It has been a tenday since the Chaotic Relief Adventuring Party (CRAP) first traveled to Thorn Island to investigate the malfunctioning of the Sokol Lighthouse. Much has happened since then, but for the past several days, CRAP has been laying low and keeping an ear to the ground. The House of the Hand has been kindly hosting the group for the time being but Utar knows that their resources are better spent on those truly in need. The priests and acolytes would never ask Utar and his companions to leave, but the half-orc knows better.
A few days past, a fully healed Rorin was sent on his way back to his family. Apart from a large scar on his sternum about the size of a heavy brick, the youngster is no worse for wear. He was thankful for the treatment and might have even become a bit more faithful in the process. A couple of the priests at the temple even think they have a future acolyte in him.
Days have been mostly uneventful in comparison to the day of Rillo’s execution, but rumors abound. Here are a few things you have picked up throughout the tenday:
Neya:
While commissioning and waiting for your shortsword to be silvered, the blacksmith you ordered the service from asked you if you were “also getting protection for all these muggings and robberies that have been happening.” When pressed for more information, he only knew that “some never-do-gooders around town have become more active lately,” but that “these assaults are usually too small to trigger any action from the Black Fist.”
The letter you sent to your clan from the temple regarding the dead agent you came across should have arrived at its destination by now. However, it has not yet been long enough for responses to have arrived. If and when they do, they will be addressed to the temple of Torm, as you requested. The folks there are trustworthy.
Graxx:
The name of Guard Sergeant Hurn has been making its rounds around town. Most have no reason to doubt he was indeed the hero behind the Sokol Lighthouse restoration. The dwarf himself is doing nothing to deny it, though he is not prancing around claiming the laurels either (probably out of fear from facing CRAP again). Word on the street is that he is getting some sort of award for his contributions to the city of Phlan.
Apart from the inflow of ships that were waiting on the bay for the lighthouse to come back online, sea trade in Phlan has come to a halt once more. Rumors of a ghost ship sailed by humanoid shadows are spoken in hushed tones around the docks. Some even say they have attacked small communities around the Moonsea, not too far from Phlan itself. Strangely enough, the weather has also failed to clear. Heavy grey clouds have loomed over the skies for many, many days now.
Utar:
In the streets, the whispers of “Rillo, the vengeful” and “the Leadstopper sinkhole” are flying back and forth. Most did not know the gnome personally but are quick to posthumously attach a stereotypical mischievous personality to the elder. Because of it, the general populace has no reason to doubt his public confession or suspect that he did not indeed act alone. Some have started to develop a boastful claim showered in hindsight. Over the last couple of days, you heard some people say things like “If only I could have my hands on the gnome…” and “We should raid his home to make him pay.”
No more public sightings of Captain Aleyd Burral have occurred since the execution. Her name was used publicly only once, two days ago when the order to finally take Rillo’s body from the gallows came down from the Stojanow Gate. The body was taken to Valhingen Graveyard for care under the Kelemvor faithful. Some peasants fought against the decision, wanting to burn and curse the gnome’s body instead.
Doozey:
The robed man in black, white, and gold that hosted the recent execution along with the tall female knight is apparently a well-known figure in town. It was easy enough coming up with his name after asking random strangers. He is Doomguide Yovir Glandon, the highest priest of Kelemvor in town. It is apparently part of the standard execution protocol to have the highest representative of the Judge of the Damned (one of Kelemvor’s aliases) present at such occasions. The man can normally be found at the Valhingen Graveyard, just outside the western wall of the city.
Biscuit has been behaving a bit oddly while walking through town. Every now and then he points and growls similarly to what he did when first meeting Rorin. He points out dead animals in alley corners when he comes across them too, such as rats, mice, and even a cat. He even looks suspiciously at birds if they linger a bit too long.
Never one to overstay a welcome, Doozey is probably the most antsy to look around for an Inn or any other temporary residence closer in town when left to his own devices. Only any insistence from others would stay following through out the halfling. That, and belief in Graxx words about the groups uncanny luck when it came to stumbling upon work. But at the very least, he parted company at times to explore the town, promising to return (or check in, as the case may be) with the others after taking care of business elsewhere over the past few days.
While learning of the robed figure had set his heart at ease, it took time to build up the courage to seek him out. The present day alone marked his second or third attempt at reaching the graveyard, only to hesitate along the way. Startled out of his musing at Biscuit's growling, Doozey starts to open his mouth to chide the woolly canine, only to hesitate and squint at the latest dead-eyed discovery. Patting Biscuit's side in signal to stay, Doozey dismounts for a closer inspection. Whether eying it, stick prodding, and some tentative gloved hand manipulation teaches anything, Doozey closes his eyes.
A second passes... Then another.... Then a third.... The world disappeared on the fourth as Doozey dug deep into primal connections throughout the world, searching for any sign of disturbances in the great current of life upon the material plane. For outsiders and the unnatural whose very existence created ripples wherever they went...
(@Lerus: I don't know what kind of skill check you want for examining one of those corpses he found. But afterwards, Doozy is using Primeval Awareness)
Primeval Awareness
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Graxx goes through his backpack making sure he didn't forget anything at the house of the hand. He will then go to the common are of the temple to find anyone else in the area.
"I reckon it's about time we move on'. Word is the ships have stopped comin' in out of fear of some ghost ships!", say Graxx as he shurgs.
"Seems to be a trend but these don't sound as kind as the last ghost we met. They are raiding the area around Moonsea sounds like. Now what in the world does a group of ghosts have to gain by raidin' some towns?"
Graxx pats his satchel.
"Now I'm inclined to go help these folks but I'm pretty sure somebody might be willing to pay some coin to get those ships sailin' back in. Maybe our ol' friend Sergeant Hurn? Or maybe the hero himself plans to take on this ships."
While still at the blacksmith, Neya's curiosity of piqued, "Thank you for the warning, friend. Maybe I should get something more as well. Perhaps I should purchase a quarterstaff as well? Silvered weapons are good against more resilient foes, but they are a little more than called for against others."
"Are there certain areas where these muggings generally take place? Perhaps I could avoid those areas if I can help it."
After her business with the blacksmith complete she returns to the group and responds to Graxx.
"From what we saw so far, ghosts don't tend to want for much. Sure, sometimes the odd act of revenge or justice, but beyond that, nothing else. Granted, we've only seen one example, so you can take that with a grain of salt. My point is, they are possibly closer in nature to the recent string of muggings around town."
Having the other members of Chaotic Relief in the House of the Hand over the last tenday has been an experience. While having his friends close has been great, but he can't help but feel that they are overstaying their welcome with the others. Utar can't help but notice Brother Tyree has been put back on kitchen duty and he is keen not to inflict that on the others.
"I thought returning the lighthouse to operation would scare off those pirates? A spate of muggings might be worth our while as well..."
Utar bows his head, pausing for a moment before continuing,
"I wonder if we might be best trying to visit Valhingen Graveyard, pay our respects to Rillo. I reckon the priest there owes us a favour."
(OOC: We start this adventure with Utar and Graxx signaling that it is time to go. You are leaving the House of the Hand with your belongings, signaling you won't be back to spend the night this time around and probably for the evenings to come. That said, it is still early morning. You have the entire day ahead of you and don't necessarily need to go off immediately looking for other lodging arrangements.)
OVER THE PAST TENDAY:
Whether Doozey used his primeval senses around one of the dead animals that Biscuit found or around the live ones that seem to linger a bit too long, the response was the same: some fey traces in the elven, gnomish, and halfling populace in town; some dragon-line traces in the dragonborn or a few others that seem kin on magic use; but no "dripping dagger" sign of a clear culprit behind the small animal killings or stubborn animal sightings.
While at the blacksmith, apart from what was already shared, Neya gets a few more pieces of information. Alero the Smithy, as he is known, shares that these attacks seem to take place on the eastern side of town more often than not, which is not surprising as that is the more residential portion of Phlan. Alero's weaponsmithing workshop is itself in the east part of town, justifying his concerns. Also, he'll gladly sell Neya a quarterstaff reinforced with iron at the ends if she truly wants one.
(@Drache: Or was that an attempt to get on his good side? If so, rest assured he is quite happy already since selling you a silvering service. The "iron-reinforced" part of the weapon is just flavor, by the way.)
BACK AT PRESENT TIME:
The group leaves the the House of the Hand behind for now, knowing they will need to find another place to sleep tonight. Doozey seems a bit worried about that, but knows they have plenty of time til nightfall. Graxx instead, is more worried about some of the recent news he heard, but Neya does her best to calm him down a bit. Meanwhile, Utar ponders on a few leads that might be worth CRAP's time.
(@MB: So, can we get more on Brother Tyree? I'm enjoying that one of the Torm's faithful at the temple seems to be the goofball of the group. Delivering justice and diarrhea in one fell swoop! Haha!)
(OOC: So, which lead are you guys following first? Feel free to discuss in the OOC chat if you'd like.)
(OOC I just enjoy the idea of some sort of really earnest acolyte or monk at the temple who everyone has a real respect for, who is liked by everyone they meet but just...is a goofball?
Is the temple exclusively male? Or does everyone get called Brother by the other residents? I'm imagining it said in a Macho Man Randy Savage style if its that.)
Whether or not he discovers anything, Doozey silently resolved to keep an eye out for more of Biscuit's marked target in the future...
Present Day:
"It could even be all connected. At least, some of it." Doozey eventually pipes up on after a while. "I... wish to visit this priest as well. Biscuit and I -- Well, Biscuit, anyways--" He pats the big boofer on the head. "Been finding some odd animal corpses around town. Now, I know that alone is not all too big a deal. But Biscuit would have more a mind to eat or ignore such things normally. The fact that he's wary about it -- About certain birds too -- has me a little worried to say the least that something unnatural is haunting the city. A spreader of death that may only be getting started, if not some mere disease." He confesses.
Regardless, whichever lead the group are more keen to follow-up on first, the halfling puts up no more fight on it. Though he would continue to be fidgety and constantly on the look out for unnatural danger wherever they go..
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
(OOC: @Lerus I was thinking of getting a secondary weapon for mundane foes after getting her sword silvered. So, Neya's actually buying it. *deducts 2 sp.*)
"The muggings are seem to be quick ambushes. So other than wandering the eastern part of the city, the only thing we can do is try and ask around to narrow down where they tend happen. Furthermore, if even if we find out where they happen, I don't think they would try to attack a number armed armed targets. For that, I think bait is required. But even that's not a sure thing."
"The source of a disease, however, can be more easily tracked. From knowing how it infects its victims, we should be able to follow the path of its spread."
"While we investigate those, we can also ask about the 'ghosts.' It's a bit of juggling, but I feel we can do it."
(@MB: The temple is not exclusively male. Sister Ahkt, for instance, has a mean voice when it comes time for singing or chanting!)
(@Drache: Got it. Purchase completed.)
Doozey's analytical eyes find out that those small animals died from slashing or piercing wounds. They were more savage than surgical in nature, and match with marks that one would expect to be created by fangs or claws. There is no sign of disease on these animals apart from those normally carried by rodents in an urban setting, though the rot smell shows that some of the kills were fresher than others.
BACK TO THE PRESENT:
While deciding what to do next, the group instinctively gravitates towards the south part of town by walking through The Mezzanine (a road, refer to map). They seem inclined to visit the graveyard, but they also seem to be curious about the dead animals.
(@All: Let me know what you decide. Perhaps you'll split the party and investigate everything simultaneously? *Cue evil laugh*).
Graxx bows his head and shakes it up and down agreeing with the thought in his head.
”I really would like to pay my respects to Rillo... He really surprised me with his courage. Many folks change when faced with death. That fella didn’t and that shows who he really was. So... that’s what I’d like to do first if it’s alright with y’all. Head up to the graveyard.”
The group crosses bridges over the Stojanow River twice, walking through Podol Plaza once again in between crossings. So much has happened here. The crying mother just outside the Tea Kettle begging for help for her family and workers (Episode 2); the vigil (Episode 5) for those who lost their lives at the Tea Kettle Incident (Episode 4); and more recently, Rillo's execution (Episode 6). The gallows are empty now, but they are never left unused for too long under martial law...
The gates of the Valhingen Graveyard are always left unlocked during the day. Visitors are welcome at their own accord. Despite the graveyard's immense span, the structure in the middle that serves as Kelemvor's temple is simple and grey. Visitors seem to prefer to pray at their loved ones' graves as opposed to make use of the temple, so the building is mostly used by the many Kelemvor priests in the grounds. Utar has noticed in the past that there are a lot more Kelemvor priests than Torm ones in town. Many of these priests are walking around the graveyard as Graxx leads the group towards the temple in the center. Some priests and acolytes look up, but most simply keep tending to the many graves, gardens, or even fruit trees spread about. Neya even recognizes the flower scent floating around from the last time she walked these paths.
One such priest recognizes most of you from a distance. Waving from afar but walking slowly towards you in his soil-stained yellowish robes, Brother Keefe displays a welcoming smile. "It has been a while since I visited that tavern and asked for your help," he says fondly (Episode 3). The tall, dour-looking human glances around, setting his eyes and balding pate on Doozey: "I don't believe we have met before. I am Brother Keefe, a disciple of Kelemvor. I hired your friends in the past. They earned every copper of it." He cleans his hands and extends them to greet each of you.
"What brings you back to the graveyard, if I may ask?" he finally says once the pleasantries are completed.
Neya greets him with a smile, "It has been a while, friend. We were told Rillo Leadstopper was taken here after his execution. We had helped him with a family issue not long before the collapse of the Lyceum. We want to bid him a final farewell."
Doozey is, in a word, tense once the group reach the gate. There are few moments in which the halfling isn't look around, a hand ever close the rapier at his side. Even Biscuit usually upbeat mannerisms are subdued as the group makes their way. None of it surprising given the few times the halfling has opened up enough to share the grim tales of his last group, and their hunt for something dark and powerful. Even when they do finally reach their destination, Doozey regards Brother Keefe warily for a second or two longer than most strangers prior to offering up a weak, but apologetic smile. "The name is Doozey. Doozey Redfoot. And this here is me brother Biscuit." Biscuit boofs at his name, and if not for some quick thinking restraining, it looked as if the woolly beast might greet Keefe similiar to Utar, gravedust or no.
"We're hunters of a particular sort, and, well, recently joined this lot to help as we may among other reasons." He adds, and then steps back letting the others do the talking. Much as he had his own questions, even a short conversation left him leery of saying too much more.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
"Very well, very well." Brother Keefe nods as the pleasantries go on. He pets Biscuit if allowed, but only briefly. He also nods to Graxx, knowing his silence is in no way an affront. Then, Neya asks about Rillo and the man shows a surprised face. "You know, you are not the first ones to come asking for the gnomish fellow today. In fact, you might have to share your visit. Come, come, I'll show you where he's been interred."
Brother Keefe leads you through rows of well-chiseled tombstones, greeting other priests as he passes. While keeping his pleasant and calm demeanor, he speaks without looking directly at you. His voice sounds a bit more grave than before (no pun intended). "When we get to RIllo Leadstopper's resting place, you'll meet Doomguide Yovir Glandon. You may remember me mentioning his name to you before," he recalls (Episode 3). "He has been talking to the other visitor for some time now. I do not know the details, but he seems quite concerned these days. Whatever it is, you might be able to help."
Just before making the last turn needed, Brother Keefe adds: "Once you are done talking to him, come back and find me. I may have another favor to ask of you." Brother Keefe then makes said last turn and calls out to a grey robed man, working in the dirt next to a tombstone. A familiar female gnome stands next to him, looking at the grave. Only the naive would fail to notice that Yovir and Villonah are talking to each other while trying not to look like they are doing so. The interruption does not startle them. Villonah decides not to turn immediately and continue to face her father's grave. Yovir stops turning the dirt with a small hand trowel and tending the several pots of plants next to him.
You get closer. Villonah then turns and recognizes most of the faces, but chooses not to say anything just yet. She looks much healthier than last time you saw her (Episode 5). Her long curly hair has grown to the small of her back, and its dark orange color is more easily seen out in the open. Her small frame is well protected by scale armor that includes paldrons; her greaves and armbands are of metal as well. She carries a round shield and a shortsword on her back.
The man that was gardening until just recently, places some of the supplies atop his head, which is protected by headpiece made of simple fabric. He expertly balances his equipment atop his head, making it obvious that this is his preferred method of burden carrying. His robes are dirty, and his long beard scraggly. Doozey notices that his attire is obviously very different from what he was wearing last time he saw the priest. Without looking up, Yovir speaks with an even tone and heavily accented voice: "I am Yovir Glandon. It is a pleasure to meet you. How may I help you or how may you help me?"
Brother Keefe nods in respect and leaves the party alone to talk to the other two. On his way, he nods to the group as a reminder that he expects to talk to you again once you finish the visit to the grave.
This post has potentially manipulated dice roll results.
Utar gives a nod of thanks to Keefe as he leaves, before turning to Yovir. A little unsure as to how to address him, Utar tries to remember anything he can about the Kelemvorites and their ways, hopefully avoiding anything disrespectful or offensive as he introduces the group.
(@Utar: Times like these makes me wish I'd gone that 4th level sooner for Second Chance Feat. X) )
Doozey is surprised for half a second seeing Villonah before rapidly shaking his head at some thought. Focusing back on the retreating Keefe, he nods back in wholeheartedly agreement in passing. "A pleasure to meet ya face to face, Mr. Glandon. The name is Doozey Redfoot. I... A number of us came to pay respect to the one before this one." He says in a soft spoken voice, and then gestures over to Villnoah and the grave. "Though I must confess that I am not familiar with the mourning rituals in these parts. Perhaps there you can provide some guidance? Any other business should come after." He confesses after seeing some hesitance in the others.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
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EPISODE 7 - SHADOWS OVER THE MOONSEA
It has been a tenday since the Chaotic Relief Adventuring Party (CRAP) first traveled to Thorn Island to investigate the malfunctioning of the Sokol Lighthouse. Much has happened since then, but for the past several days, CRAP has been laying low and keeping an ear to the ground. The House of the Hand has been kindly hosting the group for the time being but Utar knows that their resources are better spent on those truly in need. The priests and acolytes would never ask Utar and his companions to leave, but the half-orc knows better.
A few days past, a fully healed Rorin was sent on his way back to his family. Apart from a large scar on his sternum about the size of a heavy brick, the youngster is no worse for wear. He was thankful for the treatment and might have even become a bit more faithful in the process. A couple of the priests at the temple even think they have a future acolyte in him.
Days have been mostly uneventful in comparison to the day of Rillo’s execution, but rumors abound. Here are a few things you have picked up throughout the tenday:
Neya:
While commissioning and waiting for your shortsword to be silvered, the blacksmith you ordered the service from asked you if you were “also getting protection for all these muggings and robberies that have been happening.” When pressed for more information, he only knew that “some never-do-gooders around town have become more active lately,” but that “these assaults are usually too small to trigger any action from the Black Fist.”
The letter you sent to your clan from the temple regarding the dead agent you came across should have arrived at its destination by now. However, it has not yet been long enough for responses to have arrived. If and when they do, they will be addressed to the temple of Torm, as you requested. The folks there are trustworthy.
Graxx:
The name of Guard Sergeant Hurn has been making its rounds around town. Most have no reason to doubt he was indeed the hero behind the Sokol Lighthouse restoration. The dwarf himself is doing nothing to deny it, though he is not prancing around claiming the laurels either (probably out of fear from facing CRAP again). Word on the street is that he is getting some sort of award for his contributions to the city of Phlan.
Apart from the inflow of ships that were waiting on the bay for the lighthouse to come back online, sea trade in Phlan has come to a halt once more. Rumors of a ghost ship sailed by humanoid shadows are spoken in hushed tones around the docks. Some even say they have attacked small communities around the Moonsea, not too far from Phlan itself. Strangely enough, the weather has also failed to clear. Heavy grey clouds have loomed over the skies for many, many days now.
Utar:
In the streets, the whispers of “Rillo, the vengeful” and “the Leadstopper sinkhole” are flying back and forth. Most did not know the gnome personally but are quick to posthumously attach a stereotypical mischievous personality to the elder. Because of it, the general populace has no reason to doubt his public confession or suspect that he did not indeed act alone. Some have started to develop a boastful claim showered in hindsight. Over the last couple of days, you heard some people say things like “If only I could have my hands on the gnome…” and “We should raid his home to make him pay.”
No more public sightings of Captain Aleyd Burral have occurred since the execution. Her name was used publicly only once, two days ago when the order to finally take Rillo’s body from the gallows came down from the Stojanow Gate. The body was taken to Valhingen Graveyard for care under the Kelemvor faithful. Some peasants fought against the decision, wanting to burn and curse the gnome’s body instead.
Doozey:
The robed man in black, white, and gold that hosted the recent execution along with the tall female knight is apparently a well-known figure in town. It was easy enough coming up with his name after asking random strangers. He is Doomguide Yovir Glandon, the highest priest of Kelemvor in town. It is apparently part of the standard execution protocol to have the highest representative of the Judge of the Damned (one of Kelemvor’s aliases) present at such occasions. The man can normally be found at the Valhingen Graveyard, just outside the western wall of the city.
Biscuit has been behaving a bit oddly while walking through town. Every now and then he points and growls similarly to what he did when first meeting Rorin. He points out dead animals in alley corners when he comes across them too, such as rats, mice, and even a cat. He even looks suspiciously at birds if they linger a bit too long.
Never one to overstay a welcome, Doozey is probably the most antsy to look around for an Inn or any other temporary residence closer in town when left to his own devices. Only any insistence from others would stay following through out the halfling. That, and belief in Graxx words about the groups uncanny luck when it came to stumbling upon work. But at the very least, he parted company at times to explore the town, promising to return (or check in, as the case may be) with the others after taking care of business elsewhere over the past few days.
While learning of the robed figure had set his heart at ease, it took time to build up the courage to seek him out. The present day alone marked his second or third attempt at reaching the graveyard, only to hesitate along the way. Startled out of his musing at Biscuit's growling, Doozey starts to open his mouth to chide the woolly canine, only to hesitate and squint at the latest dead-eyed discovery. Patting Biscuit's side in signal to stay, Doozey dismounts for a closer inspection. Whether eying it, stick prodding, and some tentative gloved hand manipulation teaches anything, Doozey closes his eyes.
A second passes... Then another.... Then a third.... The world disappeared on the fourth as Doozey dug deep into primal connections throughout the world, searching for any sign of disturbances in the great current of life upon the material plane. For outsiders and the unnatural whose very existence created ripples wherever they went...
(@Lerus: I don't know what kind of skill check you want for examining one of those corpses he found. But afterwards, Doozy is using Primeval Awareness)
Primeval Awareness
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.
When you realize you're doing too much: Signature.
Graxx goes through his backpack making sure he didn't forget anything at the house of the hand. He will then go to the common are of the temple to find anyone else in the area.
"I reckon it's about time we move on'. Word is the ships have stopped comin' in out of fear of some ghost ships!", say Graxx as he shurgs.
"Seems to be a trend but these don't sound as kind as the last ghost we met. They are raiding the area around Moonsea sounds like. Now what in the world does a group of ghosts have to gain by raidin' some towns?"
Graxx pats his satchel.
"Now I'm inclined to go help these folks but I'm pretty sure somebody might be willing to pay some coin to get those ships sailin' back in. Maybe our ol' friend Sergeant Hurn? Or maybe the hero himself plans to take on this ships."
While still at the blacksmith, Neya's curiosity of piqued, "Thank you for the warning, friend. Maybe I should get something more as well. Perhaps I should purchase a quarterstaff as well? Silvered weapons are good against more resilient foes, but they are a little more than called for against others."
"Are there certain areas where these muggings generally take place? Perhaps I could avoid those areas if I can help it."
After her business with the blacksmith complete she returns to the group and responds to Graxx.
"From what we saw so far, ghosts don't tend to want for much. Sure, sometimes the odd act of revenge or justice, but beyond that, nothing else. Granted, we've only seen one example, so you can take that with a grain of salt. My point is, they are possibly closer in nature to the recent string of muggings around town."
Extended Signature
Having the other members of Chaotic Relief in the House of the Hand over the last tenday has been an experience. While having his friends close has been great, but he can't help but feel that they are overstaying their welcome with the others. Utar can't help but notice Brother Tyree has been put back on kitchen duty and he is keen not to inflict that on the others.
"I thought returning the lighthouse to operation would scare off those pirates? A spate of muggings might be worth our while as well..."
Utar bows his head, pausing for a moment before continuing,
"I wonder if we might be best trying to visit Valhingen Graveyard, pay our respects to Rillo. I reckon the priest there owes us a favour."
(OOC: We start this adventure with Utar and Graxx signaling that it is time to go. You are leaving the House of the Hand with your belongings, signaling you won't be back to spend the night this time around and probably for the evenings to come. That said, it is still early morning. You have the entire day ahead of you and don't necessarily need to go off immediately looking for other lodging arrangements.)
OVER THE PAST TENDAY:
Whether Doozey used his primeval senses around one of the dead animals that Biscuit found or around the live ones that seem to linger a bit too long, the response was the same: some fey traces in the elven, gnomish, and halfling populace in town; some dragon-line traces in the dragonborn or a few others that seem kin on magic use; but no "dripping dagger" sign of a clear culprit behind the small animal killings or stubborn animal sightings.
(@Ori: Please give me a veterinarian check).
While at the blacksmith, apart from what was already shared, Neya gets a few more pieces of information. Alero the Smithy, as he is known, shares that these attacks seem to take place on the eastern side of town more often than not, which is not surprising as that is the more residential portion of Phlan. Alero's weaponsmithing workshop is itself in the east part of town, justifying his concerns. Also, he'll gladly sell Neya a quarterstaff reinforced with iron at the ends if she truly wants one.
(@Drache: Or was that an attempt to get on his good side? If so, rest assured he is quite happy already since selling you a silvering service. The "iron-reinforced" part of the weapon is just flavor, by the way.)
BACK AT PRESENT TIME:
The group leaves the the House of the Hand behind for now, knowing they will need to find another place to sleep tonight. Doozey seems a bit worried about that, but knows they have plenty of time til nightfall. Graxx instead, is more worried about some of the recent news he heard, but Neya does her best to calm him down a bit. Meanwhile, Utar ponders on a few leads that might be worth CRAP's time.
(@MB: So, can we get more on Brother Tyree? I'm enjoying that one of the Torm's faithful at the temple seems to be the goofball of the group. Delivering justice and diarrhea in one fell swoop! Haha!)
(OOC: So, which lead are you guys following first? Feel free to discuss in the OOC chat if you'd like.)
(OOC I just enjoy the idea of some sort of really earnest acolyte or monk at the temple who everyone has a real respect for, who is liked by everyone they meet but just...is a goofball?
Is the temple exclusively male? Or does everyone get called Brother by the other residents? I'm imagining it said in a Macho Man Randy Savage style if its that.)
Retroactive Check:
Veterinarian: 16.
Whether or not he discovers anything, Doozey silently resolved to keep an eye out for more of Biscuit's marked target in the future...
Present Day:
"It could even be all connected. At least, some of it." Doozey eventually pipes up on after a while. "I... wish to visit this priest as well. Biscuit and I -- Well, Biscuit, anyways--" He pats the big boofer on the head. "Been finding some odd animal corpses around town. Now, I know that alone is not all too big a deal. But Biscuit would have more a mind to eat or ignore such things normally. The fact that he's wary about it -- About certain birds too -- has me a little worried to say the least that something unnatural is haunting the city. A spreader of death that may only be getting started, if not some mere disease." He confesses.
Regardless, whichever lead the group are more keen to follow-up on first, the halfling puts up no more fight on it. Though he would continue to be fidgety and constantly on the look out for unnatural danger wherever they go..
When you realize you're doing too much: Signature.
(OOC: @Lerus I was thinking of getting a secondary weapon for mundane foes after getting her sword silvered. So, Neya's actually buying it. *deducts 2 sp.*)
"The muggings are seem to be quick ambushes. So other than wandering the eastern part of the city, the only thing we can do is try and ask around to narrow down where they tend happen. Furthermore, if even if we find out where they happen, I don't think they would try to attack a number armed armed targets. For that, I think bait is required. But even that's not a sure thing."
"The source of a disease, however, can be more easily tracked. From knowing how it infects its victims, we should be able to follow the path of its spread."
"While we investigate those, we can also ask about the 'ghosts.' It's a bit of juggling, but I feel we can do it."
Extended Signature
(@MB: The temple is not exclusively male. Sister Ahkt, for instance, has a mean voice when it comes time for singing or chanting!)
(@Drache: Got it. Purchase completed.)
Doozey's analytical eyes find out that those small animals died from slashing or piercing wounds. They were more savage than surgical in nature, and match with marks that one would expect to be created by fangs or claws. There is no sign of disease on these animals apart from those normally carried by rodents in an urban setting, though the rot smell shows that some of the kills were fresher than others.
BACK TO THE PRESENT:
While deciding what to do next, the group instinctively gravitates towards the south part of town by walking through The Mezzanine (a road, refer to map). They seem inclined to visit the graveyard, but they also seem to be curious about the dead animals.
(@All: Let me know what you decide. Perhaps you'll split the party and investigate everything simultaneously? *Cue evil laugh*).
Graxx nods his head to all.
”Well... It seems we will be busy for some time!”
Graxx bows his head and shakes it up and down agreeing with the thought in his head.
”I really would like to pay my respects to Rillo... He really surprised me with his courage. Many folks change when faced with death. That fella didn’t and that shows who he really was. So... that’s what I’d like to do first if it’s alright with y’all. Head up to the graveyard.”
"I wonder if Villonah has been there to pay respects. Last we saw, they left on sour terms, but they're still family."
Extended Signature
The group crosses bridges over the Stojanow River twice, walking through Podol Plaza once again in between crossings. So much has happened here. The crying mother just outside the Tea Kettle begging for help for her family and workers (Episode 2); the vigil (Episode 5) for those who lost their lives at the Tea Kettle Incident (Episode 4); and more recently, Rillo's execution (Episode 6). The gallows are empty now, but they are never left unused for too long under martial law...
The gates of the Valhingen Graveyard are always left unlocked during the day. Visitors are welcome at their own accord. Despite the graveyard's immense span, the structure in the middle that serves as Kelemvor's temple is simple and grey. Visitors seem to prefer to pray at their loved ones' graves as opposed to make use of the temple, so the building is mostly used by the many Kelemvor priests in the grounds. Utar has noticed in the past that there are a lot more Kelemvor priests than Torm ones in town. Many of these priests are walking around the graveyard as Graxx leads the group towards the temple in the center. Some priests and acolytes look up, but most simply keep tending to the many graves, gardens, or even fruit trees spread about. Neya even recognizes the flower scent floating around from the last time she walked these paths.
One such priest recognizes most of you from a distance. Waving from afar but walking slowly towards you in his soil-stained yellowish robes, Brother Keefe displays a welcoming smile. "It has been a while since I visited that tavern and asked for your help," he says fondly (Episode 3). The tall, dour-looking human glances around, setting his eyes and balding pate on Doozey: "I don't believe we have met before. I am Brother Keefe, a disciple of Kelemvor. I hired your friends in the past. They earned every copper of it." He cleans his hands and extends them to greet each of you.
"What brings you back to the graveyard, if I may ask?" he finally says once the pleasantries are completed.
Neya greets him with a smile, "It has been a while, friend. We were told Rillo Leadstopper was taken here after his execution. We had helped him with a family issue not long before the collapse of the Lyceum. We want to bid him a final farewell."
Extended Signature
Doozey is, in a word, tense once the group reach the gate. There are few moments in which the halfling isn't look around, a hand ever close the rapier at his side. Even Biscuit usually upbeat mannerisms are subdued as the group makes their way. None of it surprising given the few times the halfling has opened up enough to share the grim tales of his last group, and their hunt for something dark and powerful. Even when they do finally reach their destination, Doozey regards Brother Keefe warily for a second or two longer than most strangers prior to offering up a weak, but apologetic smile. "The name is Doozey. Doozey Redfoot. And this here is me brother Biscuit." Biscuit boofs at his name, and if not for some quick thinking restraining, it looked as if the woolly beast might greet Keefe similiar to Utar, gravedust or no.
"We're hunters of a particular sort, and, well, recently joined this lot to help as we may among other reasons." He adds, and then steps back letting the others do the talking. Much as he had his own questions, even a short conversation left him leery of saying too much more.
When you realize you're doing too much: Signature.
Graxx takes a step back to allow Neya and Utar the chance to talk to Brother Keefe.
Graxx leans over and says to Dooley, “Sometimes the jobs make you feel good.”
"Very well, very well." Brother Keefe nods as the pleasantries go on. He pets Biscuit if allowed, but only briefly. He also nods to Graxx, knowing his silence is in no way an affront. Then, Neya asks about Rillo and the man shows a surprised face. "You know, you are not the first ones to come asking for the gnomish fellow today. In fact, you might have to share your visit. Come, come, I'll show you where he's been interred."
Brother Keefe leads you through rows of well-chiseled tombstones, greeting other priests as he passes. While keeping his pleasant and calm demeanor, he speaks without looking directly at you. His voice sounds a bit more grave than before (no pun intended). "When we get to RIllo Leadstopper's resting place, you'll meet Doomguide Yovir Glandon. You may remember me mentioning his name to you before," he recalls (Episode 3). "He has been talking to the other visitor for some time now. I do not know the details, but he seems quite concerned these days. Whatever it is, you might be able to help."
Just before making the last turn needed, Brother Keefe adds: "Once you are done talking to him, come back and find me. I may have another favor to ask of you." Brother Keefe then makes said last turn and calls out to a grey robed man, working in the dirt next to a tombstone. A familiar female gnome stands next to him, looking at the grave. Only the naive would fail to notice that Yovir and Villonah are talking to each other while trying not to look like they are doing so. The interruption does not startle them. Villonah decides not to turn immediately and continue to face her father's grave. Yovir stops turning the dirt with a small hand trowel and tending the several pots of plants next to him.
You get closer. Villonah then turns and recognizes most of the faces, but chooses not to say anything just yet. She looks much healthier than last time you saw her (Episode 5). Her long curly hair has grown to the small of her back, and its dark orange color is more easily seen out in the open. Her small frame is well protected by scale armor that includes paldrons; her greaves and armbands are of metal as well. She carries a round shield and a shortsword on her back.
The man that was gardening until just recently, places some of the supplies atop his head, which is protected by headpiece made of simple fabric. He expertly balances his equipment atop his head, making it obvious that this is his preferred method of burden carrying. His robes are dirty, and his long beard scraggly. Doozey notices that his attire is obviously very different from what he was wearing last time he saw the priest. Without looking up, Yovir speaks with an even tone and heavily accented voice: "I am Yovir Glandon. It is a pleasure to meet you. How may I help you or how may you help me?"
Brother Keefe nods in respect and leaves the party alone to talk to the other two. On his way, he nods to the group as a reminder that he expects to talk to you again once you finish the visit to the grave.
Utar gives a nod of thanks to Keefe as he leaves, before turning to Yovir. A little unsure as to how to address him, Utar tries to remember anything he can about the Kelemvorites and their ways, hopefully avoiding anything disrespectful or offensive as he introduces the group.
Religion 11
(OOC Uh oh...)
Graxx waits inpatiently to see how Yovir responds to Utar. He wants to try to comfort Villonah but will wait.
(@Utar: Times like these makes me wish I'd gone that 4th level sooner for Second Chance Feat. X) )
Doozey is surprised for half a second seeing Villonah before rapidly shaking his head at some thought. Focusing back on the retreating Keefe, he nods back in wholeheartedly agreement in passing. "A pleasure to meet ya face to face, Mr. Glandon. The name is Doozey Redfoot. I... A number of us came to pay respect to the one before this one." He says in a soft spoken voice, and then gestures over to Villnoah and the grave. "Though I must confess that I am not familiar with the mourning rituals in these parts. Perhaps there you can provide some guidance? Any other business should come after." He confesses after seeing some hesitance in the others.
When you realize you're doing too much: Signature.