The Campaign

This is a page of a rough guideline of the session plans. Included will be links and descriptions. Content will be flexible as needed, moving from session to session.

Initiative Tracker - 628c4f48-a2cb941e https://donjon.bin.sh/d20/initiative/

## Session 0 - 12/6/21

* character sheets

* Housekeeping
	+ Thread usage: optional
	+ blank character sheets on the drive
		- PHB on the drive as well
	+ No fudging rolls please?
		- can use the bot or own dice. Don't mind.
* QTNAs - **Q**uestions **T**hat **N**eed **A**nswers
	+ How did X come to Ninuwā?
		- Born? Immigrant? Etc...
	+ Goals/motivations?
	+ How did X join the seekers (the detectives)?
		- What about the work keeps them there?
		- What drew X to that specific division?
	+ At LEAST 1 case for backstory.
		- What happened? Was it solved? Easy, challenging? Source of pride or shame?
		- Any interesting individuals you interacted with? Contacts, coworkers, culprits/victims?
	+ What are X's favorite/hated places within the city?
		- Taverns, museums, places of worship, places of relaxation...
	+ Who are X's connections within (or outside!) the city?
		- Friends, contacts, enemies?

## Session 1 - 12/13/21

* Description of the setting/basic history - pretty much the brief
	+ The Empire of Asuria has collapsed. A succession crisis culminated in years of civil war. The major cities of the empire stepped into the void, consolidated power and become autonomous city-states. While there is tentative peace, no one is quite sure how long it will last before someone tries to reforge the empire in their image or a foreign power invades in the chaos. The largest city of the former Empire is the economic and cultural core, Ninuwā. The city is massive. Those who seek to traverse it must go through countless distinct and diverse districts populated by nearly every kind of sentient being in the world. It has never fallen to outsiders because of the strength of its defenders and the wall enchanted with a spell now lost to time. But the factions within continue to rise and fall, gaining and losing the power to rule. Inside the city, little is as exactly as it appears.
* Basic description of the Seekers, and the players - let the players give a short (one minute-ish) description of themselves.
	+ What are they doing on an average workay in the afternoon?
	+ Description of Dordoi Bazaar
		- it is well into the afternoon and the day has started to turn golden as the sun begins to set. Business in the bazaar has slowed, as most of the last errands of the day have been completed and the people have begun to return to their homes to prepare dinner and be with their families. In the center of the market is a wooden pole in the shape of a shepherd's crook, with a plaque, comemorating the establishment of this bazaar as a permanent fixture of the city. A half-orc druid looks out over the bazaar and sighs. He does not like it here, and the lines on his face seem to deepen. He would much rather be out in the mountains or on the steppe, communing with nature and seeking the goods laid out before him. But, he cannot afford to pay someone else to peddle his wares and so he must suffer being away from nature for a little while longer. Then, seemingly in unison, he and the other merchants in the market begin to pack up their goods for the day. The druid places his woods, dried plants, a golden sickle, medicinal herbs, and a small selection of handmade druidic foci; a dreamcatcher, and carved faces and gnarled roots strung on braided leather into a large woven blanket with pockets, and wraps it up. He places the folded blanket into the pack of a one-eyed donkey. He then cups his hand and whispers into it and a flame appears. He lowers his hand and the flame into a small brazier filled with dried ash, oak, and holly. It catches, and he places a battered kettle on top of the brazier. He produces two mugs from the pack on his donkey and deftly selects herbs from the pouch around his waist. Across the bazaar, a silver-haired human dressed in the simple raiment of a shepherdess has finished folding up her cloaks and bolts of woolen fabric. She looks at the druid just as he has poured the now-boiling water into the mugs. They smile at each other. The druid is mollified, her presence makes his time in the city significantly more pleasant. Perhaps today he will find the courage he knows is present within the oak. He walks toward her with the mugs in hand and something catches his eye. Someone has carved a hole into the crook at the center of the market, and now placed in the space is a silvery metal cylinder with an unfamilar symbol on the face of it. And then, nothing. In a breath, almost the entire circular area of the market is gone. In the dead center of the bazaar, an ashen-gray sphere, about 8 feet in diameter. The sphere is not smooth, it is cracked and the cracks within glow and fade over the next two hours.
	+ The city's reaction to this event
		- Merchant's Alliance freaked out - targeting them? Arcanum instantly under suspiscion, while also disavowing any connection. Gang violence explodes, as a high-ranking member of the Whetstone Tribe was killed as well. They are not well liked, even among other orcish gangs. So everyone is under suspiscion and blame is passed all over the criminal underworld. Thus, Seekers crack down, trying to figure out what happened with little direction and also prevent the criminal elements from boiling over. Nobles are worried that this is some kind of foreign intrusion.
	+ Sargos gives a general call for applications within the seekers for a new division. Very well paid. Ambiguous job description.
		- Do you apply, and why? If not, why not?
		- Those that do not apply are asked NICELY
			* Brought in before Sargos, sat down. On the desk in front of you is an application, filled out but unsigned. Thanked for applying (not really). Your skills are really quite valuable. It's a good thing that you applied, because those that aren't willing to serve the city to their fullest capabilities might be seen as traitors and exiled. Or worse. Sargos looks out the window and you can see the tower that you know is where they keep prisoners that never see the light of day again. He offers you a quill.
	+ Time passes. Eventually, chosen and brought into the palace and briefed about DRAGON, and their goal. You are fixers, going as a small team to solve whatever problems that Sargos needs you to accomplish, beholden only to him.
		- Description of the emblem. It is a mythril badge. It is in the shape of the Ninuwān emblem, a section of wall that is fortified with arcane symbols and a sunburst. However, on the DRAGON badge, instead of the sunburst, there is a dragon in the background breathing fire and wrapping its wings protectively around the section of wall.
		- Sargos explains that a decree has been sent out, with the backing of the Titans, the military (which includes the seekers), the prince, and the office of the Vizier, that gives you extra-judicial authority. You are not bound by laws or by courts, and anyone within the city is required to comply with your directives or face draconian (pun) punishment (pun x2). He tells you that you are accountable only to him. But, to use your newfound authority and power wisely. It reflects back on him, and can make your job harder (or easier) with the citizenry.
			* Mechanically, people will remember how you use your emblems. No one knows you by face, so you are not required to use the badge, but if you do, people will talk and remember how you did. If you do something in the name of city, it will also be reflected on Sargos who may or may not be pleased with your usage (perhaps depending on the outcome).
			* Additionally, the emblem will give you authority and immunity if you run into seekers, or need their assistance, no questions asked. Other civilian bodies will respond differently, some positively, and some negatively.
* First mission - sent to the market to see what happened and to investigate.
	+ Freedom for them to explore the city
	+ Areas of focus?
		1. Witnesses -
			1. Beggar's guild Ajaz- terrified, but saw what happened. Barely outside of the radius. Gives description of the "blast"
			2. Description of the curious individuals - everyone talks about what happens, but these people seem weirdly disconnected to the "trauma" of it, and keep pressing, seem scientific about it, even when people are clearly not interested or are horrified by what they did hear or see.
			3. Member of the Whetstone Tribe (Buzzy the Orc) If asked, will try to pass blame off. List a few enemies. (Fist of Gruumsh, Poisoned Thorns, Human Mafia, Concerned Citizens Brigade) Will get defensive and tell people about a rumor that it was a hit on one of their own (Bugdul, killed wasn't liked and had recently fallen from grace) but will counter that everybody knows that the Whetstones have almost no spellcasting ability, and whatever happened here is something totally novel.
		2. Both directions (or others, if they come up with it) will lead to a district. Can ask around which will lead to a warehouse.

## Session 2 - 01/03/22

* Sargos brings everyone in, asks what has happened. Will mention that there has been a missing persons report, and it is someone who they know already. Buzzy is missing. Uncharacteristic, that a report was filed, usually organized crime keeps it to themselves. Bringing Namma in for expertise.
* Magic - go to the arcanum, see what they have to say about this spell. Has it been seen before? leads to a wizard who heard rumors about some bizarre explosions and noises in a specific region of the city (Olde Artificery). He lives nearby, but it's a crummy area so he thought it wise not to investigate.
* Need some direction about the Iron Fist. If they go back to the market, a bystander will flag them down and tell them about some new information they got
	+ remember seeing some strange individuals with metal gauntlets. Unusual, considering the local area. Usually pretty "market" dwellers. Muscle isn't there often (with exception of Whetstones). Someone remembers seeing them head to a specific district.
		- Olde Artificery - District of Ninuwā that used to be a artificery and enchanting hub until the Arcanum was built. Vendors and craftsmen began moving to be closer to the Arcanum, and the era lost income and "power". A few remained, but then an enchanters shop was robbed and the owner defended himself and accidently destroyed himself, his shop, and the robber. Wild magic was loosed and still seems to floats around, a century later. District has a reputation for superstition, MOSTLY unfounded at this point, but still basically abandoned. A few small-time gangs operate here, but not much else. Space has been a premium in the city, so there have been talks of leveling the district and starting over but it never seems to get much traction among the Titans or the residents.
	+ Description of the curious individuals - everyone talks about what happens, but these people seem weirdly disconnected to the "trauma" of it, and keep pressing, seem scientific about it, even when people are clearly not interested or are horrified by what they did hear or see.
		- Mention a tall human, weird eyes. Green orc-blood, skinny elf, short kenku who mostly listens, doesn't seem to speak common, often makes a creepy rattling chain noise.
* If they don't go back to the market (or after they go to the Arcanum) at some point have them get "tailed" by a beggar (Hoid) who knows how well they took care of one of their own. Will, as a favor, tell them the above.
	+ Rumor that Whetstone Tribe is now wiped out.
		- Can go to find survivors there and talk to them, get the details that they started looking into them and got wiped, HARD. Leader is in hiding.
		- Get information - leader was in their last safe house.
		- Ransacked, leader found tied to a table, swollen from poison, a snake mask covering his face. Fangs going straight into his eyes. Cleric makes a religion roll. If successful (15) will think of the weird snake temple by the wall. If unsuccessful, will remember that that mask is SUPES important.
* Olde Artificery - Factory/Warehouse
	+ similar explosion (rather, implosion and disintegration pattern) found inside.
	+ Let them explore a bit. A few side rooms. One seems to be a living space, another storage. There are signs of people living here. Bed rolls, a fire pit, some provisions, even a few dice and card games.
	+ Office space in the back, door locked.
		- Notebook with encrypted and encoded information. Map of the market area on the wall, with a circle that, from memory, almost perfectly matches the radius of the implosion. Also, a mirror (which upon an arcana check, will reveal as a scrying mirror, though not paired).
		- There is also a small cylinder with a symbol of a serpent, in silver. Arcane symbols as well, arcana check will result tell people that they can't be deciphered without study, but can identify words for "void" , "compress", and "disintegrate"
		- If opened without checking, spectral snake strikes (dex save 15, 1d6 poison, 2 piercing) and alarm
			* If checked, look in the office
			* If alarm goes off, give it some time before the Iron Fist returns
			* If not, after rummaging around they will return

## Session 3 - 01/10/22

* Chad is on the run. He was caught in the bedroom of an "experienced" old noblewoman, and is being pursued by the noble's guards into a rather seedy part of town. As he is running, he hears a very loud whistle, and the waving of a grungy old man down an alley. If Chad goes down the alley, the old man will grin, and clap his hands. A very loud flash of light, a thunderclap, and smoke will disorient the guards. The old man will then blow smoke that hides the alley. He then grins at Chad, real big, and you he will have no teeth and no tongue. Shoos him down the alley. Long winding alley that will lead to a huge building, with a cart and horse out front, big doors open, shouting inside.
* Dewrag was dispatched by Sargos to follow up on the dead Whetstone Tribe member, try to identify who it was and why he was killed. Walk through the door and begin looking. Someone will knock on the door. It's a dirty little kid, arm missing at the elbow with no front teeth. "Mithter, yer frendth are about to be in danger!" Shows him to a big ass-horse and the two of them will ride to the Old Artificery. Chad will be out front.

* 4 total fighters. Warlock leader, a fighter, a rogue, and a ranger, all wearing a single iron gauntlet
* COMBAT on word document
	+ Goal of the Iron Fist is to get into the office and destroy the information. Sole goal of the rogue, but given the oppurtunity others will try. Warlock will suicide with a self-immolation. (2d8 if in range) if all seems lost and he is the last alive.
	+ Everyone except the leader will talk, if taken alive. But must be persuaded or intimidated or some other method of extorting the information. (If all killed, this will be a journal found on Elf Ranger, Araphine Sagespirit)
	+ Warlock has got scale patches, serpent-like eyes and an iron snake torc around his neck

## Session 4 - 01/17/22

* Information will be about their cell. They are not alone. Warlock recruited them, asking if they were angry with how things were in the city. Paid VERY well. Warlock was testing the devices. Worked the mirror as well, but was only called on it, never had an "outgoing call." After the last successful test, they were told it was time. Set up a cylinder in the market and left. The last they knew of it. In the days that followed they were tasked with finding about as much about what happened as possible, gathering information, where it was either written down or sent through the mirror.
* Return to Sargos (Hopefully?) and the palace for a debrief, and to (hopefully!) turn in the notebook and cylinder for further study. If someone is left alive, they are brought in for imprisoning and further interrogation.
	+ If they don't, contacts will lead them to the temple of snakes next to the wall (somehow, might need to just make it up as they go along...)
	+ maybe try to find Buzzy?
	+ (if they take a prisoner), knows they were talking to someone in the city, but don't know where. Weird fascination with snakes.
	+ If Sargos is talked to, he has reports of an old snake cult by the wall. Mask reminded him of it, though to his knowledge the mask hasn't been used in that fashion before.
	+ If Hoid is tried to be contacted (or any of the beggar's guild) will say that the PARTY is indebted now, because they brought reinforcements. If they want help, will have to "pay for it" with something or information (let them figure it out)
* Chapel of the Purfiying Fang - temple of snakes close to the wall
* Hopefully (!) they will explore the temple. Small one, feels super uneasy, hot and dank and dark because no windows. Use the word "fetid" and "decaying". Lots and lots of snake motifs. Braziers and candles can be lit, or they can use their own spells.
	+ looks abandoned, unused. Two side rooms, one basic storage, one "bedroom" for priests w/ bunkbeds. Mattresses and pillows look unused, nothing in drawers but a few pieces of clothing. Another room behind a tapestry. Leads to a "library", mostly academic unmarked books and religious texts in an unfamiliar script and language.
		- How the Snake Lost It’s Legs, Snake Charming, The Snake that Swallowed It’s Tail, Autumn of the Black Snake, The Snake Whisperer, Fascinated, Not Afraid, The Severed Snake: Matrilineage and Making Place, Venom and Anti-Venom, Handling Venomous Snakes, The Hidden Burrows of Adders
	+ Main room has pews and an altar.
		- Library has a serpent statue activated secret door. Statue is between books, "Handling Venomous Snakes" and "The Hidden Burrows of Adders". Go down stairs, gets hotter, more humid.
		- Small room, table, chairs, "lattice?" where scrolls would normally be stored. Two torches on a back wall, and a rectangle that suggests something haning on the wall (map). A stand for a shattered mirror, glass on floor, shattered in the same place where Feno broke it. Frame looks similar to the scrying mirror in the warehouse, but more intricate with the same snake motif. Everything is gone, someone carefully emptied this place out. Big basket in the corner of the room. If they are loud, or if they look inside, two giant snakes will pop out.

## Session 5 - 01/24/22

* Combat
* Room gets stifling hot. Door to stairway is closed, but can open and a backdraft will level all the players except Chad
	+ In the doorway is a real big nasty snake, looks unharmed by the flames
	+ Chad will draw his dagger (I got this bro-heims) and will tackle the snake into the flames.
		- Stab, stab, sharp pain in the shoulders, feel the poison coursing through body, darkness.
		- Chad wakes in the dark, everything hurts. Throws his arm out and it smacks against some wood and a piercing light hits him. He pushes the door to the wardrobe open and winces. The light is really bright and his head is in incredible pain. He gets up from the semi-fetal postion and looks back into the wardrobe, he was laying on two crushed beer cans, the sharp edges were digging into his shoulder, but now that he is up, the pain starts to subside. He takes a moment to look around. He frowns. He is clearly in a sorority room after a party, but the room has a really weird vibe. All snakes and reptiles. He has a vague memory of thinking that it was really cool in the moment, but in the light of day it is just really bizarre. He carefully makes his away out of the room amidst empty cans, solo cups, and sleeping bodies. In the hallway he sees that he isn't the only one who is getting up and on his way out. It is his buddy Fenosey. "Chadsey, what a wicked party bro!" They do their secret handshake, for they are the Seekers of the Booty.
* It will get hotter and hotter. They will smell smoke, and have to escape the building. If they find a creative way of getting out, through the stairs will catch a glimpse of the people trying to burn it down. Can give chase and be lead to "hole in the wall" lol
	+ Alternatively, a perception roll of 17, will allow someone to see smoke being sucked through the cracks in the back wall. Suggests a tunnel that leads to an exit by the wall.
	+ Hole in the wall is the first "dungeon"
* Dungeon is down a long tunnel <1hr long

## Session 6 - 01/31/22

* Dungeon
	+ on paper

## Session 7 - 02/07/22

* Boss - Motzi - will have a decrypting cypher.
	+ Few pieces of information found on burned pieces of what seems to be reports
* Which entrance do they use? Tunnel entrance is smoldery, building has collapsed. They can get out creatively.
	+ "Front entrance" leads to a small hut outside the wall of the city. Edge of the woods. Disguised to look like a mill, two Yuan-Ti (mostly human looking) working the mill. Can talk to them to find out how this place operated. Supplies/crew/etc... came in barrels. Fully functional mill. Rough roadway to the city. Cart available.
	+ Find out how they will approach the city with two (four??) Yuan-Ti without getting murdered, thrown in jail, etc...
		- Exterior view of the wall, see the glowing arcane symbols that seem to pulse, almost hum. Can arrive to a massive gate, guards at "passport control"
		- Will ask for documents - immigration, citizenship
			* Items to declare: Explosives, greater arcana, agricultural products, and animals. Weapons are permitted with declaration and a signed form 110-B, (same for lesser arcana and artificed items).

* Return to Sargos, crew in tow.
	+ Debrief. Make sure they bring up what to do with the Yuan-Ti. Sargos will ponder, then say that he has an idea. Won't elaborate unless pressed.
	+ Will call for a porter to make sure they scrub the tunnel/mill/base for all info and then destroyed.
	+ Sargos will ask if there is any business they have for him?
		- Answer questions, let them bring up somethings (this will be dicey, so roll with it (hehehehehe))
	+ Sargos will bring up the next mission. An envoy from Damas (the former Asurian capital) has arrived and requested that ties be re-established between Ninuwā and Damas. Things are still dangerous in the Ungoverned Lands, and so the envoy requests that a delegation is sent to Damas. Damas will send a delegation of its own back to Ninuwā.
		- Sargos wants the Bois to head to Damas with the newly appointed Ninuwān ambassador to Damas, get the lay of the land there, and return safely with the Damas'en Ambassador.
			* All good? Any questions? Requests? (BS time)
		- Lastly, wants them to come up with a good codename/nickname for their squad. For occasional media coverage, internal reporting.
* Allow them to go into the city and do what they want (2 days freedom)
* Before meeting the ambassador, (If they haven't attempted to decipher for find information). Sargos will share information gained from deciphering the journal/scraps found in Ecbatana Base
	+ Name of the base, Ecbatana.
	+ From the journal in the warehouse: Hotep Splinter names and details
		- Members included Warlock David (Yuan-Ti), Karim (Half-Orc, deceased), Chain-Rattle (Kenku, deceased), and Araphine Sage-Spirit (Elf). Developed the Thaumatic Void. Basic reporting on methodology, though no details on construction.
	+ Splinters and Cells, areas of focus (not clear what they are)
		- 9 total cells within/outside of the city
			* 9 codenames: Sheba, Rachel, Hotep, Huy, Deber, Belshazzar, Cyrus, Golem, Levi
				+ Warning to be careful, codename Hotep was just destroyed and captives taken (Hotep)
	+ From the scraps, "The Unveiling",

## Session 8 - 02/21/22

* Then, can go to the palace and meet the ambassador - Robin Springhill
	+ Played by Anna, Sargos will call him in, let Robin introduce himself
* Begin travel. Use regular travel rules (Pg 106), random feature at day 2, 4, 6, random town at day 3. A weeks travel to the north-west.
	+ Get "marching order", supplies/travel means, ask each day what they are doing.
	+ Days 1 and 2 are plains. 4 and 5 are mountainous. 6 is forest, arrival late in the day in a semi-forested area on 7.
	+ Day 5 will have an ambush of 16 bandits. 4 swords, 8 spears, 4 archers. Rag-tag band, get the feel they are deserters. Will ask for money and valuables. Won't be dissuaded from fighting unless someone does something really freaky, or they start dying. Can also go around stuff.

## Session 10 - 03/14/22

* Chase bandits to camp, find Coil, the warforged. Wants to go to the other warforged and Novi
* 5 survivors - Zorn, Bron, Grodius, Lute Pick, Belkas Barleysheaf.
* 2 magic items, Folee's Pamphlet, Blank Contract.

## Session 11 - 03/28/22

* Random forest feature, enchanted apple tree.
	+ First to touch is enchanted to believe everything told as the truth, (Namma), but only the first.
	+ Down the path is psuedo-Sargos, and pseudo-Ninuwa. Squatters camp uncanny in its basic construction like Ninuwa. P-Sargos is wacked. Sounds like David Livingston meets Ben Kingsley's Trevor Slattery.
	+ Find stump and mushroom and wait til twilight.

## Session 12 - 04/04/22

* Tree is operated by a smoker fairie named Cloudberry. Tree is engineered to absorb magic traces and focus them into an apple. Only gets concentrated enough every few years or so. P-Sargos was the first to touch it, Namma the second.
	+ Will dispel magic if asked. But rather irate about it.
* Reach city, run down. Military (friendly) camped outside. Guards v. strict about getting inside.

* Damas
	+ Big city, metropolitan. Looks wartorn, once beautiful.
	+ Taken to the palace and will meet the Prince Hezekus. Seeks to open up discussions. Interactions are weird and wooden. Will secretly signal, pass a message. If no one notices, will give a book with a note in it.
		- Didn't need envoy. Need help, don't know who to trust. Plot to assassinate me. Do some reconnaissance. Official welcoming of the Ninuwan ambassador will be two days hence at the ball.

## Session 13 - 04/11/22

* Let them wander the city, perhaps stocking. Doing stuff?
	+ Try and feed them to military first. (HOW?) Biggest benefiter of assassination.
		- Can talk to military, General Barak implicated, Colonel Jael will back up. Nabonidas, the pretender king. Recently fought off, rumored to be in the mountains to the north. Military is on edge. Will point to city watch, most ears to the ground.
			* Outside encampment, barracks on the inside.
		- Can talk to city watch. Captain Ilavith Shieldbreaker Gathakakanu. Pretty harsh. Trying to keep unrest to a minimum. Unrest, rebels, crime is up. Justice system is overwhelmed. Lots of accusations and evidence that points to the citizens, but they keep swearing they are innocent.
			* Rebels are causing the problems. Not particularly well organized, but there may be an assassination plot out there. Check the taverns, they usually have the heartbeat of the city.

## Session 14 - 05/09/22

* Can go to "the people" (Tavern-Keeper of The Bubble and Squeak, Jessaadi Faepora - Dragonborn, who Bobbin knows.). Any other inn will be "The Stumble Inn" owned by a mischevious halfling wizard, Tripp Overstone. Must make DC-15 dex save, or stumble. Fail will cause patrons to laugh, and a free beer. Owner will add a tally to the board. Get feeling this is the most joy there is the city. Supply shortages. General unrest.
	+ Can get into a meeting of rebels within the city, trying to bring it down. Listening will hear a gather a very disorganized crew. Mostly people disappointed without any follow through (Homework assignment).
		- "Who did the homework? \*Silence\* How about you, old woman in the back?
	+ Hooded, disappointed figure watching the meeting, not contributing, will be Belshazzar operative. Kills self with cyanide if caught. Spymaster will get involved.
* Can talk to spymaster, Rachav. Grizzled, supes paranoid old dwarf lady. There is rumblings of something called Belshazzar. She thinks it is the aristocracy. Best time to meet them is the ball.
	+ Can be found by walking around palace. Asking questions generally trying to find info in the palace area. Contacts with the Beggar's Guild (Erud), Seekers, etc...

## Session 15 - 05/23/22

* Find out mechanics of swap. How is Prince listening. Can he comment? How will they handle state business?
	+ Magic from a distance, present but swapped bodies, etc...?
* If they want to search the rooms, they MUST choose one, and good sneaks. Otherwise, they will compromise the ball.
	+ Circumstantial evidence for "both"
		- office has burned paper, a vaguely threatening note "do what I say, or else" (slateflower) "you have debts that need to paid" (Lindreb).
* Can talk to aristocrats, (Mathaoz Lindreb, Avro Slateflower- older statesman, traitor, invited Vampire into the palace. Reason? Was gonna kill girlfriend. Seems super nervous. Wants to talk lots about diplomatic corps, avoids any discussion about the nobility). Diplomatic corps is a joke. Each one seems to be a total joke, makes terrible gaffes and is run off, killed, or defects.
	+ One diplomat murdered under mysterious circumstances. One was accused of sleeping with a regent's daughter and executed. Another inexplicably and suddenly defecated onto the altar of Persana while on assignment to the Tritons, she is currently in hiding. Stories continue. New diplomatic corpsmen are instated, who are even more green and fresh before. Early mishaps may have been inexplicable and unfortunate, but now they are just inexperienced and no-one takes Damas seriously.
* At ball, Vampire Spawn will crash the party, after an appropriate amount of wandering and searching and discussion with the guests. About 250 people, 40ish servants. 12 Guards within the room. Two at the door, the rest dotted throughout the room. Herald will ask for announcement card, will read after a resounding thud from his staff.
	+ Big ball room, stairs leading up to a watcher/balcony area. Rear of balcony is a small library, reading coves ("reading" aka canoodling), Entry is opposite side, goes up equally as high. Tables on the left and right edges. Elegant, but simple. Aristocracy clearly hit hard by war too. Sure, they eat better than common folk, but it certainly isn't extravagant. Glass skylight, with glowing moon, sun, star charts. V impressive.
	+ Small orchestra, 4 violins, 2 cellos, 2 violas, harp, piano, and a percussionist. Arcanely lifted above the dance floor, seems to be a shimmer, arcane energy holding it up from the ceiling.
	+ Canapes available:
		1. Smoked Haddock Croquettes with Pea Puree. 4/10. Far too smoky/fishy. Intense, one note.
		2. Peach Bruschetta with goat cheese, basil, and infused honey. 7/10. Tasty, but simple. Not inspired.
		3. lamb belly fritters with sauce paloise. 3/10. Bad. Sauce is far too minty, and the fritters are quite soggy with oil. This should be a crowd pleaser, and it is not.
		4. Saindoux pastry a la meat devinette. 9.5/10. Intense, almost euphoric. Super rich. Weirdly familiar...
		5. Bacon wrapped shrimp. 5/10. Classic. Boring, but satisfying.
		6. Chicken liver parfait, pickled watermelon rind and herbs. 2/10. Quite horrid. Far too much going on, everything is competing and nothing makes sense together.
		7. Herby Foccaccia and Raclette with onion jam. 8/10. Basically, really, REALLY good grilled cheese.
		8. Hand salad wedges with buttermilk, grapefruit, and mixed seeds. 1/10. The chef needs to be stopped, aggressively and with prejudice. It's a wedge of lettuce, with a pretentious and disappointing ranch substitute, a bizarre citrus tang, and a variety of seeds that easily fall off, adding little flavor and make eating the thing messy. Just the thing to appear pretentious and simultaneously incite a diplomatic incident.
	+ Drinks: https://www.dandwiki.com/wiki/Drinking\_(5e\_Variant\_Rule)
		- Classic Beers
			* Navy Moon, lvl 1
			* Dilly Dilly Ale, lvl 1/2
			* Skinny Wagon Wheel, lvl 1
		- Leek Liquor, quite prominently. (From Waeldestone, of course). Lvl 3
		- Ninuwan Mead, Ninuwan Honeyfire. lvl 2 & 3
		- Wine, good solid vintages. lvl 2
		- A strong punch. lvl 3
		- Goliath Moonshine (no one really touches it, mostly there so that the Goliath Delegation isn't offended) lvl 4
* Mood music: p;; https://www.youtube.com/watch?v=-zA1jRmAYfU
	+ The conductor watches the vampire climb down from the side of the dome, faces turns ashen, and then strikes the band into music as the ballroom erupts into chaos. She waves her baton to the music, and the shimmering edge of platform takes a reddish tint, and the music becomes metallic and driving.

## Session 17 - 06/06/21

* King is ok, but badly shaken up. Wants to know what happened. If they tell about Avro, wants to know why?
* Figure out what they want to do?
	+ Interrogate Avro.
		- Was gonna leave town with his girlfriend, THEY told him that he had to do the job or else. They can verify at his house. Made plans to run away with his GF, to meet him at his place after the ball.
			* Hastily packed things, servants that are clueless and confused.
				+ The nice horses are gone, stolen?
			* Hidden in desk, secret panel, will be instructions about vampire spawn. Needs Avro to come and meet the spawn at the crypt, invite it inside. Warns that the king must die for the debt to be paid.
			* Incriminating note (red X on a sketch of a pretty woman) - can talk to someone and confirm who it is. A seamstress who tailors (pun) to the wealthy.
				+ Can go to the Tailor's Shop "Urbane Outfitters", will find it deserted. No one there, money gone, no hint of where she has gone. Big mirror in the main room, on the reverse is a stylized gauntlet. Looks familiar about the other mirrors they've encountered. A picture that says "our founders" one is the seamstress, the other is a less-snakey version of the dead Belshazzar agent.
				+ Someone will drop off a letter, as they arrive. You've been compromised. Go to our prickly friends.
			* Trade documents to the Negev. Letters to "cousins." Supplies are desert travel supplies. Took his hearty Negev horses.
				+ She will flee to the Negev Wastes, populated by the Saguaro Confederation (Northeast from Damas). Hard to find people, family has ties here, distantly related and still keep in touch. Traders sell some of the finest wild horses. Also desert amber, camel products, and medicinal cactus products. Many disparate groups, nomadic.
	+ Can contact Sargos through a magic mirror. (Beggar's Guild!), can debrief. Sargos will want them to pursue the GF so they can get more information about the Iron Fist. Will let them know someone is coming (Micah's character)
		- If they don't talk to Sargos, and head into the beyond in pursuit, they will find him along the way.
		- Will want Bobbin to stay with Prince Hezekus. Open up diplomatic channels, and to provide a symbol of Alliance.
	+ Can goof off in the city too, BE FLEXIBLE.