A Little Background
Our characters, having received some work in town recently have met eachother. One smelly, one sneaky, and one just oozing with electricity.
What can we say about Avi? Well, she’s a world-class assassin — at least when she’s killing the right person.
And Jorn? Well, if the scent doesn’t put you off, the swords may well just take care of you.
And our electrical friend, Emair. There’s no better way to describe him than electric — all too literally. Going so far as to statically style his hair. Currently, he is working off his debt to Antonus, who asks for one last favour to repay it all.
And On With Adventure
Deals are made in an alley, as they always ought to be. Contracts signed away, and blank checks written. They are approached by Emair’s contact Antonus, who asks them find his daughter, missing for almost two days. Though they sign contracts, the task is agreed upon, and blank checks written.
A Crate Plan
Gathering some intel in the tavern, they find out of a merchant who delivers/trades with Tichrondus. He, being drunk, agrees to take their “birthday crates” into the estate, with little questioning. These crates are brought to the merchant gate, with help of some slaves, and the characters are able to hide in these.
Oddly enough, this plan works, but Franklin seems to have other plans — and likely, amazing adventures.
And the Party Splits Up
Avi heads off to check the main level of the estate, blending in with the servants, and learning about a book that later reveals a hidden panel in the study.
Jörn has his own idea. Straight to the stables, he calms the beast to prepare for a getaway in the future.
Emair, hiding in the box, ends up being lugged to the top floor, in a room. He proceeds to check the floor out.
Jörn, having tamed the beast, decides it’s about time to climb up the house. What he doesn’t think of, is that these pipes often transport hot water. Having his hands scolded, he lets out a loud yell, and falls, attracting everyone’s attention.
Though, to fix this mistake, the best idea is to let the thurden (reptilian mount) go. It proceeds to rampage through the house, and progressively work its way outside, leading to its chase. Jörn finally finds a window to climb into, far away from those blasted pipes.
Together, Once Again
The three meet up again, and are able to gather information from a mystical artifact in the room. According to Avi, it mentions the Caecilian Jungle. They take note, but continue with the mission at hand.
Making their way to the study, they look up the book Avi had heard of from the kitchen. There is a panel behind here with four mysterious symbols. A paper is found with the password, unfortunately Avi this only makes them fall into a nesting ground of some sort.
Coming to terms with the fall, they notice zombie-like men, wielding clubs and an axe. While taking quite a beating from one, their luck changes fast, disposing of these, only to awaken some kind of bug among the egg-like items.
These creatures are vicious for their size, seemingly protecting their territory. They seem to make a half-decent attempt to latch onto the player’s spines, but cannot live through these ordeals.
Emair takes a major beating, but is able to recover after these creatures have been defeated.
A stone scraping sound is heard, as the player’s hear voices in their heads, accompanied by a moving statue — no one sure where it came from, or what the hell it is.
Let me know if any of this is off or if I should add more.