Part One: Cheat the Devil and Take his Gold
A normal night in the Golden Goblin
A strange shadow hangs in the sky over the city of Riddleport, a dark blot of mysterious origin and menacing purpose. Scholars from across Varisia have journeyed to the area to study the strange phenomenon, among which is Alesander Moon, a young astrologer dispatched to Riddleport to document the anomaly.
The other PCs have less academic reasons for being in town. Hesker Clops is a formidable, one-eyed half-orc looking for muscle work with one of Riddleport's many crime-lords. After being turned away by the likes of Clegg Zincher and Boss Croat, she hears that Saul Vancaskerkin is trying to claw back a measure of his previous influence and decides to seek out the retired crime-lord.
Lyselle already works for Vancaskerkin, waiting tables at his recently renovated gambling hall, the Golden Goblin. She is only doing so temporarily, while she saves up enough gold to buy some adventuring gear.
Finally, Walton Danforth is a charismatic halfling who unfortunately owes money to some very dangerous people (specifically, Boss Croat). He borrowed money to pay for his terminally ill sister to receive treatment. Tragically, she still died - and now Danforth is being harassed by Croat's goons for the monies owed. He enters the Cheat the Devil and Take his Gold competition to win the gold he needs to avoid settling his debt in blood.
The other PCs have less academic reasons for being in town. Hesker Clops is a formidable, one-eyed half-orc looking for muscle work with one of Riddleport's many crime-lords. After being turned away by the likes of Clegg Zincher and Boss Croat, she hears that Saul Vancaskerkin is trying to claw back a measure of his previous influence and decides to seek out the retired crime-lord.
Lyselle already works for Vancaskerkin, waiting tables at his recently renovated gambling hall, the Golden Goblin. She is only doing so temporarily, while she saves up enough gold to buy some adventuring gear.
Finally, Walton Danforth is a charismatic halfling who unfortunately owes money to some very dangerous people (specifically, Boss Croat). He borrowed money to pay for his terminally ill sister to receive treatment. Tragically, she still died - and now Danforth is being harassed by Croat's goons for the monies owed. He enters the Cheat the Devil and Take his Gold competition to win the gold he needs to avoid settling his debt in blood.
The adventure begins during the grand reopening of the Golden Goblin gambling hall. Saul Vancaskerkin takes to the stage and welcomes his guests before explaining the rules of the competition. The winner will take away a chest brimming with gold and silver coins. Beside the chest hangs a gilded birdcage occupied by a screeching imp (Old Scratch).
Hesker approaches Saul, but is intercepted by his bodyguard, Bojask. Saul hears her plea but is not presently looking to take on any new faces. However, if she does need to make some money, she can always ask the floor manager Larur Feldin about the fights staged in the sub-basement.
Danforth hides in the public lavatory and casts Boost Trait [Gambling] - or tries to. Someone starts banging on the cubicle door and he loses focus. Despite this, he still manages to win 80 gold in his first game.
A woman with only one eye spills a bag of chips across the casino floor. Lyselle glances across the room and notices that several men are drawing concealed weapons from beneath their cloaks. The thieves detonate an alchemical flash-bang blinding Hesker and most of Vancaskerkin's men. Fortunately, the rest of heroes either avert their eyes in time or weren't within the blast.
Hesker approaches Saul, but is intercepted by his bodyguard, Bojask. Saul hears her plea but is not presently looking to take on any new faces. However, if she does need to make some money, she can always ask the floor manager Larur Feldin about the fights staged in the sub-basement.
Danforth hides in the public lavatory and casts Boost Trait [Gambling] - or tries to. Someone starts banging on the cubicle door and he loses focus. Despite this, he still manages to win 80 gold in his first game.
A woman with only one eye spills a bag of chips across the casino floor. Lyselle glances across the room and notices that several men are drawing concealed weapons from beneath their cloaks. The thieves detonate an alchemical flash-bang blinding Hesker and most of Vancaskerkin's men. Fortunately, the rest of heroes either avert their eyes in time or weren't within the blast.
Angvar
As the thieves move towards the prize chest in the centre of the hall, Alesander sticks out his staff and trips one of the stragglers. Before the thug can rise, the young astrologer brains him over the head. Their ringleader (Angvar) casts Shrink on the chest, reducing it to the size of a jewellery box and tucking it under one arm. Seeing that the rogues intend to make off with the money he needs to pay off his bloodthirsty creditors, Danforth whips out his rapier from the hollow cane he carries and runs the nearest thief through the chest. The one-eyed woman (Thuvalia) notices the heroic halfling and throws a hatchet at his head. Danforth falls on his arse getting out of the way. As Lyselle was on duty, she does not have her bow to hand, instead she clobbers one of the ruffians over the head with the tray she was carrying.
Cowering behind an overturned table, Danforth taunts Thuvalia, but she ignores him. She and Angvar make a dash for the exit, leaving their men to hold off any pursuit. As she passes, Thuvalia hurls her second axe at Lyselle, but the half-elven waitress raises her tray and the hatchet hits that instead of her head. She yanks the axe loose then throws the tray (like a frisbee) after Thuvalia (she misses, but she did earn a benny at least). Having shook off the effects of the flash-bang, Hesker produces a battleaxe from about her person and beheads one of Angvar's men with a Wild Attack. The severed head flies across the room and lands in the roulette wheel.
Alesander tries to foul Thuvalia's escape, but she hops over his outstretched staff and continues sprinting for the doors. Lyselle buries the hatchet in her opponent's neck. As the rogue falls, she yanks the weapon free, turns and throws it after Thuvalia - the axe judders in the door-frame beside the one-eyed woman's head. The last thief still standing decides to make a run for it. Danforth fails to tackle him - then Hesker lops his leg off at the knee and down he goes. Alesander casts Confusion on Angvar and Thuvalia. Angvar recovers first and legs it with the prize chest, abandoning his partner.
Alesander casts Bolt and several shooting stars hit Angvar in the back, the thief stumbles and the contents of the prize chest pour out across the ground. He pauses to scoop as many coins as he can reach into his pockets before making a dash for his getaway vehicle. Danforth casts Blind on Angvar and the blind thief steps out in front of a speeding carriage and is mangled beneath the hooves/wheels. The rest of Vancaskerkin's men soon recover their senses and apprehend Thuvalia, who is still bumbling around under the effect of Alesander's magic. She and the surviving members of Angvar's gang are taken to the sub-basement, where they will be thrown into the Octahedron.
Cowering behind an overturned table, Danforth taunts Thuvalia, but she ignores him. She and Angvar make a dash for the exit, leaving their men to hold off any pursuit. As she passes, Thuvalia hurls her second axe at Lyselle, but the half-elven waitress raises her tray and the hatchet hits that instead of her head. She yanks the axe loose then throws the tray (like a frisbee) after Thuvalia (she misses, but she did earn a benny at least). Having shook off the effects of the flash-bang, Hesker produces a battleaxe from about her person and beheads one of Angvar's men with a Wild Attack. The severed head flies across the room and lands in the roulette wheel.
Alesander tries to foul Thuvalia's escape, but she hops over his outstretched staff and continues sprinting for the doors. Lyselle buries the hatchet in her opponent's neck. As the rogue falls, she yanks the weapon free, turns and throws it after Thuvalia - the axe judders in the door-frame beside the one-eyed woman's head. The last thief still standing decides to make a run for it. Danforth fails to tackle him - then Hesker lops his leg off at the knee and down he goes. Alesander casts Confusion on Angvar and Thuvalia. Angvar recovers first and legs it with the prize chest, abandoning his partner.
Alesander casts Bolt and several shooting stars hit Angvar in the back, the thief stumbles and the contents of the prize chest pour out across the ground. He pauses to scoop as many coins as he can reach into his pockets before making a dash for his getaway vehicle. Danforth casts Blind on Angvar and the blind thief steps out in front of a speeding carriage and is mangled beneath the hooves/wheels. The rest of Vancaskerkin's men soon recover their senses and apprehend Thuvalia, who is still bumbling around under the effect of Alesander's magic. She and the surviving members of Angvar's gang are taken to the sub-basement, where they will be thrown into the Octahedron.
Saul Vancaskerkin
Impressed by their initiative and combat prowess, Saul Vancaskerkin invites the heroes into his office and offers to make them junior partners in the Golden Goblin, if they agree to act as his 'troubleshooters'. The group are given lodgings within the casino and a regular wage. As well as any 'special assignments' that Saul may have for them, they are also expected to work in the club.
Hesker joins the two existing bouncers (Hans & Beyar) at the door. Danforth becomes a dealer at one of the card tables. Alesander is apprenticed to the floor manager and Lyselle is promoted from waiting tables to working behind the bar (where she now keeps her bow, in case of any more trouble).
Hesker joins the two existing bouncers (Hans & Beyar) at the door. Danforth becomes a dealer at one of the card tables. Alesander is apprenticed to the floor manager and Lyselle is promoted from waiting tables to working behind the bar (where she now keeps her bow, in case of any more trouble).
Part Two: On the Job
A week passes while the PCs settle into their new roles. Alesander continues to investigate the strange shadow over Riddleport in his free time and Danforth is able to redirect his wages to placate Boss Croat and his boys from coming over to break his legs. During this time, the city is shaken by a number of minor - but increasingly frequent - tremors. The gulls are also acting oddly, wheeling overhead in their thousands before flapping away south. A small tidal wave hits the waterfront and partially floods the club, Saul closes shop for one day while the staff tidy up the damage. A group of drunken sailors get a little rowdy. Danforth boosts Hesker's Intimidate skill (D8 > D10) and the just the threat of violence proves sufficient to eject them without a single punch being thrown.
Saul also lets the party in on a little secret, the sub-basement of the Golden Goblin actually contains an illegal fighting pit called the Octahedron, where desperate, down-and-out gamblers can try to win back their lives in brutal combat against savage beasts - the most infamous of which is the terrifying dire-boar Pigsaw. Saul throws what's left of Angvar's gang (except Thuvalia) into the arena and chortles merrily as they are torn apart by the fearsome swine.
Saul also lets the party in on a little secret, the sub-basement of the Golden Goblin actually contains an illegal fighting pit called the Octahedron, where desperate, down-and-out gamblers can try to win back their lives in brutal combat against savage beasts - the most infamous of which is the terrifying dire-boar Pigsaw. Saul throws what's left of Angvar's gang (except Thuvalia) into the arena and chortles merrily as they are torn apart by the fearsome swine.
Clegg Zincher
A few nights later, Saul summons the party to the catwalks above the casino floor and directs their attention to Clegg Zincher, one of his old rivals in the seedy Riddleport underworld. Hesker (who well remembers Zincher's curt dismissal when she first approached him for work) asks Saul if he wants the man killed. He does not, while he has plans to settle the score with his old enemy, those schemes are not yet ready to be acted upon, for the time being he just wants Zincher watched.
Danforth approaches the table where Zincher is seated and sends the dealer on his break. As he shuffles the deck and deals out a fresh hand, he discreetly casts Mind Reading. Doing so, he learns that Zincher is only on the casino floor to distract Saul and his new 'troubleshooters' while one of his own men breaks into Vancaskerkin's room to leave a 'message' for him.
Checking Saul's room, they find a mildly poisonous snake (nothing life threatening) in his bed. There is also a written warning, encouraging Saul to get out of Riddleport while he is still able to. Danforth spots an unfamiliar stranger wearing a staff uniform and pursues the intruder into the busy kitchen. There, he successfully casts Blind and Zincher's man runs into a door. Hesker and Bojask quickly subdue the interloper and cart him off to the sub-basement.
Interrogating their prisoner, the party discover that the other crime families in Riddleport are growing increasingly uncomfortable with Vancaskerkin's apparent return to power. They don't necessarily want him dead (just yet anyway), but they do want him gone. Once he has spilled his secrets, Saul instructs Bojask to feed him to Pigsaw.
Danforth approaches the table where Zincher is seated and sends the dealer on his break. As he shuffles the deck and deals out a fresh hand, he discreetly casts Mind Reading. Doing so, he learns that Zincher is only on the casino floor to distract Saul and his new 'troubleshooters' while one of his own men breaks into Vancaskerkin's room to leave a 'message' for him.
Checking Saul's room, they find a mildly poisonous snake (nothing life threatening) in his bed. There is also a written warning, encouraging Saul to get out of Riddleport while he is still able to. Danforth spots an unfamiliar stranger wearing a staff uniform and pursues the intruder into the busy kitchen. There, he successfully casts Blind and Zincher's man runs into a door. Hesker and Bojask quickly subdue the interloper and cart him off to the sub-basement.
Interrogating their prisoner, the party discover that the other crime families in Riddleport are growing increasingly uncomfortable with Vancaskerkin's apparent return to power. They don't necessarily want him dead (just yet anyway), but they do want him gone. Once he has spilled his secrets, Saul instructs Bojask to feed him to Pigsaw.
Samaritha Beldusk
The very next day, a beautiful half-elf introducing herself as Samaritha Beldusk comes to the Golden Goblin seeking employment. She explains how she travelled to Riddleport to join the Cyphermages and as soon as an apprenticeship opens up, she intends to do so - in the meantime, she needs somewhere to stay. Initially, the party suspect that this fair creature may be another agent of Zincher sent to infiltrate the casino with her feminine wiles. However, Lyselle recognises Samaritha and vouches for her, so Saul takes her on to fill Lyselle's old job waiting tables.
One week on, Larur Felding (the dwarven floor manager) goes missing. Saul wants his crew to find out what has befallen him. Alesander recalls that Larur had been concerned about certain discrepancies in the casino's books and decides to look into that angle while the rest of the party poke around the missing dwarf's home. His investigation reveals that money is being skimmed from the casino's profits, but it's unclear who is responsible or where the gold is being redirected.
Meanwhile, the rest of the group find that Larur's apartment in the city has been trashed, yet no blood has been spilled there. Saul had told the party that his missing floor manager had been to see one Lymas Smeed (of Rat Street Loans, one of Boss Croat's rackets - Saul borrowed heavily from Croat to afford the refurbishments to the Golden Goblin). The party decide to visit the moneylender. Danforth (who is known to Smeed already due to his own outstanding debts to Boss Croat) persuades him to open the reinforced door of his office, then Hesker barges passed and grapples him. The loan-shark's vicious pet baboon latches onto the side of Hesker's head. The party manage to subdue both man and monkey, then question Smeed, re: the disappearance of Larur Felding. The fat moneylender proclaims his innocence - even after Alesander finds the floor manager's bloody cloak bundled up behind his building. Smeed maintains that anyone could have planted that there to implicate him in the crime. Having already uncovered evidence that someone within the Golden Goblin is up to no good, the party decide not to kill Smeed (loathsome though he may be), nor will they take him back to the casino, where he would almost certainly be fed to Pigsaw. Hesker does throttle his baboon, to deliver to Saul as 'proof' of the moneylender's death (his obese carcass would have been much to heavy to transport anyway). Before leaving, Danforth 'persuades' Smeed to sign a letter absolving him of all future repayments, which the loan-shark only does grudgingly and under duress.
Saul is relieved that the PCs have 'solved' the mystery of the missing dwarf and promotes them all to full partners. He also assigns Alesander to the post of floor manager, though the young astronomer remains suspicious that something funny is going on....
A few days later, Saul sends his 'troubleshooters' to the docks to collect a shipment of rare/valuable liquor from The Foamrunner before any of his enemies can intercept the delivery. When they get there, some of Clegg Zincher's men are already in the process of bribing the ship's captain. Several barrels of expensive booze have already been loaded onto two carts, which speed off along the waterfront as the heroes arrive. The party commandeer the third (thus far, unladen) wagon and pursue the thieves! None of the PCs have invested in the Driving skill, so they grab one of Zincher's men and make him do it.
Despite having an uncooperative NPC at the reins, the heroes are dealt a Joker during initiative (+2 to all trait rolls/damage). Hesker leaps into the nearest enemy wagon, knocking one of Zincher's agents into the harbour! Danforth boosts the NPC driver's Driving skill (D6 > D8), while Alesander destroys the rearmost wheels of the other cart with a barrage of Bolt spells. Lyselle then shoots the driver of the damaged wagon, who - despite missing two wheels and having an arrow sticking out of his back - still manages to keep his vehicle on the road.
The chase veers into a busy warehouse. Dockworkers dive out of the way as the speeding carts rumble by! The goons on the damaged cart return fire with crossbows (unstable platform -2), hitting the heroes NPC chauffeur! He loses control of the wagon and the vehicle skids into a teetering pile of crates. Meanwhile, Hesker finds herself fighting two of Zincher's men in the bed of the second cart, she kills them both then intimidates the driver into pulling over.
The other wagon bursts out the other side of the warehouse - into a crowded fish market! Danforth casts Blind on the enemy driver, causing him to crash and roll, spilling his crew/cargo across the street. The PCs load up all of the unbroken barrels and return them to the Golden Goblin.
One week on, Larur Felding (the dwarven floor manager) goes missing. Saul wants his crew to find out what has befallen him. Alesander recalls that Larur had been concerned about certain discrepancies in the casino's books and decides to look into that angle while the rest of the party poke around the missing dwarf's home. His investigation reveals that money is being skimmed from the casino's profits, but it's unclear who is responsible or where the gold is being redirected.
Meanwhile, the rest of the group find that Larur's apartment in the city has been trashed, yet no blood has been spilled there. Saul had told the party that his missing floor manager had been to see one Lymas Smeed (of Rat Street Loans, one of Boss Croat's rackets - Saul borrowed heavily from Croat to afford the refurbishments to the Golden Goblin). The party decide to visit the moneylender. Danforth (who is known to Smeed already due to his own outstanding debts to Boss Croat) persuades him to open the reinforced door of his office, then Hesker barges passed and grapples him. The loan-shark's vicious pet baboon latches onto the side of Hesker's head. The party manage to subdue both man and monkey, then question Smeed, re: the disappearance of Larur Felding. The fat moneylender proclaims his innocence - even after Alesander finds the floor manager's bloody cloak bundled up behind his building. Smeed maintains that anyone could have planted that there to implicate him in the crime. Having already uncovered evidence that someone within the Golden Goblin is up to no good, the party decide not to kill Smeed (loathsome though he may be), nor will they take him back to the casino, where he would almost certainly be fed to Pigsaw. Hesker does throttle his baboon, to deliver to Saul as 'proof' of the moneylender's death (his obese carcass would have been much to heavy to transport anyway). Before leaving, Danforth 'persuades' Smeed to sign a letter absolving him of all future repayments, which the loan-shark only does grudgingly and under duress.
Saul is relieved that the PCs have 'solved' the mystery of the missing dwarf and promotes them all to full partners. He also assigns Alesander to the post of floor manager, though the young astronomer remains suspicious that something funny is going on....
A few days later, Saul sends his 'troubleshooters' to the docks to collect a shipment of rare/valuable liquor from The Foamrunner before any of his enemies can intercept the delivery. When they get there, some of Clegg Zincher's men are already in the process of bribing the ship's captain. Several barrels of expensive booze have already been loaded onto two carts, which speed off along the waterfront as the heroes arrive. The party commandeer the third (thus far, unladen) wagon and pursue the thieves! None of the PCs have invested in the Driving skill, so they grab one of Zincher's men and make him do it.
Despite having an uncooperative NPC at the reins, the heroes are dealt a Joker during initiative (+2 to all trait rolls/damage). Hesker leaps into the nearest enemy wagon, knocking one of Zincher's agents into the harbour! Danforth boosts the NPC driver's Driving skill (D6 > D8), while Alesander destroys the rearmost wheels of the other cart with a barrage of Bolt spells. Lyselle then shoots the driver of the damaged wagon, who - despite missing two wheels and having an arrow sticking out of his back - still manages to keep his vehicle on the road.
The chase veers into a busy warehouse. Dockworkers dive out of the way as the speeding carts rumble by! The goons on the damaged cart return fire with crossbows (unstable platform -2), hitting the heroes NPC chauffeur! He loses control of the wagon and the vehicle skids into a teetering pile of crates. Meanwhile, Hesker finds herself fighting two of Zincher's men in the bed of the second cart, she kills them both then intimidates the driver into pulling over.
The other wagon bursts out the other side of the warehouse - into a crowded fish market! Danforth casts Blind on the enemy driver, causing him to crash and roll, spilling his crew/cargo across the street. The PCs load up all of the unbroken barrels and return them to the Golden Goblin.
Clegg Zincher and Boss Croat make a co-ordinated strike against the Golden Goblin
Several nights after the attempted robbery, the Golden Goblin is assaulted by a large number of armed men - a joint task force put together by Clegg Zincher and Boss Croat. They plan to kill Saul Vancaskerkin outright and burn his business interests to the ground.
This seemed like a good opportunity to try out the Mass Battle rules (which I have never used before). The invaders began the siege with 10 tokens, the party and their allies started with 7. As none of the PCs have the Knowledge [Battle] skill, they relied on Saul to co-ordinate their defence.
Hesker fights alongside Hans & Beyar to hold the door (+1). Danforth tries to cast Blind on the guys carrying the battering ram towards the entrance, but is shot for his trouble (2 wounds). Alesander heals the injured halfling, while Lyselle snipes several of Boss Croat's officers (+2), throwing their attack into disarray! Despite this valiant display, Saul subsequently rolls snake eyes on his Battle check and the heroes lose one token (fortunately, they do not flub the subsequent morale check - that would have been nasty).
Hesker pulls back into the casino as the invaders pour through the shattered portal (1 wound). Danforth casts Lower Trait [Fighting] on the first wave of thugs through the breach (+2). Up on the catwalks, Lyselle rains arrows down upon the attacking force (+2). In the subsequent Battle roll, the enemy side loses 1 token.
With renewed vigour, Hesker pushes forward to drive the invaders back the way they came (+2). Danforth is Incapacitated as a stray crossbolt catches him in the face (ouch). Alesander drags the halfling out of harms way. Lyselle returns fire on the men who shot her little friend (+2). Bojask brings out Pigsaw and unleashes the beast upon the enemy (+1). In the Battle roll, Saul rolls 4 successes over the other 'general', the rival army is decimated and retreat!
The heroes may have successfully defended the Golden Goblin from fiery oblivion, but at a heavy cost. Danforth survives, but has been hideously scarred by the wounds he suffered during the fighting and now bears the Ugly hindrance (the crossbolt hit him in the mouth and in removing the shaft, Alesander also had to remove his lower jaw).
This seemed like a good opportunity to try out the Mass Battle rules (which I have never used before). The invaders began the siege with 10 tokens, the party and their allies started with 7. As none of the PCs have the Knowledge [Battle] skill, they relied on Saul to co-ordinate their defence.
Hesker fights alongside Hans & Beyar to hold the door (+1). Danforth tries to cast Blind on the guys carrying the battering ram towards the entrance, but is shot for his trouble (2 wounds). Alesander heals the injured halfling, while Lyselle snipes several of Boss Croat's officers (+2), throwing their attack into disarray! Despite this valiant display, Saul subsequently rolls snake eyes on his Battle check and the heroes lose one token (fortunately, they do not flub the subsequent morale check - that would have been nasty).
Hesker pulls back into the casino as the invaders pour through the shattered portal (1 wound). Danforth casts Lower Trait [Fighting] on the first wave of thugs through the breach (+2). Up on the catwalks, Lyselle rains arrows down upon the attacking force (+2). In the subsequent Battle roll, the enemy side loses 1 token.
With renewed vigour, Hesker pushes forward to drive the invaders back the way they came (+2). Danforth is Incapacitated as a stray crossbolt catches him in the face (ouch). Alesander drags the halfling out of harms way. Lyselle returns fire on the men who shot her little friend (+2). Bojask brings out Pigsaw and unleashes the beast upon the enemy (+1). In the Battle roll, Saul rolls 4 successes over the other 'general', the rival army is decimated and retreat!
The heroes may have successfully defended the Golden Goblin from fiery oblivion, but at a heavy cost. Danforth survives, but has been hideously scarred by the wounds he suffered during the fighting and now bears the Ugly hindrance (the crossbolt hit him in the mouth and in removing the shaft, Alesander also had to remove his lower jaw).
Part Three: Hidden Enemies and Unexpected Allies
Once Danforth has recovered, Saul tells the party that Boss Croat and Zincher are meeting in secret out in the Boneyard, an old ship's graveyard now used as Riddleport's dumping ground. He wants them to go there and eavesdrop on their plans. Alesander already has cause to suspect Vancaskerkin of foul play, but cannot be 100% sure that Saul is lying to them (due to his high Persuasion skill). The party set off carefully, painfully aware that they are probably walking into an ambush....
Ziphras
Which is exactly what they are doing! A gang of wererats (led by Ziphras) have been contracted by Vancaskerkin to eliminate his 'troubleshooters', whom Saul fears have grown powerful enough to threaten his return to power. Fortunately, because the heroes were half-expecting the double-cross, Ziphras and his wererat thugs don't catch them with their pants down.
Having found the spot where Croat & Zincher are supposed to be meeting, Hesker, Danforth and Alesander creep on the huddled collection of hooded figures - only to discover that they are only mannequins posed to resemble people. Ziphras and his cronies emerge from the saltmarsh - but Lyselle (who had hung back, just in case of this eventuality) spots them and warns her friends of the ambush. The heroes put up a valiant defence, but the wererats just keep on coming at them! Suddenly, several of Ziphras' goons fall dead, their hairy backs bristling with unfamiliar arrows. There is a second marksman looking out for the heroes, one almost as skilled with a bow (if not better) as Lyselle! Alesander spends most of the combat healing Danforth. Hesker rolls snake eyes and trips, disappearing beneath the murky surface of the marsh. While inconvenient, this does make it harder for her opponents to hit her, as they are now rolling at -4, as they cannot see exactly where she is until she emerges (coughing and spluttering) during the next round. Once all his minions are dead, Ziphras escapes, no doubt rushing back to report his failure to Vancaskerkin.
Having found the spot where Croat & Zincher are supposed to be meeting, Hesker, Danforth and Alesander creep on the huddled collection of hooded figures - only to discover that they are only mannequins posed to resemble people. Ziphras and his cronies emerge from the saltmarsh - but Lyselle (who had hung back, just in case of this eventuality) spots them and warns her friends of the ambush. The heroes put up a valiant defence, but the wererats just keep on coming at them! Suddenly, several of Ziphras' goons fall dead, their hairy backs bristling with unfamiliar arrows. There is a second marksman looking out for the heroes, one almost as skilled with a bow (if not better) as Lyselle! Alesander spends most of the combat healing Danforth. Hesker rolls snake eyes and trips, disappearing beneath the murky surface of the marsh. While inconvenient, this does make it harder for her opponents to hit her, as they are now rolling at -4, as they cannot see exactly where she is until she emerges (coughing and spluttering) during the next round. Once all his minions are dead, Ziphras escapes, no doubt rushing back to report his failure to Vancaskerkin.
Kwaya, agent of the Shin'Rakorath
A stranger approaches the group, an elf with white hair and a hawk perched upon his shoulder. He holds his bow at arms length to make plain his intentions are not hostile. The newcomer introduces himself as Kwaya, an agent of the Shin'Rakorath (which he kindly translates to 'the Lanternbearers', for the benefit of those who do not speak elven). His organisation are investigating Drow activity across Golarion and have reason to believe that a renegade dark-elf is being sheltered by one of the crime-lord's in Riddleport. Kwaya believes that Saul Vancaskerkin has allied himself with the rogue Drow and hopes that now Saul has revealed his true colours, the PCs will accompany him back to Riddleport and help him to infiltrate the Golden Goblin and find out where the dark elf is hiding. Once they have that information, the party can do with their treacherous employer as they please.
Returning to Riddleport, the heroes see that Vancaskerkin has pulled all of his forces back into the casino and barricaded them inside. The PCs don't much relish the thought of assaulting Saul's stronghold head-on, instead they approach Clegg Zincher, cap in hand and ask for his assistance prising their treacherous employer out from beneath his rock. The crime-lord consents to loan them some of his men, on the condition that once they control the Golden Goblin, they pay him a monthly tribute. Since the player's know they won't be hanging around in Riddleport for long after this first adventure has been concluded, they agree to Zincher's terms.
As the PCs and their allies (of convenience) approach the front steps of the casino, Vancaskerkin's goons open fire! Two of Zincher's expendable footsoldiers are hit, but the rest keep on going. Alesander casts Confuse against the men on the barricade and Hesker leads the charge. Thuvalia appears in the breach, placing herself in Hesker's path. Evidently she has struck a deal with Vancaskerkin, her life in exchange for her loyalty. Hesker rolls Agility to vault over the barricade, gets snake eyes and falls flat on her face. Seeing that the groups' main fighter is vulnerable, Bojask releases Pigsaw's chain. The fearsome dire-boar thunders towards the prone half-orc. Up on the catwalks overlooking the casino floor, Ziphras orders his remaining ratlings to open fire. The first barrage of crossbow bolts hum over Hesker's head, but several of Zincher's minions are killed.
While Vancaskerkin's men outnumber the PCs, most are reluctant to wade into the fray while Pigsaw in on the warpath, just in case the beast turns on them. It charges at Hesker with the intention of goring her open. She manages to grab its tusks and then - with a heroic display of strength (and a couple of raises) - breaks them off in her hands! Then, using the shattered tusk like a dagger, she drives it point-first into Pigsaw's eye, slaying the squealing beast! Alesander uses his staff to launch himself over the barricades, while Danforth and the rest of Zincher's men scramble after him. As the majority of Vancaskerkin's men fall in battle, Saul and Bojask retreat into the basement of the Golden Goblin. Suspecting that Saul plans to escape into the maze of old smuggling tunnels beneath the waterfront, the heroes rush after him. Bojask holds the passage while Saul digs in the bloody sand of the Octahedron, uncovering the trapdoor buried beneath. Hesker cuts the bodyguard down and the group trample over his corpse to catch Vancaskerkin before he goes to ground. Lyselle shoots him in the leg, just to make sure that the slippery bastard isn't able to pull a fast one. Dragging him back upstairs, the party tie Saul to the wheel of fortune and spin him round and round while Kwaya asks his questions.
Returning to Riddleport, the heroes see that Vancaskerkin has pulled all of his forces back into the casino and barricaded them inside. The PCs don't much relish the thought of assaulting Saul's stronghold head-on, instead they approach Clegg Zincher, cap in hand and ask for his assistance prising their treacherous employer out from beneath his rock. The crime-lord consents to loan them some of his men, on the condition that once they control the Golden Goblin, they pay him a monthly tribute. Since the player's know they won't be hanging around in Riddleport for long after this first adventure has been concluded, they agree to Zincher's terms.
As the PCs and their allies (of convenience) approach the front steps of the casino, Vancaskerkin's goons open fire! Two of Zincher's expendable footsoldiers are hit, but the rest keep on going. Alesander casts Confuse against the men on the barricade and Hesker leads the charge. Thuvalia appears in the breach, placing herself in Hesker's path. Evidently she has struck a deal with Vancaskerkin, her life in exchange for her loyalty. Hesker rolls Agility to vault over the barricade, gets snake eyes and falls flat on her face. Seeing that the groups' main fighter is vulnerable, Bojask releases Pigsaw's chain. The fearsome dire-boar thunders towards the prone half-orc. Up on the catwalks overlooking the casino floor, Ziphras orders his remaining ratlings to open fire. The first barrage of crossbow bolts hum over Hesker's head, but several of Zincher's minions are killed.
While Vancaskerkin's men outnumber the PCs, most are reluctant to wade into the fray while Pigsaw in on the warpath, just in case the beast turns on them. It charges at Hesker with the intention of goring her open. She manages to grab its tusks and then - with a heroic display of strength (and a couple of raises) - breaks them off in her hands! Then, using the shattered tusk like a dagger, she drives it point-first into Pigsaw's eye, slaying the squealing beast! Alesander uses his staff to launch himself over the barricades, while Danforth and the rest of Zincher's men scramble after him. As the majority of Vancaskerkin's men fall in battle, Saul and Bojask retreat into the basement of the Golden Goblin. Suspecting that Saul plans to escape into the maze of old smuggling tunnels beneath the waterfront, the heroes rush after him. Bojask holds the passage while Saul digs in the bloody sand of the Octahedron, uncovering the trapdoor buried beneath. Hesker cuts the bodyguard down and the group trample over his corpse to catch Vancaskerkin before he goes to ground. Lyselle shoots him in the leg, just to make sure that the slippery bastard isn't able to pull a fast one. Dragging him back upstairs, the party tie Saul to the wheel of fortune and spin him round and round while Kwaya asks his questions.
Part Four: Under the Gold Goblin
Having interrogated Vancaskerkin and established his Drow allies are hiding out in the flooded smugglers tunnels beneath the city. They hand their former employer over to Clegg Zincher's men, after unscrewing the curious key off the end of his arm. They use this to unlock the trapdoor in the basement of the Golden Goblin and descend into the caves below. As well as the strong smell of brine, there is another stench in the air, which Hesker identifies as the particular musk secreted by troglodytes. They reach the edge of a sinkhole dropping 20 feet into a deep tidal pool, a network of unreliable looking rope ladders have been strung along the depth of the shaft. Alesander fumbles his Climb roll and tumbles into the pool. He does not have the Swimming skill, but neither is he carrying anything particularly heavy, so he is able to tread water, using his staff as a floatation aid. Unfortunately for the young astrologer, the tidal pool is occupied by two hungry barracuda, which immediately attack!
(I altered the crocodile stats from the Savage Worlds core rulebook for the two Swamp Barracuda)
(I altered the crocodile stats from the Savage Worlds core rulebook for the two Swamp Barracuda)
Swamp Barracuda
In the surprise round, the dangerous fish swarm Alesander, though the young astrologer manages to Soak all damage inflicted by their snapping jaws. Lyselle and Kwaya shoot down from the lip of the sinkhole (medium range, -2). Alesander cannot escape combat/climb out of the tidal pool without prompting free attacks from the two barracuda. Danforth (who cannot swim either and has no intention of going in the water), casts Blind on one of the creatures. Hesker leaps from the top of the sinkhole (falling 20 feet into water, 2D6/2 damage) and grapples the other fish, giving Alesander an opportunity to escape. The half-orc continues to wrestle with the struggling barracuda while Danforth hauls Alesander onto dry ground.
Hesker rolls a CRITICAL FAILURE on the roll to maintain her grapple. The struggling fish drives her into the side of the pool and leaves the half-orc shaken. Lyselle shoots the first barracuda and now that he is out of the water, Alesander raises his dripping staff and kills the second with the Bolt spell.
The party pull Hesker out of the tide pool, but nobody wants to administer mouth-to-mouth. Eventually, Alesander is nominated to do it (Danforth is missing his lower jaw after all, and Lyselle is not getting into any girl-on-girl action). Alesander gets a Benny for his sacrifice.
Hesker rolls a CRITICAL FAILURE on the roll to maintain her grapple. The struggling fish drives her into the side of the pool and leaves the half-orc shaken. Lyselle shoots the first barracuda and now that he is out of the water, Alesander raises his dripping staff and kills the second with the Bolt spell.
The party pull Hesker out of the tide pool, but nobody wants to administer mouth-to-mouth. Eventually, Alesander is nominated to do it (Danforth is missing his lower jaw after all, and Lyselle is not getting into any girl-on-girl action). Alesander gets a Benny for his sacrifice.
Forging on, the party enter a large cave. The pungent reek of troglodytes is stronger here. The PCs notice several of the stalactites jutting from the rocky ground are studded with crystal growths that began to flicker as the group entered the area. Hesker notices that the glowing crystals flash more brightly the closer the party get to them and to test this theory, she cautiously approaches one. It rears up - it is not a stalactite at all, but a creature native to the Darklands called a Darkland Sentinel! Energy leaps from the flashing crystals protruding from its back and strikes the half-orc (but inflicts no damage). The crackling discharge attracts the attention of the troglodyte sentries posted in the next area!
Darkland Sentinel
The sentinel that blasted Hesker begins recharging its crystals - meanwhile, it turns ponderously and snaps at her with its fanged maw! Danforth edges forward and takes cover behind a (non-sentient) stalactite. Hesker hacks away at the Sentinel that shocked her but barely manages to chip its tough exterior shell. As a group of six troglodytes rush into the cave, Alesander launches a barrage of shooting stars (as the Bolt power) their way. Danforth casts Blind on most of the troglodytes. The other two Sentinels creep ever closer....
Realising that the troglodytes are trying to herd the heroes into the path of the (incredibly slow moving) Sentinels, Hesker focuses her efforts on forcing a path through the horde of smelly lizard men between the party and the exit. The Sentinels change course, but they are waaaaaaay too slow to intercept the heroes before they escape. The last few troglodytes are cut down as they attempt to retreat. The Darkland Sentinels do not seem like they are about to pursue the party beyond the edges of their territory..
Hesker is awarded a Benny for her leadership - if the party had stayed to fight the Sentinels and the troglodytes they would probably have been overwhelmed.
Realising that the troglodytes are trying to herd the heroes into the path of the (incredibly slow moving) Sentinels, Hesker focuses her efforts on forcing a path through the horde of smelly lizard men between the party and the exit. The Sentinels change course, but they are waaaaaaay too slow to intercept the heroes before they escape. The last few troglodytes are cut down as they attempt to retreat. The Darkland Sentinels do not seem like they are about to pursue the party beyond the edges of their territory..
Hesker is awarded a Benny for her leadership - if the party had stayed to fight the Sentinels and the troglodytes they would probably have been overwhelmed.
Depora Azrinae
The party pass through the troglodyte lair, which is littered with filthy bedrolls and stolen bottles from the cellars of the Golden Goblin (thieving bastards). The tunnels beyond are full of glowing purple crystals. The party continue until they reach a ledge overlooking a large, open cavern, the site of a major excavation. An immense ring passes through this area - part of the mysterious Cyphergate that soars over the harbour - it looks as though the troglodytes have been chipping away at the ancient monument. The Drow that the party are hunting (Depora Azrinae) is overseeing the excavation.
The party drop half of the trog miners in the surprise round! Hesker vaults off the ledge and charges towards Depora, roaring challenge! Danforth boosts her Fighting skill (D8 > D12).
The troglodytes attack and Lyselle is shaken. Depora and Hesker continue to hack away at one another as the battle rages around them. Wounded, the elusive Drow flees, her Slippers of Spider Climb (as the Wall-Walking power) allowing her to scramble up the steep sides of the Cyphergate. Hesker and Lyselle begin clambering up the teetering scaffold after their fleeing quarry, Alesander, Danforth and Kwaya are more interested in poring over Depora's journal & notes. They record the payments that Saul Vancaskerkin was siphoning off the casino's profits to fund the Drow's experiments and to ship equipment to the Devils Elbow, an island some way off the coast. Kwaya is very eager to send this information back to his superiors in the Shin'Rakorath.
The party drop half of the trog miners in the surprise round! Hesker vaults off the ledge and charges towards Depora, roaring challenge! Danforth boosts her Fighting skill (D8 > D12).
The troglodytes attack and Lyselle is shaken. Depora and Hesker continue to hack away at one another as the battle rages around them. Wounded, the elusive Drow flees, her Slippers of Spider Climb (as the Wall-Walking power) allowing her to scramble up the steep sides of the Cyphergate. Hesker and Lyselle begin clambering up the teetering scaffold after their fleeing quarry, Alesander, Danforth and Kwaya are more interested in poring over Depora's journal & notes. They record the payments that Saul Vancaskerkin was siphoning off the casino's profits to fund the Drow's experiments and to ship equipment to the Devils Elbow, an island some way off the coast. Kwaya is very eager to send this information back to his superiors in the Shin'Rakorath.
Meanwhile, Hesker and Lyselle continue to climb the Cyphergate in pursuit of Depora Azrinae. We used the Chase rules from the Savage Worlds rulebook. Initially (due to the steep incline of the Cyphergate), the PCs must roll Climbing, while Depora's magical slippers enable her to roll her base Agility die. She pauses long enough to fire a poisoned crossbolt at Hesker, but misses (as she is rolling at -4 to reflect range and wounds). Lyselle gets closer enough to return fire, but misses her target. The Cyphergate begins to level out as they reach the top and Climbing rolls are no longer necessary. Hesker puts on a burst of speed and gets close enough to take a swing at Depora with her trusty axe. The Drow shoots at Hesker from point blank range, misses - but hits Lyselle instead! She collapses as the poison begins coursing through her veins.... Hesker hesitates, uncertain whether she should chase Depora or stop to help her injured friend. She crouches beside Lyselle and readies her crossbow, taking one last (long) shot at the distant Drow. Despite rolling at -6 (-2 for drawing her weapon, -4 for distance as she was dealt a 2), she hits! Shaken, Depora falls off the edge of the Cyphergate and floats towards the harbour far below (the fall would ordinarily have been fatal, but she is wearing a Ring of Feather Fall).
Hesker lifts Lyselle carefully and carries her back down to the ground. On route, she has a great view of a fiery comet soar over the rooftops of Riddleport and crash down far out to sea. Soon after, a huge wave hits the city, flooding the old smugglers tunnels and forcing the rest of the party back up to the surface. Back at the Golden Goblin, Alesander treats Lyselle's injuries and she soon recovers from the effects of the Drow poison coating the bolt.
Hesker lifts Lyselle carefully and carries her back down to the ground. On route, she has a great view of a fiery comet soar over the rooftops of Riddleport and crash down far out to sea. Soon after, a huge wave hits the city, flooding the old smugglers tunnels and forcing the rest of the party back up to the surface. Back at the Golden Goblin, Alesander treats Lyselle's injuries and she soon recovers from the effects of the Drow poison coating the bolt.