Revolutionaries of Kristophan

The Doctor is Out

Raid the house in preparation for the party.

We find the guard post at the wall and sneak in with 3/4 making the DC for a Complexity 1 Moderate Success.

We get chased in the Nobility Quarter but barely lose our pursuers.

When we arrive at the house, the 5 dog constructs for 1250XP.

Bree scrambles up to the balcony on the upper level but sees a construct inside the house. We decide to enter the front door, which Bree unlocks and untraps. Essildra enters the room and we discover a construct guard which had been hiding. We rush the target and take it out fairly quickly. 400XP

After moving downstairs, we encounter 3 constructs that are blocking the door to 1 room but not the other. They will talk to us without revealing any information but do not attack until Essildra and Garmin try and pick the one up that is directly in front of the door. This throws the one off balance and the fight begins!
(450XP each)

We find a secret room and take a very interesting glass cylinder with arcane runes all over it (along with the 6 spellplague vials). We also find a set of servant clothes and a wall safe. Then we sabotage a few plants in the garden so they’ll die, we capture some bugs and release them into the walls, and we mess with the magical interior plumbing so that it will have to be fixed later.

Characters: Bree, Draysys, Essildra, Garmin

Per character: 1300 XP + 1250g
Loot: interesting glass cylinder, 6 vials of the spellplague mist, a sack of gold worth 5000

The Spellplague Arrives in Kristophan Part 3

We have arrived at some fancy party in the Nobility Quarter. Will we discover a way to find the spellplagued zombie bodies?

The Spellplague Arrives in Kristophan Part 2

We infiltrate a bath house to begin with.

Signing real name for Artificer Office credit: Sabir, Draysys, Bree (first name only), Coreton
Fake: Reggie

Memory Ritual: 3 Success, 1 Failure (1500XP total)

Escape the Quarantine: Go through sewer (2000XP total)
We were trapped in the quarantine area. A gubmit representative came to announce the quarantine and reassure everyone that food and supplies would be brought it. As he left our brilliant werewolf tried to follow him and received a few arrows for his boldness. The party tried to negotiate at the exit but to no avail. We then explored looking for other ways out, including going over the wall of mist, but the only possible avenue seemed to be the sewer (not a popular option). We descended into the sewer and the cleric and ?? ended up taking a swim. We sent someone back up to get plank we could use to more easily navigate the ledges and mostly stay out of the muck. The cleric was saved from his swim by the werewolf. And we found some critters and a cloud of smoke. We overcame the obstacles and made it out of the sewer outside the quarantine area. But, just as we exited the sewer we ran into a group of guards that realized we were escaping. We were forced to subdue them and then the party dispersed to make good their escape.

Caught coming out of the sewer: defeated 4 Kristophan City Patrol guards, 2800XP total

Get past the Nobility Quarter Guards (1225XP total)

While the attention of most party-goers was on Sabir’s fabulous evening gown, some did notice that we were being watched by somebody who was very good at it. We didn’t get a good look at who it was.

Also of note, one of the guests made a comment indicating that somebody might have managed to get through security by entering with our party.

XP per character: 1075

The Spellplague Arrives in Kristophan

After we rest in Haverbrookingston, Servent Thaylen asks us if we will be his eyes and ears in the city for the next couple of days as the town council was all hit with the Spellplague.

We fight off some zombies in Kristophan and clear out the sewer. Xekkas is stricken with the plague but the rest of us enjoy a hot bath.

Characters: Draysys, Xekkas, Bree, Sabir, Coreton, Reginald
XP: 675 per character
Treasure: (various Boons gifted by Ioun)

ONE Dungeon Training Part 2

We continued exploring the rest of the old jail and found some more surprises.

Characters: Draysys, Bree, Garmin, Sa’a’a’a’a, Essildra

XP: 650 each (combined Part 1 and 2), no treasure

ONE Dungeon Training

Following up on a previous lead, we encountered another youth that had connections to the ONE program. She knew people in the program and wanted to investigate what they were up to. We accompanied her from the Arcane Library to an old, locked warehouse. Inside, we found a trapdoor leading to and old and unused foundation.

Haverbrookingston Zombified

Acting on a tip from our ONE informant, we try and warn Haverbrookingston, but end up in the middle of an epic plague being unleashed on the city. Ioun rewards us for helping her priests to save the townspeople. The priests recognize that we gave our all in order to save as many townspeople as we could and declare that we will forever find sanctuary there whenever we need it.

PCs: Redshirt (Coreton has decreed that we never speak his name), Reginald, Draysys, Bree, Lash, Coreton, Sabir, Xekkas, Anaxagoras
XP: 4154/9 = 462 + 100 (battle + 10 townspeople saved) = 562XP per character

Orderium Nero Exelentia

We follow Amaia’s friend to see why a group of young people are dressed in adventuring gear, but trying to cover it with commoner’s clothing, and meeting in secret.

We follow the clue to Heverbrookingston.

PCs: Draysys, Anaxagoras, Bree, Reginald, Lash
XP: 300 for Kristophan part, 2130/5 = 426 + 80 (battle + 8 townspeople) = 300XP + 506XP per
Loot: (already handed out) and we found 2000g = 400g per

She is ONE

A girl has been kidnapped in Kristophan – but she’s not the first!

We follow a path out into the woods where we see a light moving off in the distance. We approach cautiously at first, then when we see it is just a lantern on a rope some of the party advances further into the “cannot remember what this was”. Bree takes the lead as she is the smartest in the party, or so she thinks. She sees what appears to be a ghostly form hunched over a small girl, so Bree rushes to the rescue and attacks the creature.. not the girl. This causes all heck to break loose and the battle is on.

After successfully saving the day and rescuing the girl they being to make their way back to town. The party learns on the trip that she is a warlock who has been being trained but she refuses to say by who, only saying that she learned it her self.

PCs: Essildra, Bree, Onego, Draysys
XP given: 1350

Retroactive Estate Tax Part 2

Escort prisoner back to Kristophan to discover his contact.

(some stuff happened)

We have been asked to search for a missing teenage girl in an area just outside Kristophan. Apparently, she’s the 2nd victim in the past few days. (We take a short rest, but we will pick back up where we leave off, so any daily powers are still used up – keep track of this on your character sheet.)

Players: Bryan, Debbie, Jared, Kurtt, Scott
XP: 650 each
Treasure: 100 gold from crazy cultist wagon, 3 potions of healing + 5 100 gold gems + 100 gold = 1 100 gold gem + 40 gold per person (+ the 3 healing potions)


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