quickgrin D. Quikegrin the Gnome.
 +  * Manager: Millel (female halfling, 59 years old, thin hair, broad smile). She’s behind all the crooked dealings, and will not stand for any hint of accusation.
 +  * Guards: A half-orc (Gug) and a half-elf (Prince).
 +  * Banker: Miles (Human, very short, hairless). Will not help them unless intimidated.
 +  * Banker: Tellaphnia (Elf, female, plain-looking for an elf). Suspicious. Can be charmed or intimidated.
 +
 +==== The Shingleside Slinger ====
 +A gossip pamphlet published every other week by a printing press in the Venteto Shore. The press is isolated near other particularly loud businesses (blacksmiths and Boris’s Bell Repair). While the paper is about Shingleside, it’s primarily sold in the Orchid Plazas.
 +
 +NPCs:
 +  * Reporter: Nurg the 3/4 orc, slow, deep voice, tiny reading glasses.
 +  * 8 total reporters.
 +  * A flurry of gnomes.
 +
 +==== How to get rid of them? ====
 +  * Blackmail them with the scandal.
 +  * Make a deal with the bank.
 +  * Sell magic supplies on the black market.
 +  * Scare off the buyer.
 +  * Block the passage and find another way out.
 +  * Go through the crypt.
 +
 +
 +====== The Alchemy Accident ======
 +Master alchemist: Master H. Parodin, half-elf
 +
 +When the two Danesian women moved into your house, things got a little awkward for the apprentices. They still come out in the middle of the night to make transfers of food and water, but you’ve had to develop a system where they’ll scratch at the floor a little, giving you time to stop them on the off chance the women are awake. Most of the apprentices left last night to make arrangements for the next shipment and to do some recruiting, and probably won’t be back until tonight or tomorrow.
 +
 +Ug bursts out of the closet, asking for help immediately. She’s the only one left. She’s wearing only one shoe, and has burn marks on her left hand.
 +
 +A strange, corrosive foam is spilling out from under the bronze door. Normally, a wall of force comes up automatically when something like this happens, but it’s not working for some reason.
 +
 +The foam slowly dissolves organic substances - it will destroy the apprentices’ room if it spreads too far. It deals 1d2-1 damage on touch, and eats through shoes and clothing.
 +
 +Get in. Door is locked and trapped. Could pick the lock (DC 25 lock, DC 16 paralyzing trap), or go to the Alchemist’s office on the second floor to look for things that might help. The apprentices have one potion of resist elements, which might let someone run upstairs and quickly search the office (Potion of Resistance - half damage from electricity). The rest could figure out how to stop the stuff from spreading.
 +
 +==== In Office ====
 +  * Gold-plated steel tray, so leaks won’t cause a problem. Potions in stacked, cubic glass vials, (party size +1) of each. Each potion lasts for an hour.
 +    * Green: Pass through copper (needed to get into the room - bronze door. All copper coins in pocket clatter to the floor)
 +    * Brown: Pass through tin (needed to get into the room - bronze door)
 +    * Red: Pass through iron (weapons fall)
 +    * Black: Pass through silver
 +    * Gray: Pass through stone (has skull and crossbones, because you fall through the ground - quickly through stone, and earth becomes like quicksand)
 +  * Slotted glass tray, so acids won’t burn it. Tall, thick, opaque vials, each about 2” tall, with screwed-in glass stoppers. Vials are numbered 0 though 6 (acids), and 1 through 4 (bases) with a line through the number. They deal 1d(written number) damage. If 6/5/4 and -4 are combined, deals 2d6 damage, and splash in 5’ radius for 1d4. Bases could be used to help neutralize the foam.
 +  * Ornate, closed box with six velvet depressions, five of which hold spherical vials. On the bottom is inscribed, “For ten years of mastery at the Academy of Involution,” signed the archmage.
 +    * Clear, odorless: Potion of Invisibility (10 minutes)
 +    * White, with red swirling rapidly around, acrid smelling: Potion of Energy (2d4 healing, +10 speed, immune to fatigue, advantage on dexterity checks for 10 minutes)
 +    * Opaque brown-green, smells vile: Potion of Strength (advantage on str checks and melee damage rolls, +10 temporary HP for 1 hour)
 +    * Viscous and black, like molasses, smells sickly sweet: Potion of Sustenance (don’t have to eat or drink for a week, immediately full if eaten recently, and get very full if you try to eat more)
 +    * Transparent, faint pink and slightly reflective, smells of lavender: Love Potion (advantage on CHA checks for 1 hour)
 +    * Missing
 +  * “Fundamentals of Alchemy,” by Master H. Parodin. Very technical. Dense printing, with scattered arcane symbols and diagrams.
 +
 +==== The room ====
 +  * The corrosive foam covers a large portion of the floor, and is slowly spreading in all directions. There’s an occasional splash as a mostly invisible wall grows part way up the door and then fizzles out. There are eight tables in the room, each of which holds alchemical apparatus. Two of these tables have collapsed due to damage from the foam. Some of the apparatuses contain colored fluid, perhaps from long-term experiments that had not run their course when the wizards were sent away.
 +  * Three tables, spread around the room, have heavy glass and metal barrels attached to them with hooks. The barrels are closed at the bottom with large glass stoppers. The foam is approaching 2 tables.
 +  * At one side of the room are three large wooden barrels (water) and a stack of buckets.
 +  * At various parts of the room are stacks of metal cages, and terrariums. Some house living creatures, and others creatures which have died during the mages’ absence. Several of these have fallen and broken open due to the foam, including a few glass cages. The creatures that used to occupy these cages are mostly dead, some partially dissolved, but you notice a pair of large, green-feathered birds watching you, and (X) creatures that look like beetles, but are far larger, nearly a foot across, with large, painful-looking pincers at their heads. Dozens of snails are crawling slowly up the walls to get away from the foam, and a cluster of earthworms is slowly spreading out of a cage half-immersed in the foam.
 +  * There’s a kiln in the corner, with a stack of firewood (closer up - also has fire starters and alchemical accelerant - lighter fluid).
 +  * Once inside, they have to accomplish multiple things at once:
 +    * Fix the wall of force before too much spills out into the hallway. Some ideas (or ask the player to come up with an idea).
 +    * Clear the chemical which is blocking it.
 +    * Neutralize it with some of the base.
 +    * Override the mechanism and hope it works.
 +    * Perception: It’s mostly flowing in one direction, towards run-off channels on the left wall.
 +    * Stop the reaction before it reaches various other chemicals, but blocking one will cause it to flow towards the other.
 +      * Explosions
 +      * Poisonous gas
 +      * Levels of fatigue
 +    * Creatures harvested for their reagents have escaped - the chemicals have melted their cages.
 +      * Ooze
 +        * 3/20 HP (resistance)
 +        * Numbs the skin and attaches, draining HP. 1hp, then 2, then 4 etc.
 +        * Splits almost infinitely. Burning or walling off helps.
 +        * If concentrated, they’ll merge.
 +      * Birds (2?)
 +        * 10 HP each, +2/+2 attack, 1d2 damage
 +        * Two sets of talons leave a slimy green substance behind, which drains 1HP per round until washed (just water is fine).
 +      * Giant beetles
 +        * 4HP, +0 attack, 1d6+2 pincers
 +        * If crushed, release a horrible smell
 +      * A few harmless animals like snails and worms
 +      * Most cages have dead animals inside.