```metadata title: 'ADVENTURE: A Touch of Black P2: Condemned' description: '' tags: '' systems: - 5e renderer: V3 theme: 5ePHB ```  {position:absolute;top:0px;right:0px;width:816px;height:1057px} \page {{footnote Condemned, April 2022}} {{wide # Condemned ### A Touch of Black: Chapter 2 In many ways Politics is a game. There are opponents. There are rules. There is strategy. There are pieces. And there are certainly winners and losers. The thing about the game of power and positioning is that one doesn’t normally realize they are a pawn in the game until they’re about to be sacrificed for another’s benefit. And those Sacrifices are usually made in the worst of places. }} {{toc, - ## TABLE OF CONTENTS - #### [{{ SETUP INFORMATION}}{{ 2}}](#p3) - #### [{{ ACT 1: Condemned}}{{ 4}}](#p5) - #### [{{ ACT 2: Bureaucracy}}{{ 5}}](#p6) - #### [{{ ACT 3: Tunnels}}{{ 7}}](#p8) - #### [{{ ACT 4: Nest}}{{ 7}}](#p8) - #### [{{ CLOSING}}{{ 8}}](#p9) - #### [{{ OTHER CHAPTER LINKS}}{{ 9}}](#p10) - #### [{{ THE APPENDECIES}}{{ 10}}](#p11) - #### [{{ MAPS}}{{ 15}}](#p16) }} :: ### ADVENTURE MECHANICS - This Adventure is Part 1 of Many - Target Party and Level: 4 level 1 players - Expected Playtime: 3+ Hours - Tone: Urban Adventure Horror - Writing Style: Short Shot : ### STYLE "SHORT SHOT" A Short Shot is designed to give the DM a solid concept of what is going on inside of the adventure not just ideas. The Story will be well flushed out, including both Area and NPC descriptions, but will be more conceptual regarding things like encounters, rewards, and hazards. The Short Shot gives everything most DMs require to lead a fantastic game. : ### PLAYING A.O.G. ADVENTURES If you’ve never played an AOG adventure, I thought it wise to give you some notes on how I write them. Cuz I do some stuff non traditional like. I’ll put those notes down in the Appendices. : ### ABOUT HORROR GAMES Running an effective Horror game can be a real trick and takes a different set of skills than the average DM employs from game to game. It is my favorite style of game to run, and has been for thirty years, so I have some suggestions for you. You can find those in the Appendices. :: \column ## What is The AOG? It started 40ish years ago. I still remember the day my cousin brought out this thin blue book with a white sketched dragon on its cover and a pile of strange dice. He told eight year old me that we were going to play a game where I could be anything I wanted (as long as it was an elf, dwarf, human, or halfling). I immediately developed that love of bringing people along on journey after journey, and through all the moments and four decades of playing, the trip has never lost its wonder. : Now, I think we are best described as a network of Table Top Role Playing Gamers (Mostly D&D). I had been sharing my work online for some time but decided in April 2021 to open a Patreon and Discord. Honestly, I knew I was behind the Patreon Train, but it made sense as a platform. I’m not interested in money, but I am interested in sharing with and helping others in the hobby. So I run the site 100% free of any paywalls. More like a Digital Magazine than a Patreon. : Almost a year in and we’ve grown quite a bit. We host One Shots through the Discord. I do a lot of requests for our supporters and some commission work. I coach many of our subscribers regularly on DMing and fantasy cartography. My son helps write our “Year One” series which are adventures designed for entry level DMs and players, and we use our content to run an after school Jr High Group. We even support a podcast my youngest son and I lend our voices to. It has been a busy year. : ### Contact us : [PATREON](https://www.patreon.com/amplusordogames) Amplus Ordo Games : [DISCORD](https://discord.gg/GDp7a3CFtA) Join the Network : [REDDIT](https://www.reddit.com/r/amplusordogames/) Our Sub in Reddit (Not super active) :: ### ACKNOWLEDGEMENTS - Wizards of the Coast and D&D for the amazing job they do providing RPG Content for us to use! - Original Story Written by Amplus Ordo Games - All Maps and Handouts were done by Amplus Ordo Games using Inkarnate - PDF Formatting done using The Homebrewery \page {{pageNumber,auto}} {{footnote Condemned, April 2022}} ## SETUP INFORMATION : ### Town of Tragedies Guidebook This adventure is part 1 of many to come, and will put your players on a collision course with a Elder Being. It is designed to be used in conjunction with the Town of Tragedies Guide, which can be found below. The Guide isn’t necessary, but I will reference it often.
[A TOWN OF TRAGEDIES GUIDE](https://www.patreon.com/posts/62746174) : ### Story Flow This adventure picks up where Warehouse of Woe left off. The Players have arrived in town in the employ of Lady Persophone of House Trellu. She has recently inherited her Aunt’s estate and is looking to stake a claim in the city. Upon arrival though the group was faced with some challenges. A city that is rotting both inside and out and local thieves looking to steal her goods. The party was even attacked by a Giant Spider hiding in the warehouse they had rented. : This adventure opens with Lady Persephone, discovering that her inheritance has been condemned by the city. Obviously irate, she sends her assistant Marsilia and the players to deal with the matter. But in Deleran’s Crossing dealing with local bureaucracy is no simple matter. It is a web more layered than the spider’s, and home to creatures with much larger fangs. They will have to navigate the tribulations of the Chamber of Voices (City Hall) and strike a bargain with those in charge. That Bargain will send them into the city sewers looking for a missing Foreman. : However, where they are sent is not safe and the Magistrate knows it. They are in fact being sent into an area the inspector was nervous about investigating due to it being overrun by Giant Centipedes. There are also other hazards along the way that the group will have to face. The local Magistrate is hoping to use the players to eliminate the creatures so his own people can repair the sewers in that area or that the creatures eliminate the players so Persephone’s position in town is weakened. Either outcome is acceptable. ### Game Opening and Hooks - **Campaign:** Lady Persephone sends you to clear up the red tape surrounding her Aunt’s Estate. - **One Shot:** You were recently convicted of a minor crime. Your punishment is to clear out the vermin in a section of the sewers and find a local Foreman who may have run afoul of these creatures. - **One Shot Alternative:** A local notice is offering a reward for finding a missing Foreman. There is a bonus reward for eliminating anything that may have caused him to go missing. \column ### Important Locations : #### The Barony and Deleran’s Crossing Let us begin with the Nation itself. Once a thriving part of Cetnovia, The Barony was founded long ago after land and title for the Eastern forests of Cetnovia were granted to Deleran Callington as reward for stopping the Kren Empire from using the Throne of Bones to dominate Cetnovia. It was later split off from Cetnovia after some near cataclysmic disasters. Nestled in the rocky foothills and valleys of the Stolregard mountains, the barony is a land with deep old growth forests. It was once a shining jewel in the world but centuries of struggle have dimed its light. The Gray Wood is now filled with dark creatures and foreboding mystery. : The Capital City of Stolregard, Deleran’s Crossing is nestled deep in the foothills of the Stolregard Mountains and surrounded by dark and foreboding Gray Wood forest. Even in these late years and dark times it is still a sight to behold. The city is built upon a cliffed island surrounded by a series of ridges and dells cut out of the land by the Cold Rock River. The ruling seat, Castle Skystone, sits just above the higher points of the city on a plateau along the town’s northern edge. At first glance Deleran’s Crossing appears to be something out of a storybook, upon closer inspection it more closely resembles a Shakespearean tragedy. Being a resident here is difficult, and life is pretty dismal. Despair and hopelessness are as common in town as rats and roaches. Low level violence and petty crime are a daily occurrence. The people do what they have to do to survive both physically and emotionally. : #### Balinovia and the City of Beurnoli This is Persephone’s home, and worth mentioning as a backdrop to her life. Balinovia has an Italian feel to it, particularly when it comes to social and familial culture. Sadly, it is a land of extreme selfishness, most everyone there is looking out for themselves first and themselves second. And who could blame them? The nation is run by a former Pirate who wrangled the nobility under his thumb with the promises of riches or blood. They chose riches. It likely won’t last though. There are tens of thousands of Orcs from the Blood Axe Dominion building up on their northern borders. Balinovia has managed to keep them at bay thus far, but sooner or later the Orcs will break the lines and sweep through the land. : Buernoli is a good sized city of tens of thousands nestled on the north side of the Thundering River, and is a valuable industrial center, and produces much of the nations arms and armor. The surrounding area is hilly and rich with minerals, though most of the major mining operations are across the river in the mountains. It is covered with small farms producing grain and livestock. \page {{pageNumber,auto}} {{footnote Condemned, April 2022}} There are also a fair amount of vineyards, though the land isn’t as well suited to growing grapes as the towns to the southwest. It would be extremely picturesque if it weren’t for the pollution. Buernoli itself is filthy, the streets are filled with trash from large amount of industry that dominates the town. The waste has tainted the river and forges have filled the sky with smoke. The wealthy live well outside the city in hillside villas where they can ignore the decay happening in town. ### NPCs #### Lady Persephone of House Trellu of Balinovia Introduced in Warehouse of Woe #### Marsilia Baralini Introduced in Warehouse of Woe #### Magistrate Vimar Melanis Introduced in Town of Tragedy ### New NPCs Many of the NPCs in the story are found in the Town of Tragedy Guide. Or in the previous adventures. Each one there and those presented here have a Potential Dark Secret. These do not need to be used but could make fantastic side hooks and adventures. The NPCs are listed in their order of appearance. : #### City Clerk, Terasa Roche Madam Roche has been around a long time. Some in town put her at near a century, and she looks it. She has a thin and diminutive form and presence about her. Her hair has gone near white and her glasses seem heavy enough to snap her neck. However, appearances can and do deceive. Madam Roche, as she demands to be respectfully called, is still as vierce and sharp as she was in her youth. As one of the only humans in town who remember Deleran’s Crossing in its glory, she has refused to surrender to the social decay the town faces. Sadly though as a lifelong bureaucrat, she is part of it. She is rigid when it comes to policy and law, even when they happen to be laws she disagrees with or finds cumbersome. Her main duties include record keeping and administration, but she also acts as the gatekeeper for Magistrate Melanis. And one should bring political siege weapons if they hope to get past the gates. : **Potential Dark Secret:** Roche is deeply connected to the Table of Elders, a local illuminati of sorts. She has long helped the wheels of their plans in Deleran’s Crossing stay greased. In exchange her family has amassed a great amount of wealth, most of which has been sent to and spent by her three sons who currently live across the Bay of Shallow Graves in Cetnovia. Secretly she has kept very exact records of her dealing with the Table. This has recently been discovered and she is slotted for a long overdue “removal” from her position… and life. : #### Foreman Cione Pisani Foreman Pisani is one of the more distasteful figures in Deleran’s Crossing. He is a larger man with greasy black hair and sluggish features, but none of that is why he is disliked. Cione Pisani is responsible and rewarded for keeping the homeless from squatting inside of Deleran’s Crossing’s many abandoned buildings. The city claims that removing them is an act of public safety, and maybe it is, but Pisani takes great joy in his job and often brings an overkill of muscle with him to carry out his duty. He is also responsible for the workers who maintain the infrastructure of the city. This is a job he does not enjoy and here also the work crews reflect his attitude. **Potential Dark Secret:** Pisani enjoys violence. But that isn’t really a secret. What he does keep secret however, is the underground fighting pit he runs. He keeps an eye out for particularly strong or scrappy homeless individuals. When he encounters such folks, Pisani and some of his muscle take the individual prisoner rather than just chase them off. They are then taken down into the sewers where they are made to fight to the death in weekly events. These events draw large crowds, and although many in the city know about them, no one really cares. Afterall what do a few dead homeless matter in a town as wretched as Deleran’s Crossing? ### GAME OPENING **BASICS:** This is a level 1 adventure. So make sure your encounters aren’t too much for them. They are working for a wealthy patron so some extra equipment may be in order. I highly recommend giving them a couple of healing potions. I use a homebrewed Minor Healing Potions (1d4+1) for starting out adventurers. There is also potential for a lot of wandering off in this adventure. The Sewers below Deleran’s Crossing are extensive and full of dangers. Be prepared to warn them before they get in too deep and steer them back on track. **PRIOR TO ACT 1:** The party should have already completed the Warehouse of Woe adventure, unless you are using this as a one shot. But before they get moving perhaps they are sent on a shopping trip for some supplies for Lady Persephone and for some gear for themselves. Otherwise this is a jump right in. \page {{pageNumber,auto}} {{footnote Condemned, April 2022}} ### OPENING CUT-SCENE {{monster,frame ##### “Does this one believe that it can run in our streets and not give Mother a cut?” The well dressed Tabaxi growls at the young human man as he clamps a heavy ball and chain to the man’s legs. The man struggles futilely while two Orc goons hold him against the bridge rails. “Please! Please, Mr Khastavir! I’ll pay my share! I’ll pay double!” The Tabaxi finishes his task and stands up, looking the man dead in the eye. “Double this one offers. And then triple? Yes?” The Man nods. “I’ll pay anything she wants!” A smile creeps across Jhymes feline-like lips. ”Mother does not need your double. Does not need triple. Mother does not have needs. Mother has demands. She demands respect. This one has not shown proper respect.” He nods at the Orcs who push the man over the rail. The Iron Ball catches on the stokework and snaps taunt, suspending the screaming human over the river gorge. He quiets once he realizes he isn’t plummeting to his death. “Maybe this one is lucky? Maybe help comes? If so, this one should remember respect.” With that Jhymes Khastavir, known as “Jimmy Two Shoes” disappears into the night with his Orc muscle. }} ## ACT 01: Condemned The players and Lady Persophone will take a trip over to her Aunt’s Estate. This is the first time she will have seen the property. There is a “condemned” sign out front. She will send the players to inspect the property for damage or a way in. They will report that the house is locked tight, it is old, has needs, but is in no way deserving of being condemned. This enrages Lady Persephone and she will demand they immediately head to city hall and to have the the matter adjusted. ### EVENT: First Things First {{monster,frame ##### The dull light of sunrise begins to illuminate your room. It should have been good to rest. It wasn’t. Physically you feel restored from your recent ordeals, but there is an emotional weight growing on you that sleep alone can’t remedy. The light itself in this place is muted, dull even, as if something other than clouds blots it out. There is curt rapping at your door. Marsilia’s voice follows it. "Be ready in ten minutes. The Lady wishes to go to her new estate." }} ##### PLAYER CHOICES: The players can do any moring things they want. Marsilia will be in a hurry but if they want to get Breakfast or poke around the Inn Persephone won’t scold them. If they request to top off their supplies she will stipend out some money and wait for them to return from shopping. When they are ready to go to the house move on to the next Event. ##### MAP: Deleran’s Crossing 1) House Trellu 2) Chamber of Voices 3) Sewer Entrance ### EVENT: Locked up Tight {{monster,frame ##### You leave the Inn and take a short walk through the town. Everyone you pass moves away from you and doesn’t bother to hide their stares. One small child runs up and spits in your direction screaming ‘Outsiders’. Persephone holds her composure but Marsilia scolds the child angrily. You head for a section of town known by locals as The Downs, half shanty town, half crumbling neighborhood. From what you’ve gathered a large portion of the town’s population lives here in near squalor. Just to the south of the Downs the road turns into a much nicer neighborhood. Although, that concept is relative in Deleran’s Crossing, these homes, once magnificent, show their wear and their age. Peeling paint, missing shingles, and boarded up windows all tell the story of a once proud city long past its prime. }} {{monster,frame ##### “You arrive at House Trellu. Lady Persephone keeps her composure, but the feeling of disappointment is so thick you could almost reach out and touch it. “I feared the home would be in this state, but still had hope that my Aunt cared better for the property than her neighbors had.” The house is in a poor state, and will require a lot of attention in order to put it in a respectable condition, let alone restore it properly. The yard is overgrown with thorny weeds, many of which have begun ascending the side of the mansion and spilling onto the walkway. You are about to begin clearing a path to the house for ady Persophone’s wheelchair when Marsilia draws your attention to a posting on the door. }} \page {{pageNumber,auto}} {{footnote Condemned, April 2022}} ##### PLAYER CHOICES: Let them begin to nose around. {{monster,frame ##### On the door frame is nailed the following notice. "This residence has been deemed unlivable by order of the Foreman Pisani. Violators of this order will be jailed and further punished. All inquiries must be made to the City Clerk.” }} ##### PLAYER CHOICES: Have Persephone tell them to take a look around the property and report back. They can make skill checks to inspect the grounds. These will reveal that the house is old, but seems to be in livable condition. At least from the outside. {{monster,frame ##### Persephone’s jaw visibly tightens. “Take me back to the Inn.” Marsilia turns her chair and begins slowly walking back down the road. The overcast sky begins to drop rain lightly on your group as though the clouds themselves are mocking your every step. The silence of the Lady’s mood drowns out other noise in the streets, including distant thunder, as people huddle on porches or return to their homes. As you return to the Inn she looks at Marsilia and your group. “Go to the Chamber of Voices and handle this. I will not be kept from my holdings by petty bureaucracy.” She wheels herself into the Inn leaving you all standing on the porch in the rain. }} ## ACT 02: Bureaucracy It is a rare occasion that a DM wants to annoy their players. However, this is a governmental interaction and you will very much want to annoy your players. This should be done in a playful yet exasperating fashion that sends them on paperwork chases and keeps them running in circles. If done properly this should lead to laughter and dad joke style groans. : ##### PLAYER CHOICES: Head to High Road and maybe get distracted along the way. Eventually they do need to go to High Road : {{monster,frame ##### Highroad was obviously once a sight to behold. The architecture was designed to be amazingly detailed, and yet simple enough to retail the quaint small town feel. Now, it is broken and in poor repair making it sore on the eyes, even more so than the destitution of Hillside... }} : {{monster,frame ##### ...as this city once a spectacle of wealth and fortune was now more easily described with the word decay rather than decadence. Windows are shuttered and most pain has long peeled revealing the sun rotted gray of the wood beneath. Building foundations and mortar crack and crumble under more than the weight of buildings. There are more people out and about here. Women in fine dresses and men in tall hats parading up and down the streets as if there is nothing amiss at all in Deleran’s Crossing. Though a quick glance into their eyes tell you that their displays of good fortune are more of a covering for sorrows than a rebellion against it. There are more constables here, though their indifferent behavior seems relatively unchanged. Between the city and her people, it gives more a feeling of a withered, heirless, and ancient man counting piles of coins with bony fingers and dimmed eyes in a dark room than it does a township. }} : ### EVENT: Gate Keeper The City Clerk and Magistrate’s assistant Teresa Roche is not going to easily let the players get to the Magistrate, although she has already marked them for the job to come. It's all a song and dance with those who work in the Chamber of Voices, one where they lead and no one else. {{monster,frame ##### As you pass by a gnarled and overgrown park the Chamber of voices comes into view. Lightning splits the sky with a blinding flash and thunder peals overhead with a deafening crack kaboom. The Hall ahead is dark, no light touches the windows from what seems to be a multitude of offices. The black glass panes reflect the light from the sky giving the building a strange sense of false life as the dome above the center and three story wings of the building give it the feel of a predatory spider. }} \page {{pageNumber,auto}} {{footnote Condemned, April 2022}} {{monster,frame ##### Opening the door to the rotunda brings a sense of awe. A work of engineering magnificence the interior feels far larger than it appears from the outside, mostly due to the many balconied tiers of the rotunda, which other than a solitary desk opposite the entrance, was completely empty. The echoes of the pounding rain outside creates a constant drumming sound that is borderline maddening. However, this continual noise seems to not bother the woman sitting at the desk in the least. What does seem to bother her is your presence in the Chamber of Voices. }} ### NPC: Terasa Roche Madam Roche has been around a long time. Some in town put her at near a century, and she looks it. She has a thin and diminutive form and presence about her. Her hair has gone near white and her glasses seem heavy enough to snap her neck. However, appearances can and do deceive. Madam Roche, as she demands to be respectfully called, is still as fierce and sharp as she was in her youth. As one of the only humans in town who remember Deleran’s Crossing in its glory, she has refused to surrender to the social decay the town faces. Sadly though, as a lifelong bureaucrat, she is part of it. She is rigid when it comes to policy and law, even when they happen to be laws she disagrees with or finds cumbersome. Her main duties include record keeping and administration, but she also acts as the gatekeeper for Magistrate Melanis. And one should bring political siege weapons if they hope to get past the gates. : ##### PLAYER CHOICES: Here they will most likely demand that the order of condemnation on Lady Persephone’s home be lifted. Madam Roche is immune to persuasion and intimidation, and has advantage against magic that can alter her mind, which if used and she know will land them in jail for a week. ### EVENT: Run Around So we want them to progress, but Roche isn’t just going to give them what they want. That’s not how business is done. She will send them… - To the Constable’s Offices to get a Writ of Civic Compliance. - She will then tell them that they’ll have to put down a 1,500gp security deposit. 80% Refundable once the residents take occupance. They’ll have to go back to Persephone to get this, as Marsilia does not have that kind of money - Next they will have to head to the Chief Inspector’s Office and obtain a Mandate of Repairs issued by Foreman Pisani - There they will be told that Foreman Pisani has not returned from an inspection in the sewers. The office has the list but it does not have the official city seal on it. - They will have to go back to the City Clerk and get her to let them into the Magister’s office. ### EVENT: Magistrate Melanis “You are shown into the Magister’s Office. It is on the second floor overlooking the Rotunda. It is easily the most lavish site you’ve laid eyes on in Deleran’s Crossing. The style is older, antique even, but still screams taste and class at you. Everything here looks expensive, and for it’s age, it is extremely well cared for. The man sitting behind the desk also fits the description of the room. He looks at you with an intensity and alerts you that this is not the kind of man who wastes time on problems he perceives as petty, which in his opinion is likely almost anything that walks in off the street. He sighs and says ”Out with it. Don’t just stand there. I’ve got matters that need attending, and your presence is a disruption to thing beyond your obvious lack of position.” ##### PLAYER ACTIONS: - If none (Or unhelpful ones) are taken Marsilis will step in. The following is how a typical conversation should play out. It will vary but this gives you an idea. {{monster,frame ##### Marsilia clears her throat. “Sir, we are here on behalf of Lady Persophone of House Trellu. We’ve been sent to clear up the matter of her condemned property. Being that our Lady is poised to invest a substantial amount of resources into your fine city I would think a warmer welcome would be in order.” }} {{monster,frame ##### Magistrate Melanis stares at Marsilia with an intimidating intensity. “I’m not concerned with your thoughts… servant. Know your place. However, I’m not unaware of this outsider’s presence and her aims. Perhaps we could be of service to one another. My Foreman, whom I need to reverse the Declaration of Condemnation, has not returned from his last job. This is now the second day he has be absent. Find him, or evidence of his demise, and return to me. I will then see what can be done about your situation. Mrs. Roche can give you the details. You are Dismissed.” }} \page {{pageNumber,auto}} {{footnote Condemned, April 2022}} ### EVENT: Mission Details Roche will simply pass them a Job Poster, it was about to go up on the local boards. (Handout) It is calling for someone to head into the sewers near The East Bridge and look for Foreman Pisani who was headed there to inspect and if possible clear a blockage. She also passes you a quickly sketched layout of the sewers including where Pisani was headed. ## ACT 03: Tunnels Into the Sewers they go. The Sewers of Deleran’s Crossing hold some of the most dangerous monsters in the city, many of them actual creatures, but just like the real world, most monsters are simply people. However, for this adventure we’re going to stay “relatively” safe. Maybe the better way to say it is, we won’t be looking for too much extra trouble. {{monster,frame ##### You climb down the grimy ladder, each rung covered with filth. The smell is retching and threatens to nauseate you. Once all the way down your eyes adjust to the scenery. Much to your surprise, the sewers aren’t much worse than you expected. They are filthy, they are covered in slime and mold, rats the size of cats and abnormally large insects scurry away at your presence. But they are sewers. In most ways they are exactly what you expect. What surprises is the water, which flows quickly, washing the city’s sewage away to the south, keeping the channels unexpectedly “clean”. }} ##### SKILL CHALLENGE: Navigate the Sewers Just a simple challenge to navigate the sewers. 3 Success before 3 Failures. Success leads them to The First Blockage. Failure puts them there as well, but the encounter will have a stop with some Gray Oozes first. #### POSSIBLE ENCOUNTER: Gray Oozes Grey Oozes are meant to present problems with player's equipment not necessarily be deadly. They can also be used to cause quite a jump scare type moment if they drop on a player! : ### EVENT: The First Blockage {{monster,frame ##### You come to a junction. You’re pretty sure that your map is leading you a lot further down the tunnels, but you spot a blockage just off to the West. Bobbing up and down in the water just at the base of the pile of refuse is what you guess to be a body. There is a rat tearing at the flesh on the corpse’s back. }} #### ENCOUNTER: Undead Attack Two Skeletons, a Zombie, and a Crawling Claw will attack the players here. They should use a lot of choking, and grasp and drag manuvers. Trying to force the players into the sewage and drown them there. Otherwise it is a pretty stragnt forward battle. {{monster,frame ##### You cautiously move toward examining the body. Maggots infest its back and the smell turns your stomach. You pause for a moment, something moves out of the corner of your eye. The rats nearby in the garbage scurry away. Bursting out of the filth is a skeletal hand. It grabs for your ankle. Another skeleton pushes its way up out of the trash. You prepare to face them down as the floating corpse in the water turns over and reaches out for you with a gurgling moan. }} : ## ACT 04: Nest Eventually they will make their past a minor collapse that has created a dam in the channel. Beyond that is a “dry” section of the sewers. Freshly turned rubble and boot prints lead into that section. There they will find a Giant Centipede nest, and the missing Foreman who has been coccoonned against the wall at the end of the branch. After they dispatch the Centipedes they can return with the sick Foreman to the surface. {{monster,frame ##### Before you the tunnel has collapsed creating a dam in the water. The section beyond the dam the water has dried up somewhat creating a channel of thick stagnant mud rather than flowing water. The tunnel appears to have been damaged by the collapse as well. There are large cracks and crevices in the pipework, care should be taken proceeding this way. At the main site of the collapse it looks like someone dug around a little in the rubble recently. There are boot prints that head over the rubble into the tunnels beyond. }} : ##### PLAYER CHOICES: They will likely want to make some checks then move into the area cautiously. These are appropriate actions. If they roll well, give them some early clues to the Giant Centipede activity. \page {{pageNumber,auto}} {{footnote Condemned, April 2022}} {{monster,frame ##### As you move deeper into the tunnels you begin to see some crystalized resin covering the walls and floor. It begins to remind you of a hive like structure. Inside of the resin you notice creatures of various kinds that have been “glued” in place. There are massive rats and large white catfish as well as some insects the size of small animals. A few of them twitch as you pass by, they are trapped alive in the resin. From somewhere ahead a voice calls out to you. ”HELP! Hurry and get me out of here. They’re gone hunting but they won’t be far!” Just at the edge of your vision you ca make out a large man trapped in the resin. }} ##### PLAYER CHOICES: They will likely rush to set the Foreman free. What they do not know is that there are two Giant Centipedes hidden in cracks and crevices nearby. #### ENCOUNTER: Centipede Attack Two of the Centipedes will attack immediately. After those two have been eliminated, they can free Foreman Pisani. Once they start moving down the hallway more will show up. They will continue coming until you as the DM feel they have killed enough of them or they players have made it back out of the nest area. Where they will oddly stop pursuit. Why? Who knows... the Pisani will suggest that it is usually because something more dangerous is in the area and they should hurry out. ## CLOSING ### EVENT: Back to the Rotunda This event does not need to be dragged out. But depending on how many people were effected by the paralyze poison centipedes have it may be an ordeal that needs a Skill Challenge. : {{monster,frame ##### You crawl up out of the sewer and into the alleyways of the shantytown of East Deleran’s Crossing. People back away from you as you drag each other up out of the drain. Foreman Pisani collapses onto the cobblestone of the streets. “Well that was a hell of a thing.” He mutters. “Lots of nasty things down there, but f you move slow enough and don’t go looking for trouble or treasures its bout as safe as anywhere in this town. That’s as close I’ve come to being eaten in fifteen years of working these streets. Anyway, I’m sure you didn’t come get me for free, but I owe you a favor. A big one.” }} : ### EVENT: A Deal is a Deal They’ll now likely return to the Chamber of Voices and inform the Magistrate that they were successful. This is basically a simple transactional interaction with Madam Roche. They’ll tell her what happened and she will let them know that the Magister will have the Foreman attend to the house in short order. She will not bother with any other business with them today. And if they have not washed she will demand they leave the Chamber at once. ### EVENT: Keys of House Trellu The next evening Foreman Pisani will arrive at the Inn and deliver the keys to the House. He will also give them a loaf of bread his wife baked. {{monster,frame ##### “Look, I got an unfriendly job here in town, and folks don’t show me much kindness cuz of it. And I know you didn’t get me outta that nest because you’re my friend. Just know, that in this town, cuz of what you did, I’m gonna be your friend. And if your Lady is gonna thrive here, you’re gonna need friends. Watch your backs.” He nods at you and leaves. }} : ### REWARDS: - The Keys to House Trellu: These keys will open the doors of House Trellu - Hero’s Bread: A serving of this Bread takes five minutes to eat. Once consumed it allows you to spend up to two Hit Dice. There are four servings. You can only benefit from the Bread Once a day and it has a shelf life of one week. - New Ally: Foreman Cione Pisani, the Foreman feels indebted to the players and will come through on a big favor for them. If treated well he will perform small favors for free. Otherwise he will be done with them once he has completed any big ask.