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the door itself is locked, though between the two keys you figure out which one opens the door.
A small stone bench sits in the center of this dusty chamber. On the far wall is a faded mural depicting the hero Kassen defeating the mercenaries at the entrance to this crypt, with his blade piercing the chest of the mercenary leader. These figures stand alone in the center of a scene of carnage, with dead villagers and mercenaries all around them.
Carianna Swings and fails to connect
Ibona tries the same, and misses, though she does know what these creatures are, they are called Frost Firs, what 1 thing do you want to know?
Quasit comes around and nimble avoids the big tree, and hits though the tree's bark reduces some of the damage
Sakitu misses her shot at the creature
Findurel not waisting anytime fires a round at the other one, though again the bark isn't allowing all of it to go through
Red turns to face Ibona, 5ft steps sideways and swings its large limb
even Quasit, Odd Ibona: 1d6 ⇒ 3
Slam: 1d20 + 3 ⇒ (6) + 3 = 9
though it seems to have missed
Blue 5ft steps back towards red and swings at Quasit
Slam: 1d20 + 3 ⇒ (11) + 3 = 14
and Blue misses as well
as Bulvi finishes his statement, and Sakitu prepares, Ibona stepping forward to address whatever she thinks is there, the two trees step forward and start to attack
Bulvi: 1d20 + 2 ⇒ (1) + 2 = 3
Findurel: 1d20 + 7 ⇒ (4) + 7 = 11
Quasit: 1d20 + 6 ⇒ (8) + 6 = 14
Carianna: 1d20 + 3 ⇒ (15) + 3 = 18
Sakitu: 1d20 + 2 ⇒ (12) + 2 = 14
Ibona: 1d20 ⇒ 15
GM: 1d20 ⇒ 6
you get the impression that The Soiled Sow being a bar is doing quite well, a fair amount of patrons go in and stay for a while and when they exit some seem extremely drunk, some seem like they had a good time. looking inside it looks as a bar, including a bartender who is there cleaning up the bar a moment from a few spilled drinks from a previous stool tenant
as you make your way forward, you seem to see that the trees are getting a bit denser here, A cold wind blows through the forest atop the ridge. heavy snow burdens the boughs of the evergreen trees, but someone has apparently cleared the snow from a large patch of ground to dig in the pine-needle-carpeted soil. as snow seems to fall from some branches
In the center of this room is a large pool of clear water, fed by a fountain on the wall above it. The fountain has a stone statue of a weeping maiden holding the slain body of Kassen, but his head has been broken o" and is nowhere to be seen. A voice booms out from the darkness, saying, “Magic is the key.” The voice slowly fades, leaving a dreadful silence.
on the corpse you find a couple possible useful items:
1 pair of Snow Shoes
the body itself has suffered severe frostbite from the cold, and what looks consistent with Weasel Claw and bite marks
The rocks and snow along this part of the ridge are stained a reddish brown, and many tracks, both animal and human, cross the area. Recently, one of Heldren’s more esteemed hunters, a man named Dryden Kepp, returned from a hunting foray in the Border Wood with a story about a giant white weasel roaming the forest. The townsfolk of Heldren scoffed at his tale (Dryden was known to nip from his hip flask on a regular basis), which only spurred Dryden to hunt down the beast so he could make a trophy of it and prove everyone wrong. Dryden managed to catch the creature in one of his bear traps, but the creature broke free and mauled the hunter before he could make his kill. Dryden retreated up the ridge, hoping to escape
Knowledge Nature DC 13:
They are Giant Weasel Tracks
No it is not considered a new day, and guidance is fine
Beau detects no magic in the brew at all, and even to Theodric's surprise he doesn't detect any poison at all.
Kuriq and Henrick get a bit of a chatter going with some of the locals, and hear that there are several Shiver dens around, though two names were heavily stated/implied "The Soiled Sow" and "The Rook's Roost", and a warning about being out when it starts to get dark, and avoid the lamplighters they are a problem.
after agreeing to help the Magistrate, and he tells you what is expected, though nothing really too much beyond two dozen deaths in just as many weeks, you make your way out and out into town.
None in Bridgefront have escaped the plague of restless dreams. Posters for missing persons are wearily tacked up by glassy-eyed relatives, while lines for the district’s mobile coffee vendors—their hulking, spigoted
you are out and about trying to find the information you need, around you there are people who can be questioned for information, or possibly other things, to question it would be either a Knowledge Local, or Diplomacy
"I don't know exactly who they are, but this is what I need you to find out for me, I need you to gather any evidence that ties Frells death to the brotherhood of the spider, Locate and apprehend the dealer who provided the toxic narcotic. If you can find the den where Frell died, you can find the dealer. and if you can find the dealer, there is little doubt you will also uncover proof of the cult responsible for poisoning the wells and bringing the nightmares to bridgefront's citizens"
to those doing sense motives, you believe she is telling you what she can
the captain doesn't answer who his uncle is mostly cause she doesn't want
"besides being a plague on our society, I don't know the specifics, but its sold as a good time drug, to escape your worries and troubles"
she leads you to the magistrates building and takes you inside "One moment while I inform him you are here" she heads to one of the rooms and starts to talk briefly.
a deep males voice can be heard before the captain steps out and waves you in.
"“Bridgefront is suffering a plague unlike anything seen since the days of the blood veil. It is as insidious as any disease, and we believe each death is feeding an unholy blasphemy: a terrible idol worshiped by a dangerous cult known as the Brotherhood of the Spider. We now know that this cult has not only seized control of the shiver trade in Old Korvosa, but may also be slowly poisoning the neighborhood’s wells, driving a flood of new addicts among our city’s most desperate and causing terrible nightmares among innocent citizens.”
speaks Magistrate Drune, Korvosa’s Magistrate of Civic Order. He is a short, rotund man with thinning, greasy hair and a patchy mustache
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