The Demon Haunted World

Summer of Night
Pt. 1

The holy warrior speaks up.

“Children are being taken. We have to help. We will dominate these fools.”

How could they argue with that? Sal’s Summer Palladium was about 12 hours downriver from New Carville.

Before reaching the dock there, Toshi has an idea. “We just stole this boat,” he says. “Plus, we’re wanted men. Maybe we should get out here and just send the Rainbow Warrior on it’s merry way.” The rest of A.I.M. agrees.

So they hit the auto-pilot button and bid farewell to their escape plan.

A short trek later and they arrive at the inn outside Sal’s. It’s but a moment to get rooms and change clothes to something less…obvious than chainmail and massive two-handed swords.

Upon entering Sal’s proper, the heroes are rudely shoved out of the way by famous bard and former adventurer Reese Roper and his entourage. “Fucking fans,” Reese says under his breath. “Hey, you look like you could use an autograph…no book? No problem! Here you go and here you go. Read it in good health.” And off he goes. Maybe this book will be worth something some day. Certainly not today. Tank stows it away in his bag, although no one knows if he can read.

“You have no authority here, ok?” says Conrad. “You should probably talk to Sal first s you don’t make asses of yourselves and we have to leg it again. And on that note, I’m going to try to sell some stuff to people who don’t know any better.” Well, that doesn’t sound so bad.

After a brief discussion, A.I.M. decides to talk to the man in charge, Sal. After a brief discussion with his secretary, they’re let into his office.

“Thank the gods you’re here! You’ve got to help me!” Sal seems very happy that someone has come to lay down the law and find out where the children are. A.I.M. is less than certain that Sal hasn’t done some dirt with the kids himself, but after a rigorous interrogation, they leave, somewhat satisfied. “They stayed with the nuns. You should check with them.”

And so A.I.M. heads off in search of more information.

A Fine Night For a Rogue Pt.2
The Night Continues

The gang heads back to The Whispering Pines to divide the loot and reflect on their adventure. While relaxing by the fire room service knocks. Knowing it’s way to early for room service to have their order ready Allen encourages Tank to saw through the door with his new weapon. Never being one to argue a good plan Tank saws through the door and a battle commences. Some jerks try to shoot the party through the windows but Toshizo handles them with a few thrown daggers. Hax’s spider attempts some wall jumping heroics but manages to fall from the window to the ground below. Allen and Tank hold the line and Toshizo drops the last bad guy with a dagger to the head.

After the fighting is over the team finds a strange communication device in Tank‘s pack. Conrad is trying to reach them. He explains that AIM’s stock has plumetted in New Carville as the authorities and much of the undergound has discovered they were responsible for the theft at Calson’s Vault and the death of Captain Vimes. Being rather well known and well liked in the underground Calson, seems to have greenlit hits on the players and as Captain Vimes was a well liked member of local law enforcment the town watch is also after our brave adventurers. Conrad reccomends escape on a boat that he’s found and awaits the party at the docks. Will the party be able to leave New Carville with their new treasure and their skins intact?

A Fine Night for a Rogue
Act 1

The group arrived in New Carville and began reaching out to their contacts for assistance. Allen and Azurath were brought into the company as both were well known to AIM. Striking out from The Whispering Pines the team made their way to The Wounded Goat where they met with Handy Jack. Unfortunately for the group Tank got a little impatient with Jack and threatened him with a sound thrashing. This rather insulted Jack so he gave them the map without any other information.

While making their way to the sewer grate that would lead to the underground entrance of Calsons Vault they were confronted by The Gentlemen Bastards. After a quick skirmish The Bastards realized they were no match for the party and fled with their wounded. Adventures, Investigations, and Mercenaries Ltd. made its way throught the dank sewers to the Vault.

While in the Vault they overcame 4 different traps and a few guards. They released one guard bidding him to go home on pain of death. When the vault finally opened they found a goodly store of treasure and some very special items.

Each item seemed custom made for the adventurers and each had properties relating to time. Pleased with their new acquisitions the team made their way out of the main vault and were ready to descend into the sewers when Captain Vimes of the New Carville watch appeared to apprehend them. During the course of the viscious battle Vimes was decapitated and his men slaughtered. Realizing this was a bad thing the party beat a hasty retreat to The Whispering Pines.

One Dog Night
Hax Adu, Tank, Toshizo and the ever silent Karavoc met at The Baleful Dog, a shady tavern on the road to New Carville. While going over their plans to create an adventuring company a priest from The Order of the Holy Winter stumbled in ranting about a bandit ambush. After some convincing, he told the crew about the loss of the orders holy symbol. He promised some coin and a look at the treasure if it could be recovered. Plans for the adventuring company were fast-tracked. The team mounted up, and headed to the forest to recover the symbol. The bandit leader was none other than “Big” Jim Killinger, the most feared bandit in the area. Although every bit as large as his name suggested Big Jim didn’t last long against our intrepid heroes. After turning Big Jim and his Bandit Brothers™ into Bloody Bandit Bites™ the team recoverd the artifact and returned to the priest.

The priest delivered on his promise of a reward. The team received a little coin, and a look at the holy relic. Each received the Blessing of Winter, a rare touch of the divine in these dark times, which enhanced certain natural abilities.

The adventure was a success and Adventure, Investigative and Mercenary Services Ltd. or A.I.M. was born. The proud new partners of A.I.M. met Conrad Marsden, a charmingly shady travelling salesman, tinker, inventor and departed gods know what else. He offered to follow the group around and help with the “processing” of the treasures they might acquire. After way too many drinks the heroes all high-five and declare A.I.M. “the most bitchinest idea ever.” Drunk and excited they make their way down the road to New Carville in hopes of scoring more work and more loot.

Noteable Notes


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