| Brother Grergof Varsk |
Grergof shoots Stam a disapproving look.
Yes, I suggest you go home.
Do you want to know what was happening here in your town? If so, perhaps you can gather any who want to know the truth at the inn tomorrow and we can return your daughter to you as well as bring the first of the evidence of what has truly been going on here.
| Foxy Quickpaw |
"Thanks for the offer. We'll think about it." the man repleis and then follows his wife who is already ahead of him. You hear a shrill shriek from her as they enter the main room of the temple - where the dead monster and some dead clerics of their faith lie - and hear them fleeing as fast as they can.
You can assume the word will spread. Just probably not in your favor.
| Foxy Quickpaw |
The group moves back to their room in the Bountyful Catch Inn and from there teleports to Schloss Caromarc - with an intermediate stop to collect the body and brain of the mayor - to pay the count a visit. Beeing polite Stam decides for arriving outside the gate house.
The door is like new, and the gatehouse is manned. After some back and forth it is clarified, that the group are welcome guests and they are led into the great hall in the manse.
| Brother Grergof Varsk |
We did gentle repose the body and brain right? If not Grergof strongly suggests we should before we move anything.
We need your advice. Some twisted cultist captured a living brain and took it out of an innocent man’s body. Do you think we can get them reunited?
| Foxy Quickpaw |
Caromarc leads the way to the lab which leads still over the swing bridge and the narrow path along the rocks over the waterfall. But at least the stairs are cleared out and the water is drained from the towers in which the lab resides. The lab itself is still a mess as it wasn't the highest priority after the events that lead to the destruction.
I'll leave it to you to come up with a process. Caromarc will aid you and he'll make all DC10 rolls giving you +2. Using the lab after cleaning it up will give you another +2
| Brother Grergof Varsk |
Listening to the men talk Grergof quickly becomes lost.
This is way over my head. Just point me to what you want cleaned up and I can start on that...
Works on cleaning up the lab.
| Spugnoir2 |
I will set up several healing and restoration extracts that will be drip fed into them to help stop bleeding and prevent infection. Some clamps to help keep the skulls in place after transplant and Vark and Darius's healing magic will be excellent for reattaching nerves. Spugnoir directs the imp and The Beast to help tote out objects.
| Stam Truthfinder |
Stam will help out as best as he can. "Should we check in on Kendra the babe and that young lady?" Stam says to Grergof? "We also have to talk about what to do with that town and your disapproval of my comments apparently to that young couple."
| Spugnoir2 |
Spugnoir starts up various feeds of healing extracts to apply to the mayor so his brain and body stays alive while he arranges the various bits and bobs. As he finishes his set-up, he gestures to The Beast and imp.
OPEN THE CEILING!
The ceiling of the lab creaks open to show the lightning machine that hums.
Summon the storm! He eyes Stam
Stam raises his arms and lightning crackles from his fingers and arcs out to the machine which sends a bolt into the clouds. Soon, the clouds darken and the wind picks up.
Yessssssssss! Spugnoir slips the brain back into the mayor's skill and dabs it with healing extracts. It is now time! He waves everyone back and pulls a lever.
LIFFFEEEEEEEE! He demands and electricity crackles down into the mayor and energizes his heart. COME BACK TO LIFFEEEEEEEE!
| Foxy Quickpaw |
Spellcraft Stam: 1d20 + 18 ⇒ (4) + 18 = 22
Heal Spugnoir: 1d20 + 15 ⇒ (16) + 15 = 31
Craft Alchemy: 1d20 + 28 ⇒ (5) + 28 = 33
Stam helps getting the brain out of the container, destroying the device in the process. Embedded in healing potion as a replacement for the brain fluid the brain reattaches to the body and the skull is closed with sovereign glue. A jolt of electricity makes all the muscles in Mayor Greedle tense and his heart beating again. His maniacally laugh echoes through the lab. The same laugh that his crazy mind voiced through the brain container when he was found.
After applying more magical potions to cure Greedle from his mental and bodily afflictions he is back to his old self. But confused about his whereabouts and if that all was just a bad dream.
| Brother Grergof Varsk |
Nope, That's the mayor the town picked. Grergof tells the count.
Then Grergof looks at Greedle.
So what do you want to know? I have to warn you, there have been some very horrific things happening in your town.
| Foxy Quickpaw |
After that success the Count throws a little party. Well, mostly a nice dinner. He asks to keep the brain container for studies even though it is damaged now. As you're feeling generous with garbage you leave it there.
As target destination to start further actions in Illmarsh, the mayor's office is set. Which proves a bit more difficult as you'd like it to be. Because stam can only bring three people along and the mayor no longer counts as luggage and he doesn't like the idea of travelling inside a bag of holding. But after careful planning and using all high level spells Stam manages to get everyone back to Illmarsh.
But only after giving Kendra a debriefing on the happenings in the meantime and telling about saving the world from a horrible doom.
Sitting in his armchair behind his desk in his office in Illmarsh Greedle finally gets comfortable again. He asks "And what's the plan now?"
| Foxy Quickpaw |
"Move on with the town life as ever? You said you took care of those monsters who stole people from the village so we should be able to live a peaceful life now."
"It's a village of fishermen, not much to plan here."
"And for freeing us from that menace and saving me I will provide you another reward of the same amount you got the first time." Mayor Greedle tells, going through his drawers searching for something.
| Foxy Quickpaw |
The mayor fishes a key out of the depth of his drawer. He gets up, removes a painting from the wall and unlocks the safe behind it. He takes out a pouch full of coins and locks the safe, putting the painting in place and puts the key in the pocket of his vest. "That's for you."
A bit irritated about the suggested burning he adds "I don't think anyone from Illmarsh was involved in the abduction of people."
"Caliphas is on the other side of Avalon Bay. You either find someone who takes you there by boat, or you simply travel along the coast starting North." he explains the route.
| Brother Grergof Varsk |
You had a set of priests that was lying to to the people, and a good number of daughters that have been given to the a horrable fate. You will need someone who is good at helping people to heal.
I know the town doesn't like outsiders, so is there anyone in the town that can fill that role and start the healing process? If not, I could ask for someone from my order to come.
| Foxy Quickpaw |
"I would have to check who went missing and who is still there. But before that alien monsters came over town we did fairly well. I believe there are some good people left who are able to get everything back to normal." Greedle replies.
It is obvious that he is playing down the part the Dagon cult had and that old times with that cult would qualify for him as normal. Now that it is clear that the disappearances were not their doing.
| Brother Grergof Varsk |
Do you have someone who can lead a temple? Most of the leadership of your local temple is dead. Also the Skum are gone, so if they were helping to keep water creatures away from your fishermen in return for your daughters, you may need to look into what needs to change for your fishing fleet.
You will also want someone who can rededicate the temple to Gozreh as the sanctuary is corrupted and really devoted to the use of the worship of Dagon.
He things for a minute and then says:
That old house is pretty infested. It might not be a bad idea to burn it down so nobody else ever is tempted to look at the worship of alien beings again.
| Stam Truthfinder |
Stam looks at the Sack, picking it up and tying it to his belt for now. "We can do that for you yes, once there we will have a look around. That older man who like is inventions, he would be a good person to get into contact with to help with keeping this town safe." Stam says, then turning to his companions. "We can ask him to take us across the lake to Caliphas"
| Darius Redgrave |
"Darius do you know any magics to cure her mind?" Stam asks. "Mayor so what are you plans for your town now?"
"Regarding healing the woman, I might have something that can aid her." Darius says hopeful.
Remove Curse or Restoration, or Heal maybe?
| Brother Grergof Varsk |
Unless you want us to stay and help out, perhaps a letter might be the best solution.
| Foxy Quickpaw |
"I'll write one right now, just give me some minutes." Greedle replies and gets paper, ink and quill out of the drawer.
He writes a short summary about Illmarsh as nice secluded fisher village with an open position for a Gozreh temple. He signs it, powders the paper and gets a sealing wax candle and a sigil. After all is finished he hands it over to Grergof.
"Your help was really priceless and if you manage to get someone to come here and lead the people spiritually, we're really on a good way."
| Foxy Quickpaw |
"I don't know. I've never been there myself. What I've heard it's a three day travel along the shore." Greedle replies.
The group tells their goodbyes and heads out to ask Croon. But he is not keen to ship the group over. "My boat is small and I'm no sailor and it'll take too lon gto make it in daylight." he excuses himself. And so overland travel it is.
And so the group leaves and travels with nightly stops in Thrushmoor and Vauntil to Caliphas. Nestled behind protective breakwaters that spare the city from the worst of Lake Encarthan's storms, the entrance to Caliphas is guarded by the Reaping Rock. But nothing of that is to see as Caliphas is shrouded in lake mist as you arrive. Its fog lanterns barely cutting into the gloom that engulfs the city.