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Nightmare Quarter (game)
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Contents
The Game
The Nightmare Quarter game started February 2022. Here you can find the latest posts in this game.
Current Events
- What's Your Poison - New to Plateau City, the adventurers answer an advertisement posted at the Catacombs by Berem of the Black Cathedral to investigate the recent poisoning and robberies of citizens of the Nightmare Quarter. Following some basic sleuth work, the team uncovers a group of alchemists and thieves who are developing and using a drow poison to incapacitate and rob wealthy citizens. A local alchemy professor at a necromancy school is discovered to be leading the efforts in Plateau City with a group known as Sharas Tel or friends of the drow. Once accused, they try to trap the adventurers but are outmatched and choose to fight to their deaths, leaving unanswered the questions of whether they are working with the drow, who is the mysterious ring leader 'The Beholder', and what if any larger schemes are afoot to employ the poison elsewhere in New Elenna?
- Mystery of the Scar - Following a summons from Berem of the Black Cathedral the adventurers are sent on a quest to find a mysterious blue glowing cave some two days towards Isen and retrieve an important scroll protected by a 'guardian. The scroll was revealed to Clarisse in a vision and she believes it is vital to the recovery of the Scar and that it is in danger of falling into the wrong hands. Following preliminary information gathering from the Mapmaking and Mining Guilds, the party set off towards Isen. After an adventuresome trip down the cliffs of the three plateaus via magical lifts, the party encounters a deranged dwarf who claims previous experience with the cave and its scroll. He begrudgingly provides the name of another dwarf named Emmet who is mining in the area near the cave and gives the party a coin to verify that he sent them. Emmet agrees after some negotiation to lead the adventures to the cave where they must first oust a band of kobolds who have taken up residence. A magical fountain that once fortified and healed those who drank from it was freed from corruption and the cave's final chamber opened to reveal the scroll in a magical case and an angel named 'Evanthe' left behind countless years ago to guard it. Once the guardian is convinced of their good intent the burden of the scroll is passed to the adventures along with a warning of the heartache accompanying possession of the scroll. The scroll in its case is returned to the Black Cathedral, but only after a fatal encounter with a deranged cleric of Ga'al who also knows of the scroll, desires its power and warns of heartache. Alas, the scroll when opened by Berem is revealed to be undecipherable and is locked away in the vaults. The adventurers return to the Patch frustrated by this turn of events and yet more unanswered questions including what role Clarisse plays in all of this beyond just her vision, who else knows of the scroll, and what of this heartache?
- The Summoning - No sooner had they returned to the Patch from their mission to recover the scroll than the adventures were interrupted by a commotion near the orphanage at Puccinni's. A shadowy figure lured the party into a dimly lit alley with a series of unnerving screams. A desperate fight along with the intervention of a new ally saw to the creature's demise. However, the Cloaker was but a 'herald' to a much more serious problem for the presence of similar creatures before the destruction of the scar was often a precursor to the summoning of demons by followers of Marteus. Some sleuthing around the Hollow Pit interrupted a group of cultists intent on recruiting students from the necromancy school. A map to an outlying farmhouse and a key were secured following a pitched battle and the murder of a cultist by one of their own. Aware of the urgency of the situation, the adventures set off for the farmhouse with little advanced preparation to disrupt the summoning ritual. A hidden basement served as the cultists' lair and the summoning was already underway, aided by the blood sacrifice of three captured children. The cultists were defeated and the ritual stopped just as the demon was about to enter the mortal realm. As it retreated from the portal it fixed its gaze on the adventurers in an ominous portent of future retribution. With their victory secured and the children liberated, the adventurers from the Patch are left to collect their bounty and wonder what any of this has to do with the curse that continues to afflict the Scar.
- The Great Sampson's Robbery - Forwarned by one of the local orphans that Sampson's Inn was being targetted for a heist, the Patchers went to investigate. No sooner had they arrived when an explosion blew out the back room wall and a band of undead thieves began stealing the Inn's earnings. A pitched battle against cigar-smoking skeletons and a couple of ghouls ensued. The thieves attempted to bribe the Patchers with a share of the loot, but the heroes stayed true to their values. As a last resort, Roscoe, the leader of the thieves, called in a skeletal minotaur of questionable intellect named Tiny Tim, however, the battle was already decided by that point and only Tiny Tim walked away after being convinced to drop all the treasure. With the financial future of Sampson's secured, the adventures could only wonder who was behind this strange band of thieves and what would become of a lone skeletal minotaur wandering the streets of Plateau City.
- A Night at the Crypt - The Patchers received a surprise invitation to attend an evening at The Crypt, a local gaming establishment. Zolbur, the owner of the Crypt sought to hire us to investigate and stop a shady dwarf named Duncan's fraudulent attempt to seize ownership from him. After engaging Duncan's lieutenant Ardreth in a few games of chance, the adventures were invited to a more exclusive room in the basement where a fighting arena had been established. Despite some moral reservations about mortal combat for sport, the Patchers agreed to wager 1000 gp against Ardreth on the outcome of the fight between themselves and an opponent to be provided by Adreth. Unsurprisingly, Ardreth cheated and one opponent turned out to be a pair of Oytughs enraged by having acid thrown on them. A fierce battle ensued and when the last of his creatures fell dead. Ardreth fled to a nearby warehouse where he was followed by the victorious adventurers. Ardreth and his remaining henchmen holed themselves up in an upper-floor office where they were eventually overpowered and captured by the Patchers. The keys to a wall safe and a locked desk safe were discovered on an unconscious Ardreth and the Patchers were able to gain entry and find a cache of paperwork implicating Ardreth in a thieves' ring which used the warehouse to store and re-merchandize stolen goods. Documents backing Zolbur's legitimate claim to the Crypt were also discovered along with a large hoard of ill-gotten cash and gems. While nothing directly implicating the mysterious Dwarf Duncan was discovered. the Patch did come away with a tidy sum of money, the winnings from their wager against Ardreth, the agreed-upon payment from Zolbur, free membership to the Crypt, and the proceedings from those recovered goods in the warehouse that had no obvious owner. As for Duncan...one can only assume he now knows who the Patchers are and if his reputation is true, he has something nasty in mind.
Characters
These are the characters, past and present, that have been featured in this game.
Current Roster
Character Name | Player | Gender | Race | Class | Travel Companions |
---|---|---|---|---|---|
Paige Potter | Carla W | F | Half-Elf | Cleric 6 | |
Rhys Saelion | Bob W | M | Elf | Fighter 6 | |
Kwarsk | Wayne W | M | Dwarf | Fighter 2 / Monk 4 | |
Muuru "Fingers" Murgirun | Shawn W | M | Minotaur | Rogue 3 / Wizard 3 | |
Burton Fleming | Alex N | M | Human | Wizard 6 | |
Zarsellet Fahring | Randy G | M | Gnome | Bard 6 | |
Lothlo | Will D | M | Human | Sharpshooter 6 | |
Naithi | James D | F | Beastfolk (ursine(sloth)) | Druid 4 / Lost Child 1 / Morphling 1 |
Past PCs
Character Name | Player | Gender | Race | Class | Travel Companions |
---|---|---|---|---|---|
Fenfarin | Iain | M | Beastfolk | Druid 1 | |
Grothic | Jonathon L | M | Half-Orc | Ranger 1 Barbarian 1 | |
Xuce | Chris S | M | Halfling | Monk 2 | |
Myre | Carl M | F | Half-Elf | Sorcerer 2 | |
Nintos | Clint B | M | Human | Wizard 3 | |
Malhynn | Steve W | M | Elf | Wizard 3 | |
Veldrin | Ben P | M | Surface Drow | Twilight Ranger 3 | |
Ovius Tallmore | David S | M | Human | Cleric 2 / Wizard 2 | |
Linden Haran | Jason W | M | Human | Fighter 4 |
NPCs
- Berem - (Human Male Cleric) A large balding man, Berem is the head of the Bureau of Administrative Affairs for the Black Cathedral. He is charged with maintaining good relationships between the Black Cathedral and the denizens of the Nightmare Quarter and with seeing to the rehabilitation and recovery of the cursed ground of the ‘Scar’.
- Bersei - (Human Male) A member of the town guard, Bersei arrested Musetta and then released her into the custody of the adventurers, warning that he would be checking in on them.
- Clarisse - (Human Female Cleric) A lean blonde woman often cloaked, Clarisse works for Berem of the Bureau of Administrative Affairs and acts as his eyes and ears on the ground. Clarisse is often the first point of contact for the adventurers when they are working for the Black Cathedral.
- Garrick - (Male) Captain Garrick is the captain of the guard
- Lars - (Male) Lars is a portly rabbit folk from the Outcast Quarter who sought the aid of the Patchers
- Mavros - (Gnome Male Necromancer) A middle-aged gnome with a long gray moustache, Mavros leads the school of necromancy at The Hollow Pit. He claims that necromancy is not always evil and studies ways it can be put to good use.
- Musetta - (Elf Female) A small insolent elven child rescued from the town guard and an eventual prison sentence. Musetta stays at Puccinni's Coffee Shop, an orphanage in the Nightmare Quarter. She and her fellow orphans have a network every bit as extensive as any of the thieves' guilds and have fallen under the protection and favour of the adventurers.
- Tobrel - (Half-Elf Male) Master Tobrel is a lean half-elf with a small amount of gray in his hair. He has been (a? the?) Master Martial Artist (Monk) at the Temple of Pantheon in Plateau City for some time, and became Kwarsk's (see above) teacher of Pantheon's Justice not long after Kwarsk arrived in Plateau City with some of the adventurers who would become the Patchers. Master Tobrel recently agreed to take in Musetta as a resident student at the Temple after the Patchers rescued her from being a sacrifice in a demon-summoning ritual of the cult of Marteus. (Pantheon's Law is comprised of attorney-clerics, and Pantheon's Justice is comprised of protector-monks)
- Walid - (Human Male) an older man with a gentlemanly disposition and manner, Walid runs the orphanage in the Nightmare Quarter. Formerly a low-level thief and pickpocket, he has taught some of these same skills to the orphans out of necessity.
- Zolbur -(Gnome Male) the owner and proprietor of The Crypt, a gaming house in the Nightmare quarter. Zolbur took over what was once a notorious establishment associated primarily with the criminal element and turned it into a destination for tourists and a broad swath of Society.
Geography
- The Patch - This two-story warehouse formerly known as 'The Pumpkin Patch' is situated in an alley running northeast from Nightmare Street towards the Scar and previously served as the headquarters and hideout for the Poisoners Guild, a band of alchemists and thieves who poisoned and robbed the citizens of Plateau City. When the adventurers dispatched the Poisoners Guild under the authority of the Black Cathedral, the title to the building was granted to the adventurers. Renamed 'The Patch', the building now serves as their headquarters and a source of assistance to the poor and downtrodden of the Nightmare quarter.
- The Blue Cave - This cave was carved into a hillside near Isen in a long-forgotten time by dwarves and elves. An antechamber glows with blue light caused by sunlight reflecting off the blue crystals that line the walls. The antechamber houses a fountain with a female statue that seems to watch those that enter. Any who drink from the fountain gain sustenance and improved health. Other chambers lie deeper within the cave including a library, sleeping chambers, etc.
- The Crypt - A gaming house in the Nightmare Quarter run by a gnome named Zolbur Once a den of thieves and criminals, it is now a mostly respectable gaming house known for running a clean set of games. Tuxedo-clad ogres man the doors, the bar and many of the tables. Zolbur has a large palatial office in a back room and a fighting arena has been established in the basement. The Crypt now provides gambling and entertainment to a wide cross-section of Plateau City's society.
- The Hollow Pit - A large multi-story building with a central tower situated in the Nightmare Quarter near the Black Gate. This building houses a school of necromancy unaffiliated with the Star Mages Guild.
- Lemmy's - A small beer cellar in the Outcast Quarter with a walled-in garden/courtyard that can accommodate larger folk. The food is wonderful as is the beer.
- Puccinni's Coffee Shop - Once a pub and then a coffee shop, the expansion of the Scar drove away business and forced its closure. The building now serves as an orphanage for the Nightmare Quarter but has kept the name Puccinni's.
- Sampson's Place - A tavern in the nearby Trades Quarter overlooking the riverfront known for good beer and plain but hearty food.
Standard Marching Order
Inside:
Kwarsk
Fingers
Burton
Paige
Zarsellet
Rhys
2x2:
Kwarsk - Rhys
Fingers - Burton
Zarsellet - Paige
Standard Nightly Watch
20:00 - 22:00 : Paige, Fingers
22:00 - 01:00 : Kwarsk, TBD
01:00 - 04:00 : Rhys, TBD
04:00 - 07:00 : Burton, Zarsellet