JZ's Carrion Crown - (Wake of the Watcher) (Inactive)

Game Master JamZilla

Map

LOOT


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Inactive

Hazel looks around, noting the hesitation and uncertainty from her companions as well as from within herself. But there's no time to dawdle; they need to do something and fast.

"I'm in," Hazel calls out above the wind. "Since when do I worry about having a plan? Don't know a thing about piloting a boat but I'll give it my best shot!"
______________

Hazel will go if we're going!


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Zed quickly flicks though his abilities in a mental checklist, then looks on grimly. "I have little to help. I'm willing to fly over if needed."

With the ant haul item Zed can carry a ton.


retired

Vala's already finished the spell on Hazel by the time Zed volunteers and she shakes her head, "Sorry, Zed. I've only got the one." Then nodding at Hazel, she looks toward the struggling boat. "Let's go, sweetheart!" And without waiting for another moment, Vala shoots off through the cutting wind toward the beleaguered sailor.

As soon as she gets to the deck, she shouts over the wind to the man, "HOW CAN WE HELP?!"


Inactive

"Try to watch; we might need you to pull someone out anyway!" Hazel calls over her shoulder to Constantin and the others before zipping after Vala as best as she can.


Vala takes to flight, trying to keep a narrow profile to the buffeting wind. It tears at her dress but she makes good headway, zig zagging through the gusts and cutting as a ship might. A few moments later Hazel joins her, having had difficulty than the ageing lady. She alternates climbing into the wind and then tucking down to dive and finds she makes good progress with that strategy. After a few wind-swept, rain-drenched moments, both touch down on the prow of the ship.

A sole sailer is on board, he rushes back and forth between the large tarp-covered objects to the tiller and the sail, trying to control both. He doesn't even seem to notice you at first as he desperately, and pointlessly, wipes the rain off his thick spectacles only for them to get immediately beaded a second later.

"Oh dear... oh dear. Damn and blast it all and this bloody weather too!" he mumbles to himself.

The man is an aged human. He wears a leather apron smock bearing unidentifiable stains and burns and a set of goggles with multicoloured lenses pulled up on his forehead. His white hair is spikey from the wind and water and stands up in tangles in all directions. He has an almost manic look, with red-rimmed, sleep deprived eyes. His skin has a greyish hue and an odd, veiny appearance along his neck and hands.

He looks up and sees you and blurts out;

"Who.. what are you doing here? Look if you want to sell me something now is not a good time! Oh wait... you're here to help?"

The small ship bucks and rocks beneath your feet. The old man continues to rush about but begins shouting things like "...man the main sail... direct lateral movement to the swell of the caps... ride the waves at obtuse angles... blast those fishermen!"

Round 2 - Heroes

The boat is going to require two successful Profession sailor checks DC 15 - OR - two successful knowledge nature DC 20 followed by a strength check DC 20 to anticipate the wind gusts and fight the tiller to stay on course to bring it in. Otherwise anything else creative you can come up with to save the ship. Constantin's solution to save the sailor is perfectly reasonable though


retired

I can hit the knowledge check by rolling anything but a 1 (I may have just doomed us by saying that); I can give you a bull’s strength and try to aid another for you, Hazel. Presuming successful aid another’s from me, that would bring your net strength bonus to +5, I think. Do you have bless or anything that can give you a bonus on an ability check?

Alternatively, I’d need to roll a 9 or higher to hit the profession DC, presuming that can be attempted untrained.


Inactive

Bless wouldn't work for an ability check but Guidance would, which Hazel has prepped and can cast. With that and a successful Aid that would put the entire bonus at +6 and mean I'd need a 14 or better to make the Strength check. But the odds aren't much better with Prof: Sailor (even if it can be attempted untrained) since she'd need (with Guidance) at least a 12 to make a successful check.

*sigh* Should've let Zed or Verm fly over instead but hindsight and all.


retired

how about you guidance me and try an aid another on the profession (sailor) check? That’d give me a +9 (presuming success on the aid) to hit a 15. Is that something we can attempt if we’re both untrained, JZ?


I'm pretty sure it's only knowledge checks that can't be attempted untrained where the DC is over 10 so go for it!


Inactive

Sounds good!

"Um...hell, let's give it a try - if we can't get it righted on course then we signal for Constantin or Kaz to grab him, okay!?" Hazel calls out. She quickly bestows a minor blessing on Vala and then attempts to work with her to do what the man says and get the ship to do what they need it to do.

Profession: Sailor (Aid): 1d20 + 2 ⇒ (19) + 2 = 21


retired

Vala listens to the strange, bespectacled man’s instructions briefly then sets to work with Hazel trying to figure out how to accomplish what he needs.

Profession (Sailor): 1d20 + 9 ⇒ (1) + 9 = 10

Oooooof course. >_<


"No, no, no! Bring that tiller to bear young lady! Heave, that's it. I won't have my work destroyed because of those damned fishermen!" the old man roars, trying to wipe rain off his glasses.

Round 3 - Heroes

You can try again or I don't know if anyone else can somehow help from shore?


retired

Realizing the relationship between the tiller and the rudder now after her mistake, Vala pats Hazel’s hand and smiles encouragingly despite the roaring wind and rain, ”Come on, Hazel! We can do this!”
Profession (Sailor): 1d20 + 7 ⇒ (15) + 7 = 22 (+2 more with successful aid)


Inactive

Profession: Sailor (Aid): 1d20 + 2 ⇒ (3) + 2 = 5

"This...is harder than it looks!" Hazel puffs, her attempts to help with the tiller thwarted by the slick deck and the rolling motions of the boat.


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Zed watches quietly from the shore. They're trying to help land the boat. I hope their generosity doesn't bring them to harm. He continues to watch helplessly.

I don't think Zed can do much short of swimming out to help, and I doubt that's a good idea.


"Yes.... yes! I must protect my equipment!" the man shouts. "Good, good. Now you've got it! This storm won't get the best of me! W-well... us!"

Vala shouts instruction to Hazel and the stranger who between them wrestle the vessel under control. After a nervous few moments, they manage to miraculously guide the vessel into the quay, wincing as the hull scrapes loudly and sickening along the side.

The swell is far less viscous in the shallow water and the vessel is saved.

Finally, after the excitement is over, the man turns to you;

"Thank you, thank you, thank you! Those blasted fishermen abandoned me when the wind picked up. Good thing you came along when you did."


Inactive

"Hey...happy to help," Hazel replies after taking a moment to catch her breath. She looks over at Vala and grins.

"Not bad for two women that don't know a thing about sailing or boats, eh?"

She waves to Zed and the others, indicating that all is well and that they should be safe to approach, before turning back to the man.

"Some fishermen abandoned you? Um...this might be a dumb question but how? Where'd they go?"


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

"It's a cold thing to leave an old man to suffer the storm alone", Vermundr chimes in as the fisherman tells his tale. "Nicely done Hazel."


"Aye, first breath of wind and they jumped ship, swam to the quay and left me there. Glad I insisted on not paying until my experiments were complete." he mutters. "I've been looking into hydrodynamics and and subaqueous exploration." he says proudly, though somewhat cryptically.

"You folks headed to Illmarsh? Must be, ain't nothing else down this road. Don't know why the place is getting so popular." he shrugs


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Zed perks up for a moment at experiments. "Hydro...subaqueous...do you speak of underwater travel?" He asks.


"Well that's the theory, yes." the man says, seeming not to bat an eyelid at Zed's pallid demeanour. "Horace Croon. I've been conducting experiments out there by the Tern Rocks." he points to a barely noticeable line of black rocks, like the edge of a massif, some distance out in the bay.

"I always use this quay, used to be an old smuggling dock, very isolated see, a good spot to land a boat without anyone noticing. There used to be all sorts of smuggling going on years ago, anything to avoid the import tax."

"And you are...?" he asks of all of you.


Inactive

"Travelers," Hazel replies. Her hand starts to snake out as if going in for a handshake but instead moves to absently rub at her throat. "We're trying to find someone. These people that jumped ship on you; what did they look like?"

Sense Motive: 1d20 + 10 ⇒ (16) + 10 = 26


retired

Horace's demeanor and manner of speech, now that the crisis has passed, brings a small mournful smile to the edge of Vala's lips. She offers a curt but respectful nod, "Valavastra Cross. I'm glad for your sake we came along when we did." She gives Hazel's hand an affirming squeeze. "And I'm sorry to hear the locals treated you so poorly. I don't suppose that bodes particularly well for strangers like us either."


"Oh it wasn't the locals, I am one of the locals." Croon says. "These were fishermen I hired off the lake. Joke's on them anyway, that's their vessel but if they think they are getting it back now they're in for a shock. Terrible way to treat people, especially ones that pay you!"

He seems completely genuine about the situation he found himself in

"But you're right enough about strangers in Illmarsh, it's not the kind of place you go for a holiday. Very local place for very local people. Can't imagine what business you have there, meeting up with that other fella I suppose, the one in black." he says, but doesn't press the point, merely continuing ramblings about the fishermen and his experiments.

It is clear that the man is prone to meandering monologues and picking out the sense in it all is something of a challenge.


Inactive

"Man in black? Well, something like that," Hazel replies, relaxing a bit now that she's fairly certain she's got the measure of the man.

"Um, if it's not too nosy, what do you know about him? Name's Hazel, by the way," she continues, finally offering that handshake.


"Nothin' at all. Saw him from out there a coupla days ago that's all." he says, pointing back out toward the lake. "But Illmarsh doesn't get many visitors so anyone coming down that road is news. That's the reason I noticed him."

"But please, don't let me keep you from your friend. I have work to do anyway and this rain ain't letting up. The road to Illmarsh ain't good, I'd get a move on afore it's washed away. You really do have my thanks for the boat though."

Anything else you want to ask Croon?


Inactive

"Oh sure, sure. But, um...before we go...you said you were working on a way to travel underwater?" Hazel asks, suddenly tentative but clearly intrigued all at once. "How does it work?"

A pause.

"I know it may not look like it, but engineering is sort of a hobby of mine. We're on the move so much that I don't really have time to work on anything myself but it's really interesting to read and talk about when I get the chance," she admits.


"I build a great many things and occasionally one works!" he bursts into gales of laughter. "I think my current problem is with the bow plane. You might know it as a fairwater plane, that's the one on the sail. Fairwater planes do not pitch the ship up or down; they cause the ship to rise or sink on a level plane as they are operated, you follow?" his explanation makes even less sense.

"So essentially what I am working on is a means to sink and raise the vessel beneath the surface but maintain integrity under the pressure and the ability to continually pump air into the capsule."


Inactive

Hazel genuinely attempts to follow Croon's explanation and thought processes as he explains more about his work, but not knowing much about ships and the like, it's rather hard to follow. Still, the ultimate goal the man strives for does make sense - though she's not entirely certain how he'll accomplish it.

"Wow...that sure would be something if you could get it done," Hazel admits. "It'd make getting around certain places so much easier, especially places where the waters are usually rough! I really do hope that you're able to see it through."

Although it's tempting to ask further questions about Croon's work, the relative silence of her companions reminds Hazel that people usually don't appreciate being left out of a conversation for very long - not to mention they still had their own business to see to.

"As much as I'd like to stay and talk some more, I guess me and my friends should probably be going. Is there anything else we can help you with before we get back on the road?"


retired

Vala chuckles softly as Hazel and Croon start to drift down a rabbit hole of mechanical engineering, but her smirk turns wistful and sad as she realizes conversations like this have become the exception in their lives when they should have been the norm. Jonathan, it seems, had taken even more from them than she’d thought.

When the opportunity presents itself, she adds, ”I don’t suppose you could direct us to a place in Illmarsh that offers decent beds and some privacy? The last place we stayed proved to be something of a disaster.”


Inactive

"Just a bit," Hazel agrees with a grimace, hand once more absently rubbing at her neck.


INACTIVE - GAME DIED

Constantin waits back at the shore through all of this, hand keeping his hat on his head in the face of the whipping wind, squinting out at the boat as the ladies get it under control.


"Nice place? Nope." Croon says. "But Whislter's is the only place. Haha. Oh well, I hope you catch up with your friend, he's most likely there, I need to get this boat battened down until I can try my experiment again."

He turns and heads back onto the deck of the bobbing vessel.


You set off once again on the road and find that Horace was not wrong in his assumption that it would be difficult to pass. The rain pools in large puddles along the road and before long even this gives way to little more than a muddy track.

After around half an hour you notice a carriage in the road, struggling along, digging muddy ruts as it goes. Even with the horses walking you soon catch up just as you pass a faded old sign that reads "Baytown", though this monicker has long since been struck out and replaced with dark letters that now reads "Illmarsh."

The carriage is a rickety old thing that creaks and groans with every turn of the partially spoked wheels. The carriage is open-roofed, little more than a wagon in truth and within there are only three passengers - dark, unkempt men of sullen visage and somewhat youthful cast.

Illmarsh appears to be a town of wide extent and dense construction, yet one with a portentous dearth of visible life. From the tangle of chimney-pots scarcely a wisp of smoke rises and the vast huddle of sagging roofs and peaked gables conveys the idea of wormy decay. As you approach along the now descending road you see that many roofs have wholly caved in.

The signs of dilapidation are worst close to the waterfront, though in the midst of that tangle of buildings you can just about make out the white belfry of a fairly well preserved brick structure which looks like a small factory or perhaps large workhouse. The harbour, long clogged with sand, is enclosed by an ancient stone breakwater; on which you can see the minute forms of a few seated fishermen, and at whose end were what looked like the foundations of a bygone lighthouse.

Besides the carriage, you see no-one else on the road, but presently begin to pass deserted farms in varying stages of ruin on the outskirts of town. Then you notice a few inhabited houses with rags stuffed in the broken windows and shells and dead fish lying about the littered yards. Once or twice you see listless-looking people working in barren gardens or digging clams on the fishy-smelling beach below, and groups of dirty children playing around weed-grown doorsteps. Somehow these people seem more disquieting than the dismal buildings, as almost every one had certain facial peculiarities.

Eventually the carriage stops beside the road and it's passengers clumsily shamble out and begin walking up the street in a silent, furtive fashion. The driver also disembarks, and you note that he is a thin, stoop-shouldered man, dressed in shabby blue cotton clothes and wearing a frayed cap. Though you would put him at around thirty or perhaps thirty-five, the odd, expressionless face with its watery, slightly bulging eyes makes it all the more difficult to guess. He has thick lips and, like Horace Croon, coarse-pored, greyish cheeks seem almost beardless except for some sparse yellow hairs that straggle and curl in irregular patches. Again like Croon, his hands are large and heavily veined.

Finally, he carries on him a distinct and powerful stench, of fish and filth - one that you soon become familiar with as uniquely that of Illmarsh.


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Zed slogs through the mud with a grim set to his face. Not the first time nor the last he has been through such a slog, and often through worse mediums...but it never really gets easier. It's still disgusting and exhausting.

He looks between the dilapidating buildings and the struggling carriage. Like metaphors for each other. He muses to himself as he moves in. And the oddities of the locals may keep me from being much of an object to stare at. Although I suspect being a stranger will cover that regardless.


Inactive

"And I thought Feldgrau was dismal," Hazel can't help but mutter as she looks around. "But this almost seems worse somehow even though there's still people living here."

Still need to find some shelter for the night though.

"Hello there!" Hazel calls out to the carriage drive as he disembarks. "We've come a long ways and need rooms for the night. A man we met on the road told us that we'd be wanting the Whistler for that. Which way do we need to go to find it?"

Diplomacy: 1d20 + 10 ⇒ (8) + 10 = 18


3 people marked this as a favorite.
INACTIVE - GAME DIED

OMG, Illmarsh is Innsmouth, and all of these people have the Innsmouth look.

Constantin holds his long coat close, keeping his hat on with one hand, and does his best to stay behind Hazel and look like a gentleman of some means but not too many airs.


retired

Vala nods in agreement with Hazel, "Dismal indeed. I've neither seen nor read of any place that lay beneath a pall of dour gloom as heavy as this. Goodness." She tuts and shakes her head in disbelief, but then smiles sweetly at the coach driver as Hazel catches his attention.

Status:

HP: 57/57
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 16
F/R/W: +7/+4/+13 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/7
Healing Hex targets:
Current Wandering Spirit: Waves
Prepared spells
Orisons (4) | DC 15: dancing lights, disrupt undead, identify, read magic
Level 1 spells (4+2+1*) | DC 17: inflict light wounds [ ], know the enemy* [ ], magic missile [ ] [ ] [ ] [ ], produce flame (CL7) [ ]
Level 2 spells (4+1+1*) | DC 18: bull's strength [ ], spiritual weapon [ ] [ ] [ ], tongues* [ ]
Level 3 spells (3+1+1*) | DC 19: fly [X], lightning bolt [ ] [ ], water breathing* [ ], spiritual weapon (toppling) [ ]
Level 4 spells (2+1+1*) | DC 20: ball lightning [ ], legend lore* [ ], greater magic weapon [ ], spiritual ally [ ]
Level 5 spells (1+1+1*) | DC 21: dispel evil [ ], lightning arc [ ], contact other plane* [ ]

Ongoing Effects
Water Sight: scry with 1-ft diameter pool of water


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

Vermundr wrinkles his nose but says nothing about Illmarsh's stench. They were guests for at least a short time and it was bad luck to speak ill of one's hosts.

Zelda, on the other hand, shares none of her master's manners and buzzes a little higher from the ground as if the town's aroma were contagious.


Constantin Ionescu wrote:

OMG, Illmarsh is Innsmouth, and all of these people have the Innsmouth look.

Constantin holds his long coat close, keeping his hat on with one hand, and does his best to stay behind Hazel and look like a gentleman of some means but not too many airs.

I have absolutely no idea what you're talking about Constantin.... :p


Map


Hazel Stokes wrote:

"And I thought Feldgrau was dismal," Hazel can't help but mutter as she looks around. "But this almost seems worse somehow even though there's still people living here."

Still need to find some shelter for the night though.

"Hello there!" Hazel calls out to the carriage drive as he disembarks. "We've come a long ways and need rooms for the night. A man we met on the road told us that we'd be wanting the Whistler for that. Which way do we need to go to find it?"

[dice=Diplomacy]1d20 + 10

The man turns slowly around and lays mismatched, slightly bulging eyes on Hazel. His face is thickly lined for a young man and with a slow and deliberate motion, he simply points own the road.


The Forest of Veils extends for miles inland from Avalon Bay along the Destach River, but in the immediate vicinity of Illmarsh it is a swampy woodland known as the Soddentimbers. The ground is firm enough that pines and hardwoods are able to grow thickly, but many bogs and pools occupy the forest floor beneath their boughs making the terrain uncertain and treacherous.

Map 2 - Area D2 = The Town Hall

You plod along the east road until you reach the town proper. The first building you see is a three-story structure and appears to be the largest in town. It doesn't look much like an inn so for now you continue past.

Map 2 - Area D1 = Town Square

Lying at the centre of town, just east of the wharves, is the town square. With the rain hardly abating you are unsurprised to see few people on the streets making their way here and there with a slow, deliberate motion. A bronze statue stands upon a plinth at the centre of the square depicting a sea captain wearing a rain slicker standing at the ship's wheel and staring steely-eyed at a coming storm. It's plaque reads, "Cassius Undiomede, First Lord of Illmarsh."

Map 2 - Area D4 = The Whistler's Place

This once fine two-story structure appears to be the town's only Inn and it's warped boards and missing shingles show it's age and surrender to the elements. The sign above the door depicts a thin man with a tall hat japing around and playing some kind of long flute-like instrument. With a knot forming in the pit of your stomach, you realise the man in the sign looks very much like someone you have met before... the Piper of Illmarsh.

I will wait to see if the above descriptions change your actions, what you say or where you go


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INACTIVE - GAME DIED

Good lord, it's... the mad piper of Azathoth.

Constantin pauses to take in the statue of Cassius Undiomede for several minutes. Finally he says enigmatically, "You found something under the waves, didn't you, captain."

When he finally reaches the Whistler's Place he says to the team, "Does anyone else have a bad feeling about staying at a place named for one of the prisoners we had to fight back at the start of all of this?"


retired

Vala doesn't turn her steely gaze from the sign as she shrugs in reply, "He can't hurt us anymore, Constantin. Though it does add an air of bleak determinism to all of our misery, doesn't it?" She sighs softly through her nose and brings two fingers up slowly to her lips, touching where she felt the bite of the piper's flute down within Harrowstone. Shaking her head, she turns to the others. "This appears to be our only real option for lodging, unless we have any other ideas?"

I could add secure shelter to my spell list (and likely will), but I can't do so until our next level up.


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement
Valavastra Cross wrote:
"He can't hurt us anymore, Constantin."

"And if he can, it's kind of my job to put an end to that."


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

Unfamiliar with the struggle Constantin and Vala are eluding to, Vermundr grunts and moves to try the front door.

"Prisoners? Was this another battle with the Way?" he asks.


Inactive

"Something like that," Hazel sighs. "Before we met you on the road to Lepidstadt. Just a prison full of mostly vengeful spirits, nothing too terrible," she adds with a small, forced smile. "But anyway I don't think we have much choice - this place gives me the willies but we're probably not much safer camping out in the woods. Let's go in and see what's what around here."


NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

Kazamir is quiet, but seemingly at ease as they make their way through town. He walks along calmly, nodding slightly and politely at the sparse company on the streets. Only after travelling with him for these months is it obvious that the investigator is cataloging every sight, every sound, every - judging from the occasional flare of his nostrils - smell of their surroundings.

He stops with his friends in front of their dubious lodgings, his lips thinning ever so slightly at the figure depicted there.

"Well, it wasn't likely that we were all going to sleep well anyway," he mutters.

Though I'll be checking under the bed for stirges...


You tie the horses to a beam outside the inn and enter the building.

The inn is as run down as the rest of the town, with a dingy bar that runs half the length of the far wall and half a dozen tables seemingly made from upturned barrels and planks of wood nailed together.

The tap room is surprisingly busy, almost exclusively with stoop-shouldered men who drag their feet as they shuffle between the bar and their tables. Each carry that smell of the sea that leads you to believe they are wharf workers or fishermen. A dozen pairs of eyes fall on you as you enter and the weight of their glares is matched by the density of silence that suddenly fills the bar.

The innkeeper is a man with a prodigious belly and jowls that wobble as he moves or reaches for glasses. He too, watches you with a plain level of suspicion.

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