In The Beginning

The Case of The Harassed Nuns. Three arned thugs from the Neggers gang arrive to harass the nuns working in the slums. Five nearby hobos decide to give the nuns a hand. Nameless, a punk bard, considerately decides to send one of the nuns to sleep so she doesn't see the resulting mayhem. Milo, a halfling starts surriptitiously relieving the thugs of their weapons. Beorhtric, a scholar down on his luck, knows some martial arts. Jade, a Tabaxi Catwoman, wades in with her claws and Torinn, a Dragonborn, breaks a chair over one of the thugs head. The thugs are defeated and Elwin Sandheaver, a local halfling, businessman, offers to interview the heroes for posts at his new enterprise if they come back the following day. They are all hired as 'investigators'.

The Case of The Sick Children. Children are falling sick with a mysterious illness. They have been playing in an abandoned building. Eventually the party manage to notice the Black Mould growing in the basement. They destroy it with fire. Everbody gets cured.

The Case of The Missing Children (and The Cat). Three children have gone missing. A fourth child went sleepwalking. The party decide to find out where this child goes when she is sleepwalking. Out of her window apparently! How does she do it? She's a cat! The cat is caught. She knows that the missing children are in the basement of the Negger safehouse. The next day the Watch raid the safehouse and the party fight their way into the basement. Meanwhile Elwin and the Cat (who is now a Goblin) snuck in to protect the little girls. Five Neggers are dead. The Watch arrest some more. Elwin offers the Cat/Goblin a job. Sadly the original little girl died six months ago. Elwin tells the parents she was replaced by a changeling (sort of truish).

The Case of The Riled Gang a/k The Battle of Halfmoon Street. The Neggers blame Elwin Sandheaver for their recent reverses. They turn up outside Sandheaver & Associates in force. They are led by Narg, a half-orc formerly of the Thieves' Guild. They are greeted by Sandheaver doorman Og, a half-orc formerly of the Thieves' Guild. Narg tells Og he is past it. Narg attacks Og and his men swarm over the barricades that the Sandheaver employess have built. But Og is not past it and Narg gets an axe through his skull. Elwin's employees are outnumbered but the Sisters of Mercy start casting spells to support them. Narg's lieutenant also dies. A number of Neggers make a strategic retreat. By the time the Watch arrive few Neggers are still alive.

The Case of the Unlicensed Pickpockets. A new gang are operating in the local market, specialising in taking unique personal items. A client would like to know who they are. The Thieves' Guild agree to suspend their own operations for a day so that the party can follow the pickpockets. They do so and find out that the items are being taken to the house of a member of the King's Magicians. The client is satisfied with this information for now.

The Case of the Scary Monster. A scary monster is haunting an abandoned building. The Watch would like it identified before they decide what to do. Nameless quickly identifies it as a Beholder and runs out the building. Beorhtric, however, slays it with one blow. But it explodes. The Sisters treat Beorhtric as he has inhaled some nasty spores.

The Case of The Protection Racket. The Neggers are demanding regular payments from the local shopkeepers. For a one-off payment Elwin offers to get rid of them. His operatives follow the Neggers into the shops. Milo life is saved by one of the shopkeepers finishing off a fight by breaking a jar over the gang member's head.

The Case of the Dodgy Uncle. A family knoww that their recently deceased uncle was a dabbler in the arcane. They would like his house cleared of all traces of the arcane and all traps (magical or otherwise) removed. Elwin reckons this will be a good payday as various magical or alchemical items can be obtained. Milo summons an 'Unseen Servant' to trigger the traps and the party do indeed make off with some good loot. This is the first mission that Sister Isadora took part in and the Sisters take a share of the spoils.

The Case of the Invisible Assassin. An invisible assassin has attempted to kill one of the few scrupulously honest members of the judiciary. Meanwhile children in a park can see a 'funny man' but their parents can't. The 'funny man' does indeed look a bit funny and doesn't appreciate being covered in flour. The party defend themselves from its attack and after a few choice blows it just vanishes. Have they killed it? The client is pleased, however, as he thinks he now has enough information for a sage to identify it.



Back to Cambria Index