"Of course not. Just making sure that everyone stays focused." Carrhae remains resolute as Wolf uses the puppy dog eyes. "I'm confident in our abilities to gain information using other methods.As the crew piles off, Carrhae indicates for Misha to join her at the front of the marching order. "So I've been thinking about the last few days about my dream about your friend Jill and it occurred to me that if I can sometimes access your memories when I'm sleeping, it might not be entirely possible for you to do so while you're sleeping. Since you've met me, have you ever had a dream about something you don't remember happening to you?"
Misha wrinkled her nose at the smell of this place. She walked with Carrhae.
"Yes, I believe that when I first brought you from Feathergale Spirt to Acheron, Taetanicus's restorative powers someone had a...side effect between you and me. That would explain how you know Jeel. She ees woman from my past. Probably won't be the first time you will be able to see fragments of my past." she smirked at Carrhae. "Two nights ago, had strange vision of what appeared to be future, but after the Ritual of Incense, that is common among my people. Some of us have geeft of foresight, like Legion Commander. So, yes. But, who understands Acheronian spirituality, ah?" She threw back her head and laughed.
AREA 1 - THE HARBOR MASTER
These two stone buildings on a small island in the Merchants’ Quarter are the base of operations for Harbor Master Tak Merakin, a female half-orc and her twelve constables. Just through basic interactions, you can tell that Tak is profoundly lazy, and she explains that as long as merchants and fishers pay their dues without complaining, she doesn’t interfere with business on the water. She reacts only to obvious threats such as fires, riots, and storms — and even then, she displays an infuriating lethargy.
"Well just be warned, because some of my memories are unpleasant ones, so if you dream about something that happened to me, you might dream about one of those experiences, so I'm just letting you know, so that it's not a surprise. Although, you don't sleep as much as I do, so I think you'll be fine."
Area 1
"Yes, if I could just have a moment of your time, I would just like to know any information that you might have about who is committing the murders around this area and then my crew and I will leave here and trouble you no further."Said Carrhae, trying to hide her exasperation.
Rollback Post to RevisionRollBack
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
After yawning, Tak suggests that you seek out Master Rufrem in the Alchemist's Quarters. He's looking for people to help him clear the name of a person called Jarme.
As you slowly make your way towards the Alchemist's Quarter, you see an interesting sight. You come upon a dozen children chasing and tormenting an elderly male human. Judging by the description of the assignment from Saltmarsh, this elderly man fits the description of Master Refrum.
This post has potentially manipulated dice roll results.
“Oi!” Kali shouts out to grab the attention of the little mongrels, trudging towards them menacingly. “Back the **** up you little shits get away from him before I chop your limbs off with my axe!”
Intimidation: 24
Rollback Post to RevisionRollBack
Aeydof the Dragons || Wood Elf / Way of the Ascendant Dragon Monk Demetrios Zalaoras || Protector Aasimar / Paladin of Torm Hawke || Kalashtar / Circle of the Moon Druid Morticia || Half-Aasimar Rogue Yvan || Goliath / Path of the Wild Soul Barbarian | Paladin of Helm /ᐠ。ꞈ。ᐟ\
Carrhae was about to give those kids a scolding, but stops when she sees that Kali has it more than taken care of. Instead, she files this moment away as another example of why you shouldn't piss off Kali and goes to help Master Refrum. "Sir, are you all right?"
Rollback Post to RevisionRollBack
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
The children scurry like scared cats and and bolt away, leaving Master Refrum relieved and pleased to see you all.
"Excellent timing, yes, I am fine."he praises, relieved. "I have been the subject of much torment and ridicule lately. Come! Let us discuss the situation in my home. This way, I was just headed there while trying to intercept you all."
Refrum’s cluttered home is filled with half-finished clockwork inventions, and the air is thick with the smell of grease. Hundreds of books line every available inch of shelf space, and a tiny bed, likewise covered with books, stands in a corner of the room. He is a slight, bent figure. He wears simple gray clothing, speaks in short, excited gasps, and waves his arms when carried away with enthusiasm. As an inventory, he is one of the last philanthropists in the Styes, he explains, and he strives constantly to focus his research on caring for the local poor.
A number of murders has been plaguing the district by someone the district dubbed the "Lantern Ghost Killer". As the killings mounted, residents of the Styes grew increasingly frightened. Seven days ago, a local fisherman named Jarme Loveage was captured by a nighttime patrol with a bloody knife in his hands. According to reports, the confused fisherman professed his innocence to deaf ears, and Refrum believes he is innocent, for the simple reason that the murders did not stop. Only yesterday, Jarme Loveage dangled from the executioner’s noose. With Jarme’s death, the Styes has breathed a collective sigh of relief, but Refrum is still concerned.
Refrum explains how he has few friends in the district, and he is eager to enlist your aid in clearing Jarme Loveage’s name. Refrum attended Jarme’s execution the previous day, and the memory pains him. Because Jarme spent so much of his time alone, he had no alibi for the murders, but Refrum insists that his friend was a kind and honest man. He is angry about how Jarme was never properly put on trial. When he tried to meet with Jarme in his cell at Hopene’er Asylum, he was denied access by the militia. Faced with this challenge, Refrum explains how he has launched his own investigation into the Lantern Ghost killings, but he needs help. He describes how the killer had been on the prowl for half a year, striking intermittently and leaving mutilated victims in public locations to be discovered at dawn. He also describes how singularly inept the militia were in their efforts to track down the killer, and how the slayings had pushed the Styes to the brink of chaos. Jarme’s arrest came after he was found looming over the body of a victim, a dagger clutched in his bloodstained hands. Refrum can’t dispute this evidence, but he talks of how Jarme went to the gallows professing to have no memory of any slayings.
Part of what drives Refrum’s need to exonerate Jarme, he explains, is his belief that the Lantern Ghost is still killing. Rumors already spreading through the Styes talk of a young fisher named Raif turning up dead the morning after Jarme’s execution. The authorities were quick to ship the body to the mortuary for cremation, as if trying to cover up the event — and Refrum sees this as evidence that a sinister conspiracy in the Styes has some connection to the Lantern Ghost killings.
The priest suspects that agents of this conspiracy used enchantments to control Jarme, forcing him to commit one or more of the murders. When Jarme was caught, they used their influence to have him executed quickly. Now Refrum fears that the conspirators are not only free to continue their work — but that they know he’s onto them.
Refrum believes that the authorities are watching him. Moreover, his notoriety as a thorn in the side of the council means that many people are afraid to talk to him. As such, he believes that the characters will be able to gain access to information and witnesses that he can’t. The priest suggests that they start their investigation at Hopene’er Asylum.
Refrum intends to leave the Styes and spend a few weeks in hiding for his own safety.
This post has potentially manipulated dice roll results.
While Refrum and Carrhae are chatting, Sloop hides (Stealth: 27) and then snoops around his hovel, looking for evidence of whether Refrum is a good guy or if he’s pulling our legs (Investigation: 17).
Your investigation leads to conclusions of truthfulness.
HOPENE'ER ASYLUM
Hopene’er Asylum lies on Lamplicker’s Way in the High Quarter. The building is an old prison with bare walls and barred windows. A faded sign bearing the words “Welcome Home” hangs above the main entrance. Immediately upon entering, you meet Emil Trantor, a prematurely old female human physician with a worried brow and ashen-gray skin. You can clearly tell that Trantor and her staff of only four are hard-pressed to control the more than four hundred residents and prisoners housed in the asylum. A troubled youth by the door stares at you all.
"Yes?"Emil says, clearly in a huge hurry. "State your business! I am terribly busy!"
"If you're referring to Jarme, you're correct."Emil says.
Emil describes Jarme as a quiet sort who was resolute in his claims of innocence. Though Emil has no reason to doubt the evidence suggesting that the fisher committed the murder he was arrested for, she describes Jarme’s remorse as far more compelling — and far more believable — than that of any other troubled person she has ever worked with.
She also mentions that the only person allowed to visit Jarme was Councillor Dory, one of the Styes leaders. His presence at the asylum struck Emil as both unsettling and odd. Jarme’s body was cremated and the ashes were dumped into the receding tide. She finally volunteers that Jarme spent his last days of life covering the walls of his cell with drawings, etched with a cast-off lump of charcoal. She offers to let you see his cell if you wish.
Emil eventually stops before a heavily locked door, at which she offers a word of caution. “This wing is where the worst of our cases are kept. I beg you not to look into any of the other cells. We’ve given succor to many folk over the years. But those here are truly forsaken by the gods.”
Unlocking the door reveals a long corridor with iron doors lining both walls. Each door has a small viewing hatch that’s latched shut. An unnatural gurgle churns up from a cell to the right, and is quickly joined by other voices. Emil ignores the din as she hurries to the far end of the hall, where she ushers you through an open cell door. The walls beyond are covered with childlike sketches, all overlapping each other in confusing waves and patterned swirls.
Any of you can make a DC20 INT check to try and make out any of the markings. Character who have a proficiency in Nature can add twice their proficiency bonus to the check.
"Very well. You gave us permission to look into this cell, we won't go past those boundaries." Carrhae will help Sana examine the markings on the wall. She'll also tell Syltra to grant her Guidance.
The specific elements include the following details:
- The tentacled creature is shown devouring a coastal city whose skyline suggests the Styes.
- The creature is shown trapped in a deep chasm or underwater pit, its tentacles wrapped around humanoids who are dragged down into the inky dark.
- The tentacled creature appears to be shackled by a collar attached to a chain, with the chain held by another creature resembling a vile, multi-tailed fish that looks alien in nature.
"I think there's some kind of creature that was trapped nearby, and is now under the control of...something else," Sana suggests, after relaying the information.
"Of course not. Just making sure that everyone stays focused." Carrhae remains resolute as Wolf uses the puppy dog eyes. "I'm confident in our abilities to gain information using other methods. As the crew piles off, Carrhae indicates for Misha to join her at the front of the marching order. "So I've been thinking about the last few days about my dream about your friend Jill and it occurred to me that if I can sometimes access your memories when I'm sleeping, it might not be entirely possible for you to do so while you're sleeping. Since you've met me, have you ever had a dream about something you don't remember happening to you?"
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
Misha wrinkled her nose at the smell of this place. She walked with Carrhae.
"Yes, I believe that when I first brought you from Feathergale Spirt to Acheron, Taetanicus's restorative powers someone had a...side effect between you and me. That would explain how you know Jeel. She ees woman from my past. Probably won't be the first time you will be able to see fragments of my past." she smirked at Carrhae. "Two nights ago, had strange vision of what appeared to be future, but after the Ritual of Incense, that is common among my people. Some of us have geeft of foresight, like Legion Commander. So, yes. But, who understands Acheronian spirituality, ah?" She threw back her head and laughed.
AREA 1 - THE HARBOR MASTER
These two stone buildings on a small island in the Merchants’ Quarter are the base of operations for Harbor Master Tak Merakin, a female half-orc and her twelve constables. Just through basic interactions, you can tell that Tak is profoundly lazy, and she explains that as long as merchants and fishers pay their dues without complaining, she doesn’t interfere with business on the water. She reacts only to obvious threats such as fires, riots, and storms — and even then, she displays an infuriating lethargy.
"Well just be warned, because some of my memories are unpleasant ones, so if you dream about something that happened to me, you might dream about one of those experiences, so I'm just letting you know, so that it's not a surprise. Although, you don't sleep as much as I do, so I think you'll be fine."
Area 1
"Yes, if I could just have a moment of your time, I would just like to know any information that you might have about who is committing the murders around this area and then my crew and I will leave here and trouble you no further." Said Carrhae, trying to hide her exasperation.
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
After yawning, Tak suggests that you seek out Master Rufrem in the Alchemist's Quarters. He's looking for people to help him clear the name of a person called Jarme.
Carrhae thanks Tak for her help before having the team head to the Alchemist's Quarters.
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
As you slowly make your way towards the Alchemist's Quarter, you see an interesting sight. You come upon a dozen children chasing and tormenting an elderly male human. Judging by the description of the assignment from Saltmarsh, this elderly man fits the description of Master Refrum.
“Oi!” Kali shouts out to grab the attention of the little mongrels, trudging towards them menacingly. “Back the **** up you little shits get away from him before I chop your limbs off with my axe!”
Intimidation: 24
Aeyd of the Dragons || Wood Elf / Way of the Ascendant Dragon Monk
Demetrios Zalaoras || Protector Aasimar / Paladin of Torm
Hawke || Kalashtar / Circle of the Moon Druid
Morticia || Half-Aasimar Rogue
Yvan || Goliath / Path of the Wild Soul Barbarian | Paladin of Helm
/ᐠ。ꞈ。ᐟ\
Carrhae was about to give those kids a scolding, but stops when she sees that Kali has it more than taken care of. Instead, she files this moment away as another example of why you shouldn't piss off Kali and goes to help Master Refrum. "Sir, are you all right?"
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
The children scurry like scared cats and and bolt away, leaving Master Refrum relieved and pleased to see you all.
"Excellent timing, yes, I am fine." he praises, relieved. "I have been the subject of much torment and ridicule lately. Come! Let us discuss the situation in my home. This way, I was just headed there while trying to intercept you all."
Refrum’s cluttered home is filled with half-finished clockwork inventions, and the air is thick with the smell of grease. Hundreds of books line every available inch of shelf space, and a tiny bed, likewise covered with books, stands in a corner of the room. He is a slight, bent figure. He wears simple gray clothing, speaks in short, excited gasps, and waves his arms when carried away with enthusiasm. As an inventory, he is one of the last philanthropists in the Styes, he explains, and he strives constantly to focus his research on caring for the local poor.
A number of murders has been plaguing the district by someone the district dubbed the "Lantern Ghost Killer". As the killings mounted, residents of the Styes grew increasingly frightened. Seven days ago, a local fisherman named Jarme Loveage was captured by a nighttime patrol with a bloody knife in his hands. According to reports, the confused fisherman professed his innocence to deaf ears, and Refrum believes he is innocent, for the simple reason that the murders did not stop. Only yesterday, Jarme Loveage dangled from the executioner’s noose. With Jarme’s death, the Styes has breathed a collective sigh of relief, but Refrum is still concerned.
Refrum explains how he has few friends in the district, and he is eager to enlist your aid in clearing Jarme Loveage’s name. Refrum attended Jarme’s execution the previous day, and the memory pains him. Because Jarme spent so much of his time alone, he had no alibi for the murders, but Refrum insists that his friend was a kind and honest man. He is angry about how Jarme was never properly put on trial. When he tried to meet with Jarme in his cell at Hopene’er Asylum, he was denied access by the militia. Faced with this challenge, Refrum explains how he has launched his own investigation into the Lantern Ghost killings, but he needs help. He describes how the killer had been on the prowl for half a year, striking intermittently and leaving mutilated victims in public locations to be discovered at dawn. He also describes how singularly inept the militia were in their efforts to track down the killer, and how the slayings had pushed the Styes to the brink of chaos. Jarme’s arrest came after he was found looming over the body of a victim, a dagger clutched in his bloodstained hands. Refrum can’t dispute this evidence, but he talks of how Jarme went to the gallows professing to have no memory of any slayings.
Part of what drives Refrum’s need to exonerate Jarme, he explains, is his belief that the Lantern Ghost is still killing. Rumors already spreading through the Styes talk of a young fisher named Raif turning up dead the morning after Jarme’s execution. The authorities were quick to ship the body to the mortuary for cremation, as if trying to cover up the event — and Refrum sees this as evidence that a sinister conspiracy in the Styes has some connection to the Lantern Ghost killings.
The priest suspects that agents of this conspiracy used enchantments to control Jarme, forcing him to commit one or more of the murders. When Jarme was caught, they used their influence to have him executed quickly. Now Refrum fears that the conspirators are not only free to continue their work — but that they know he’s onto them.
Refrum believes that the authorities are watching him. Moreover, his notoriety as a thorn in the side of the council means that many people are afraid to talk to him. As such, he believes that the characters will be able to gain access to information and witnesses that he can’t. The priest suggests that they start their investigation at Hopene’er Asylum.
Refrum intends to leave the Styes and spend a few weeks in hiding for his own safety.
"That's a very good idea, Refrum. We'll handle the investigation from here." Carrhae has the team head towards the asylum.
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
While Refrum and Carrhae are chatting, Sloop hides (Stealth: 27) and then snoops around his hovel, looking for evidence of whether Refrum is a good guy or if he’s pulling our legs (Investigation: 17).
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Your investigation leads to conclusions of truthfulness.
HOPENE'ER ASYLUM
Hopene’er Asylum lies on Lamplicker’s Way in the High Quarter. The building is an old prison with bare walls and barred windows. A faded sign bearing the words “Welcome Home” hangs above the main entrance. Immediately upon entering, you meet Emil Trantor, a prematurely old female human physician with a worried brow and ashen-gray skin. You can clearly tell that Trantor and her staff of only four are hard-pressed to control the more than four hundred residents and prisoners housed in the asylum. A troubled youth by the door stares at you all.
"Yes?" Emil says, clearly in a huge hurry. "State your business! I am terribly busy!"
"We're the team sent from Saltmarsh to investigate the murders. We were told that there might be leads here."
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
"If you're referring to Jarme, you're correct." Emil says.
Emil describes Jarme as a quiet sort who was resolute in his claims of innocence. Though Emil has no reason to doubt the evidence suggesting that the fisher committed the murder he was arrested for, she describes Jarme’s remorse as far more compelling — and far more believable — than that of any other troubled person she has ever worked with.
She also mentions that the only person allowed to visit Jarme was Councillor Dory, one of the Styes leaders. His presence at the asylum struck Emil as both unsettling and odd. Jarme’s body was cremated and the ashes were dumped into the receding tide. She finally volunteers that Jarme spent his last days of life covering the walls of his cell with drawings, etched with a cast-off lump of charcoal. She offers to let you see his cell if you wish.
She knows nothing more.
Carrhae accepts the offer and has Emil lead the crew to Jarmes cell.
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
Emil eventually stops before a heavily locked door, at which she offers a word of caution. “This wing is where the worst of our cases are kept. I beg you not to look into any of the other cells. We’ve given succor to many folk over the years. But those here are truly forsaken by the gods.”
Unlocking the door reveals a long corridor with iron doors lining both walls. Each door has a small viewing hatch that’s latched shut. An unnatural gurgle churns up from a cell to the right, and is quickly joined by other voices. Emil ignores the din as she hurries to the far end of the hall, where she ushers you through an open cell door. The walls beyond are covered with childlike sketches, all overlapping each other in confusing waves and patterned swirls.
Any of you can make a DC20 INT check to try and make out any of the markings. Character who have a proficiency in Nature can add twice their proficiency bonus to the check.
"Very well. You gave us permission to look into this cell, we won't go past those boundaries." Carrhae will help Sana examine the markings on the wall. She'll also tell Syltra to grant her Guidance.
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
Sana examines away with all the help from everywhere.
20+4
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
The specific elements include the following details:
- The tentacled creature is shown devouring a coastal city whose skyline suggests the Styes.
- The creature is shown trapped in a deep chasm or underwater pit, its tentacles wrapped around humanoids who are dragged down into the inky dark.
- The tentacled creature appears to be shackled by a collar attached to a chain, with the chain held by another creature resembling a vile, multi-tailed fish that looks alien in nature.
"I think there's some kind of creature that was trapped nearby, and is now under the control of...something else," Sana suggests, after relaying the information.
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!