| DM Brainiac |
Alzarius examines the mask. Despite his initial incredulity, he confirms that it appears to be authentic, down to the subtle smiths marking on the back of the mask. "The material of a mask denotes a specific rank and step along the path to Razmir, but I can't tell which specific priest this one might have belonged to. It would be far from the first time that such articles were stolen, however. There was an infiltration and attack that happened in Tamran many years ago.
"Another indicator that we might be dealing with impostors is the way that some of the attackers embraced death instead of surrender. Suicide is against the will of Razmir," he say, his tone suggesting that he is revolted by the idea.
| Raneshi Glyph |
"Can you think of anyone who might be working against Razmir? Agents of the Whispering Tyrant seems the obvious answer, but I'm not familiar with the politics of your kingdom." Raneshi questions. "The attackers were trying to disrupt the alliance, but also specifically place the blame on you."
| Idari "Lucky Strikes" Lucien |
Idari absently begins to fiddle with his curve blade as they question the Ramiran. The tall Ilverani Elf doesn't seem to have any questions for the Delegate.
Most likely an opponent of the Treaty. Too many possibilities.
It's times like this thatthe Barbarian is quite open to becoming a Wizard....
| Takarias Higharrow |
"I believe you!" Takarias declares, feeling certain that the Razmiran priest is being honest and sincere. After all, men of faith almost always are, unless they follow gods who condone lying and deception. Which doesn't sound like what he knows about Razmir at all.
"Maybe we should go talk to the corpses?" he suggests.
| DM Brainiac |
Once you have finished questioning Alzarius, you head to where the bodies are being stored. Each body lies on a stone slab under a thin sheet, while all of their gear and clothing are in tidy piles in the back of the room. Commander Nuandiall explains that other than sorting out their belongings, nothing has been done yet to the bodies.
In all, a total of 16 bodies lie in wait here, most of which were found in the council chambers. Of the nine men and seven women, 12 are human, two are orcs, one is aiuvarin, and one is a goblin. Their bodies show all the signs of the wounds they received during the fight, in addition to a variety of older scars and wounds, marking them clearly as people who have seen a good deal of combat before. One of these bodies (a male human) has been set aside—this was the sorcerous leader of the attack you faced.
There’s not much additional information to learn from a quick examination of the dead bodies—if you want to examine them more closely, you need to perform an autopsy. Commander Nuandiall allows (and even expects) this, and provides a mortician’s toolkit to do so.
Each attempt to autopsy a body takes 2 hours and requires a DC 30 Medicine check.
Of the sets of gear, 15 are identical sets of items, and one set is the gear once carried by the leader. Commander Nuandiall informs you that once the investigation here is over, you're free to claim all of this gear as salvage. The magic weapons are all well made but unremarkable, as is their armor. The robes are dirty and rough spun, while their boots are cheap but new. The leader carried an iron key. The key is simple-looking and attached to a leather fob stamped with a pattern that looks like a walkway between two hedgerows, between which is the number 6.
Alkabah
|
When the group proceeds to the corpses Alkabah takes tine to study each one listening intently to some incomprehensible nothingness in the air.
The conrasu cleric pointed out one of the assassins, the aiuvarin. "Please have this one brought into another room so that I may speak with the departed."
Once in the other room Alkabah turns to it's companions. "Reaching through the grand tapestry of the cosmos to throw wide the gates of the boneyard, thus pulling forth a sliver of a being's immortal self past the breach is an arduous and risky task. It may not work at all, the grave keepers may not let such a soul go even for a moment as is their duty and their wont. If I am successful however we will have a limited time to garner the presence with only a few questions."
One of Alkabah's hands lift indicating three, "Three questions, which it is likely to try and be coy about, as such I would request that those best at deciphering the intricacies of mortal lies remain present as I have little in way of ability to determine such."
With a clap of many wooden palms Alkabah turns to the corpse, "Now.. let us begin."
The conrasu first decorates the corpse with several small trinkets pulled from it's woven branches, placing a single coin upon it's forehead instead of the traditional two over the eyes and steps back to begin scrawling a large intricate rune circle around the body. The entire time a low droning hum in aeonic prayer ushers forth from the priestly fellow.
The ritual continues for nearly ten minutes at the end of which a gaping maw opens above the corpse and a silvery echo of the soul that once inhavited the body pours forth. A sickly umbilical tethering it to the maw as the spirit lowers down into the body. Beyond the gateway vague figures, no doubt psychopomps watching over the procession quick to retrieve any fleeing souls, as well as the faintest outlines of more souls drifting within waiting for an opportunity to escape unto the material once more can be seen.
| Raneshi Glyph |
Society: 1d20 + 23 ⇒ (2) + 23 = 25
Hero Point: 1d20 + 23 ⇒ (19) + 23 = 42
"Wherever they are from, they stayed in Greengold," Raneshi points to the key. "That is from the Hedgerow Holloway, if I'm not mistaken."
She accompanies Alkbah to witness the questioning.
| Takarias Higharrow |
"We should ask who sent them!" Takarias says. "And why!"
Later, after the interrogation
Takarias's experience on the battlefield translates well to the morgue, as he's familiar with all sorts of injuries. "This is so exciting!" he says, to no one in particular. "I've never cut up a body that wasn't moving and trying to kill me!"
Medicine (trained): 1d20 + 19 ⇒ (17) + 19 = 36
| Idari "Lucky Strikes" Lucien |
Idari absently nods at Raneshi as the Runesmith confirms the origins of the key.
Society (M) DC 30: 1d20 + 22 ⇒ (12) + 22 = 34
The Ilverani Elf seems a bit ...conflicted about risking the Speaking with Dead ritual, although the Barbarian does trust his Cleric's expertise.
Once in the ritual chamber, Idari is seen holding his elven curve blade in hands....
Alkabah
|
Alkabah's chant remains consistent but somehow the conrasu manages to speak it's questions at the same time.
"Who sent you to Greengold assassin? What does your master hope to gain by disrupting the peace talks?"
2/3 questions asked
With each question asked and answered the silver thread connecting the soul to the boneyard tightens like a fisher's line cast into the ether about to be set.
| Blooms in Darkness |
"The Hedgerow Holloway..." Blooms in Darkness muses. "They will know more of these assassins then. Their numbers are too great to hide all traces of association and villainy. Now, Commander Nuandiall, why is it you expect an 'autopsy' to unveil their secrets?"
| DM Brainiac |
"Our commander did not share the identity of the one who hired us," the dead assassin says. "We were promised great rewards for the job, but I do not know the purpose behind it."
***
Nuandiall shrugs. "I expected you to want to perform an autopsy. I don't necessarily think you'll learn anything from it, but if you do, it will help us with the investigation."
| DM Brainiac |
"From Razmiran," the corpse says. Then, it groans as the magic expires and becomes inert once more.
***
Takarias performs an autopsy on the body. After a couple of hours, he is able to discover evidence in the body that suggests the assassin was poisoned by something similar to deathcap powder. Those who died suddenly after being captured likely perished from this poison.
| Raneshi Glyph |
"Interesting results. Alkabah, do you have enough power to question the leader?" Raneshi frowns. "Their origin inside Razmiran interferes with my theory that the Whispering Tyrant is directly behind this."
| Idari "Lucky Strikes" Lucien |
Idari stands ready to redispatch the assassin if it rises and begins mauling them ....ready.....ready ....
Seemingly a bit disappointed, the Barbarian nods at Raneshi.
Perhaps, she will know where their next destination was to be . We can then start our hunt there.
Alkabah
|
"I do... however I would take a moment to co template what else we should ask before we do so. It has become clear that the questions asked thus far have been insufficient."
The Conrasu dotes over the now motionless corpse for a while, once the gateway to the boneyard had retrieved and slammed shut once more.
| Takarias Higharrow |
"Perhaps we should go to the Hedgerow Holloway first?" Takarias suggests. "That might help us think of better questions -- not that those weren't great questions!"
I think we could also probably ask another mook questions we get from there, assuming we didn't autopsy all of them.
Alkabah
|
"If you believe it would be best Tamarias. This sort of ritual can only be used sparingly, so it is best to be as prepared as one might be."
| DM Brainiac |
Hedgerow Holloway is a large inn located in central Greengold. The entrance to the inn is located at the end of a somewhat sunken road nestled between two towering hedges.
The proprietor of the Hedgerow Holloway is a matrtonly halfling named Jullana Feldspin, who can be found in the inn’s common room throughout the day serving meals and drinks, and providing whatever assistance is needed for those who rent one of the building’s eight rooms. Upon learning of the attack, she happily leads you up to room 6, proclaiming that she did not like the look of “that lot.” She also offers to open up rooms 5, 7, and 8, since the group rented all four rooms.
Each of these four rooms are almost entirely free of personal effects, with only some clothes and scraps of food left behind. Room 6 is a bit more interesting, as it features a makeshift altar to Razmir (a mask atop a stand, surrounded by partially used but unlit candles) atop a crate covered with a black cloth. There is also a table in the room on which sits a hand-drawn map of the Calistrian temple, with notes about where guards are stationed and a circle around the council meeting chamber.
A thorough search uncovers a folded-up piece of parchment that seems to have accidently fallen between the altar and the wall. The parchment is written in Common:
Delvarnis, it is by Razmir’s will that you and your group are to travel to Greengold. Passage aboard the Sunken Sea Cat has been arranged. Upon arriving, you are to locate and put an end to the secret council that threatens our partnership with the Tyrant. Do not spare our faithful, for they are participating against Razmir’s divine will. Make sure that Alzarius suffers greatly in his final moments. Do not return from this mission; the provided elixir shall help to ensure your spirits join with Razmir, for he will guide you to your eternal reward. Peace and prosperity!
—Vintalax, Mask of Razmir
| Raneshi Glyph |
"Looks like we are ensnared in Razmiri politics," Raneshi comments after reading the note. "We should ask Alzarius about this Vintalax, and about who gave him his orders to come to the conference."
| Blooms in Darkness |
Blooms in Darkness glowers. "A distraction from our true purpose, but ignoring it may prove the more deadly."
| Idari "Lucky Strikes" Lucien |
Idari looks ready to interview this Vintalax, Mask of Razmir!
Agreed. Alzarius should be able to shed some light on this.
| DM Brainiac |
You return to Alzarius and show him the letter. His expression turns to one of dismay as he reads its contents. "This is distressing, indeed. I know Vintalax. We are roughly the same standing in the faith. Competition
and rivalries between priests is not uncommon, but this is far beyond what is tolerated and acceptable!" he declares.
| Idari "Lucky Strikes" Lucien |
Alzarius, you please relate this to our supervisor?
The Twight light Speaker frowns.
Razmirian politics possibly upsetting this Treaty is not great.
| DM Brainiac |
"A pact of non-aggression exists between Razmiran and the Whispering Tyrant, but I would not go as far as to call it a partnership," Alzarius says, scowling. "Unless there is more going on than I have been made aware of. Something foul is afoot, and I would very much like to get to the bottom of all of this."
| Raneshi Glyph |
"I'm not sure how we would, other than a clandestine visit to Thronestep," Raneshi frowns. "Unless you have some ideas for leads closer to our gathering."
| DM Brainiac |
"Vintalax operates out of the city of Xer, not Thronestep. It is likely he sent the assassins from there," Alzarius says.
***
Having seemingly exhausted the clues available to you, you return to Dalamian with your findings. She taps her chin as she considers what you have told her. "This all seems too simple. The evidence is too plain. The only thing that contradicts the notion that the assassins were sent by Razmir is Alzarius’s testimony, but his honesty and earnestness is compelling.
"While you were investigating, I reported to Queen Telandia. Her reply came swiftly, and she has given me full authority to pursue this matter until I find the truth and to bring those responsible to justice. I also spoke with the other delegates and convinced them to stay in town for a few weeks, hopefully long enough to get to the bottom of this and determine the right course of action.
"The way I see it, there is only one course of action. You must travel to Xer, locate the one who sent the assassins, and bring this villain to justice. And while that order is paramount, the queen would like to avoid provocation or escalation in this matter. She hopes that the council might still be a success, and starting a war with Razmiran would only serve to weaken them at this time."
Dalamian gives you a small pouch of gold to pay for passage to Xer, then pauses as she considers something. "Alzarius does not seem to be directly involved with this plot and, in fact, seems quite eager to get to the bottom of it. It might be to your benefit to take the priest with you, as he undoubtedly knows the town and Vintalax and could provide valuable insight."
| Raneshi Glyph |
"That Razmiri mask might also come in handy," Raneshi agrees with the plan. "The more quickly we deal with this issue, the better. I'm sure whomever is behind this plan is delighted by the time we are forced to spend here."
| Idari "Lucky Strikes" Lucien |
Idari looks about the room.
Certainly three elves, a leshy and a Conrasu entering Razmirian lands after such a blatant attack will not draw notice.
The Twight light Speaker then smiles.
Certainly will by those we are looking for too.
| DM Brainiac |
Alzarius is grateful to be released from the holding cell, and he is eager to accompany you. "Thank you, my friends. Now, let us root out this conspiracy."
***
As it turns out, the easiest way to reach Xer is aboard the Sunken Sea Cat, the same ship the assassins used to travel here to Greengold. Captain Heliana Ironeye is happy to have you aboard for only a modest fee of 2 gp per passenger, which the pouch of gold Dalamian gave you covers. The barge is scheduled to depart an hour after dawn the following day and will arrive in Xer by midafternoon—assuming fair weather.
When you arrive the next morning, Alzarius is there waiting for you. He has chosen not to put on his mask and robes, preferring to keep a low profile for the journey. The ship's first mate, a goblin named Snar, greets you and and brings you aboard, showing you to a small shelter toward the back of the barge where you can settle in for the journey.
Once you are settled, the goblin gives you a sly grin. "Heard you were asking around about those merchants from our previous trip. I didn't trust them from the moment they came on board. Their boots were covered with mud and stank something fierce! Captain Ironeye demanded they take them off and toss them overboard before she gave them new shoes. But I kept one of those stinky boots! 10 gold, and it's yours!"
| Raneshi Glyph |
"What good is a stinky boot to you? How about I give you 2 gold?" Raneshi takes to the negotiation to pass the time.
Diplomacy: 1d20 + 14 ⇒ (16) + 14 = 30
| Idari "Lucky Strikes" Lucien |
Prior to boarding the irony that is the Sunken Sea Cat, Idari labors over the question of the group's cover story.
Perhaps, we are simply on Holiday, although not too certain of the tourist opportunities available in Razmirian?
On board the Sunken Sea Cat (auspicious name that is), the Twight light Speaker presents a grand sight wearing his Armement, weaponry and, of course Ilverani Elf pride.
Icy blue eyes stare downward at the goblin for its impertinence. The Dandy readies a quick retort but suspends it in allowance of Raneshi diplomatic approach.
One stinky boot is not worth much, good Snar. Perhaps, you may have also something else that these merchants had?
Diplomacy(E), Request : 1d20 + 20 ⇒ (12) + 20 = 32
Alkabah
|
Prior to boarding the irony that is the Sunken Sea Cat, Idari labors over the question of the group's cover story.
Perhaps, we are simply on Holiday, although not too certain of the tourist opportunities available in Razmirian?On board the Sunken Sea Cat (auspicious name that is), the Twight light Speaker presents a grand sight wearing his Armement, weaponry and, of course Ilverani Elf pride.
Icy blue eyes stare downward at the goblin for its impertinence. The Dandy readies a quick retort but suspends it in allowance of Raneshi diplomatic approach.
One stinky boot is not worth much, good Snar. Perhaps, you may have also something else that these merchants had?[dice=Diplomacy(E), Request ]1d20+20
"This one believes we could simply be learning about Razmirian culture. A pilgrimage of sorts to understand many different nations within the belt of wonderous nations."
| Blooms in Darkness |
Blooms in Darkness can't stoop to haggling over dirty footwear, but understands that clues might lie therein.
| DM Brainiac |
Snar seems ready to hand the boot over for 2 gold, but his eyes light up when Takarias gives him the full 10. "Here you are! Pleasure doing business with you!" he says, scampering off before Takarias changes his mind.
The boot is relatively unremarkable, made from common leather, but its sole is caked with a rather foul-smelling mud that reeks of sour fruit. After cleaning the boots for several minutes, you discover a small, blue, crushed flower caked in the mud wedged into the boot’s tread.
| Idari "Lucky Strikes" Lucien |
Idari just stares at the entire transaction as if he can't believe the diplomatic skills of both parties....
Nature(T) DC 25: 1d20 + 14 ⇒ (19) + 14 = 33
The barbarian shakes his head, but announces
This flower is a water hyacinth, a plant that grows along rivers and lakeshores
The Ilverani Elf swears
Should narrow our search ...
| DM Brainiac |
Shortly after you settle into your shelter—a modest wooden structure open on one side facing the center of the barge—the captain comes aboard with all the paperwork necessary to depart. Within 20 minutes the Sunken Sea Cat leaves the port of Greengold and makes way heading east toward Xer.
During the journey to Xer, Alzarius is happy to tell you about the town. Like most cities in Razmiran, it is divided into two major sections, one part for the faithful and the true believers, and the rest of the city for those who have not yet seen the glory of Razmir. If there is a plot against him, Alzarius does not wish anyone to know that he has returned and won’t be donning his mask or reaching out to any other priests until he is sure of who he can trust. In general, he recommends avoiding contact with the faith, at least until the truth of this conspiracy, as he calls it, is made clear.
To that end, Alzarius suggests that you claim to be merchants coming to the city to enter into trade talks with a number of local artisans and makers. This is a common enough occurrence in Xer that it will likely go unnoticed. He goes on to say that they will undoubtedly meet clergy of Razmir at the port, as it is their duty to question visitors and collect tithes from all those wishing to do business in one of Razmir’s cities. Alzarius suggests that you complain about such fees but pay them without haggling. Again, this is all to avoid suspicion, and most travelers are taken aback by this practice but ultimately end up paying the price.
After about 10 hours on the water, the town of Xer comes into view. Even from the distance, it’s obvious that Xer is a divided city. Atop a hill in the center of town, the heart of Xer is a gleaming city of pale marble, flowing silks, towering statues, and gold-plated ornaments. Surrounding this gem is a ring of squalor. Run-down, dirty wooden structures, some built roughly atop one another, are the rule here, all choked by smoke and fumes from the industry that creates so much wealth for the priests of the Living God.
The Sunken Sea Cat arrives at the riverfront docks about an hour later. The captain wishes you well on your journey and mentions that she’ll be heading back to Greengold in about four days after conducting some business here, but if you miss out, you can always find any number of other boats and barges heading back that way.
Leaving the Sunken Sea Cat behind, you are hailed by a trio of Razmiri priests waiting for you at the end of the dock, checking in all visitors and collecting tithes. This is a modest fee of 1 gp per visitor, and anyone who tries to talk their way out of it is threatened with imprisonment or exile. After paying, you are free to enter the city.
Alzarius suggests that you make your way to an inn called Benevolent Bounty, a riverfront establishment frequented by merchants and visitors. While the clergy of Razmir keep an eye on it, they tend to give it less attention than some of the other establishments. The inn is a busy place with many merchants and travelers coming and going at all times of the day and night, and its exceptionally crowded common room makes it simple to have a conversation without being overheard in all the din.
Once you are checked into the inn, Alzarius suggests asking around for Vintalax.
| Idari "Lucky Strikes" Lucien |
Proudly walking down the plank, the tall Ilverani Elf pauses before the Razmirian priests, bows formally and deposits the offerings prior to stepping onto the land proper.
Who's famished? Benevolent Bounty does sound like a perfect eats place.
The barbarian's blue eyes roam the sights as his body easily strides to the agreed upon destination.
Entering the tavern, Idari scans the Common room before taking a place at the bar.
Good afternoon my good barkeeper. May we see menus along with a round of the your famous local beverage.
The smiling Ilverani Elf whispers
You know a Vintalax?
Diplomacy(E) to Gather Information: 1d20 + 20 ⇒ (6) + 20 = 26
Hero Point! Diplomacy(E) to Gather Information: 1d20 + 20 ⇒ (18) + 20 = 38
| DM Brainiac |
After eating and drinking your fill, Idari asks around about Vintalax. It takes about 2 hours, but the dandy is able to learn quite a bit! A topic that many people in Xer seem to be worried about is a rash of missing person cases that have been cropping up lately. Dozens of people have gone missing in the past few weeks alone, all of them down in the Low District.
It seems that Vintalax is one of those who has gone missing. Before his disappearance, Vintalax had been spending most of his time down on the riverfront. Indeed, most of those missing were last seen down at the river docks, near where the faith barges are often deployed at the easternmost end of the piers near where the city’s main sewer outflows are located.
| Raneshi Glyph |
"Excellent work, Idari," Raneshi compliments. "Let's head down to the docks. And don't wear your best clothes--I have a premonition that we might be poking around a sewer."
Taking care to avoid the faithful of Razmir, the runesmith checks out the east end of the docks.
| Idari "Lucky Strikes" Lucien |
The Ilverani Elf smiles at his companions.
Which is worse? Sewers or undead?
The Dandy prepares to delve the depths of decidedly distasteful destinations!
| DM Brainiac |
"I'll take a foul stench over a corruption of the living any day," Alzarius remarks.
The eastern side of the piers is where the city’s sewer outflow tunnels empty filth into the river (a deliberate architectural choice so that the raw sewage doesn’t foul the waters that flow along the city’s riverfront, but instead are carried away downriver). The smell near the sewer outflows is reminiscent of the stink on the boots, and you spot blue water hyacinths in the area as well. After an hour or so, you are able to narrow your search down to a particular 15-foot-wide outflow tunnel—one closed by an old iron portcullis. The water hyacinths bloom most profusely here, and you spot muddy footprints leading to and from the gate.
The portcullis blocking entrance to the sewer can be lifted with a successful DC 30 Athletics check to Force Open, or simply destroyed (Hardness 18, 72 HP, 36 BT).
| Raneshi Glyph |
Athletics: 1d20 + 16 ⇒ (13) + 16 = 29
Anyone have an aid for me?
Raneshi grabs the sewer grate and grunts, "In Namtambu, public services are better cared for."