| DM Shisumo |
Natalya doesn't respond directly, but Miet feels her tense at Galyna's description of her condition, then relax a little at Ellantera's words. Finally, she goes on.
"As soon as I felt... the curse... I had to leave. I couldn't stand the thought of working for Ayala anymore. I paused only long enough to activate one of the other treasures I'd found in the Crow - this ancient clockwork thing, a servant that obeyed my commands since I'd been the one to wind it up - and snuck out. I found the old boarding house, and used my spells to start building a following. In the haze of the shard, that sewage pit felt like a palace, and the goblins were an honor guard.
"And the rest you pretty much know, since you were there." She hunches her shoulders up. "I imagine Ayala wants to kill me for leaving, although I don't know if she knows I took the shard or just wants her clockwork back."
| Ellantera |
"She's probably knowin' what happened to her clockwork. We figure she sent more t' kill you after we left. We brought the two girls that she sent after you with us because they seem to think they are next to die for failing to kill you. What do you think we should do with them?"
| DM Shisumo |
At that, Natalya turns back over, no longer talking to the wall. "I don't even know what you're going to do with me," she points out sharply. "And as for safe... unless I never again leave this mansion, which I suppose might be what's in store for me anyway, I'm not going to be safe until Ayala Javeski's dead. She's not the forgiving type."
| DM Shisumo |
Natalya gives the gnome a flat look. "Who's worried?" she asks. But then she looks at Ellantera. "Do what you want with them. None of us were with Ayala by force, but most of the Girls aren't bad people. We - that is, they are just thieves. That's it. And being a thief means that sometimes you get pinched."
She looks down at the carpet. "And sometimes it means people you used to work with try to kill you."
| DM Shisumo |
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Natalya blinks. "You're going in there?"
After a few moments' frowning consideration, she gives a small shrug. "Guess it doesn't matter much now. The Tower Girls number a bit over two dozen, all together, and they're mostly just Varisian girls with good climbing and sneaking skills. I was the only one with magic in the group, and for the most part the Girls prefer ambushes when they have to get into fights. That doesn't mean you don't need to be careful, though. Ayala... well, Ayala's a wererat. And she's turned some of the other Girls, her closest allies, into wererats too. I'm not sure how many, but I'd be careful there. And bring silver.
"As for the Crow," she continues, "the only way in is by boat, and you'll be seen as you come in unless you row out at night or in the fog or something. Once you get to the piling itself, though, we've already explored and dealt with a lot of the traps and beasts that were there, so you'll only be worried about the Girls themselves and whatever traps they might have set up since I left. There's a little landing, basically a dock, where you can moor your boat, and then you'll be heading through a small group of rooms into the Crow itself. At the back of the rooms is a stairwell. Goes up a good couple hundred feet, to a another complex just short of the piling's apex. You'll need to climb out on a platform we rigged over the bay for a short bit, and then look for a trapdoor in the ceiling - we had a hook we were using to pull down the door from the platform, and I assume it's still there. Climb up into the trapdoor and there's a low tunnel that takes you deeper in.
"There's another set of rooms when you get through the tunnel - when I was there, that's where we had our 'guard post,' if you want to call it that, set up. Get through it, and there's a set of stairs that take you down about fifty feet to the 'main floor,' I guess you could call it. Three wings on that floor. As you come off the stairs, the wing to the left is the dormitory, the wing straight ahead is mostly storage, and the wing to the right is our 'common room' and the stairs down to Ayala's chambers. That's another fifty feet down, but it's also where I found the shard and the clockwork, and it's also where the only door we hadn't gotten open yet is. The door we couldn't open is made of some kind of special metal that burns when you touch it; it's magically locked, too. The shard was in a small hidden chamber inside Ayala's personal rooms; I closed the door behind me, but it's on the east side of the room, on the wall just opposite Ayala's sleeping space."
| Ellantera |
Ellantera looks between Natalya and each of the many allies that have slipped in during the conversation, then shrugs. "I guess she might not want to come with us. The other two would probably be against it, now that I think about it." She trails off, lost in thought.
| Uraisa Ellsworth |
Uraisa, who had finally walked into the conversation, nodded. "Sounds like it'll just be our usual crew again." She thought back to the wizard that almost killed everyone of them earlier. "We just need to watch our for powerful mages, though."
| DM Shisumo |
Pushing things forward a bit to get everyone back into the action...
Natalya doesn't seem much interested in saying anything else, so her questioners turn to go. Just before you leave, though, she does speak up one last time. "Pathfinders..." she murmurs. "Thank you. For bringing me here, for getting the shard away from me." She is silent again, and refuses to be roused further. Mandali maintains his watchful vigil over her, nodding his head once in acknowledgement as you leave.
Back downstairs, Lady Sheila sees that you have returned, and quickly sends servants to fetch the rest of the group. In short order, you have all reassembled in the library. This time, Sir Canayven Heidmarch is also present, although he seems content to let his wife take the lead in the conversation. Sir Canayven is a tall, thin, hawkish man with dark eyes and hair - the hair over his ears and his goatee both show speckles of grey here and there, but he is nonetheless in the prime of life and very much not a pampered, soft noble.
Lady Sheila smiles as she surveys you. "Well then. What have you learned from our, ah, guests?" she asks.
| Miet Silverback |
Sorry old reply must have been deleated when the boards went down during the weekend
"Quite a bit actually of the two tower girls one has shown intrest in trying to become a pathfinder, the other just wants to skip town I think, I dont think there boss really knows what the shard does it's more the act of Natalya taking it and running off that has her angry.
Speaking of who she's up and awake again buuuuut I think the shard has left her really shaken up. She was still able to provide us with a lot of info about the crow and tower girls though."
| DM Shisumo |
Lady Sheila raises an eyebrow at Miet's reply, but nods. "I'll see about getting the Tower Girls to Absalom. The Grand Lodge will take them as students if they want to, and if not... well, I suppose Absalom's as good a place as any to get lost in. And Natalya is one of us - she can rest here as long as she likes."
The Venture-Captain exchanges a look with her husband before continuing. "As for the Crow, I'll let you make your plans while I keep researching the shards. There are two things we'd like to pass on, though. One may or may not be relevant to you; I've told the other Pathfinders based here, though, so I think I should mention it to you as well. The Lord Mayor has grown concerned enough about these mysterious disappearances that he's offered a reward: 1000 gold to anyone who can recover one of the disappeared victims. I believe this reward to be cumulative for any such victim returned safely to his or her family. The second thing... well, I'll let Canayven tell you."
Sir Canayven steps forward to stand alongside his wife, offering each of you a nod. "It is a pleasure to meet all of you," he says in a smooth, cultured voice. "My lady wife has already spoken much of your accomplishments, but I am more interested in what you are about to accomplish next. As you likely know, we chose to found a Pathfinder Lodge here in Magnimar because Sheila and I share a passion for Thassilonian history and artifacts. In particular, I have long been fascinated by the ruins of the Irespan and the secrets such a monument might conceal. Alas, I have other projects in train that cannot be set aside, so I cannot join you on your expedition. All I ask is this: learn what you can about the history of Thassilon from the traces it left behind in the Crow, and provide documentation of any artifacts or icons that seem especially valuable for the purpose of broadening our understanding. Do this, and I will offer you one hundred platinum for each discovery I deem worthwhile."
Lady Sheila nods, picking up the thread of the conversation, "If you wish, you might also consider this your field test, a 'final exam' before you're allowed to join the Pathfinder Society as full agents. A quality map and description of your discoveries inside the Crow would likely earn you a spot in the next edition of the Pathfinder Chronicles."
Each of the above quests - finding the kidnap victims, making a map of the Crow and documenting any Thassilonian history you find inside - is worth XP as a story award, as is finding a way to deal with Ayala Javeski, the leader of the Tower Girls and the woman who wants Natalya dead.
"So. Go then. Make your preparations, and then go bring back history. The world is waiting."
| Ellantera |
"Writin' 'n drawin' supplies? Wouldn't do me no good. I've got stabbin' and cuttin' covered, though." She winks at the mage. "So - how do we want to split up the reward for finding the girl? I got some stuff, but it'd be nice t' have some healin' at hand if we get 'nother fight like her."
| DM Shisumo |
The following evening, you find yourselves standing on the docks of Magnimar harbor, next to a pair of large rowboats Lady Sheila has rented on an indefinite basis. To your right, the massive shape of the broken Irespan looms in the darkening twilight, while to the north, the freestanding pilings beyond the ruin's crumbling edge are faintly visible over the water. The third one out on the west side is the Crow.
Earlier that day, the two captured Tower Girls were bundled onto a ship not far from where you are now standing, a ship bound for Absalom. A sending bought by Lady Sheila allowed the basic arrangements for the two thieves to be made; they carry a letter from her explaining in more detail. Either way, their fates are out of your hands. Likewise, Natalya continues to rest and recuperate at Heidmarch Manor - your Venture-Captain remains committed to the idea that her psyche needs to heal as much as her body, and has chosen not to use magic to speed her recovery.
As twilight fades into full dark, you have only the moonlight and the shadows of the pilings against the stars to guide you across the half-mile or so of water between the docks and the Crow. It takes about thirty minutes of slow, repetitive rowing for the two boats to reach the Crow itself. As you make your way across the harbor, you are amazed by how well the sounds of the city carry over the waves, and you realize there is a lesson there for you in terms of reaching the Crow without alerting its defenders.
I need a DC 12 Stealth check from everyone, please. Also, if you wanted to buy anything in the city before leaving or do any prep or buffing before you arrive at the Crow, let me know.
| Ellantera |
Seeing Oscar's idea in action and getting a somewhat-hidden scowl from her brother, Ellantera decides to follow suit, removing her armor and packing it tightly under her legs so her hands were free.
Stealth without armor: 1d20 + 7 ⇒ (1) + 7 = 8
Ellantera has no designs on the money or more gear, but healing potions might not be a bad idea...
Halfway across, though, she sneezes. Loudly. Even in the dark, she can feel the look she gets from Shiv. She's sure her blush makes her glow in the eyes of any sentries and she firms her grip as she grits her teeth.
| DM Shisumo |
After what feels like a very long time trying to cross the water quietly (with varying levels of success), the two rowboats finally reach the Crow. A tall lancet arch at water level leads into a chamber at sea level within the side of the ancient piling. Inside is what was once a small, stepped terrace, now filled with sea water to the level of its top step. Three rowboats are tied off to heavy stones placed on this step. Above, the ceiling rises almost all the way up to the top of the monument — an opening leads off this shaft to the west near the ceiling. At the west end of this room lies a small alcove whose floor shows the stains of countless campfires — the back wall of this alcove has broken through, revealing a passageway beyond.