RolePlay onLine RPoL Logo

, welcome to JR Night of Frozen Shadows

22:00, 26th April 2024 (GMT+0)

2.2 Magnimar.

Posted by DMFor group archive 0
DM
GM, 882 posts
Sat 11 Jun 2011
at 22:31
  • msg #1

2.2 Magnimar

Module 1: Burnt Offerings
  The first day of autumn dawns in the town of Sandpoint, and visitors begin to fill the streets leading into town for the Swallowtail festival. The streets quickly become crowded as the residents and visitors make their way toward the illuminated stained-glass windows of a large, stone building: the new Sandpoint Cathedral.
   The square before the church fills with the travelers and locals. Several merchant tents have already been set up ready to sell their wares of food, clothing, crafts, and souvenirs. The air is filled with excitement, for today is the Swallowtail Festival. On this day, the high priest Father Zantus will ask the gods to renew their blessing upon this holy site and consecrate the new cathedral. For five years the faithful of Sandpoint have attended church in small wooden buildings since their church had been burned down, claiming the life of their beloved priest Ezakien Tobyn and his adopted daughter Nualia. Today, the townsfolk look to the future, and with the new cathedral, it will be as if the Sandpoint Fire had never occurred.
   The festival is interrupted by a goblin attack, which the party comes together and helps defeat.  In doing so they save a noble, Aldern Foxglove, from the goblins.  The group are hailed as local heroes and find the townfolk and Aldern Foxglove very grateful.
   In the days following this attack/raid, the group has several minor adventures.  Xian attracts the attention of a local girl(Shayliss) with a powerful and protective father (Ven Vinder); which leads to a scene.  The party is invited on a boar hunt and are given horses by a grateful Aldern Foxglove.  They respond to the killing of a young husband by a goblin that got left behind and was hiding out in town.  Finally, a halfling woman asks them to find her mistress, Ameiko Kaijitsu.
   The group discovers that Ameiko's brother, Tsuto, has killed their father, imprisoned Ameiko and is in league with the goblins.  He had helped them invade the town through secret smugglers tunnels that end in the Glassworks, the family business.  You discover clues that led you to believe Nualia is the mastermind who is organizing the goblins and that there is a secret complex below town that contains a threat.
   Delving into the Catacombs of Wrath below Sandpoint, you fight Sinspawn, a goblin mutant and a Quasit, finding an activated magic item/location called a Runewell that takes wrathful energy and creates Sinspawn out of it.  The complex is from The Thassilonian empire, a nation that existed 1000's of years ago based on magic related to the 7 deadly sins.  This was dedicated to Wrath.
   Following clearing the catacombs, the group was sent to stop Nualia.  If you could kill her, the goblins would go back to their normal ways and start killing each other again, ending the threat they pose to Sandpoint.  The party invades the goblin camp know as Thisteltop, a curiously round island about 60 feet off shore, connected to the mainland by a rope bridge.  It has a stockade on top and chambers beneath.  Below they find another Thassilonian complex, this one used by the forces of Greed, being explored by several non-goblins working for Nualia.  She is trying to free the goblins guardian, a "demon"(evil outsider) named Malfeshnekor.  The party kills Nualia, defeats the demon and loots the complex, thus saving Sandpoint.

Module 2: The Skinsaw Murders
   A few weeks after the goblin threat is handled, a series of murders occur with odd notes to Zer-wedula and strange mutilations (a rune) on the bodies.  The rune is obviously similar to the runes you found in the Thassilonian ruins, a Sihedron (7 pointed star) Rune. After some investigation it is determined that the killer is a ghoul and has left clues to lure Zer-wedula to the Misgivings, the home of Aldern Foxglove (the noble you rescued from the goblins).  But before they can get to the Misgivings they are sent to investigate the old Hambley farm where foul walking scarecrows are blamed for many dissapeances over the last few days.
   The Hambley farm turns out to be infested with a ghoul pack.  They dispatch the pack, and find out that Aldern Foxglove is the killer (and a ghoul).  They also discover that greed is the connection between the victims.  Finally, the group makes it to the Misgivings, a house with a history of death.
   The group explores the haunted and disease(a unique magical disease) infected house, learning the story of the Foxglove family.  A story of a wizard attempting to become a lich, but instead becoming the house.  The house that drove both Aldern and his father to murder their wives.  How Alderns wife returned from the grave in her quest for vengance.  Following her, the group found themselves in the secret sub-basement fighting the ghoulish Aldern with his obsession with Zer-wedula.  They also discover that there were people behind Aldern and his murder spree, a cult of Norgorder, God of Murder.



Old Characters
   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 and the Goddess of Fate is opposed to the God of Murder.  The High Priest uses Restoration to heal your stat damage.
     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.


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 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).


Brodert on Thassilon
   What he knows about Thassilon is that it was a vast empire ruled by powerful wizards.  The sheer size of the monuments they left behind testifies to their power, and the unnatural way many of these monuments have resisted erosion and the march of time testifies to their skill at magic. Most sages place the height of the Thassilonian empire at 7,000 to 8,000 years ago, but Brodert thinks the empire was even older.  He suspects it collapsed no sooner than 10,000 years in the past.
   Much of what Brodert has to say is vague theory based on conjecture, his belief that the Old Light was once a war machine capable of spewing fire from its peak is relatively unpopular among his peers, for example. Yet he can tell Zer a few things of interest about the star—namely, that it seems to be one of the most important runes of Thassilon.  The star itself is known as the “Sihedron Rune,” and signifies not only the seven virtues of rule (generally agreed among scholars to have been wealth, fertility, honest pride, abundance, eager striving, righteous anger, and rest), but the seven schools of magic recognized by Thassilon (divination magic, Brodert points out, was not held in high regard by the ancients). Much of what is understood about Thassilon indicates that its leaders were far from virtuous, and he believes the classic mortal sins (greed, lust, pride, gluttony, envy, wrath, and sloth) rose from corruptions of the Thassilonian virtues of rule. In any event, the Sihedron Rune was certainly a symbol of power, one that may well have stood for and symbolized the empire itself.
This message was last edited by the GM at 23:00, Sat 11 June 2011.
DM
GM, 891 posts
Mon 20 Jun 2011
at 20:13
  • msg #2

Re: 2.2 Magnimar

It is currently late october/early november.

Miriam
[Private to Miriam: You have a great diplomacy and can easily learn the following.

   The last few weeks have brought back painful memories for Miriam.  This is obviously the same death cult that killed your mentor, Larissa.  But they have changed their pattern.  They are killing more frequently, with more care in the  selection of victims (merchants, politicians, crooked guards, and moneylenders) and introduced a new element in their killings...the rune, carved into their victims.  Even an old friend of your former mentor, Justice Ironbriar, has been unable to help you find out information.  You have managed to identify the rune as a Sihedron (7 pointed star) Rune, belonging to the Thassilon Empire, but why remains a mystery.
   A few days ago another mystery occured, a group came in from Sandpoint under the cloak of night.  They had a letter of introduction from a friend of the High Priest and were escorted by a varisian acolyte assigned to the newly built Sandpoint Cathedral.  The High Priest immediately ordered them into quarantine and those who saw them were sworn to secrecy.  Miriam discovered that 3 were suffering from a horrible magical disease and they had a connection with similar murders taking place in Sandpoint.
   They have finally recovered, and late one evening Miriam is summoned to the High Priests office.  When she enters she sees Talis, Garth and Cat...

What you know about the Brothers of Seven/Skinsaw Men
The cult of Norgorber is a complex organism, but the god of
murder, secrets, greed, and poison would have it no other
way. Many thieves’ guilds include small shrines to his guise
as the “Gray Master.” Hidden sects of conspirators who
venerate him as the god of secrets know him as the Reaper of
Reputations. And those who see divinity in the poisonous know
him as “Blackfingers.” Yet the most sinister and dangerous of
his followers are the Skinsaw Men—they know Norgorber as
Father Skinsaw. These fanatic murderers are not assassins—
they kill, not for wealth, but for the sick joy of it. The Skinsaw
Men hold that all of their murders serve a greater cause, their
leaders receiving visions of victims which they believe to
be divine messages from Father Skinsaw. With each murder,
society is shaped—deeds the victim might have accomplished
go unrealized and the lives of those who knew the dead shift
and change in subtle ways. Over the course of years, or even
centuries, murders can shape nations and write the future’s
history. And when the Final Blooding occurs, then shall Father
Skinsaw reveal to his flock the purpose of this shaping of
society by death.
The Skinsaw Men of Magnimar come from old blood, a
master cult that has existed for hundreds of years in the
decadent Chelish city of Vyre. The cult of Magnimar is old and
careful, never leaving behind clues.  They wear masks made of
human skin that allow them to look like their victims, cast
cleric spells and use war razors.  There leader had a more
powerful mask that could cause confusion (which is how he was
able to overcome your mentor) and can cast at least 3rd level
cleric spells. 

]

Jan
[Private to Jan Harlow: You arrived in Magnimar with a letter from a woman (how you know her is up to you) in Korvosa to her brother, Aldern Foxglove.  The city seems on edge, with stories of death everywhere.  Arriving at the address, you find it boarded up and apparently abandoned.  It is getting dark and you turn to go, wondering where you might stay the night.  A pair of Varisians meet you as you leave.  One has the uniform of a guard and the other has a holy symbol of Pharasma.  They are both armed, but their weapons are not drawn.  The guard keeps looking around nervously (not an unusual thing from what you have heard about the murders) while the cleric greets you.  "You are one who has a message for Aldern Foxglove.  He no longer lives here, but I can take you to those who know where he is.  The streets are not safe tonight."]



Talis, Catessa Fallowfield and Tanrov/Garth
[Private to Catessa Fallowfield; Talis Revain; Tanrov:    Zer-wedula is still recovering and Glum has chosen to return to Sandpoint to make sure nothing happens there.  You did a quick pass of Aldern's Townhouse and confirmed that the key does fit the lock.  But there were too many people around to make an entry.  Back at the Temple the High Priest sends for you.  when you arrive he says, "I believe there is one more thing we can do for you.  I have sent for our expert in these matters, I believe she can help you."  In a few moments, a striking woman enters...]

[Private to Catessa Fallowfield; Miriam; Talis Revain; Tanrov: The High Priest makes the introductions, "Miriam, these people are from Sandpoint and have information regarding the cult you are so diligent about wanting to deal with.  I believe you can help each other.  This is Talis, Garth and Cat.  This is our good sister Miriam.  I will leave you now, the less I officially know, the less I have to officially take note of."
Talis- bears a scarf, long sword and chain shirt.  Big and strong, he has a plain look about him, but is oddly charming in spite of his plain looks.

Garth- is even bigger and stronger, and better looking.  He carries a wooden scimitar and wears mithral breastplate.  There is something odd about him, something you can't quite put your finger on.

Cat- has the look of a druid, and is fairly strong...for a halfling.

Miriam- A beautiful lady cleric of Pharasma, no weapons other than her dagger...and her faith.
]

For details about the other characters you may refer to their descriptions.
This message was last edited by the GM at 18:57, Thu 23 June 2011.
Miriam
player, 5 posts
Mon 20 Jun 2011
at 21:08
  • msg #3

Re: 2.2 Magnimar

PM

[Private to Catessa Fallowfield; Talis Revain; Tanrov:


Miriam had been attending to her duties about the temple when the summons came - a bit of light healing and a counseling session or two with expectant mothers - so she was dressed in her normal temple attire, blue and white robes, accented with gold, and bore no weapon, not even her usual dagger.  After learning of the strangers' connection to a series of murders in Sandpoint with a motif she was all too familiar with, she'd made known to her superiors her desire to speak to them, through the quarantine had kept her from achieving that goal immediately.  She'd learned patience over the last few years, however, and the line between reminding and pestering, and so it seemed her patience was to be rewarded this evening.

Upon arriving in the High Priest's office, Miriam looked over the three new figures as her superior made introductions, nodding to each in turn.  They seemed a capable group, so far as appearances went, at least.  "Thank you, sir.", she said simply, as the High Priest made his way out.  "That last bit sounded rather ominious.", she opined after he'd stepped out.  "But then, there's quite a bit I do that much of the hierarchy might as soon not take note of, so perhaps not so ominous as all that.", she noted.  "In any case, I believe we have common interests, or at least a common enemy.  My understanding is that Sandpoint has suffered from a series of murders similar to those we've had here in Magnimar recently.  Well, and not-so-recently, but there are some different aspects to this latest string of murders here than those in prior years.  In any case, I do think we should talk.", Miriam said.
]
This message was last edited by the player at 21:10, Mon 20 June 2011.
Talis Revain
player, 276 posts
Mon 20 Jun 2011
at 21:44
  • msg #4

Re: 2.2 Magnimar

PM
[Private to Catessa Fallowfield; Miriam; Tanrov: Talis looks at Miriam, "Normally I don't trust strangers, but I guess we owe your temple our lives..." and he brings her up to date (ooc: with the information from the 1st post in this thread).  "...so we believe that somewhere there is a Runewell absorbing the souls of the greedy, just like the runewell under Sandpoint did those of the wrathful.  For what purpose, we don't know.  But we have been warned, by someone we trust, that there is a darkness coming, and we are destined to face it.  We know Aldern was part of this cult, and he is the only real lead we have.  We hope there is information in Aldern's Townhouse.  I suggest we dress up in a way that will blend in and go pay it a visit.  Tonight or in the morning.  What do you say, you want to be nobles returning from a party or commoners come to do some work?"]
Jan Harlow
player, 13 posts
Oh? You are so bold,
I like that. I really do.
Mon 20 Jun 2011
at 21:49
  • msg #5

Re: 2.2 Magnimar

PM

[Private to GM: Jan cocks his head as he looks at the two Varisians from a top the driver's seat of his little cart. The encounter sets off various alarms and warnings in his mind as contemplates the situations quickly. Two people knew he was here before he got here and they were offering to take him someplace to meet people to meet the person he needed to send a letter too. The most irritating fact in his mind is that the Cleric words seemed unwieldy. 'You are one who has message'? Plus the guard, had a shifty look about him and Jan did not survive everyday by going with shifty looking guards.

"I am sorry, but I am not one to headed off with strangers. At least not strangers who act so peculiar. Can you tell me where I can reach these people that know where Mister Foxglove is located? I am afraid I really must go find a inn before it gets too late." Jan says with a polite smile, he makes excuses as he considers the spring loaded wrist sheaths on his forearms. His right wrist sheath held a dagger and the left a smoke pallet. The Mutagen at his waist tops things off, along with various daggers and darts.

"Hmm...How about you recommend me a inn? That way you know where I am staying. I am going to stay in the city for a long while, need to build up some traveling funds you know. Say, I am so sorry, I did not get your names." Jan continued, injecting friendly energy into his voice. Depending on what these two seemed to be up to, Jan would blacklist the inn. He reached up and adjusted his long hair and headband. His spear and crossbow hanged behind his back, in a little nook built into the cart.

OOC: I hate orange.
14:21, Today: Jan Harlow rolled 27 using 1d20+11. Perception. Anything strange about the two Varisians?
14:21, Today: Jan Harlow rolled 26 using 1d20+12. Sense Motive. Are they setting off any 'bullsh!t' senses?
]
DM
GM, 893 posts
Mon 20 Jun 2011
at 22:48
  • msg #6

Re: 2.2 Magnimar

PM[Private to Jan Harlow: (ooc: As far as you can tell, the Cleric is telling the truth and the guard seems to be more concerned about your surroundings than you.  The Cleric is also more concerned about their surroundings more than you.  They do appear to have similar features, brothers or cousins.)

The cleric shrugs, keeping a cooly neutral expression (with undercurrents of watchfulness directed outward).  "I was only told to ask you to come, your fate is your's to decide.  As for Inn's, there are plenty to choose from.  The people you seek are currently at the Temple of Pharasma, be at peace. "  He nods his head at the guard and they start to walk away.  As they do so you hear the guard whisper to the other (you made a great perception roll, 28), "Grandma will not be pleased."  The cleric responds, "She only told me to invite the person, not to force him to come.  My Lady of Fate will see to him, one way or another."
]
Jan Harlow
player, 14 posts
Oh? You are so bold,
I like that. I really do.
Mon 20 Jun 2011
at 22:59
  • msg #7

Re: 2.2 Magnimar

PM

[Private to DM: "Hmm?" Jan cocks his head quizzically as he watches the two walk away. He gives the Townhouse a quick glance before picking up the reins and whistling for his horse(named Walnut) to start walking. He'd stable Walnut at a average priced nice looking inn and secure his belongs with his one grenade before heading out to the Temple of Pharasma. Jan would be armed of course though, he was still a bit wary of the two relatives. That Grandma comment was creeping him out a little...and he had spent time with some Varisian caravans.

15:53, Today: Jan Harlow rolled 12 using 1d20+11. Perception. Glance at the Townhouse.
]
Tanrov
player, 126 posts
Tue 21 Jun 2011
at 02:28
  • msg #8

Re: 2.2 Magnimar


pm
[Private to Catessa Fallowfield; Miriam; Talis Revain: Tanrov stares at the beautiful lady cleric.  As he slaps himself in the arm he says under his breath, "Stop that."   Then he looks embarrassed.]
This message was last edited by the GM at 17:46, Tue 21 June 2011.
Catessa Fallowfield
player, 392 posts
Halfling Nature Priestess
...and Friend Garious
Tue 21 Jun 2011
at 13:58
  • msg #9

Re: 2.2 Magnimar

PM[Private to Miriam; Talis Revain; Tanrov: Cat gives a wane smile, still feeling the loss from the fight with Aldern. "Guess we  should see where the bodies were found as well as taking a look at the surrounding area." Try to connect the victems together. She gives Tanrov a friendly smile.]
Miriam
player, 6 posts
Tue 21 Jun 2011
at 17:39
  • msg #10

Re: 2.2 Magnimar

PM
[Private to Catessa Fallowfield; Talis Revain; Tanrov:

Miriam listens to Talis' words and his explanation of what the group has already experienced, a slightly odd look coming over her face as he mentions the group's destiny, though she says nothing until he finishes.  If she even hears Tanrov's hushed words, she chooses not to acknowledge them, saying instead, "In the aim of attempting to turn a general trust in my faith and my temple to the more specific, let me tell you my interest in all this, and what little I've discovered as a result.  Twice now I've crossed paths with members of this death cult to my great detriment.  When I was thirteen, I saw several of my friends turned into walking abominations by a member of the cult, and fought alongside my mentor for the first time to defeat him.  Ten years later my mentor fell in battle with the same cult, in a fight that I barely survived, and hardly unscathed.  These 'Skinsaw Men', as they call themselves, are old and they are powerful, and running them to ground will not be easy, or safe.  Nevertheless, it has been very much my goal to see each and every one of them standing before the Lady of Graves to receive Her final judgment just as soon as possible.  In that, I hope we can be of aid to each other."

"The Skinsaw Men here are an old group, though these more recent killings have taken on a different pattern...they seem to be more selective in their choice of victims, seeming to prefer merchants, politicians, crooked guards and moneylenders, even as they've sped up the pace of their crimes.  The seven-pointed star rune, which I'd also managed to identify as Thassilonian in origin, is relatively new as well.  The cult follows Norgorber, revering possibly his most dangerous aspect - Father Skinsaw - and they kill simply for the sick and twisted joy of it.  They also believe all their murders serve a greater cause, and their leaders are reputed to receive divine visions of their victims.  They believe their murders shape society and history over the course of decades or centuries, snipping threads of lives early, changing those who were or might have been touched by those lives.  They believe only Father Skinsaw knows the true purpose of the shaping, though they believe eventually he'll reveal it to those who follow him."

"They wear masks, made of human flesh, that allow them to look like their victim, and wield the unholy powers provided by their god.  I believe I've encountered their leader two years ago, or at least I hope they've no one stronger than him in their ranks, for he was more than my mentor and I could handle.  His mask was different, more powerful than the usual one, for it cast a spell of confusion upon us, a confusion he and his followers took full advantage of.  And his spells were at least the equal of anything I have at my disposal, even now."

"Based on what you've said, I agree that perhaps an investigation of this townhouse is in order.  An investigation of the crime scenes might prove difficult, as the government appears to be keeping them under tight control, and what sources I have in the city have not been useful in discovering more about the cult and its recent change in operations.  I even asked an old friend of my mentor's, Justice Ironbriar, and he wasn't able to discover anything of use.  As to our disguise, I will leave the choice to you.  I come from humble beginnings and I revisit them often enough, but I have also spent the last twelve years here in the temple, and we have our share of prestigious visitors, so I've learned to be at ease among the upper classes as well.", she finishes, finally pausing for a deep breath.

]
Tanrov
player, 127 posts
Tue 21 Jun 2011
at 17:57
  • msg #11

Re: 2.2 Magnimar

[Private to Catessa Fallowfield; Miriam; Tanrov: Tanrov stops staring at Miriams....ummm...assets and says, "If you go as nobles, I can be a bodyguard."]
PM
Talis Revain
player, 277 posts
Tue 21 Jun 2011
at 18:49
  • msg #12

Re: 2.2 Magnimar

PM
[Private to Catessa Fallowfield; Miriam; Tanrov: Talis says with a smile and a slight bow, "Good lady, I think you would be at social ease if you were dropped on a haunted island full of flesh eating savages.  As for Garth's idea.  If we're going to have him ready for action, a bodyguard would be the most believealble, so nobles it is.  Being commoners would mean we have nothing but knives at our side.  I would suggest a morning "walk of shame", so lets sleep in our disguises and head out nice and early."  Talis places a hand on his sword at the knives comment.]
This message was last edited by the GM at 08:08, Wed 22 June 2011.
DM
GM, 894 posts
Tue 21 Jun 2011
at 19:17
  • msg #13

Re: 2.2 Magnimar

[Private to Jan Harlow: Ooc:The townhouse 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.  Off hand it doesn't look like it has been lived in recently.

Jan eventually finds an Inn that has a stable and settles in.  Getting directions to the temple is easy enough and as he walks through the darkness of an early evening in the fall, the chill starts to set in.  The chill is more than just the cold of fall, city is defintely on edge.  Not a place to be walking the streets alone.  But it is early enough and he makes it to the temple.  Inside he is approached by an acolyte, but before that says more than, "Can I help you sir" the Varisian cleric you saw before notices you and says, "That's ok brother, I'll help him."  Then to Jan, "The people you seek are this way".  There is an undercurrent of relief in his voice.
]

Jan, if you want to talk with your escort before you get there, use private.  Now we are together, you may forgo using Private unless you want to say something in private to me or another character.

[Private to Catessa Fallowfield; Miriam; Talis Revain; Tanrov: The acolyte from Sandpoint who escorted you to Magnimar.]
A cleric of Pharasma knocks on the door and then opens it.  "Grandmother believes you know this gentleman, he has a delivery for Lord Foxglove.  And..." he seems to be mimicking an older voice " ...proper number 5 is."  He smiles and leaves.

Jan sees a pretty lady wearing the attire of the temple, a big human with a longsword, an even bigger human with a scimitar and a little sad halfling lady (who looks even smaller surrounded by the bigguns).  [Private to Jan Harlow: You recognize the 1st human as a man named Talis from Riddleport.  He was the nephew of a wizard you had business dealings with.  You remember him being a decent fellow.  A bit too moral(good) for your tastes.]

[Private to Talis Revain: Talis recognizes Jan as a wandering Alchemist customer of his uncle.  He was a decent sort, for Riddleport.  A bit hedonistic and chaotic, but not evil.]

[Private to Catessa Fallowfield: Do you need help with your animal companion?  You can assume you have had time to get another, unless you want to do that in-character.]

For those who need a refresher on what he means by 5...
[Private to Catessa Fallowfield; Talis Revain; Tanrov:
2.0 Murder in Sandpoint/ #74
]

[Private to Miriam: Your old mentor believed that this cult is rich and very well connected.  They always seemed 1 step ahead of you 2 and the law.]
This message was last edited by the GM at 08:15, Wed 22 June 2011.
Jan Harlow
player, 18 posts
Oh? You are so bold,
I like that. I really do.
Tue 21 Jun 2011
at 22:00
  • msg #14

Re: 2.2 Magnimar

Jan hummed a low tune to himself as he walked pasted the Cleric. He turned and gave the man a glance as he left, the Cleric annoyed him for some reason. It was clear in his slight disproving eyes, but Jan moved on quickly. Jan swaggered with confidence into the room and approached the group friendlily. He approached the Cleric, assuming her to be the leader of the group given that they were waiting in a temple.

"Anyone can tell me what he means by that number five comment?" Jan asked airily with a serene smile, he holds his hands under his clock and seemed to lightly leer at the group, excluding Talis for some reason. Jan seemed to be taken with some fits of boundless energy, bouncing on his heels every so often absently.

"Oh, I'm Jan, I have a letter for a Lord Foxglove. I was told you lovely people know where he is staying." Jan added with a slight canine-like cock of his head. He looked and was dressed some what exotically for a courier and he had a air of frivolity surrounding him. However he was armored and armored. Jan carried a light crossbow and was shouldering a strange looking spear, some chainmail showed from underneath his clothes.
Talis Revain
player, 278 posts
Wed 22 Jun 2011
at 08:10
  • msg #15

Re: 2.2 Magnimar

Talis looks at the newcomer [Private to Jan Harlow: and gives you a knowing nod that he remembers you,] and says "Lord Foxglove got involved in a death cult and is currently resting in pieces.  His soul is baking, ready to be devoured by Father Skinsaw.  If luck holds, he'll stay that way."  Then he chuckles, "As to the number 5.  We know this Varisian mystic who claims the number 5 is lucky for our quest.  She doesn't like the number 4.  Hmmm, we seem to be 1 short..." [Private to Miriam:Edit from DM- There seems to be a sense of recognition between the two of them, but so far neither has made any mention of it.]
This message was last edited by the GM at 18:53, Thu 23 June 2011.
Sign In