[2
Neth 4707 continued]
Having
obtained scrolls of cure disease from
The Feathered Serpent, the group decide to set out for Habe’s Sanatorium
immediately. There is but one problem:
they don’t know how to get there!
Artemis asks around and gets directions, but as night falls the
consensus is that it would be better to go in the morning. The hardened warriors go their own way, planning
to meet up again in the morning.
Das Korvut, Sandpoint's Blacksmith |
Ome makes her way to the Pixie’s Kitten. She notices a frantic giddiness in the
brothel, as if everyone was trying to make the most out of a time that would
soon end. It’s clear both the staff and
the clientele are worried about Titus Scarnetti’s public meeting about closing
down the establishment. Ome promises her
friend Kaye Tessarani that she’ll help if anything happens, and might even be
able to dig up dirt on Scarnetti.
Meanwhile, Artemis requisitions an official Sandpoint Town Watch tabard
and discusses the investigation with Bosk Hartigan. Bosk says that they’ve let Vin Vinder and
Ibor Thorn ago, having learned little of value during questioning. Across town, Arnald books one of the Rusty
Dragon’s four “Luxury Suites” so he can sleep in style. Out in the middle of the street, Bey suddenly
emerges from her trance-state and realizes her allies just left her there. She too makes her way to the Rusty Dragon,
and her decision is a fortuitous one: Das Korvut is there, and tells her he’s
been meaning to talk to her for a few days’ now. He thanks her, in his own gruff way, for
helping with the Chopper’s Isle matter, and says he’s been working on something
over the last few weeks to say thanks.
He leads Bey back to his smithy and shows her a bardiche made with
exquisite attention to detail and forged from cold steel. He says maybe it’ll help her if there are any
more demons like the one the adventurers fought in the catacombs under the
city. Bey is grateful for the gift.
[3
Neth 4707]
Overnight,
Bey has a dream about turning into a werewolf!
When she comes down to the common room for breakfast, she sees Arnald
and the two examine several notices nailed to the Help Wanted signpost by the
inn’s entrance. They decide to go to the
Pixie’s Kitten and are stopped on the way by someone handing out leaflets for
the upcoming town meeting on making prostitution illegal in Sandpoint. Meanwhile, at the Pixie’s Kitten, Ome dresses
early and notices Sheriff Hemlock slipping out a backdoor to an alleyway behind
the building. Ome grins and makes her
way out front and sees that Artemis has made the planned rendezvous on
time. Once everyone is together again,
Bey shows the flier and says she plans to speak up at the meeting, stating that
too much order ousts any role in society for serendipity and luck. The others notice Bey’s new bardiche, and ask
why she now carries two. Since it’s too
far to backtrack to the Rusty Dragon, she persuades Vorvashali Voon, who is
just opening up for the day, to hold on to the old one for her until she
returns.
The
three adventurers and Artemis set off south along the Lost Coast Road. They cross a bridge across a stream flowing
south, turn west to follow the road around some low foothills, cross Cougar
Creek, and then find themselves upon Ashen Moor and the northernmost farms in
the Sandpoint hinterlands. As they’re
walking, a projectile is suddenly launched from the direction of a nearby tree! It strikes Ome right in the chest, but,
fortunately, it’s just a rotten apple.
Ome nocks an arrow and runs towards the tree, shouting for her attacker
to come down. A farm kid climbs down,
looking abashed and scared, and whistles for her sibling, hidden in another
tree, to do the same. Artemis sternly warns
the children against a repeat incident, and the kids run back home.
The group’s journey continues as the Lost Coast Road
curves southeast to skirt the edges of Brinestump Marsh to the west. Seeing the limestone escarpment known as
Ashen Rise pass behind them on the left, Artemis realizes they’ve gone too
far. They backtrack and take some farm
roads to the northern face of the escarpment.
A couple of hours after having left Sandpoint, they reach their
destination. There, nestled up against
the rock, is The Saintly Haven of Respite, more commonly known as Habe’s
Sanatorium.
Doctor Erin Habe of the The Saintly Haven of Respite |
After
climbing up on a creaky wooden veranda and entering a door marked “Reception”,
the travellers find themselves in a waiting room. They tug a bellpull and some moments later,
Dr. Erin Habe enters the room. Habe, a
nervous man who seems to be in a hurry, listens as the travellers explain their
reason for coming and present Sheriff Hemlock’s letter of introduction. Habe explains that he’s in the middle of a
very delicate procedure at the moment but that he can make time if they come
back the next day. Impatiently, Bey
lowers her bardiche to emphasize the importance of their visit, sending Habe
shrieking out of the room in a fit of panic!
Bey and Arnald, weapons drawn, chase after Habe as he
runs through a disused workroom shouting for orderlies. Two tieflings armed with stout cudgels emerge
from nearby rooms and stand protectively around Habe while the alienist
frantically tries to unlock a door.
Meanwhile, Artemis and Ome have stayed behind, annoyed at their allies’
hasty actions. Without hesitation,
Arnald swings his greataxe and lodges the blade deep in the abdomen of one of
the orderlies! Artemis shoots Arnald in
the back in an attempt to prevent what seems like clear-cut murder, and Bey
casts a spell to save the life of the downed orderly. While she’s distracted, however, the other
orderly advances and lands a hard crack across the back of her head.
Arnald corners Habe and is about to deliver a killing
blow, but pleas from his allies convince him to hold up at the last second and
strike the man with the flat of the blade instead. Habe drops to his knees and begs for
mercy. Ome and Artemis remain aghast at
this entire turn of events, but Arnald appears uncannily prescient when another
door opens into the workshop and four zombies shamble out! They’re followed closely by an older Varisian
man holding a dagger, chanting arcane words of power. “Caizarlu, they’re going to ruin everything!”
Habe shouts. Habe draws a hidden dagger
and tries to stab Bey.
Caizarlu Zerren, Basement Necromancer |
Two
of the zombies shamble towards Ome and Artemis, still in the reception area,
while two more join the tieflings in the fight against Bey and Arnald. This leaves Caizarlu unmolested, and he takes
advantage by casting spell after spell at the intruders. Arnald shakes off two magical attempts to
blind him, but a zombie takes advantage of his distraction and scores a deep
wound in the axeman’s back! Bey weaves
and dodges to get to a better position and manages to heal Arnald and then
manifests an occult ability to burst into flames that somehow do not harm her
but that set the zombies ablaze. Arnald,
enraged by the zombie attacks, takes his anger out on Dr. Habe: despite the
man’s renewed begging and shouts that he only furnished Caizarlu with patients
who died naturally, Arnald decapitates him with one mighty swing! On the other
side of the room, finding her arrows largely ineffective, Ome shifts
tactics. She claws and bites at her
attackers, and soon both are defeated.
With
the zombies destroyed and the orderlies and Dr. Habe all dead, Caizarlu stands
alone. But the old necromancer doesn’t
give up. He conjures illusory duplicates
of himself to foil attacks and even drains some of the life from Arnald to heal
himself! But Arnald and Bey advance in
unison, and soon their attacks are enough to wear Caizarlu down. Moments before he can put his escape plan
into action, he drops to the floor, bleeding and unconscious.
The
visit to Habe’s Sanatorium certainly hasn’t gone as expected! With several corpses and one unconscious
necromancer on their hands, what will the group do next? And without Dr. Habe, will they be able to
get any information out of Grayst Seviilla?
-----------------------------
Director's Commentary
I hadn’t plan to do anything in particular with the
town’s brothel, The Pixie’s Kitten, but since we had an Inquisitor of Calistria
as a PC, it seemed natural to tie it in.
I was really happy how the subplot turned out, as it also allowed me to
incorporate Sandpoint’s conservative elements (in the persona of Titus
Scarnetti) into the plot. The storyline
develops quite nicely in the next few sessions and had a fairly exciting
conclusion.
The whole big battle at Habe’s Sanatorium could have
gone very, very differently if the PCs had just waited a day and come
back. But Habe’s write-up specifically
says that if the PCs make any threatening gestures, he panicks and runs. My players know that if they try to have
their PCs throw their weight around on NPCs, there can be consequences, so half
of the group was convinced that it was a mistake to chase after Habe. The irony, of course, was that Habe really
was into some shady stuff. That still
probably didn’t justify him getting beheaded though!
We’ll see a common, though inexplicable pattern with
the group: they somehow manage to turn what the AP writers intended as a series
of discrete encounters into one massive encounter. It definitely keeps things exciting and
dynamic though, and probably speeds up gameplay in the end.
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