@Amal, if it makes you feel any better, it would have been a fear effect. Finishing breakfast and shopping, the Court makes their way up to the gates. While there is now a larger crowd gathered, the increased presence of Voice militants and city guard ensures no violence. However, at the backs of the crowd there are heated debates between individuals, most wearing iconography of the deities from the AOP. “This lottery is sacrilege!” One side argues. “Our gods demanded we show respect to the departed! How would you feel if thugs and vandals broke into your home and made off with your belongings?!” “The passage of the soul is to depart this world for the next.” The other side counters. “The gods promise mortals paradise for the righteous and damnation for the wicked. The belief that souls return to this world and their bodies is outdated and has long been proven false.” “There is so much to learn in these ruins.” A voice interjects. “Histories, culture, art. We cannot afford to lose our past lest their mistakes be repeated.” “The Ruby Prince is well within his right to do with this nation’s wealth as he sees fit.” An Abadaran banker-looking fellow chimes in. “He is the steward of the nation, a shepherd for the people. He is wise to take the opportunity to invest in any venture that will secure our people’s stability.” On and on this goes as a path is made by the Voices allowing the adventurers through the gates, asking for identification on the way inside. “We’ve received reports of threats made against those engaging in the lottery. We are doubling down on ensuring only those permitted enter the Necropolis.” Passing under the gates, once again a strange silence falls as the clamor behind the Courtiers is muffled and the shadow of Pharasma’s Needle – the black obelisk – looms ominously over the Court. If you reference the map of Wati provided, you are heading for #17. The most direct route will take you between #1 (Acrid Str, where the ghoul gang war was encountered) and #2 (Archives of the Ibis) and past #20 (Tahetep’s Dance hall). Know(local) DC 15 Acrid Str:
Most of the stories the living parts of Wati hear about the walking, hungering dead from the Necropolis originate from Acrid Street. Gangs of ghouls and ghasts have taken up residence here. The Voice tried multiple times to drive out/exterminate the packs of undead cannibals, but thus far no attempt has proven successful. Know(local) DC 15 Ibis Archives:
Once a temple and library dedicated to Thoth, when the Plague of Madness struck the priests took their own lives rather than become infected. Reports from the Voice state that now allips haunt the compound, and rumors say that those willing to risk it can bargain for lost knowledge from the undead. Know(local) DC 15 Dance Hall: A former slave turned warrior naming himself Tahetep fled here after siding against his fellow slaves during an uprising, founding the “dance hall” as a way to drown his guilt in shallow hedonism. The story goes when the Plague struck Tahetep killed his wife, children, and two dozen patrons; he is said to still be there, either raging or slumbering. The story continues with tales of the fabulous wealth of stolen silver hidden somewhere in the Dance Hall, with only one person to have ever returned, the old Dancing Lady of Wati – a blind, deaf, mute, one-legged elderly woman to hops and spins through the Asp district to some tune only she can hear.
@Ananet, while your party recognizes Ancient Osiriani by this point, only a couple register comprehension. The Nethysians also show recognition, but only Azaz and Velriana show comprehension. GM Screen: 1d20 + 4 ⇒ (16) + 4 = 20 The party winds down, most eager to either jump onto another site or prepare for it. The evening is tense from the thrills and fears learned from others in the Necropolis. Will save DC 10 to avoid waking up fatigued due to jitters or nightmares. The morning meal at the Tooth and Hookah was the traditional breads, vegetables, and beer but fish or porridge, and coffee is served to visitors if requested. Leaving the inn the Court makes any purchases they deem necessary. Surprisingly, there is quite a bit of hubbub as the vendors and gossip mongers point and whisper at the increased presence of the Voice of the Spire enforcers as well as city guard. “I’ve heard a handful of cultists have made threats against those partaking in the lottery.” The shopping Courtiers will overhear. “I saw three of them last night near the gates to the Necropolis. Didn’t see their faces, hoods and a headdress hid them. The moonlight caught on their cruel-looking jagged blades, like the jaw of a crocodile. I prayed to more than one deity to protect my house.” “That’s why you’re buying so many idols, eh?” “This whole affair is getting out of hand. I can’t go outside without hearing prophets and rabble rousers calling for the disbandment of the lottery.” While no one turns your coin away, Jolánka does receive some "stink eyes" from one or two vendors and from the irregular passerby.
The performance isn’t stellar, but the joining of other voices makes the subpar performance of one drown out by the multitude. Rosie does join in with her fiddle, and those friendly to the party throw in their own verses. All in all, it is a festive night. DAY 17
Plugg also spends the day pointing out every flaw and missed spot in your duties. He has been cruel and petty to you all before, but today it has evolved into spite. Scourge’s face will crack into a wide smile everytime Plugg chews out one of you. Taking note of what tasks the six of you dislike or perform poorly in, Plugg will ensure each of are assigned to those tasks today. you may decide what those tasks are and RP how those develop As of now, sides are chosen. If you reference the Crew Roll Call doc you’ll see who has what opinion of you. Anyone hostile is unable to be swayed from being so, save for maybe Jape if Lily is the one who does the swaying. Anyone else – not including officers – are still available to attempt to sway towards your side/ensure loyalties. You may take "day/night actions" or two actions to attempt to sway other crew or take one to sway an officer not hostile towards you.
Dena freezes, blinking at Nyarai as the redness of her face blanches in horror. “Oh, I’m a fool. My dear, I’m so sorry. You were known to be with the Count so I took the men’s word over yours. There’s no excuse for that kind of behavior. If it were any other situation … no, you owe me nothing. Come on inside, all of you. No! Not you!” She swats at Elgrior and ushers the six of you inside. It is a cozy establishment, slightly hazy from a table of pipe-smokers and smelling of grilled seafoods. Including the smokers, there are only six patrons at this time. Dena takes you all to a table – the same one from Nyarai’s memory – and offers you an early supper and drinks on the house. “I apologize again. Elgrior has been on my nerves these last handful of days. His doom and gloom has made this place unpleasant to be at. I’m at my wits end trying to talk or scare him off. If you are back in town and need places to stay, I’ll cut you a hefty discount on rooms if you can get him to at least go elsewhere with his manic ranting.”
THE PAINTED PAW
Marwanun will walk with Ananet up through the winding down night life of Wati west then north to the popular watering hole and inn known as the Tooth and Hookah. The Handler will prepare Ananet with oral dossiers on her new companions: names, skills, etc. THE TOOTH AND HOOKAH
“Yes, we are all devotees of the All-Seeing Eye.” Velriana, the wizard, and the cleric almost in perfect sync place two fingers atop their holy symbols, a face left-half white and right-half black. The half-elf does not, still seated with the Dog Soldiers’ leader drinking and laughing. “We met one at a time. After graduating from the Arcanamirium in Absalom I heard of the Ruby Prince’s decision to open the ruins of his nation and I took the opportunity to make a name for myself being the vanguard for greater understanding and scholasticism in Osirionology.” “When Lady Hypaxes arrived we met in a library in Sothis.” The Garundi cleric – Khelru – spoke up. “Azaz and I had already met in the capital after I left the temples in Ipeq on pilgrimage. The three of us bonded through our shared devotion to Nethys and his influence in forming Osirion. When the opportunity came to explore what remained of that time we knew we had to take part.” “Idorii is our vanguard in battle and dealing with the myriad traps and dangers of ruin-delving.” The Keleshite wizard – Azaz Arafe – gestured toward the half-elf. “She may not share our faith but she is worth every coin spent in hiring her on. She is a dependable ally.” Know (nobility/local) DC 15:
The Arafes are a minor noble family in Sothis whose ties lie with the Keleshite occupation, retaining some authority in both Qadira and Osirion due to arcane and scholastic pursuits. Mingling a bit longer, the Vulture Court may or may not notice their Handler Marwanun enter the Tooth and Hookah with an amurran catfolk, who to Djedefre and Amal bears an uncanny resemblance to common depictions of the goddess Bastet. Marwanun will gather the scattered Vulture Courtiers and bring them together for introductions, far away from the Scorched Hand. “With the loss of Luke and the potential contesting of your third site, I’ve taken initiative in bringing in a passed over individual from the initial lottery. This is Ananet Bast, a priestess of Bastet from Alkenstar. I’ll not embarrass her by listing off her skills for her, but I believe she’ll be a valuable ally.”
PAINTED PAW
Itempeti will return after a minute and is amiable to the arrangement. “We don’t usually handle disease outside of the … ahem occupational hazard, and I’ve been meaning for Ananet here to experience more of our city. She – you, my dear, are free to partake in the lottery. Do keep an eye out for anything from the good old days, will you?” She will pick up a cat and make obvious the small golden holy symbol of Bastet – a profile of a cat’s head with a snake in its mouth – dangling from a silken collar. “We managed to secure this from someone who delved into a tomb the other day, said it came off a mummified cat. A lamentable but necessary practice … anything else related to the Sly Enchantress you might find will be welcome here.” SAND SCORPIONS
Shivikah, the tall Garundi woman, seems taken by the hobgoblin’s presence and the tale of Leralesti’s power over the waters. As the rum rations are measured out, she sits next to the goblinoid. “Tough beastie, aren’t you? Heard you can bend water to your whims. Love to see that.” @Leralesti, yes, you can attempt a Stealth check to get close to any of the crew/officers and then a Sleight of Hand to steal a dagger/shiv/light bladed weapon. If the party is informed of your desire, they can attempt a distraction to give you bonuses/lowered DC’s.
Because it was a while ago, I’ll repost here the information you all found doing research in the library back on Briarstone Island regarding the Briarstone Witch: Folklore attributes many disappearances and spates of bad luck in the Thrushmoor region to the Briarstone Witch, an elusive crone said to inhabit Briarstone Isle. The first reports of the Briarstone Witch date to the early 4000s, soon after the founding of Thrushmoor by a congregation of psychopomp-worshiping homesteaders. These tales attribute many good works to the witch and present her as a figure who helped the settlers survive their hard early years. Some tales refer to the witch’s servant, called the Tatterman.
Ethyl:
While Elgrior does at first appear like he belongs in Briarstone, he is only drunk and scared/paranoid. “Oh, that’s bloody convenient, isn’t it?” Dena crosses her arms and tapped her foot. “Don’t remember how you lot were thugs, delusional trouble makers. Well, because it appears to need saying, the wispy Keleshite girl there caused a bar fight that got a lot of honest townsfolk hurt. Used some kind of illusion or hex, no doubt. Sat back and watched as half a dozen fishermen beat the tar out of each other.” Enoch:
Dena is genuinely pissed. It will take quite the favor to get her to drop this. Nyarai:
A flash of memory strikes you.
You were sitting in the Silver Wagon by yourself, enjoying your drink of choice. It was not long after returning from Katheer, having aided Lowls in acquiring … something from a sealed library there. You weren’t used to the rural, wild north but you had nowhere else to go. What happened in Katheer ensured you could not return and Lowls offered you sanctuary and employment. The fishermen, reeking of alcohol and docks, stumbled over and formed a loose crescent around you. “Hello there, little gray lady. Might the lads and I buy you a few drinks? Why the veil, surely you’re a pretty thing?” The rest is a blur, but you recall being not afraid of the situation. You were angry, a cold gray fury at being bothered. Magick was indeed involved, as you wove a spell to punish the men for ganging up on you. Flashing of flying fists, splattered blood, and hoarse shouting dance across your mind’s eye before Dena’s face dominated your memory’s vision, following by her forcibly tossing you out of the establishment. “No! Mother Ariadnah! The Witch! She who punished us for sending her away by stealing the souls and bodies of those who attempted to cast her out!” Elgrior spins stumbling in place, holding his sign above his head like an absurd weather vane. “Oh, SHUT UP!” Dena whirls from Nyarai to Elgrior. “Can’t you proselytize anywhere else?”
DOG SOLDIERS
"Training and prep is all it takes, usually." A halfling will claim, scratching between one dog's ears. "Katapesh has a market for anything, they say. War dogs trained to chew on walking bones? They got a stall for it." THE PAINTED PAW
"Ah, well I suppose I'm in no rush." Marwanun takes a seat on a plush pillow pile nearby. "I was told she had a talented priestess here, and I was hoping to get her to loan her to me. I'm one of the Handlers for the lottery, you see, and my group's lost a couple talented members and they're looking for a replacement." She sits there for a moment, basking in the heady air of the temple. Then her eyes snap open and she leans in closer to Ananet. "Wait a moment, you said you're Ananet Bast? Oh fortuitous, you're the one I was hoping to recruit! That is, if you're available? As a fellow priestess I'd hate to take you away from any duties you might have. I respect the needs of those finding devotion to the Old Gods."
"Lately, Elgrior's taken to spending his nights wandering the streets between here and the Silver Wagon with his proclamations of doom. Given it is nearing suppertime, he's sure to be out and about around now. No doubt you'll have no trouble finding him. Prove you're trustworthy and I'll give you our records and more." Leaving the Sleepless Building, the party makes their way along the northwest road, guided by Loosey and Joseph. By the time the road curves north they begin to hear it. "Doom! Doom is coming! The Second Vanishing is upon us! Pray, pray for salvation that the Briarstone Witch doesn't take you!" Rounding the bend the party will see the Silver Wagon inn lol the distance, along with the raggedy man making circles around the establishment. He's wearing a signboard across his shoulders. On one end a vibrant butterfly with stars and moons in its wings, on the other a hideous sallow-skinned hag, in between the words Desna spare us from the Witch. A stern looking woman - Loosey or Joseph know her as Dena Gallegos, the owner of the inn - is on the threshold, red in the face as she yells at the doomsayer to leave her patrons alone. Seeing the party approach, however, her expression shifts from weary annoyance to pure outrage. "Oh ho ho, no! Not you again! I told you and your friends to never darken my door again!" She points her accusatory finger at Nyarai. "I thought you lot had been shipped off to the loony isle and I was rid of you!" Elgrior also spins around and holds up his surprisingly well painted sign over his head. "Doom comes for us all! No one will be spared! Pray to your gods!" Spittle flies from his renewed enthusiasm at a new audience for his prophecies. "The Witch has returned! I've seen her, I have! She's come for the descendants of those she didn't claim before!"
It is slow going all around save for the vanara. Clearly no one here was that well versed in the practical aspects of naval combat. Krine curses and insults the rest of the exercise, and once the undine makes it up over the other side the officer whirls around, face twisted in indignant rage. "Ye think yer so clever, eh Fish-Hook? I asked ye to climb tha rope, ye got a vacancy fer rent in yer skull? Do it again! And again! And again till I tell ye to stop! The rest of ye, back to yer works!" Jacquelyn is forced to repeat the exercise over and over till dinner time, needing a DC 15 Fort save to avoid going straight to exhaustion. The rest of the crew return to their duties, few giving "Fish-Hook" any more mind till the sun sinks below the horizon. When Jacquelyn rejoins the crew for dinner, Kroop ensures Jacques gives her extra meat and a larger piece of hardtack in her bowl. "Krine's a cruel mistress, the blue-green lady'll need her strength." Kroop nods knowingly to Jacques recounting after returning to the galley. The crew may attempt any nighttime actions, if only to give Leralasti a chance to engage in some persuasions...
My bad, Senemheb, that was the group you chose, misread as you joined the halflings as they too were slightly shaken. Hero point for you. SAND SCORPIONS
"I'd never seen ghouls behave like that before, organized, even if that order was in the frame of violent gangs." Black Kiss will mutter darkly. "It was ... unsettling." "One would think the Spire' Voices would never have allowed this." The magus will add bitterly.
DOG SOLDIERS
The halflings introduce their group as the Dog Soldiers, using their bonds with their hounds to effectively double their numbers in battle and to track targets. They share their stories both in and out of Osirion with Senemheb, Djedefre, and Djehuti. Djehuti knows of a dog breeder in the western Asp district, a Pahmet dwarf named Zezemon. CRYPTFINDERS
THE PAINTED PAW
Itempeti, the “high priestess” to Bastet, just escorted a group of foreigners into the inner suites of the temple when Ananet saw a Garundi woman slip inside. Seeing the catfolk by herself, the woman smiled and sidled over. “Well met, miss. My name is Marwanun, a priestess to Pharasma. Might I ask when Lady Itempeti is next available?”
The halflings greet Djedefre and Djehuti warmly, the trained dogs remaining at their owners' sides but giving off friendly vibes. "Spot of bad luck in our site." The halflings' accent was Katapeshi in origin. "Giant cube of acid jelly killed half our pack in some low-end tannery." The halflings raise Djehuti's round in toast - one of many by the pile of mugs at their table - and rattle off names like Princess Sandfur and Master Houndly with loving regret. "We did find this, though." The one at the bar spin in his stool to present a gleaming short sword of Ancient Osiriani design. "It's enchanted but I don't know what with. Hoping to sell it and use the money to purchase more dogs. Got one more site for our group and I don't want to risk another encounter like that underdogged." He looks at Djedefre in particular. "You a local? Know any breeders in town?" The Scorched Hand perk up when Jolánka introduces herself with her credentials, but the half-elf laughs it off. "Well met, miss! I'm Idorii. The other two bookworms are Azaz and Khelru." She'll point to the young Keleshite man and the Garundi man in turn. "You're quite a ways from home, based on your smooth, milky skin. Kind of jealous." Amal finds themself among a Chelish cavalier, a Nexian summoner, a Qadiran cleric bearing Sarenrae's holy symbol and colors, and a Taldan from Absalom named Falto. "Varisian I understand, but the other one's beyond me." Falto grabs a chair from another table and pulls it up for Amal. "Your group's had two sites now, right? We've had only one thus far, but it was a gold mine. A mummy guarding a government official's tomb and the treasures kept within." Sense Motive DC 14: Based on the tense, well-practiced tone Falto is using and the tight expressions on his companions' faces, the Taldan is lying and they probably encountered little more than common vermin and found little real loot in their site.
"It's not doing our work, witch!" Cesadia snaps for a moment, taking a deep breath before pinching the bridge of her nose. Her face now shows undeniable exhaustion. Ethyl and Joseph could guess she hasn't slept in days, at least not well. "I am at my wits end, short-handed, and you claim to be after the same thing I am: answers. You can refuse to help, of course. I'm not forcing you to do anything. However, you have a poor reputation here in Thrushmoor, very few people are going to be keen on seeing you again. My detectives and I are the last public face of law and order; working with us will make your lives easier, I promise you. Agree to work with me here, I'll tell you all I know."
No, you cannot take 10 in this instance. Aamu makes it back onto the Wormwood to scattered cheers and a couple slaps on the back. Krine begrudgingly nods at him, turning her attention to the other four still on their ropes. She doesn't seem to acknowledge Jacquelyn's maneuver, focusing on telling her minions to continue their assault. Garbage Barrage: 4d20 ⇒ (14, 19, 5, 8) = 46 The barrage is focused on the hobgoblin by virtue of her being the only one to make progress. Leralesti needs to make a DC 10 Reflex save in addition to the DC 15 Climbs to make it to the Wormwood One more round of Climb checks please
@Jacquelyn, yes, you could spend your movement to reel your hook back in Hobgob Atkd: 1d20 - 10 ⇒ (7) - 10 = -3
As soon as Leralesti and Aamu begin to climb, Krine orders two of the “defenders” to begin tossing refuse at them. However, at that distance the defense proves poor and the items do not come close to them. Another Climb check from those who landed their hooks, DC 15, to progress another third of the way.
After finally finding a deal on a bag of holding, the party retires to the Tooth and Hookah, recalling there was going to be a soiree there hosting some of the groups still active in the lottery. Upon arrival, there are five groups gathered and packed into the bar. There is laughter, raucous storytelling, and adventurers of all stripes. Seeing the Vulture Court enter, several raise toasts and offer generalized greetings. One of the five groups is the Scorched Hand, the recognizable wide purple hat of Velriana Hypaxes spotted at a corner table, with the groups’ wizard and cleric seated with her. The muscle of the group, the dark-skinned half-elf is up at the bar being the sole sociable member of her group. She is presently patting the head of a war dog that seems to have had recent burns and having a jovial drink with a hard-looking halfling also sporting some burns on his hands and forearms. She will smile amiably and wave the Vulture Court to the bar. One group is five downcast halflings. Another is comprised of four ethnically diverse humans. A third is comprised of only women. The fourth is a shady group looking rather shaken. Feel free to mingle/gather info/retire for the evening/etc, but this is the time to get to know the competition if so inclined and learn some more about potential hazards in the Necropolis
Cesadia held Ethyl’s gaze for a moment before taking turns looking at Enoch, Nyarai, and Iosif. “Tell you what. Let’s make it a deal. There is a man causing trouble for us, Elgrior Nasmeth. We’ve been receiving complaints of his doomsaying at random hours of the day and night, mostly around the Silver Wagon. If you can convince him peacefully to cease these disruptive activities, I’ll let you see what we have on you.” Joseph and Loosey: While you weren’t present at the time of this event, you both would have heard of an altercation almost two years ago between the Sleepless detectives and both Ethyl and Iosif that nearly came to blows. This and knowledge of the suspects having such altercations across town during their employment to Lowls has the detectives hesitant to give the suspects too much, even with the claims of amnesia.
Make that six, lol. How could I have forgotten Gandfather Rashid? While I too hope things are okay IRL with Akina's player, I am going to make an executive order to move us along. I want everyone to confirm if they are contributing to the bag of holding purchase by the end of the week, if not sooner. I haven't moved us along yet due to no one confirming that I should till we confirm this infernal purchase. By Friday I'm going to move the scene to the Tooth and Hookah and leave the purchase as a background event that can be confirmed later.
Yes, Ethyl would be familiar with the hypnosis skill “Oh, we know who you are, Nyarai, though you will find our records unflattering.” Cesadia listens to Ethyl’s recounting of events, her furrowed brow refusing to relax or tighten. As the half-elf asks the question of confronting Lowls, she lets out a weary sigh. DC 18 Sense Motive:
Cesadia is physically and mentally exhausted and at her wit's end. She knows who you are and is hesitant to open up wholly to you. “Unfortunately, we are unable to procure entry into Iris Hill. The estate is now surrounded by a hedge wall that refuses access save through the gate house, and whoever mans the station threatens bodily harm to anyone who tries for too long to gain entry. What we know is Lowls fired his regular staff and only allows in a select few, fewer of whom leave afterwards.” “I am inclined to believe you, at least in regards to having lost your memories. That does not mean I trust you. However, my resources are stretched thin as it is. We are faced with a growing crisis. Thrushmoor’s leadership is missing, Iris Hill and Fort Hailcourse are sealed off from the outside, and people are going missing. The talk is the Briarstone Witch has returned and is behind all this, but I’m more inclined to believe it is whoever Lowls has invited into Thrushmoor. I want answers, you want Lowls. We should work together.” She gestures to the two agents she allowed to sit in with the group. “These are Doctor Joseph Curwen and Liùshí Dào Zǔzhòu, junior agents of mine. They have been working the disappearances by themselves while my other agents try to keep the peace. If you are earnest in finding whatever Lowls was up to and where he’s gone, I will assign them to chaperone you four and work with you.” “Besides, if you truly do not remember your pasts, you will need someone to cover for you when those who do remember challenge you.”
DAY 14
“Avast, ye saltless monkeys! Get yer unwashed arses out o’ bag and up on deck! Time fer ye to prove yer worth in a scrape!” Krine possesses no whip or scourge but will not hesitate to box an ear to encourage movement. Scrambling on deck, the six of you are lowered into a jolly boat and rowed about forty feet away. “The goal be simple, if’n ye clods can grasp such instructions! Throw yer grapples onto the ship and climb up while suffering assault. Make it up on deck, ye pass. Fall into the drink, try again till ye succeed. If ye cannot reach the deck by dinner, ye don’t get no dinner. Understand?!” At her side, Maheem, Syl, Narwhal, and Aretta stand armed with rotten food, debris, empty bottles, and buckets of bilge to simulate defensive fire. Throwing a grappling hook requires a ranged attack roll, treating the hook as a thrown weapon with a range increment of 10 feet. The Wormwood’s rail is AC 5. At 40 feet away, the PCs have a –6 on their attack rolls. Once the hook is set, the PC must tie off the rope as a move action, then shimmy along the rope, requiring DC 15 Climb checks. Being struck by debris will deal no damage but will require a DC 10 Reflex save to maintain a hold on the rope. Start with rolling to throw the grappling hooks, with initiative dictated by results in descending order to determine who gets crap thrown at them first. Each round will require 3 successful Climb checks to reach the Wormwood.
“Speak of a devil and four shall appear.” The secretary woman muttered. "That'll be for Madame Wrentz to decide." “They’re … show them in.” Wrentz tucked a stray lock of hair behind an ear and gestured for Joseph and Loosey to take seats, not sending them from the office. The woman who met the four at the door – Meg – escorts the party into the Sleepless Building to the office of Wrentz. “I am Cesadia Wrentz, founder and head of the Sleepless.” The detective’s expression is neutral, barely showing the sourness the other detectives gave the group. “I know who you four are. What I do not know is why you are looking for Count Haserton Lowls IV. It was our understanding he dropped you lot off on Briarstone’s doorstep three days ago for reasons unknown. Why did he leave you four there? What happened on that witch-haunted island?” You don’t have to write out the entire story, merely decide if you recap or not. With Cesadia are two other agents, a human man and a woman with a toe into uncanny valley. All six PCs are now in the same room
And that's game. The initial ferocity of the aquatic predators is eclipsed by the half-orc asserting her dark master's authority and the hobgoblin's toughness. Calm returns to the reef as Aamu and Jacquelyn make it in time to recover the buckets of crabs and the eel-lobster bodies of the reefclaws. Returning to the drifting Wormwood, the haul is applauded by the crew. Harrigan himself appears on deck and nods approvingly. "Reefclaw? You lot gone above and beyond the call o' duty on this one. One reefclaw for the officers, the other for the crew. Kroop! Don't overcook them this time. I like my seafood tender." The evening meal is lauded with toasts to Lily "Salt-Tusk" and the rum tastes less watered down than normal. Ramada has his hands full treating the fishers for poison - thankfully no one was poisoned - cuts and bruises.
@Aamu, yes Swim check and double movement to reach the map. Lily - turning the tide on the predators - sinks her tusks into the shell of the reefclaw with an audible crunch, rendering the beast dead in the water. Reefcoil: 1d20 + 8 ⇒ (3) + 8 = 11
From the ship the sailors on the party's side rush to either find a weapon or dive into the shallow waters. Jape hands Aamu a harpoon treat as short spear or javelin for proficiency as the vanara dives into the water, the mute nodding with a glimmer of respect. Party's turns
SLEEPLESS BUILDING
“I imagine the only place with enough rooms for them would be the Silver Wagon. You might start there and wait for them to arrive. They arrived near New Chapel, so you might try to intercept there as well—” “Madame Wrentz!” Joslyn burst into the office, barely knocking in her hurry. “Those four … they’re here!” NEW CHAPEL
While Joseph and Loosey are being called back to the Sleepless Building, the party is released as “presentable to polite society” and given time to do their shopping before heading to the Sleepless Building. Arriving at the large, darkwood structure, it takes three knocks to get someone to answer the door. A frazzled, mousy, secretary of a woman opens the door. Upon laying eyes on the four of you her expression sours while also bearing no small amount of surprise. “Afternoon.” She straightens her posture but doesn’t step aside or welcome you inside. “Can I help you?”
The reefclaws continue their attack. Yellow, maintaining its grapple, will constrict its goblinoid prey for 4 points of damage. Green will snap its claws at Lily, first claw striking for 3 points of damage while the second goes wide. Ygrap: 1d20 + 8 ⇒ (8) + 8 = 161d4 ⇒ 4
Party's turns
AT THE SLEEPLESS DETECTIVE AGENCY
The knock on the door did little to improve her exhausted posture. “Madame Wrentz? I have news.” “Enter.” Lucky Joslyn slipped inside the office, closing the door behind her. “Madame, a barge from Briarstone just sailed into town. Four of those ‘known associates’ are on board, along with several patients from Briarstone.” “Is Winter among them?” “No. They didn’t offer much in the way of rational news. They say there was an earthquake, a riot, and that Winter’s still on the Isle. There’s a couple orderlies spouting nonsense about days passing since Winter’s arrival yesterday.” Cesadia groaned. “Lady save us, not more insanity. Tell Curwen and Loosey I have a new assignment for them.” When the newer agents arrive, Cesadia has buttoned up her blouse and straightened her hair, only her eyes giving away her state of mind. “Joseph Curwen. Loosey. Firstly, thank you both for stepping up these last few days. With the Royal Accuser going missing, the Count vanishing, the manor and fort sealed off, the kidnappings, and reports of paranormal activity, things are quickly falling apart.” “Secondly, I must once again reassign you. Four persons of interest have sailed into port. Known associates of Count Lowls, they might have information on his plans. Doctor Ethyl Ermengarde, Enoch the Wanderer, Iosif Formicidescu, and Nyarai of Qadira. We have no word on Alvarixios Zedeno or Elyssa Volgori, so there is no need to pursue those leads. past characters who had to drop out, but continuity’s fun. Ingratiate yourselves into their group and learn what you can about them and their employer. Any questions?” ELSEWHERE IN THRUSHMOOR
The atmosphere in town is sullen. Windows are shuttered, townsfolk rush between stops, and most avoid your disheveled states. Despite escaping the yellow fog, the light of morning is marred by dark storm clouds that threaten to burst at any moment. The roads are muddy, rain and fog is a common feature here, it would seem. Reports of paranormal activity, kidnappings, the Fort and Iris Hill being sealed off from the outside, and rumors that the town’s leader – Count Haserton Lowls IV – has skipped town, leaving who knows who in charge. The founder and head of the Sleepless Detective Agency, one Cesadia Wrentz, has assumed temporary authority due to no one else wanting the position or being of sound-enough mind to handle the job. Considering the state the party sailed into town, Trilliss figured it would be best to let you reenter society with your best foot forward.
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