I messed with the order in which things happened just a bit so that I could work in Chad's character as early in the series of events as possible. I delayed Dumas taking the big dirt nap until after the Katrina arrived in Marvah, which I had happen early on in the game. No new victims were found until then, including Dumas. I omitted the pogo stick makers' deaths because I didn't want to make things too redundant. The party already had a very good idea of what was going on, so I just headed right into the meat of the adventure with Dumas getting whacked.
The players have figured out the puzzle for the most part. The first murder was of Widow Evia, owner of the Comet Velocipede Showroom (and the company, for that matter, but the group only found the deed to the showroom). The second was of the owner of a rollertrack company. The group determined this when they found a satchel containing a pair of prototype rollertracks with design notes (I had to throw in the last part when they didn't appear to immediately pick up on the fact that the skates are usually flashy and covered with decorative designs, where these were plain black). Then Wayne heard the sound as of crackling lightning, and broke into a guest's room just in time to see a man leap into a closing portal. When the owner of the room was sought out to tell him of the burglery, the man was found to be Pharei Detskav, the hoverboard King. He nearly became crazed when he discovered his satchel missing. The party was not informed of what was in the satchel.
The party determined that there was some kind of conspiracy towards those dealing with magimotive transportation. They were right on. They followed up by seeking audience with Gina's Father Dumas, the owner of the ship though not the company that built it. This title goes to the baron of cheap cars and the landship, the imp Tim's master, baron Mai'tran Kaipher. Dumas told the party that there were 6 barons, and as far as the common man goes, that is all there is. However, a new baron was given his title not two months ago before the inventions he had in the works. The title is bestowed by the Grunburg city council as representatives for things technical. Gina knew nothing of his title, knowing only that Dumans had purchased the Katrina from him.
Dumas will engage in a heated discussion with the psychicly-aware baron and psionic battle will ensue. Dumas is found dead the next morning, bleeding from the nose, eyes, and ears. The baron defeats him easily, outclassing him by several levels of experience and using newly developed offensive abilities. He sees Dumas as far too great a threat to his plans, and disposing of him makes his life much less risky in the days ahead.
At lunchtime, Gina comes to each member of the party, telling
them in private that her father has been murdered. Roger is the first on the scene.
He finds the door locked and no sign of forcible entry whatever. There are no
sooty scorch marks anywhere on the walls which they had found with each other
vimtim. Looking over the body thoroughly, Roger discovers a rusty-red smear near
Dumas's nose. This is from spice, specifically
rush, which Roger finds in a pouch on his person. He comes to the conclusion that
it is some form of poison. I had suspected that the party would get the blood
from the head orifices as something to do with things mental, but none of them
even mentioned it.
Once Tony and Chad arrive, Roger devotes himself fully to consoling the almost
hysterical Gina. He is getting mighty cuddly, just totally taking advantage of
the situation, though he cannot turn tragedy into affection somehow, darn it.
In searching Dumas' quarters, Roger found a payment schedule for Dumas to pay
off the baron for the landship Katrina, which he purchaed on loan with about
half down. Nobody in the party thought to ask Gina if she knew about it. She
doesn't. She assumes that her father bought it outright, which he led her to
believe, not wanting her to know that he had wasted much of the family money on
spice and lovers.
The crackling of lightning which accompanies the opening of a portal sounds in the quarters of Fen and Gloria Alexia, alternate lifestyle female Felann. They own the Stop and Hop pogo shop, the sole producers of the magimotive pogo stick.
Once a popular means of covering distances, it is now all but replaced with magimotive velocipedes, carts, and trains. It was one of the earliest magimotive devices due to its simplicity. Someone skilled in the use of a "hopper" can move at 15" over uneven terrein. That is one thing that they have over magimotive cycles is the wide variety of terrein that they can traverse. Also, a rider of one is harder to hit with missile fire, especially with the optional shield attatchments. One can also get a repeating crossbow for one at extra charge. With the side rearview mirrors, the product has advanced as far as it probably ever will. The paving of Asterland's roads assure that in time the other magimotive vehicles will make the pogo go the way of the dinosaur, though some still swear by them.
The baron is masked, and fires a shot immediately with his needler. It drops Gloria, the more effeminate of the two. Before he can get off another shot, Fen is through the portal and on him, ripping and shredding. If the party member guarding the hall didn't hear the lightning, he will certainly hear the cat's shriek and hissing. The portal closes immediately after Fen leaps through. Fen tears up the baron's face savagely, going for the throat. Before she can kill him, the baron's ironman siezes her by the neck and pulls her off. The baron plugs her with four poison darts and she expires quickly. The portal opens for a half second, long enough for the body to fly through and land in a heap. If a party member is quick, they will get to see the bloodied baron and the ironman.
The baron will contact the crew members one-by-one and offer them 500 gold upon arriving in Grunburg to actively avoid detection of the Baron's doings or to do anything that would thwart his plans. If bribes won't work, he will threaten the party members, citing the demise of Dumas as proof that he can carry out his threats. He fails to mention that his attacks are only effective against the psionically aware or others that are capable of mentally existing in the flow.
Chad approaches the monastary of sorts and is met by Gailen, who introduces himself. Chad is show about the beautiful rooms and experiences feelings of wonder at the leafy paradise, a tribute to all growing.
Disturbing the peace of it all, the ground begins to vibrate ever so little, picking up in intensity, eventually accompanied by sounds of crunching trees outside.
"Damn!"exclaims the druid leader,"Not them again!"
When chad asks who, he is told of a terrible machine that passed this way less than two days ago. He curses some more, heading for the door.
As the landship approaches the city of Marvah, the group will notice far overhead a rainbow, thought it has not rained all day, with Marvah directly below it.
I described the effect as like a northern lights effect
over Marvah. The former sounded cheesy and stock to me.
The Katrina parks in a clearing near a small lake where swans swim and bees collect pollen from the countless flowers along the shore. The city itself sits atop a hill, made of vinewood, a plant used by the elves to literally grow cities. Vinewood's growth rate increases with the proximity to magic. Here it grows up to an inch a day, a fairly rapid growth rate.
In the field where the Katrina parks, druids perform the rites of spring, taking in the beauty of the earth reborn and spreading life magic to plants and animals of the forest. Indeed, the trees of the valley look far more healthy than those that the party has seen thusfar. Ivy climbs everywhere as well as mistletoe. Rabbits munch contentedly on the plantlife. Men seem quite out of place here, much less within the living walls of Marvah.
Another thing that looks out of place is an airship tied down to the meadow floor. It is a zeppelin of black silk, filled with elemental air. In our world, it would be called hydrogen. The craft is protected will all sorts of warding against fire. Emblazoned across the length of the craft is a blue eagle, the symbol of the Sparks, an obscure faction of the magipunks. They believe that the true enemy of the world is man. They are the conservationist consciance of the punkers. They believe that our thrill seeking and expansionist tendancies are what destroyed the world before, and will do it again. They believe in use of the land, but not at the cost of exploitation of it. They get along very well with the elven nation. By and large, the Sparks are elven, most of which are wood or high elven.
This will be the first encounter of the group with punks. It will go against much of what they have heard about them. The sparks blend the trendy dress of the stock punker with the woodland garb of the wood elves. The result is something resembling a hip shaman of sorts. They do not cast off the traditions of their forefathers, yet they enjoy and embrace the magitech society. They see the use of magimotive force and heat as the alternative to burning wood for energy, something which the wood elves especially agree with. They are working on dimension doors to allow one to work in the city and live virtually in the forest, where one will not forget his origins and the nature that gave him birth.
Karshell Uvenah, an elven shaman will emerge from the zeppelin to confront the Katrina. He walks up to the ship, shaking his head at the ugly tracks left behind by the beast.
Karshell: Where is the captain of this abomination?! I would speak to him
NOW!
Gina(pointing her ballista):Who are you to demand?
Karshell: I am Karshell Uvenah, leader of the Sparks!
Gina: I know nothing of your order. What do you want?
Karshell: I would speak to your leader, woman. The trees cry to me of your
carelesness, the streams break from there banks where you have trespassed.
Gina motions to one of the party to get Laren
Karshell: Would you pollute the world as it was before?
Gina: I know nothing of this pollution of which you speak. As for our
trespassing, would you claim to own the whole of the forest?
Karshell: I speak for those that have no tongue to talk, for the deer and the
meadow, for the ...
Laren claps like a fool, an enthusiastic grin on his face
Laren: Good show! I really liked the bit about the deer. They are such tasty
animals though, aren't they? How may I be of service?
Karshell: The great spirit speaks to me of your sins, trampling afoot...
Laren: We have great spirits too! Can I fetch you some whiskey? Pinemay! (he shouts for a barmaid, who appears) There you are lass, could you be a doll and get this chap a glass of whiskey. (He motions to Karshell) You'll like this!
Karshell: The wind whispers to me and the owl screeches in the night!
Laren (a pleasant look on his face): Do they? Great! This is just the sort of
thing that the tourists want to see. Can you do the dance to make rain. They
would just love THAT. PLEASE? (he begs)
Karshell begins to chant something that Laren can't understand. From a pouch he sprinkles red dust onto his hand, a scowl on his face.
Laren: I do believe he's going to do the dance! Quick, Gina, gather the guests to the observation bubble. They won't want to miss this!
Gina walks away shaking her head
Faces peer against the glass of the observation dome and from the windows of the ship
Karshell chants louder, in a sing-songey voice this time.
Laren looks like a kid at his first circus.
The wind picks up out of the east, brisk and cold. For a moment if feels
like it might snow. Karshell blows the red dust into the wind. It swirls
around him for a few seconds, then becomes an ever enlarging cloud over his
head. The grass beneath him is blown flat against the ground in a circular
pattern around his feet. At its worst, the small funnel cloud heads towards
the Katrina and envelops her. Karshell raises his hands in triumph and yells
"kahfrah!" (or some such nonsense). With a clap, the cloud dissappears. When
all can see once more, the results of the spell become clear. All exposed
metal is coated with a thick covering of rust. From somewhere deep within the
ship howls are heard. The huge maintenance door swings open with a clang.
Two enraged dwarves pour out of the door brandishing huge wrenches, waving them
like madmen as the close on Karshell, who breaks into a run in panic. The
dwarves chase him to his zeppelin, which he jumps into and casts off, but not
without recieving a few good whacks to the back of his knees by the
enginemasters.
Gina has the party scraping off rust and helping to oil the wheels and such. In short, the craft is a mess. Only with all hands helping can the craft be ready by sunup. It is now late afternoon. It won't be pretty, but the craft will be ready to move by morning. The dwarves have to clean all moving parts, including all of the wheel bearings, and regrease them. Even some of the kitchen staff is put to work.
As it turned out in the game, she gets away when Chad comes to her rescue, using the reverse of an entangle spell to make the creature lose its hold on her long enough for her to get away, her skin shreaded by the thorny vines of the Ivy Horror.
Name | Ivy Horror |
---|---|
How Many: | 5 |
Hit Points: | 20 |
Hit Dice: | 4 |
Description | |
The ivy horror is a less dangerous version of the shambling mound. It attacks mostly by throwing things (usually rocks), wielding a weapon of some sort (usually clubs), or by smothering. The latter attack is perhaps the most deadly. The Ivy Horror has the ability to hide in forest terrein with little likelihood of being spotted. From its concealment it attacks. If it makes a successful attack (for d4) with each of its arms, it hugs for suffocating damage. The victim will die in 1d4+3 rounds if unaided. |
Just when things begin to look a bit bleak, a man emerges from the Katrina, smoke rolling from his clothing, one Wesley Dragonfire, a guest of the ship, and he looks pissed!
Wesley is the founder and owner of Primal Force, the leading manufacturer of focal amulets, of which he himself wears several beneath his clothing (among mages, they are worth more than gold and gems). He is a 9th level mage as well, a former adventuring wizard. Wesley doesn't look like a mage. He wears loose-fitting clothing and has a lute slung over his back. To the casual observer, he would appear to be a bard of some variety.
Wesley gives a defiant look and raises his right hand skyward, pointing to the craft above. A volley of 9 delayed blast fireballs leap from his fingertips one by one, completely incinerating the craft. If there are any Ivy Horrors left, he will deal with them similarly. With each spell that he casts, light shines through his shirt, a dark green. He coughs once, then heads back to his quarters as the remains of the craft shower down into the forest lake and valley. This is the first time that Wesley has been spotten onboard the ship since their departure from Grunburg over a week ago.
If the party asks, they will be told that he owns the Primal Force Company and that he leads and owns it. Nobody had seen him due to his simply not being there. He owns a chest with a false bottom, through which he can emerge in his private woodland labratory. He is seen from time to time throughout the rest of the voyage.
Gina proposes that Wesley be enlisted to help to defend the guests and to kill the one that killed her father, which she assumes to be the same "baron" that left Tim (aka Squigs) the imp behind when he attacked the widow Evia. If they can, she promises them each a 100 gp bonus if her father's death is properly avenged, more if one of the party himself kills him.
Wesley has a weakness for spice. It is probably the single thing that he will do most anything for. He is currently out at the moment. Finding some for him could prove very influential in turning him to the party's cause.
"What a scoop this is!" yells the reporter,"My source was correct!"
"Just what do you think you're doing?" demanded Gina.
"I am Selemon Eriksson, of the Grunburg Tribune. I was told of the launch of the Katrina, but it wasn't so newsworthy until I found about the killings."
"Killings?" Gina asked nervously.
"One Gamra Flestoe, mistress of Phileas Kingston, contacted me through the flow. She claimed to have seen a body dragged down a hall to the kitchen. Does anyone have any comments?" said Selemon, looking over the crew.
"Oh there you are at last!" shouts a finely dressed woman emergin from the upper floor of the Katrina. She hurries down the stairs and down a rope ladder.
The Party will have a heck of a time dealing with the commotion, especially from panicky guests that want anything from information to their money back. As far as content goes, wing it.
Not wanting to go to all of the trouble of roleplaying the meaningless banter
between the reporter and passengers (and adding nice comic relief), I had
Gina physically throw him off the ship. A sound of a twig snapping heralded
the breaking of Selemon's leg. His bodyguard/driver muscled it into place.
I am sure that I heard several empathetic "ooooooh" and "ouch!" comments.
Selecting someone to get the monacle will be done randomly.
The roll comes up in Ton's favor. Wesley pulls him aside (as did I) and tells him of the basice functionality of the monacle and warning him of not moving around physically or mentally while using the device. It is to call him only. I give a very limited description of the flow for him. Wesley warns not to move around too much within the monacle. Wishing yourself in a direction without moving your feet propels you in that direction. He warns that without a guide to help, you can easily get hopelessly lost and with the monacle, you can lose whole parts of your memory, having no way to link back to the present, so to speak. He advises to stay in one spot, the safe zone where he left the view window of the monacle. With full goggles, one runs the risk of becoming lost entirely, though the newer goggles are translucent, such that you still see some of what is around you, the flow just being superimposed over your reality.
Wesley bids the group good luck and he only wishes that he could stay and help more, but he is in the middle of an experiment. One might wonder why he went on the trip at all, since he spends so little time actually on the ship. In short, the trip was his wife Lucille's idea from the start. All of the important people of the new wealth would be there, she said. He just went along to keep her happy. Wesley just can't get into the whole social thing. He enjoys the wealth that his business earns him so that he can afford to hire the best researchers. His real interestes lie in developing more powerful focal amulets. The ones that he works on now will give one more than one spell per day, such that it might give up to 5 spell points to distribute. A 1st level spell costs 1 point, a 2nd level spell 2, and so forth. Welsley is saving to build a magically grown castle for himself somewhere far from the wagging tongues of Grunburg and its forth and fifth generation welath, which he despises.
What Wesley doesn't tell the party is that he set up a trap for the baron. His room is warded such that anyone stepping into the room will pass out from toxic gas. Various alarms will go off as well, bells, whistles, and gongs to announce the intruder's presence.
The knockout gas drops the baron as soon as he steps into Wesley's room. The gas floods into his chambers and drops the mage opening the portal and the iron man. The portal stays open, and will do so for the next hour, though the party has no way of knowing how long it will stay open for. If they are quick, they can explore the Baron's mansion. If they do, they will have to look out for his guards, four zombies that do his bidding and watch his home. This will only happen if they make their saving throws.
Chad was the first on the scene, hearing a crackling sound, then a thump as
the baron hit the floor. He saw the green gas hanging over the floor, somewhat
heavier than air, but blending enough with the air of the room to knock one
out easily.
He also saw the portal, still crackling and OPEN! The gas had penetrated into
the portal and knocked out the wizard doing the spell to open the dimensional
portal. Closing the door being a mental thing, it remained open for the
duration of the spell.
Chad held his breath and went into the room to recover the
"victim." He dragged him out of the room, unaware that the body that he was
dragging was, in fact not one of the ship's passengers, but the baron himself.
He then dragged him to the room where Tim the imp was still being held in a
reinforced chest.
Chad then went back to the room where the mist began to dissapate down the
halls, rolling like dry ice vapars. Chad ventured back into the room to
see what else was up. He held his breath and this time looked through the
portal and saw the wizard in the alchemy lab lying unconscious on the floor.
Thinking (understandably) that this was the Baron, he hauled the body back
through the portal and hauled it back to where the baron had been laid out.
With both men laying on the floor in the same room as Tim, soon Tim spotted
the baron through the keyhole and began to call to him.
Tim: Baron! Wake up! Hey, what's wrong with the baron?
The cleric comes by this time and begins to try to help the baron to come
to. In the meantime, the party ties up the mage so that he cannot cast any
spells requiring physical semantics or spell components, which they took from
his person.
The baron wakes up with the aid of the cleric. He immediately senses that his
familiar is in the chest across the room. Not wanting to give himself away,
he disguises his voice to a coarse whisper to Chad that he wants to go back to
his room. Chad assists him, of course.
The baron walks across the room, sensing the strong magic emanating from the
focal amulets in a drawer across the room, the reason why he gated in in the
first place, to steal these that he knew to be in the posession of Wesley
Dragonfire, the inventor of the focal amulet. Using a knock-knock spell to
open the lock, he opens the drawer, declaring,"Thank goodness they are safe!"
He puts them in his pocket, stealing them. When asked what they are, he
replies,"These have been in my family for generations! They are so dear to me."
The clever dog!
Crossing the room, the baron lays down on the bed and
askes Chad to watch outside to guard him, trying to get Chad out of the room
so that the baron can contact a wizard friend of his through the flow to open
the portal on his command. Chad does him one better, selecting this as a good
time for meditation.
Once it become obvious that he will not be able to get Chad out of the room, the
baron contacts his friend through the flow, asking him to be ready in the lab
to open the portal. When all is ready, he creates a distraction down the hall,
the crackling sound of a portal opening. Chad sprints out of the room down the
hallway the other way, to get the rest of the party. They in turn run down
the hall, past the baron's room to the crackling sound. Out of the corner of
his eye, Chad catches a fleeting glance of the baron leaping through the now
open portal. He laughs victoriously like a baddie out of Scooby Doo. The
party arrives at the source of the sound, which is nothing. They see no
portal opening, but the crackling sound comes from nowhere.
Chad is the first to catch on to what has happened, stating simply, "We have
been fooled." I REALLY felt for the party. They were SOOOOOO close!
Golane is one of the largest military bases of the high elf nation. The fortress has stood for over a thousand years, since long before the great war. It is said that strong enchantments were placed on it to keep it safe during the 200 years that the elves were away.
The Katrina parks in a training field outside the base. The soldiars and officers mill around the ship, intrigued by the military possibilities of using such a machine in warfare. Colonel Harvant makes an offer of 250,000 gold for the ship, even in its state of disrepair. Gina refuses. Her father's contract with the baron forbids the selling of the craft until such time as the debt is paid in full to him. Otherwise, she would have in a minute just to be rid of the whole business.