|
Overview Lyle House Kashin the Theft Scorpion Guild Scrags Second Death Salt Mines Giants' Caves |
Weather Conditions: Fair summer's day, moderately warm.
Maroth: Burn (final night)
Background Gil Lyle was a mage of moderate talent, operating in Kashin. Gil operated Lok Magius' recruiting station in Kashin, searching out raw power among the populace, and those inclined to learn the once-forbidden arts of magic. The Lyle House in Kashin served as a simple way-station for most recruits, but Gil sometimes took in the occasional apprentice, until that apprentice was ready to move on to the Mage Academy.
Gil dabbled in the forbidden arts of demon summoning, rationalizing that if he
was searching for mages when mages had recently been outlawed, then demon
summoning might not be as evil or as dangerous as others believed. The
wizard hid away his basement, and began using it for secretive studies into the
dark arts.
In 1326 Avard, one of Gil's demons got loose during a summoning. The demon
used Gil Lyle's blood to write an obscure, cryptic answer in the back of the
wizard's spell book, apparently having been summoned to answer questions.
The demon then went on to ransack the house, and horribly savage Gil's
apprentice, a young wizard named Norion, before Gil Lyle's dying breath could
send the demon back to the Abyss from which it had come. Norion was
horribly disfigured, and would spend the next three years recovering from the
encounter, and pouring over the spell books available at Lok Magius.
Years later, word arrived from the new recruiter of Lyle House that the hidden
basement had been discovered. The emaciated body of Gil Lyle was found,
along with his forbidden spell book, and a great many tomes and scrolls of
demonic power. Lok Magius determined that it's expert on Demonology was
Gil's former apprentice, Norion -- who had studied demons for the last three
years in order to prevent another such release of demonic power.
It is around Norion that the initial story will revolve. Saint Kiera's and
the Libranum were the first to respond to the Lord Reeve's call. The Church
of Mikindim and the Church of Lul both sent
in priests to check out the discovered basement, and ensure that the old demon
god, Argunas, was not involved. The
initial investigation, done before Norion arrives, has determined that Argunas
was not being worshipped in the basement by Gil Lyle -- but they are not sure,
as many of his books are encrypted by magic and by thought.
The Lord Reeve, Thaleus Morone, is intent to make sure that Argunas was not
involved, and to make sure that no other demons are released, either. He
will probably assign a reeve or guardsman to watch over the investigation.
Other events in Kashin are bothering the Lord Reeve, as well (see Kashin,
below).
The Lyle House is named for Gil Lyle, the 'first mage of Kashin' according to
the brass plaque in the stone wall. The house is a moderate affair, with a
high-peaked building of wood built off of a two-story stone tower. The top
floor of the stone tower is he Resident Mage's study and laboratory --
which currently has a lot of pottery in various stages of enchantment and
creation. The
main floor of the building houses three bedrooms, a living room, a kitchen, and
a privy. The outside is bordered by a small stone wall, with a wooden door
in the front (Open Lock check of DC 26), and another in the rear (same lock). The rear of the house has a small
garden with an apple tree and a pear tree, and a recently-built pottery table
and kiln. The current Resident Mage is
Taria MacKolm, an older woman who discovered her passion for magic late in life.
Taria MacKolm female human Evoker5: CR 5; Size M (5 ft., 1 in.
tall); HD 5d4; hp 13; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +1
melee, or +3 ranged; SV Fort +1, Ref +2, Will +5; AL NG; Str 8, Dex 12, Con 11,
Int 15, Wis 13, Cha 13. Languages Spoken: Common, Draconic, Dwarven. Skills and
feats: Craft (Pottery) +7, Knowledge (Architecture and Engineering) +9,
Knowledge (Nature) +7, Knowledge (Nobility and Royalty) +9, Knowledge (The
Planes) +10, Spellcraft +10; Craft Wondrous Item, Empower Spell, Enlarge Spell,
Maximize Spell, [Scribe Scroll]. Possessions: ring of protection +2,
spellbook, key to the Lyle House.
Prohibited Schools: Transmutation, Enchantment. Wizard Spells Known (4/4+1/3+1/1+1): 0th -- Acid Splash, Arcane Mark, Dancing Lights, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue. 1st -- Cause Fear, Identify, Magic Missile, Protection from Evil, Protection from Law, Shocking Grasp. 2nd -- Continual Flame, Darkness, Scorching Ray, Shatter. 3rd -- Lightning Bolt, Magic Circle against Good, Tiny Hut.
The basement is accessed through a trap door in the kitchen, and has a vertical
ladder. The demonic summoning area was walled off from the rest of the
basement, so that the herbs and storage area was functional but small. The
summoning area -- and Gil Lyle's body -- was found when an engineer of Mikindim came
in to see about fixing a drainage problem in the privy. The privy's access
to the sewers was adjacent to the basement, and the engineer realized that there had
to be more area to the basement than was evident. Finding the secret door
to the summoning area proved difficult, but not impossible; opening it involved
the aid of Lord Reeve. (Hidden, swinging, cobble-stoned door. Search
DC 21. Hidden lock; Search DC 27; Open Locks DC 30.)
The secret basement is an area approximately twenty feet on a side, with a
summoning circle inset on the cobble-stoned floor about ten feet in
diameter. The ceiling is only seven feet tall, with massive wooden beams
nearly a foot in width every four feet, topped by the floorboards above.
The walls are dank with moisture, and smell strongly of the now-fixed
privy. The room is very dark because of the well-fitted floorboards, and
the undersides of the floorboards and beams show blackened soot marks from
candles and torches. The walls of the room had several bookshelves, but
they were apparently destroyed, and their contents scattered about the
room. A desk is broken in half, and crumples nearest the door; the
summoning circle is on the far side of the room from the entrance.
Gil Lyle's body is half in the circle, and half out. He was apparently
gutted, as his robes are torn apart in the middle, and bits and remains of his
body are still badly decomposed. No rats or mice have been into the
tightly sealed room. Gil's desiccated corpse lay half atop his spell book
when he was found, but has since been rolled off of the book.
The churches
decided to leave the body in place until the arcane investigation is complete.
The room has had forbiddance cast upon it, by High Priestess Aeidee Mulan
of the Libranum. Only the summoning room has been protected by the forbiddance
spell, and it has been keyed with the password 'Aeidee'. Because of the
spell requirements, holy water has been sprinkled everywhere, and a heavy
incense of rare Sholin origins (nieya) permeates the room (no ashes, censor was
used).
Gil Lyle's spell book is intact, and the last pages are written in Gil Lyle's blood; they
show a demonic script, encrypted by rhyme and spell, and mirrored as well.
The book details Gil's finding of summoning magics that would allow him to tap
into the Abyss, and his subsequent studies and experiments in those areas.
He was apparently looking to discover the origins of some ogran-cut rubies,
which are also still in the room.
Basement Treasure: 8 ogran-cut rubies (120gp ea), one with
a star-pattern deep within it*. Gil Lyle's spellbook. One wand
of daylight. One ring of feather-falling. Key to the hidden
basement. Two small keys on a bracelet.
*It has the soul of a Protector of Yatindar (Pal3) held within it -- a favored tactic of the ogremai.
Taria is shocked by all of the findings, and has difficulty staying in the house
since the discovery. She had just been discovered as a mage, when the
summoning that killed Gil happened. The reeves never discovered the
basement, or Gil's body, assuming that the demon took the body (and his soul)
back to the Abyss with them. Since Gil's laboratory was ransacked by the
demon -- and was where Norion was attacked -- everyone assumed the attack
happened there. Norion has several blank spots in his memory, and no
explanation of why. A circle of dried blood found in the laboratory
explained the summoning -- but now Norion remembers that the demon wrote the
circle in his wizardly blood.
The rest of Kashin is abuzz with the strange death of a male desert, and the
theft of an entire warehouse of food stores. The brother of the city's
cartographer was found dead, with all the blood drained out of him into his
mattress, and a strange smile of pleasure on his face. As well, bandits broke into a warehouse full of food the
night before, and
somehow managed to steal it all -- with no one the wiser for how, or where all
the flour and grain went.
One rumor going around the underground scuttle (Gather Information DC 23) is
that one of the Dons from Sandar -- a one-eyed underworld mob boss -- has
disappeared, along with his bodyguard. The guards are rather concerned
about why such a distant 'ruler' would be present in Rakore, as the mob runs
Sandar.
Kashin is also talking about some dwarven ruins that were opened in the
Stonehelm clan. A number of undead got out of a sealed, ancient set of
ruins, and forced the Stonehelms to quarantine themselves for a few weeks.
The city is still recovering from the aftermath of Davin's Plague, which
happened some six months ago, and the graveyard is full of freshly dug graves
and newer tombstones. Many buildings are abandoned or condemned, and there
is plenty of honest work to go around; crime is down, unemployment is down, and
labor demands are up -- leading some bosses to complain about the wages people
demand.
A successful Gather Information check (DC 16) will reveal more about the death
of the male desert elf. He was single, with the heavy tattooing
typical of elven combatants or fighters. His blood was drained into
the straw padding of the bed. No footprints or other affects were found. Speak with dead, as cast
by one of the local priests of Lul, revealed little. The corpse did
know how it died, and remembered only making love to a beautiful woman (the corpse was
quite graphic) -- and nothing else.
Another successful Gather Information check (DC 18) tells more about the
warehouse's missing food. Sacks and sacks of flour and grain were being
stored in the mill's warehouse. When the miller went to open the mill for
the morning's work, he found all the sacks of grain gone. A small pile of
grain was found underneath one of the ceiling joists, and the roofing planks
were loose at that point. Grain was also found down along the warehouse
roof, leading to the runoff from Lake Figinah. It's possible that the
grain could have been taken out by boat in the night, but it would require far
too many boatmen to stay stealthy. The reeves are dumbfounded -- for this
is not the first theft of food in Kashin. Two weeks prior, a warehouse
closer to the docks was ransacked in a near fire; after the flames were put out,
it was discovered that thousands of iron rations had been stolen in the
chaos. The theft of the grain is merely the largest of the two -- and,
hopefully, the last.
The Lyle House has been under surveillance for the last day and night.
Only a successful Spot check (DC 32) would reveal that it is being
watched. If detected, the watcher will simply fade into the populace until
he can return or be replaced. The heist is scheduled to take place at
midnight.
The three thieves -- Zavanth, Winston, and Gauge -- are members of the local
thieves' guild, known as the Scorpions. Each bears a scorpion tattoo
somewhere on his body. The leader, Zavanth, was present when the commission
was presented to the Scorpion, for whom the guild is named. Zavanth knows
that four Marksmen approached the Scorpion, and asked that Gil Lyle's magical
equipment be found and turned over to them -- for 25,000 silver. (Zavanth's
cut is 5,000 silver, and his two helpers each get 2,000 silver.)
Zavanth, human Rog4: [cool, practical, intelligent --
professional] CR 4;
Size M (5'8", 165lbs); HD 4d6+12; hp 25; Init +6 (+2 Dex, +4 Improved
Initiative); Spd 30 ft.; AC 14 (+2 Dex, +2 armor); Attack +0/+0 melee (rapier
and dagger, 1d6+1/1d4+1, crit18-20x2/19-20x2), or +1/+1 ranged (light crossbows,
1d8, crit19-20x2, RI 80ft); Sneak Attack +2d6; SV Fort
+4, Ref +6, Will +3; AL N; Str 12, Dex 14, Con 16, Int 15, Wis 14, Cha 11.
Languages Spoken: Common, Amaran, Dwarven. Skills
and feats: Bluff +7, Craft (Stonemasonry) +6, Decipher Script +7, Disable Device
+9, Hide +10, Jump +8, Listen +2, Move Silently +10, Open Lock +9, Profession (Miner) +9, Search +9, Spot +9, Tumble +8; [Evasion],
Skill Focus (Move Silently), Improved Initiative, Two Weapon Fighting. Items: dark
red leather armor*, dark gray
hooded cloak, two light crossbows, 20 quarrels, rapier, Lantern of Magic
Detection, purse with 5gp and 10sp muffled, leather knapsack.
Winston, human Rog2: [bad teeth, very intelligent,
defensive] CR 2; Size M (5 ft., 8
in. tall); HD 2d6; hp 12; Init +4 (+4 Improved Initiative); Spd 30 ft.; AC 12
(+2 armor);
Attack +1 melee (stiletto, 1d4, crit18-20x2); Sneak Attack +1d6; SV Fort +0, Ref +3, Will +0; AL NE; Str 10, Dex
11, Con 10, Int 15, Wis 11, Cha 8. Languages Spoken: Common, Amaran,
Vridaran. Skills and feats: Balance +5, Bluff +4, Decipher Script +7,
Diplomacy +4, Disable Device +7, Forgery +7, Gather Information +1, Hide +7,
Knowledge (Local) +6, Listen +0, Move Silently +4, Open Lock +4, Ride +1, Spot
+0, Swim +4; Combat Expertise, [Evasion], Improved Initiative. Items:
stiletto, dark red leather armor, pepper packets, purse with 3gp and 18sp
muffled, leather knapsack.
Gauge, human Rog2: [fast, whip-cord strong, viscious] CR
2; Size M (5 ft., 11 in. tall); HD 2d6+2; hp 13; Init +7 (+3 Dex, +4 Improved
Initiative); Spd 30 ft.; AC 15 (+3 Dex, +2 armor); Attack +4 melee (dagger,
1d4+3, crit19-20x2), or +4 ranged (daggers, 1d4+3, crit19-20x2, RI 10ft or
mighty shortbow +2, 1d6+2, crit20x3, RI 60ft); SV Fort +1, Ref +6, Will +0; AL
NE; Str 16, Dex 16, Con 13, Int 10, Wis 11, Cha 15. Languages Spoken:
Common. Skills and feats: Balance +8, Bluff +6, Diplomacy +7, Disable
Device +5, Disguise +7, Escape Artist +8, Gather Information +7, Hide +7,
Intimidate +6, Jump +8, Listen +2, Move Silently +3, Spot +2; Alertness,
[Evasion], Improved Initiative. Items: might shortbow +2, 15 arrows,
12 throwing daggers, dark red leather armor, pepper packets, leather knapsack,
purse with 8gp and 22sp muffled.
The Marksmen are dreaded, underworld figures that are heavy hitters with lots of
coin (Bardic Knowledge or Underworld Knowledge check at DC 25 for prior
understanding). Just working for the Marksmen makes Zavanth nervous, though they loaned him
a special lantern to help him in his task -- a special lantern that detects
magic items and reveals their presence. Zavanth is genuinely curious about
the lantern, but understands that he must give it up once his mission is
completed.
Lantern of Magic Detection: This black-painted
lantern operates a normal, hooded lantern. While it is lit, it also places
a soft red glow around all magical items within 15' of its illumination. Caster
Level: 5th. Prerequisites: Craft Wondrous Items, detect
magic. Market Price: 10,000gp. Weight: 2lb.
Zavanth has set up several trip wires along the intended avenue of escape, and
has secreted a few stashes of caltrops, as well. His team has rehearsed
their heist several times, and work quite well together. They will retreat
into the city after the heist, and then proceed straight-aways to the Scorpion
Manor once they are sure they are not being followed.
The presence of dogs or other animals can be negated with special herbal
preparations -- any animal with a Scent check will have to take a -10 penalty to
track them through the streets after the herbal bombs have gone off.
|
Scorpion Guild |