Glass and Wrath, Part 7 (Monday-Tuesday, Lamashan 8-9, 4707 AR)

Each of the prisoner pits contained a single human zombie, a pitiful creature left over from an age thousands of years in the past, its flesh maintained by necromantic magic. The zombies were relatively harmless in their pits - the heroes destroyed them with ranged weapons anyway. They then finished their investigation of the catacombs.

Washing Pool. Water rippled quietly in this circular stone pool, the rim of which was lined with skulls. This approach to the Catacombs of Wrath was still guarded by an ancient creature, a hideous vargouille that rested in the shadows near the wall. The heroes killed it.

Stairs. A flight of spiral stairs wound up around a circular pillar into darkness above. These stairs led up to a collapse. Narrow fissures remained in the stone, helping to keep (relatively) fresh air in the catacombs.

Blocked Stairs. This twisting flight of spiral stairs once led down to even deeper complexes below Sandpoint, but like the previous flight of stairs leading up, this route was closed by an ancient cataclysm.

These stairs were clogged with rubble. The currently inaccessible stairwell hinted to the heroes that there were deeper dungeon levels. Thurden noticed short scribbles in an unknown language appearing on the walls here and there, only to vanish before another hero could confirm the presence of the eerie scribblings. The heroes suspected that there was something more going on in or below the Catacombs of Wrath.

Meditation Chamber. This strange room was a fifteen-foot-diameter sphere. Several objects floated in the room, spinning lazily in space - a ragged book, a scroll, a bottle of wine, a dead raven surrounded by a halo of floating and writhing maggots, and a twisted iron wand with a forked tip. Yet perhaps the most unnerving aspect of the room was the walls, for they were plated in sheets of strange red metal that rippled every once in a while with silent black electricity that seemed to coalesce into strange runes or even words far too often for the effect to be chance. Bruthien and Tsela who could read Thassilonian recognized snatches of words here and there in the crackling lightning, words having to do with anger, wrath, and a need for revenge, but never anything close to a full thought. The scroll was a scroll of burning hands (CL 3rd). The book was an ancient prayer book dedicated to the worship of Lamashtu, the Mother of Monsters. This well-read tome was written in Abyssal. The book read as much like a bestiary of the world's most horrific and cruel monsters (along with numerous woodcut illustrations of how they kill) as it did a religious text. The book was worth 100 gp. The iron wand was a wand of shocking grasp (28 charges).
After the heroes visited and cleared every available chamber in the catacombs, they sought Father Zantus in the Sandpoint Cathedral to ask for help destroying the minor runewell they found. Easily the largest building in Sandpoint, this impressive cathedral is also the town's newest structure. Built over the foundations of the previous chapel, Sandpoint Cathedral is not dedicated to the worship of a single deity. Rather, it gathers under its eaves the six most commonly worshiped deities in the region: Abadar, Desna, Erastil, Gozreh, Sarenrae, and Shelyn. The building provides chapels for all of these deities in a communal forum - in a way, Sandpoint Cathedral is six different churches under one impressive roof. Yet even the previous chapel wasn't the first holy site in this location. The core of both the original chapel and the new cathedral is an open-air courtyard surrounding a set of seven standing stones, which themselves surround a circular stone altar. These stones served the Varisians for centuries as a place of worship; they generally venerated Desna and various Empyreal Lords at these stones. Varisian oral tradition maintains that the seven stones represent the seven towers of Desna's otherworldly palace. The original chapel built here was a collection of six different shrines, each its own building and connected to the others by open-air walkways. Desna's worship was incorporated into these shrines as part of the peace accord with the local Varisians, but the original builders included five other deities as well. Four of these (Abadar, Gozreh, Sarenrae, and Shelyn) were patrons of the original founders of the Sandpoint Mercantile Consortium, while the fifth, Erastil, was the most popular among the initial settlesr. When the chapel burnt to the ground several years ago, Mayor Deverin set into motion a bold initiative. Not only would the chapel be rebuilt, but it would be rebuilt on a grand scale. A cathedral would be constructed in place of the chapel, and it would be made of stone and glass. Funding for this project came partially from the founding families, partially from Sandpoint businesses eager to earn favor in the eyes of the gods, and partially from the respective churches. It took years to finish the cathedral, but the end result is truly impressive. To the south, facing Sandpoint's heart, are the shrines of civilization: Erastil and Abadar. To the west, offering a view of the Old Light and the sea beyond, are the shrines of Shelyn and Gozreh. And to the east, offering a view of the Sandpoint Boneyard and the rising sun, are the shrines of Sarenrae and Desna. The previous chapel hosted fewer than a dozen acolytes, led by a well-loved cleric named Ezakien Tobyn, who sadly perished in the fire that claimed the church. The new high-priest of Sandpoint is his most accomplished student, a pleasant man named Abstalar Zantus. Himself a worshiper of Desna, Abstalar is very open about matters of faith and has slipped into the role of advisor for worshipers of other gods of Sandpoint with ease. Unfortunately, not even Father Zantus has the power to destroy the minor runewell, so he suggests bricking over the tunnel that led to the catacombs, hoping it will remain inactivated.

That day was the Harvest Feast in Sandpoint. The Harvest Feast celebrates the harvest and the end of fieldwork for the year. The heroes decided to do a pub crawl around most of Sandpoint's entertainment venues.

Their first stop was the White Deer. A pair of wooden life-sized deer, carved with painstaking care from white birch, stand astride the entrance to this sizable tavern and inn, which commands an impressive view of the Varisian Gulf to the North. The building is new, recently rebuilt after the previous inn at this location burnt to the ground several years ago at the same fire that destroyed the Sandpoint Chapel. The new White Deer is a grand affair, three stories tall with a stone first floor and wooden upper floors, with a dozen large rooms that can accommodate three to four guests each. A somber and quiet Shoanti man named Garridan Viskalai owns the White Deer and runs the place with the aid of his family and a few locals. Although his parents were members of the Shriikiri-Quah tribe, they abandoned their ties to settle in Sandpoint. Garridan regrets their choice, but his love for his wife and family keeps him firmly rooted in town. Eager to encourage visitors to stay at his inn, Garridan keeps the prices of his rooms and board low, matching those of the Rusty Dragon despite the fact that his accommodations are much cleaner and more spacious. Still, his gruff attitude tends to make his establishment less popular than the Dragon. Garridan is the brother of Sandpoint's sheriff, Belor Hemlock, although the two of them are in a long-running feud stemming from what Garridan sees as his brother's complete abandonment of Shoanti tradition.

Their next stop is Risa's Place. Risa Magravi operated this tavern for the first 30 years of Sanpoint's history, and even now that she's gone mostly blind in her old age and has left the day-to-day affairs of the job to her three children Besk, Lanalee, and Vodger, the mysterious Varisian sorcerer remains a fixture of the tavern. Known as much for Risa's tales of ancient legends and myths as for its spiced potatoes and cider, this tavern is a favorite of the locals if only because its out-of-the-way location ensures strangers rarely come by. When the heroes tried to get information from Risa on the latest happenings in Sandpoint, she told them she would speak to Madame Mvashti on their behalf.

Their next stop was Cracktooth's Tavern. A particular favorite of patrons of the Sandpoint Theater, Cracktooth's Tavern is always full after the latest show at the nearby playhouse lets out. A large stage gives actors, singers, and everyone else the opportunity to show their stuff. Every night a crowd of would-be entertainers packs the taproom in the hopes of being discovered. Owner Jesk "Cracktooth" Berinni might look like a thug, but he's actually quite well read and possesses a scathing wit - nights when he takes the stage to deliver his observations on the political situation in Magnimar are quite popular.

Their next stop is the Hagfish. One of Sandpoint's most popular taverns, especially among fishermen and gamblers, the Hagfish is also Sandpoint's best bet for a good old-fashioned seafood meal. Owned by a gregarious one-legged man named Jargie Quinn, the Hagfish gets its name from the large glass aquarium that sits behind the bar, the home of a repellent Varisian hagfish that Jargie affectionately calls Norah (despite the fact that he's had "Norah" replaced dozens of times - Varisian hagfish don't live all that long in Quinn's aquarium). Hanging from a nail next to Norah's tank is a leather pouch bulging with coins: prize money for anyone who can drink down a single tankard of "water" scooped from Norah's tank. It costs a single silver coin to try, but the trick is that, since she's a hagfish, the water in Norah's tank is thick and horrifically slimy and foul-tasting. Few can stomach the stuff, but those who do get to keep however many coins have accumulated in the pouch, and then get to carve their names in the ceiling beam above the bar. To date, there are only 28 names carved there, and the Hagfish has been in business for nearly 10 years. A visit to the Hagfish brought an immediate round of cheers, applause, and a round of drinks on the house (and a challenge to drink from Norah's tank). Bruthien managed to carve his name over the bar. But there's certainly more to this tavern than Norah. Jargie's game tables are always well attended, with games ranging from cards to checkers to dice to darts. Tall tales are a favorite pastime here, with one popular game called "yarning" involving seeing how long a local can string along an impromptu fable without contradicting himself. The most popular subject of these tales is traditionally Old Murdermaw, a legendary giant red snapper that might or might not dwell in the depths of the Varisian Gulf. Jargie himself is quite an accomplished yarner, with the ever-changing story of how he lost his leg being his favorite starting point for his tales. The heroes finished their night at the Rusty Dragon

The next day the heroes were invited to Niska Mvashti's house for a harrow deck reading to reveal the secrets of their future. Although from outside this appears to be an ancient, decrepit manor house with several rooms, only one person lives in this old building - ancient and mysterious Niska Mvashti. Old even when Sandpoint was founded decades ago, Madame Mvashti (as she prefers to be called) is a Varisian historian and seer, part of a long tradition of oracles in her family. As with many seers, the current age's unexpected departures from established prophecies have left her with a lifelong sense of brooding worry. She performs most of her readings with harrow cards or carved bones but seems only very rarely to enjoy casting her predictions. Madame Mvashti has long complained that the yearly travels of her extended family hurt her bones, and when Sandpoint was founded, as part of the accord with the Sandpoint Mercantile League, the local Varisians demanded a large manor house be built for their respected elder. Once she passed away, the house was to revert to the town's property, but Madame Mvashti has proven exceptionally tenacious and long-lived. She survives primarily on support and volunteer help from local Varisians and her only daughter, Koya Mvashti, although she spits and curses at those she knows belong to the Sczarni. Druids from the hinterlands make weekly visits to her home, often helping her along on the long walks she still enjoys in the nearby countryside.

Madame Mvashti shuffled nine cards from her Harrow Deck and then had each hero randomly select one of these nine cards. She then interpreted each card as the heroes turned them over. Bruthien and Tsela drew the Wanderer and the Keep cards, respectively, which Madame Mvashti said posed unseen threats or dangers. She said that the Wandered embodied a foe with a duality in home and body, while the Keep represented a secure location where they will face great danger. Bruthien and Urtrigor drew the Liar and the Rakshasa card, respectively. The Liar card represented someone who manipulates the truth to attract followers, while the Rakshasa card represented an imprisoned creature. Madame Mvashti then replaced the heroes' cards into her deck and shuffled it. She then drew nine cards and placed them face-down in a three-by-three square. She said that this arrangement implied an aspect of the past, present, and future. The left column of three cards represented the secrets of the past. Madame Mvashti reminded the heroes that the past is unchangeable and set in stone. She revealed the three cards starting from the top: the Publican, the Joke and the Owl. The Publican represented someone whose inability to find refuge to a momentous degree has altered their fate, the Joke someone who has thrived by artifice, while the Owl represented someone whose wisdom of the natural order has set them apart from others. The central column of three cards represents the events of the present. Madame Mvashti told the heroes that the present is the sum total of the events of the past yet opens up to the infinite possibilities of the future. She then revealed the cards from top to bottom: the Uprising, the Waxworks and the Locksmith. The Uprising represents an overwhelming groundswell and diverse creatures working together for a common cause, the Waxworks represents helplessness and chaos, while the Locksmith represents the key to a new destiny. The right column of three cards represents future events that might, or might not, come to pass. Madame Mvashti reminded them that the future is not set and anything is possible. She then revealed the three cards in this column starting form the top: the Eclipse, the Big Sky, and the Midwife. The Eclipse represents creatures who will exhibit momentous unheralded abilities, the Big Sky is a card with increased importance, representing enslaved creatures that will be released, while the Midwife represents dangerous new arrivals.

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