Anyone got knowledge local?
Canvy's deep voice continues, "Well you won't do no lootin now, where did you say the hidey hole is and what's he look like." His hand clenches the mans collar and pulls him up, to take full advantage of Canvy's foul breath.
Now we know why Erine dislikes Canvy! Simple Chronic Halitosis....who knew?
"I tink tha hole has gots tah be in the cellar, so we err lookin here fer mister marsh, Orin Marsh, who owns tha lucky monkey, he alsos got a wife an kids, but we ain't found em."
"Plenty easy tah dig a new hole an no ones tha wiser fer it."
Knowledge Local, I got it.
@KK Continuity check! Did Shensen sell the bar or is this guy misinformed?
Last time we came through the Lucky Monkey she told Broccan she was the owner
KN Local1d20 + 10 ⇒ (8) + 10 = 18 Do you allow taking 10 on Knowledge checks outside of combat?
Minniwick will continue to keep to the background and let the imposing people do the questioning. Keeping an ear and eye open for more trouble.
The lucky monkey being a remote location does have an owner, that man being Orin Marsh, and his family who also lives on the premises.
Shensen being a loyal person to the family realized long ago that children can be kidnapped, and the family would be a target for such things.
Shensen claims to be the owner as a protection to the family!
M42: COLD STORAGE
This room feels moist and humid. Several sides of meat hang from hooks set into the ceiling, and a number of storage bins line the west wall. The far end of the room is empty except for an open metal box lying on its side; the box is lined with slowly melting frost. A large sign hangs near the door, its bold red letters reading, “NO FIRE BEYOND THIS POINT!”.
M43: WELL ROOM
The door at the end of the hall is a solid, iron-reinforced wooden door that bulges at the seams, almost as if the wood had melted and expanded to clog its frame. The iron bands that reinforce the door are caked with frost, as are the bodies of three thugs who lie huddled on the ground before it. One of the bodies grips an extinguished torch.
The door is quite stuck!
Edrukk could, but between the door muffling things and his accent, they'd be hard pressed to know if it was a friend or a hostile grizzly bear outside.
"Ah s'pose we could be fer choppin' int' th' door, but if'n 'ey 'r waitin' t' kill 'o 's doin' th' choppin', 'at might not be good fer anyone."
They know me, I pass through often. Ghost Sound. he cups his hands over his mouth and in a booming voice as loud as a dozen men Hello in there! It is Minniwick. My friends and I have culled the bandits. How can we help you get out?
Long moments pass.....
The door shudders and shrinks back to a more normal state....
When you open the door.....
The temperature in this room is near freezing. A thin layer of frost coats the floor and walls of the northern portion of the room. A low, circular well sits in the center of the room, its mouth partially covered by a few planks of wood.
Huddled in a blanket near the far wall is Shenson Tesseril, she seems releived to see you and speaks through chattering teeth...
"Ware tha mold."
Knowledge nature/dungoneering/profession miner
Brown Mold: Brown mold is found in damp subterranean areas, such as caverns and caves. It is light to golden brown in color. Brown mold feeds by absorbing heat, even body heat; where brown mold grows, the temperature is below average. Direct sunlight or ultraviolet light kills it.
If a warm-blooded creature comes within 5 feet of a brown mold, the mold drains heat equal to 1d6 points of CON from its victim, per round. The drain lasts for 1 hour. A ring of warmth provides complete protection against this attack. Brown mold grows instantly from heat. If a torch is used in its vicinity, it doubles in size; if flaming oil is used, it quadruples, and fireball-type spells cause it to grow eight-fold.
Brown mold is not fed by cold light sources (e.g., light, faerie fire). The only magic that affects it are disintegrate (which destroys it), plant-affecting magic, and cold spells. Ice storms or walls of ice cause it to go dormant for 5d6 turns. A cold wand, white dragon breath, or a cone of cold kills it. Brown mold does not affect cold-using creatures such as white dragons, winter wolves, ice toads, etc.
"Ye figure out 'ow t' bottle sunlight 'n brin' 't down, Ah'll be takin' th' lass t' th' sunlight t' warm 'er bones."
Edrukk helps Shenson out of the room and to a warmer location.
There's plenty of allusion to frost, but I don't see anything telling us where the mold is located.
Edrukk bundles the lass up and carries her out.
"Le's be gettin' ye warmed up, eh?"
Edit: I meant the mold, not the frost. Changed.
Edrukk passes hardily through the cold once more carrying the grateful lass outside and into the sunlight.....
Eventually she warms enough.....
“I was out for a walk and returned to the Lucky Monkey to the sounds of combat from within, I ran in and found most of the guards and employees slain by the bandits, Only a few remained including a human cleric who the bandits were focused on. The bandits were lead by a horrible man-beast who was following the orders of a beautiful woman with red hair, facial tattoos and a suit of spiked full-plate armor. I tried to help but was forced to retreat to the basement, the man-beast killed the cleric. I was then alone and fled to the far end of the basement and barricaded myself in for several hours.”
"I think Orin is dead, but I can't be sure. There is an abandoned cellar at the back edge of the property with a few emergency supplies within. His wife and kids must be in the saferoom."
The gruff cleric shakes his head at the description of what happened."Sorry ye 'ad t' go through 'at, lass. D'ye know where th' saferoom be located?"
Canvy knocks out the captive, once the other have left and removes his clothes and weapons. Then with a cheery step he follows the sound of Minniwick's shout and catches up with the rest of his friends, just as Edrukk comes out with the young lady. He rests and listens to her story, not sure whether to believe her or not.
"To the 3rd floor, but how do we get there, I've seen no stairs as yet. Which way?"
Sense Motive 1d20 + 2 ⇒ (11) + 2 = 13
Decides to lock the naked captives in the freezing room until they can be properly detained....
....if a few freeze no big deal, right?
It is readily apparent that the structure has no third floor, but also a small room could easily be housed above the second floor and under the roof....
Reasonable guesses welcome.. ;)
"Seems 's 'ow 'twould 'ave t' be easy t' reach, even fer a child."
I would search the central courtyard (21) for some hidden door.
Shensen this is all horrible, I am glad your alright. I think the redhead is Triel Eldurast a guard that fled Cauldron about 10 years ago. Was that before you came to the Lucky Monkey? We also found this holds up the Ebon Triad Symbol and I think it is the sign of a cult, the Ebon Triad. Any information you have may help.
"Whoever they were they were focused on the priest Sarcem on killing him and on taking the wands of control water. I have no idea how that helps a fugitive from justice or a evil cult."
"I have been here 27 years left on the doorstep a long time ago...."
"We have to get the rest of my family and get to cauldron to be safe, maybe hire some guards and come back to re-open. Find the children and then we can get everyone to safety...."
Assuming you allow your suggestion to be a flash of inspiation...
Edrukk heads upstairs to the room where the blunderbuss user was killed and starts searching for a hidden door in the wall or ceiling.
Taking 20 for 23 or 25 if there's stone involved
Edrukk indeed finds a series of clearerly concealed hand and foot holds going up the wall to the ceiling...
at the ceiling he finds a trapdoor that lifts up. Inside a woman and two small children are hidden.
"Thank the gods!"
In short order you have recovered the wife children and Shenson, only Orin is unaccounted for.......
I guess it has been a while since I could look at you eye to eye.
To Edrukk We have not checked out the grounds. I did not see anything when I tied up Bubbles, but I did not look around.
Edrukk will help the family down and to one of the rooms that was spared. "Ye dinnae want t' see 'at 'ese animals did t' yer fine 'stablishment. Rest 'ere 'n know we be 'ere t' 'elp ye."
Edrukk will take up a position guarding the door, not really sure what to tell them beyond that.
Canvy picks up Orin's body and brings it inside, calling "Edrukk, Edrukk come here, we need you."
If Edrukk comes down, Canvy asks for him to help clean up and bless the body, before presenting it to the family.
Broccan removes his helm and lowers his head in respect. He speaks softly to Orin's widow.
"My condol'n's t' ye an' yers, m'lady. I'm sorry w' dinn'ah get here'n time t' save y'r 'usban from these bandits."
Edit: This should happen AFTER Edrukk speaks to Orin's widow.
The dwarf, seeing Canvy's burden, sighs audibly. "Ah 's 'opin' 'e made 't out t' get 'elp. 'tis never good t' tell th' wife 'n children..."
Edrukk takes the body into one of the private dining areas (not the one that was used by the two star-crossed lovers we chased out earlier) and starts cleaning him up and preparing him for a warrior's funeral.
After a bit, he calls to Broccan or Erine, "N' 'at we found 'im, we 'ill no' be lettin' 'im 'lone. Ah need t' speak t' 'is missus fer a spell. C'n ye sit wit' th' body while Ah be gone?"
Assuming one of them assents, he heads upstairs.
"Ma'am? Might Ah 'ave a word wit' ye?" Once they are out of earshot of the kids, he says, "We found yer 'usband. 'e died a warrior, defendin' 'is 'ome 'n 'is family. Ah 'ould be 'onored t' do th' ceremony if'n ye wish 'n Ah 'ave been cleanin' 'im up 'n gettin' 'im ready fer 'is last journey. If'n ye 'ave a priest ye prefer, 'at be fine, t', jus' let me know where t' be findin' 'im 'n Ah 'ill get 'im meself. 'n th' meantime, d'ye 'ave clothes fer 'is journey t' meet Cayden?"
He does the best to say the right words and break things to her gently, but he's a dwarf and a cleric to a warrior god. The soft touch is not his thing, so he is a bit abrupt in his delivery and obviously not comfortable.
"Thank you for your kindness in this dark hour. We must journey to Cauldron an take Orin with us."
The children cry.....
Orin's wife checks the treasury and seeing no funds....
"I will have to draw money in Cauldron in order to re-open the Inn."
"Can you escort us to Cauldron?"
"'twould be 'n 'onor, ma'am. We best rest 'ere t'night, though, if'n 't no' be t' much trouble. D'ye 'ave 'orses 'r a wagon?"
Edrukk will prepare Gentle Repose for Orin for the trek back.
Broccan turns away from the butchered body, the sobbing children's cries carry, cutting into his heart. Slow tears roll down his cheeks.
"Sum'ns g'na pay fer 'is...too young t' lose th'r papa."
He abruptly crosses the room and throws open the window. He puts his head out and howls into the wind: "D'ya hear me y'evil b@&%*! Y'll no' gett'way wi' this!"
The return trip to Cauldron is fairly uneventful, the cleric Sarcem and Orin are both loaded and carefully tended on the way home.
Once in Cauldron the family wants to take Orin to the Church and beg them to restore his life.
Sanstree is there when you arrive.
Jenya is beside herself that Sarcem is dead and the wands are missing, she recovers herself.
She takes up the star of justice and prepares to cast some divination...
"What should we ask of the magic?"