| DM Kludde |
.
| DM Kludde |
One morning, the group receives a letter from Drandle Dreng: meet me outside the main gates of the Grand Lodge at noon in formal attire
The fall rains have come early this year, and a chill wind blows off the waters of Absalom’s harbor, bringing with it the smell of a storm somewhere far off at sea. Venture-Captain Drandle Dreng hurries down the street in a most unusual outfit for the aging Venture Captain: some sort of blue military uniform complete with a green sash displaying a pair of ornate medals and a black umbrella.
“Ah, there you all are,” he half-mutters to himself. “Is everyone here?”
Without waiting for an answer, he turns on his heels and heads off at a brisk pace, occasionally turning around to make sure everyone is keeping up.
The uniform is a dress uniform of a junior officer in the Taldan Navy
He is also wearing two service medals: a Combat Action Ribbon and a Counter- Espionage Ribbon, the latter of which is rumored to only be awarded to members of the Lion Blades, Taldor’s secretive espionage organisation.
“You’re probably wondering where I’m dragging you, eh? Seven years ago I sent young agents much like yourselves on a preliminary exploration of the necropolis below the Drownyard in the Precipice Quarter. The Drownyard is the name that was given to the old Tri-Towers School, once home to some of Absalom’s wealthiest progeny. It was destroyed in the great earthquake of 4698 ar, and we thought that all of the children, teachers, and staff had perished.”
“But let be back up a bit. Eight years ago, the Society discovered an ancient necropolis under the Drownyard. It dates back to the third century ar, and if you know anything about Absalom’s history, you’ll know that we know almost nothing about those early years. It took me almost an entire year of negotiating with the parents of the children who died in the Tri Towers Yard to convince them to grant us access to the site, and when we did, what did we find? A lot of spooky stuff: undead, haunts, and some nasty bugs. But we also found something completely unexpected: a survivor. A little slip of a girl named Junia Dacilane somehow survived in a death-like state for 10 years. The only thing that kept her alive was a ring of sustenance that she had found among the crypts. Junia’s mother, Lady Miranda Dacilane, was of course beside herself when we pulled her living daughter from the ruins and she vowed to not only give the Society full access to the property, but personally underwrite our archaeological efforts there. Soon thereafter I set up an archaeological dig at the Drownyard, and we’ve been pulling out fascinating fragments from Absalom’s early history ever since. Every year I visit Lady Dacilane to renew our contract to maintain the dig, but this year it seems that she wants us to jump through an additional hoop. She wants us, or rather you, to escort her daughter back to the Drownyard. It seems that Junia’s become a bit obsessed with her alma mater, and since the Precipice Quarter is no place for pampered young noblewomen, she needs an escort. Think you can manage that?”
Without giving the PCs a chance to interrupt him, he quickly adds, “Oh, and don’t forget to call the Drownyard the Tri-Towers Yard while we’re at Dacilane Manor. No one who lost children in the earthquake likes to be reminded of that tragedy... even the ones who got their child back.”
You can ask your question, or roll K(loc) or K(hist) for history on the precipice quarter
Mumblypeg
|
"So by your telling, it was eight years ago, and she was in there for ten years, so that makes her in her twenties? For a moment I thought we were escorting a child. What is it she wants to look at in there specifically? If it is just a wander about and a few of us to protect her dignity then that is fine, but if it is something more adventurous.... we might wish to prepare for 'undead, haunts, and some nasty bugs' and wear the right attire"
Maldrek Methacan
|
After venture-captain's request of a formal attire, Maldrek spend rest of his time shopping. Since he wasn't noble of any sort, he ordered courtier outfit to be tailored ("like, Chelish Cavalier Officer after duties") and now was walking through the streets in tight pants and high-heeled boots with spores. Upper part of his body was covered by breastplate with engraving of golden dragon. On his shoulder he was holding dark-red military saddle, in second hand he was holding a lance. Because of his load, he was hardly keeping pace after promptly walking Drangle.
- Aren't you already prepared? - his voice boomed through the rain, - Will we descent into some kind of catacombs?
| DM Kludde |
Twenty, that sound about right. Dreng says, and yes, pathfinders might have to go underground every now and then. At least it shouldn't be a sewer. Shall we go?
The Precipice Quarter was once a wealthy neighborhood called Beldrin’s Bluff, until an earthquake in 4698 ar broke several blocks of the district into the sea and killed hundreds.
After the earthquake, the people of Beldrin’s Bluff moved away. Many people in Absalom believe the district is cursed, and restless undead and vermin roam the streets at night. The most prominent locations in Beldrin’s Bluff were the Tri-Tower’s Yard, an academy for the children of Absalom’s wealthy and powerful, and the Arboretum Arcanis, which displayed rare plants from all over the Inner Sea.
The Tri-Towers Yard is haunted. The spirits of the children who perished in the earthquake are unable to reach their final rest. For nearly a decade, a man named Deris Marlinchen, the father of one of the young victims, wandered the yard, speaking to spirits no one else could see. Since his departure seven years ago, the haunts at the old school have grown increasingly malevolent.
After approximately 10 minutes of walking through the rain, Dreng and the group arrive at their destination.
Dacilane Manor is an imposing four-story townhouse of heavy masonry with a parapet roof that is festooned with numerous leering, demonic gargoyles. After knocking on the door, a middle-aged halfling woman in a large apron answers it. “Please come in. My lady will join you momentarily in the drawing room.”
The interior of Dacilane Manor is just as imposing as the outside. A wide foyer with a grand staircase leads to the second floor, while open double-doors lead into the drawing room. Heavy black draperies cover all the windows, shrouding the manor in shadows. All of the furniture in the common areas is oversized, expensive, and gothic, made of dark-stained mahogany wood.
Lady Dacilane enters a few moments after the adventurers and Dreng have gathered in the sitting room. She is a tall, stern-looking, yet attractive Chelaxian woman with sharp features, a fair complexion, and black hair accented with gray and white. She is dressed in a well-made, floor-length black gown streaked through with crimson. A plain- looking silver pentagram necklace is her only jewelry. Dreng immediately jumps up to greet her, bowing and kissing her hand in a formal fashion. He then quickly introduces the party before launching into a prepared speech about the importance of Lady Dacilane’s ongoing support of the Society’s activities and the many important artifacts they have been able to recover from the Tri-Towers Yard necropolis. Lady Dacilane listens politely, making a few pro-forma inquiries into several details about the management of the site before getting to the heart of the negotiation and addressing the adventurers directly.
“As I am sure Master Dreng has already informed you, I have a particular request of the Pathfinder Society this year. My daughter Junia has recently celebrated her eighteenth birthday, but she maintains a certain obsession with the traumatic events that befell her at the Tri-Towers Yard so many years ago. I have stopped her from sneaking out of the manor and visiting that place several times, and I feel that her past is keeping her from fully embracing her future. I would ask that you accompany her to the gods-forsaken Precipice Quarter and let her see her fill of the decay and misery. Perhaps those sights will cure her of her unnatural obsessions.”
Vague Henri
|
When Henri hears where they are going, he mutters under his breath, "That district is cursed, and restless undead and vermin roam the streets at night! The Tri-Towers Yard is haunted with the spirits of the children who perished in the earthquake... There used to be a man named Deris Marlinchen, the father of one of the young victims, who wandered the yard speaking to spirits no one else could see. Since his departure seven years ago, I hear the haunts at the old school have grown increasingly malevolent. I'm going to grab my bow before we get there...may not be much use against ghosts but will certainly work against the vermin and some undead."
At Dacilane manor, Henri does what he does best - blend in, observes everything, and be ready for anything.
Cyjke
|
Cyjke likewise has to shop for courtier outfit and some rings and such to accompany it, before gathering at the appointed place and time.
K(noble): 1d20 + 6 ⇒ (10) + 6 = 16
K(local): 1d20 + 10 ⇒ (2) + 10 = 12
The elf feels unaccustomed to the fine clothing, but follows along, "I'm sure we will make a fine impression to the sprites within the catacombs."
Once at the Dacilane Manor, Cyjke gives a bow "We will make sure your daughter is kept safe while in our care."
diplomacy: 1d20 + 4 ⇒ (19) + 4 = 23
Iskim Chanadar
|
Iskim nods, "We will be dutiful protectors." He puts his hand to his massive greatsword to punctuate the statement.
| DM Kludde |
Lady Dacilane’s daughter comes bounding down the stairs and into the sitting room a few moments after he mother calls her. She has her mother’s height, black hair, and fine facial features, but that’s where the similarities end. Unlike her mother’s carefully coiffed hair, Junia’s is short and practical, and she carries herself with a confident and unladylike swagger. She is dressed in grey breeches, knee-high leather boots, a white cotton shirt, and an azure blue riding coat with tails with a golden eagle pin on the lapel. Beneath her coat, it is clear that she is wearing a mithral chain shirt.
Upon arriving in the drawing room, Junia clicks her heels in a military manner and greets her mother with a mischievous grin. Lady Dacilane immediately turns bright red with embarrassment, reprimanding her daughter for appearing in such a “ridiculous outfit in front of our guests”, and then throws up her hands and storms out of the room without another word.
Junia then introduces herself as J., like the letter. before shaking everybody's hand.
I'm silently assuming none of these characters were in 0-06 Black Waters, otherwise let me know
Dreng excuses himself Well, I should be off to the Grand Lodge now. Before he leaves, he hands over a large, iron key to the group, telling them this key opens the wrought iron gates to the Tri-Towers Yard. Although the necropolis below has been cleared of undead, the partially restored surface structure still holds a dangerous haunt.
“Try to stay away from there,” he mutters, “we’ve tried to eliminate it several times, but it keeps coming back. If you do need to go in there, take a look in the supply closet, you may find it useful.”
Once the Venture Captain leaves, J. picks up a backpack from a stool in the corner and pulls out a kukri, which she sheathes at her hip. She then straps on the backpack and looks expectantly at the PCs. “Well, shall we go? I’m ready when you are.”
Once out of her home, J. breathes a sigh of relief and visibly relaxes. How would you like to proceed to the Precipice Quarter? I haven't gotten out of the house much in the last several years.
There are two main ways of reaching the Precipice Quarter from the Ivy District. The most direct route is through the mercantile Coins district and then along the edge of the Merchant’s Quarter. The second is through the Foreign Quarter and then through the Docks.
J. becomes more and more talkative, asking the group tell me something about yourselves. Your own adventures, or that old man. Why was he wearing a Taldan uniform?
Iskim Chanadar
|
Knowledge (Local): 1d20 ⇒ 15
"Today is a market day; if we go through the Coins, we risk being separated in the crowds. If, however, we go through the Docks, we could potentially be set upon." Iskim's tone shows that neither option holds much appeal.
In response to "J."'s question, Iskim responds, "I have not been on many missions for the Society yet, but each has had their own challenges. I have explored a ruin in the Cairnlands, rescuing a fellow Pathfinder, and I have seen a book of poetry come to life, ultimately catching the one responsible and setting things aright."
Vague Henri
|
DC15 Kn(local): 1d20 + 6 ⇒ (13) + 6 = 19
DC10 Kn(local): 1d20 + 6 ⇒ (5) + 6 = 11
Henri smiles at the boisterous woman, understanding her desire to be free of the stuffy atmosphere of her manor. He even returns her military salute - he doubted she was an actual Eagle Knight, but a little courtesy never hurt anyone.
As they head out, Henri thinks about their possible paths to the Precipice Quarter. Even though it was market day, and the Coins would be packed with shoppers and merchants, he thought that was preferable to the city’s rougher districts in the Docks. "Lady J, I recommend we proceed through the Coins district. That will allow us to pick up anything you think we might need for our trip today. As for me, I have recently returned from the frigid northern Lands of the Linnorm Kings, where we discovered the abandoned tower of a lost Ulfen king and the powerful weapon he was buried with. We won the friendship of an Ulfen tribe, and prevented an enemy group from securing the weapon for their nefarious ends! I am glad to be back in a warmer clime, and with much more pleasant company."
Mumblypeg
|
"It's Mumblypeg now" the pleasant natured half-elf sailor begins "Once I was the pride of Blackcove, a place known for the kinship the residents share with the sea... he looks wistfully into the distance a moment]"...now not so much"
"We were taken by pirates, occupational hazard you see, and we were put to sea in a jolly boat, to the whims and fancy of Besmara they said it was. The time's a blur, and I don't rightly remember much after that... just dreams, visions, drowning. I came too on board another vessel, apparently plucked half mad from the sea. My mind was broke, sun and seawater they reckon, and my body too" Mumbly taps his wooden leg, "I can't imagine how that happened"
"Since then, me and my 'crew' have been working with the Society and I have seen some amazing sights. Things most wouldn't believe, from the Kingdom f the Impossible through to adventures in minds, time, and space"
He looks away a moment and mutters to some unseen person.
Mumblypeg - A game played by pirates involving throwing a dagger; or he mumbles to the dead, and he has a peg leg, you guess which is which :p
Cyjke
|
K(Local) vs DC15: 1d20 + 10 ⇒ (11) + 10 = 21
K(Local) vs DC10: 1d20 + 10 ⇒ (3) + 10 = 13
Also, giving the Junia a military salute, Cyjke ask to be excused for a moment to change out of his fancy garb into his normal attire. returning dressed in his explores outfit, and studded leather armor, sporting a long sword and backpack.
Discussing the path to take, the tall elf suggest "I've had quite enough of the Coins district for now perhaps a nice stroll along the docks with the smell of the sea and sailing ships would be more pleasant and enlightening to the young Eagle Knight."
When it comes to his turn to speak of the past "Over my century and a quarter of life, I have had many professions from architect to soldier to woodcutter and many more. Only recently have I joined the Pathfinders and taking up the practice of Alchemistry. My first mission for the pathfinders was to a ruin tower looking to rescue a missing scout. We discovered some unpleasant foes there that tried to kill us, but we prevailed in the end."
| DM Kludde |
Rescued a pathfinder? He must have been very grateful, J. says. I don't mind too much what route we take, I don't get out much at all. What do you think?
I'm hearing coins twice, docks once
Iskim Chanadar
|
Iskim will abstain from the decision of which way to go, but reserve the right to mention that the resultant way was a horribly bad idea. :-)
Maldrek Methacan
|
K(local) untrained vs DC10: 1d20 + 1 ⇒ (8) + 1 = 9
When Junia entered, Maldrek looked but haven't recognized anything specific in her.
- Lady J.,, he smiled, call me M., like Marshall, despite I care more about slaying demons.Malifaux reference. Recently returned from Worldwound, had several serious moments with those scions of Abyss there. I'd prefer to move via Coins, because I haven't been in Absalom long and don't know what to expect. Trading district are usually better protected than shipyards.
| DM Kludde |
It's a busy day in the coins, and the walk is arduous. The route takes the pathfinders through a more quiet alley, but unfortunately several young men, dressed in posh Qadiran garb - turbans, flowing silk scarves, heavy eye shadow, and impressive jewelry - start heckling J. Pteh! Cowardly abolitionist! they shout at J. What good has people rule ever brought! Eagle knight schmeagle knight!
The group is only heckling and goading J., but the situation suddenly escalates as J. looks at the Qadirans in fury, and a garbage can lid flies at the Kelish man
init, Henri: 1d20 + 5 ⇒ (16) + 5 = 21
init, Hikage: 1d20 + 2 ⇒ (14) + 2 = 16
init, Iskim: 1d20 + 3 ⇒ (1) + 3 = 4
init, Cyjke: 1d20 + 4 ⇒ (3) + 4 = 7
init, Mumbly: 1d20 + 3 ⇒ (10) + 3 = 13
init, Maldrek: 1d20 + 2 ⇒ (9) + 2 = 11
init, Nasties: 1d20 + 1 ⇒ (2) + 1 = 3
RT: 1d20 + 4 ⇒ (16) + 4 = 201d6 ⇒ 1
J. looks alarmed as the flying garbage can lid and shouts Grishan! Behave yourself!
The Qadiran men move up to J. and start pushing her around.
---
Henri
HIkage
Mumbly
Maldrek
Cyjke
Iskim
---
J.
Qadiran
Qadiran
---
Maldrek Methacan
|
Maldrek dropped the saddle he was carrying on his shoulder and lance. There were no sense of them in close quarter fight. Instead, he took out his cold iron warhammer, which name "brainsplashr" was scribbled on one side.
- You have four seconds to bring your apologies to lady
Intimidate: 1d20 + 5 ⇒ (6) + 5 = 11
AC18, since no shield
Vague Henri
|
A second after the young men approach J in a threatening manner, Henri's bow almost magically appears in his hand with an arrow nocked and pointing at one of them. "That's enough. Back away or bleed out in this alley. Your choice..." Henri says in a cold voice.
If the hooligans decide not to accept his gracious offer, he will send them a stern warning in the form of an eighteen inch wooden shaft with a sharpened metal tip...
Readied Ranged attack: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d8 + 1 ⇒ (2) + 1 = 3
Sneak Attack damage?: 1d6 ⇒ 1
Mumblypeg
|
Mumbly notes the flying garbage can lid "That's interesting..." as he tries to understand how that happened.
The normally friendly and affable and friendly sailor turns to the Qadirans, his normally friendly demeanour thrown off "Listen friends, this isn't such a good idea and we aren't interested in playing nice and not ones to talk about honour so reckon you just move along, move along now before it is too late"
Mumbly stares deep into these mens eyes, his own eyes like those of a shark - dead and unforgiving.
Intimidate 1d20 + 7 ⇒ (17) + 7 = 24
Cyjke
|
Cyjke tries the peaceful path, "Come now, lets not descend into violence. You must show that you are the better person and not some low life thug."
diplomacy: 1d20 + 4 ⇒ (18) + 4 = 22
| DM Kludde |
Let's see what Iskim does (Hikage is still on holiday..)
Iskim Chanadar
|
Iskim puts his hand on the hilt of his greatsword. "You will leave this place now...or never."
Intimidate (Aid Mumblypeg): 1d20 + 5 ⇒ (9) + 5 = 14
Hikage Kasai
|
While hidden in the shadows, Hikage uses a cantrip to enhance the shadows around Mumblypeg and make him even more impressive.
Half-hidden in the shadows lies a small creature clad in a clearly outlandish armor - probably from Tien by the look of it. A katana rests at his side, and a wolf gnawing on a bone lies on the ground, peacefully guarding what appears to be his master. The creature, resembling a gnome with a moon-face, is focused beyond compare, maybe even a bit tense.
"I'm honored to have been chosen for this meaningful task. I am called Hikage Kasai, and this is Yôru." he concludes, patting his wolf. "I'm sorry we are late, I am ashamed."
| DM Kludde |
They're drawing weapons now? You see that, Alhaim? Draw weapons on us, they've got no manners. Let's teach them some manners!
It seems that 'manners' include shoving a young woman to the ground, which immediately draws a swing from Maldrek, and - more painfully - an arrow from Henri.
As mumbly tries to intimidate the reckless young men, a bluish-green apparition appears behind, an ephemeral outline of a boy with hollow eyes.. The combination is enough to unsettle the men, and they flee.
Combat over!
Mumblypeg
|
Mumbly looks concerned as he looks into the shadows too...
[ooc]Hmm Mumbly is a Haunted Oracle, but others never get to see his malevolent spirits (from beyond time and space - I think they are probably aspects of Cthulhu's will or something)
| DM Kludde |
J. is shaken after the encounter, but otherwise unhurt. It takes a few moments for her to regain herself, then she says “I guess I should tell you, considering who you are and where we are going. I’ve been keeping him a secret for far too long in any case.”
“Grishan, can you come out, please. These people would like to meet you.”
Grishan steps out of J.’s body, revealing himself to be a green-tinted apparition that resembles an emaciated 14-year-old boy with sunken cheeks and hollow eyes. He is still wearing his school uniform consisting of a blouse covered by a vest. His legs end just below the knees, trailing off into nothingness and he floats above the ground at the same height he stood in life. He introduces himself as Grishan, leaving off his last name, and tells the group J and I were trapped below ground in the necropolis of the Tri-Towers Yard. She never left my side, and I never left hers.
Hikage Kasai
|
Hikage nods simply in acceptance, despite how strange the situation may seem.
"I see. Your spirits are connected together, and will remain so until you pass away. I'm glad your friendship acted as a tether for his spirit, and allowed him to avoid fading into oblivion. I suppose Grishan in the reason why you want to return to the Tri-Towers Yard? Do you have any specific idea in mind?"
Iskim Chanadar
|
Iskim nods. "Are we going to the Dr...Tri-Towers Yard...to give this boy a proper burial, then? To put his spirit at rest?"
Cyjke
|
Cyjke shivers at the though of a ghost existing inside person another person, but putting aside his feelings the elf ask Grishan "If you don't mind my asking, but how did you come to die and J survive?"
Maldrek Methacan
|
Maldrek watches emptiness while others speak. After Mumblypeg finished, he nodded: "Lady J., this sometimes happens. Our soul is split in two by specific events. Sometimes it can have lasting effect and we can benefit staying close."
Slowly, his millitary saddle start raising and half-transparent misty horse appears along his side. Tiefling touches a side of a mount, that still bears awful scars.
Let's manifest those ghosts
| DM Kludde |
J seems impressed, and Grishan continues I have been pushing J, I'm afraid. There is something J. needs to see there, to understand our link. Exactly what or why... I don't know.
I have my own reasons for wanting to visit there. the ghost lets out, and with a sigh, he says I used to spy. My brother asked me to spy on friends, family. I hid a pack of notes in the Arboretum, and never got to deliver it where I should have. This is my life's unfulfilled mission...
Vague Henri
|
"Well, then, let's go find your notes, shall we? And you can show us your power on the way. How heavy of an object can you move, Grishan? J, what of your strengths? It will help us to know what you and Grishan are capable of in case we get into another predicament..." Henri asks.