Session 23: Grayhill Investigations Part 1 Report in Pascelus | World Anvil

Session 23: Grayhill Investigations Part 1

General Summary

Summary: 2 points

A council on secrecy

We had a lengthy in/out of character discussion about what is and isn't secret enough to conceal from the various NPCs. The party arrived at the following general guidelines:
  1. NPCs with close relationships from backstory are generally considered trustworthy.
  2. Random NPCs are not to be trusted with the more unusual information the party has (deity creation, warforged part facility location, Hearthstone deals and so on).
  3. Due to the limitations of human capacity to compartmentalize information, as characters are potentially spilling the beans, others can stop them and we can adjust what gets spread as need be.
 

In Grayhill

The cook at the Old Manor whips up some food while the party discusses what they want to as Laumia Runeseeker Kalagakane.
Inquiries for the librarian
  1. The party has secretive info - can we trust her not to spread it?
  2. It could be dangerous for her to know - does she want to know?
  3. Does she know about Sunhaven/Ironheart?
    • Does she have a map with all the places on it?
    • Locations for Llyrian Facility or similar places
  4. Info about Llyrian Sect in general
  5. Info about Sons of Dawn in general
  6. Strategy and tactics for dealing with fae
    • Known pitfalls and tricks used
    • General wheeling and dealing knowledge
  7. How to fight or otherwise deal with lycanthropes
  8. Maps for before and after the Calamity, particularly for Stonebridge
  9. The Order of the Sacred Crystal and ties to Sunhaven
  10. Location names the Llyrians shipped things (based on shipping documents from the facility)
  11. Holy and/or lost relics of Pelor
There's a side discussion about using Zone of Truth to allay any concerns about secrecy, but ultimately the party determines it's unnecessary.  
Inquiries for the circusfolk
  1. Sunny plans to ask Silver "Moon" Moonlight about the ruins outside the tabaxi enclave where Leng was mentioned in the Llyrian research documents since they were both there during their late childhood
  2. Sunny also plans to ask Rustling Trees about:
    • Magic used to create warforged
    • Harb's magical flesh-melting experience
Other plans
With the measuring assistance of the maid, Saf indicates she'll be purchasing cold weather gear for the party at large in town, using the party funds. Saf also uses her sending stone to tap her contact about a potential ship, and is referred to the Swift Runner, captained by Konos Suhlunsath.   Maya approaches Saf in the hopes that she can use her charm to acquire training in cooking for the druid. Saf agrees that she'll see what she can do.  
Settling in for the night
Leaving the errands in general for the morrow, the party settles in for a comfortable sleep without keeping watch. To Saf's mild disappointment, there are no visitors in the night.  

Moonday, 8th of Leafbreak

The party splits up to run some separate errands but will coordinate for the main show at the circus in the evening.  

Leucis and Maya visit and read

Ironmere refugees
The cleric seeks out a town guard (formerly of Ironmere) who keeps an eye on the relocated locals. They're able to locate Simon on the hill and inquire about how the refugees are doing. Simon seems to recall Maya from visits to Ironmere back in the day, and there's a short discussion on the nature of his tattoo.   Simon inquires what brings the cleric to Grayhill. Leucis replies that he's just checking in while he's in town on other business. Simon says he's recently been promoted to the Copper rank in the Grayhill Town Guard, and the others in town seem to be holding up all right. The farmers have had a good year, but some of the young ones have taken to the sea; Simon regards it as a potentially rough life. Many have developed drinking habits of the other sailors, which is less than ideal. Simon asks if Leucis is looking for someone in particular, and the duo ends up heading outside of town to see the Mulberrys on their farm.   Two of the Mulberrys (Lester and Mervyn) are out in the fields doing some early harvest work on their turnip farm. Lester muses that while the weather in Grayhill is a little more reliable and easier to see coming than in Ironmere, but it doesn't feel like home. Maya looks a little wistful at this.   The Mulberrys offer to host the cleric and (potentially) his friends, but Leucis declines, for the moment at least.  
Reading the new book
The druid and cleric grab some lunch and review A Study in Lycanthropy.

Saf running errands

Finding a ship
Having a lead from her contacts, Saf sets out to determine if the Swift Runner is in port and can be hired. She talks to a harbormaster, who indicates where the ship is berthed and that it's captained by Konos Suhlunsath, a triton.   Saf locates the ship. There's quite a lot of maintenance work in progress (minor sail mending and the like) and among the crew a fussy and nervous-looking halfling is scurrying, largely ignored. As she boards the ship, the halfling stops her at the head of the ramp. They have a short conversation wherein Saf gleans a few details:
  • The halfling is the first mate, Benny.
  • The ship is probably for hire, and the captain is usually in the The Saucy Winch but if he didn't find work there he'd have gone to the Temple of Waukeen.
  • The ship should be able to make the trip to Sohmweyr bearing the passengers, livestock, and personal effects Saf mentions.
  • Benny's estimation of the ship's abilities seems legitimate, but he also seems to not want the job for some reason, perhaps he thinks it's dangerous.
  Saf sets off to find the captain and potentially make a deal.  
Locating the captain
Saf heads to the Saucy Winch, but isn't able to spot the captain despite the tavern being well peopled with sailors. She approaches Resnek behind the bar and inquires about captain Konos, pressing the barkeep a silver piece. He is momentarily surprised but scans the bar, not finding who she seeks. The minotaur indicates the triton came through earlier but didn't linger.   Changing focus, Saf inquires if the bar's cook is available. The minotaur barman bellows "GERMAINE!" and a shirtless half orc comes out of the back, smelling strongly of fried. Speaking in Orcish, she inquires if he knows how to teach. After a minimal back and forth, she asks what his prices are to teach cooking after work to someone else. He gives her a measuring glance and prices 2 silver per lesson. Saf, feeling this is pretty steep, attempts to Intimidate the half-orc. Germaine seems unfazed by the threat but respects the moxie, laughs uproariously, and amends his price to 1 silver for the first lesson and 5 copper per lesson after (if they survive the first; they'd better be brave). Saf explains that she will send Maya that evening, and hands over 2 silver for 3 days of lessons.  
Pursuing the captain to the Temple
Saf proceeds to the Temple of Waukeen in search of the Runner's captain. There's a man at the door collecting admission, and upon clasping hands with Saf declares her price is a gold piece. The vedalken, outwardly all smiles, pays her admission and is welcome grandly into the house of the Golden Lady.   Surveying her surroundings, Saf locates a few vendors with consumable magic items but finds out that enduring magic items are usually auctioned due to their significant value. There's a few unusual spices available but the prices seem high; Saf is unfamiliar with them. Eventually her eye finds a triton matching Konos's description at one of the tables with a half-elven woman, having something of a disagrement to all appearances but Saf can't seem to hear what's being said despite sidling in closer.   The half-elven woman colors, rises from the table and storms out of the temple. Saf takes the opportunity to introduce herself and talk shop with the triton, who introduces himself as Konos Suhlunsath, captain of the Swift Runner. When Saf expresses doubt about this being the best place to talk, the captain explains that business transacted in the temple is kept private by the Lady, gesturing at the golden statue. Saf, a bit indignant at being under a goddess's auspices, sits down to talk business.   Saf attempts to strike a deal to get passage to the mouth of the river at the very least, and all the way up it to the tabaxi enclave if it can be manages. The captain indicates that the river may not be accommodating at this point in the year. Calculating that the goddess may have some force to enjoin bargains made here to be kept, she presses on the full trip upriver.   For the party and their various gear (plus Cinnamon) he quotes her a price of 75 gold (30 for the trip to the mouth of the river, and 45 for the full trip).  
After some discussion post-session, we refined what the end price ends up being. The captain makes a price of 30g to get to the mouth of the river (in roughly 3 days time) and 7 g per day's travel up the river (which he anticipates will take another 4 days, if it's passable).
  Having reached what seems to her a fair enough price for the services discussed, Saf inquires how long she has to get buy-in from her colleagues, and the captain gives her until sunrise tomorrow. The captain, seemingly satisfied with having located a job, leaves the table.   Saf relocates over near the auction block to learn what's coming up for sale and how the auctions work.  

Sunny, Harb and Kolvonnin visit the circus

Heading out the north end of town, the trio gets a ride in a wagon out to the circus grounds for the Blue Moon Circus. There are some side acts all day and the main performance around sundown. The trio splits up and agree to meet back at the fortune teller's wagon in a couple of hours.   Sunny checks in with Jongleur and Laufan to see how they're keeping. The illusionists are only too happy to see their adventurous protege and indicate that the stop in Grayhill has been pretty profitable this year.  
Talking to Moon
Moon is sitting at a small table and sketching something, but bolts out of his chair to greet Sunny. Moon's surprised and excited to see his wandering compatriot, and wants to meet the friends described in the letter - especially the warforged. Sunny, a bit downcast, explains that Nock has gone missing and that he intends to consult with Rustling Trees about it.   Sunny picks Moon's brain about the name they saw on the sign near the ruins by Sohmweyr, and Moon rustles through his sketches to find what he has been working on. He's been attempting to recall what exactly was on the ruined sign, and sketched out what he recalls.   While they wait for the appointed time to meet the other at the fortune teller, Sunny shows off Deep Rumble to Moon's amazement.  
Exploring the acts
Harb and Kolvonnin explore the carnival a bit while Sunny checks in with his contacts. Kolvonnin finds some good fried food to sample while he takes in the sights.   Harb focuses on people-watching, and a few patrons think he's part of the show. He notes that many people are milling around the menagerie and petting zoo; there's a minotaur with a kindly air about him describing creatures and bringing some out for children to interact with. The beastmaster catches a small child mid-fall off of a donkey, and it's clear from his reaction that doing so caused the minotaur some pain, though it's not clear why. Harb makes a note to mention it to Sunny when they coordinate later.  
The fortune teller's wagon
In the early afternoon, there's a bit of a lull in the flow of customers to the fortune teller, so Sunny planned to meet his compatriots during this gap. Spotting Harb, Moon elbows Sunny and asks about the beard and the missing arm; Sunny says they'll be talking about it later.   Harb mentions that the beastmaster (who Sunny identifies as Drazhan) seemed to be in some pain. Moon theorizes that maybe the "weirdly angry" creature that Drazhan recently acquired bit him or something. Moon expands that some hunters came up from down south, where they'd been hunting "javelinas and stuff" and they found one that had horns. Drazhan was "all about it" but can't seem to get the new animal to "be cool." They resolve to talk to the beastmaster about it later.   Sunny collect himself a bit, straightening his posture and smoothing his clothes before entering the fortune teller's wagon. It seems to be larger inside than the outside would allow for, with various divinatory bits and bobs in various places around the sizable room.   The fortuneteller greets Sunny warmly with a hug and inquires how his adventures are going. The bard says he's run into some good people and that he's doing ok, his speech pattern a bit more formal than his usual jaunty demeanor. Rusty sizes up Kolvonnin, saying he looks responsible and thanking him for keeping Sunny out of trouble. The paladin praises Sunny as an ally and Rusty responds approvingly.   Rustling Trees seems a bit put off by Harb, not knowing what to make of the rather scruffy-looking goliath. Sunny, a bit awkwardly, realize he has not introduced his companions and sputters out their names. Rusty is glad that Sunny is getting on well, making friends and avoiding too many mishaps.   Sunny segues into a discussion on his missing companion, Nock - given the nature of what the group has discovered about the Llyrian Sect and the warforged parts and so on. Rusty, for her part, thinks that perhaps Nock has been assassinated or kidnapped because he's a warforged and folks would be interested. When the story turns to the warforged creation process being a potential cause for lycanthropy, the fortune teller blanches a bit and laments how hard to deal with lycanthropes are.   At the mention of Sunhaven, Rusty chimes in that she's heard there were great crafters and artisans there but doesn't know where the city lies. Sunny shows her his snuffbox of Kana Dust - Rusty suspects that this is from the old days when all kinds of potions and powders were made by alchemists. She generally considers it safer to sell such things rather than use them.   Rustling Trees considers what she's learned from Sunny with things she already knows:
  • It seems someone is trying to create warforged.
  • Some portion of the process may create lycanthropes.
  • The overland trip to Sohmweyr tends to stay near the ocean because lycanthropes are a common occurrene inland.
  • Therefore, perhaps the person attempting to create lycanthropes is near there?
Changing topics, Rustling Trees inquires what Harb was looking to learn. He takes out his sketch and explains how his past is mostly a mystery. The fortune teller is a bit put off by the sketch, and indicates it doesn't tell her much. She offers to help him more vividly recall the details, but that it will be traumatic. Harb accepts.   Rustling Trees gestures to the table nearby and removes the cloth covering her crystal ball. It's roughly the size of a basketball, and so clear it's hard to see the surface of it. The fortune teller guides Harb's hands to the crystal ball and covers them with her own, and attempts to guide him into the memory. The crystal ball fogs over, becoming opaque and pearlescent. Rusty steels herself a bit, seems to sag a little, and then the crystal clears, showing Harb's memory.   The onloookers see the following details as the events unfold:
  • Harb's left hand is wearing a ring of protection similar to the one he recently bought.
  • Harb wielding an unusual implement (some sort of icicle made of green/yellow/amber swirls?)
  • He gets into a scuffle with people, and the vision gets blurry.
  • Rustling Trees bids him focus, and the image snaps back into place in the scene Harb sketched originally.
  • There's a robed figure with a dessicated or mummified hand, gesturing and speaking in a harsh voice. The words are unintelligible but the tone is very rough.
  • The gesturing hand makes a sharp jerking motion and waves of energy radiate from the figure.
  • Harb's avatar in the vision sees his left hand melting, gobbets of it hitting the ground with a sizzle.
  Rustling Trees gathers herself after the traumatic reliving, taking a few deep breaths and looking Harb in the eye. She explains that she's never actually witnessed that kind of magic and doesn't know who the other person was (though it has the look of a necromancer to it). The magic, however, was not necromancy - it was contract magic. Harb must have made some sort of deal with this entity, and it was collecting what it was owed.  

Next steps:

  1. Investigate auction items/rules at the Temple.
  2. Talk to Drazhan about his pain, and maybe determine what's up with this horned boar.
  3. See the circus main performance.
  4. Cooking training with Germaine.
  5. Get the list of quesions to Mia and determine how she is about secrets.
  6. Visit the Glaciery
  7. Kolvonnin needs to arrange some Sendings with Leucis.
  8. DM homework:
    • Generate answers from Mia for the list of questions.
    • Provide the quartermaster the price/total on the cold weather gear with details of what it does.
    • Figure out what Maya finds from the cartographers.
 

Session Feedback

Eddy: Fun watching folks do their thing. Could have been more organized.
Heather: Fun bro-ing out with Moon. More or less what Heather had in mind for Moon.
James: Splitting the party is kind of a bummer. Disseminating info is always murder for pacing.
Jeremy: Overall it was good, party split is always kind of a downer. Good direction for next session. Planning beforehand was helpful.
Matt: Pacing issues what with all the exposition. Saf had things to do and got to play to her strengths. Maybe could have done more with the captain. Intimation of the cook was fun.
Meg: Severe lack of focus at the beginning due to planning issues. Pace was slow but expected for a party split.
John: Playing Moon was fun and I'm glad it went according to the player vision for the NPC, but doing that speech pattern/voice is a lot of work. I fully expected Maya to go to the circus. Cook lessons were unexpected (not because I wasn't informed, just wasn't top of mind for me). Lots of RP that session for me, so it was more work than usual. Not an issue but definitely notably different.

Comments

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Oct 25, 2022 03:06

I'd want to ask about any additional knowledge on The Fateful Eight and the district of Leng.