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22
Jul/2008

How to Get Lost in a City

Last time, my adventurers finished killing the goblin chieftan, and made off with the loot.

Now, they've returned to town, returned the stolen merchandise, made friends with the locals, and promptly decided to split up.

That can't be good for the cohernece of the group, can it?

They arrive separately in the city of Krave, after the elven sorceress Morwynn decided to critize a barber on his spelling, and immediately refuse to join together.  Well, one way or another they have to adventure together, right? This is a group thing at the moment, right?  So they get thrown in jail.  Obviously, Polmund the drunken dwarf decides to attack the sheriff, and nearly kills him.  A squadron of city guards rush into the guardroom, where they promptly die.  Morwynn casts detect magic, and discovers that the magic that killed them is necromatic in orign.

Adventure hook, right?  One would assume... but my players would rather play 5 separate games of D&D rather than one big game...

We ended up with the political cleric, Gustav, sending the rogue, Vincent, to blow up the headquarters of the facist party in the city.  Meanwhile, the dwarven crusader, Dolthin, and Morwynn are tramping up and down the dwarven section of the city, trying to make contact with someone for Moradin knows what reason. Polmund is somewhere while this happens, and they eventually meet up at the city square, though not without some coaxing.  At this point most of the inhabitants of the city have fled or been killed by death spells of some kind.  A little seaching finds a cursed dagger on both a dead mugger and a dead guard.

Dolthin, in his inexplicable manner, attempts to retrive as many of the cursed daggers that he can find.  In a moment, he finds out that the daggers randomly give off bursts of deadly magic to their possesor.  He continues to attempt to complete his collection.  Polmund finds the location of the necromancer, and off they go!

Or not.

Knowing the location of the evil necromancer behind the mass murders, they decide to visit a church in the city.  They wrestle the one remaining cleric to the ground, and demand information from him that he couldn't possibly know.  They make another pit stop in the city square again, and then decide to sleep through the night. At this point the crusader has amassed about 15 cursed daggers, the cleric is plotting against the now non-existant opposing political party, the rogue is trying to make out with the cleric's wife, the drunk is still drunk, and the elf is in hysterics.

I guess what they say is true... with friends like these, who needs enemies?

Tags: Random Necromancer Cursed Hook

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