Inquisitives Annonymous

Character Creation
Pre-game

This is my first time GM’ing and several of my players are having their first crack at a table top RPG, so this will prove to be an interesting experience. To add to the fun I’m not using a prepared module but coming up with my own adventure and story, designing my own encounters and maps based on the Eberron Campaign for DnD 3.5. Good luck to me I guess.

On Friday I introduced my players (who will hopefully be on here soon) to the rules for 3.5 and we did most of the work for drawing up the characters. There aren’t any names for them yet but here’s what we have:

Human Sorcerer – Gerald Tarrant

Warforged Fighter – Four

Shifter Druid

Half-elf Ranger

Unknown Character

Sessions are going to be once a month, and I plan on keeping things recorded on here for posterity and so that my players (and any one else) can read up before sessions.

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Sharn - First Mission
Gotta start somewhere

Encounter 1

The party, save for Four was enjoying a quiet drink at the Rusted Pike where they encountered Trey d’Jorrasco, a friendly and amusing member of House Jorrasco who works at one of the Healing Houses in Sharn. During the course of their conversation a group of human drunks decided to start trouble by throwing a bottle at Trey and then pressing the fight. The PC’s responded by quickly knocking the lot of them out. Moments after the fight the Sharn Watch showed up led by Four, who pulled the group aside and informed them he’d been sent by a man, named Kharven Jorr, has requested the group do a job for him. One of Jorr’s contacts, Owen “Dirk” Pence, has been captured and Jorr would like him freed, and the information “Dirk” has delivered to him.

Rewards:
  • 4 Potions of Cure Light Wounds Experience: Entire party is promoted to level 2

Encounter 2:

Four leads the party to an old warehouse in the lower levels of Sharn that where Pence is being held captive and interrogated. The party rushed the two fighters guarding the entrance and took them down, but not before one of them managed to warn those inside. Rushing inside the group found themselves confronted by 2 Rogues, a couple Sorcerer, and a total of 6 more fighters, two of whom were much tougher than the others. They were a simple uncoordinated gang though and made a few tactical mistakes that cost them dearly, and were defeated. In the basement the group found Pence being guarded by the leader of the gang, who put up a decent fight but also fell. Pence thanked the group, handing them a coded message for Jorr along with a vial of thick black liquid. The group met Jorr back at the Rusted Pike and rewarded them with a sack of gold pieces. He said he would have more work for them later, but for now they should either look into taking a job for the Sharn Watch, who needed some help or seek temporary employment with one of the Dragonmarked Houses. Jorr would put in a good word for them either way.

Bonus: The party located a secret stash that contained (coincidentally) masterwork weapons that they could use.
  • Masterwork Composite longbow
  • Masterwork axe
  • Masterwork shortspear
  • Masterwork (whatever Mark’s character and Becky’s character uses.)
Rewards:
  • Longsword x 4
  • Splintmail x 4
  • Lrg. Metal Shield x 6
  • 260 gp
  • Potion of Cure Light Wounds x 8
  • Potion of Cure Moderate Wounds x 1
  • Leather Armor x 2
  • Rapier x 2
  • Bastard sword x 2
  • Half-plate x 2
  • Scroll of Magic Missile x 6
  • Scroll of Sleep x 2
  • Crossbow x 2 and 20 bolts
  • Mstwk. Full Plate
  • Mstwk. Greatsword

Experience: (4×600) + (1×900) + (8×300) = 5700
Each PC should have a total of: 2140 exp.
There were 450gp in the bag that Jorr gave the party.

Now the party must decide if they wish to aid one of the Dragonmarked Houses or the Sharn watch. Jorr will provide them with a reference.

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Orc hunting - part 1

While Xandrina is studying some new Infusions to more fully prepare herself for the life of an adventurer and “D” has is required to meet with some members of House Lyrander, Sol, Four, and Gerald decide to take Jorr’s offer to assist the Sharn Watch.

Many in Lower Tavick’s Landing rely on supplies that come in through Wroann’s Gate to survive. Food and other supplies grown on the countryside come down the Old Road and into Tavick’s Landing and tend to keep the lower class areas of the city functioning. Recently though, caravan’s along the Old Road have been falling prey to a band of Orc raiders. Being both clever and ruthless their predations have begun to impact the food supply in Lower Tavick’s Landing, and having done so have drawn the attention of Commander Iyanna ir’Talan who’s assigned one of her Sergeants, Cahn Salesh, to taking care of the problem.

Salesh knows that the raiders are getting information from somewhere within Tarvick’s Landing on when and where to hit, so, though he doesn’t know where the source is, he’s decided to use that against them. Spreading news of a large shipment of food coming in on the Old Road, Salesh has planned to hide a moderate number of Watch members in a covered wagon which will supposedly contain the food. The rumors he’s spread have the advantage of being true, but Salesh plans to send his caravan before the actual food ships. Salesh is also a careful man and Commander ir’Talan values her people far more than she does her gold, so she requests that Salesh find a group of adventurer’s to provide muscle.

Salesh is also one of Jorr’s many contacts. Jorr values him as an honest man and source of information into the corruption of the Sharn Watch. Knowing about the predations on the shipping into Sharn and about Salesh’s plan (he is a Master Inquisitive) he sends Four, Sol, and Gerald to Salesh with a note from him. Jorr also comments that whatever they can do to make a good impression with Salesh and the Watch, they should do it.

Salesh trusts Jorr (also recognizing a good man). He fills the PC’s in on what’s been going on and what his plan is. The PC’s are to escort the wagon a small distance behind on horses (that the Watch will provide) and essentially help as needed. They’re to be minimally disguised so that the raiders shouldn’t know there are adventurer’s until too late. Reward is 200 GP (all the Watch can spare for independent parties at this time … possibly more than they can afford).

Encounter 1

The party is traveling along the road, waiting for the ambush to come. Sergeant Cahn Salesh is riding at the front, then the wagon, followed by the PC’s. As the wagon passes a certain spot on the road there is a large explosion from right under it and then the orcs attack.

Half of the members of the patrol are killed outright. The PC’s kill the attacking orcs and pulled the remaining members of the Watch out of the burning wreckage. Salesh is grateful to the PC’s and promises to help them out however he can. (good trust me).

Battle 7 Orcs warrior/1

Encounter 2

Following the ambush Salesh asks the PC’s to track the orc’s that got away back to their den. They’re running, on foot and not all too intelligent so it shouldn’t be too difficult. He toss’s Gerald a Wand of Missles with 15 charges left on it and tells them to kill the bastards while he signals Commander ir’Talan for help and see’s to his men.

The trail leads the PC’s through an area with plenty of trees where another ambush waits, the escaped orc’s having warned them that they’re being followed. A Perception check, DC 17 reveals the presence of the trap and gives the PC’s and denies the orcs their surprise round, giving one instead to the PC’s. A perception check of 14 reveals the presence of the orcs just before their attack, taking away the element of surprise.

The party succeeded this check, and thanks to the creative use of an Entangle spell by Sol, turn the ambush completely around and handily destroy the orcs.

Rewards: 300gp Mst. Wk. Longsword Exp. 2100

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Orc hunting part 2 and aftermath
Session 3http://www.obsidianportal.com/campaigns/inquisitives-annonymous/posts/new

The party tracks the orcs back to their base camp and were joined by Xandrina and ‘D’. The orcs weren’t so much waiting for the party as they had numerous sentries who saw them coming and raised the alarm, drawing a number of other orcs from their tents. Their numbers and leader made them a decent challenge but the party managed to take them down, after taking a few lumps of their own.

Save for the orc lieutenant and the leader, the bandits didn’t have much on them aside from some basic gear. Upon inspecting the tents though the party found a nice stash of gold plus, an encrypted note and a box of an unidentified black liquid. There are marks on the floor indicating that there were several other boxes here as well.

Exp: 810 per person
Reward:
  • 1200 GP
  • Bastard Sword + 1
  • Leather Armor + 1
  • Master work Longsword
  • Masterwork Leather

Before heading back to town the party decyphers the message. It reads as follows: _ Thurt, you are to cease all raiding activities immediately. The Sharn Watch is onto your operation, and is intending to send troops to destroy you with the next supply train. Avoid this trap, do not attract attention and remain hidden. Getting our product into the city is far more important to us than whatever small profit you’re making from ripping off convoys, and we guarantee you’ll pay a far greater price if you attract attention from the Sharn Watch to our operation. We spend enough money making sure their eyes are elsewhere… Make sure we receive the next shipment on time. _

When the party returns to Sharn Sergeant Salesh greets them with the reward for wiping out the orcs with a bonus for saving his men. In return for saving the lives of his friends, Salesh hands them a key to an apartment the Watch recently cleared a drug ring out of. Its not fancy, but it does have a full lab, handy for mixing potions, or making magic items. It isn’t fancy … and smells a little funny, not to mention its in one of the rougher areas of Tavic’s Landing. Salesh says that he’d feel much better with them living there as opposed to another gang taking up. He tells the PC’s to keep their ear to the ground, if they hear anything going down in the area he’ll pay a reward for reliable information, and offers a larger reward if they should help out with the crime problem. He also gives them 1000 gp, 500 more than the promised amount. He says that Commander Iyanna ir’Talan was very pleased and decided to give the party a little extra as incentive to work with the Watch again.

Salesh asks for a sample of the liquid, and after hearing what the note says instructs the PC’s to take the note and liquid to Kharven Jorr.

Reward: 1000 gp, fixer upper apartment with lab.

Jorr is intrigued by the substance in the vial, and more so by the note that the PC’s found. He tosses gives them 750gp for the note and to contract them for an errand to Morgrave University. He thinks that the substance in the vial is some type of drug, and has a friend there who knows a fair share about the various magical properties of the most of the drugs making the rounds in Sharn.

Upon entering Morgrave University the party nearly runs headlong into Merrix d’Cannith, who was drawn closer by curiosity about Four. Though initially curious about Four, he instantly recognizes ‘Rina from their days in Cyre. Though only connected by politics, after the Day of Mourning one of Merrix’s main goals was to find any surviving members of House Cannith. He reacts with true delight to see the daughter of one of his former colleges alive and well, giving her a warm hug.

‘Rina opts to stay and talk with Merrix while the rest of the party take the vial to Jorr’s friend. She fills in Merrix on what happened after the Day of Mourning and if her parents survived or not. He inquires as to how her studies are proceeding and if she’d like to officially rejoin the House since they are always in need of good Artificers. Merrix says she doesn’t have to decide now, but the House will be open to her when she decides to return. (This doesn’t have to be leaving the party, mearly associating herself with the House once more.) Xandrina would know that Merrix is much more than simply a sort of Uncle happy to see her once more. It would be common knowledge that he is an ambitious man, whose hands aren’t entirely clean. She may wish to do some more research on him.

Meanwhile, the party has found their professor, a middle aged elf, dressed in fine clothes who has more the bearing of a warrior than a scholar about him. His name is Mennan (never were clear if it was his first or last name) and simply takes the bottle after you mention Jorr’s name. He returns a half an hour later with two pieces of paper, one a coded message, and the other a very obvious bill for his services, both to be delivered to Jorr.

The party, being the snoops that they are decode the message. A little easily considering who wrote it. It reads: _ Absentia – Very high concentration. Unusual properties. Much more potent, extremely addictive. Would make the user extremely susceptible to Quori domination. May permanently lower mental defenses. Working on antidote. That will cost you though. Hope you trust the greenhorns. _

The PCs decide to take advantage of the Library and research the Quori, finding out that they are extra planar being who reside in the Dreaming Dark who feed on the nightmares of the sentient beings on Eberron.

They also do some information gathering on Absentia, which normally is a cheap drug favored by the nobles which lets the user take a sort of mental roadtrip in another persons body. Normally it isn’t addictive but has been known to have side-effects.

On returning home the PCs notice a couple of things waiting for them. Most noticeably a pair of Ogres standing outside their door. After dispatching them and leaving the mess for someone else to sort out (bodies usually have a way of disappearing in Tavic’s Landing. On a side note I’d be wary of some of the shadier restaurants.) the party goes inside to find another surprise.

Merrix has apparently sent ‘Rina a little something to remember him by, in the form of a completely new alchemy lab, complete with supplies good for 50 potions (halves potion cost). Also several books on weapons and armorsmithing that will give ‘Rina a +3 on crafting weapons and armor. The note on the table says he’s looking forward to seeing her again soon, and hearing her answer. Four finds a +1 great axe with a bow on it.

XP: 760 per Character Gold: 2050 (750 from Jorr and 1300 on the Ogres) +1 Great Axe Alchemy Lab

So, for the whole night everyone gets 1570 exp + 500 for a quest reward = 2070. Divide the gold how you will. I suggest going shopping soon.

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The Game is Afoot
Sorry...you're going to have to endure some Sherlock Holmes references

For the immediate future he needs the PC’s to split up into two groups. He needs Four and Sol to come with him, looking into the purpose of the odd Absentia and the rest of the party members need to investigate its source. He suggests finding out who is responsible for getting it into Sharn and working back from there. He cautions on investigating the Boromar Clan as such activities are often very dangerous. Since he’s taking the parties healer he also suggests that the PC’s find a temporary stand in, as well as some muscle to stand in for Four.

He has a suggestion, a Deneith bodyguard for Four, but says the party is on its own finding a trustworthy healer. (remind them about Trey d’Jorasco)

Trey owes them a favor, but he’s not going to cross the Boromar clan for free, more to the point he house connections might be able to aid them in getting in touch with the head of the Clan as his wife is a member of House Jorasco (next session). Trey doesn’t have the House connections to set up a meet right away, but he does know some bars to start looking in Tarvic’s Landing.

The party chooses a suitably disreputable establishment and begin poking around for information about the Boromar’s. They spread around some gold, buy a few drinks and try and talk information out of a few of the customers. Eventually the get the identity of one of the local bosses.

On leaving the bar the party hears screams coming from a nearby alleyway. The streets are pretty deserted (by coincidence). When they enter the alley way they’ll see a halfling being attacked by another cloaked halfling holding a pair of knives. Let the party do whatever they want, but when it looks like they’re going to confront the halfling, 3 more drop down behind them and the woman laughs drawing two daggers of her own.

The party was a bit too canny for the trap and make short work of the would be ambushers. They’re now unconscious on the alley floor and the PC’s get to decide what they want to do with them.

Now, gold and experience totals up to this point because we need ‘em. But, because I’m lazy I’m just going to round things up to an even number and keep very tight track of things from now on. So, here’s the XP/GP totals.

Becky: 4000XP/3500GP
Ben: 4000XP/3500GP
Aaron: 4000XP/3500GP
Mark: 5000XP/4500GP
Chris: 5000XP/4500GP

If some one wants to total things up and this is less than you should have, I’ll rectify the situation but I’m decently sure you all get a bonus. I should note this is the cash you have, any items you have on you don’t count towards this total unless you’ve gone out and bought some.

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