Invisible FortressGM:Act one

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notes

The cloak

The players begin in Sijan's market on the 28th of Ascending Air in RY 768, in the late afternoon. The area is well-lit by glowing crystals. The floor is well-worn marble, and the walls of the district are polished onyx, with white and black bands. Some of the higher-end merchants have full buildings within which to sell their wares, instead of selling out of a cart or stall. Most of the shoppers are not native Sijanese, and many of the merchants aren't either.

One player is near a fur merchant's stall, and a young woman dressed in elegant green silks approaches and begins perusing his wares. If the player checks themselves, they find nothing notable; mostly pelts from small game like rabbits and foxes, he does have a pair of wolf pelts and a bear pelt. He does not have any products made from pelts for sale, only the furs themselves. The trader is bending over backwards to cater to the noblewoman (practically ignoring the player) in the hopes of making a sale to a wealthy client. However, the woman appears to be unimpressed by the selection, and starts to walk away.

A young girl dressed similarly to the fur trader darts out from behind the stall, chasing a bouncing ball, and runs directly into the noble. The trader's voice catches and he holds his breath as the noblewoman looks down to the little girl. But rather than calling for the girl to be killed for her affront to decency, the noble smiles, and pats the girl on the head, friendly. Then she pauses, something catching her eye.

Grabbing the faded cloak on the girl's back, she says "This! How much?" Flustered and confused, the girl's father stammers and stumbles over himself to offer the child's cloak to the woman for free in thanks of her tolerance.

As he's handing over the cloak, a man approaches in a tailored white coat bearing the crest of House Ragara on his back. Portly, and with a golden ring on every finger, he's curious why a scion of House V'neef would care to spend so much time at a mere fur stall. When his eyes fall upon the cloak in the trader's hand, he immediately pulls out a hefty coin purse and pulls out an obol (4gp). "*I* will buy it."

The two start arguing over the cloak and trying to outbid each other for it. The pair of them raise a commotion and draw attention of onlookers, including the rest of the players, and a crowd begins forming. The two nobles will go back and forth arguing over the cloak until the Ragara man offers 5 bars (256pp), and the V'neef woman backs down. The Ragara man refuses the merchant's offer to take the remainder of his furs, makes arrangements to deliver the promised coin in two chests the next day, and leaves with the daughter's cloak.

If the players wish to investigate, a successful Wisdom (PerceptionWisdom (Perception)skillYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.) check DC 10 will reveal that the apparently shabby cloak is threaded with gold. A character who passes this check may make an Intelligence (ArcanaIntelligence (Arcana)skillYour Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.) check DC 10, or a character who did not pass the Perception check may attempt an Intelligence (ArcanaIntelligence (Arcana)skillYour Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.) check DC 15; in either case, they may identify the gold as being orichalcum. Most characters will be aware that crafting using orichalcum is the signature of the champions of the Unconquered Sun. Wherever the fur trader found the cloak may have more such artifacts. If questioned, the trader will readily reveal that he traveled here with a trade caravan from the northeast, and he was planning to return home with some of the caravan members tomorrow. He obtained the cloak for his daughter as a gift in Rubylak.

The players cannot possibly beat the price offered by the nobleman, however they may attempt violence or subterfuge to obtain it, both of which are possible. Violence out in the open will draw the attention of the Black Watch very quickly, though lower Sijan has plenty of places where one might mug an unsuspecting nobleman. They may also follow him to the Blushing Spring's inn, where Blushing Spring has placed him in her best (and most expensive) room. The nobleman does not have any particular powers of his own, but he does have a bodyguard keeping watch.

If the players manage to obtain the cloak, it is The Fur Merchant's Cloak. It will not fit a Medium-sized character, although players may be able to find a buyer for 4gp.

If players look for an inn for the night, they can stay with Blushing Spring (4gp per room), Wandering Heron (3gp, better amenities, meals, and drinks), or seek the hospitality of a native (free). Camping outside the city is also an option, but the Black Watch will not permit camping within the city walls.

Evening encounters

If they wish to do so, the players may set out for Rublyak immediately. If the players stay in Sijan for the night, they may have some encounters depending on what they're up to.

Camping outside

The players camping outside the city walls encounter a hungry ghost and five zombie minions before they lay down to sleep.

Hanging around the market

See Random Urban Encounters for an appropriate encounter within the city.

Exploring outermost regions of the city

While it takes a while to reach, a player might try to explore areas of the city located further from the center and the markets. A guard will turn them away from the dangerous area of the city, but with a Wisdom (PerceptionWisdom (Perception)skillYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.) check DC 12, the player can witness past the guard, a conversation being held between a mortician and a deathly beauty. She is wearing a headpiece reminiscent of but not exactly matching a number of religious orders the player is familiar with, but the rest of her attire is in stark contrast to both her headwear and the cool temperature of the region, time of year, and Lower Sijan: her clothing is extremely revealing and intentionally sexual despite the apparent business transaction nature of her discussion with the mortician. Unless the character is an abyssal, watching the woman sends an instinctual chill down their spine. A successful Intelligence (ArcanaIntelligence (Arcana)skillYour Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.) check DC 10 will give them an overwhelming sense of her immense power. (This is the Lover Clad in the Raiment of Tears.)

The Deathlord and the mortician are walking as they're talking, and eventually pass out of sight. The Lover also has a pair of men and a ghost following after her like lovestruck puppies.

Travel to Rubylak