Melaphi:
Vampires can be stopped by driving a stake through their heart, but this is difficult to do while they're awake and they return to "life" if the stake is removed. They fear the presentation of holy symbols. The party sets off in search of the moderately valuable treasure and presumably sinister cultists. As they reach the outer wall of the city, they deliberate on the best way to traverse the wilderness.
Sarcon tracks down the location with almost suspicious swiftness. The group arrives in the afternoon, just as their shadows are beginning to point back towards the City. The crumbling remains of an old manor sit at the bottom of a valley here. Although only a single story, the property looks as though it once held value. The remains of a short stone wall outline the perimeter, now obstructed by an overgrown hedge along the same path. Thorny vines wind around the property gates. The rotting memory of an old barn and stable stand precariously nearby. Rusted iron bands hang loosely from the rotting wood of an old bucket by what was once a well. But perhaps most ominously, two skeletons are lashed to the front gate posts. There seems to be some movement around the property, but nothing identifiable.
rolls:
North, South, East, West: 1d4 ⇒ 3
Abandoned, Haunted, Mysterious, Little Known: 1d4 ⇒ 2 Cave, Dungeon, Temple, Village, Tower, Peak: 1d6 ⇒ 2 Lone, Group of, Tribe of: 1d3 ⇒ 2 Madman, Cultist, Primitive, Monster: 1d4 ⇒ 2 4d6 ⇒ (4, 1, 4, 6) = 15 East of town there lies a haunted dungeon where a group of cultists is said to reside. After some deliberation, the heroes set themselves to the task of clearing out these cultists. Not only would this be prudent for the safety of the City, but this particular dungeon is said to hold long buried artifacts of great power. Knowledge local or Diplomacy to determine value, if you please?
Rolls:
North, South, East, West: 1d4 ⇒ 4
Abandoned, Haunted, Mysterious, Little Known: 1d4 ⇒ 2 Cave, Dungeon, Temple, Village, Tower, Peak: 1d6 ⇒ 2 Lone, Group of, Tribe of: 1d3 ⇒ 1 Madman, Cultist, Primitive, Monster: 1d4 ⇒ 1 4d6 ⇒ (3, 5, 3, 6) = 17 West of town there lies a haunted dungeon where a lone madman is said to reside. Victor thinks of the tales he has heard, and almost forgets to mention them out loud. When he does come forth with the information, Fate seems especially interested in the armor that this madman is said to guard in his coffers.
Also, a friendly reminder. Campaign Tab wrote:
To help you all get back on the right track. Campaign Tab wrote:
Alright Sarcon, let's keep it at established templates. Perhaps you can accomplish what you're after with magic items and/or multiclass dipping as well? Victor: The Book: The vampire, it seems, was keeping a rather interesting artifact. Though it can be used as a simple wizard's spellbook, this tome in particular has something more to it. Each spell page within serves as a page of spell knowledge. The spells it contains are:
desecrate animate dead command undead sculpt corpse The rest of the pages are either blank, or they include detailed instructions and diagrams for preparing corpses for animation.
Let's spin up a new week (if anyone remembers how) and go over loot. First off, we lost Marcello, so that's more than money can buy.
Was there anything else?
The party mills about a bit, examining the room, questioning Garroth, and otherwise acting as though a vampire had not just threatened them with final destruction. Eventually, however, the collective intelligence of the party comes to the realization that they will need to open the door or become comfortable living together ("living" "together") in this dungeon. As the door swings open under Marcello's iron hand, the vampire is found impaled on a stake just outside. Various gold and silver baubles hang from the vampire's clothes, imprinted with strange symbols that might be familiar to some in the party (the villains, if they were paying any kind of attention). However, as the party gathers around to investigate the dead vampire, the iron gate opposite them swings open on loud, rusty hinges. A horde of zombies pours through, assaulting the adventurers with mindless ferocity. Marcello stands first against them as Garroth climbs the treacherous stonework up towards ground level. He lowers a rope down and helps the others climb up, but Marcello doesn't follow. Other abominations begin to climb the inside of the tower towards the party as the sound of Marcello slaying zombies continues. The door is shut upon the iron-clad fighter and the pit of monsters, and the remaining adventurers make haste back to town. Patry is found part way through the journey, bringing strange tales of her own adventures above ground that she may share at her leisure (or not). Payet, however, is simply not seen again. To what fate he may have fallen, the others can only guess. Both parties return to their respective meeting points in failure, left to mourn their lost companions. However, some yet produce token items liberated from the vampire and his lair. Though the day is dark, a new week brings new dawns and new hopes for the future of The City.
As it has with me. But I do not like to be "that GM", so I'm trying to find a way to restart this campaign with renewed vigor and interest.
Tell me something--what would you guys like to change about this game? First thing I intend to do is sweep up the current mess and get everyone back in their respective threads. In fact, I can try to get that post up before I leave. Then you can both roleplay your plans for the future. After all, the heroes now know some pretty damning knowledge, and the villains now have some pretty powerful advantages. You both have a lot of work to do. How does that sound? And what might you like to hand-wavingly change about the game during such a cinematic event?
Actually, if I'd been paying attention, I would have realized there's no reason to be in combat turns right now. Feel free to act out of turn and interact with the map as needed. You don't need me until someone opens the door. PS - Garroth is unconscious, but alive. That's how this "death" will be handled.
Marcello can't quite figure out where the vampire went, but he moves further into the room to prepare for the reappearance. Feth detects for magic, but doesn't find any. Melaphi moves towards the web to begin burning it away. The vampire appears on the ceiling, dropping down to the door and declaring "I'll make this room your grave!" he declares as he passes through the door and slams it shut. Party up!
Worth mentioning, you would have surely noticed by now that when you hit the vampire:
Y'know, in case you get any ideas about waiting this out (and thereby letting him return to full health).
Well it's not even so much preparing for an encounter with a vampire as it was preparing for an encounter at all. What if you'd shown up to this dark, creepy castle and there was no vampire to be found, but instead some dark stalkers? Did you bring Daylight? What if there was just a mad wizard? Did you bring Dispel Magic? Remove Curse? Did you bring cold iron, silver, or adamantine weapons? Vermin repellent? There are lots of general "good to have"s while adventuring, and nobody brought any of them (not even the villains, and technically this is their quest).
Garroth Seren wrote: Bad guys inject themselves with the mutation serum, good guys get bitten by the radioactive spider by accident. And what I was trying to say was essentially this. You can get creative and find a way to become something more than you are, you can get creative and find a way to counter their specific advantages, or you can do what you feel is staying true to your character and leave the balancing act to me. I have a few things planned that will change the course of events anyway, so really in this PvP you can have as much roleplay or rollplay as you like, and I'll take care of the rest. As I try to say often, the goal is just to have fun. As for the houses, citizens own their own house. Unowned homes, non-residential buildings, or military structures require no invitation.
Technically he is completely concealed by his armor. But he and Victor are in much the same situation in that regard. They're fine as long as they're completely covered, but if something were to happen to Marcello's helmet or Victor's mask in public view... well, that would be an entirely different story. As for templates, I have no problem with, say, Melaphi seeking an Archon's blessing and thereby acquiring angelic blood. Garroth could seek out a mysterious sensei to teach him how to exploit the weaknesses of his foes, Feth might search for an ancient tome of arcane power over undeath... lots of options.
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