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Familiar Territory

a guest Oct 13th, 2015 15 Never
  1. "Familiar Territory" campaign.
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  3. Prior to events in the campaign, 5 sorcerers were publicly executed for their crimes. This was to set an example; magic-users are not above the law. As the (magical) execution took place, a brilliant flash occurred. Far away, their familiars (who should have died at that point) gained size and intelligence. The sorcerers attempted to use a spell to transfer their souls into the bodies of their familiars had gone awry. As they were inexperienced, it went wrong, and the Familiars gained their knowledge and power. While most Sorcerers treat their familiars kindly, some live by the "old ways", treating the familiar as a tool to improve themselves (in this setting, the death of a familiar has no adverse affect on the sorcerer bar loosing the extra power their familiar provided). The familiars all vowed to be their own masters. While they all began separate missions, the Mole/Badger suggested ideas to each of them separately, all creating a chain of events for his ultimate goal.
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  5. Quest 1: Toad: His master was a con man, using magical suggestion to trick people. The Toad (being lazy) went to the swamps to rest. The lizardmen mistook him for their god (A frog like creature who’s croak caused fish to leap from the water and fruit to fall from the trees). He happily played along, commanding all who denied/opposed him as heretics and commanded them to be killed. The lizardmen continue to pamper him in hopes he will bring bountiful hunts (though patience is wearing thin, those who speak out are killed). The Toad’s voracious appetite has forced them to attack human settlements for more food. He also instructs the lizardmen to block specific routes so the caravans must go via the mountain for the Magpie’s attack. In exchange, Magpie drops off any caravans containing food she captures. You are called initially to stop the lizardmen attacks.
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  7. Quest 2: Magpie: Her master was a thief, using magic to lift belonging from pockets and homes. Flying to the mountains, she struck a deal with the harpies. They would steal anything “shiny” from caravans passing by the mountain range. Once enough treasure was amassed, they would disguise themselves as humans and spread rumors of magnificent treasure in the mountains. When the hapless adventurers approached the mountain, there would be fresh food for them to eat. The Magpie gets her money, and the harpies can disguise themselves as beautiful women via the help of the Moth’s illusions, who takes a small portion of the money. You are called initially by being tempted to look for the treasure. (After this, you learn of the familiars, thanks to notes from the previous quest talking about making the caravans go via the mountains)
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  9. Quest 3: Moth: His master used to be a racketeer, using illusions to make himself appear more intimidating and creating fake gangs of hoodlums. A small town actually loves the Moth. They believe he protects them from monster attacks. In truth, the Moth uses the money to pay rouges to pretend to be monsters, while he casts an illusion to make them appear so. Moth doesn’t care about the money and is happy to fuel his ego by becoming the town’s guardian (in time expanding his operation to be a protector of the Kingdom, then worshipped as it’s god). Moth’s work has made the town guard lazy and despondent (being blamed for not being good enough), this aids the Spider/Scorpion’s work. You traveled to the next village for clues. You end up in the middle of the monster’s “attack”, only to be “saved” by the Moth. You decide to investigate the monsters yourself after speaking to the town guard.
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  11. Quest 4: Spider/Scorpion: His master used to be an assassin, using poisons from afar via magic. Spider/Scorpion poisoned the leader of an influential Mercenary guild. His plan was to only give small doses of the anti-venom if he instructed the guild to kill certain targets to keep him alive for another week. In truth the “venom” is not lethal, and the anti-venom merely causes the symptoms to arise a week later. The symptoms can become agonizing, but not actually kill. The anti-venom would be made by an alchemist in the guild. The leader would bring the instructions and venom to the shop. If the instructions were opened by his hands, it would burst into flame. The alchemist (despite being young) knew from the instructions the truth about the venom. He approached Spider/Scorpion and explained he was happy to play along. He would move up the chain in the guild, and make the “anti-venom”, all for being the Spider/Scorpion’s right hand man. Spider/Scorpion’s targets included rival guilds. Mole/Badger encouraged him to go after beloved members of the community as well as magic-users for his own ends. In exchange, Spider/Scorpion would have a place in his “new world”. You are called to help buy the Mercenary Guild Council, to stop the other guild who they believe has gone rogue (you initially believe you have been pulled off the familiar search).
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  13. Quest 5: Mole/Badger: His master was a grave digger and robber. He would use necromancy to command the dead to carry their own jewels for him. His inexperience meant they usually only lasted just long enough for it to reach the cart, and one night he left a trail of scattered coins all the way to his house. It was his ritual that was supposed to revive the sorcerers in the bodies of their familiars. He needed his cohorts to make the ritual work, but the guards interrupting them caused the ritual to go haywire. The Mole/Badger waited until a good chunk of people had died from Spider/Scorpion’s assassinations. He then tunnelled under the cemetery, sinking it beneath the ground. He guards it, demanding “Tax” if people want their dead/heirlooms back. To further intimidate the people, he uses necromancy to summon the dead to terrorise the village (often using people who were much beloved by the community). He demands food, as well as artefacts/ingredients to use in a ritual to make him a Lich. Should this happen, he will become unstoppable. After the cemetery sinks, The Mercenary Council guild sends you to go help (you explained about the giant familiars, and they look into the reports from executed sorcerers and work out what’s been going on. They send you as you have the best experience at it). Some well-respected guild members were also buried there, so this is also personal to them.
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  15. End result: The last of the Giant Familiars is slain, and their reign of terror across the kingdom is over. Peaceful Sorcerers now re-assess how they treat their familiars. The law now breaks the binding between a familiar and a sorcerer before they are imprisoned/executed for a crime. The Head Mercenaries Guild is grateful for your actions, and your reputation and standing dramatically increases.
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