Gornak swings the door open to reveal a room piled high with stacked lumbar. This large storeroom is filled with stacks of timber, firewood, and other finished lumber products waiting for shipment. A network of pulleys on tracks covers the ceiling, ropes dangling here and there to aid in the shifting of inventory as needed. Machinery churns along the south wall, while nearby two chutes fitted with winches allow lumber to be hauled up from the holding pools below. Four openings in the ceiling lead to the upper floor; chutes extend through each of these from the log splitters in the room above. Under each opening is a collection bin. Around the room four men turn curious eyes on Gornak - and his weighty hammer. "You aren't meant to be here," the first says. "GO!" he points. Gornak, Will Save DC13, fail:
Your feet suddenly decide to walk you back out of the door to the stairs. Gornak, Will Save DC13, success: You feel a compulsion to leave, but ignore it.
To keep things moving, I'll assume nothing else of interest to you in the lower level. The party trek back up the steps and cross the jetty as quietly as they may to the large doors at the front of the building. They swing open at a touch to reveal a barn-like interior, with carts, straw for horses, and stalls. A flight of wooden steps leads upward...
With a crunch the hammer slams home, and the last "workman" falls to the ground, broken and dead. The wheels churn on and the gears grind relentlessly. Gornak can voluntarily reduce his damage bonus and strike with less force if he declares it in advance...that said in the case of the first one, the amount of damage you inflicted on the critical hit was such that nothing was going to save him.
Gornak 20
Gornak cannot hit the man next to him (Vaclav is at his back), but swats the second like a fly. Collapsing the man tumbles into the churning water and the wheel drives him under, the froth turning red. Thanadros drives two shafts into Vaclav's attacker, and he falls stone dead. Aylmora lets loose a surge blast at Gornak's attacker: Attack: 1d20 + 6 - 2 ⇒ (10) + 6 - 2 = 14 Damage: 2d6 ⇒ (6, 5) = 11 ...and he reels, staggering, but doesn't fall. With one hand he drags on a mask of crudely stitched skin, and reaches out to touch Gornak: Touch Attack: 1d20 + 2 ⇒ (11) + 2 = 13 Damage: 1d6 ⇒ 3 Vaclav's next...
"It's this way," the man talking to Vaclav says, pointing at the door behind him and stepping closer... ...and striking out suddenly with a war-razor, as his friend does likewise to Gornak. Because Vaclav saw it coming he is NOT flat-footed. Attack on Vaclav: 1d20 + 2 ⇒ (4) + 2 = 6 Damage: 1d4 + 2 ⇒ (4) + 2 = 6 Attack on Gornak: 1d20 + 2 ⇒ (7) + 2 = 9 Damage: 1d4 + 2 + 1d6 ⇒ (4) + 2 + (3) = 9 Initiative for the workmen: 1d20 + 6 ⇒ (5) + 6 = 11 Competence clearly not their strong point...
Several workmen converge on Vaclave and Gornak. "Foxglove? Never 'eard o' the name. You'll wanna talk to the boss upstairs, mate," one remarks, approaching Vaclave. DM check:
1d20 + 6 ⇒ (12) + 6 = 18 Sense Motive DC18:
He's lying, he recognizes the name. Sense Motive DC22:
...and he has something up his sleeve. Another appears in front of Gornak. "Don't go no further, big guy!" he warns, gesturing at churning wheels and grinding gears. "You might be covered in tinplate, but this 'ere monster don't care nuffin for that. Take a wrong step an' you'll be expensive scrap-metal!" Sense Motive DC15: He's telling the truth, although he's more worried about the machine than Gornak.
As you descend the wooden steps the sound of wheels and machinery become more pronounced. When Gornak opens the door, the din is almost deafening. Byoknd the door is a place of mist and noise. Four immense waterwheels churn steadily in the northern part of this large room, while to the south, whirring belts of leather, gears, pulleys, and thick ropes spin and grind, using the eternal motion of the river below to power pistons that rumble along the southern wall. "Hey you!" A voice bellows from among the machinery, "you can't come in here! No visitors!" Assume your order is Gornak, Vaclav, Aylmora, and Thanadros?
No-one else seems to be about. Evening is falling and other than the sound of machinery within the mill, it's quiet. In the distance boats pass by on the river, and there are other workmen at mills a few hundred yards away, but they pay you no heed. On the edge of the jetty is nailed a sign: "Keep Out
There are many sawmills on Kyver's Islet in the mouth of the Yondabakari River, and the Seven's Sawmill transpires to be one of these. The four of you gather at the isle, and see that the mill is a five-story building built on piles out on the water. The ground-level floor is actually the second from the bottom, and a jetty fronts one side of the building and half of the river-ward side. The only door visible from the shore is accessed from a flight of steps that descend down the shore to the lowest level, though there may be other entrances on the river-side of the building.
You can take 20 on this, you have plenty of time and are not under pressure. Vaclav recites the sonorous words and the air in the house grows chill. Will Save (DC14): 1d20 + 6 ⇒ (2) + 6 = 8 The corpse draws a sucking breath, though the eyes stay glazed and dead. "Ask your questions," the corpse speaks, it's voice is dead and sullen.
"Skin stealers, they normally lurk in the swamps to the south-east," she muses. "Rarely are they anything but another's catspaw. I see your reasoning, but we are busy." She takes out a scroll and offers it to Vaclav. "This is the spell you need, as one of Erastil's priests I am sure you are competent to to use it, Brother Vaclav - and you'll save my sisters the time and trouble. Ask your questions wisely."
Returning to the temple of Pharasma takes time to gain the attention of the clergy, but in the end a few acolytes are dispatched with a hand-cart to collect the bodies with you. With them you progress back to the temple. There you kick your heels for some time before Abess Aela can finally see you. "I've had confusing messages from my Acolytes, what is it you have discovered? These creatures are not undead."
Indeed. The house has clearly been ransacked weeks ago. Living rooms, studies, and bedrooms all. Nowhere is there any apparent place for the small golden key that Aylmora carries, until you look again into the study upstairs. There, you notice that the lion-heads on the mantle match that on the key. It takes several minutes of searching for you to find the tiny keyhole recessed in the back of the left-lion's throat. When turned, there is a click from the right lion, and the head hinges up on a cleverly hidden hinge revealing a tiny cache. Hidden inside is a bag of coins, a flat wooden case, and a thin black-leather ledger. The coins reveal to be 200 platinum pieces. The case contains the deed to Foxglove Manor.
Looking closer:
The deed indicates that the Foxglove family only financed two-thirds of the manor’s construction 80 years ago; the remainder was financed by a group called the “Brothers of the Seven.” The deed also bears an unusual clause near the end that indicates that after one hundred years, ownership of Foxglove Manor and the lands within a mile “around and below” reverts to the brothers. The ledger contains mundane bookkeeping entries for the running of the Foxglove estates.
Looking closer: Several entries near the end of the ledger should catch the PCs’ attention. These are nearly a dozen entries over the past three months labeled as “Iesha’s Trip to Absalom,” each indicating Foxglove was paying someone referred to as “B.7” 200 gp a week for her “trip,” dropping off the payment every Oathday at midnight at a place called “The Seven’s Sawmill.”
The clothing and accoutrements of the two have become part of their rubbery, malleable (and badly burned and chopped) bodies. Only the rapier, it's sheath, and the scarf are mundane items. The rapier is a fine weapon, very well made, but not magical. Knowledge (dungeoneering) DC19: They are faceless stalkers, creatures that dwell deep in marches and swamps on the fringes of society - or so it is hoped. They can assume the likeness of anyone given time, but can't eat solid food. Indeed, they are said to drink the blood of their victims. Often they are servants rather than masters.
Iesha lashes out at Gornak as he rises (+4 for prone). AoO Slam: 1d20 + 7 + 4 ⇒ (12) + 7 + 4 = 23 Damage: 1d6 + 4 ⇒ (6) + 4 = 10 The blow thuds home with far more force than a normal woman should possess. Aldern is dead. It's Iesha you are still fighting. One sweep of Gornak's hook sweeps into the wounded creature that dissembled to be Iesha Foxglove, cleaving it almost in two. As "she" crumples to the floor, her features also melt into blank, white, doughy flesh. As it does so, Thanadros appears at the foot of the stairs.
The drop is twenty feet, climbing down will take two rounds, DC10 thanks to a handy drainpipe. "Aldern" screams as the blast of fire strikes him full-on, and his body seems to melt and warp like soft wax in the sun - even his clothing seems to melt and flow where the ray struck him. One mishapen limb still grasps his rapier as he totters, and lashes out as Gornak surges past Vaclav. Attack of Opportunity: 1d20 + 8 ⇒ (2) + 8 = 10 Damage: 1d6 + 4 ⇒ (4) + 4 = 8 Then he collapses, the body shifting into a doughy-white, featureless humanoid form [Knowledge (Dungeoneering) DC19 to know what it is]. "Iesha" snaps out her bladed scarf at Gornak's feet: Trip AoO (CMB): 1d20 + 7 ⇒ (17) + 7 = 24 ...and the big guy goes down in D5. Then she lunges (to C3) for Vaclav. Grapple (CMB): 1d20 + 11 ⇒ (1) + 11 = 12 Damage (bladed scarf on successful grapple) 1d4 + 4 ⇒ (3) + 4 = 7 ...but fails to fully untangle her scarf as she does so.
The only exit is behind Aldern and Iesha, moving through their squares down the stairs is going to be difficult. You can move to D-5 or any other free square on the landing below by passing through D-4 and risking an AoO. Alternately, Thanadros could use a rope and drop out of the upper floor windows to the ground outside the front door? That would take two rounds, one to secure a rope and open a window, one to climb down. Thanadros cannot currently get a bead on Aldern or Iesha.
"Aldern" and "Iesha": 1d20 + 7 ⇒ (8) + 7 = 15 Thanadros 26
Aylmora's action happens in the "surprise round" moving into position, while A & I drew weapons and it's pretty clear they are going to to attack. Thanadros cannot actually see Aldern & Iesha, he either has to move down stairs and past them to a free square or hold action.
"I hardly think the Cardinal is an appropriate - what the hell is that!" Foxglove breaks off as what appears to be an undead horror comes rushing down the steps, brushing past the others. OK, you didn't say you were coming down the steps, I'm utilizing dramatic licence...now might be a good time for initiative checks.
"How about YOU surrender, and the guard present you to Judge Ironbriar - and see if he believes your tale! Clearly I am very mucvh alive!" There is a scrape of steel as he draws his sword. Next to him Iesha has uncoiled her scarf. "We do not surrender to footpads caught in our house," she adds darkly. Vaclav:
It sure as hell LOOKS like Foxglove, but you are also sure he knows exactly what you are talking about. Foxglove in D3, Iesha in E3 on the steps. Vaclav in D4, Gornak on the stairs in E4. Thanadros and Aylmora further upstairs.
Reality remains stubbornly uncompromising as Aldern and Iesha remain in existence. "It would seem that the entire city believed me dead," Aldern sighs. "So I suppose I must accept that you genuinely believed me to be gone. That does not, however, excuse you from burglary, if that is what you are doing. So who are you, and why are you in my house?"
As Vaclav descends the stairs he hears other footsteps rising up from below. A moment later he is confronted by a well-dressed man and a woman. The man lays a hand aggressively on the hilt of a rapier as he glares at you all. "Just who in the nine hells are you, and what are you doing ransacking our house?" he demands furiously. It's not his words that draw you up, but his appearance - those who have not seen him have probably seen his picture, and you have all seen the portrait of the woman next to him: they are Aldern and Iesha Foxglove.
Gornak wrote: Gornak listens at the door and then opens it. The door opens to what looks like a large and luxurious study, with a zebraskin rug on the floor and a fireplace mantel carved with lion's heads' at either end. Like everything else it looks like it has been ransacked. The bed and chair are torn apart, and the desk and footlocker have been looted; books from the empty book-case are scattered on the floor.
The sole door opens to a room with a marble floor and wood-panelled walls. The north and south walls here once featured shelves of hunting trophies—primarily elk, boars, and bears. All have been ripped from the walls and lie scattered on the floor. There is a fine layer of dust on the floor, with humanoid footprints on a to-and-fro pattern across them. They have been retrodden many times, and nothing more can be gleaned from them.
It takes some time to isolate where Foxgloves house is in Grand Arch District, but once you have the general area of Starsilver Plaza it's relatively easy to realise that the house with the boarded up door and windows facing a small courtyard fountain must be the one that hasn't been inhabited for a few months...
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