Inspector Pendergast |
whelp that sucks. guess I'll have to fix that later
This Module grants 3xp. If your next level is Paladin, you'll become immune anyways ^_^
Pendergast adjusts his spectacles and closes the book, for now.
"Right you are. Making haste, and all that."
The spindly Half-elf hoists the heavy tome with an audible grunt.
"Ms. Amiri... Might you have room in your backpack for this? I am afraid my Haversack is already brimming full of alchemical supplies and whatnot."
Parrym |
As Amiri stows the tome away, Parrym notices the fierce warrior is hurt.
Sighing, and mumbling about pride, she uses her wand to heal her.
Rolled 7hp in Discussion, removing a charge
GM Fez |
This was supposed to go out last night, I never hit submit...
As the group that chased down Yarresh comes back everyone sees another cavern in the southern portion of the wall. This cavern contains what looks to have been a campsite for five, judging by the number of empty bedrolls along the walls. A few shelves with scattered books on them, a fire pit, and even a crude wooden table provide the furnishings for the site.
A quick investigation of all of the books reveals them to be written in Aklo and are about ancient or defunct religions. Looking through everything will take about 7 hours...
The Pnakotic Manuscripts are much more interesting to look through. The inside cover of the book bears the following inscription:
May we, the Keepers of the Oldest, prevail over the scourge of simplistic thought and lesser men. Following the inscription are five names:
Glem Baskerwhel
Waldur Crove
Arlend Hyve
Sulm Marshan
Rupman Myre
One section of the book is marked by a red silk bookmark—indicating the beginning of a relatively lengthy discussion of how to use special rituals to open portals in key locations. This section has been heavily annotated in the same spidery script on the inside cover.
It will take about an hour to get through the entire annotated section and figure out what the purpose of the ritual used was. A section near the end cautions those who would attempt this ritual, warning that forcing open such portals draws forth the spiritual essence of the casters, and that any entity contacted by the portal can make “hideous use of this essence by consuming it, growing more powerful in the bargain, such that only the end of such essence can challenge the intruder’s rights upon your world.”
Parrym |
Parrym looks around at all this, but soon realizes she cannot read or make sense of anything.
"So, a sect of locals, then?".
She will remain vigilant, and guard those who read and explore.
"So, shall we sleep in turns while some search?".
Since we spend 8 hours, I will remove 2 charges of Ant Haul. 1 to refresh the spell on Meneldor, but then, realizing they are there for hours, Parrym will wait until it is time to move on to use it again
Inspector Pendergast |
Am I wrong in feeling like we need to rush? It seems to me, since the destruction of the cityscape above happened so recently and quick, that we need to catch [BBEG] soon.
Or do we feel like we can rest and recover for 8 hours?
Kn.(arcana): 1d20 + 13 + 1d6 + 1 ⇒ (5) + 13 + (3) + 1 = 22
Linguistics: 1d20 + 18 + 1d6 + 1 ⇒ (1) + 18 + (1) + 1 = 21
Kn.(arcana): 1d20 + 13 + 1d6 + 1 ⇒ (10) + 13 + (3) + 1 = 27
Ha! Failed the two checks I needed and blew the basic one out of the water =\ Oops got those reversed. Still.
Voodoo Amiri |
Does our party need to rest at this point? The only major thing I can see right now is Imhakaru's disease... and I believe that's beyond our capability at the moment. Parrym's used 1 channel and you've used 1 extract, other than that, only consumables have been used, right? Up to the discretion of the party members if we think we got time.
Does the path the ghoul tried to escape to go past this new cavern?
Esmerelda Balcescu |
[ooc]No need for rest here. Hate to miss something important in the book though. I'm down a spell and song.[/b]
"Is there any way to fit the book in that haversack? We could save study for later when we have time to rest."
Narayan Singh |
Narayan looks with sorrow on the fruits of a brief study of the inscription.
Pride has claimed their ssouls. The sstrength that hides ssuch weaknesss is sso often turned to harm. He turns seriously to Pendergast and Esmeralda, Oncce there is time, you musst not allow these ssecretss to fesster.
Once the wretched bounty has been collected, Narayan will return to a different tunnel. Perhapss the beasst is thiss way?
GM Fez |
It was probably Yarresh who opened the bars to this area. The destruction caused above couldn't have been caused by something smaller than an ogre, and the opening through the broken bars are rather small. In fact the only one who can easily get through the opening is Parrym, everyone else squeezing through with some difficulty.
Poking around the area Yarresh was hanging out more thoroughly you discover two corpses. One is facedown in the pool of sludge, the other leaning against the altar stone and missing its arm. Both are twisted like rags and bloodless, covered with deep incisions and circular bites or cuts.
Voodoo Amiri |
If the way the ghoul was running ends in a dead end, Amiri wonders out loud "I wonder why he tried to escape this way. Maybe he was going to read his way out." Suggesting that the room be searched for secret escape routes...otherwise...
"I believe Master Singh has decided on the next path. I am with you all the way!"
And that is a Ring of Protection +1, yes?
GM Fez |
You follow the trail for some minutes, each step seeming to narrow the natural crevice further. Eventually you are forced to stop as you arrive at a natural chimney, water pouring down its throat, which clearly leads outside. It looks like a long, dark climb just to reach what sounds like the outskirts of town...
Parrym |
"Back we go...?"
The part where I placed my icon, to the SE of the big room, which is covered up - that is the part where we spent several hours going through the books and such, right? (should be re-uncovered?)
Meaning, if I am correct, we explored all the openings we found so far?
Parrym |
"So, we can maybe go back up. See what information we can get on the people whose names are in the book, explore their homes and such... and investigate the Tome some more?".
Parrym |
"Meneldor is not the best spelunker... and I do not believe he can fly up".
Narayan Singh |
If you wish, Insspector Pendergasst. I am not a sskilled climber, but a rope is no trouble.
Parrym |
Parrym leaves with Esmerelda.
"So, back to the surface, to report... and seek information on the cultists whose names we have?".
Parrym |
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Parrym is amazed at how high level Pendergast must be, seeing as he has so many extracts per day. There, he just drank another one, from that flask!
Imhakaru |
"I think we need to grab everything and move on, before whatever beast it was destroys another building and kills many more. Maybe its a creature like mentioned in the book, summoned from beyond by these missing 5 people or otherwise?"
Parrym |
"Yes, let us move on back up, and report about the names, and what kind of beast was summoned. See if these brings any clues...".
GM Fez |
Sorry for the disappearance guys, I was laid up in bed all of last night and most of today with a fever. Sleeping through it has me fixed.
You trek back up the long stairs and through the ruins of the house in slipper market. The rain continues, now making small rivers running down the cobblestone streets, and the situation seems to have deteriorated. Where before the streets were unnaturally quiet they are now teeming with people, many of them muttering about leaving town. The Crows have their hands full trying to keep order and prevent the more criminally minded from looting. You pass by a stable on the way back to Mayor Heggry where a knot of people are demanding transport.
Back at the manor only two Crows remain with the mayor who turns eagerly to you for a report. "What did you find? Do you know how to kill the beast?"
Parrym |
On the way, Parrym tries to determine whether the worsening situation is due to new events, or simply because the people are panicking from what happened.
"We at least seem to have found solid suspects as to who summoned it here. Do you or the Crows know the names...", and she looks at her notes: [b]"Glem Baskerwhel, Waldur Crove. Arlend Hyve, Sulm Marshan and Rupman Myre? Is there some goal they had, or common enemy?"[/b[.
Narayan Singh |
Oncce we find the beasst, we will ssee that it is dead; Parrym has exxplained what will help uss find it.
GM Fez |
The Mayor takes a pair of reading glasses from a case in his front pocket and puts them on, examining the list. "Let's see here: Glem Baskerwhel is a hunch-backed hermit who lives in the Wrythe about a day’s travel east of Carrion Hill. The swamp druid is nonetheless well known in Carrion Hill as a potion-maker, and he visits the city often, always staying with his friend Arlend Hyve at the Elm Way Church on these visits." You remember the mostly intact corpse from the area below had hunched back, much like Mayor Heggry is describing now. Chances are that corpse was Baskerwhel.
The mayor's face pales when he reads the next name, "Waldur Crove is well known as the warden of Crove’s Asylum, a building located in the Crown that the Crows have long used to dispose of lunatics and the insane too dangerous to keep in regular prisons. I can't believe that old man is part of the reason for this..." The mayor seems ready to sit back and reflect on this, but a hastily cleared throat brings him back to the task at hand.
"Oh, right. Let's see...Arlend Hyve is an authority on regional history and lore, a sage who dwells in an abandoned church of Aroden on Elm Way on the southern slope of the Tangles. There are whispers that he dabbles in the black market poison and drug trade.
"Ah, here's a name that should be familiar to you: Sulm Marshan is a goggle-eyed man said to have moved to Carrion Hill recently from the coastal town of Illmarsh; he owned and lived in the house in Slipper Market that was destroyed this morning."
"Lastly, Rupman Myre is a middenstone baron. He owns a large vathouse down in the Filth along the river banks, and is rumored to be involved with illegal necromancy, but to date the Crows have not been able to find enough evidence to arrest him."
Heggry looks up and into all of your faces, "I do hope this will help bring the creature down. Here are some directions to the locations these men reside or work in." He quickly scribbles directions on a sheet of parchment and hands it to you. "Oh, yes, I also managed to gather some magical aid for you. It's not much, but anything to get that dreadful beast out of town and away from my citizens."
He brings forward a small case, filled with vials, scrolls, and a small bag. For party use: 10 potions of cure moderate wounds, five potions of lesser restoration, a scroll of see invisibility, a scroll of invisibility purge, and a dose of dust of appearance.
Parrym |
Parrym writes down some notes:
Glem Baskerwhe - dead - could explore his abode a day's march in the Wrythe
Arlend Hyve - ? - could explore his abandoned church in the Tangles
Waldur Crove - ? - should really explore his asylum in the Crown
Sulm Marshan - dead - house destroyed
Rupman Myre - ? - must explore his (necromantic?) vathouse in the Filth
She will leave the group a bit, to cast a spell discreetly upon herself, before returning to interrogate the mayor some more: "Dear sir, it seemed to me that you had some more thoughts regarding Waldur Cove and his asylum. We are not here to judge, but to try and find the source and put a stop to all this. Please tell us what you have in mind, anything can help!".
Diplomacy: 1d20 + 11 ⇒ (12) + 11 = 23 incl. the +2 from Enhanced Diplomacy
"Thank you very much", she says to the mayor, looking at the case and bag.
To her comrades, after having cast Read Magic to look at the scrolls and decipher them: [b]"I can take my share of potions, whatever you do not want to carry. I can cast the invisibility purge without problems.
Invis' Purge is 3rd level, but on my list etc., so I need to do a UMD w. DC = to Cast' Level + 1 (or 5+1 = 6, I have +12 UMD so no fail)
Inspector Pendergast |
You don't need UMD, since it's on your spell list. You need to do a Caster Level check with the DC being Caster Level+1. If you fail, you have to make a DC 5 Wisdom check. If you fail that, there's a scroll mishap.
Since there's a good chance I could fail that Int check, I will use Tireless Logic to roll twice and take the better roll.
Int check: 1d20 + 4 ⇒ (2) + 4 = 6
Int check: 1d20 + 4 ⇒ (8) + 4 = 12
Sad face =(
Imhakaru |
int check: 1d20 + 2 ⇒ (12) + 2 = 14
"We have seen a disturbing amount of slime and death, a vathouse with rumored necromancy I think should be our next stop. A trip that is a day by foot would take at least a day round trip even if we all acquired steeds or something else, so I think that should be saved for last if we cannot locate and defeat the creature with the information available in town."
Narayan Singh |
Ssenssible.
Voodoo Amiri |
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Having been charged with holding a book, Amiri feels a bit scholarly all of a sudden and attempts to aid the Inspector-like a good little helper would!
AID INT Check: 1d20 ⇒ 17
Parrym |
"Maybe we can borrow a pony for you Esmerelda? Yes, I too believe Rupan Myre's place should be our first stop... is that a beer maker, this vat house? Or some leather working place? What kind of vats?"
Parrim is ready to go.
Voodoo Amiri |
Amiri gets quiet and sullen. Once on their way, and clear of the mayor she vents a bit.
"I don't like how the mayor seemed to assume we didn't find and kill the beast when we were down below. He didn't appear to even entertain the thought-as if coming back up alive was proof of that. Almost like some part of him didn't actually think we would be capable of killing it, had we encountered whatever abomination is wreaking havoc in this town. Well, I got news for him, when we find this thing , we are gonna splatter its guts all over the place!"
GM Fez |
You head south through the town and continue past the Slipper Markets, a large crowd growing there of soon to be looters and rioters. The Crows have their hands full keeping the citizens in order and barely acknowledge you as you pass by. Your journey continues out the western gate as you follow the south bank of the river. Crossing a bridge you arrive at a very long building with a sign prominently displayed, Rupman's Vats.
The building is a forty foot high, but single story structure, looming over river. Sheets of water fall from its roof into the quickly swelling waters below, stirring them constantly. Every surface is made of some, slightly sickening to look at, violet hued material, which smells of tar, oil, and graveyards. Overhanging the river side of the building are three small sluice grates, though nothing runs out from these at the moment. Above those are several chimneys spilling a thick noxious smoke into the air.
You try the door to find it locked and notice a small sign under your feet. The string that once held it appears to have snapped, and the sign says in large bold letters Closed. These are excellent locks on the doors and require a DC 30 check to open. Map has been updated.
Inspector Pendergast |
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"Hmm. This looks ominous."
The Inspector steps up to the door, and quietly pulls a set of masterwork picks out of a pouch.
Disable Device: 1d20 + 12 ⇒ (14) + 12 = 26
He frowns, and adjusts his spectacles. "Excellent locks..."
Spend a point of Inspiration: 1d6 + 1 ⇒ (3) + 1 = 4
"...but the owner really could have gotten better ones."