SOTDL CAMPAIGN DIARY: SESSION 5 – THE CITY OF GOLD, L3, 05/14/19
The Cast:
- Brother Aron: Human priest of the New God/crusader
- Calista: Ferren rogue/thief
- Perry Flaxseed: Halfing hunter/fighter
- Nikolai Petrechko: Human veteran/fighter
After leaving the troubled town of Nor Egerts, the heroes
convince the sullen Unit One to take them to Kem, the Golden City and that they
will accompany him to Lij after they have dropped off Lord Kornwall, and
explain why the clockwork was unable to sell the farm machine.
When the group arrive in Kem, the town is undergoing a
holiday celebration for the annual Spring Planting (an Old Faith custom) and
the more recent Ascension (a New God holiday celebrating the murder and
subsequent ascension of Astrid the Prophet), so the city is abuzz with
activity. Calista can barely keep her
hands to herself with all of the people walking openly with purses waiting to
be taken. But the large number of law
enforcement officers, called “Coins” in this city, are all over the place, so
she tempers her impulses. The group head
towards the Seaside ward and to Lord Kornwall’s family manor where his aunt and
uncle reside, but when they knock on the door, a servant answers and states that
the manor belongs to another noble family, as the plaque beside the door
states. Lord Kornwall is outraged and
confused, but unable to voice it due to his wounds. The group go to the manor next door and learn
from the servant that answers the door that the Kornwall family fell upon hard
times when the combination of the orc uprising caused a drastic drop in market
prices forcing the Vault to call in many outstanding debts and Lord Kornwall’s
own money management problems and bad investments resulted in the family going
bankrupt and the Vault foreclosing on their assets. The servant was unsure of where the Lord and
Lady were now.
The heroes decide to go to the Temple Ward so that Brother
Aron can check in with the local clergy and they find that the church is
engaged in raising funds and culling volunteers to join the Kingdom of God
against the orcs of Caecras, who have been amassing at their borders for months
and prepare for war.
The heroes ask around for news about the Kornwall family and
find one who says that a year or so ago the family lost everything and had to
move to the West Ward, which is the most poverty-stricken part of Kem. An address is given and the group head down
to that area and find the brownstone that the Kornwalls moved to. Lady Kornwall answers, looking disheveled but
still bears a posture of nobility. She
embraces her nephew and invites them into her small apartment. She explains what happened and how her
husband, Lord Edmund Kornwall killed himself after the Vault seized their
assets, forcing her to move to this place with little but the clothes on her
back. Kornwall writes a note that he
promised a reward to the heroes for saving him from Caecras and the Lady said
she would honor that. She goes and
retrieves a scroll and hands it to them stating that it was the only family
asset that the Vault did not seize; the deed to a seaside property several
hundred miles to the south that has been in the family for a long time. She gives the deed over to them and the group
accepts it gratefully. They leave the
Kornwalls and go find an inn in which to stay the night in town.
That night, as the celebrations around town continue,
Calista decides to head over to the Trade Ward to explore and she finds a
gambling hall that looks familiar, having remembered her mentor, Shalljo,
spending time there when he brought her to Kem many years ago. She was not allowed to enter then, being so
young, but she entered now and searched the hall filled with rich business men
and women throwing their money away on the various games of chance, but did not
see anyone she recognized. Then she spots a well-dressed man on a balcony
overseeing the hall and decides to go talk to him. She is stopped by a bouncer, but the balcony
man lets her up and soon she is engaged in conversation with the proprietor of
the establishment, Blaine. The two
engage in small talk and Calista gets around asking about Shalljo. Blaine says he remembers the man, but has not
seen him in quite a while. Calista also
mentions the “Gray Man” and Blaine tells her that the Gray Man is an assassin
that works for the Black Hand; the preeminent assassin’s guild in Rul, and
probably the world. He says the guild is based out of Pruul, also known as the
City of Death, and advises her to stay away from the Gray Man. Some more small talk and flirting, but Blaine
seems distracted as he keeps checking his pocket watch, and excuses
himself. Callista leaves the gambling
hall.
Nikolai spends the evening walking through the Temple Ward,
watching the various festivities, having left Brother Aron, Perry, Gordy and
Weezer back at the inn. As the evening’s
fireworks celebration reaches its peak, a series of massive explosions
throughout the Trade Ward rocks the city, announcing the arrival of the
infamous Anarchist; a terrorist the group had been hearing about since they
arrived, who has plagued the city for months, claiming to be a champion of the
people and urging them to rise up against their oppressors. But his actions are more in line with a
terrorist, which is what the local authorities have been calling him.
On the rooftop of the Temple of the Seer, the form of the
Anarchist is illuminated and his voice somehow amplified, which booms across
the city, once again citing the evils of the Vault and the government,
denouncing the new Orc Emperor and claiming that a Reckoning is coming. Then,
as quickly as he appeared, he vanishes.
The Coins pour in from all parts of the ward to the temple and search it
for the Anarchist, taking many priests in for questioning.
Nikolai makes his way through the panicking crowds back to
the inn.
Callista, having made her way back to the Temple Ward, heard
the Anarchist and noticed a similarity to Blaine’s voice. She, too, returns to the inn. The group reunites and after things calm
down, decide to rest for the night.
The following day, during the breaking of their nightly
fast, the group feel a familiar tremor, which soon grows into a violent quake,
shaking the building around them. A
deafening roar erupts from the Seer’s Park and the entire city witnesses an
enormous, 100 ft tall monster emerge from a newly formed sinkhole that almost
entirely engulfs the park. The horrid,
tentacle monster makes its way across the city, destroying buildings and
crushing dozens of hapless citizens before finally entering the bay and
disappearing into the sea. However,
swarms of smaller monsters erupt from the sinkhole and attack everything in
sight. The heroes gear up and go into
the streets to fight the monsters. They
manage to kill several when the Coins arrive and help wipe out the rest from
the area before moving on to the next ward.
The day is spent cleansing the town of monsters and securing the
sinkhole. The Autarch announces a
expedition into the sinkhole to stop whatever is producing the monsters and
close up the hole, and seeks Monster Hunters to join the expedition. The heroes consider this offer.
End of session.
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