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Vampire Cult One Shot (Characters (Vampire Lord), Plotline (Plot 1 (Our…
Vampire Cult One Shot
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Plotline
Plot 1
Our players find themselves in the Blasted Pixie Tavern. The Tavern looks like it has seen better days, but the inn is pleasantly active and full of sounds of dining and merriment. It looks alive for early evening supper.
Some tables are empty, other tables are full with people in common clothing.
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There is a table with a few older gentlemen, smoking and chatting quietly among themselves. One has a cane laid across his lap. The other has a staff leaning against the wall. They seem to be familiar with each other
Local farmers. They're weathered old folks. Don't offer much but conversation about the weather and sounds in the forest beyond their farm.
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Another table has two thin, severe men sitting across from each other, chatting softly, but intensely. They're dressed in dark clothing and cloaks, but their weapon belts are hung on the chairs they are sitting in. Daggers shine in loose hilts and a pistol bounces in its holster.
If asked about what they're doing or why they're in the city, they're investigators of a series of reported murders.
Apparently they've been really grisly. The two investigators were just discussing the likelihood of this just being a gang of bandits running havock in the city.
Murders of this caliber haven't been seen in years. They think they have a lead on where the monster has been hiding, and were about to go and exterminate it once and for all. They need help, though, the more the merrier. Is the team in?
There's a table with a group of rough and tumble individuals -- they look like the thuggish types. They're boisterous and loud in the corner, and draw a lot of attention. They seem to be deep in their drink.
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Plot 2: Investigators invite the players to investigate with them. They recently lost their partner to a rather rough hippogriff attack, and they're looking for a better team.
After a few shots of liquid courage to steel nerves, the investigators head into the city ahead of the adventurers. The adventurers now have time to prepare themselves.
The investigators told the adventurers to meet them near the wharf district. They believe that they have tracked the cult to an abandoned warehouse.
If the adventurers question the term "cult" > roll for Initiative.
Meet the Investigators at the Wharf: The investigators meet their partners at the entrance to the wharf district. And lead them into the district under the cover of night. They need to sneak up on the cultists.
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