26 July 2012

Right, here it is. The story so far, to the limit of my ability to recall.

 A gang of printmakers, needing a break from the bar and the printshop, sit down to play D&D.
Here's the party:
Brett's fighter guy, who has a gladiator thing going.
Kim's dwarven priestess and her creepy shiny rock that whispers things to her.
Kristy's gnomish bard who proves bards don't suck.
Rob's pie obsessed street urchin.
Brian's smooth talking thief.

We used a mishmash of 3.5 and whatever bits from Labyrinth Lord or the Basic/Expert books that came to mind. I'm still struggling with how to convert the characters to a system that I'm comfortable running but will work for players who are more used to 3rd/4th edition.

"Mental Illness in Freeport."
Prologue:
500 gold pieces would weigh far too much to carry. You wouldn't receive a sack of currency, much less raw gold. Mr. Johnson would extend you a line of credit, good throughout both the white, grey, and black markets of the city. That's how you first met him. Every foreign adventurer who washes up in Freeport needs someone to launder their money. Better to never handle the money yourself, at least not with the Lady High Treasurer's (Lady Anne Deerhall) unsettling pets snuffling and snorting about. Not to mention the danger of sitting on top of that much currency in a city swarming with thieves, hucksters, spies, and hired killers.

500 gold pieces is a lot for a missing librarian. Perhaps too much, but now it's more than just the gold. Albert, the missing librarian, hadn't made friends at work. Another Librarian-Priest is so desperate to be rid of the man that he's propositioning random adventurers himself, without the polite fiction of a middle man. Albert's diary is full of mad ranting and rambling, the fragments of a mind shattered by amnesia. There must be something there, some insight or secret worth killing for.

The trail has led here, to a burned out bakery on the edge of town, and into the sewers and tunnels beneath the city. To make things worse, the trail leads right into what is obviously an entrance into the dark underworld that festers beneath the city. If you go too far underground, things get strange. The barriers between this universe and the one next door are weaker down there. Hopefully whoever, or whatever, has kidnapped Albert hasn't gone too deep. Of course, there's bound to be gold down there. And gems, finely crafted art, talking swords, and relics of great power.

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