RoTR Pathfinder Campaign

Session 7: The Attack

Goblins attack!

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Session 6: Attack on Sandpoint part one

Party prepares for attack against the town.

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Session 5: Under the Glassworks

The party travels underneath Sandpoint’s Glasswork Factory and discovers an ancient Temple to Lamashtu and other strangeness.

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The job: FOXGLOVE MANOR
Mannis' Tale

500 gold up front, 1500 more when four rats have been captured for resale to unknown buyer. Job not entirely legal, according to Foxglove: reasons unknown, but unimportant. Money’s money, and Mannis Mallochi’s sword is for sale.

Foxglove Manor: nice, private spread, some woodlands nearby. No noise, though. Bad sign if Foxglove’s rat problem has the local animals that spooked.

First stop: the study. There’s a stuffed manticore in the center of the room, a relic from Foxglove’s grandfather’s adventuring days. Apple fell far from that tree. I thought there might be some rats in the manticore: after all, the eye moved. No luck – just a trick of the light, I guess.

Study’s carpet is coming up in one place. Underneath it, weird spiral marking on the floor, doesn’t match the décor. Don’t mention it to Foxglove – don’t really care, honestly. Cover it up though – leave things like I found them.

Wildlife not the only one’s spooked, apparently – I hear the sound of weeping from upstairs, but Foxglove and Rogers don’t hear anything. I’m not prone to imagining things, but I’m here for rats. Unless Foxglove’s rats cry, I’m wasting time.

Bathroom on the ground floor. Indoor plumbing – very impressive. Rat in the tub. Also impressive. Big rat, size of a small dog. Covered in black sores and blind. Starvation thin. Looks sick. Don’t want to touch the thing, especially with bare hands, so wrap it in the shower curtain and stuff it into one of Rogers’ cages. Three to go.

Take the cage outside and hang it on a tree for safekeeping – one less thing to carry around. Tree’s next to the well – well stinks, but no sounds – can’t hear any rats scurrying around, so not really worth a look. Do notice some dried blood on the edge of the well, though – might be human. Could be anything, though.

Back inside, check the dining room – nothing here but dust and plates. Checking everywhere, though – don’t want to miss any rats, and the sooner I can find three more, the sooner I get paid. Trying to be thorough, check every room, close it off, and move on. A bit frustrating that Rogers and Foxglove don’t know how to follow the plan, though – the study’s door is open when I walk back by, and I know I closed it. The carpet’s been pulled up again, too – there’s that weird spiral design, still there.

Decide I’d rather go up than down – check out the second floor. Big bedroom, no rats. Guest bedroom, no rats. Another bathroom, no rats. Big picture of Grandfather Foxglove hanging on the wall - no rats (not that I expected any there). Plan to hit the attic, but the employer objects – and I’m not paid to argue.

Downstairs we go. Old food storage – rotten, not eaten. Why haven’t the rats eaten the old food? Signs of the rats – a hole in the wall – but no droppings.

Where’s the hole in the wall go?

The stone storage room floor makes a slightly hollow echo—not on solid earth. Smash out the stones – spiral stone stairs going down. Grandfather Foxglove hid the basement from prying eyes – could be a hidden fortune. I’m looking for rats.

Before going down, we break for lunch. Joined by a guest – unexpected. Don’t like surprises, and neither does Foxglove, apparently. Man calls himself Brother Zell – so it means he’s a holy man of some cloth, I guess, though what cloth, I do not know. He’s Foxglove’s buyer – and he wants his merchandise. Can’t fault him for that. Not going to hurry up on his account either, though – not going into the unknown on an empty stomach.

Back in the pit. Send a burning cloth ahead to try and clear some of the cobwebs before heading down – cobwebs mean there’s something other than rats still around here, which is a good thing. But spiders need something to eat – if there’s no bugs for them to eat, what are they eating? The rats haven’t been eating the food upstairs either – what are they eating? Each other?

Don’t think anyone’s been down here since Grandfather Foxglove – that is, until I find the corpse. Only a few months old, rotting in the water intended for the well. Fell from the well, looks like. Didn’t die from the fall, though – took a nasty blow to the head first. Blood on the well was his? Not robbed – still has a coin purse on him, which I relieve him of. Ask Foxglove if he knew him – has workman’s clothes on, and a tool belt, so coulda worked for Foxglove. Foxglove says he doesn’t know him – but I can tell he’s lying. Try not to let on that I know – intend to finish this job and get paid, by Foxglove or by Brother Zell at this point.

I make sure not to turn my back to Foxglove or Rogers from here out – real easy to cut costs when you kill a man when the job’s done.

Cavern keeps going – more cobwebs, and some yellow mold I’m careful to avoid. No sign of rats, but it’s not quiet – there’s a rhythmic noise down here, and a breeze. Like something breathing.

We’re not alone – the spiders pay us a visit. Big, nasty, poisonous spiders. They fall on us. Rogers dies fast – and with him, the light. Darkness means dead, so I scramble to get the torch going again before the spiders make a meal of me. Foxglove panics and runs blind— I try to stop him – Foxglove dead reduces my chances of being paid – but he’s fast, and I’m busy. Me and my sword.

The spiders are done, and I start looking for Foxglove. Hear something: that breathing, louder still, and closer now that I’ve gone further. Hear something else, too – rats. Dragging along the rat cages Roger dropped, I follow the second noise, and start planning my salespitch to Brother Zell.

There they are. Rats. Lots of them. A mound of black sores, puss, and sharp teeth. Hungry, too, by the looks of it – they want to make a meal of me. Fine – only fair, I’m a meal, they’re a meal ticket. So that means, for now, I’m bait.

A quick dash back up from the caverns, the rats on my heels. There was a reason I’d insisted on closing the doors as we went through earlier – stop gaps. Control. Each door an obstacle, keeping them spread out – keeping the odds on my side. I make the terrain my own – lead them up to the main floor, and I only have five to deal with instead of a swarm.

Have to be careful not to kill them – dead rats won’t be worth a thing, and I’m not doing this for my health. It takes killing the first two to get the hang of it – just the right amount of force behind the strike, and carefully not to cut.

Three more rats in cages – and a host more scratching at the door. No bonus in extra rats, so I make my exit to find Brother Zell.

Zell finds me. I exit the manor, and a blade enters the soft spot on my back, right in the crease of my chainmail.

Brother Zell whispers thanks and turns the blade to finish the job.

Bleeding, I lay there in front of Foxglove Manor as he takes the four caged rats and takes his leave. I would have sold the rats to him cheap – same deal as what I had with Foxglove. Might have given him a discount – don’t know what he needs the rats for, but I certainly didn’t want them. Zell did the math faster than I did, though – free is cheaper.

Zell leaves me for dead. I’m not. He will be when I find him.

I get up, sore and angry. Angrier still when I check Foxglove and Rogers’ horses – no 1500 gold, and no sign that it had ever been there. Similar arrangement probably befell the poor sap in the well.

Good thing that the rats or whatever was down there in the bowels beneath the manor got Foxglove – what I’d have done to him wouldn’t have been pretty.

Then again, not knowing what it was down there, breathing, in the dark – maybe my sword would have been sweet release by comparison.

I’ll find out when I come back – but not alone. I don’t scare easy, but that breathing, that manor, that spiral – it’s something bad, badder than me for sure, and something that bad doesn’t just wait idly in the dark …

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Rats in the Basement

Player Characters: Kelvin, Mannis, Pad, Fletcher, Alister, Bumpus.

Prelude One: Mannis remembers an ordinary day with his family. Sitting around a warehouse, plotting extortion and larceny. Mannis’ mother arrives home from a trip, with a new acquisition. She has returned with an ornate scimitar etched with strange runes and odd designs. She gives her son and daughter a big hug, and returns to the affairs of a busy crime syndicate.

Prelude Two: Kelvin remembers that he probably shouldn’t be spending time in the General Store’s basement with the shopkeep’s daughter. As he squeezes through the small window leading from the basement to the street, he offers a swift prayer to Nomus asking for forgiveness, accompanied by some strong vows that he will never do it again – for a while.

The town is bristling with repressed energy and anxiety. The unwelcome arrival of the Order of the Nail is a serious topic of conversation and concern. This sinister group of knights were dispatched from the nearby metropolis of Magnimar to bring order to the town after the recent goblin attacks. They are heavily armored, short tempered and far more concerned with the law being obeyed by the citizens of Sandpoint then searching for the causes of the invasion. They have already arrested townspeople for innocuous offenses, but are becoming even more agitated after the sudden attack of two Hellknights by an unknown assailant. One died in the attack, the other hangs to life in the care of the Temple’s clerics.

Bumpus skips into the common room of the Rusty Dragon for breakfast, discovering the cleric, Kelvin, slumped over the bar asleep. Kelvin had spent most of the previous week toiling in the smithy, attempting to improve his longsword. Last night, the bard found him sitting outside the smithy, covered with soot, and cradling his longsword like a dying child. Apparently the cleric’s toils had been in vain. To mourn the loss, Bumpus insisted they have a few drinks. Kelvin fervently agreed.

As the cleric blearily wipes bar pretzels out of his hair, they are joined by the mage, Alister. They are drawn into the street by sounds of commotion. Following the crowd, they meet up with Pad and Fletcher – each looking slightly the worse for wear. The Hellknights are conducting a public execution of the criminal Pale Dogs that the party had brought into custody earlier in the week. Pad and Fletcher seem nonplussed, and quietly tell the others they have a lot to tell them after their meeting with the Sheriff.

Bumpus and Kelvin trade a look. They wordlessly agree to not tell the other three that they completely forgot about the meeting.

The meeting with the Sheriff Hemlock is short and to the point. He asks them to become temporary deputies, while he travels to Magnimar. The Hellknights are becoming far more of a problem then a boon in dealing with the unrest in Sandpoint. He gives them a writ of authority, and asks that they come up with a name for their group to go on the charter. He also introduces them to an Elven hunter, Shalelu, who has a great deal of experience with the local goblin tribes. She informs the group that she plans to investigate further, but it is extremely unlikely and disturbing that all five goblin tribes have joined together. To her knowledge this has never happened before.

The five adventurers leave, and head for Kelvin and Fletcher’s lodgings overlooking the Temple Square. Kelvin, Bumpus and Alister are surprised to discover Pad’s younger sister sleeping deeply in the room. The ranger and the rogue offer a belated explanation. [See Pathfinder Game Three : Memories and Masks.]

Disturbed by the implications, the group quickly gets Kaylee Pelton out of Sandpoint. [After Bumpus has some time to disguise her features.] Afterwards they meet with Lector Tavik, the commander of the Hellknight contingent. After some tense introductions, he thanks them for their help and dispatches a squad to deal with the site of evil, from Fletcher and Pad’s experiences on the previous night.

The immediate crisis managed, the group makes their way back to the Rusty Dragon for a late dinner. They are met by Bethana, frantic with worry about her missing mistress, Amiko. She pushes a crumpled note into the party’s hands and informs them that the mistress of the Rusty Dragon has been missing since last night. Bumpus swiftly translates the foreign text – she was supposed to meet her brother at their father’s Glassworks the previous midnight. Wasting no time, the five adventurers made their way to the foreboding factory.

Discovering the exterior doors of the factory locked, Pad displayed some surprising skills he had “picked up while apprenticing for the Sandpoint Locksmith” and the team slipped inside. The ominous sounds of creaking machinery, and scattered laughter sounded thinly through the walls. After their harrowing experience of the previous night, Pad and Fletcher were almost expecting the horror they found – Kelvin was caught completely agog. Bumpus’ sharp ears had hinted at madness ahead.

Corpses. Body parts. Amiko’s father entombed in molten glass.

And goblins. Lots and lots of goblins.

Sorely missing the battle prowess of the sellsword, Malocci, the team set to work. Aided by the never-ending trickiness of the bard, and the dead aim of the ranger the group is making headway – until another wave of goblins pours into the room, accompanied by a laconic half-elf. He is quickly identified as Tsuto, Amiko’s half-brother.

With a suprising tactical use of livestock and arcane might, the heroes make quick work of the goblins and their leader. Tsuto, having been blinded, stunned, hypnotized, bound with rope and realizing his shin has been pierced by arrows surrenders to unconsciousness without landing a blow. The team quickly search the Glassworks discovering three things.

1. Captive, but alive, Amiko.

2. The journal of the malevolent half-elf, Tsuto.

3. A crude tunnel descending into the earth, reeking of goblin filth.

The party has discovered the goblin assault’s method of entering Sandpoint. The journal sheds even more light on the attack, while presenting some troubling possibilities for the future. The five adventurers take Tsuto into custody, with plans to return soon and investigate the foul tunnel.

Epilogue: Mannis remembers that Foxglove had promised light work for long pay. What he got was a strange house filled with strange quarry. This “short trip to Magnimar” is already more than he bargained for. He is to aid Foxglove and his manservant, Rogors in capturing four strange beasts that infest the area. The first creature is a vile rat-like creature, dripping with pus and open sores. The sellsword recalculates his price upwards.

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Session 3

Filling in until written

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Dark Work, Pale Dogs

Player Characters: Mannis Malloci, Kelvin Mason, Fletcher Greene, Bumpus Windsong

The morning after the goblin assault, our heroes find themselves acclaimed as the heroes of Sandpoint. All of them are exhausted, Kelvin and Fletcher from assisting with rescue operations – Bumpus from drinking – Mannis from looting.

Mannis’ cousin, Jubrayl is elated. The positive sentiment flowing towards the scarred sword-for-hire will be extremely useful. Jubrayl tells Mannis of some looting that took place during the attack, perpetrated by a rival organization, the Pale Dogs. The main bulk of the Pale Dogs are based out of Magnimar, Jubrayl believes this is an advance group – sent to start muscling in on his territory. He instructs Mannis to deliver a swift response, and assures him of a lucrative payoff once the task is completed.

The two Sczarni are interrupted by the arrival of Kelvin, Fletcher and Bumpus. They are concerned about the well-being of their comrade, and the cleric needs to know what Mannis witnessed during the battle. Mannis reports hearing a loud struggle in the rooms of the troubled woman, Sister Linn, and suggests that the Pale Dogs were responsible.

Disgusted by the reports of looting, the weary heroes head for the Hagfish Inn – reported hangout of their quarry.

The Hagfish reeks of spilled grog and sea-filth. After a long moment considering their mortality and the inn’s namesake, Nora – the group accosts two of the Pale Dogs. Two interrogations, a severed finger, and a fierce blow to the back of the head later they find their way to the seamy warehouse that houses the gang’s illicit activities.

The Pale Dogs were ill-prepared for the wrath of the sellsword, Mannis. Bolstered by the spells, arrows and songs of the others, the brute warrior plowed through his opponents, leaving the wooden floor of the warehouse red with both his and their blood. The rafters rang with his declaration “ The Pale Dogs are NOT WELCOME IN THIS TOWN!”.

After dispatching all resistance, the team put into custody the only surviving member of the Pale Dogs splinter group. The Sherriff thanked them for their assistance, and the weary warriors congratulated themselves on a job well done. Mannis was congratulated further by the large bounty he collected later from his pleased cousin.

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The Swallowtail Festival

The Swallowtail Festival

The crowd is welcomed to the festival by the Mayor of Sandpoint, and several other important members of the citizenry. The temple is being built after the previous one was burned to the ground, under mysterious circumstances. It will be dedicated to several important deities, in a ceremony to be conducted later in the afternoon. The crowd disperses to enjoy the various games and events offered at the festival.

- Fletcher definitively wins the “Kill the Sandpoint Devil” Archery Competition. Gets a lead on possible employment with the town watch.

- Pad, along with his friends, competes in a tense bout with the Boggun brothers. Pad is the last member of his team standing, and wins the match.

- Kelvin does some final adjustments on one of the exterior doors of the temple, and hurries back to his lodgings to get changed.

- Bumpus delivers a turkey leg to his archaeologist friend, Brodert.

- Mannis completely annihilates all competition in the Battle Arena. Encounters Orik, another skilled fighter with connections to the “underground”. They only see each other across the road. It’s obvious that each is a warrior not to be trifled with.

After the festivities, the townspeople gather back in the square adjoining the temple. The official convocation is a symbol of Sandpoint overcoming the dark times that have hung over the town the past few years. This solemn occasion is suddenly interrupted by the sounds of screams.

Goblins.

The crowd scatters in terror as a grinning mass of gibbering goblins caper into the square. They are viciously armed with crude weapons and are accompanied by their hideous rodent-like hounds. The sounds of screams can be heard from several directions—a full scale attack of Sandpoint is under way.

The town watch being otherwise occupied, six members of the crowd take it upon themselves to join the fray with the vile goblins.

Guess who?

The sellsword, Mannis, brutally dispatches a brace of goblins before disappearing into a nearby building. Alister takes his place beside Bumpus, casting spells in his defense. Kelvin steps forward boldly, trusting in the strength of his armor’s steel and the strength of his faith in Nomus. Fletcher coolly knocks an arrow. Pad panics momentarily, but quickly scrounges a shortsword from one of the slain goblins.

While inside the lodging, Mannis encounters Orik again and hears the sounds of struggle coming from upstairs. Orik encourages the stout fighter to leave. Mannis disagrees and attacks. After a brief, but bloody exchange in the narrow confines of the hallway—Mannis is convinced that he has proven his worth to the “competition” and exits back into the street. The two warriors realize that no one will gain anything from this fight, exchange names and part. Mannis arrives just in time to receive some emergency healing from the cleric. The six defenders of Sandpoint grit their teeth as another wave of goblins enters the square.

With their combined martial, arcane, divine AND vocal might -the six make short work of these goblins. They wipe the sweat and blood from their brows and rush towards the city gates where the sounds of combat are strongest. The foul childlike songs of the goblin shamans hang in the air. Pad is covered with a sickly sweat of remembered terror – but draws strength from the confidence of his companions.

The goblin dogs and their masters are ill prepared for the assault of defenders – especially as Kelvin infuses the sell-sword Mannis with the might of Nomus, nearly doubling his size. The bard, Bumpus, begins singing a magical song of courage; infusing his comrades with the energy to succeed. The archer, Fletcher, is quickly occupied with two snipers on a nearby roof – a goblin and a bugbear. Alister expends the last of his arcane power, never straying far from the side of his charge. Pad dispenses a few brutal attacks to unsuspecting goblins.

The giant-sized Mannis makes short work of the remaining goblins. The bugbear flees, leaving the lone goblin sniper to face the party’s concerted assault.

Goblins defeated, the Sandpoint Six are quickly joined by the other defenders of the city – including the Sheriff, and Father Zanthus, the overseer of the temple. The goblin attack was short, and contained fairly quickly. In the aftermath the party learns that two graves were violated – and Sister Lynn was murdered by unknown attackers.

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The Harrowing

Padrick “Pad” Pelton Harrowing Role Card: The Juggler

A young acrobat with a head full of nightmares.

Son of simple farmers, Pad spends his days trying to focus on his training. The underbelly of Sandpoint is his gymnasium as he seeks to master the skills of a master thief. Anything is better than remembering. The “recent Unpleasantness” has left its dark mark on him.

Pad comes to the Swallowtail Festival, along with his friends Vic and Percy, to compete in the Arena versus their old rivals, the Boggun Brothers.

Kelvin Mason Harrowing Role Card: The Carnival

Devoted cleric of a forgotten god.

Kelvin has spent the last several months in Sandpoint, assisting with the construction of the new temple. Although his god, Nomus, is officially unrepresented in the temple – he has taken great satisfaction in the simple task of the build – along with quietly placing the symbol of Nomus in several unobtrusive places around the temple. The cleric owes his god a great deal – and knows that this task is part of his penance.

The morning of the Swallowtail Festival, he is awoken by the overweight, mentally unstable acolyte of Desna, Sister Linn. The cleric makes a beeline to the local inn for a late breakfast. Kelvin meets a weary traveler and buys him breakfast. Fletcher Green is dragged along to view the soon-to-be-opened temple,.

Fletcher Greene

Harrowing Role Card: The Survivor

Keen-eyed archer, refusing to look backwards.

After days of traveling on foot, Fletcher arrives in Sandpoint. His excellent skills as a marksman have kept him fed, but he is desperately sick of rabbit. The ranger has come to Sandpoint to find work and put his past behind him.

He meets Kelvin, at the White Deer Inn. After a hearty breakfast [no rabbit], the proud cleric drags the newcomer to the site of the newly constructed temple.

Bumpus Windsong

Harrowing Role Card: The Unicorn

A beam of sunlight in a grey world.

With money to burn, charm to spare, and curiosity to appease – Bumpus arrived in Sandpoint, just a few days ago. He has split his time between the Rusty Dragon and the library of irascible town scholar, Brodert.

The young bard has quickly become extremely popular with the townspeople, especially Ameiko, a fellow bard who runs the Rusty Dragon.

Bumpus enjoys a leisurely brunch – briefly with Aldern , a wealthy traveler – and then with Alister. The two strike up an immediate accord, and agree to take in the sights of the festival together.

Mannis Malocci

Harrowing Role Card: The Uprising

Sword for hire. Secrets beyond price.

This uncouth sell-sword is in town looking for trouble. Trouble that pays him in hard currency. Using his connections in the Sczarni, he has been laying low at the seedy dive, The Fatman’s Feedbag.

Seeking a chance to display his brutal efficiency with the greatsword, Mannis heads to the Swallowtail Festival to take part in some “honest” competition.

“Alister Wise”

Harrowing Role Card: The Foreign Trader

The past doesn’t matter, only the gold in his purse.

Alister has earned a reputation in the vast city of Magnimar as someone who can be trusted to handle difficult situations. Calmly, carefully, and cleanly.

The sorcerer has been hired to come to Sandpoint for one reason: Defend the health and family name of Bumpus Windsong. Contracted by the bard’s influential father, Alister is to protect Bumpus…while keeping his employer apprised of all his movements and actions.

The sorcerer arranges a “chance” meeting with Bumpus, and invites himself along with the bard to view the festivities. Before leaving, Alister writes a message to his employer : Target acquired.

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Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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