Sneaky Sneaky Vampires: Difference between revisions
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The 'Master' can cast spells and can raise Zombies, and is quite well mannered. | The 'Master' can cast spells and can raise Zombies, and is quite well mannered. | ||
To contact the 'Master' she was to pass a note to a barmaid in *our* Inn! | To contact the 'Master' she was to pass a note to a barmaid in *our* Inn([[The_HearthStone_Inn]])! | ||
XP: 10th lvl = 900; 11th lvl = 810; 12th lvl = 730 | XP: 10th lvl = 900; 11th lvl = 810; 12th lvl = 730 | ||
Latest revision as of 18:55, 25 October 2008
Session 1 - Jun 29th, 2008
Tail end of Seeking the Spire
We head back to Grendalli via Arnora, and get stopped by some troops, We head to Arnora, the City!, with them as they want to have better relationships with Grendalli and Fershaw, ie. more magical weapons. So we agree to at least put them into contact with people in Calath'rab. Two guys come with us. We get home fairly safely.
Our juvenile charges disperse to various positions (i.e. caravan guards) and our Arnoran entourage enter negotiations after we make introductions.
Then we find out that there are more Vampires and Zombies in town...
We try out a couple leads with Detect Undead active and luck out and manage to capture one, and interrogate her, finding out that several of the cheaper Inn's and Brothels in town have been taken over and have 4 zombies under the floorboards to be raised by a command word. It turns out that she was a serial killer involved in the slave trade with her nephew (normal human).
They are apparently organized in 'cell' pattern to avoid disclosure and she really only knew her 'Master'.
We got information (name and location) about 5 other Vamps.
The 'Master' can cast spells and can raise Zombies, and is quite well mannered.
To contact the 'Master' she was to pass a note to a barmaid in *our* Inn(The_HearthStone_Inn)!
XP: 10th lvl = 900; 11th lvl = 810; 12th lvl = 730
Session 2 - Aug 24th, 2008
We questioned the captive, dominated Vamp some more.
Found out that:
There are 5 contacts within the guards, relevant to the slave trade. 1 sergent, 4 others. We got a full contact list relevant to the slave trade from her.
We got her back, a bit late, and arranged via a suggestion, for her to let us know when the master came around, and watched the place both inside and out. Masoud followed the Master all over town, making note of whom he contacted and where he went.
We were stunned to find out that he was staying at the The HearthStone Inn!
We arranged with the town guard to deal with the other vamps/zombies while we went after the master.
We waited till daylight to remove the problem. Millain sent a Holy Water Elemental under the floorboards to deal with the 6 Zombies under the floorboards. And the rest of us went in via the door, knocking the covering off the window, finding his casket under the bed and unfortunately blowing the back wall of the extension off. He was cowered but we couldn't dominate him so he was killed in the sunlight.
Of note we discovered by further questioning of the captured slaves and everything involved, that the slaves were headed for Sybandia via boats. We served as extra muscle for a sting operation to catch the people operating the slaveships and everything goes very smoothly.
We also found that there was a noble in (Green according to Trona/Red according to Nasar), Aquamarine, and Purple, who had a golem with him involved. Through some questioning arranged by Janar KeepStalwart, it was discovered that this noble was from Fershaw and had left the town the night before. Further research on his activities indicate that he was in town a few months before the previous outbreak. His family is apparently associated with Necromancy.
XP: 10th lvl = 1000; 11th lvl = 900; 12th lvl = 810