[31 Kuthona
4707]
Jargie's
known for telling wildly amusing and inconsistent stories about how he lost his leg. |
Ava is
intrigued at this cryptic warning and spends the remainder of the afternoon
trying to find someone to explain what Father Zantus meant. Most of the residents she asks change the
subject or simply walk away, but she manages to persuade one person to speak:
Jargie Quinn, proprietor of Sandpoint’s preeminent seafood restaurant, the
Hagfish. Even the normally voluble
Jargie is reluctant to speak, but Ava is just so cute and small that he can’t
refuse her aid. He explains that tonight
is known as the Night of the Pale, when the spirits of the departed walk the
land. Jargie says anyone with a lick of
sense barricades themselves indoors with certain symbols on the door to keep
the dead from entering. Ava takes a look
at the symbols and discerns that they’re holy Pharasmin runes telling spirits
that they’re not invited.
Madame
M'vashti is the oldest resident of Sandpoint. |
As
Ava finishes her examination, the sun begins to dip below the horizon and ominous
bells toll from the Cathedral. The
adventurers hastily convene as all the townsfolk begin locking their
doors. Salma takes refuge inside the
Rusty Dragon (as does Nerissa within the Cathedral), but Kang, who is wavering,
is addressed by an aged Varisian woman standing across the street. The woman, known to locals as Madame
M’vashti, tells Kang that she’s read the Harrow and that there’s something Kang
needs to see tonight—he needs to realize the full implications of his past
failures, because “da’ bad man comin’ gonna be more powerful din before.” Before leaving, she alludes to having
foreseen that she won’t live out the month.
Kang decides to see things through in the town square, and Ava and
Jinkatsyu bravely accompany him.
Hours pass
as the night grows darker and colder until, near midnight, the adventurers hear
the sound of hundreds of people marching.
A ghostly procession approaches, led by the solemn visage of Father
Maelin Shreed of Turtleback Ferry.
Accompanying him are hundreds of townspeople of that doomed
village. Almost all of them pass by the
adventurers wordlessly, but the spirit of the town’s innkeeper, Cesten Orlandi,
stops slowly and faces Kang. “You could
have saved us!” he moans over and over again, growing more and more vehement
each time. Kang is overwhelmed by the
psychic assault and collapses into a coma!
The procession continues as Ava and Jinkatsyu try to awaken Kang, but
with no success. The last figure in the
procession is that of the town’s schoolteacher, Tillia Henkenson. She says in a wistful whisper, “tell him we
understand and forgive . . . but worse is coming, and he has to be ready.” When the procession is finished, Ava and
Jinkatsyu carry the unconscious Kang to shelter to wait out the rest of the
long night.
[1 Abadius
4808]
In the
morning, the two adventurers carry Kang to the Cathedral to consult with Father
Zantus. The priest suspects Kang is
suffering from a spiritual curse of some kind, but can provide little in the
way of explanation as to what the long-term effects of it will be. Ava decides to consult with Salma. After a quick magical jaunt to the Kreeg
Clanhold to collect some of the spoils of war left there, Salma arrives at the
Cathedral and examines Kang. His vast
erudition allows him to recall the details of a rarely-cast spell that shatters
the curse and jolts the tiefling back to consciousness! All Kang can remember of the last several
hours are constant, recurring visions of a dam bursting and himself drowning,
over and over and over again. He’s
obviously shaken by the experience.
Kang’s recovery is accompanied by that of Nerissa, as her body’s ability
to recover from the assassin’s poison has been dramatically accelerated by
Ava’s divinely-fuelled intercession.
As the
adventurers leave the Cathedral, they’re met by Bosk Hartigan, Sandpoint’s
Deputy Sheriff and primary criminal investigator. Bosk explains in his gravelly voice that he’s
been left in charge since Sheriff Hemlock is out trying to verify the claims
that the adventurers made to the mayor yesterday. The grizzled veteran goes on to say that he’s
managed to link Nerissa’s attacker to a boat that’s still tethered to the
docks, and that, given everything that’s happened, he’s willing to work with
them if they want to accompany him on the raid.
The adventurers agree and, after a (relatively fruitless) discussion
with Jodar Provolost about the town’s defences against invasion, meet Hartigan
at the docks. Ava runs to Sandpoint
Savories, where Nerissa works, and persuades her to come along on the raid.
The
sword is enchanted to leave vicious wounds in the flesh of humans! |
The
adventurers approach cautiously, with Salma possessing the body of a wharf rat
and leaving her own body to slump to the ground, alarming Hartigan. Kang, Nerissa, and Salma huddle around the
door to the boat’s cabin while Kang searches it for traps. Having pronounced it safe, he opens the door
only to trigger a trap as dozens of flasks of alchemist fire drop from the
ceiling of the cabin and explode! Nerissa somehow escapes without even being
singed, literally running over the water to reach safety. Salma’s possessed rat is obliterated. Kang is burned, but bravely dashes into the
blazing ship to see if anything can be recovered. He finds a secret compartment containing a
mask and a sword, and manages to make it out of the inferno alive. As the residents of Sandpoint start a bucket
brigade to keep the fire from spreading to the docks, the adventurers examine
Kang’s discovery. The mask is
insect-like, with antenna and long mandibles, while the sword is cruelly serrated. Nerissa feels like maybe she’s seen these
items before, but any concrete memories are lost in a veil of fog. Salma’s spells identify each as
heavily-enchanted (and quite valuable) items.
Unfortunately, both items are seized by Bosk Hartigan as evidence
pertaining to the original crime, and, despite Kang’s protests, they’re taken
off the adventurers’ hands.
After
returning to their inn for a brief respite, discussion turns to how to prepare
for the expected invasion of Sandpoint.
Kang and Salma decide to see what they can find out about dragons, since
the intercepted message mentioned that the invading force would include
one. The two have little difficulty
persuading local legend-keeper Ilsoari Gandethus for permission to use his
museum and archives for research.
Meanwhile, Nerissa and Jinkatsyu decide a sparring match would be a good
way to see if Nerissa is able to use the weapons that washed up on shore next
to her. At the Red Dragon, Ameiko clears
space in the common room so that her patrons can be entertained by the
duel. She has to call the match, off,
however, after Jinkatsyu inexplicably fumbles his way through his opening moves,
appearing to be more harmful to himself and the audience than his opponent!
-----------------------------------------
Director's Commentary (January 1, 2019)
In the Golarion calendar, this was the Night of the Pale, a holiday where the spirits of the dead are said to walk. I couldn't find much about it online, so I improvised a few things. I think holidays are an important way to make a setting believable and realistic, so I like to incorporate them whenever I can. Here, as you can see, I really wanted to bring home the depth of the failure to save Turtleback Ferry and set up ominous foreshadowing that even worse things could happen if the adventurers don't get their act together.
The explosion aboard the assassin's boat was a pretty exciting scene, and I was impressed that they were able to find the hidden trapdoor even with the fire raging (Kang's fire resistance helped, of course). I would have handled some things differently with the Red Mantis if I had some of the setting material I have now, but at the time all I really had to go on with the group was their entry in the Pathfinder Wiki. I'm always annoyed at myself when I mess up established setting lore.
Jinkatsyu's duel with Nerissa has become an infamous moment in the campaign. It was intended just as a bit of fun, but when Jinks' player rolled *three* natural ones in a row, I had to make a big deal of it. Even now, something like forty sessions later, people in Sandpoint talk about how terrible a swordsman Jinks is despite all other evidence to the contrary.
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