The Return to Magnimar
Current Date: Morning Starday the 7th of Pharast 4713 AR
Previous Date: Morning Wealday the 5th Calistril 4713 AR
Weather: Cool, breezy, sun-filled sky
Current Location: Magnimar
Previous Location: The Lady’s Light
It has been 24 days since you exposed Asha’min’tallu as a false Sorshen and defeated her. In addition, you discovered the remaining secrets contained within the Lady’s Light as well as learned of the real Sorshen’s possible resting place beneath Castle Korvosa. With the passing of Asha, the Lady’s’ Light no longer shines and any surviving denizens of the dungeons beneath the Lady’s Light have made their way out of the dungeons to find new haunts. The remaining survivors of the Troglodytes tribe have triumphed over the Boggards and will eventually come to dominate the Lady’s Cape but for now have setup trade with Maroux, sending you the special herbs the Princess of the Bazaar of Sails, Sabriyya Kalmeralm, requested. You spend most of these days mapping the Lady’s Light, consecrating any unholy sites and updating your gear. Olim also noted that the Black Orb has gone missing, likely during the return of Ignatius.
You now sit in Maroux’s hut, around her table, Brine and Kael cataloguing the salacious items for Ayavah as the rest of you finishes a last meal before you board the Wanton Ways, Captain Yarnelle Fessender’s ship, on its return to Magnimar. To your left stands Jasper Kandamerus, Prophet of Groetus and lunatic. At least for this meal, he has been somewhat lucid this morning but days ago, when you first returned he uttered a strange prophecy, mirroring the words you heard during your jaunt to the Abyss:
“When greed awakens from its long slumber on the second night under the shining, jade light of a risen seven-pointed star, the summer days will turn cold as the sky grows dark from a thousand, whispering wings…”
Before the mad cleric can break the peaceful mood, Maroux stands up, congratulating and thanking you for making the Lady’s Cape a bit safer to live in and raises her cup to wish you good luck on your journey back to the City of Monuments.
Finishing the toast, Oriana, along with Helanda, stands up, thanking you for freeing her and her sisters from Asha’s control. She falls silent, fighting back tears, before continuing, saying how she is grateful for allowing Helanda and herself to travel with you to Magnimar, where she hopes to find other Grey Maidens and bring them into the Society’s service. She then sits back down, Helanda, standing close.
[At this point, unless you wish to add anything, you leave the hut, gathering your equipment and head to the beach to board the Wanton Ways. The Captain gives you a hearty greeting, asking if all is well and that it looks to be a fine voyage. With the aid of the ship’s crew, you get under way an hour later whereas the captain predicted, the daylong trip passes without an issue. On the morning of the second, you enter Magnimar’s harbor and soon disembark at Dockway, where Sheila meets you, accompanied by her major domo and ground staff. She points to a carriage, asking you to join her as she waits to hear your tale.]
After introducing Oriana and Helanda to Sheila, where she promises to take up the matter in a few days, you return to Heidmarch Manor and began to settle back into City life. Brotha Reece makes a trip to the local Bank of Abadar to deposit his share of the treasure and to seek out new libations to stock the wet bar whilst Kael, Brine and Olim further deplete their funds in the pursuit of their own interests.
A week passes during these activities. During this time, the other teams that Sheila sent out across Varisia begin to return, arriving with potentially priceless Thassilonian relics that will need to be analyzed, catalogued and then shipped to the Grand Lodge for storage but not all of the agents return. Seeing this as a time when enemies may strike, Sheila contacted the Golemworks of Magnimar to commission several of their famed Angelic Guardians for use at Heidmarch Manor, feeling the creatures could serve a dual of role of protecting the manor grounds and the city in case of some calamity. Upon the Guardians arrival, she reached out to the group, asking them to place the Guardians around the manor wherever it was tactically sound.
“You’ll find the crated angelic guardians stored in the greenhouse, where they’ve been placed out of the way along with some of the first shipments of Varisian relics brought back by our field agents, which must be analyzed, catalogued, and then sent on to the Grand Lodge. The guardians should be programmed to obey the commands of anyone displaying my personal Wayfinder. I trust you’ll return it to me when you’re done arraying the angelic guardians about the grounds.”
Sheila draws her platinum wayfinder from her pocket and hands it to Brine, unclasping the chain that fastens the compass to her belt. “I can’t imagine such a simple task would provoke many questions, but if you have any, now’s the time to ask.”
The group having no questions spent a better part of an hour deciding on where to place the guardians. With an agreement hammered out, they headed to the Greenhouse, using A.D.A.M. as a heavy lifter. In the process of decorating the Guardians, one activated on its own, reacting to Brine’s presence and began to attack. The other Guardians, programmed to act as a team, followed suit, ripping themselves out of their own crates.
The battle was fierce but quick, ending with the group dismantling the Guardians in short order. Sheila arrived with several grounds staff, requesting the group to investigate who could have sabotaged the Guardians but to be discreet, as she did not want to ruin relations with the Golemworks. She also revealed that the missing agents had been found dead, their corpses marked with the insignia of the Aspis Consortium. When Olim asked why the secrecy, Sheila replied that the Decemvirate ordered it to be kept secret as there were factions about that could use that information to their own advantage when dealing with the Society. With that, she instructed the group to reach out to her Golemworks contact, a man named Reemis and deal with the matter.
At this point, Kael discovered there were no creator marks on the Guardians. Intrigued by this unusual clue, Olim consulted the spirits of his former companions, who revealed that a bespectacled man, working at Golemworks was the creator of the Guardians. Armed with this information the group wasted no time heading north of the Irespan to the famed, sprawling Golemworks complex.
The group had little trouble locating the Golemworks’ complex, and Sheila’s contact, Reemis, therein. A pudgy, balding Chelish man in his mid-fifties, Reemis, greeted the group enthusiastically, asking how he may be of help. Olim, without hesitating, stated that they were there at the behest of Venture-Captain Heidmarch, which the man then asked if Sheila was happy with her order. Not missing the beat, the group explained the Captain was so pleased that she had sent the group to thank the Creator of such fine constructs. Reemis not noticing the fact Sheila had sent proxies in her stead, left to find the order recipe to learn who had been assigned to the Guardians creation. When Reemis returned he reveled that an especially talented Artificer named Chrysalis Black gad been assigned to the Guardians construction. Reemis thought this odd as Black typically handled the creation of Golemworks famed clockwork toys. Shaking his head, he led the group through the maze of workshops, warehouses, and foundries that make up the Golemworks to a large wooden building he identifies as Black’s workshop. On the way, Kael noticed that Reemis had several salacious paintings of the Chelish Paracountess Zarta Dralneen hanging on his wall.
Reemis, now quite nervous, tells the group that Black is out getting some spell components and will likely be back soon, and lets the Pathfinders into Black’s office to wait for the artificer to return. The room is comfortable and filled with exquisite if odd furniture, Reece noting that the chairs seemed to be the same kind of chairs one finds in an insane asylum. Already on edge, Kael, using his arcane sight, discovered several other interesting areas in the waiting room. Not wanting to fall into an ambush, Brine suggested he hide in the cupboard under the stairs, until Blacks arrival. Agreeing, the rest of the group waited until Blacks return.
90 minutes passed before Black arrived, acting surprised at the group waiting on him. However, the man wasted no time, quickly crossing the room to block the stairs. It did not take long after the groups questions for Brine, after quaffing detect thoughts potion, learned that Black was quite insane and had plans of extracting Olim’s brain in hopes of learning the secrets of Ocular powers. At that revelation, the man ordered his pets to attack the group and secure the Oracle. With the command, the floor erupted as a huge elemental pushed through the floor from the basement below. In the corner, a wood golem came to life but had little time to act as Brine went into motion, incinerating the golem with a massive bomb.
Not wanting to be showed up, Olim began to dispatch the now animated chairs that were busy trying to constrict him as Kael and Reece focused their attention on the Greater Elemental and Black. Not deterred by their antics, the Elemental began to smash Brine and Olim, wounding them a great deal as Reece worked to subdue Black.
Black laughed at their tactics. He then stated that his pets were more than capable of killing the group and with their deaths would use their body parts in the creation of more pets. Reece, not having any of this, summoned the energies of his Drunken God and paralyzed Black, just as Olim pierced the man’s heart with his ranseur. As the man was unable to move or scream, he began to melt, turning into a pile of snow, leaving behind his clothing and items. With the death of his master, the Elemental collapsed, burying Brine under a mound of dirt.
Kael, again calling upon his vast store of knowledge, revealed that this Black was likely a simulacrum as Reece searched the slush pile for clues, discovering a bronze Aspis badge under the lapel of Black’s tunic. Seconds later Reemis arrived with Golemworks guards asking what had happened. Reece reveals the badge and their true purpose for being at the Golemworks. Taken aback, Reemis agrees that Black had fooled everyone and asked in the name of the Golemworks that the group capture Black and bring him to justice. Agreeing, the group then searched the workshop, uncovering a few clues before they headed to Blacks estate, using the address provided by Reemis.
And that is where we ended the session for the night.