Hook
It is the 169th year of 3rd Era, Brennis. Vizidel is in shambles.The attack, assault, outbreak - whatever it was - had been instantaneous. One moment, the city simply existed; the citizens worked their crafts and the streets were filled with life. Trade, laughter, and discussion filled the streets of Vizidel as the people basked in the warm early-summer sun. Many took pleasure in the cool, marine breezes floating softly through the air. The poor sought shade in their decrepit bungalows while the rich sat in their manors, amongst fine foods and servants.
As sudden as an ambush, they came. You aren't sure if they erupted from the ground, came from buried graves of fallen citizens, or simply materialzed from unholy magic into thin air, but they came in droves. Within minutes, the strange, undead, and humanoid creatures had spread over the surface of the city, attacking people and goring them with their gaping mouths and sharp, raking fingernails. Their numbers seemed to swell and rise throughout the day as they conquered more of the city, clearly adding the living -- and now dead -- to their rank.
You found yourselves cornered into the last place that wasn't inhabited by the creatures, tucked away in the historic Calepha district of Vizidel, a region mostly for minor trade caravels and middle-class housing. The several of you retreated into the Gilded Mare, a local favorite known for being decently-staffed as well as sizeable.
The first nights at the inn were horrors almost beyond the first. Spurred by a pair of dunces, the creatures assaulted the Mare and were barely held back by the survivors. Many of you have been bitten and maimed, saved from infection only by careful hands and helpful supplies. In the following days, new survivors showed their faces and the many hands allowed for supples to be hauled. It has been several days now -- a fortnight, you think -- and the Gilded Mare is starting to feel 'safe' for once. Improvised defenses, armor, and weapons have been passed out. The nearly two-dozen of you have enough supplies to last for several weeks, and the clearing-out of nearby establishments is netting you enough to sustain yourselves.
It is time to return to the city's depths. You must push on beyond the Gilded Mare. Have others survived? What of the Royal Family? Is Maddris still patrolling the north? You have many questions, and few answers.
Setting and Lore
Situated on the southern coast of Brennis is its capital Vizidel, where the story begins. Brennis has long been a dominating force in Forelle, wresting control of the seas with a strong economy and a powerful navy.
Vizidel itself is nothing short of a wonder. One of the most impressive cities in the archipelago, merchants come and go from many walks of life and areas of the world. Vizidel's bustling ports are no stranger to a myriad of sailors, sellswords, and sex workers, amongst more noble of folk such as priests, traveling entertainers, and emissaries of foreign civilizations.
Details Between Chapters
This will pick up the campaign, jumping forward in time several days. In that time, multiple things have happened. Most notable, the Gilded Mare is relatively stable supplies-wise. You will not have to focus on gathering food or anything in that regard. In addition, in the several close trips you have made in that time, more tools and equipment were either found or crafted by the survivors. The windows and door have been fortified. In addition, the survivors made it to the All-Seeing Eye to find it ransacked by looters. Marcus' legion armor was locked tight in his private office, however. A full list of changes (including things pilfered during last Act) is here:
Code: Select all
-- Supplies/Food to last for several weeks
-- Half-cord of wood
-- Ancestral Shield (+2 AC)
-- Marcus Plate Armor
-- 3 Hide Shields (+1 AC)
-- 3 Leather Armors
-- 1 Hide Armor
-- 6 Daggers
-- 7 Quarterstaves
-- 12 Clubs
-- Hacksaw (for construction)
-- Barrable window-guards on all first floor windows
-- Front double-door fortified with extra wood
-- Roof-hatch latch fixed
-- Leatherworking Kit (Stretch rod, hand tools)
-- 4 Footpads (made of dense cloth, for sneaking)
-- Many candles
-- Cooking/dining utensils
-- 2 spools of twine
-- Large beaker of healing salve
-- Several rolls of clean linen for bandages
Character Creation Information
The survivors represent members from a variety of walks of life. Whether a merchant in the ports to sell your wares, a sellsword to guide and protect nobles or paranoid folk in the rough city, a sailor from one of the busy ships, a priest spreading his religion from foreign lands, or a con-man looking to make a quick steal, your being here was fated. You do not know why this chaos is happening, but one thing is crystal clear. In order to survive, you must band together and protect each other, lest you will all perish grisly, terrifying, and bloody deaths.
Character Creation Rules
System: 4e
Level 3
Stats: 25pt buy.
Race: Any published, refluffed as human, orc, elven or dwarven.
Class: Any published.
Feats: Free expertise feat.
Themes: Allowed.
Background: +2 to a skill or add a language.
Equipment: Up to 35 gp worth of mundane weapons, armor, items, equipment that your character has managed to pick up in the several days since the reckoning. Returning PCs may equip themselves with anything the party has obtained since the beginning.
Skills: There are no class skill restrictions; any class can train any skill. You still must take the mandatory/bonus skills granted by your class as usual (e.g. Arcana for a wizard).
Rituals: Component costs for all rituals are reduced to ¼ their normal values to encourage ritual use. Also, Raise Dead will not be allowed in this game – dead is dead, though we hope that doesn’t have to be an issue.
Inherent Bonuses: Yes.
Languages: Knowing Brennisian is a requirement. Extra languages? Pick from the list below.
- Languages
- [SHOW]
- Map
- [SHOW]