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Extraction

Initial Brief

A last minute, urgent request for Good Citizens of Loyal Character and Much Experience to join a rescue mission sponsored by King Crescentius I of Telemere makes its way to Citizens of That Description. It is said that a Citizen of Great Importance has been kidnapped by the False Empire, and it is imperative that they are recovered before they come to any harm.

The King would be eternally grateful for interested individuals to meet him at Castle Telemere tomorrow to receive further details, that they might then depart for the False Empire with haste.

PCs

Summary

The party arrive at Castle Telemere and meet with the King, who explains that Richter, the Just - a highly respected, unquestionably loyal diplomat representing Rastaban to the outside world at Gateway - has been kidnapped by the False Empire. The party are offered the King's eternal gratitude if they can rescue Richter and bring him back.

The King provides the party with a map through the tunnels that criss-cross underground and will lead them to the False Empire. They are to follow the tunnels from Gateway to a small district in the north of the False Empire by the name of Boreus. Once there, they should locate the safehouse run by the Rastaban spy codenamed 'Setter', which is disguised as a jewellery shop. This safehouse has been set up as a covert forward base under the direction of Strategos Sofia, as part of the war effort. Setter will provide local intelligence and assistance in extracting Richter. To identify themselves to Setter, they are given a coded exchange to use.

As the party set off, the King has a quiet word with Mabel. Meanwhile, the Strategos intercepts Suprema and Selva for their own quiet word. The party then reassemble, and set off for Gateway. At Gateway, they find the entrance to the tunnels blocked off by a group of 'guards', who are definitely not bandits. Appreciating their hustle, Selva bribes the 'guards' with favour, and the party is allowed to pass.

Following the map's directions, the party travel through the tunnels. Along the way, they navigate through a section with strange crystal structures growing from the walls, forming in corrosive pools, and home to a variety of crystal-infected creatures, which attack the party endlessly. Frond takes a sample of the crystal substance. Eventually the party realise that the flow of monsters cannot be stemmed and they continue past this area.

Their way is then blocked by a cave-in ahead, seemingly caused by a swarm of burrowing Forest creatures. As the party fight them, a second cave-in occurs behind them as an immense burrowing Forest creature bursts through. More and more of the smaller creatures join the fight, but the party successfully defeat the larger creature, and the reinforcements cease. The party now seem to be trapped by the cave-ins, and consider ways to move the rocks, but then notice that the sheer number of burrowing creatures has opened up a new route out of the tunnel, into some caves.

Following this detour, the party arrive in a large cavern, lit only by a roaring fire in its centre. The outer edges of the cavern fade into darkness. A number of strange humanoid denizens lurk in this cavern, each with distinct outlooks on the world. As the party talk with these lost spirits, Frond extracts an artefact from the fire that seems to be the source of its eternal flames, and discovers that its purpose is to guide things to their destination. Meanwhile, Selva calls on the Shroud to provide solace and comfort to the spirits, while Suprema uses the sword Legacy to execute many of the spirits and absorb them - some of them agree to this willingly (more so after the power of the Shroud is envoked), while others flee into the shadows, refusing to be absorbed by the sword under any circumstances. Eventually, Suprema gives up hunting the last few spirits and she and Frond direct the Guiding Light to both guide people towards truth and individuals towards their destinations.

With the help of the Guiding Light, the party find their way out of the caves, back into the tunnels, and onwards to their destination: the district of Boreus, on the northern edge of the urban portion of the False Empire. They make their way towards a market area, where they discover that there are in fact two jeweller's shops in Boreus. The coded exchange conversation is tried in both shops, which allows the party to identify the correct one. After some faffing around in the other shops in the market, and some inadvisable threats from Thessa to one of the shopkeepers, the party assemble at Setter's shop and are guided into the safehouse.

Over lunch, the party talk to Setter. It quickly becomes apparent that the King of Telemere did not tell the party the whole story. As Setter explains, while Richter was indeed once highly loyal to Rastaban, it appears that he has in fact defected to the False Empire - they did not kidnap him. The Strategos was well aware of this, and the King should have known this too, but for whatever reason kept this secret. Setter explains that it is the will of the Strategos that Richter should be executed for his crimes - the party's job is an assassination mission, not a rescue attempt.

Setter further explains that Richter is currently located in a compound in another part of Boreus. The False Empire are not so foolish as to trust him implicitly, and have been interrogating him. Intelligence indicates that he will very soon be moved deeper into the False Empire for further interrogation and presumably more once he has gained their trust - once moved, it will be impractical for Rastaban agents to reach him. However, the compound is guarded by two planar defence mechanisms. The first is a Perfection ritual atop a bronze tower, named 'The Eye of the God Emperor', which can detect acts against the False Empire in the area it is aimed at; currently its sole focus is on the compound, but the potential implications for it later being used to uncover Setter's hideout are clear. The second is a Connection ritual covering the compound itself, which can be triggered to drop the whole compound into an impregnable labyrinth at a moment's notice, rendering both ingress and escape impossible. Clearly, both defences need to be taken out before any attempt to get to Richter is made.

Suprema takes advantage of Setter's assistance to help prepare the party more thoroughly for what is to come. The party already have suitable disguises, but this won't get them past imperial guards. With their bureaucratic powers and the assistance of one of Setter's forgers, Suprema is able to create convincing paperwork that should allow one set of guards to be taken off duty. She also trades a bag of her Rastaban Mian for an equivalent quantity of False Empire Mian.

The party set off to deal with the Eye of the God Emperor first. A number of strategies for accessing the tower are considered, but the party elect to use Suprema's paperwork to dispose of the first set of guards and gain access to the inside of the tower - this seems most discreet. However, there are many more platoons of guards inside the tower - all skilled Perfection Weavers. The party have a tough fight against these guards, but eventually subdue them - at which point the door to the next level unlocks. There's little time to rest though, and the party fight another group of guards on the next floor. Suprema and Selva are killed, and the rest of the party comes very close to being defeated, but pull through. Through their Blessings, Suprema and Selva are resurrected, but neither seems to be taking their defeats well. The party press on to the next floor, where they find yet another platoon of guards; however this lot seem to be sitting around, never expecting any intruder to get past the previous three sets of guards. The party dispatch them, and head to the top of the tower.

The top floor is empty save for the ritual itself, which is built into a great burnished bronze mirror that is aimed out of the tower window at the compound. With some effort, the party smash up the construction holding it, dropping the mirror to the floor where it gazes up at the ceiling. Rekha takes the opportunity to carve something exceptionally rude into the ceiling upon which the mirror gazes, before the party destroy the mirror entirely.

With the Eye of the God Emperor thoroughly decommissioned, the party proceed out of the tower to the back of the compound. As indicated by Setter, there is an out-building here that pings Connection. The party enter, and find themselves thrust into Connection, into the centre of the labyrinth. A control panel on one wall gives a layout of the maze and some means to control it, but the party are quickly set upon by Fears of Being Eaten that try to consume them, and Maze Runners which attempt to maze-merise the party out of the maze. With minimal involvement of the Maze Runners, most of the party quickly relocate into the maze and become very lost. Rekha stays in the central area fighting the denizens, while Frond uses the Guiding Light to navigate the maze and rescue the others. This goes on for some time, as party members repeatedly get lost in the maze. Between bouts of monster fighting, Rekha examines the control panel, and realises that the maze can be reconfigured however she chooses. She starts building a straight corridor from the central area to the exit, allowing the maze to be trivially escaped, though has to pause this effort to fight off more denizens. Soon Rekha completes the escape route, and then - eventually - the rest of the party is all rescued at the same time long enough to use it to get out. Not only do the party escape the labyrinth, but the easy way out means that if it does get triggered later, they will be able to pass through it easy enough.

Debrief

Consequences

resources/adventure/extraction.1554061577.txt.gz · Last modified: 2019/03/31 19:46 by jamesw