| Brother Grergof Varsk |
Must be a lecture or something if they are meeting in a theater well thank you I will get out of your hair before the meeting gets out and more of your customers come in. He Shrugs then looks back at the map of shops.
Oh don't worry Mr. Stam, I'll stay here with you until you are done shopping, then we can decide where to go from there. I would like to check out some of these shops to see if I can find that ring, but it doesn't have to be right now if you have other things you want to do first.
| Stam Truthfinder |
Stam riases his eyebrow at the mention of a meeting, looking at Grergof and the rest.
"I have left something in my room back at the Inn, will you all go with me back there?"[b] Stam says, turning to the clerk [b]"I will be back for those spells.
once outside
"So they are meeting tonight, we should go and see if we can get in." stam says
| Brother Grergof Varsk |
Grergof follows Stam's lead acting as a good bodyguard.
| Foxy Quickpaw |
Well-dressed servants stand outside these doors, welcoming arriving carriages and turning away passersby who linger next to the glass windows of what appears to be a large meeting hall. As the group approaches the theater, one of the servants comes over. Not recognizing them he asks "Can I help you Sirs?"
| Stam Truthfinder |
K.Local: 1d20 + 18 ⇒ (2) + 18 = 20
Stam tries to remember any passcode or anything that will help get them inside.
"We were wondering if you knew or your fellows knew anything about the Murders that were happening along "The Way" Stam accentuates those last two words well.
| Brother Grergof Varsk |
Well do any of you have a way to listen into what is being talked about in the meeting?
| Stam Truthfinder |
Diplomacy: 1d20 + 14 ⇒ (11) + 14 = 25
"I have come in possession of a certain key, it is black and radiates an immense amount of power that is lets say not of the holy variety. I would like to discuss what to do with said key and what else your masters may know of it." Stam says
| Stam Truthfinder |
"Inside, it is something that should not just be brought out in public. I promise that I will not try to rush past you I just fear that if seen with this item it might attract the wrong attention, the previous owner attacked us on the road into town " Stam says
| Foxy Quickpaw |
The road is not that busy. The servant takes a look at the necklace and raises a brow. "Step aside please. I'll inform the master of your request after that coach."
Then he turns his attention to the approaching coach. Together with his colleague he opens the door and helps the passengers out, greeting them by name. A pudgy, aged gentleman, that wears a befuddled expression behind an expensive pair of silver spectacles he greets "Welcome Sir Chalest". and a rather unremarkable man greeted as "Mr. Winterbottom." They guide them to the entrance, where they open the doors for them.
The coach moves on and the one servant takes his place again, while the other goes inside. As he comes out again, he waves you in. "You may bring forth your requuest to Master Modd over there."
The tall, somewhat stocky aristocrat stands in the conservatory, preening under the adulation of his associates, who hang on his every word.
Map is up. You're in A4, the master is in A5
Large bookshelves and heavily draped windows line the walls of this room. The Order routinely rents out this space for private gatherings and social functions. A cigar box on one of the bookshelves contains rolled cigars from nearby Molthune.
A large piano dominates the southwest corner of this room, with twin crystal chandeliers hanging overhead. The Order often uses this chamber as an upscale viewing hall for funerals, weddings, recitals, or dancing.
| Stam Truthfinder |
K. Local: 1d20 + 18 ⇒ (11) + 18 = 29
"Thank you, sorry for the run around but you know that you can never be too careful these days." Stam says, stepping into the building Stam notes the mans garb. "Osirian, interesting, you must find it chilly so far north even on the hottest of days. We have a certain Key that we need to find out some more information on and discuss."
| Brother Grergof Varsk |
Grergof stands off the side, but clearly the armored man is a looming presence among all the scholars.
Diplomacy: 1d20 + 18 ⇒ (17) + 18 = 35
Our humble apologies for intruding Master Modd, what my associate is trying to say is we seek your esteemed opinion on not only the key you have seen, but also on another potentially more powerful item that has made its way into our possession.
| Stam Truthfinder |
"My name is Stam Truthfinder, I know a bit of an odd Surname but it was my fathers job and apparently he wished to be unique. I am from Cheliax as well, not a Devil worshiper myself so you have no fear from be of being bound to a hellish contract." Stam says with a smile, with that he will produce the Key.
| Brother Grergof Varsk |
I am Grergof Varsk, Preceptor of the order of The Dawnflower, sir.
| Brother Grergof Varsk |
Do you trust all those present, Sir?
Assuming he gets a confirmation:
Grergof reaches into his pack and pulls out the mace with raven's heads on it.
I believe I know what this is, but I would like independent confirmation from your order. If it is what I think it is, then it has been spoken of in several of the Whispering Ways plans that we have obtained and would like your expert opinion on.
Mr. Stam I assume you still have the notes from the Necromancer and Rider?
Stam, I'm talking about the Poem from Vroom and the Note from the Dark Rider that both mention the Carrion Crown. It's time to see if we can get some answers here.
| Brother Grergof Varsk |
Of course sir. If you can direct us to your secretary to work out the details, we will take up no more of your valuable time.
Once they are out of earshot Grergof whispers to the others:
Well, if the way is looking for this mace as diligently as I believe they are, we just lit a bonfire to tell them who has it. I suggest we watch carefully the next few nights, as we may well get visitors trying to claim this from us.
| Foxy Quickpaw |
Modd points you in the rough direction of the office and continues to entertain the other people who were hanging on his lips before.
As you move on an interesting looking man approaches you. You remember him from that coach. "I couldn't help but hear your proposal. And I must tell I'm really curious. If you'd include me in the research I could help you." he tells, opening his jacket and pulling a key half out. "I'm dying to get to know strange artifacts."
"I'm Abraun Chalest." he offers as a late introduction.
added a pic of the guy.
| Brother Grergof Varsk |
Grergof being paranoid looks the man up and down before responding.
Start Detecting Evil on the man.
Possibly... What are your qualifications to help us?
As he listens he continues to look intently at the man.
Sense Motive: 1d20 + 6 ⇒ (8) + 6 = 14
| Stam Truthfinder |
Stam produces the papers that Grergof mentions.
"Right here, I even managed to keep them dry." Stam says, as they leave the building and the man confront them, "so you want to be in our research? Can you tell us what that key is?"
| Foxy Quickpaw |
"No, I can't. But I can guide you to the archives and we can research it there." Chalest tells.
You're still on the party.
Chalest leads you through several rooms and opens a heavy door with his key. Bookshelves groaning beneath the weight of hundreds of tomes line these wooden stairs, which descend in a spiral along this chamber’s walls to the theater’s subbasement 30 feet below. Most of the books here are relatively common reference works, but a single archway at the bottom of the stairs leads to the Order’s more valuable collections.
Piles of statuary, pottery, paintings, and art fill these chambers, clustered around large wooden crates, barrels, and narrow bookshelves full of ancient, musty tomes, with only narrow, meandering pathways between them. In the final vault to the east, a large worktable lies half-buried under piles of scrolls, books, and clay tablets, illuminated by magical work lights overhead.
"Here within the vast knowledge of the Esoteric Order you can study the things you crave to know."
You get +6 on Knowledge skills, if you're trained. Things to study are the Poem you got, the Whispering Way if you feel like you need to know more, the Raven's Head, and the Key Amulet.
| Stam Truthfinder |
Stam looks from the book he is reading to the part that Spugnoir is reading. "I see now, the Carrion Crown isn't an item, it is a spell to turn someone specific into a Lich, it doesn't say who though." Stam says.
Knowledge on Moribund Key: 1d20 + 20 + 6 ⇒ (10) + 20 + 6 = 36
HP 71/71
Reservoir Points 13/13
Arcanist Spells Prepared (CL 11th; concentration +17)
5th (3/3)— teleport
4th (5/5)— black tentacles , summon monster IV
3rd (4/5)— fireball (DC 18), haste, lightning bolt (DC 18)
2nd (5/5)— acid arrow , glitterdust (DC 17), Gust of Wind , web (DC 17)
1st (5/6)— ear-piercing scream UM (DC 16), mage armor , magic missile , protection from evil , thunder stomp
0 (at will)— acid splash , arcane mark , detect magic , disrupt undead , light, mage hand , mending, prestidigitation, read magic
Counterspell (Su) Use 1 reservoir as an imm action, counter with spell 1 level higher or same spell at +5 bonus.
Dimensional Slide (100 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for
only 5 ft movement & no AoO.
Metamixing (Su) Use 1 reservoir while casting a spell, apply a known MM to spell without affect on
casting time.
Piercing Spell Affected spell treats creatures with SR as having an SR of 5 lower
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
Sickening Spell You can cast a spell that sickens those injured by it (duration = spell's level in rounds,
Fort negates).
Scroll of Bull's Strength (5th)
Scroll Comprehend language x3
Scroll of Dark Vision x3
Scroll of Enlarge Person (3rd)
Scroll of False Life (4th)
Scroll of Knock
Scroll of Obscuring mist
Scroll of Shield (2nd)
Scroll of Summon Monster 1
Wand of Grease 5/14
Wand of Spider climb 40/15
Pearl of power 1/1
Lesser silent metamagic rod 3/3
Liquid Ice 2/2
Smoke pellet 4/4
Smoke stick 1/2
Spell Latice vanish 1/1
| Brother Grergof Varsk |
While the others look at the poem, Grergof a different tack of looking into what the order knows about the Whispering Way, and how it relates to Liches.
Religion: 1d20 + 13 + 6 ⇒ (16) + 13 + 6 = 35
| Foxy Quickpaw |
organization of necromancers that has been active in the
Inner Sea region for thousands of years.
DC 15 (100 XP): Agents of the Whispering Way often
seek alliances with undead creatures, or are themselves
undead. The Whispering Way’s most notorious member
was Tar-Baphon, the Whispering Tyrant, although the
society itself has existed much longer than even that
mighty necromancer.
DC 20 (200 XP): The Whispering Way itself is a series of
philosophies that can only be transferred via whispers—
the philosophies are never written or spoken of loudly,
making the exact goals and nature of the secretive
philosophy difficult for outsiders to learn much about.
DC 25 (400 XP): Exact details on the society are difficult
to discern, but chief among the Whispering Way’s goals are
discovering formulae for creating liches and engineering
the release of the Whispering Tyrant. Agents often travel
to remote sites or areas plagued by notorious haunts
or undead menaces to perform field research or even to
capture unique monsters. Their symbol is a gagged skull,
and those who learn too many of the Way’s secrets are
often murdered, and their mouths mutilated to prevent
their bodies from divulging secrets via speak with dead.
Greater agents of the Whispering Way use these silver
medallions as keys to their sanctuaries. Each moribund key
bears an engraved skull with two gray, burned-out ioun stones
for eyes. Small openings line the coin’s outer edge. By turning
the skull’s head, an inner plate marked with runic symbols
lines up with these openings to
establish different combinations.
Each setting matches symbols inscribed
on objects of great importance to the
cult, such as statues, paintings, and doors. The
proper arrangement of these runes activates
stored spell effects in such objects, including
powerful wards, programmed images, or
the release of arcane locks.
History DC40 someone?