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2.2 Magnimar version 1.

Posted by DMFor group archive 0
DM
GM, 860 posts
Mon 22 Nov 2010
at 06:39
  • msg #1

2.2 Magnimar

Please add 2500gp to your totals.

   So the group finds themselves in the temple of Pharasma in the city of Magnimar under quarantine.  Talis, Catessa Fallowfield and Zer-wedula are treated for a disease, while Glum and Tanrov/Garth are watched for signs of contagion.  The temple is willing to help you because you are dealing with a cult of Norgorber.  The Goddess of Fate is very opposed to the God of Murder.  The High Priest uses Restoration to heal your stat damage.
   You are placed under the care of a strange cleric named Gabby.  She's perky, cute and overly talkative, going into excruciating detail about the disease.  Talis states he is going to return to Sandpoint and let them know that everyone is ok.  Gabby want's to help you continue with your mission.  It is clear that Aldern was just the tip of the iceberg. The temple has good enough contacts in the city to get you any magic item you can afford.

Clues
- A letter from someone in Magnimar.
Aldern—
   You have served us quite well. The delivery you harvested from the caverns far exceeds what I had hoped for. You may consider your debt to the Brothers paid in full. Yet I still have need of you, and when you awaken from your death, you should find your mind clear and able to understand this task more than in the state you lie in as I write this.
   You shall remember the workings of the Sihedron ritual, I trust. You seemed quite lucid at the time, but if you find after your rebirth that you have forgotten, return to your townhouse in Magnimar. My agents shall contact you there soon—no need for you to bother the Brothers further. I will provide the list of proper victims for the Sihedron ritual in two days’ time. Commit that list to memory and then destroy it before you begin your work. The ones I have selected must be marked before they die, otherwise they do my master no good and the greed in their souls will go to waste.  If others get in your way, though, you may do with them as you please. Eat them, savage them, or turn them into pawns—it matters not to me.
                              —Your Mistress, Wanton of Nature’s Pagan Forms

- three iron birdcages sit, each containing a dead diseased rat with a small
    symbol of a pig with a mouthful of lockpicks peering at a keyhole; under
    the pig is a guildsign that says “Pug’s Contraptions—Magnimar
- A portrait of Iesha with the background of Magnimar
- small silver key ring worth 10 gp, with two keys on the ring.
    a tarnished iron key set with a round opal worth 100gp
    a bronze key with an unusually long tang ending in a set of three notched
       blades. The head of this key resembles a roaring lion
- Aldern does own a townhouse in Magnimar


I will add info about Magnimar this week.
Gabby
player, 1 post
Mon 22 Nov 2010
at 20:00
  • msg #2

Re: 2.2 Magnimar

"I have found the location of the townhouse, it's in the ..." and she proceeds to tell you about the neighborhood in detail.
Tanrov
player, 122 posts
Tue 23 Nov 2010
at 18:18
  • msg #3

Re: 2.2 Magnimar

Once in Magnimar and if let out of being watched for sickness, Tanrov will go explore the city in search of a Hawer's handy haversack and a phylactory of faithfulness, if possible.
DM
GM, 862 posts
Wed 24 Nov 2010
at 22:24
  • msg #4

Re: 2.2 Magnimar

Tanrov;
The temple can buy you anything you can afford, so you can easily get both of those things.
Zer-wedula
player, 372 posts
Mon 6 Dec 2010
at 02:31
  • msg #5

Re: 2.2 Magnimar

WTH! Zer-wedula alerts the local authorities, or at least the Sandpoint authorities re: Pug's Contraptions.

Then he sets a watch on Aldern's place.
DM
GM, 872 posts
Wed 12 Jan 2011
at 19:57
  • msg #6

Re: 2.2 Magnimar

  As you recover in Magnimar, your new friends in the Temple of Fate will tell you the news about a disturbingly similar, to the ones in Sandpoint - all greedy people, spate of murders plaguing the City of Monuments of late. Stories of merchants, politicians, crooked guards, and moneylenders showing up dead— their bodies mutilated, faces missing, and chests carved with seven-pointed stars—seem to be on everyone’s lips, just as it seems that every week brings a new victim to light. The crime scenes are now tightly controlled by the city government—and the temple has had little success in investigating one. Though their sources tell them there is little to find and the government is getting nowhere.
   Aldern's townhouse is located in the Grand Arch District, not far from Starsilver Plaza. Its facade faces a small courtyard in which stands a fountain consisting of four pools, each fed by one of four long-necked iron wyvern heads.  A very nice neighborhood.  There are people on the street during the day and guard patrols are never more than a couple of blocks away.
   The building itself is three stories tall. Boards have been nailed over the windows on the ground floor.  The back door is boarded over, but the front door is only locked (looks like a good locks, dc 30ish).

You may assume you have had time to memorize spells and are fully recovered from your last adventure.
Gabby
player, 3 posts
Thu 13 Jan 2011
at 20:07
  • msg #7

Re: 2.2 Magnimar

"Well, we want to blend in.  What do we want to be; visiting noble friends, workers he hired to work on the place or something else?"    She, or rather the Temple, loans the group appropriate clothes, if they don't already have some.
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