Chapter Three - Session 16
General Summary
NOTE: This session report may actually combine 2 sessions for clarity.
After getting caught in the rain, the party seeks shelter for the evening only to stumble upon a recent crime scene. When a recently sentient stuffie reveals a missing child, the party begins their investigation. All signs point to Vampires from exsanguinated bodies to a large bat-like figure escaping from the barn until it's revealed that not everything is as it seems on the surface, and sometimes humanity can be scarier than what we think lurks in the dark.
Rewards Granted
Renown - Brassfounder Farmers
By going out of their way to help out a child in need, the local farmers have started to view the Party as trustworthy and are likely to offer hospitality and assistance when asked.
Renown - Clankpot Goblins
By turning in such a nasty tall-folk for Goblin judgement, the party has managed to prove that they are trustworthy well beyond most other tall-folk. The party is not only allowed freely in the bar without argument, but they can now call on the Goblins for assistance.
Missions/Quests Completed
The Abandoned Farmhouse
Caught out in the rain, the party stumbled upon a recently abandoned farmhouse. Food was left cooking on the stove and there were signs of a struggle in other rooms, including blood. Upon discovery that a child was among the missing family members, the party reluctantly launched an investigation. After finding an exsanguinated body in the barn, the party managed to track down the culprit to an abandoned factory a ways off in the woods. The culprit: the Generically Handsome Human Man from the bar back in Clatterby. He had apparently been killing and storing bodies in this old factory as offerings to Vampires with the hopes of becoming one himself. Thankfully, he was unable to put up much of a fight against the party and was brought to the Clankpot Goblins for justice.
Found
A pair of lost girls, hidden away from the monsters who would tear them apart. The party, seeking the missing child from the Farmhouse, manages to find her and another child cowering beneath an old tree in the woods; not far from the factory. They're cornered by a large wolf-like creature. With some clever action, the group scares the creature off and manages to rescue the girls before returning each of them somewhere safe.
Quest Progess - Aetheric Silence
Fio contacts Adenno to see about getting more eyes and ears on a Phasticaar location in Aetheria Machinara that's gone dark.
Character(s) interacted with
A Generically Handsome Human Man
The party never got his name, but that hardly matters. Once the primary bartender at Clatterby's Sunspot Tavern, this deceptively normal guy was apparently carrying a dark secret: an obsession with vampires that had driven him to becoming a serial killer. Luckily, his handsome features aren't the only thing generic about him. He's the Goblins' problem now.
Mistuh Rabbit
A patchwork rabbit with button eyes and button jointed limbs brought to life by the trauma of its owner's violent kidnapping. Mistuh isn't very smart, they haven't finished learning their letters and numbers, but the party has convinced them that they are very brave. All they wanted was to find their missing friend. Fortunately, the party has dealt with Stuffies before and were able to reunite the Rabbit with it's owner: Mary.
Mary Ferrier
A reserved, responsible, and terrified young girl of about six or seven. Mary was kidnapped after her parents were killed in their home and only managed to escape by chance. Her best friend is a stuffed Rabbit named Mistuh Rabbit (whom, to her surprise, now seems to be capable of walking and talking on its own). She was found in the woods by Rosemary, and later rescued by the party who brought her (and a small suitcase of practical things) to a neighboring farmhouse.
Rosemary Meadowbrooke
A feisty, almost feral child in a muddy, raggedy nightgown and no shoes to speak of. Found guarding Mary beneath the roots of an old tree by the party, Rosemary carries herself as if she's much bigger and scarier than she really is. She barks, bites, and challenges anyone who she things might look down on her. Luckily, Dwell's own spunky personality and the party's earnest desire for good seems to have left them on Rosemary's good side for now. With Mary returned somewhere safe, the party takes Rosemary home to Brynholm.
Notes
Bastion Progress
Bastion progess has progressed by a day: 7/7
The mysterious doors disappear from the Bastion's surfaces. The Garden makes progress; sprouts begin to poke out from the soil (1/3).
Sprout and Pigwiggle come to an accord thanks to Astra's mediation.
ST3-4M is feeling restless.
Mineralis seems to be feeling better.
GM Notes
I fell behind on translating session notes but I think I covered everything. This mystery went really well and everyone was so clever. Familiars might be a bit OP but you know what? Having too much fun to care.
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