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"Greetings, my good man. I am Avis Dimitrov, a visiting noble from Korvosa. I was told that your establishment is among the most advanced of Avistan. I am looking to open an asylum in Korvosa as well, since our city-state could use a proper place to care for the mentally ailed. I was wondering if me and my retinue could visit your grounds, so that we could benefit from your great experience." Diplomacy (take 10: 10 + 11 = 21
-Posted with Wayfinder

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Yes, As head physician I would like to to interview your patients and staff, take a look at your records, and inspect you facility. I have heard much about your institution and would greatly enjoy discussing your various manners of treatment.
Bluff: 1d20 + 2 + 10 ⇒ (19) + 2 + 10 = 31

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Your tour of the Asylum:
The reception area is an austere stone room which contains a simple desk and a number of chairs along the walls. Here guests of patients wait to be escorted to their friends and relatives. You are quickly ushered from this room to the alienist’s office.
You pass by the Staff Barracks which is a room that contains three two-tiered bunk beds, six wardrobes, and a table. Here the orderlies sleep when not on duty or elsewhere in town.
You meet Nivolo Belodia in a cozy room which is furnished in dark polished wood. A bookshelf holds a score of leather-bound tomes, and a worn leather chair sits behind a letter-strewn desk. Two wooden doors flank the room’s primary entrance.
There is a row of prison cells that lines each side of a long hallway. He asks that you not go down the hallway, as several of the patients current sounds of faint whimpering and incoherent mumbling which echo off the cold stone walls and floors will turn to mad ranting if they hear you.
The mess hall holds six long tables, each flanked by a pair of wooden benches. The sound of slowly running water wafts from a grate in the center of the floor.
This kitchen has the means to feed a full prison and guard complement, but now lies mostly unused except by the orderlies themselves. A large pantry is accessible through the kitchen, though it’s mostly empty. Among the few items still in the pantry is a large wooden crate which has been pushed against the east wall.
Perceptions
Shandor: 1d20 + 13 ⇒ (9) + 13 = 22
Talhaern: 1d20 + 14 ⇒ (8) + 14 = 22
Oswin: 1d20 + 13 ⇒ (9) + 13 = 22
Awveyen: 1d20 + 21 ⇒ (3) + 21 = 24
Arnthoth: 1d20 + 12 ⇒ (14) + 12 = 26
Julian: 1d20 + 7 ⇒ (1) + 7 = 8
This crate blocks a small waste chute from view, but the chute is visible to (player that sees it). The chute is narrow, but appears as though you can all squeeze through it to pass from the pantry to a hidden ramp through the building’s exterior wall, dropping the creature outside the asylum where a refuse bin once stood.
The Recreation Yard is a largely empty bare dirt courtyard which provides the asylum’s patients with brief exercise once or twice a week. The walls here are 30 feet high.
There is also an isolated room 25 feet above the ground which once served as a watchtower during the asylum’s time as a prison. Now that the sanitarium’s orderlies double as guards and the “prisoner” complement is much less prone to attempt escape, the orderlies use this as a place to relax and look out over the town while drinking, playing cards, and engaging in other leisure activities. Two wooden ladders lead up to the platform, making access to the tower easy.

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Shandor nods back, having seen it too. He whispers to his "advisor" Awveyen: We could create a diversion so that we may explore this hidden passage. What do you think?

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It looks more like a possible way in for a non-Supervised visit. Awvyen whispers back.
Once we are seated at our meeting with the Alienist, Awvyen clears his throat, I apologize for showing up unannounced. we are most grateful that you were able to see up with such short notice. As we told your staff I will be the head physician at Master Dimitrov's new asylum. I would like to to interview your patients and staff, and possible review some of you patient files if possible. I have heard much about your institution and would greatly enjoy discussing your various manners of treatment. Of particular interest to us is the study of non-magical brainwashing, to use the vernacular. Korvosa is ripe with cults and there is quit a demand for those skilled at dealing with many intricacies that present themselves with dealing with initiated members. Awveyen drones on at a quick pace in hopes to keep the Alienist on his/her toes.
Bluff: 1d20 + 2 + 10 ⇒ (17) + 2 + 10 = 29

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While you're discussing his facility and at the mention of cults, he does say, “I heard that one of the magnates’ daughters got mixed up in a cult a few years back and ended up pregnant. I wonder which one it was and where the baby went.”
Further discussions of the facility and the town in general with some staff members, you hear this tidbit, “In the last month, there’ve been more disappearances than normal. All started when that Varisian woman vanished. Since then, we’ve lost nearly a dozen folk, and the watch doesn’t seem to have any suspects. I’ve heard that a number of them now work at the foundry, and just never leave the place, but every time I’ve visited they haven’t been there.”
He is at present not inclined to let you visit the patients, and insists that most are comatose, or probably sleeping.

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"A Varisian woman? Now you have piqued my interest, since I am Varisian as well. What do you know about her, or this affair?"

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You think they might be talking about the missing Pathfinder.
You can't really get much more information from any of the staff than what you've gotten.
Perhaps you would like to go to another area to inquire?
Still available are:
Lonely Hearth Lighthouse
Rumalin Manor
Ireni Manor
Dunstone Manor
Bank of Abadar
Bright Hearth Fortress
Belodia Asylum
Talich Foundry
Baited Hook Inn
Talich Manor
Aldrim’s House
Ammunition Factory
Ballista Factory
Trebuchet Factory
Catapult Factory

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"Well, this seems like as solid a lead as any. Why don't we head over to the foundry?"
Oswin will again use Touch of Glory on Shandor once they are a few minutes away from their destination.
Please add +9 to whichever CHA skill you use. Apologies for low involvement. Just not feeling great about how this character would act. He'd probably stay pretty quiet, as I've done.

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Once outside, Shandor exposes what he's learned and what he has seen. "This possible trapdoor in the kitchen would be worth investigating. Maybe one of us is stealthy enough to see where it leads?"
"Barring that, we should investigate the foundry, or find out which nobleman's daughter was pregnant. Let's head to the foundry first."
Asylum: Secret trapdoor in the kitchen.
Asylum: One of the magnates' daughter was in a cult and got pregnant a few years ago.
Asylum: Many people recently disappeared (last month), including a Varisian woman (Pathfinder?). They apparently turned up at the foundry, working there.

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This large open-plan building has stone walls and a high ceiling supported by curving wooden rafters. The floor is covered in fine gray sand. A foreman’s office along the south wall has a commanding view of rows of molds; stacks of coal, wood, and metal; and the enormous gears that link the waterwheel outside to the bellows. The room is dominated by a titanic furnace, a wall of stone with a huge triangular notch that takes up the entire east wall. At the center of the triangle is a massive black door leading into the furnace body. From under the door, a trench dug into the floor lets excess molten metal flow out.
You are greeted by a worker when you come in. Hello there. Are you lost?

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"I am Avis Dimitrov, a visiting noble from Korvosa. I'm about to invest heavily in siege machinery, so I wanted to check out every step of the production line, starting with your foundry. What do you do here, exactly?"
Diplomacy: 1d20 + 11 ⇒ (5) + 11 = 16
During the conversation, Shandor will try to glance at the other workers to see if he spots the Varisian woman.
Perception: 1d20 + 13 ⇒ (7) + 13 = 20

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I'm getting there, but first I wanted to see if she could be spotted. If the woman has been forced to work there, the foundry people aren't likely to say "yeah, we did it, she's in fact right here". The cult was next in the line of inquiry, but it would have seemed odd to arrive at the foundry and ask bluntly "hi luv, that the place this new cult is hanging out?" (with a Manchester accent of course!)
That being said if we want things to get faster we can just relate the topics we ask about in reported speech. no problem with that.
I just need a clarification, though. When the asylum staff talked about disappearances (the Varisian woman, then others), were they saying they disappeared from the asylum or from the town?
After making sure that the Varisian woman isn't in sight, Shandor proceeds with asking a few question about a missing Varisian woman who may very well be a Pathfinder. He also asks about a strange cult.
I forgot to include Oswin's bonus, so with that and the aid, the final result on the Diplomacy check is 27.

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Engineering: 1d20 + 10 ⇒ (4) + 10 = 14 Oooo! So close!
Your operation is quite impressive. Do you solely produce components for the siege machine industry? As Master Dimitrov's chief engineer I would particularly like to see how you test the parts you make to ensure quality.
Aid Diplomacy: 1d20 - 2 ⇒ (6) - 2 = 4
Bluff: 1d20 + 12 ⇒ (3) + 12 = 15
Wow, crappy rolls...

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Oh my gods! We are looking for a cult and a Varisian woman. Tell me what you know now! Julian or it would seem a more violent beastial julian says as he lifts the man off his feet to look him in the eyes.
intimidate: 1d20 + 10 ⇒ (10) + 10 = 20

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Shandor hesitates, not seeing the man answer any of his questions, and moves on. "So... Have you heard anything strange happening in town lately? I've been told that there was a secret cult, you wouldn't happen to know anything about that, would you? "
-Posted with Wayfinder

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The worker stares at you all blankly, seeming to have no idea what you are talking about. I just work here. I didn't think you looked like the crew that usually brought the ore in from Janderhoff.
He appears genuinely confused, This isn't a very safe place, pointing over at the furnace, you should probably leave if you aren't a laborer bringing or smelting ore.

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I apologize for my brutish friend here, it would seem he has his own agenda. turning to Shandor, Awveyen puts his hand on the man's shoulder. Master Dimitrov, unfortunately this is neither the time nor the place to be indulging in your hobby. Turning back to the man he tries to reassure him, My master is a man of unique tastes and proclivities; as someone of his station is rightly entitled. Our main purpose though is business. As such we would like to speak to your foreman.

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Julian drops the man on his feet, pats his head and grunts Hmmpf
Don't let the push you around, you are capable of leading this mission. If you don't do something soon, I will! Says the voice in Julian's head. Quiet, this mission calls for tact and subtlety. Something you lack. When there is need for you to show your face, you will.

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"You are right, of course. Is your foreman available? Or someone of higher station?"

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"Of course we can, and we will."
Sandor then suggests to his companions to try and find out which noble in this town has a daughter. Before leaving, he simply asks the man. "By the way, would you know which of the nobles in Palin's Cove has a daughter? I am considering making a marriage of interest with one of the local powers, so your insight would be tremendously helpful."

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I don't know anything about daughters, but I know the families. There's the Rumalins that run the catapult manufacturing. Ireni's, they own the Ballista factory. The Hurnes own the Trebuchet Factory. Dunestones and Talichs, they run just about everything else. Take your pick on nobles.
His face shows a bit of disgust, Everyone here is either a worker making minimum wages to make ends meet, or some spoiled... Ah, or a noble.

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Which family own this foundry?

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"Then we'd better be going. Shall we head to the ballista factory?"
- Foundry: We may come back later to meet the foreman.
- Inn: Shandor has a "special appointment" with the innkeeper tonight.
- Asylum: Secret trapdoor in the kitchen.
- One of the magnates' daughter was in a cult and got pregnant a few years ago.
- Many people recently disappeared (last month), including a Varisian woman (Pathfinder?). They apparently turned up at the foundry, working there.
- Three noble families: the Irenis own the Ballista factory, the Hurnes own the Trebuchet Factory, the Dunestones and Talichs run just about everything else.

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Talich family owns the Foundry.
Locations:
Lonely Hearth Lighthouse
Rumalin Manor
Ireni Manor
Dunstone Manor
Bank of Abadar
Bright Hearth Fortress
Belodia Asylum
Talich Foundry (Returning Later)
Baited Hook Inn
Talich Manor
Aldrim’s House
Ammunition Factory
Ballista Factory
Trebuchet Factory
Catapult Factory
M. Ballista Factory: Owned by the Ireni family, the ballistae of Palin’s Cove are manufactured here and shipped around the Inner Sea region as orders dictate.
At the factory you meet Sali Rom. He is a minor aristocrat from an impoverished family, and faces the prospect of an arranged marriage to a woman he detests. He had a somewhat wild youth, and before he’s forced to settle down for good, he wants to indulge in depravity with the notorious rakes of the cult he’s heard called the Feasters of the Heart.

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What just happened?

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"A cult, you say? That's a great coincidence, since I am also looking for such a cult. Their ways are... appealing, to say the least." whispers Shandor with a conniving wink. "What have you heard so far? We could help each other."
Diplomacy: 1d20 + 11 ⇒ (19) + 11 = 30

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The guy you met heard one of you talking among yourselves, so he popped over to you, eager to help you find the cult because he's heard of it.
He continues on, My sister’s an orderly at the asylum, and she’s always talking about secret cults and such. It’s stuff she hears from the patients there, I guess, so I am hoping it is true, but not sure. I'd really like to find them, to join, so I can have some fun before I am forced into this foul marriage.
He's eager to join you in your search. He even practically begs you to take him with you.
Please? I have to have some good memories before I am set to a lifetime of suffering.

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"My fellow nobleman, I can't possibly refuse you! What say you, trusted advisor?" says Shandor as he turns to Awveyen.

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M'Lord, might I remind you that we are here on official family business. It would seem imprudent to indulge in such frivolities, especially since we know so little about this supposed cult. We do not even know where they are located or how one attempts to gain membership. In addition we were just at the asylum and the Chief Alienist said nothing of cults or cultists, even when you requested such information.

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"He may have lied. Men do that, especially men of power. You should know, since you've been so many years at my service. However I see your point."
Any other input?

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You just have to take me with you! I'll be helpful, I promise.
Sense Motive: 1d20 + 12 ⇒ (13) + 12 = 25 Talhaearn gets the sense that you will not be able to lose him, no matter how much you try, and that it is likely if you do try he will cause problems for your covert-ness.
Covert-ness is a word, cause I said.

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"Agreed, my friend. What's your name and title, by the way? Also, do you think we should indeed state the asylum further?"
-Posted with Wayfinder

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This one gives me an uneasy feeling... "I doubt we'd be able to leave you behind if we wanted to...I won't hold you to being helpful but there will be repercussions should you hinder us." This may have come across as more harsh that Tal intended so he seeks to rectify things by clarifying his intent. "What I mean to say is...don't get in the way or I'll hurt you." There...that's better!