Upon arriving in town, the party is greeted by an old tiefling commoner who introduces himself as Tim and offers to show them around the city. He will explain each of the districts, and talk about how each one was better when he was a child, before Minister Delta got his mistress, Agrat. After explaining everything, he'll ask for a fee of 5 copper for the tour.
Later that night, the party will be approached by Ren, a young dwarf girl, who wants them to deliver a letter to her friend Chesa in the undercity. She explains that she would go herself, but is afraid of the rats. She offers the party 1 gold, which is a very large amount of money for a child to be carrying around. The letter is written in Abyssal, so can be read by anyone who knows that language. The letter consists of a greeting and a short paragraph explaining that Ren sent the party to Chesa to eat.
If the party delivers the letter, Chesa will attack them but they will escape if they flee the undercity as she refuses to leave it.
If the party escapes, they may try to alert the city guard to the vampire, who will direct them to the Temple District to find a cleric for help. After asking around in the temple district, the party will be directed to Brother Elam, a cleric who follows the god of rivers and dedicated himself to defending the city's spiritual wellbeing.
Elam will say that he is aware of the vampires, but that they have proven elusive to his efforts to drive them out of the city. He charges the party with helping him track them down. If the party mentions that Ren and Chesa were children, Elam will pale and say that they have to destroy this evil before it spreads.
If the party leads Elam to where they ran from Chesa, there will be a poison dart trap, DC 15 to detect and disable, Glass Urchin Venom. Elam will say that this reflects his earlier attempts but that the party must not get discouraged.
The party can follow Elam to the market job board where he will post a request for any information regarding vampire encounters. The board also contains a job request to investigate an illness in the neighborhood south of Watchhome. People in that neighborhood keep getting sick even after divine healing once they return home.
The party will talk to the residents. DC 15 Diplomacy to understand that the people didn't get sick until after they had been home for a while. DC 15 Heal check to determine that the sickness is coming from tainted water. DC 15 survival check if someone drinks from the well to determine that the well water is tainted. After determining that, anyone in town can tell them that the municipal waterworks is in the Sweetwater District.
When the party goes to the waterworks, the clerk will be alarmed to find out that some of the city's water is tainted. She will rush from the desk to alert Sable to the disruption to proper service. Sable will saunter back to the reception area and ask the party how they discovered this. DC 20 Sense Motive check to discover that she already knew about it. After the party explains, she agrees to resolve the issue and dismisses the party.
The affected neighborhood will pay 20 gold for getting the problem taken care of, once they've been informed about the well repairs by the party.
The party finds themselves in the market. Call for a Perception check. On a roll greater than 10, the party spots Ren in an alley. If less than or equal to 10 then the party sees nothing but hears a crash from the alley as they walk by. In either case, if the party investigates the noise, they will spot Ren who will run around a corner away from the main road. When the party rounds the corner she will pounce and grapple the lead character, securing a bite on the surprise round. On her next turn she will drop the bitten character and yell, "Tag, You're It!" before turning to mist and drifting up into the sky.
While the party is debating what to do next, Lin jumps on the last character in line and bites them. On his next turn, he turns into fog, shouting "Tag, You're it!" as he fades into the sky.
If the party flees back to the market square they are not followed, but next time they are out of sight of other people, one of the characters not previously bitten will be jumped and bit by Bel, who also yells "Tag, You're It!" before turning into mist and fading away. This repeats until Elyena, Schern, Sara, Teofania, Nara, and Scratch and Euphoria, who will attack at the same time, have all bitten a party member. If the party somehow prevents their attacker from turning to mist, the others will attack all at once until the trapped vampire is freed.
If the party manages to get to Elam, or every listed vampire has attacked, the attacks will stop. Elam will heal any damage from these attacks when the party sees him next.
After regathering their senses, the party may return to the job board to afford their living expenses. This time they will find a job offering 100 gold to find a missing person. If the party chooses to follow up, they will meet with a human named Henry, the proprietor of the city's most popular brothel. He will explain that one of his girls, who goes by Goldie, has gone missing and he's worried about her. He goes on to explain that her draw is that she looks exactly like Xanthe, the city's notary watchlord, except she's an elf, not a human.
If the party questions the other girls, they will say they don't know where she could be, as she just shows up in time for her night shift and doesn't talk much, except for Silva (Yinna in an elf disguise), who will tell the party not to worry about Goldie as she can handle herself. She won't say anthing else.
If the party goes to see if Xanthe might know anything, they will find her looking a bit tense, but she will deny knowing anything about the case, or the brothels in general for that matter. DC 20 Sense Motive check to determine that she is lying. If called on this lie, she will order the party out under threat of arrest.
If the party chooses to question the city guard, they will come across Aaron, who is also worried about Goldie's disappearance, as he frequented her every payday. If asked about an attraction to Xanthe, he will shamefacedly admit it before commenting that she hasn't quite seemed herself lately.
If the party chooses to follow Xanthe home from work and she discovers them, she will go out to dinner and take a long time with it. The restaurant is very fancy and costs 10 gold per plate. If the party is still following her after this, she will confront them about why they are following her.
If the party decides to investigate her home, they will discover a couple golden scales in the trash. Perception DC 15 to determine that they are dragon scales, DC 20 to determine something is strange about them. If the party keeps searching after discovering the scales, Xanthe will arrive home and attack, keeping her human guise, leading to the party's arrest if they lose.
If the party leaves before Xanthe arrives, they can get the scales identified by Elam, who will notice that the dragon scales have succubus taint in them. He will express deep concern that a creature like that would be dwelling in Johka-Sungai.
A few nights later an elf matching Goldie's description will approach the party, saying she heard they were looking for her. She will explain that she needed a vacation and didn't feel like telling anyone. She will offer to accompany the party back to Henry so that they get paid.
Next time the party enters the Temple District at night, they will notice Teofania tending to her small shrine. If they attack, they will be stopped by the city guards for attacking a child. If they confront her, she will scream for help, and the guards will arrive to halt the disturbance.
If the party goes to Elam to tell him, he will go to investigate and tell the party to accompany him. Elam will identify her as a vampire and warn the town guards to stay back while the party takes care of her. When she reaches 5 HP or less, she will assume gaseous form and flee to her coffin under the shrine. If she is dug up and destroyed the shrine will shatter, dealing 2d6 piercing damage in a ten foot circle, Ref DC 15 half.
Elam will heal the party and then say that he is going to investigate the remains of the shrine with the help of the city guard.
A few days later Yinna will approach the party. She's heard of their good work and has a job for them, provided they can remain discrete.
Apparently there has been a rash of robberies by people wearing city watch armor. The watch members have all been accounted for, but she wants the investigation handled externally so as not to disrupt the trust the guards have in each other. She will give the party temporary identification papers to identify themselves to the guards while investigating and a stipend of 10 gold per day per party member. She will also provide them with a list of current victims, consisting of Lena, who can be found at the city sanitation plant, Gregory, who can be found at the docks, and Henry the brothel owner.
If interviewed, Lena will say that she just wants to be left alone, that's why she pays her taxes. She will admit that the robbers didn't seem as well organized as the guards usually do when they stole her coin purse.
If interviewed, Gregory will say that the robbers walked off with a gold shipment due for the banking district. He just kept his head down and didn't try to stop them. He will say that he's pretty sure they were all human.
If Henry is interviewed, he will claim to know every member of the city guard on sight and none of the robbers were actual guards.
After the party leaves, they will be confronted by five "guards" who've taken exception to the party investigating them. They will tell the party to stay out of the guards' business. If the party refuses or attacks, they will surrender at 10 HP or lower. If questioned, they will confess to the thefts, but will refuse to say where they got the armor, only saying "she'll kill us if we talk. If we're lucky."
After turning the thieves in to Yinna, she will pay an additional bounty of 100 gold and offer the party a permanent retainer of 10 gold per day to take her jobs at priority.
Several nights later, the party will be awoken by the smell of smoke to find that their lodgings have been set on fire. If they flee the building, they will be swooped down upon by Lin, Schern, Sara, Scratch, Nara, and Euphoria, who will carry them into an alley before telling them to put their affairs in order. If the party attacks, the vampires all turn to mist and float away.
If the party asks Elam for help, he will put them up in the temple district's barracks. These buildings are made of stone, and so are fireproof.
The next night, have the party make a perception check after going to bed. DC 41 to notics Lin's approach before he attacks. His first attack will be using Deathblade poison. The party should be awakened on the turn after the initial attack, from the scream. Afterwords he will fight to the death.
The next day, Elam will inform the party that he requires them to fetch his secret shipment from Arda at the docks. It's supplies to make vampire wards for the temple barracks, but as far as Arda knows it's just fancy jewelry.
After tracking Arda down at the docks, she will invite the party back to her private office where she has the package. As soon as the door shuts behind them, she will drop her human guise and attack, sticking to nonlethal damage. After the party falls, she will tell them that they have disappointed her and that they need to be stronger before they can protect the city from her mother, the succubus who is Minister Delta's mistress. Her sisters Yinna and Xanthe had told her how meddlesome and determined the party is, but that won't be enough, as her vampire children are completely loyal to her and the party is not ready to deal with them yet.
After allowing the party to patch themselves up, she will give them Elam's shipment and send them on their way.
After telling Elim what happened, he will immediately say that more research is needed and will provide a letter of introduction to the university library.
To get Agrat's true name, the party needs access to the restricted section of the university library. They will be denied access without a letter from Minister Delta or Brother Elam.
If the party presents the letter from Elam, the librarian will smile and the library will rotate vertically around the area around the librarian's desk, revealing the restricted section. The librarian will explain that they had to install this security measure after a break in that happened nearly a century ago. An arcana check(DC 12) will reveal that this is a pocket dimension. The librarian will remain at their desk while the party searches the stacks. Use Perception, Religion, and Planes knowledge skills to track down the book. The book is written in Abyssal. The page with her name on it has been torn out, but a mending spell will restore the page. The librarian will cast the spell if the party doesn't have it.
Armed with Agrat's true name, the party may return to Elam, who agrees to help by enchanting weapons for a steep fee. If the party balks, Elam will look over his right shoulder, mumble "yeah, okay," and tell the party not to worry about the fee.
Elam will enchant each of the party's weapons. Each weapon needs only touch Agrat once and the banishment spell will be cast. After the weapon hits, the enchantment breaks and the weapon returns to normal. The party must find her when she is alone or she will call on the city guard for help. She will focus on using her charm ability to discover how the party acquired banishing weapons, growing more angry and violent after each successful hit and will scream in frustration as the spell takes hold.
When the party goes to report to Elam about the mission, they find him dead with a letter on his chest. The letter says "This is the fate of those who oppose our Mother."
The next day, the city is in complete disarray. 10 dragons are fighting in the sky overhead, one of each color of the chromatic and metallic dragons. Secretly the vampires are working to resummon Agrat.
Level Up
Tag, You're It!
Level Up
Job Board II
Level Up
Mother's Shrine
Level Up
Investigation
Level Up
Revenge
Level Up
Trip to the docks
Level Up
The Library
Level Up!
Agrat's Banishment
Level Up!
Agrat's Aftermath