Friday, April 18, 2014

Reflections of Sin - Session #6 Recap

Pathfinder adventure - Reflections of Sin

Session #6 Recap

Trufargus throws Robinn over his shoulder and yells at the party, “Go to the Hippogriffs on the Docks!  I will try to meet you there!”  He then runs down an alley with Robinn and is gone.  The party quickly begin to run, as the mob of town folks, enraged beyond reason, begin to swarm towards them.  A chase ensues among the rooftops and the narrow alleys of the Shingles, with the heroes jumping over sudden openings in the roof, dodging around chokers and stirges, quickly jumping walls and hiding while mobs of people run by, and, unfortunately, sometimes being caught by a mob or monster and having to extricate themselves, either by bowling past them, narrowly tumbling around them, or busting down doors and heading to the roof or ground.

And sometimes, they fall off the roof through to the ground or miss a heroic leap and end up crashing into a mob of frenzied people fighting in wider streets.

2 minutes of running and dodging seems to take a lifetime (or at least 4 hours).  Io reaches the Docks first and sees 5 hippogriffs tied to the ground, their riders, members of the Sable Company, dead at the creatures’ feet.  Crazed townfolk are now attacking the hippogriffs, who are wildly trying to escape and fly away.

Io quickly runs into combat, but is unfortunately overwhelmed by the wrath-filled attackers and falls unconscious to the ground, sorely wounded.  Morgrym arrives next, and he stealthily is able to get to Io and feed him a potion which heals some of his wounds.  By this point, almost everyone in the party is injured, some worse than others, by attacks, falls, and, for Morgrym, the events in the abandoned building earlier in the day from which he has yet to recover.  With Io now conscious, Morgrym sneaks over to one of the hippogriffs and, trying to calm the creature, unties its bonds.  Freed, it jumps into the air, taking Morgrym with it as the binding rope wrapped around Morgrym’s ankle and is still attached to the hippogriff’s saddle.  Morgrym is able to crawl into the saddle and secure himself, but all attempts at calming the beast fail as he is flown across the strait into Korvosa proper and towards what looks to be a citadel.

Io, as he is preparing to battle again after regaining consciousness, is joined by Juliet and Aean, who have finally reached the dock.  It is noticed that Quaithe has not arrived, nor has Trufargus or Robinn.  The 3 party members begin to battle against the raging town folk, but not before one of the hippogriffs is killed.

Morgrym lands in what seem to be the stables for the hippogriffs, and two men run out towards him.  After a brief conversation of how Morgrym came to be on the hippogriff and of the battle in the Shingles, the lead officer introduces himself as Commandant Marcus Endrin, Commandant of the Sable Company.  He jumps up behind Morgrym and they take off into the air.  While the Commandant flies the hippogriff back to the Shingles, Morgrym defends them from Sable company soldiers on hippogriffs who have also become enraged and seem to be battling their mounts as well as anything else in the air.

The two of them arrive and join battle with the other 3, including Juliet, who has also climbed on the back of a hippogriff and is having better luck handling the creature.  She is able to have the creature fly in the air close enough to the attackers so that she can club them with a longbow she finds next to the creature’s saddle.

When the group finally disposes of all of the attackers, the Commandant has the party members all get on the remaining hippogriffs and follow him back to the stables.  During flight, Juliet suddenly realizes that the priestly Urdefhan is sitting behind her, and he asks her what she thinks she is doing and what they hope to accomplish.  It is then gone as if never there.

Once at the stables, the Commandant quickly ushers them into the main building where they are met by a familiar face, Field Marshall Cressida Kroft, head of the Korvosan Guard and the person some of them talked with earlier in the day.  She asks them how they avoided the same fate as the townsfolk, and they relate that it is some kind of plague released on the city by the priestly Urdefhan.  They have been given a gift by Sarenrae which protects them from disease, and she relays that she too is protected from disease due to her abilities as a paladin of Abadar, the god of contracts and cities.  Actually, the only members of the military who remain unaffected are those with holy powers.  Together, they all conclude that the townsfolk have been infected with a plague which causes one of the seven deadly sins to manifest in some way within each person:  Wrath, pride, gluttony, sloth, avarice, envy and lust.

The Commandant, who left briefly to check on the hippogriffs and the remaining soldiers, returns with Quaithe trailing.  She ended up traveling by shadow to shadow through the city, and says that the entire city is impacted, no where being safe, especially in the nighttime darkness.  Cressida says that she has two important tasks which she like to entrust to the party, since they are unaffected by the plague and have some strength of ability.  The first is to go to a nearby orphanage and rescue children who were not able to be evacuated to safety.  The one thing the leadership was quick to realize is that children seem unaffected by the plague.  Juliet suggests that their innocence may be a natural barrier to the plague.

The second task is to go to the Bookmaker, a renowned bookstore in the city, and collect as many books as possible which can be used for research by the priests and sages who have been able to resist the effects of the plague, a very small number indeed.  Cressida gives the party 3 magical bags which can hold an enormously large amount of items without ever growing heavy, and she also says that if the owner of the bookstore is still there, Costa Serimus by name, that they should endeavor to bring him back as well.

As the party is tired and in need of rest and some chance to bandage their wounds, it is agreed that they will set out as soon as the sun rises and the darkness dissipates.  They all then are given rooms in the barracks to rest, and lay down to sleep and meditate.  Aean, as he lies down in his darkened room, hears a quiet tapping on glass, and he moves stealthily over to the window.  He looks out and sees nothing, but then realizes the tapping sound is not coming from the window but instead from the mirror on the table at the foot of the bed.


The session ends.