[9
Neth 4707 continued]
The
race to cure Arnald Swiss of ghoul fever before it’s too late continues. At the Sandpoint Garrison, Artemis asks local
healer Hannah Valerin to wait until he can return with an armed escort before
she tries to help the potentially dangerous disease victim. Artemis then runs through the storm to the
Rusty Dragon, where he finds Kang obnoxiously reading over Briza’s
shoulder. Artemis tells the two that
they need to hurry to the Garrison, and they depart immediately. Artemis then manages to pull Bey out of her
mystery, only to learn that the prophetess is unable to magically cure
diseases. As Hannah Valerin earlier
explained that the best she could do was temporarily delay the progression of
the disease, Artemis runs across town to try one last hope: The Feathered Serpent, Sandpoint’s boutique store
for magical scrolls and other paraphernalia.
The shop is open, despite the storm, but proprietor Vorvashali Voon
explains he’s long been sold out of the scroll that Artemis is asking for. The enthusiastic storekeeper tries to sell
Artemis various other magical devices, but Artemis knows he needs to hurry back
to the Garrison. Meanwhile, Bey takes
her time walking over to the Garrison and is lightly wounded when a nearby tree
explodes from a bolt of lightning.
When
all of the adventurers have assembled outside of the locked door to the morgue
where Arnald is being detained, Briza volunteers to take the risk of escorting
Hannah in. When the door is unlocked,
they can see Arnald looks terrible and is pacing frantically back and
forth. They distract him by throwing him
rations, but although Hannah gets close enough to cast her spell, it has no effect. She and Briza retreat and shut the door
behind them. Artemis talks to Sheriff
Hemlock about the predicament, and is told that Arnald may have to be “put
down” if he can’t be cured, as it’s too dangerous to wait for a full
transformation into a ghoul. Artemis
learns, however, that a fast clipper ship is scheduled to leave Sandpoint in
the morning for Magnimar, and the watchman decides it’s worth the risk of
taking Arnald aboard in the hopes that he’ll fight off the disease long enough
to be cured in the larger city. While
Artemis and Hemlock are speaking, Briza tries shouting through the heavy stone
door and is rewarded with an answer—Arnald has retained enough sanity to
realize he’s a threat to the others, and is willing to turn over the biggest
danger he poses: his adamantine greataxe!
With Arnald safely confined, and being fed copious amounts of food from
the Garrison’s stores, the adventurers take up vigil through the night.
[10
Neth 4707]
The
thunderstorms of the previous night have given way to a beautiful late-Autumn
day, but Arnald continues to get worse: “I don’t know how much longer I can
hold this off for!” he shouts through the locked morgue door. Fortunately, Kang has perfected a formula to
stave off the worst physical effects of the disease, and they improve Arnald’s
condition considerably. Well enough, in
fact, that he’s trusted to leave his makeshift detention and join the others as
they journey to the Sandpoint Cathedral to speak with Father Zantus. The kind priest regretfully explains that
he’s unable to assist, having used the last of his resources to stem the tide
of the disease that almost overwhelmed the farming community around the
town. After Bey continues talking about
the apocalypse, Father Zantus warns her that such heresy will not be tolerated
in a place of worship devoted to Desna.
The adventurers leave for the docks, hoping to book passage to Magnimar. There, they soon learn that Sheriff Hemlock’s
information was correct: a clipper named the Vexing Dodger has just arrived from Riddleport, and after unloading
some cargo and taking on more, will set sail for Magnimar at midday.
Captain Dodger |
The
adventurers have a last few hours in Sandpoint before the Vexing Dodger is scheduled to depart, and they choose different
ways to pass the time. Briza goes
fishing and has some good luck, while Kang brews some powerful antitoxins and
sells them to Arnald. Artemis tours the
ship and is treated quite deferentially in his Magnimar City Guard tabard. Bey makes a speech at the Farmer’s Market,
instructing everyone to continue to prepare for the imminent apocalypse but
offering hope that some of the residents of Sandpoint could survive. Her words are met with fear in some quarters,
and a belief that she’s insane in others.
At
midday, the Vexing Dodger raises
anchor and sets sail for Magnimar with all of the adventurers on board. The ship’s captain begins to spin tales for
the passengers as the vessel passes by Lost Coast landmarks. He points out a high promontory called the
Pyre and said it was used by Varisians in decades past for mysterious rituals. A small island, dimly seen in the distance,
is named as Grubber’s Hermitage and Dodger says that in recent months no one’s
heard from the villagers who live there—he suspects ghosts or lepers! Bey pays him to sail the ship a little
closer, and, through a spyglass, Artemis sees large numbers of carrion birds
circling around. Next, Dodger points out
the cliffs at Hag’s Plummet and relates an old yarn about a beautiful young
Varisian woman who treated with a witch to gain eternal life, but only on the
condition that she never fall in love; the tale ends, of course, with the woman
falling in love, aging instantly, being spurned by her beau, and throwing
herself off the cliff. When Dodger
starts to tell the adventurers about Foxglove Manor, however, they quickly and
in unison tell him they’re not interested.
Despite
the ship’s speed, Briza shows surprising proficiency with fishing and catches a
small shark! She lets Arnald eat most of
it. Apart from Kang secretly selling
Dodger a couple of vials of drow poison for help in subduing what Dodger
explains are beasts confined in the hold for the Serpent’s Run gladiatorial
rings, the evening passes without incident.
The adventurers decide to sleep out on deck under the stars.
[11
Neth 4707]
Approaching Magnimar from the Gulf |
Another beautiful day greets the adventurers as the last weeks of Autumn
are warmer than in years past. The
adventurers wake aboard the Vexing Dodger to the captain’s words that they’ve
made good speed and should reach Magnimar before lunchtime. Bey, however, is disturbed by the fact that
her usual dreams of disaster and apocalypse were instead replaced by dreams of
peace and
optimism.
Founder's Honor |
The
adventurers bid farewell to Captain Dodger and are led by Artemis into Dockway
district, full of markets and warehouses and then into the heart of the city
and Keystone district, a middle-class section of the city containing safe,
clean, wide thoroughfares and impressive buildings. Keystone is also the religious heart of
Magnimar, and Artemis has no difficulty finding the Cynosure, the ring-shaped shrine
dedicated to Desna. Artemis leaves the
adventurers in the good hands of a beautiful Varisian cleric named Bevaluu
Zimantiu. When Bey explains that they’ve
come to have one of their number healed of ghoul fever, Bevaluu is happy to
oblige and successfully invokes the Song of the Spheres to cure Arnald’s
infliction. She welcomes the adventurers
to Magnimar and tells them that the city is called variously the City of
Monuments and the City of Secrets, as great powers reside in the ancient
structures that dot the city. She tells
them to visit a monument called Founder’s Honour along the eastern side of
Keystone and leave a gift of flowers and fruit to experience the miracles of
Magnimar firsthand. When the adventurers
do so, Bey and Arnald do feel a surprising degree of contentment.
The
adventurers have followed a trail of clues from Foxglove Manor all the way to
Magnimar. After the small-town charms of
Sandpoint, are they prepared for the dangers and opportunities presented by a bustling city?
---------------------------------------------
Director's Commentary
With his access to lesser restoration, Kang effectively solved Arnald's ghoul fever problem (even the disease wouldn't be formally cured until the PCs reached Magnimar). A bit anti-climactic from a story-telling perspective, but I can't begrudge the smart use of a resource to save a PC's life.
I came up with the Vexing Dodger, a ship crewed entirely by ratfolk, because I thought it might be fun for the PCs to encounter a non-Core rulebook race. The bit with the monsters in the hold destined for Serpent's Run was my preparation in case I rolled for any random encounters on the voyage. I even had a ship flip-mat. Alas, the dice said no random encounters, so it was a peaceful journey.
I spent a lot of time preparing Magnimar: the AP has a small gazetteer, of course, but I made a lot of use of the campaign setting book and even tried to get some flavour from a novel set there. I wanted the city to make a big impression on the PCs, but in the actual session I found it really hard to describe the "feel" of the city as they moved quickly from place to place. As cool and impressive as the Thassilonian monuments would be in real life, they didn't get much a reaction from the jaded adventurers (or players). It's hard for a GM to translate cool stuff from paper into the players' imagination sometimes.
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