GM Peachbottom |
The Grand Cathedral of Pharasma
8:22 am – 23 Neth 4708 AR
You leave the Dead Warrens briefly and head over the the Grand Cathedral of Pharasma. Nothing pursues you. The captured derro wakes and struggles but is unable to escape its bindings. It appears to be in pain from being out in the sun and screams loudly the entire trip. The priestesses welcome you back hoping for good news but you don't have much to tell yet. Bishop Keppira D'Bear will gladly sell you the Scroll of Daylight for 187.5 gold. She will also arrange, if you wish, for some of the acolytes to tend to your wounds and help Col's Strength damage at no charge. (Ayako and Sebastian were missing 7 hp. Col was missing 15 hp and 6 Str.) A few cure light wounds and lesser restorations and you'll be restored to health. I'll add 10 minutes to your away time for the healing.
The derro, as you already surmised, only speaks Undercommon and Aklo. Unless you have a way of speaking with him, you won't be able to get any information from him. No one at the Cathedral speaks either of these languages either. A scroll of tongues is unfortunately very expensive. The church only has the divine version of the spell available as a scroll which is a 4th level spell. It would normally cost 700 gp or 350 gp at half price. The derro is also currently hostile and has innate madness, so it is up to you if you think it is worthwhile to pursue questioning it.
You are welcome to stay at the Cathedral as long as you'd like but as soon as you are ready, you can head back to the Dead Warrens and continue.
Nadya Dimineata |
"I'm not one for wantonly killing living things, but from what the Bishop told us earlier, I think the creature is insane. We should put it out of its misery unless you have someplace you think it could be cared for."
I'm open to trying another approach, but it isn't the first place Nadya is going to go.
GM Peachbottom |
The priests of the cathedral will encourage you to kill the derro once you are done with it. With its spell-like abilities, it simply isn't safe to keep around. It also won't last long above ground anyway. You can already see its life draining away in the sunlight. They do not support returning it to the Dead Warrens or any other underground tunnels either but will respect your decision.
Nadya Dimineata |
"Ayako, I understand, but it is no different than killing an old dog so it no longer suffers. Or a horse whose leg is broken and cannot be repaired. These creatures have broken minds. We aren't going to make them any better. They should be returned to Pharasma so they can have their souls released to begin a new life. Hopefully it will be a better one."
GM Peachbottom |
The Grand Cathedral of Pharasma
10:40 am – 23 Neth 4708 AR
You stash the derro prisoner in a dark alcove in the cathedral much to the Bishop's chagrin and begin the long trek up to the Acadamae. After a two hour walk, you arrive at the imposing structure.
Thirty-foot-high walls surround the campus adorned with demonic gargoyles and statues. The Grand Hall of Summoning can be seen peaking above the crest. The coat of arms of the Acadamae colored in the red and black of Cheliax flank the main entrance way. Huge iron-banded gates stand closed and bar your passage. Imps flit about the sky here. Their presence here is more abundant than elsewhere in the city. Manjenko takes off and playfully chases them.
After knocking on the gate and waiting what seems like forever, a cloaked mage finally opens the door a crack with a loud squeal of rusty hinges.
"Yes? We weren't expecting visitors." He states in a derogatory tone.
Sebastian Merrin |
Sebastian is disgruntled that they can't just kill the thing and be done with it, but he's starting to learn that, when Ayako's got her mind set on something, it's better to just stay out of her way. Besides, he's happy to be out of the catacombs, for awhile at least. He follows behind with Col, grumbling under his breath. "I don't know what she expects to get out of this creature. Aside from being vile, it's clearly insane."
GM Peachbottom |
"A derro, you say?" he replies in a monotone voice. "I'm sure one of the first years will find it mildly amusing. There is no need to arrange an appointment. Your kind are not typically allowed on campus grounds. If you agree to our fee of 10 gold crowns, I will summon a student to attend you for your task. You can afford 10 gold, can't you?"
GM Peachbottom |
The Grand Cathedral of Pharasma
12:55 pm – 23 Neth 4708 AR
"Very well." The doorman slams the door shut.
After another long wait, a young man in red and black robes carrying a wooden staff exits.
"Greetings. I am Chance Leroung. A student of the Hall of Charms. I'm told you have a derro you wish to speak with. I am fluent in Undercommon. Please take me to it."
You return to the Grand Cathedral of Pharasma with the wizard in tow. The wizard casts charm person on the derro and its eyes glaze over.
"The charm will last an hour. More than enough time for interrogation. Go ahead and ask your questions and I will translate."
GM Peachbottom |
Chance asks the question and the derro responds in Undercommon.
"Shoanti? I don't know this word. It's a stupid name. Humans are stupid. We did get a man with tattoos. We get many men. But he was funnest. We were not allowed to touch but master let us watch. Hehehe! It's too bad he was already dead. He would have screamed real good. There are good acoustics in the warrens. You should try for yourself. Scream as loud as you can!"
Chance translates the answer back.
GM Peachbottom |
"Master is a HE; not a SHE! Stupid humans. Sometimes he makes undead. Sometimes something else...I think he calls it a carrion golem. But master is a human too. He is not very smart. The last one went crazy and smashed up the lab. We had to lock it in a closet. Hehehe! But don't worry. Rolth is making another one. Maybe this one will work. Hehehe!"
Carrion golems are made from the partially decayed parts of numerous dead creatures—no two carrion golems are exactly alike in appearance. Most are created from the corpses of humanoid creatures that are then augmented here and there with parts taken from animals, resulting in a monster that stands 6 feet tall and weighs 120 pounds.
When a carrion golem is created, its creator infects it with a specific disease. The carrion golem can then infect those it strikes with this disease
They are also surrounded by a foul stench that can cause nausea.
A carrion golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
Gentle repose causes a carrion golem to become stiff and helpless for 1d4 rounds if it fails a Will save against the spell.
Animate dead causes the various parts of the golem’s body to shudder and tear, dealing 1d6 points of damage per caster level to the golem (no save).
Any magical attack that deals cold or fire damage slows a carrion golem (as the slow spell) for 2d6 rounds (no save).
Any magical attack that deals electricity damage hastes a carrion golem (as the haste spell) for 2d6 rounds.
Carrion golems are also resistant to piercing weapons.
Nadya Dimineata |
"Great. That's going to be more unpleasant than the derro. Maybe we can take advantage of some of the weaknesses though." Nadya shares what she knows about carrion golems (go ahead and read both spoilers).
Knowledge (arcana): 1d20 + 10 ⇒ (12) + 10 = 22
GM Peachbottom |
"No! Cabbagehead is a stupid ogrekin. We call him that because his face looks like a freaking cabbage. One day I'm going to eat his face right off, but Rolth says I can't yet."
The result of an unfortunate union between an ogre and a humanoid, the ogrekin (or half-ogre) is cursed with horrific malformations due to its tragic ancestry. Shunned by both parents, ogrekin tend to form unstable clans of their own, often resorting to inbreeding to sustain the collective. While good-natured ogrekin are not entirely unheard of, they are far and few between.
Besides enhanced Strength, Constitution, and Natural Armor, there is nothing exceptional about this creatures.
GM Peachbottom |
"So Vreeg is not a normal derro. He can casts spells even better than Rolth?
"Vreeg is Rolth's apprentice. He is not better than Rolth...but he will be once Rolth is dead."
"What sort of spells does he cast against his enemies?"
"Do I look like a wizard to you? No, I don't! He casts necromancer spells. What else do you want from me?"
"Do you know where he went? We could go get him for you! After all, we are friends and you have helped us a bunch."
The derro whispers back in a conspiring manner. "I don't know."
GM Peachbottom |
The Dead Warrens
1:20 pm – 23 Neth 4708 AR
Lighting: Dim Light
Active Effects: Captive Derro: Charm Person 35 min.
"I will not accompany you to the Dead Warrens." says the wizard, Chance. "My task is complete. I will take my leave now. But I urge you to be careful with this creature. It is insane and untrustworthy. The charm spell will last a little longer, but even if it regards you as an ally, there is no guarantee it won't stab you in the back."
You return to the Dead Warrens. One of you carries the derro with you. The ossuary remains as you left it. The secret door in the eastern pit that the derro used earlier remains open or you can head back through the southern tunnel.
Besides the first room you haven't really searched anything yet. Also let me know who is carrying (or dragging or whatever you are doing with it) the derro. The two derro you encountered so far both have leather armor, an aklys, and a repeating light crossbow with 10 poisoned bolts. All the equipment is sized Small. I don't know if you want to bother with any of it or not. If you are releasing the captive derro, are you letting him keep his gear?
GM Peachbottom |
Do you know of a way to get to the darklands that is near?
The derro answers the final question. "Yes. There is a small tunnel in the cave where you found me and another tunnel near the prisoner pits. But why would I want to go back to the Darklands? There are no humans to torture or murder down there."
From the areas you can see on the map so far, the tunnel going off the map to the left leads to the Darklands. It is beyond the scope of this dungeon but you can ditch the derro there.
Ayako |
Well please go back, the city guard is aware tha you derro are here and will no doubt be sending many soldiers and hellknights down to get you and your kin. We don't care about Rolth, but I'm sure Vreeg and your people could hide out until they leave. So please head back for now at least.
Diplomacy: 1d20 + 9 ⇒ (7) + 9 = 16
Nadya Dimineata |
"Ayako, we learned a lot from the creature, but I fear its true nature is clear. We need to kill it. There is no cure for its madness and it will continue to plague Korvosa and innocents if we don't. Better to have the blood of this derro on our hands than the blood of cityfolk who could not defend themselves against its brutality and evil nature."
GM Peachbottom |
The Dead Warrens
1:20 pm – 23 Neth 4708 AR
Lighting: Dim Light
It is still the same day. The slumber hex also only lasts 3 rounds. But...
Sebastian's Will Save: 1d20 + 0 - 2 ⇒ (5) + 0 - 2 = 3
You hear a voice in your head saying, "Kill it! Kill it before it kills you!" And it seems like a perfectly good suggestion to you.
As you are discussing the derro's fate, Sebastian quietly draws his silver dagger and slits the derro's throat. The derro dies with a slow gurgle and collapses to the floor. Although Sebastian was for killing the derro, he seems confused by his own actions.