Behind the Screen – Arrival in Stormreef (SR01)

This is the start of a new series of campaign diaries were it’s less about about the story of the campaign (although that will be told) and mostly about the lessons learned and GM tricks employed to keep the game moving. I’d never ran a city campaign in my GM career, so I wanted to try it out, building the Stormreef product just for this purpose (feel free to check it out). I’d also never ran the adventure Against the Cult of the Reptile God (N1), so I wanted to slot that in here as well. I’ll be releasing my re-write of it as a city adventure after this arc of the campaign is completed. The system we were using was Aketon.

There were three players for this game:

  • One has played a lot of D&D but knows nothing of the meta-lore (what is a paladin vs cleric, what is an owlbear), she chose to be a Warrior (female)
  • One has played very little D&D but know a lot about the meta-lore thanks to Baldur’s Gate 3, she chose to be a Paladin (male)
  • One has never played D&D and knows nothing about it, he chose to be a Thief (male)

We rolled on all the Adventurer Options tables to get these characters backgrounds, star signs, distinguishing features, and party bonds. We worked out the backstories over the course of play. We just needed to get playing! This took about 5 min.

The Paladin had been receiving letters from Martha, telling them that weird things were going down in their old neighborhood of Stormreef named Arlane (right along the coast in block 6). The other players didn’t have anyone they urgently needed to see, so they all agreed to go with the Paladin to visit Martha.

The townhouse Martha lived in with her parents and her son had it’s door kicked in. Nothing was stolen, but there’s signs of a struggle and everyone is missing.

They ask the next-door neighbor, Mrs. Buttersmith, what happened. She claimed to have heard something, reported it to the guards, they came and looked around and then didn’t do anything else with it.

With this, the Paladin and Warrior go to the local Customs House/guard fortress to check on how its progressing, while the Thief stays behind and looks over the house, searching for clues.

  • Three bottles of Golden Grain Whiskey on the first floor
  • A strongbox on the second floor under the parents bed with 55gp (he takes this greedily, much to the chagrin of the Paladin player who claims he’s robbing their future in-laws)
  • Two unsent letters on the top floor, in what seems to be Martha and her son’s bedroom

One is to someone named Deacon Maycomb. Martha tells him to stay strong and confront the fellow believer he’s worried about. That’s his job after all.

The other is to someone named Jenny. He reads it. It’s about how shady it is that people are disappearing, and how Martha suspects this is all the doing of a local Thieves’ Guild because the guards seem like their ignoring certain crimes, as if they’re bribed.

The Thief hears the clattering of the broken door on the first floor, and many bootsteps into the building. We switch back to the Paladin and the Warrior.

They have to walk through Fortunes Avenue (where seers and mystic ply their trade) and end at the Customs House. After some discussion with the receptionist, they encounter Grover Ruskland, the Guard Sergeant for their block. He recognizes the Paladin and is immediately friendly with the party. He’s a super friendly, local guy.

They tell him about what happened, he says that the family gave him a letter saying they’d be out of town for a while and to make sure their place is secure while they’re gone. While he regrets their apartment was broken into, he tells them they’re aren’t missing. He’s even willing to stay late (seeing as its getting close to closing for the main building) to help the party with any questions they may have.

They leave to return to the townhouse.

The Thief, through a series of tense and timed decisions, hides from the intruders and gets a glimpse at them. One is a guard, one is a barbarian-looking-guy, one is a shorter, stockier, smellier, hooded figure.

They leave, just missing the Paladin and Warrior’s arrival.

As soon as they reconvene they share clues.

The Priest, who remembers the Paladin, asks if he has anywhere to stay the night. He offers the Paladin, and his friends, a night at the Golden Grain Inn, “I know the owner” he says, “Just give him this card.”

The players detect there’s some connection between this inn and Martha’s disappearance, but can’t connect all the dots just yet. That’s okay.

They take him up on that and go their next. They get a table and the Warrior notices her dad (a retired guardsman who lives in a different part of the city) is the bartender.

Earlier in the game we randomly rolled her Dad’s name (Bertram), and this guys name is also Bertram. She didn’t have a lot of interaction of in-character hooks in the adventure yet so I gave this to her and I’m glad I did because it worked out well.

The Warrior hides under her hood while the other two go to give the card to the bartender. A disturbance is spotted when two barbarian types, one male one female, begin harassing the serving-maid.

The Warrior stands up to intervene.

We have our first fight, all unarmed, all non-lethal, it’s very fun, we play Freebird by Lynard Skynard on our phones and the combat’s over before the song is. Sergeant Ruskland and the guard the Thief saw in the townhouse come to take away the barbarians, the barkeep doesn’t blame the heroes. The Thief and the Warrior decide to follow the guards (not trusting them) while the Paladin stays at the inn.

After some walking, the barbarians and guards duck into a shop called Smith and Sons’ (the party eavesdrops). Inside they Sergeant threatens to send the barbarians “to the cellar” if they don’t get their act together. They begrudgingly agree and the Sergeant tasks them with killing the party.

The barbarians pull out their weapons and start heading back to the inn.

Switching back to the Paladin, he’s just sitting around eating a sandwich. The serving-maid comes over to thank him for standing up for her and introduces herself as Jenny. “Do you know Martha?” “She’s my best friend!” Jack pot.

She immediately warns him not to eat the sandwich before being called away. Why not? Save vs. Poison. He passes. His stomach gurgles. He gets pretty sleepy.

The Thief and Warrior ambush the barbarians, who are already beat up, brain them both and start dragging their bodies through the streets to the wharf. They pass Mrs. Buttersmith’s townhouse and she spots them from her window, then hides. They discuss if they need to kill Mrs. Buttersmith too.

A guard at the end of the street calls for them to stop and runs over to them. They discuss what to do but don’t act so he eventually reaches them. He reaches for his reinforcements whistle and they start to club him unconscious. As soon as they do so, they look over and see Mrs. Buttersmith once again peeking at them from her window and then hiding when spotted.

The Thief and Warrior finish dragging the bodies to the wharf, and throw them in. The Paladin kicks in the door to Mrs. Buttersmith townhouse. Inside is her and two troglodytes (stinky lizard people)! “That’s him! That’s the man that killed those two people and hurt the guard!”

The Paladin sprints away to the other two, the drugs kick in, his legs give out, he tells them Jenny’s address and they all spend the night over there.


Thank you for reading!

Until we meet again,

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