Sunday 14 October 2012

Adventure 7 - The House of Pleasure

This is, obviously, not somewhere I can write a chapter of Poisonroot. This is about a brothel. I love brothels; they provide so much opportunity for character play!

Anyway, I painted several new miniatures just for this session. The characters entered the House and chose, in the end, to have their memories wiped. They gained experience, of course, and are left with a lingering need to complete the quest for the Succubus. She is an interesting character; the players' Insight checks were enough to tell that she was telling the truth. This suggests a couple of things: Either she has somehow turned to the side of good, or she was lying and is simply very, very good at it.

Whichever the case is, it didn't end in violence, which is a shame in a way because I'd taken the time to create the map in Roll20 as well as in reality.

I have two players, Futch and Ostardva, who play remotely most weeks; they connect via Skype and are able to see the players and me, able to read our faces and glean emotions that way. We initially used Skype for both but found it incredibly complicated when I made a set; Chris and Phil couldn't see what was going on and couldn't therefore easily get immersed. Now, they use Roll20 to see the tabletop. I think it's incredibly useful, especially in combat; there was plenty of options for combat in this week's adventure. Had they gone in all guns blazing the women would have turned on them as minions; had they decided to attack the Madame they would have found a succubus, two minions and two rattlesnakes as their enemies; to be honest, it could still happen, though I'm not sure it would make much sense story-wise for them to fight the Madame now.

I live in hope.



Hillrest music: Sarutabaruta

The town of Hillrest is the only town between you and your current destination: Fennica. You are almost within sight of the town.
Knight’s Delight inn.
Nothing of note happens in the town; in fact, the townsfolk are welcoming. They are also entirely female, a town of mostly human people with some half-elves mixed in.

·       The women explain that, without warning, the men upped and disappeared about six months ago, one or two a day. They never returned, but each time it felt like ‘the right thing to do’.
·       They don’t particularly care much about the lack of men; they’re briefly puzzled that the adventurers should consider that they worry about men. Are they not able to take care of themselves? They say that since the men left there have been bumper harvests, the animals have yielded lots of milk and produce, no fights have taken place and everything has generally been fine. The leaving of the men came to be known as ‘the blessing’.
·       The children were unaffected. Boy and girl children have been growing and playing entirely normally and don’t seem to notice the lack of adults.
·       It is a boy’s sixteenth birthday. By Lyrian law, that boy is now an adult male.


Staying a night at the tavern gives the adventurers a +2 bonus to all their next rolls because they feel so good. It’s almost as if the air of Hillrest has some sort of rejuvenating character to it.

The next morning, the adventurers leave town. They are joined by a party of villagers who are waving goodbye to Efric, the boy who turned sixteen the night before. He is leaving town. He’s got no things with him apart from a notepad and pencil.
·       Efric doesn’t know why he’s leaving. He just feels called to leave.
·       Everyone else is in total agreement about this.
·       He feels called to walk the road to Fennica. He says goodbye to his parents.

The adventurers don’t leave before Efric does. He says that he needs time to prepare the rituals he needs, as he plans to record his adventures using mental impressions on pieces of wood, jewellery etc. so that his parents can hear about them first hand.

Only one building is on the road between Fennica and Hillrest. It is a large mansion a few hundred yards off the road with high walls. Efric moves towards it. He says it’s where he’s heading for, he can feel it. The sign says ‘Madame Mercurio’s House of Pleasure’. It is a brothel.

Continuing on, the adventurers come to Fennica. They are met at the gate by an armed detachment of guards who ask them if they are the adventuring party who were at Oakedge. They are asked to accompany the guards and they are ultimately lead to the antechambers of the Duke of Fennica, Duke Fennic.

The palace of Fennica: Mikami Concertino

They are met in the antechamber by one of the Duke’s officials, a hooknosed man by the name of Reynolds. He says that information about the tragedy at Oakedge was sent out by carrier pigeon and the Duke has been informed, but he wants to debrief them personally. Unfortunately he is… indisposed at the moment.
Then Reynolds asks the man to leave them. He takes the adventurers into his confidence; a terrible problem has arisen. The Duke is married to the Duchess, but it is not a happy marriage. A week ago the Duke visited a nearby den of vice; perhaps they passed it on the way in? The Duke is prone to fits of madness and the papers are desperately important. Moreover, Reynolds is certain that the papers were left in one of the upstairs rooms while the Duke was being served by one of the ladies. He offers them 600gold to recover the information, and gives them another amount of gold ‘to cover their fees to get into the place; I’m sure what they do with it is no concern of his.’
Reynolds begs the PCs to use some sort of subterfuge to get in to the place; a martial attempt can’t be made because it would bring to light the problems with the Duke’s marriage, and there are far too many enemies in the city of Fennica for the Duke’s name to be brought into ill repute. He gives them a little time to discuss their plan and leaves them alone.

A short time into this ‘planning time’, the door opens and a young lady enters the room. She is dressed in finery and she curtseys neatly before them.
“I am Lady Lyra Fennic. I am the Duke’s daughter.” She sits down at the table with you. “I know what you are here for; I want to help you.” She frowns. “My father is gravely ill and I cannot trust anyone here. I have my suspicions about what is going on out at the mansion, and if it pertains to my father it’s of my concern.”

·       Lyra has been undertaking her own investigation. She just smiles if they ask about it.
·       She is able to get in and out of the brothel without their aid
·       She begs them not to tell Reynolds about her visit as she cannot entirely trust him either; something is killing her father and she cannot place it.

She leaves after answering any questions they have; she agrees to meet them there, stating that she will meet up with them.

Reynolds returns. He insists on hearing their plan before continuing and adds to it ideas of his own, specifically suggesting they pretend to either be prospective workers there, or paying guests.

Fennica has a store for every adventurer’s need. Fine clothing is available at a stall if they wish to buy it; fruit, adventuring equipment, unmagical armour, an enchanter who they cannot afford, a gemstone appraiser and seller, a scroll stall, a potion stall, etc.

At the mansion; they find the gates either open for them or, if they have a poor plan, a tree at the back allows them entry with a suitable athletics check. The gates are wrought iron and through them they can see the entrance to the brothel. There are several people heading either in or out of the brothel; it seems to be doing good business. One soldier looks up as he sees them, then quickly looks down as if embarrassed. He is wearing a purple cloak.

The entranceway to the brothel has a coat of arms over it; two large snakes reaching in to bite an apple. It seems that the concept of a serpent and an apple representing sin and innocence are synonymous.

Mercurio’s music: Honeybee manor

There is a desk with a quill, a large ledger, a couple of small drawers and a paperweight on it immediately inside the entrancehall at an angle; it is manned by the Madame.

The Madame, a tall severe-looking woman with her grey hair tied up in a bun who manages to still be beautiful, approaches them whatever. She has a long blue dress in an oriental style which is embroidered all over with small gold designs. She wears only a single piece of jewellery, allowing her natural beauty to talk for her; it is a pair of snakes toying with an apple, much the same as the crest. She is varying degrees of welcoming or hostile. If she is hostile, she tries to smooth things over and sell her girls’ services. A young girl comes in and whispers in the Madame’s ear; though she is wearing a very low-cut top and a skirt sewn in with sequins and she is just about recognisable as Lyra! The Madame nods, says “See to it,” and Lyra withdraws; the Madame is welcoming to both genders and all races, as any sensible businesslady should be.

If the PCs ever check the guestbook, they find that the Duke has not been. However, an entry for a week ago cites one John Reynolds as visiting.

There are several features of the terrain. All floors are carpeted: +2 to stealth rolls. Every upstairs room has a bed. The adventurers are offered a night’s rest at the house for a reasonable price, with a meal as well, and are led to different rooms. Every single room has a bed in it and a cupboard. It also has what appears to be copper railing or thick wiring which fixes the bed to the wall. If any of the PCs indulge in sex, this begins to glow with a purple light which does no harm and has no apparent effect. There is a window in each room, each one tightly curtained with purple velvet.

If they choose to fight at any point, each of the women is a human rabble. There is one per room. The Madame laughs and vanishes in a puff of sulphuric smoke, leaving them to solve the mystery anyway.

The men are lead to the rooms upstairs. The women are lead into downstairs rooms. The Madame goes into her room.
In the chambers the adventurers are left alone for a moment or two, each one in sequence. A careful search of the rooms finds: A few gold in one of them, a jewel in another, some underclothes, some fine clothes, a dagger and, in one of the rooms, a mental image left on a man’s gold ring by Efric.

‘I can’t believe my luck. The day after my sixteenth birthday and already I’m a man. Rose, for that is the name of the angel who just now left this room, is beautiful. I am in love. It can’t be coincidence that she offered me a discount; it must be the stirrings of the truest love in her breast too. And, such breasts. I hear her coming back now, with wine; she’s… oh, by the One Tree, what is this? Rose? Why are you holding that dagger? What’s happened to your teeth? Rose…?’

Meals are taken in the dining area with an open-plan kitchen. The Madame has a woman chef. The Madame also tells the adventurers that their money has paid for an overnight stay and they should avail themselves of the facilities as they are a good half day’s travel from the town.

Both male PCs have a dream that they are watching Efric, naked, being charged by a naked woman holding a dagger. She stabs him; he stumbles and gets away, out of the room. Other women, also naked, step out of their rooms; Efric stumbles to the railing and looks down. There is nothing there; suddenly, the impression changes to one of intense pleasure, Efric happier than he has ever been, and he enjoys his final moment.

The female PCs have a dream of extreme foreboding regarding the room in the north-west corner of the map on the top floor. It is as if the fireplace in the corner of the room is a vortex pulling them in, but it’s ok; in the dream, they want to go down there, almost as if they’re being shown the way. Toofi is woken up by Lyra; she is still in her courtesan outfit and has a small book under her arm.

“Quick; now’s the time if we want to investigate this place. It’s deadly quiet at night; all the women go to bed and the Madame goes… somewhere. And all the patrons are asleep. Quickly, gather the others and meet me in the ground floor hallway.”

A very low sneak check gets everyone into the kitchen. Strangely, though some of the adventurers went to bed with a girl, the girls are gone.

The hallway is quiet and empty and cold. The party can share information.

Lyra tells them that it’s really important that, as she already has a cover story here, if they are caught they should try and play it naturally.

If the adventurers choose to go into the room, they find it empty; the fireplace has a hole at the back of it which leads to a ladder. The ladder leads down into the fireplace, thankfully unlit, in the Madame’s room. She has the important documents on her desk that the adventurers have been sent to find. She appears not to be around, neither do any of the girls.

Also in the Madame’s desk are several other important scrolls, including a recipe for a love potion (with the word ‘failed’ scrawled over it), the bill of ownership for the mansion, a handful of gems, a scroll called ‘Madame Mercurio’s Charm Offensive’ which appears to be a spell of incredible strength for charming someone, and finally the book with the dragon. This is lying on the top of the desk. It is called ‘On the Dragonflight Union’. It is unusually heavy. Opening it reveals that it is blank, a section of it cut out to reveal a piece of metal inscribed with a key. It is also trapped: a half-powered Glyph of Warding. The book has a glowing sigil surrounding its cover. It explodes soundlessly if opened without deactivating it. A DC21 Perception allows them to notice the glyph. Arcana DC20 allows them to see it and provides a +2 bonus to Thievery checks made to disable it. It can be disabled with a DC21 Thievery check. Failure does not set it off on the first attempt, but does on the third.
It targets all people in front of it within 3. It attacks +8vs Reflex. On a hit it performs a 2d6+4 acid damage and ongoing 5 acid damage. However, 300xp is available for successfully deactivating it. The book falls open no matter what if they win or lose.

The office itself is plushly appointed; a big seat, two smaller armchairs, a sofa, velvet curtains, a bonsai, large desk, fireplace, three large bookshelves on one wall which are lined with books which are in order of subject rather than author. There are five gaps in the bookshelves. One is between ‘Astral beings’ and ‘Angels and Demons’. One is between ‘Sharks and their habitats’ and ‘Kraken of the Southern Seas’, one is between ‘Dragons: Fact or Fiction’ and ‘On Wings of Steel’ and the last is between ‘Societies of Lyria’ and ‘The Porton Pirates: Terror on the High Seas’. The Dragonflight Union book goes in the last one as it is about a society.

The bookshelf slides to one side and the adventurers can enter. Inside is a chamber where all the copper piping seems to lead; it comes down the walls from upper floors and meets at a throne, on which is sat a beautiful naked woman with wings; it is a succubus!

Music: The Illusive Man

She opens her eyes as the adventurers approach; she stands from the throne and narrows her eyes, saying that there was something different about them, which was why she didn’t have her girls finish them off last night. She sighs and flickers, turning back into the fully-clothed Madame.

·       If asked about Efric: she knows nothing. There is a blanket ban on killing in the House; she allows her girls to feed but not to take more than their clients are willing to give. In this way the place continues to have a good reputation and a clean sheet.
·       If asked about the menfolk from Hillrest: She becomes sad. This was a terrible accident. A long time ago, three years or more, things were not as they are now. A tremendous battle against a dragon lead the succubus here and she was forced to drastic measures to defeat it before it could destroy much of the surrounding landscape. Unfortunately, as a by-product, many of the men in the town of Hillrest were drawn in and consumed to support the battle. Having made a conscious effort many years ago to be on the side of good, this was unsustainable. In order to try and salve her conscience, the Madame has since ensured the town enjoys the best life can offer in all things.
·       If asked about the Duke, she’s never met him. Reynolds came, though. He left a thing; there are several uses for the knowledge that someone cheats on his spouse, most popularly blackmail.
·       She also promises to open her own investigation with her girls about who is murdering people still.

She also offers to let them go. She can erase their memories of this adventure, replacing it with the idea that they came into the brothel, whereupon she gave them the paperwork and they left. No-one will be any the wiser, including her. She has no real reason to fight, and she points out that neither do the adventurers. They personally haven’t been affected. Efric was food, yes, but do they weep for the cows and pigs they slaughter to feed themselves? Life is hard, and he was happy at his last moments.

She goes on to explain that a rather zealous Paladin has been up to no good in the town; though Paladins are virtuous and right, and can in fact do no wrong or they face becoming fallen Paladins – she mentions that Ostardva should know all this… - but this particular Paladin, by the name of Lord Malfis, has been upsetting a lot of people in Fennica.

Lyria is, unbeknownst to most, home to a fair number of supernatural beings, not unlike Succubi. Though they’re mostly shunned by the living populace, it’s the home of a number of liches, vampires, lycanthropes and so on. Generally they are law-abiding; some are even considered ‘good’ and they generally want to be left in peace.

Lord Malfis has been on a mission of extermination for his god, Bahamut; he justifies each one of his kills as being that the target is an abomination by its very existence and must be slain. For the most part he is right; occasionally he is wrong. On behalf of the law-abiding supernatural of the area, and on behalf of ‘doing the right thing’ to obtain this information, the Madame asks that they go and stop this Paladin in some way. She also points out that, if they are able to prove they have destroyed or otherwise stopped this person, the supernaturals who are thinking, intelligent beings might well be more disposed to helping them in the future. Also, think of the information or use they might get from such people that will be lost if this man’s crusade continues. She suggests possibly shaming him, having him defrocked, causing him to do something that would cause him to ‘fall’ etc.

She calls Lyra forward, calling her ‘Vals’; she asks why she has brought these outsiders in? Was the money not good enough? She can consider this her resignation; leave. Do not be seen working here again.

As the next part is largely led by the PCs, some notes on Lord Malfis:

Lord Malfis attends the Purity Club every day for lunch and dinner. This is, in fact, a club which has only the best spirits in town and serves an almost exclusively clerical or paladin clientele, mainly because they can afford it.
In the afternoon he mainly journeys out by horse and disappears to a nearby tower; it seems that there is an astral gateway there that can be redirected into almost anywhere. It is a mirror with a glowing boundary. His tower is locked with a sturdy key.

He is back at the club by 7pm for dinner.
He has a large house in the Ducal Quarter of Fennica; it has a small staff but no guards.
He is a very well-to-do and talented paladin. His home is full of artefacts he has plundered from liches, vampires etc.




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