Having finished their activities in the town of Heideldorf (which the PCs refer to as “Sausageville”), the PCs were given minor rewards by the (rapidly) departing nobles. These rewards added up in total to 160 Silver Shillings, which upon their return to Ubersreik the PCs immediately spent on healing and healing potions, leaving them a mere 10 Silver Shillings better off than they were when they were last in Ubersreik. “At last I can give up this life of crime…”
Having attended to some basic housekeeping, the PCs received a note from the rat-catcher who had wisely decided to work as a spy for them in the mysterious rat-catchers’ guild of Ubersreik. They met him in the park north of the castle, and he told them some useful information about the situation within the rat-catchers’ guild:
- The guild was expecting some kind of big “event” within a month
- The PCs had significantly reduced the guild’s numbers, and so they were beginning to worry about the PCs. To this end they had hired 8 mercenaries to deal with the PCs
- Tomorrow, a senior figure in the guild would meet the PCs disguised as a noble, and offer them a fake adventure, an adventure which would end with them being ambushed by the mercenaries and slaughtered
- He had a map of the sewers underneath the safe house the PCs had found previously
- About 20 rat-catchers remained in the guild, plus senior leaders
So, now the PCs knew what to do … they would catch this “senior figure,” and administer some “enhanced interrogation” until he coughed up everything they needed to know. Then they would break into the safe house and kill everyone until they got an answer to the question “what are you lot up to?”
Captain Rat-catcher’s End
The meeting with the captain was due to take place in the Sad Shield, the rat-catcher guild’s tame local pub, where any trouble would go unreported. They were to meet the captain and his two bodyguards in a private room. The PCs didn’t mess around here; as soon as they entered the room they launched to the attack, with Aruson the thief unleashing a volley of arrows into the captain, Heinze letting fly with his magic dart, and Suzette unleashing weakening curses on all present. After battle was joined a group of 4 rat-catcher sewer guards burst in from a rear door, and the Captain leapt onto the table, drawing his rapier and laying about him with gleeful abandon; but after perhaps 4 or 5 rounds the entire squad were subdued by Heinze’s lightning bolt spell, which suffused the entire room in a ball of lightning that wiped out the entire rat-catcher squad. The PCs quickly looted the bodies, then dragged the unconscious and badly injured captain out the back door and away to their safe house.
Here they interrogated him for a few hours, but nothing they did would work. He wasn’t willing to disclose any information, so they abandoned him – in a possibly not very clearly-stated manner – and set off to pursue their next line of inquiry. They would infiltrate the sewers beneath the rat-catcher’s safe house and kill the remaining 14 members in their quest to uncover the truth of the Guild’s plans.
The Safe House and The Sewers
The PCs went straight to the warehouse that served as a safe house for the rat-catchers, and finding no one inside they went straight through the secret door and down into the sewers. Following the basic map they had been given, Aruson the thief snuck ahead to a guardroom near the entryway, and killed the two guards there in a surprise attack. Rather than wade through the main causeways to the rat-catchers’ nest, the PCs took a narrow, not-quite-so-smelly side corridor that led to the same destination. In amongst the muck of this corridor Aruson managed to spot a fiendishly well-hidden wire trap that would have sprung an alarm, and the PCs were able to sneak up on the main body of rat-catchers undetected. Here they found 8 sewer guards, a rat-catcher captain and his bodyguard. They sequestered themselves in the entry to the corridor, and opened fire with magic, bow and pistol on the group of rat-catchers. The rat-catchers charged forward, and battle was joined.
During this battle, Heinze made heavy use of the prism he had found in Heideldorf, in order to bolster his powers. Unfortunately, he was unaware of its sinister curse, and before the end of the battle he had incurred Tzeentch’s wrath – his first mutation. His skin was changed so that it glowed with a faint and sickly white light, a clear sign to anyone viewing him that there was something wrong about him. Realizing that the prism was a dangerous curse, Heinze stopped using it, and so was able to contribute less to the battle. Nonetheless, the PCs prevailed with only minor injuries to themselves, their position in the mouth of the corridor guaranteeing that their missile weapon users were safe from attack and able to rain death on their opponents. They had defeated more than half of the remaining rat-catchers, and now were free to chase down the leader of the Guild without having to fight many of his underlings.
The secret of the Guild lies tantalizingly before them, and soon all its machinations must surely be revealed to them…
February 20, 2011 at 8:13 am
So do the other characters know about their Wizards corruption? When do they plan to tie him to a stake?
February 20, 2011 at 9:50 am
I think they see the mutation as an occupational hazard … strictly speaking they don’t have to hang him out to dry until the number of mutations he has exceeds his toughness. He’s going to have to stop using the prism though, because his toughness is 3. In any case, mutation isn’t the only one of their concerns. He also has a book of dark magic, and all of them are a tiny bit worried that they may be doomed to turn into ghouls, after they ate human flesh in “Sausageville.”
It is truly a grim and perilous world!