Adventures in Duskmire by Nomminus | World Anvil Manuscripts | World Anvil
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Session 9

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SESSION NINE - It came from the clocktower

[Mubistar, 18th day of Sigen]

Having gone to launch their own investigation, Murphy finds themself drawn to the town's new clocktower, its strange, illuminated face calling to them, pulling them in.

The salty sea dog stumbles their way up the stairs to begin their search for...something, anything, being lured closer unbeknownst to their own consciousness.

As they near the shellrock face of the clocktower, there's a blinding flash of light that appears to shunt their consciousness to another plane. It is dark, dreary and akin to the ocean floor. Bones of whales and other leviathans scantly scattered about, sparse patches of corals sharing the only other landmarks within sight.

A voice echoes through, what Murphy assumes to be the entity the cult is trying to bring forth, there's a short conversation, the entity trying to convince Murphy to side with it, to sail under its name. Murphy declines, but the entity hangs on just slightly, thinking it might be able to convince them yet.

Murphy takes this information back down the stairs and across the street from the clocktower to the detective agency, belaying what they'd learned. How this entity wants people to spread its influence, and it can be reached by going up to the inner workings of the clocktower.

Lorenzini can't help but speak up at this point, somewhat proudly that his earlier actions at the clocktower had worked, he informs the party that there's an enchantment on the clock's face - when fueled by magic, this entity can use the material the face is made of to reach out and make contact in ways it otherwise can't.

The emblem that Daisybell grabbed from the college is then put under question, Lorenzini revealing that it's a very valuable item of the cult. It's used in meetings directly between the entity and the elites of the order. Lorenzini also mentions he's only ever been to one such meeting, and doubts that he'll ever be able to do so again.

Further questioning goes in to Lorenzini's motivations - what did he intend to gain from the cult. He explains regretfully that he was promised power, and ultimately promised life after the entity's takeover. Both promises of which he's squandered from being caught, and aiding the party against the cult. He shares his information freely now because he is a coward, in hopes that his knowledge will earn him protection from the current party.

Further more, the only reason why the emblem would be out and travelling is because the meeting of the cult's elites would be very soon. To which Miguel confirms its tomorrow.

They learn that the emblem is a tool required for summoning brief portals to commune with the entity. Miguel theorizes maybe they can just break it? And tries to break it with a hammer, instead nearly breaking his arm and a few other things in the process as his attempt sends out a shockwave of eldritch energy throughout the building.

The party then makes a plan to hide the emblem inside a frozen fish inside the freezer where totally no one would look. It'll likely postpone the meeting - but will trigger a search for it.

And as a side note, they try to determine if Benny is a druid in disguise - he's not, but there's something weird with him, maybe due to that shellrock he ate once?

The group then heads out on the town - planning to check the clock tower first, and then hitting up one of the local eateries for dinner. (Huck's Waffle House) and Murphy decides to stay behind.

Going into the town hall to get to the clock tower, they stop and talk for a moment to the mayor's wife, Kralsh. Finding out that she's been hearing some odd things from the tower, and asks them to inform her quietly in case something is of concern up there.

Once the crew heads up the tower, (Or rather, Yak carries them up to the tower) everything looks mostly normal, but its when Cairi goes to observe the clock's face as it emanates a humming glow, that she suffers the same instance as Murphy had earlier. 

There's a blinding flash once more, and Cairi goes into a trance-like state to those around them. From above there's the same voice, beckoning information from Daisybell and taunting them, offering promises of anything in exchange for obedience. Scaring them out of the trance and back into Duskmire. Warning the others not to try what she just did.

It's after this brush with freaky that they decide to tell the mayor's wife to block off access to the clock tower, and go on their way to get those waffles.

It's a bit of a walk but they eventually make it down to Huck's Waffle House, they're welcomed in and given menus, and their orders eventually come by, they take their dinners to go and head back to the detective building, planning to enjoy their food and then figure out what's next.

What'll happen? What did Murphy get up to while they stayed back? Find out next session!

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