Aristocracy Mephits of Korvosa (an all-noble CotCT campaign) [Major Spoilers]


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One of the clubs for young nobles about town is called the Aristocracy Mephits of Korvosa. The Mephits are generally the younger sons and daughters (or neices and nephews) of the more important nobles, and have certain small allowances and minor duties (such as visiting sick aunts or tending to minor business concerns of the family). As such, they spend a lot of their time congregating in their clubhouse, where they eat and drink and smoke and speak of grand things.

Character creation guidelines:

Spoiler:
You are all members of an exclusive club called "The Aristocracy Mephits of Korvosa", with a clubhouse in the University Ward of the Heights District. Your membership fees are paid by your family. You may sleep in the club one night a week and take one meal there a day without paying any extra fees. There is an unwritten rule that a member who gets married retires, as does a member who becomes the heir to being the head of his family.

You have up to three levels of aristocrat. (You choose how many, and you can't take more aristocrat levels later.) You are a member of a noble family in Korvosa. You have thirty-two points for your ability scores, plus an additional two points that have already been spent on Charisma. You receive full hit points for every aristocrat level, and after that will receive half your hit die plus one new hit points every level.

You each receive an allowance. Every week on Wealday you receive (10 x your aristocrat level x your hit dice) gold coins from your family. This is automatically transferred to your account in the Bank of Abadar.

You must be at least half-human (since you were all born to human mothers). Half-orcs are inappropriate, and half-elves are both pitied and distrusted. Reactions to tieflings depend greatly on the individual. None of you is an aasimar. Other halfbreeds are open to discussion but are unlikely.

You all have a room in your family's manor. You can stay there any time you like, but your families have strict rules about behaviour that you have to follow the entire time that you're there. You each begin play with 500 gold coins, a noble's outfit, a signet ring, and 100 gp worth of entailed family jewellery.

All of you with at least two levels of aristocrat have an apartment in the University Ward. The rent is paid by your family, for as long as you abide by the terms of your lease (ie don't disturb the other tenants, don't embarrass the family, etc). You also have one entailed non-magical masterwork item worth up to 1000 gp.

All of you with at least three levels of aristocrat have an entailed magic weapon worth up to 3000 gp. Also, your signet ring is a ring of protection +1. You have a second entailed masterwork item. Your family has hired a cleaning agency for your apartment, and will pay for catering one dinner there every week (given at least three days notice).

You must identify your family. If you have the Guide to Korvosa then you may choose an existing noble family. Anyone is allowed to create one from scratch. You may tell me as much or as little about your family as you like. You cannot be the head of the family or its heir.

You must describe one person living in Korvosa who is important to you. This should not be an existing NPC described anywhere else; please make this person up. This person is generally known to be someone you value, but is not a Mephit. For example, this might be an older cousin who taught your how to keep track of your bank balance, or it might be a sergeant in your family's guards.

You must describe one additional person living in Korvosa, this time not generally known to be your acquaintance (ie not a Mephit). Again, this should not be an existing NPC described anywhere else. Aside from your fellow Mephits (who keep your secrets but might tease you about them), most people don't know that you and this NPC know each other. You can be anything from passing acquaintances to good friends. For example, this might be an acolyte in the Temple of Asmodeus, or a Sczarni thug who sells poison.

As is their wont, certain Mephits had gathered one afternoon to sip at various beverages and discuss their situation, plus gamble a bit. One of them, Rosedale Arkona, was a little tight for funds, and was considering looking up a friend in Old Korvosa to help him out. Siolin Jeggare offered him a loan, but his offer was turned down. Serai Leroung rolled her eyes, and tried to look "military". Karmina Ornelos smiled blankly and stared at nothing, giggling occasionally for no discernable reason. As Rosedale went on about money-making schemes, Anaster Carowyn had had enough and left to look for a Hellknight friend of his.

There was mention of a rival club, the Crest Circle Young Monarchists (derisively called the "Kimmies"). It was speculated that the Mephits should pull a practical joke on them, and several were discussed. It was known that the Kimmies would be having a large fireworks display for the upcoming Founding Festival celebrations, and various ideas were put forward for altering those fireworks in amusing ways.

The table was approached by "Duffy" Hosgins, another club member. He had a tendency to breathe through his mouth, and misunderstood things a lot. He listened as people spilled their secrets, and tried to tell one of his own about a "swan pillow", but convulsed in laughter and was unable to finish it. When the talk eventually got around to fortune telling he mentioned that he knew a fortune teller, and his chums seized on this and told him to leave right away and see if she wanted a job. Once he left they all piled into Rosedale's carriage, driven by his bodyguard, and drove off. Anaster caught up with them before they left, having failed to find Dame Harina.

They toured the city for a bit, then dropped off Anaster at Citadel Volshyenek (named after Lord Volshyenek Ornelos the Undying, but "He wasn't a vampire!" protested his descendant, Karmina) for some sparring. They went their separate ways and agreed to meet for dinner at the clubhouse and then go meet Rosedale's friend in Old Korvosa.

There was some disagreement about seating arrangements at dinner. Most people had dressed properly, but some had thought that since they were going to a disreputable part of town afterward they shouldn't dress formally. Those properly attired were served in the dining room, and the others were allowed to take their food to the smoking room. Duffy was dressed appropriately for dinner, but nonetheless ate dinner in the smoking room with Rosedale (who also supplied some fine smokables pilfered from his uncle's stash). Duffy admitted that his friend, Zellara, wasn't going to work out as a fortune teller since some petty crook had stolen her Harrow deck and then killed her son when he tried to recover it. He was asked to set up a meeting with her, which he left to do.

After those formally dressed had changed out of dinner wear, they piled into two hired cabs (since Rosedale's carriage was considered too high-profile) and went to their meeting in the Sticky Mermaid. Rosedale had never been there before, but some of the others had. They declined his offer of fishjack, though his friend Yindrini had a shot before she switched to beer. They discussed marketable skills, and the Mephits said that they were good at disguise and voices. Yindrini's suggestion that they maul an Arkona with hot pokers at Exemplary Execrables (and then pay to have him healed up afterward) didn't go over well, in spite of her assurances that it would be a big draw.

After more chit chat that didn't yield any other surefire easy-money schemes the Mephits went on their way. Duffy was sent a reminder that he was to set up a meeting with Zellara for the Mephits. They went their separate ways and got some sleep.

The next morning they met for brunch at the clubhouse and received directions from Duffy, who assured them that Zellara was expecting them. When they arrived at her house near Citadel Volshyenek ("Not a vampire!") however, no one was home. They let themselves in, and found a note saying that Zellara would be with them shortly.

PCs:

Anaster Carowyn (aristocrat 3)
Karmina Ornelos (aristocrat 3)
Rosedale Arkona (aristocrat 1)
Serai Leroung (aristocrat 2)
Siolin Jegarre (aristocrat 3)


Huzzah, a CoTCT journal!

I can not wait to read more!


An all aristocrat Adventuring Party!!! Kudos to you and your players, for this, Tbug. This is something which I have long wanted to see. :D


Having received directions from Duffy, Erst Fordyce joined his fellow Mephits at Zellara's home. Soon after everyone was assembled, Zellara herself showed up and thanked the young aristocrats for joining her. She was particularly grateful for Duffy's promise that they would return her lost Harrow deck. Having been committed to this course of action, the heroes naturally agreed to this. They received the address of Gaedren Lamm (who purportedly possessed her stolen property), wished her well, and departed.

Aware that they each had their own contacts, they went their separate ways to learn what they could.
* Serai Leroung asked her contact in the Shingles about Gaedren Lamm, confirming that he's scum.
* Anaster Carowyn sparred with a non-com friend of his in Citadel Volshyenek, and inquired as to the guard's likely response if some people cleared out Gaedren Lamm (answer: apparently very little).
* Rosedale Arkona asked Yindrini about options for getting Lamm out of the picture; she left to do some research, and came back with a (hefty) price tag for permanently removing him.
* Siolin Jeggare asked a contact within the Cerulean Society about acquiring a stolen Harrow deck from Lamm, and was promised a price tag the next morning.
* Erst Fordyce inquired from a Varisian storyteller, and learned that Lamm was known to many locals, and was quite disliked.
* Karmina Ornelos did some research at the hall of records, and discovered that Lamm was squatting in his current residence.

They met over dinner and discussed many plans at length. They were most concerned with the welfare of the children who worked for Lamm, and were determined that no matter what method they used to retrieve the deck they would also do something about the children. Karmina pointed out that since they were intending to launch a host club business they might be able to do this good deed in such a way that it would generate good publicity. This led to further discussions of the host club, and more plans were developed.

The next day Siolin learned that Lamm had kept the deck as a trophy, and while he would be willing to sell it the price was exorbitant (and, in fact, more than the price quoted by Yindrini). The nobles decided that Lamm was a problem that they needed to address in a fairly decisive way. They therefore did what nobles always do in this sort of situation: they posted a parchment in the Sticky Mermaid advertising for a group of adventurers to take care of it. Applicants were to report to the Mephit clubhouse (commoner entrance) for interviews.

In the end, the Mephits decided to hire four inexperienced-but-sincere heroes to help them with their problem: a wizard named Ezren, a paladin named Seelah, a dwarf named Harsk, and a halfling named Lem. They decided that they would meet the next day for the Lamm assault.

Meanwhile, Siolin had selected some potential rental homes that might house the host club. After some investigation they chose one in South Shore, where customers headed for the Jade Circle would be likely to see them. Siolin signed the papers and rented the home.

Another trip to the hall of records, along with a loan from his parents, saw Siolin Jeggare paying the back taxes on the fishery where Lamm was squatting. Between the legal ownership and the added strength of the hired adventurers, he was confident that he would be able to evict the crime lord and see him brought before a judge, preferably Zenobia Zenderholm.

PCs:

Rosedale Arkona (aristocrat 1)
Anaster Carowyn (aristocrat 3)
Erst Fordyce (aristocrat 1)
Siolin Jegarre (aristocrat 3)
Serai Leroung (aristocrat 2)
Karmina Ornelos (aristocrat 3)


I'm loving your reports of this campaign already, tbug. As a matter of interest, what are your players' characters' views with regards to the monarchy of Korvosa? And what about with regard to Cheliax, of which Korvosa is a former colony, whose empire many Korvosans wish to rejoin?

Edit:
And the bit where they hired the iconics to help them deal with Lamm.... Classic! :)


Charles Evans 25 wrote:
I'm loving your reports of this campaign already, tbug. As a matter of interest, what are your players' characters' views with regards to the monarchy of Korvosa? And what about with regard to Cheliax, of which Korvosa is a former colony, whose empire many Korvosans wish to rejoin?

They like the king. He's not technically part of the nobility, but they're willing to overlook that, particularly in light of the public works he's been doing.

Charles Evans 25 wrote:
And the bit where they hired the iconics to help them deal with Lamm.... Classic! :)

We have a lot of fun in our games. :)


tbug wrote:
Charles Evans 25 wrote:
I'm loving your reports of this campaign already, tbug. As a matter of interest, what are your players' characters' views with regards to the monarchy of Korvosa? And what about with regard to Cheliax, of which Korvosa is a former colony, whose empire many Korvosans wish to rejoin?

They like the king. He's not technically part of the nobility, but they're willing to overlook that, particularly in light of the public works he's been doing.

Charles Evans 25 wrote:
And the bit where they hired the iconics to help them deal with Lamm.... Classic! :)
We have a lot of fun in our games. :)

Looking forward to the next report. Maybe there won't be so many villains getting away as appear to elude the Birdcrunchers. :D

Edit:
I meant add nice to see players who like their characters to capture principle villains and turn them over to the authorities.


Wanted: Those Strong of Arm and Stout of Heart!

A consortium of nobility seeks the assistance of a group strong of arm and stout of heart to assist in clearing their property of unlawful squatters and restoring order to a small piece of our beloved city. Duties will include use of non-lethal force, and lethal force only if necessary. These assistants will be escorted at all time by their noble employers so danger will be minimal. The quest will likely take a single day. Full wages as per the standard rate will be paid with ample opportunity for bonuses for a job well done.

Those interested should apply in person to the Mephits Clubhouse (commoner entrance) to be personally interviewed by:

Rosedale Arkona
Anaster Carowyn
Erst Fordyce
Siolin Jegarre
Serai Leroung
Karmina Ornelos

P.S. No Kimmies will be interviewed


I am very interested in hearing more about your sessions. This is a very different type of D&D campaign, and I congratulate you and your players to be willing to try something so different. I've enjoyed commenting on your other posts, and hope I can be helpful later on.


Karmina Ornelos, age 22, has two older sisters: Andreea (age 32) and Violeta (age 28). Andreea graduated from the Academae as an illusionist, and has been seen to cast third-level spells. Karmina recruited Andreea's help to create a diversion while the group stormed the Jeggares' newly-acquired fishery and rescued the children there. Andreea was agreeable to this, and mentioned that she has a project underway related to the new group of guards being assembled by the queen, and she might want Karmina's help with that later.

So the assault team consisted of:
* Six Aristocracy Mephits: Rosedale Arkona (ari1), Anaster Carowyn (ari1), Erst Fordyce (ari3), Siolin Jegarre (ari3), Serai Leroung (ari2), and Karmina Ornelos (ari3)
* One older sister: Andreea Ornelos (ari3, wiz5)
* Rosedale's bodyguard: Lundrie (war1)
* Four hired adventurers: Ezren (wiz1), Harsk (rgr1), Lem (brd1), and Seelah (pal1)

Moving under the cover of the night (to give Rosedale time to finish his flute set at the Jittery Quill, which, incidentally, went well in spite of Lem's attempts to steal the spotlight), the heroes noticed that a lot of people in the streets were agitated about something. They took advantage of this preoccupation, and split into three teams. One group was to stay outside and herd any fleeing children, one group was to sneak around back and deal with any nasty folks back there, and Andreea was on the roof of the neighbouring warehouse taking care of illusions.

Things were nearly blown at the start when Rosedale fell through some rotting timber on the pier, but Ezren quickly put the dog to sleep and after a little while everything was still again. The sneaky group continued to move around, and eventually worked their way to the lower pier. At this point Andreea's mastery of illusions was made clear, and the entire front of the building and much of the side was engulfed in flames, with madly cackling fire mephits cavorting among them. Much activity within the building ensued.

The lower team broke into a room cluttered with garbage, and immediately decided that the door at the far end was their target. Sure enough, Gaedren Lamm himself emerged almost immediately from there. He turned out to be much less scary than his reputation would imply, as one blow felled him. (Lem, who seemed to have personal reasons for hating people who enslave children, made sure Lamm was dead.) Lamm's three minions upstairs were more fearsome, as they resisted the other group (which succumbed to the temptation of a frontal assault instead of sticking to the plan) for much longer.

The children were greatly afraid of Anaster Carowyn, who told them that if they didn't leave immediately then they'd be facing his wrath. They dived out of windows as quickly as they could, but Karmina and Ezren were still waiting outside. Between Ezren's sleep spells and Karmina's prepared snack packs and a wagon to safety, only one child was lost to the jigsaw shark. Once Kester, an older boy, was won over to their cause then he helped herd the other children into the wagon (though he himself slipped away into the night).

Karmina, Andreea, Ezren, and Siolin drove the wagon to an orphanage while the others stayed behind and secured the fishery for the Jeggare family. Along the way, the people in the wagon saw riots, hellknights, hippogriff riders, and various buildings in flames. The orphanage at first was all closed up, and very reluctant to take anyone in. The nobles were persuasive, and Andreea stayed behind to keep everything calm.

Back at the fishery, the other group found the severed head of Zellara, dead for far longer than the amount of time since they had last seen her. When they found her Harrow deck she appeared, and explained to them her situation. She said that she believed that they were great heroes destined to save Korvosa, though not all of them were. She gave them a Harrow reading (which Siolin declined), and they had many misgivings about her bona fides.


tbug wrote:
Anaster Carowyn (ari1), Erst Fordyce (ari3)

Whoops! I got those reversed. Anaster is level three and Erst is level one.


I'm curious as to how you intend to run the path as the story develops. Will the players always be able to recruit many NPCs to join them? As long as a GM can handle that many characters at once, it's not a problem, but it is unusual. If the players continue to have an entourage, are you cool with it? Do you intend to boost up the foes to compensate? The delta team assault tactics obviously worked well, but I think players get bored quickly if they are too successful.


I'll answer these one at a time.

The Black Fox wrote:
I'm curious as to how you intend to run the path as the story develops. Will the players always be able to recruit many NPCs to join them?

While the absence of a mercenary guild means that typical D&D hireling acquisition goes slowly, I think that it would be illogical to say that rich aristocrats couldn't find low-level hirelings to accompany them. For the most part they also have powerful families, and frankly if you ask your big sister to come watch your back during a dangerous expedition I think that she'd probably consider it.

The system for the most part will balance itself. When there are twelve characters doing a challenge intended for four then the experience rewards are fairly low. Also, adventurers (such as the iconics) expect an equal cut of any loot/treasure/rewards.

So assuming that the players don't gain negative reputations or earn high-ranked enemies then yes, they will be able to recruit as many low-level NPCs to join them as they like. Family members will likely continue to be available, though they will expect similar services in return. (eg the Jegarres might expect something related to finance, the Orneloses might expect something related to magic, the Arkonas might possibly expect a project for helping the poor of Old Korvosa, etc)

The Black Fox wrote:
As long as a GM can handle that many characters at once, it's not a problem, but it is unusual.

In my experience, it's a less interesting game for the players if the GM is running a whole bunch of protagonist NPCs as well as running the game. I therefore make the players run most of the NPCs. For this session out of six PC-allied NPCs I only ran Andreea Ornelos. (The players don't know everything about her yet, plus I wanted to establish her personality a certain way. Also I had to make her up on the fly, since before the game she existed only as a name and a few personality notes.)

The Black Fox wrote:
If the players continue to have an entourage, are you cool with it?

Yes. I think that it's logical that a bunch of rich, young aristocrats would be surrounded by hangers on. Once the host club gets up to speed I suspect that there will even be volunteers. I already have a few potential NPCs in mind for such a role. :D

The Black Fox wrote:
Do you intend to boost up the foes to compensate?

My mandate from the players is to run the bits in the AP as written, adjusted only for the actions they take. I plan instead to flesh out a lot of stuff that isn't detailed in the AP (such as the rivalry between the Mephits and the Kimmies, or the issues surrounding the founding of the host club, or the personal projects of their family members). I have a free hand with non-scripted elements, and they will be more tailored to the party.

The Black Fox wrote:
The delta team assault tactics obviously worked well, but I think players get bored quickly if they are too successful.

I suspect that my players want something different out of this AP than most other players do. I think that a lot of people play D&D so that they can go into dangerous players and fight fearsome foes and gain cool treasure. On the other hand, I think that my players want to really explore unusual characters and do a lot of in-character socializing. It's acknowledged that there will be combat along the way, but at least some of the players don't feel the need to actually participate. I suspect that some of the time there will be players whose PCs sit out the fights.

I guess we'll see how it goes!


I have a question then. Might your players not involve themselves at all then in the major combat encounters in the AP? They'll just farm that out to some NPCs, and do their own merry thing. There's nothing wrong with that, and a social intrigue game can be fun, but it seems to me that many important scenes/encounters will be done by NPCs and not the PCs. Is that what you expect?

Anyway, I don't think Queen Ileosa (or even other power factions in the city) will look kindly to a private army being formed inside the city. I think there is a lot of potential conflict in that alone. It would be interesting to have (depending on the exact timing) Sable Company, Hellknights, or the Gray Maidens knock on the Mephit's club door with orders for them to "disband their private army."

Let me know when the Red Mantis are sent against their first target in the Mephits. ;)


The Black Fox wrote:
I have a question then. Might your players not involve themselves at all then in the major combat encounters in the AP? They'll just farm that out to some NPCs, and do their own merry thing. There's nothing wrong with that, and a social intrigue game can be fun, but it seems to me that many important scenes/encounters will be done by NPCs and not the PCs. Is that what you expect?

It's hard to answer this without spoilers, and some of my players might be reading this. I'll say two things anyway.

First, if this is what they players decide to do then I'm going to support them. I know that at least one PC (Anaster Carowyn) is combat-optimized, so at worst it will be Anaster and a bunch of NPCs (played by the other players) doing each encounter. Serai Leroung also has martial ambitions, so once her player is able to join us fairly regularly then I expect she'll be involved as well. This strikes me as perfectly fine, if it's what the players want.

Second, the identity of the PCs will of necessity involve them in at least a few of the encounters. If you look at the names of the PCs you'll see a lot of familiar families from the plot line. I think that it's fine if some of the encounters are solved mostly by NPCs while the stuff that directly involves the PCs draw them in. I think that in some ways the story of this AP will (for my players) be the story of the realization of their social responsibility.

If you want specifics then we can have a no-players-allowed thread over on the path's board.

The Black Fox wrote:
Anyway, I don't think Queen Ileosa (or even other power factions in the city) will look kindly to a private army being formed inside the city.

Agreed. If there's any hint of guildishness then there will be no shortage of people looking to stomp all over the sollies.

The Black Fox wrote:
I think there is a lot of potential conflict in that alone. It would be interesting to have (depending on the exact timing) Sable Company, Hellknights, or the Gray Maidens knock on the Mephit's club door with orders for them to "disband their private army."

I don't think that it will come to that. The Arkona PC has a bodyguard, the Ornelos asked her sister along for one event, and the Jegarre hired four adventurers to help him clear squatters out of a place that his family legally owned (after which they went their separate ways). As long as each event is a standalone occurance involving only a handful of people then I don't think that it's going to be an issue.

The Black Fox wrote:
Let me know when the Red Mantis are sent against their first target in the Mephits. ;)

Spoiler:
One is already checking them out.

The Black Fox wrote:
I have a question then. Might your players not involve themselves at all then in the major combat encounters in the AP?

Rosedale has every intent of being involved with major combat encounters. He is going to take a very hand-on role in ordering his various minions on who to attack and who to defend him against. He may even be there when these things happen, assuming it doesn't conflict with his performing schedule or the time he is going to play socializing with the young up and coming at the Host club.

The Black Fox wrote:
They'll just farm that out to some NPCs, and do their own merry thing. There's nothing wrong with that, and a social intrigue game can be fun, but it seems to me that many important scenes/encounters will be done by NPCs and not the PCs. Is that what you expect?

I can't speak for the other characters, but Rosedale will not go seeking out these encounters. That being said I'm pretty sure some of them will find him. (Simply a danger of being so darn good looking and noticeable in a crowd!) If Rosedale could get get through the entire adventure without drawing his rapier, and perhaps using the occasional Hypnosis and Charm Person spell, he would call it a roaring success.

The Black Fox wrote:
Anyway, I don't think Queen Ileosa (or even other power factions in the city) will look kindly to a private army being formed inside the city. I think there is a lot of potential conflict in that alone. It would be interesting to have (depending on the exact timing) Sable Company, Hellknights, or the Gray Maidens knock on the Mephit's club door with orders for them to "disband their private army."

I'm pretty sure some nobles having a personal guard or two each doesn't qualify as an army. Especially since some of us are from great families. In fact I suspect it rather surprises people that we don't have more. I seriously don't think that any of those people/organizations will be threatened by us. I could be wrong on that.


There was concern about the riots in the street, of course, and the Mephits debated either investigating or waiting until morning. Anaster Carowyn slipped out and the others staying in the now-empty fishery and debated the nature of their soon-to-be-launched host club.

Though they resolved several issues, they remained uncertain as to what to name it. They eventually left the decision unmade, slept in the fishery, and went to their various homes in the morning.

The various members contacted their information sources, and confirmed that the king had indeed expired, apparently due to whatever disease had been giving him trouble lately. It was speculated that he might get raised from the dead, but it was pointed out that he'd only be coming back to an old, feeble body prone to illness and he'd be leaving heaven behind to do so.

Payment was arranged for the mercenaries who had helped the Mephits clear out the fishery, and Siolin Jegarre also made a payment to the local manager of the Cerulean Society to avoid any unpleasantness.

That afternoon they inspected the premises that they had rented as the new site of their host club. There was much discussion about where various activities would take place, and a lively debate was enjoined about the nature of their grand opening gala event.

Having made an appointment, the Mephits journeyed the next day to Castle Korvosa, where the queen was expecting them. There they returned her brooch and pledged their service to her. She thanked them for their support, and asked them if they would be willing to work with Field Marshal Crissida Kroft. They of course assured her that they were at her service. She said that she expected that she would have a task for them before long.

Various responsibilities drew the Mephits in different directions the next day, but their duties discharged they met again the following morning to make plans for the host club. After a while Serai Leroung took Rosedale Arkona to meet a friend of hers in the Shingles (Desba Sloun), since he needed some advice on wooing a barbarian. Ultimately Desba became rather interested in Rosedale herself.

On their way back to the Mephit clubhouse, Serai and Rosedale encountered a drunken sergeant of the guard (Grau Soldado). They cleaned him up and left him with some buddies at Citadel Volshyenek, and went to meet their compatriots.

PCs:

Rosedale Arkona (aristocrat 1, sorcerer 1)
Erst Fordyce (aristocrat 1)
Siolin Jegarre (aristocrat 3)
Serai Leroung (aristocrat 2)
Karmina Ornelos (aristocrat 3)


tbug wrote:
Various responsibilities drew the Mephits in different directions the next day...

Very pressing matters indeed. With the oliphant's share of his time occupied setting up his household and establishment of performance contracts Rosedale has unfortunately let his wardrobe slip into disrepair. In fact, with the exception of his finely crafted peasant disguise, he has not had an addition to his wardrobe since leaving the wing of the Arkona Keeper of the Wardrobe and personal taylor.

With some time on hand, and inspired by his meeting with royalty, Rosedale took it upon himself to purchase a fine collection of hats. Hats that will impress even the likes of Royal Handmaiden Sabeena, and dare say he, even the Queen herself.


The Aristocracy Mephits met at their clubhouse one Sunday afternoon and discussed the state of the city and their plans for improving it. Specifically, they discussed the creation of their host club. After much discussion and a vote, they decided to call it The Eyrie. Plans were made for opening it in just under two weeks time, on Starday Erastus 21, the week after the Founding Festival.

During this discussion, a message arrived at the clubhouse from Citadel Volshyenek, asking the Mephits who had volunteered to help to show up the next morning and meet with Field Marshal Kroft. They made plans to do so.

Field Marshal Kroft was looking very pale. When she saw that Siolin Jeggare was looking exceedingly tired she mentioned that a cleric of Abadar would be by in about twenty minutes with a spell to remove the effects of lack of sleep. If the cleric had more than one instance of the spell prepared then Siolin could buy a casting.

Field Marshal Kroft said that she was accepting the offer that the Mephits had made to help her out. She needed some guards tracked down, and didn't want to use other guards to do it. She told them about Verik Vancaskerkin and his men, and they promised to bring them in.

Several hours of information gathering followed, and the Mephits put their contacts to good use. After pooling their (considerable) information, they put together an elegant plan. A small skit took place outside All the World's Meat, and by the end of it the actors were apparently fighting among themselves about what had happened to the sack with the wine bottles, and Baldrago the unibrow guard was latching the shop door and sharing his fortune with his fellow guards. Soon all of them were drinking wine that had been liberally dosed with several sleeping potions, and they nodded off.

By this time Erst Fordyce had unlocked the door and snuck inside. When he heard the last of them drop off he signaled the others and they quickly bound and gagged the deserters. A quiet trip upstairs revealed that there was one more person moving around behind a door.

A plan was hatched, and when the door burst open Serai Leroung and Erst rushed in. Verik Vancaskerkin was stretched out on a make-shift bed on a desk, reading some papers. They smacked him with their saps, but he stood up and grabbed the spear leaning against the desk. The fight grew more serious and before long Serai was on the floor bleeding. But they say that the aristocracy will always prevail, and certainly it proved true in this case. Serai was stabilized, Vancaskerkin was bound and gagged, and soon all six unconscious folk were piled in a handy wagon and hauled back to Citadel Volshyenek. Field Marshal Kroft was delighted, and paid to have Serai revived. She also requested that the group return the following morning.

Most of the equipment that the guards were using was actually from the Citadel, and the Mephits of course returned all of that along with the deserters. A few things remained, and the Mephits confiscated those. One of these items was a silver dagger, which detected as magical. Karmina Ornelos took it to her sister, Andreea, and asked her to identify it. When Andreea said that the item had no magical properties she started probing more intently into the nature of the dagger's magic. Things took a turn for the worse when the dagger transmuted into a snake and bit her. One doesn't lightly attack any of the Ornelos sisters, however, and soon the snake was dead on the floor.

Toilday morning in Field Marshal Kroft's office revealed another figure in addition to their hostess: local celebrity Vencarlo Orisini. He had news concerning the Chelish ambassador to Korvosa, and Field Marshal Kroft didn't have sufficient personnel to assign to the case. It seemed that the ambassador was bad news for Korvosa, and somehow it needed to be orchestrated that he would be recalled to Cheliax. Vencarlo suspected that some scandal might be revealed at Eel's End, and offered to escort the group there.

The Mephits thanked Vencarlo but said that they would discredit the ambassador in their own way. They began their planning and investigations, and decided to meet back at the clubhouse on Wealday morning.

PCs:

Anaster Carowyn (aristocrat 3)
Erst Fordyce (aristocrat 1, rogue 1)
Siolin Jegarre (aristocrat 3)
Serai Leroung (aristocrat 2)
Karmina Ornelos (aristocrat 3)


Very interested in how the PCs intend to discredit the ambassador on their own. They could very well derail the entire planned module as they do their own thing for one or two game sessions! Eventually things will be set right again. Anyway, if they succeed, then you have all that background on Eel's End that you can use later in the adventure. Since Eel's End is in Old Korvosa, it could come up again.


The Black Fox wrote:
Very interested in how the PCs intend to discredit the ambassador on their own. They could very well derail the entire planned module as they do their own thing for one or two game sessions!

It would derail the module ("Edge of Anarchy") in that the work holds the PCs' hands and walks them through a method of discrediting the ambassador. Doing things their own way would miss out on that bit of the adventure as written. It wouldn't in any way derail the adventure path as a whole though, as far as I can tell. The important thing is that they accomplish the mission for Field Marshal Kroft. As you say, "Eventually things will be set right again."

The Black Fox wrote:
Anyway, if they succeed, then you have all that background on Eel's End that you can use later in the adventure. Since Eel's End is in Old Korvosa, it could come up again.

Indeed. :) The PCs would have already known about Eel's End, but this has brought it to the attention of the players.

I have no idea what they plan to do, but I look forward to finding out. :)


Concerned about the effects of Ambassador Darvayne Gios Amprei's exploits, the Mephits spent much of Wealday in information gathering around town and discussion amongst themselves. They learned quite a lot. After many hours of talking over the situation, they decided to send Karmina Ornelos to inquire of Devargo Barvasi, the self-styled King of Spiders, as to whether he might have any helpful information for them.

Karmina was accompanied by some apparently innocuous underlings, and after identifying herself asked to be escorted to Devargo. Unfortunately they immediately got off on the wrong foot, and Karmina's efforts to set things right only increased his hostility. He didn't dare move openly against an Ornelos, but he was less than welcoming. She swiftly made her exit.

Over lunch on Oathday, the Mephits discussed options at length. Many possibilities for discrediting His Excellency were discussed and discarded. One of the other Mephits mentioned that the Kimmies were still going ahead and planning for a large fireworks display on Starday (for the Founding Festival), and the topic of conversation quickly changed to what the Mephits should do for the Festival.

A two-pronged approach was chosen. On the one hand, the Mephits would secure an open area and Siolin Jeggare would use the contacts outside of town he had been developing in order to bring in a large quantity of cheap but nutritious food, which the Mephits would prepare and distribute to any in need. At the same time, they started a whisper campaign about how inappropriate it was during the city's time of mourning for their king and especially in the wake of the riots and food shortages that the Kimmies were going ahead with such an ostentatious display.

Founding Festival came around on Starday, and all of the Mephits except for Rosedale (who was performing at Citadel Volshyenek) pitched in and created a very memorable event. Much of the hostility that some citizens had been feeling toward the aristocracy was dissipated by their generosity, and afterward the riots were noticeably fewer.

As Sunday dawned, the Mephits once again faced the issue of Ambassador Amprei. Considering that the so-called King of Spiders had hinted that he had information that they needed they decided to make another attempt to barter with him. They recollected that the ship attached to the fishery where Gaedren Lamm had holed up contained some quite big spiders, and with the judicious application of some sleep spells they managed to capture four spiders alive, each the size of a house cat. Bringing these as a gift, Siolin Jeggare approached Devargo. This trip proved much more profitable, as between the spiders and several hundred gold coins Devargo considered it a fair trade to yield up a purloined love letter between the ambassador and the wife of an important Chelish nobleman. Siolin and Devargo smiled at each other, pleased with forging another profitable contact.

Field Marshal Kroft was most content.

PCs:

Rosedale Arkona (aristocrat 1, sorcerer 1)
Anaster Carowyn (aristocrat 3)
Erst Fordyce (aristocrat 1, rogue 1)
Siolin Jegarre (aristocrat 3)
Serai Leroung (aristocrat 2, rural ranger 1)
Karmina Ornelos (aristocrat 3)


The big day finally arrived, and the Eyrie host club was set for its grand opening. The hosts themselves had spent most of the week doing preparations, and as the moment of opening approached various family members of the hosts made many arrangements, bought new outfits, hired staff, and so forth.

The big moment arrived. There was a small intrusion from agents of the Cerulean Society, but Lord Glorio Arkona, who was there to congratulate his nephew Rosedale, asked them to leave and they did.

Several guests brought gifts for the club. Lord Glorio brought a harp, and mentioned to Rosedale that if it were properly played then it could help calm down troublemakers.

Valessa Jeggare (Siolin's mother) and her daughter Alexia brought a fountain, which they had workmen set up out in front. It shows an eagle nesting in a waterfall.

Olauren Carowyn (Anaster's aunt) and her niece Domina (Anaster's sister) brought a gift for him and a large basket of imported fruit for the club.

Alvina Nids, the mother of a fellow Mephit that the PCs had invited to join them in creating the host club, brought a beautiful tapestry of a nesting eagle surrounded by mephits.

Finally, Erst Fordyce's fourteen-year-old sister brought a big lizard imported from the Mwangi Expanse. Its cage was too small and it kept startling guests with its piercing scream, but it has been accepted as a mascot.

Other family members brought gifts for specific hosts, as well.

There were many other guests, and overall the evening was considered a success. Over a thousand gold sails were raised for the Korvosa orphanages.

In the wake of their success, the Eyrie hosts were having lunch and planning their first actual evening of being open. They were finishing up as a guard arrived and told them that Field Marshal Kroft herself was on her way. She arrived soon after and told them that a young painter named Trinia Sabor was accused of murdering the king, but it looked like she might get lynched before coming to trial.

The young aristocrats sprung into action and raced into Midland to apprehend her. It looked like she might escape over the rooftops, but Rosedale's sleep magic prevented that.

When awoken Trinia started to cry and begged not to be turned over to the guard. The Mephits escorted her all of the way back to Citadel Volshyenek, and turned her over to Field Marshal Kroft personally. They have assured Trinia that she will receive a fair trial, but she clearly doesn't believe them.

PCs:

Rosedale Arkona (aristocrat 1, sorcerer 2)
Erst Fordyce (aristocrat 1, rogue 1)
Siolin Jegarre (aristocrat 3, bardic sage 1)
Serai Leroung (aristocrat 2, rural ranger 1)
Karmina Ornelos (aristocrat 3, cleric 1 [of Nethys])


Some small amount of planning being done, and minor finalities arranged, the Eyrie was nearing adequacy. The night of our gala, I arrived somewhat before the rest of my fellow Mephits to organize a few last-minute details.

The other Mephits have great ability in their individual specialties, and I was hard pressed keeping up with their efforts. Star, with her knowledge of the arcane arts, made certain of our lighting, Wings' gentle handling of beasts allowed her to appraise the valet's expertise, Rosedale's artistic brilliance allowed for him to set up and improve our acoustics, Erst rigorously tested our dance floor, and Poodle had baked a fantastic array of pastries.

Two knocks arrived simultaneously from both the front and back of the club, startling us into readiness. I immediately moved to the kitchen to answer the back door, leaving those truly impressive of my acquaintances to greet our proper guests.

An unwelcome rifraff greeted my eyes and nostrils as I opened the kitchen entrance to the rear. Threats notwithstanding, I confidently held my position that the thugs did not know just how much trouble they were in a position to cause for themselves, Serai's military presence at my back reassuring. The group was about to advance upon my trembling form, when who should arrive in the kitchen but Lord Glorio Arkona himself. The curs, intimidated past all bearing by the nobility of Lord Arkona, yipped away with their tails between their legs at his displeased frown. I thanked him generously, and we three returned to the main hall where we were to find all our families had arrived.

Many fantastic gifts were given, my family providing a beautiful fountain as a sign for our establishment.

The evening passed as well as one might have wished. Star's trained orphan choir brought tears to the eyes of many with the honest poignancy the children showed. Field Marshal Kroft made a public appearance and donated a large sum of money towards the orphans' well-being, a sum only slightly larger than that donated by Lord Arkona. Many others, both noble and common, donated towards the future of the young ones, and the club collected well over a thousand gold.

At one point during the evening, Erst noticed a strangely quiet gentlement avoiding larger company, and begged my attention while he dealt with the problem. After Erst's gentle confrontation, the gentleman disappeared, no doubt taking his dishonest deeds to a place without one so keen of wit and eye.

At another, Rosedale's latest favourite arrived at the soiree on the arm of another gentleman. The gentleman was of interest to me, having some interests in the same businesses to which I myself aspire, so I drew him aside and made conversation with him. The lady herself became bored with such talk and wandered to enjoy the delights of the party. I shared my sympathies at so fickle a woman, and encouraged the gentleman to seek me out if he wished further discourse in the future.

There also arrived the rich son of a foreigner, who had recently inherited a great deal of wealth, and an exotic woman from far away lands. I spoke with the young man, who showed remarkable wisdom and guile for one his age, and made note of the woman, as she seemed to hold great attraction for some of the Mephits, but was unable to converse with her personally.

The evening wound down as such evenings often do, with small groups breaking into smaller as conversations wane and die. All in all, I would choose to believe the evening was a success, though of course I withold my judgement until those other participants can offer their own input on the matter.


I'd like to offer my own congratulations to these brave sons and daughters of Korvosa at their quick handling of that treacherous and wanton hussy who murdered our good king. Good to see some law and order in Korvosa at last!

Dark Archive

After weeks of preparations the day had finally arrived. I had felt next to useless during the planning stages, not possessing the social talents of my fellow Mephits. My martial abilities are of little use when trying to tempt the nouveau-riche.

Upon arrival however it became evident that my skills did have a place after all. My affinity with animals far outstrips that of my compatriots so I was asked to ensure the valets were doing their jobs to our standards.

Just before the doors were to open I overheard Turtle trying to convince some less than savoury characters that our establishment was not the place for them. Turtle is a far better debator than myself and I had little doubt that he could talk his way out of this, or any, situation. However should things get out of hand my skills would be more suitable, and so I quietly slipped into the kitchen. The argument escalated to the point where I was about to step in, when in swept Lord Glorio Arkona himself and the altercation swiftly came to an end. I am in awe of the sheer personal magnetism of that man and can't understand why Rosedale would distance himself from someone who could teach him so much.

The gala was well underway by the time Siolin and I emerged. Members of all of our families were in attendance, including my father and brother. Now my family and I have very different philosophies on the best approach to problem-solving. They believe that the solutions to all of this world's conflicts lie between the covers of some book somewhere and all they have to do is keep reading and eventually they'll find the cure-all. I know that if you want conflicts resolved you have to go out and get your hands dirty, fight for peace and justice.
You can imagine my surprise when my father presented me with a helm of exquisite quality. Apparently it will help me with my research, whatever that means. I do appreciate the attempt to bridge the gap. Maybe I will attempt some research sometime in the future, though it is no replacement for hands-on field work as it were.

Erst's family brought another opportunity for my skills to shine. Part of their gift to the club was an exotic screeching lizard. I took care to provide "Captain Eyrie" with adequate facilities and he quickly calmed down. My treatment of this noble creature seemed to have impressed an incomparable beauty, a Mwangi woman named Yellula. Unfortunately I had to open my big mouth, just wide enough to put my foot in it. My friend Karmina, being much more diplomatic, had much more sucess, setting a date for later in the week. Captain Eyrie was not much consolation.

The rest of the evening passed without issue, though it was quite amusing to watch Rosedale try to juggle not one but two fierce warrior women, both vying for his attentions.

I look forward to the opportunity to practice, and hopefully improve, my social skills.


Wealday is always a happy time around the Mephit clubhouse, because that's allowance day. On this particular Wealday, several Mephits were discussing their first Eyrie regular hosting evening, and pondering the possibility of adding other hosts to the rotation. A messenger from Field Marshal Kroft was brought in, and he informed several of them that the field marshal desired their presence that afternoon, and that they should a) be dressed formally and b) be ready for action.

This caused some consternation, since it meant that most of them would be unavailable for hosting duties on their second ever evening open. Fortunately Poodle felt that she and Duffy could handle most things on their own, so with a clear conscience the others went off to Citadel Volshyenek.

The field marshal introduced them to Thousand Bones, a very angry Shoanti Way-Keeper. Anaster later described him as "heavy". He described the death of his grandson, demanded the return of his body, and left. The field marshal apologized for his behaviour, and asked the Mephits to please oblige him and, as representatives of Korvosa, retrieve his grandson's corpse.

After some brief information gathering, the Mephits hired a guard (Valeros) and a cleric of Sarenrae (Kyra) to accompany them. They reached the crypt they'd determined was where the corpse had been taken, and Karmina turned into a bat and scouted ahead.

They entered the mausoleum, descended the steps, and caused a big ruckus, drawing all the local nasties so that they could fight them at once. After the dust had settled, they started a more thorough investigation. Things looked bad after they found some leftover body parts from an otyugh's lunch, but at least they determined the location of Gaekhen's legs.

A flight into a skull-lined hallway brought out some skull snakes, but the heroes were able to overcome them.

PCs:

Anaster Carowyn (aristocrat 3/fighter 1)
Karmina Ornelos (aristocrat 3/cleric 1)
Serai Leroung (aristocrat 2/rural ranger 2)
Siolin Jegarre (aristocrat 3/bardic sage 1)


I must admit, I'm feeling quite out of my element. I can understand the Field Marshal must be quite desperate, what with the riots and succession, but it seems like my companions have quite forgotten the proper nature of things. It is decidedly out of character for aristocrats such as ourselves to commit vandalism, burglary, breaking & entering, multiple murder, theft and assault... at least personally.

Perhaps it was just that Lady Kroft has been run ragged that she took the Shoanti ultimatum at face value... clearly any demand with a deadline of tomorrow is merely an opening bargaining position. I cannot understand the reckless enthusiasm with which my compatriots embarked on this "mission", however. By the time I returned from a fruitless scouring of the streets for the missing Rolf, they had decided to destroy part of a relic of Korvosa. Fortunately, we had previously obtained information as to the location of a door, so the destruction of the mausoleum was unnecessary.

Soon after our illicit (and noisily obvious) entry, we desecrated multiple graves, slew four humanoids and one less human inhabitant, and purloined various implements and creatures presumably belonging to the squatter himself.

I am seriously reluctant to continue further, being carried this far only from concern over my friends' well-being. A lenient judge would execute us beyond resurrection for half of the crimes we recently committed.

I'm also concerned for the host club... Leaving only Poodle to watch over Erst and Duffy is risky at best...


This brings up a concern I had earlier, which is that the Mephits are more like a social roleplaying troupe while D&D is more fight oriented. If your players are fine with that, it isn't a problem. But it will create problems if you run the campaign directly from the AP which is fight oriented. While there are many encounters you could run as is, it seems to me that this last one (Gaekhan's body) would either be changed or avoided entirely.

I'm not too sure how much I can talk on this thread, so I'll spoiler hide it just to be careful.

Spoiler:
I agree that as is, Krofts' request to the Mephits would seem weird. Although they have helped out before, this request is clearly combat oriented while the others one could conceivably be done through other means. Did Kroft really expect the Mephits to fight themselves? And if only to hire people, well, she could tell a flunky to hire people just as well. This seems a very odd request other than it's obviously the next part of the AP.

Based on what little I know, I would have run this scene the way: Kroft asks the Mephits to host Thousand Bones ("Oh, we have a very important and... unusual guest. It needs to be kept quiet. Can I rely on your discretion? There's a Shoanti shaman named Thousand Bones coming to the city. He needs to talk with Vencarlo Orisini. Can you find a suitable discrete place where they can meet and insure their privacy? As notable aristocrats of the city, your presence would tell Thousand Bones that we consider this matter important. Please be present to escort him and insure the negotiations between him and Vencarlo go well.") Then have them witness a dialogue between Thousand Bones and Vencarlo where he tells him all the usual blah blah. If the PCs don't intervene, Vencarlo says he'll send some students out to do it. If the PCs do intervene, well let them solve it however they want. This preserves the scene and involves the Mephits appropriately without the bizarre request for them to directly fight. It also preserves their freedom of action.

As more and more of the AP becomes combat oriented, I'd try to do more scenes this way. Allow the PCs to hear all the plot points, but involve them socially or politically. No direct requests for personal combat, but allow the Mephits the potential to do so should they independently decide to.

In general my thoughts would be that more and more of the campaign encounters -as written - would fall apart in terms of things for the Mephits to do. Instead, you run the city as is and concentrate on Mephit personal plot with the AP as a background. You change the background as AP plot points happen, or bring the Mephits into the action only as it forces itself on them, or as they decide to intervene themselves.

I'm guessing a lot here as to how your group actually acts, and how you present things. So my advice may be totally bad or completely irrelevant. But I find this campaign style so interesting I feel compelled to spout anyway. :)


Of all the encounters in volume one, I think that the quest for Gaekhen's corpse will be the hardest to justify for a lot of groups. Essentially, it's necessary that the PCs be visible representatives of the city (which is why they're the folks doing the service for Thousand Bones), and they need to be able to be effective at body part retrieval. That's kind of a tough balance, though I suspect that for most groups (other than mine) the first will be more of a stretch than the second. :D

I thought that the entire process was going to be streamlined when Siolin began his urban tracking. The Mephits had come up with a plan for bartering for the body parts, and if they'd been able to locate Rolth then I think that they would have had a good chance of succeeding at it. The deal was certainly much more advantageous for Rolth than for the PCs, and ultimately wouldn't have slowed him much (though his current project would have needed some slight reworking, say another eight hours of work to get back to where it was). Sadly, a series of extremely bad rolls ensured that they weren't going to find him. (I know that the adventure says that Rolth is unavailable, but then it tells us what he's doing so clearly a character optimized for urban tracking has a shot at finding him.)

My mandate from the players (at least for the bits I'm not making up myself and adding to the story) is to run the path as close to as-written as I can. The way you propose rewriting the encounter would have been really interesting, but I think that it would have been pushing the limits of what I've been asked to do as a GM. It's the juxtaposition of standard D&D with the idle rich PCs that intrigues them, I think, and so I have to occasionally throw stereotypical stuff at them so that they can handle it with their own unique spin.

That being said, a couple of the PCs are heavily involved in establishing information networks throughout the city. I'm hoping that on an occasion or two they'll understand what's needed before I ever get around to presenting them with a problem. This will, in theory, allow the group to decide to deal with the issues without having me read a big bunch of boxed text. Ultimately I think this is the key. In other words, I'm going to try to do things the way you suggest (where they hear about problems and learn what's needed through their contacts) but have the requests for help as a fall-back position should they fail to pick up on things.

There's also the issue of player desires. Two of my current five players (with Rosedale's player having moved away) are very much into the social elements and the roleplay. A third likes the social aspect but has made a heavily combat-oriented character with few social skills, so she mostly watches until it's time to adventure. One says he's into the social element but most of his questions and comments about the game involve which feats he can take and other ways he can better optimize his character. One is playing a fighter and is hoping for some good fights. (I know some of my players read this--if you feel I've misrepresented you then please feel free to speak up.)

So I have a game with these really great social elements and a lot of potential for political intrigue, but a couple of the players in the game want to have at least an occasional knock-down fight. Having seen the later volumes in the path by now (which I hadn't when we started) I anticipate that there will eventually be enough combat for those who like that sort of thing, so I'm emphasizing the social and political stuff now to try for overall balance.

One thing I want to avoid is having encounters where certain players are uninvolved. I don't have a problem with certain PCs being distant as long as the people at the table all have something to do, and I'm hopeful that allowing the group to hire iconics as needed will help with this (and certainly having Siolin's player run Kyra in the last session seemed to work out well). If Siolin had succeeded at tracking down Rolth then the retrieval would have been simpler and much more in character for young aristocrats, but I would have had to have thrown something else at the group to make sure that all the players had something to do (perhaps taking care of other undead in the Gray who occasionally harass Rolth, or something, as part of the trade for Gaekhen's corpse).

As always, thanks for the comments and ideas!


I wanted to clarify a few things, as Siolin's player.

As tbug mentioned, I started the encounter with an attempt to find Rolth. SEVEN rolls of 6 or less later (and the darn sixes would have succeeded, if I hadn't been in a hurry), I had made no progress and bowed to inevitability.

My post here was partially a way of venting my angst at how terrible my rolls were, and partially a way of warning my DM, tbug, that my character had some serious issues with what we were doing, and might consider bowing out completely.

I have considered the problem that you mentioned, Fox, but decided to continue this character anyways for two reasons. Firstly, that I enjoy destroying plot. It's a bad habit, but whenever I can do something that makes boxed text completely irrelevant I get a little surge of glee. Secondly, I have an idea of how Siolin will develop, and my original plan was to make him an indirect combatant, though I'm now reconsidering.

The problem I'm finding with this particular encounter has nothing to do with a dislike of combat, however. The problem is, that if you remove a D&D mindset from the equation, what we are doing is blatantly evil. The other characters even coup de graced what could be considered a specially imported citizen of Korvosa! Besides the D&D law that states raising undead is evil (and note that being evil is not even discouraged in Korvosa), we have NO evidence that this guy has done ANYTHING wrong. Regardless, we've invaded his living space (squatter or not), murdered his guards (self-defense doesn't count when WE'RE the ones invading), and done a host of other objectively terrible things. Siolin's not Good, but he's having a serious moral crisis.

My character leaving now will have a negative effect on party cohesion for a long time to come, which is the only reason I'm sticking around, but I'm not sure how long even that can hold me. I'm frankly stumped.


I hope you'll reconsider dropping out completely, uldeim. I think that you're a key element of what's fun about this campaign for me. I'm sorry that you're having so many issues with the game.

I agree that we're having trouble finding the right tone for the campaign. Most of the time it doesn't feel like D&D, but Sunday's game suddenly did, a little out of the blue. I think that perhaps people want to avoid long sessions of arguing about what to do without doing anything (though that only happened once), so when there was an obvious plan everyone jumped on it.

That said, I'll try to clear up some of the context of the game. Your characters have been deputized by Field Marshal Kroft (which happened before the attempt to get Verik Vancaskerkin out of the meat processing plant) for specific missions. I could have revisited that but I didn't--sorry. You should have the equivalent of a search warrant for being in the mausoleum. (I don't know what that equivalent is in Korvosa, but I probably should have made something up.) There is specific knowledge of stolen goods (ie body parts) being in this location, and local law enforcement (which is, as you pointed out, run ragged) has authority to retrieve it.

Otyughs are in no way considered citizens. This was going to be the theme of the game if the group had voted for the all-otyugh CotCT party. They are only allowed in the sewers of Old Korvosa and are attacked by the guard if they leave that area. They effectively have no civil rights in Korvosa.

Both Thousand Bones and Field Marshal Kroft called Rolth a criminal. When the PCs asked for more information it was specifically about what he had done to make even the Academae want to wash their hands of him, and no one asked about his actual criminal acts. So on the one hand it's true that you don't have any objective evidence of his wrong-doing, but on the other hand you have it on good authority that he's a bad man.

This is not to disagree with your conclusion that the group has done a number of objectively terrible things. Certainly when those blue guys started defending their homes (illegal though it was for them to live there) you could have tried to subdue them and haul them back to the Field Marshal instead of just killing them. And just because an otyugh has no civil rights doesn't mean that it's nice to slay him.

The bit in your previous post that I consider incorrect is "A lenient judge would execute us beyond resurrection for half of the crimes we recently committed." The only criminal acts which would challenge the skills of the barristers your families would bring to the case would be the killings of the blue guys, and a lenient judge could definitely be persuaded to let you off.

So how can I fix this for another time (assuming that the group ever agrees to another dungeon crawl mission)? I could make the search warrant more overt. I could figure out what the law allows you to do and have the field marshal (or a minion) go over it with you before you leave. This time around she had a high ranking Shoanti in her office and just wanted some "representatives of the city" to make the problem go away, and she trusts you. I don't think that she'd be dismayed by what your group has done so far, frankly.

The real issue seems to be the killings. Several of you tried to talk to those blue guys, but they appeared completely irrational. It was clear that the group was willing to parlay with them and that the refusal was on their part, and they even refused to surrender when any sane person would have seen that the situation was hopeless (though a couple were on the verge of running away when they finally fell). If any of the players got a vibe of sanity from these guys then I wasn't doing my job. This doesn't make killing them a good thing to do, but it's why your attempts to get past them without fighting them failed.

I know that the group armed themselves with saps, but these have just proven too ineffective in combat and so they've been ignored. Perhaps we need a source of merciful weapons. I think that there's one coming up, but it's not for a little while so I'll see about something shorter term.

Ultimately, I want the group to be able to play the entire campaign without having to switch into the D&D mindset (as you put it). Clearly Sunday's game wasn't successful that way. I'd love suggestions on how to do better at this. Maybe I just need to get permission from the group to scrap the boxed text and actually spell out a bunch of the legal details of these sorts of situation.

Dark Archive

You mean the killing of blue men that most people dont believe exist?


Kevin Mack wrote:
You mean the killing of blue men that most people dont believe exist?

Zenobia Zenderholm would still sentence you to hang. But yeah. :)


I think it might be helpful to uldheim if you wrote up a brief synopsis of how Korvosan law should work in these type of situations. What exactly are the characters allowed to do? What are the social expectations and consequences of their actions? I wouldn't go into great detail, but the highlights of it. If you prefer to hold this discussion "in character," the an NPC solicitor hired by the party could discuss things with them. Then you could have that give and take by roleplay, and not just out of character.

Years ago, I ran a campaign set in Thay of the Forgotten Realms. The party were "good guys" who were native to Thay, and had to deal with the oppression of the Red Wizards. The original scope of the campaign was to lead them to overthrow the Red Wizards and end their tyranny. Yeah - I have overly ambitious campaign plots - but believe me, it was epic and had macguffins aplenty.

Anyway, Thay was a very lawful and evil society. As part of that, I had to develop a lot of laws and explain to the PCs what they could or couldn't do. I put a lot of thought into this. The PCs really did have their own lawyer. Once they had clear guidelines about what they could legally do or not do, they were very relieved. And I even told the Paladin (yes, there was one) what was expected in situations like this because people often don't know what to do when playing a LG character in a LE society. And having a lawyer enabled them to use the legal process to protect themselves in case things went awry.

As native aristocrats, the Mephits probably have a lot more rights/privileges than the normal citizen of the city, and a lot more than weird evil blue guys thought to be a tall tale. Then you have self defense. And you have involvement by the highest law officer in the city. They should be OK with the law.

Anyway, good luck. I'll try to be as helpful as I can.


One last point - I want to emphasize that pre-modern societies do not hold that everyone is equal under the law. Quite the opposite. Aristocrats and other elite probably have very specific privileges that allow them to do things - some nobles were excused from paying certain taxes in ancien regime France, samurai in feudal Japan could kill peasants without a thought. And there were laws that specifically prevented peasants and such from becoming too uppity - like restrictions on what clothing they could wear, or how big a party they can throw.

Furthermore, Korvosa is very much LN, not LG. In fact, there is a strong LE presence in the city by the cult of Asmodeus, and Korvosa is an heir to devil run Cheliax. I expect the Mephits have very many advantages compared to most of the people in the city.

A good way of brainstorming ideas for such might be to work collaboratively with your players. If it sounds fun to everyone, go with it. If ideas don't work, you don't need to use them. Don't feel the need to think up everything yourself.


The Black Fox wrote:
I think it might be helpful to uldheim if you wrote up a brief synopsis of how Korvosan law should work in these type of situations.

I think that this is a great idea. Thanks!

The Black Fox wrote:
One last point - I want to emphasize that pre-modern societies do not hold that everyone is equal under the law. Quite the opposite.

Indeed. Hence the word "privilege" (literally "private law"), signifying that different rules apply to different people. We know that there is some of this in Korvosa. For instance, members of a Great House (including several of the PCs) are allowed to use non-lethal force against any vagrant at any time. (Guide to Korvosa, p. 46)

The Black Fox wrote:
A good way of brainstorming ideas for such might be to work collaboratively with your players. If it sounds fun to everyone, go with it. If ideas don't work, you don't need to use them. Don't feel the need to think up everything yourself.

This, too, is a good idea. If they go for it then this is what I'll do. We'll use the Korvosa book as our starting point and go from there.

Thanks again!


Psh. I'm having way too much fun to drop out completely. I just meant the current dungeon crawl. d4 damage and a +3 to hit probably isn't helping much anyways. :)

I think I was as shocked by the actions of the other characters as anything, but the shock's worn off a bit now. I still have some moral qualms about our activities, but I'll bring those up in game.


Erst Fordyce arrived at the mausoleum with word that Anaster Carowyn's family needed him home early for the party. Siolin departed with Anaster, and Erst stayed behind with the other members of the expedition.

The group pressed ahead, rescuing some prisoners from a deformed fellow called Cabbagehead, destroying a berserk carrion golem, and slaying one final blue creature. They gathered up the various body parts of poor Gaekhen and returned them to Field Marshal Kroft.

She was glad to see the Mephits, and told them about Trinia's execution happening up at Castle Korvosa. They changed clothes, had a quick prestidigitation, and were off. Siolin was already there, and they chatted with some other nobles (such as Lord Glorio Arkona) and awaited the event.

Soon the queen appeared, no longer in mourning and looking very regal. Trinia was ushered to the chopping block, and the queen demanded that her head be removed. Suddenly, a man in black appeared. The crowd was shocked. It was Blackjack!

Stabbing the executioner, he released Trinia with a flick of his rapier. The Gray Maidens charged him, but he grabbed Trinia and evaded them. As guards shot at him he downed a potion and jumped off the edge of the castle. Almost immediately he and Trinia were lost in the city.

The next day at the Mephit club there was a lot of discussion about what had happened, and its implications. Almost the entire membership of the club turned up to try to figure out what this meant. In the end they decided that the best course of action was to have a betting pool on the true identity of Blackjack. Leading candidates were people who didn't attend the execution, such as Field Marshal Kroft, Seneschal Neolandus Kalepopolis, and Anaster Carowyn.

PCs:

Erst Fordyce (aristocrat 1/rogue 2)
Karmina Ornelos (aristocrat 3/cleric 2)
Serai Leroung (aristocrat 2/rural ranger 2)
Siolin Jegarre (aristocrat 3/bardic sage 2)

[note: Siolin didn't participate in the latter half of the exploration of the Dead Warrens, but the player controlled Kyra and Valeros during that time.]


In an earlier post you stated that the player of Rosedale Arkona had moved away. What is the status of that character? What happened to him? I'm sure you explained his absence somehow.


Rosedale Arkona was a very social character, and had a lot of attractive female contacts. He was always making more, and they tended to be fairly easy for him to accumulate. One woman, however, was a bit standoffish.

Amiri is from a distant land and carries a very big sword she took off a giant that she killed. She was willing to give Rosedale the time of day, but not much more. As he brought more of his skills to bear on her, she grew less distant in her refusals of his attentions. At one point when she had to travel to Harse he manufactured an excuse to go there himself and offered her a ride in his carriage. (This is how we explained one of Rosedale's earlier absences from a game.)

Recently she told him that she was going to Magnimar and that he wasn't invited. He immediately booked passage on the same ship, and the two of them are sailing off into the sunset.


Over lunch on Starday, certain Mephits reflected on their goodbyes to Rosedale Arkona, who had just embarked on his way to Magnimar. As they talked about life, they discussed various issues that their families were having around town. Serai Leroung mentioned that one of her family's holdings, Whitecaps, was having trouble with theft, and that her aunt (Lady Eliasia Leroung) had asked her to use her influence with the Korvosan City Guard to put a stop to it.

Serai, of course, knew full well that Field Marshal Kroft's resources were stretched too thinly to allow for this just now, so she recruited the help of a few of her fellow Mephits and they investigated things themselves.

It turned out that the previous evening's theft was the eighth that was widely known, but that in actuality there had been many more thefts. Most of the things stolen had been small, portable, pretty, and magical. Other objects that were actually more valuable were often left behind by the thief/thieves. Whitecaps had recently replaced all its locks and installed large wooden bars on all of its guest rooms' doors and windows. The thefts continued regardless.

Investigation by Svokui Miskels proved that other local businesses in nearby Mainshore and Northgate were also experiencing similar thefts. A thorough search of the basement of Whitecaps also revealed two odd, four-toed footprints about eight inches in diameter and ten feet apart.

More research followed, to the delight of Serai's family who had despaired of her ever taking an interest in anything academic. They encouraged her to have the Korvosan Guard just club whatever was perpetrating the thefts and enroll for university classes, but she declined. With the help of a research librarian she determined that the footprints belonged to an ethereal filcher.

Much planning and preparation followed. The next evening saw the four Mephits in the basement Whitecaps along with Karmina Ornelos's sister, Violetta. Serai provided a very gaudy decoration, and Karmina proceded to cast magic aura on it. Violetta cast rope trick, and everyone (including Blue Muzzle, a pseudodragon recruited for this mission by Siolin Jeggare) waited in the extradimensional space at its top. When the filcher appeared and reached for the magical gewgaw Violetta rapidly drew the rope upward, bringing the filcher with it into the extradimensional space. Once in there she cast web, and Blue Muzzle engaged in a long conversation with it.

In the end, they learned the location of the filcher's lair, and Blue Muzzle took the filcher back with him to live above the Dock Trade.

PCs:

Karmina Ornelos (aristocrat 3/cleric 2)
Serai Leroung (aristocrat 2/rural ranger 2)
Siolin Jegarre (aristocrat 3/bardic sage 2)

Guest NPC:

Svokui Miskels (aristocrat 3)


Over lunch at the Mephit clubhouse, certain members discussed the news that the watch had sunk a ship in the river. Siolin had gone to some effort and learned about it, and was worried about why it was quarantined. He recommended that they hire some adventurers to go check out the wreck. The other Mephits decided that this was worthwhile, and a few of them even decided to tag along.

Before anything came of that, however, there was a guest. Hethibarb Arkona was requesting membership in the Aristocracy Mephits of Korvosa. He had recently turned sixteen and completed his trial in the Vivified Labyrinth, a coming of age event for every Arkona. The Mephits talked to him for a while, and promised him they'd get back to him with their decision.

Four adventurers were hired to explore the wreck: three who had worked for the Mephits before (Harsk, Kyra, and Seelah), and one new employee (Merisiel). The Mephits spent quite a lot of money on preparatory spells, and soon seven people (the four adventurers plus Erst, Serai, and Svokui) were heading off for the last known location of the ship.

Once they found the wreck, Svokui held back and watched for approaching creatures while the other six explored. The ship had broken in two, and the bow was closer. Entering it and beginning to search, those inside were attacked by silt eels. The poison affected several party members, but the eels were swiftly dispatched.

Curing what they could of their injuries, the group moved to the stern. They decided to first enter the captain's cabin. The most notable thing there was a corpse wearing a doctor's mask. The body had become tangled in the bedclothes, and the group left it well enough alone. It seemed that the doctor had been trying to escape from the sinking vessel but hadn't made it in time.

Next the party heard some noise from an area one deck "lower", and peeked in. The sight there was so hideous that many of them felt terrible just seeing it. One of them recognized Yvicca, a local sea hag, by reputation. A dreadful fight followed, and it looked like the party's foresight in preparing escape contingencies was going to pay off. In the end though the seven of them were able to defeat her, and they dragged their wounded fellows away before her shark companion found them. They took with them a sealed case containing records and a skull-covered box that Yvicca had been examining.

PCs:

Erst Fordyce (aristocrat 1/rogue 2) [also played Merisiel (rog2)]
Siolin Jegarre (aristocrat 3/bardic sage 2) [also played Kyra (clr2 of Sarenrae)]
Serai Leroung (aristocrat 2/rural ranger 3) [also played Harsk (rgr 2)]

Guest NPC:

Svokui Miskels (aristocrat 3) [also played Seelah (pal2)]


Svokui was still recovering from the shock of seeing Yvicca, so rather than visit the Mephit clubhouse he had lunch catered in his apartment. Some of his friends came and visited him there.

They discussed the events from the previous day, including what to do about the box they'd recovered that was decorated with skulls. Svokui reminded the others that his magic tutor was a powerful necromancer who was interested in purchasing this sort of thing. Karmina Ornelos was uncertain, and said she'd consult with her sister. Some of the other Mephits had errands to run, and they decided they'd meet back at Svokui's for afternoon tea.

Erst Fordyce was friends with a Varisian storyteller, and he sought her out. He told her that it was important not to cause a panic, but that she and other community leaders among the Varisians should start taking precautions against disease. They discussed details and he helped her with some arrangements.

Although Karmina's sister, Violeta, had graduated from the Acadamae as a transmuter her spellbook contained as many necromancy spells as transmutation spells. She confirmed that Volruck, Svokui's tutor, was a skilled necromancer, and agreed to work with him (even though he's creepy).

On her way back to Svokui's apartment, Karmina stopped in at the Mephit clubhouse. The director, Acullo Valdemar, mentioned that a Sergeant Soldado had been by looking for Serai Leroung. Karmina promised to pass on the message.

When Volruck arrived at Svokui's apartment, they agreed to hand over the skull box to him. He paid them a hundred crowns and promised that they would receive a full report on what he discovered. He attempted to make some sort of offer to Karmina, but she wouldn't hear him out.

Svokui arranged for some adventurers to seek out Yvicca's home, since the Mephits felt that it was important to both investigate any connections to the Direption and also to make sure that any threat to Korvosan shipping was eliminated. Unfortunately, the four who had gone to the Direption were still under the effects of the sea hag's gaze and wanted a day off, so he arranged for others. Svokui was still sick and couldn't go along, and Karmina had to spend the entire afternoon preparing for her date with Lord Glorio Arkona. Erst and Serai said they'd accompany the adventurers.

Serai paid a visit to Citadel Volshyenek to look up Sergeant Soldado. He thanked her for visiting him, and started to tell her about his sick niece.

Everyone met in Thief Camp (since Lini wouldn't enter Korvosa), where a Leroung halfling ship docked. Erst and Serai were joined by Lem (a halfling bard), Lini (a gnome druid), Seoni (a human sorcerer), and Valeros (a human fighter, and one of the guards at the Eyrie). Though she wasn't accompanying them, Karmina arranged for some spellcasters to provide the necessary magic.

Once over their best guess as to Yvicca's home, the six divers received water breathing and freedom of movement spells. The sailors lowered a couple hundred feet of rope, and the adventurers began their descent. Serai waited until last, and just before she started climbing a spellcaster put feather fall on her, and she drifted gently to the sea bottom.

They began the process of searching. Before they found anything, however, the light of their sunrods attracted a school of reefclaws. The largest grabbed Lem almost immediately, and once the four smaller reefclaws had been killed it simply started swimming up and away, taking the halfling with it. The rest of the party, still under the effects of freedom of movement were desperately trying to attack it as it left. Things looked bleak for Lem until Lini summoned a porpoise to finish it off. Lem fell twenty-five feet to the sea bottom.

They used some healing then proceeded toward where they figured Yvicca's home must be. Seoni advised the group that she was completely out of magic. When they finally found the home, they discovered that it was being housesat by two crabmen. Lem used magic to communicate that Yvicca had died, and the group offered to escort the crabmen there. In the end, the one in armour who carried a lance accepted the offer while the other stayed behind. Seoni and Erst led away the crabman to the wreck of the Direption where he discovered her body. He was clearly very sad, and Seoni and Erst made their way back to Korvosa before their magic expired.

Back at Yvicca's home, Lem distracted the remaining crabman while the others snuck up behind. When her fascination was broken by their attack, she drew a coral wand and pointed it at Valeros. His [i]freedom of movement[i] suddenly stopped working. Realizing this, Lem screamed and ran away.

The battle continued, but before dying the crabman managed to point the wand at Valeros again and suddenly the water that he had in his lungs was no longer providing him with oxygen, and he passed out. Lini grabbed the coral wand, dispelled Serai's freedom of movement, and she swam at full speed to the surface with Valeros. The Leroung ship picked them up and Valeros was saved. Lini, being the only one left at Yvicca's home, constructed a travois out of kelp and floats, and hauled up the loot she discovered.

PCs:

Erst Fordyce (aristocrat 1/rogue 3) [also played Lini]
Serai Leroung (aristocrat 2/rural ranger 3) [also played Lini]
Svokui Miskels (aristocrat 3/diviner 1) [also played Seoni and Valeros]
Karmina Ornelos (aristocrat 3/cleric 2 of Nethys) [also played Lem]

(Note that the player of Svokui Miskels has been invited to join the group.)


tbug wrote:
Karmina had to spend the entire afternoon preparing for her date with Lord Glorio Arkona

A handsome young man walks through the markets of Magnimar with a smile on his face and a beautiful (well armed) woman on his arm. He stops suddenly when his eye is drawn across the square into a dark alleyway. There he spots a black house cat savagely feasting on a piece of meat from an unknown beast. A shiver rises up his spine as the cat stops long enough to look up directly at the young man and grin. In an instant the cat and its feast are gone into the darkness.

The beautiful woman's hand shifts slightly towards the massive sword on her back as she notices her man's gaze towards the now empty alleyway.

"Somethin' wrong Rose?"

The young man recovers his wits with a shake of his head and turns to his woman.

"Ummm nothing dear. Just a cat... Though I can't shake the feeling that it is a bad omen somehow."

The man and woman change directions and move deeper into the market.


Upon learning of the true nature of the Death's Head Coffer, Siolin Jeggare went immediately to the Bank of Abadar and asked for an interview with Archbanker Tuttle. He pulled some strings and said that it was extremely urgent, so the Archbanker made time for him. Siolin explained about the money and how it was the vector for a virulent disease, and the archbanker thanked him for the information and asked to be kept apprised of any new related discoveries.

That done, the Mephits spent some time around the wreck of the Direption doing clean up and making sure all of the stray coins were gathered (without ever touching them). They triple wrapped them and dropped them off at the bank.

The Mephits then had their majordomo, Acullo Valdemar, to make an appointment for them with the queen. They said that it was of utmost urgency and was related to the safety of the city. Acullo came back with news that she would see them in two hours, a very rapid audience indeed. They spent the time preparing themselves for an interview with royalty, and then made the trip to the castle.

Queen Ileosa was, as always, attended by Sabina. They listened attentively to what the Mephits had to say, then the queen thanked them for coming to her with this information. She'd heard snippets of rumours but had no hard data. She planned to take immediate action on this, and asked that they cooperate with her staff who would take down all of the details. They spent some time in another room telling the royal attendants everything they could remember about the events.

The next morning they were having breakfast at their clubhouse when they received two invitations: one to Carowyn Manor on Wealday for a party and one from the queen to attend a small ceremony occurring at Citadel Volshyenek that morning. They dressed themselves appropriately and went to hear it. Queen Ileosa introduced Doctor Davaulus and his staff as the Queen's Physicians, and revealed a proclamation giving them a great deal of authority around the city. The PCs were presented as guests of honour, and the queen revealed that it was their quick work that had made all this possible.

PCs:

Erst Fordyce (aristocrat 1/rogue 3)
Serai Leroung (aristocrat 2/rural ranger 3)
Siolin Jeggare (aristocrat 3/bardic sage 2)
Svokui Miskels (aristocrat 3/diviner 1)


Karmina and Svokui received the analysis of the plague from the Academae, and the Mephits were distressed to learn that the disease could spread by touch in addition to via the tainted coins.

They resolved that the first necessary step was getting rid of all of the remaining death's head coffers. They purchased a wand of locate object and had a wizard from the Academae cast shadow walk on them, and then raced through the city at high speed marking the location of all of the remaining coffers on a map. Once they'd done that then they made a second pass on the plane of shadows removing the coffers as they went. There were several in the basement of the Hospice of the Blessed Maiden that they did not recover, but they determined that they had all been opened and were thus presumably being used for research.

They deposited all of the coffers in the vault beneath the Bank of Abadar that had been set aside for this purpose. When Siolin (wearing his periapt of health) opened them all in order to trigger the disease countdown, he discovered that three of the coffers contained crossbow bolts instead of coins. Using their map they determined which house had held those three.

After many hours of urban tracking, they located the elf woman they had determined lived there. She was staying at an abandoned house in Midland, and Siolin charmed her. She mentioned to him that Rolth had wanted her to use those bolts on a bunch of useless nobles, and inquired if Siolin had brought the replacements. Siolin encouraged her to leave town, then the group left before the charm expired.

The Mephits also investigated reports that Lavender, an upscale perfume shop, was selling a cure for the plague at two gold sails a dose. They acquired a sample, gave it to their contacts at the Academae, and delivered the full analysis (proving fraud) to Field Marshal Kroft.

The next day saw them pursuing personal projects. Svokui spent the day performing a lengthy ritual that bonded him more closely to his cat, Volshyenek. Siolin contacted a fishmonger who had been brought to his attentioned. Serai had her graduation ceremonies and became a full officer of the Sable Company. Erst worked at a booth in Old Korvosa exchanging eleven newly-minted pinch for each old silver coin. Karmina had her second date with Glorio Arkona.

Toilday was spent in conversations and investigations concerning the spread of the plague, as well as in preparation for the costume ball being hosted by House Carowyn the following evening.

PCs:

Erst Fordyce (aristocrat 1/rogue 3)
Siolin Jeggare (aristocrat 3/bardic sage 3)
Serai Leroung (aristocrat 2/rural ranger 4)
Svokui Miskels (aristocrat 3/diviner 1)
Karmina Ornelos (aristocrat 3/cleric 2)


The Mephits continued their preparations for the party at Carowyn Manor. Karmina Ornelos was dressed as a blonde maiden from a local children's tale. Serai Leroung and Svokui Miskels went as the female and male personas of Gozreh, respectively. Erst Fordyce went as Cayden Cailean. Siolin Jeggare dressed as Gruhastha.

The heroes were among the noblest in attendance, with three of the five of them comprising the only representation of the Great Houses. Karmina, in particular, felt that this particular event was a little beneath her, and used her hat of disguise beneath her costume to disguise her true identity.

Erst was challenged to a drinking contest by one of the regulars at the host club, and he turned it down. "Wet" Westerkier, a member of the Kimmies (the rival club of the Mephits), crowed that he was so cowardly he only had one beverage all evening even though he was dressed as Cayden Cailean. The taunting continued for quite some time, but Erst never chose to take a second drink.

Eventually an elf dressed as a clown showed up and shot the butler with a crossbow. While everyone panicked a pale human slipped over the hedge into the yard. Serai confronted the human while Karmina, Svokui, and Erst cornered the elf. Siolin herded party-goers to safety. Wet jumped into combat as well, grappling with the elf.

In the yard, Serai was hit with enervation twice and then a lightning bolt. It was too much for her, and her lifeless body fell before Rolth. By this time however she had inflicted a lot of damage on him and Jolistina, the elf, had been nearly reduced to unconsciousness. Rolth disappeared, and Jolistina ran off. She was eventually captured inside the Eyrie.

The next morning Serai was raised from the dead.

PCs:

Erst Fordyce (aristocrat 1/rogue 3)
Siolin Jeggare (aristocrat 3/bardic sage 4)
Serai Leroung (aristocrat 2/rural ranger 4)
Svokui Miskels (aristocrat 3/diviner 2)
Karmina Ornelos (aristocrat 3/cleric 3)


One thing I can't determine by your posts is whether the disease has spread, or if it has the extent. I'd like to know more about the current context. Thanks.


The disease has indeed spread. It is particularly common among the poor and is fairly prevalent in even the more middle-class areas of Old Korvosa. The precautions taken have drastically reduced the vectors that would have spread the plague, but they haven't done anything to keep those people originally infected from contaminating others.

So while there is far less disease than there would have been without the actions of the Mephits, there is still an epidemic in Korvosa.

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