[5 Neth 4707
continued]
A vision of Foxglove Manor |
The
rainclouds over Sandpoint have not abated when Bey finally emerges from her
mystery, finding herself in her room at the Rusty Dragon, Sandpoint’s most popular
inn and tavern. She remembers undergoing
an intense apocalyptic vision of dozens, even hundreds of ghouls swarming over
the town, all of them linked to, or even directed by, some malevolent
intelligence housed in a decaying mansion of unspeakable evil somewhere high up
on cliffs overlooking the ocean below.
Bey hurries to the common room of the inn to find her allies and share
with them her vision. The common room is
packed with townsfolk bored by the inclement weather, and swelled beyond normal by
dozens of farmers from the southern hinterlands who have fled to
Sandpoint. Bey sees Arnald there, eating
lunch and massaging his joints and muscles which are still sore from the
paralysis which has finally worn off.
The two don’t know where Ome and Artemis are, and Bey decides to trust
in her patron deity Desna by embracing pure luck: she and Arnald start randomly
knocking on doors all over Sandpoint!
Meanwhile,
emerging from a far more disreputable tavern named the Fatman’s Feedbag, Ome
talks to Artemis and summarizes his encounter with Jubrayl Vhiski. The tengu says Jubrayl is almost certainly
implicated in the arson somehow, but that she wasn’t able to glean any hard
evidence. The two decide to walk over to
the Sandpoint Garrison, home of the Town Watch.
When they arrive, they see a distressing sight: the small force that
Sheriff Hemlock sent to the southern farmlands to sweep up any ghoul stragglers
after the adventurers cleared the Hambley farm has returned, and its members
are in poor shape. Many of the soldiers
are wounded, and two are incapacitated, though alive. Ome and Artemis ask the group’s leader, Jodar
Provolost, what happened. Jodar, who is
far from his usual jolly self, explains that at first things went well: the
expedition force found a ghoul here or there, often disguised as a scarecrow,
and dealt with it, destroying a total of five.
The fact that Sheriff Hemlock persuaded experienced former adventurers
like Ilsoari Gandethus and Deverin Hosk to accompany the group was a real asset,
Jodar explains. But then, he continues,
the ghouls started appearing in bunches of twos and threes and the Sandpoint
contingent risked being overwhelmed!
They managed to withdraw with no fatalities, Jodar concludes, but it was
a near thing. He says he plans to report
to Sheriff Hemlock and suggest declaring that portion of the Lost Coast Road
off-limit to travellers until the problem can be dealt with.
Artemis and
Ome decide there’s one person who might just be able to help them understand
why this ghoul infestation is growing:
Caizarlu Zerren, the necromancer they subdued at Habe’s Sanatorium! The town jailer, a bald Shoanti named
Vachedi, shrugs when the pair ask to interrogate his prisoner. Caizarlu is hostile and uncooperative at
first, until Artemis promises to slip the old wizard’s spell component pouch
through the bars if he talks. Caizarlu
says he started noting the ghoul outbreaks in recent weeks and that he believes
they originally started from a single location near the coast. Caizarlu says he’s willing to tell more once
Artemis fulfils his end of the bargain, but the guardsman on detachment from
Magnimar has tricked him! Artemis slips
the *empty* spell component pouch through the bars, leading Caizarlu to fly
into a rage. Vachedi happily unlocks the
cell and subdues the prisoner with his cudgel.
Briza |
The
adventurers are reunited in the rain-swept courtyard of the Garrison and Bey
introduces Briza to Artemis. The
sanguine seer shares with Ome and Artemis her vision of the foreboding mansion
which she believes could be the source of the ghoul attacks, and the decision
is made to see if anyone in Sandpoint recognizes the place from Bey’s
description. As Sheriff Hemlock is quite
busy with planning how to contain the ghouls, which now threaten to spill over
to the northern farmlands, the group turn to Bosk Hartigan, the oldest member
of the Town Watch who has served since Sandpoint’s founding over forty years
ago. From Bey’s nightmarish account,
Bosk says the place sounds a little like The Misgivings—the nickname given to
the long-abandoned Foxglove Manor several miles southwest of Sandpoint. Bosk just shakes his head when asked for more
information, saying the place is well-known to be haunted, and that even
vandals and squatters know enough to stay away.
Artemis, who
did a lot of research on the area around Sandpoint prior to his secondment
there, says he remembers a little about Foxglove Manor. He says the building is over eighty years
old, and confirms it certainly has a bad reputation: sightings of strange lights
in the attic windows, muffled sounds of screaming from above and below, and
even rumours of a huge, bat-winged devil living in the caves are just some of
the stories passed around campfires by superstitious travellers who see “The
Misgivings” from a distance. Artemis
says that the house has been lived in only sporadically by members of the
Foxglove family, with the most recent time about two decades ago when Traver
Foxglove, his wife Cyralie, and their children Aldern, Sendeli, and Zeeva moved
in for a few years. But after Cyralie
was found dead, burnt and dashed on the rocks below the cliffs behind the
house, Traver committed suicide and the children were sent away to be raised in
Korvosa by distant relations.
Discussion
turns to whether anyone else in Sandpoint might have more information, and the
answer comes quickly: Ilsoari Gandethus,
local historian, former adventurer, and Headmaster of Turandarok Academy. The group’s entry to this orphanage and school
for local children is, at first, blocked by Head Mother Dorienne Vilch, a prim
woman with grey hair wrapped into a tight bun.
However, Ome has a way with words and manages to persuade her of the
importance of the group’s visit by mentioning ghouls. Eventually, the group is led inside, past
children playing, and into Ilsoari Gandethus’ study. Ilsoari, a stern-looking man in his mid-60s,
welcomes the group in but quickly loses interest when he learns they’re not
here about his planned expedition to track down the Sandpoint Devil. Still, he’s reluctantly persuaded to talk
about The Misgivings and it turns out he knows an awful lot. He confirms most of what Artemis said, but
explains that Foxglove Manor was actually lived in much more recently: about a
year ago, Aldern Foxglove, newly returned to the Lost Coast from his time abroad,
set about refurbishing the manor. Aldern
had an extremely difficult time finding locals to work on the old building
given its reputation. As work was slow
and intermittent, Aldern had the place looked after by Rogors Craesby, a
retired innkeeper. Once enough of the
major rooms were inhabitable, Aldern moved in with his new Varisian bride.
Ilsoari Gandethus |
Ilsoari
shuffles through some old papers in a cabinet and says that Foxglove Manor was
originally built in the year 4624 by Vorel Foxglove, a merchant prince from
Magnimar. Vorel and his family lived in
the place for about twenty years until the entire family perished from disease. The place was then deserted and shunned for
almost forty years until Traver and Cyralie moved in. Ilsoari concludes by saying he’s heard rumors
the Foxgloves were associated with a “semi-secret” society (really a
gentlemen’s club) in Magnimar called the Brothers of the Seven. When asked about caverns under the manor, he
says ancient Varisian legend (whose details are lost to history) say that the
land may have been consecrated to a dark god or demon lord. Having finished his task, Ilsoari is anxious
to get back to his plans for the Sandpoint Devil. He shares with Arnald his intention to set
forth on an expedition to the Devil’s Platter and confirm the existence of the
legendary creature once and for all.
The
adventurers decide that the key to preventing Bey’s vision of ghouls
overrunning Sandpoint is to set out towards Foxglove Manor that very night with
plans to stop and rest at Habe’s Sanatorium.
They spend the afternoon buying supplies for the trip and selling items
both magical and mundane acquired from earlier adventures. The
sun is starting to set behind grey rain clouds as the defenders of Sandpoint set
out on foot south. The first few miles
of their journey along the Lost Coast Road is uneventful, though they notice
several travellers racing to get within the safety of the town by nightfall, while
local farmers have almost barricaded themselves in their homes.
Ghoul |
As
the group leave the wide road and start to follow a narrow, winding trail
between farms, over hills, and through patches of wild forest, they come to a
place where a narrow stream is bridged by a wide log. Just as they’re about to cross, their
vigilance against attack fails: ghouls emerge from the cover of twilight all
around them! Caught flat-footed, the
adventurers are sorely pressed by the first wave of attacks. Artemis is paralyzed by sharp claws and starts getting dragged into nearby bushes! Ome tries to fight back but is knocked
unconscious in the fighting; fortunately, her giant wasp emerges from her
backpack and hovers protectively over her.
Just as the battle seems like it might be lost, however, the tide
suddenly turns! Artemis receives the
luckiest stroke of luck in his life, as a tentacled creature from the stream
grabs the ghoul that was about to feast on him.
Bey calls upon her divine gifts and bursts into flame to burn the ghouls
surrounding her, while Briza and Arnald set to work with their greatsword and
greataxe, respectively. Buoyed by the
two professional warriors, the adventurers survive the harrowing encounter and
the ghouls are destroyed.
Jodar
Provolost’s report that there’s far more than occasional ghoul stragglers to
deal with has been confirmed. Will the
adventurers be able to survive the journey to Foxglove Manor? And if they do, what fresh horror will they
find there?
--------------------------------------------------
Director's Commentary (August 6, 2017)
Bey, an oracle with the apocalypse mystery, had a trait that gave her a prophetic dream each night. I went all out this session with a description of a foreboding mansion. I intended my description to be quite figurative and more about setting up a mood of impending danger, but the PCs took the description quite literally and cleverly used it to figure out where to go next!
Speaking of apocalypse, I did increase the urgency of the PCs' mission by accelerating how quickly the ghouls spread through the farms. The AP left a lot of it to GM discretion, so I chose what sounded like the most exciting way of portraying the story.
Briza! The group expanded to five players this session, with the new PC taking the role of a Shoanti barbarian. Briza was a really fun, good-natured character who, in many ways, was the compassionate heart of an otherwise cynical group. She and Arnald made a great team as tough martial characters who could stand toe-to-toe with a lot of threats and buy time for their squishier allies in the back ranks to cast spells, etc.
Artemis came *very* close to meeting an untimely end in this session. Fortunately, Bey's player used her once per chapter plot twist card, which was "Tentacles". It was a fun and clever way to save a PC, and I don't begrudge it at all.
Speaking of apocalypse, I did increase the urgency of the PCs' mission by accelerating how quickly the ghouls spread through the farms. The AP left a lot of it to GM discretion, so I chose what sounded like the most exciting way of portraying the story.
Briza! The group expanded to five players this session, with the new PC taking the role of a Shoanti barbarian. Briza was a really fun, good-natured character who, in many ways, was the compassionate heart of an otherwise cynical group. She and Arnald made a great team as tough martial characters who could stand toe-to-toe with a lot of threats and buy time for their squishier allies in the back ranks to cast spells, etc.
Artemis came *very* close to meeting an untimely end in this session. Fortunately, Bey's player used her once per chapter plot twist card, which was "Tentacles". It was a fun and clever way to save a PC, and I don't begrudge it at all.
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