Desperately in need of medical attention, our heroes head back to Sandpoint to get patched up and cured of Ghoul Fever. Father Zantus is happy to assist them, especially after everything that they’ve done for the town, but his divine magic limits him from casting too many spells on the same day. As such, the party has several days to recuperate and take care of any unfinished business before taking the next steps in their investigation.
Since he was the only party member not afflicted with the disease, Theo has an ample amount of free time at his disposal. After selling off the party’s unneeded items and making some important purchases (read: wand of cure light wounds), the ex-professor spends most of his time spellcrafting and researching the loose ends of this adventure. Not all his studies are fruitful; the musty brown robe from Tobyn’s tomb used to function as a robe of bones, but the magical embroidery has already been used up. He brushes up on his Abyssal and learns that, despite being mostly filled with nonsensical phrases, the book that the party found in the meditation chamber heavily emphasizes words like ‘greed’, ‘anger’, and ‘revenge’.
Krask focuses on building the relationships within the group, specifically conversing with Barnaby. As the first infected with Ghoul Fever, his recovery is slightly longer than the rest. In the end, he is given a clean bill of health, but he is anxious to get back on the road.
Fobias canvases the town in a less-than-tactful manner to reach a conclusion about the giant bat creature that the party fought beneath Foxglove Manor. It was a skaveling, a ghoulish creature formed as a by-product of necromantic magic. He also begins brewing with the hops that he snatched on the way out of Donesale. In addition, a local hunter relays his distaste for the Bloodless Labors, the rogue group of illicit trappers that roam southwestern Varisia who seem to vanish into nothingness whenever their exact whereabouts become known.
Barnaby is grateful for the downtime, as it allows him to refocus his efforts on the two reasons why he initially came to Sandpoint: investigate a case of a missing child, and to track down the Sandpoint Devil. The locals have wildly varying tales on the latter, but the consensus is that the Sandpoint Devil was birthed by a follower of Lamashtu and is a conglomeration of horse, devil, and bat parts. As for the missing girl, her disappearance is one of many; there have been numerous reports of missing children stretching as far south as the Mushfens and as far east as the Sanos Forest.
Collectively, the party also meets up with Sheriff Hemlock and they fill him in on the big picture results of their investigation. Barnaby is careful not to incriminate Aldern as they list the facts of the case, and the party follows his lead. Hemlock has already corroborated Ven Vinder’s alibi and believes that the ghoulish activity is the more likely explanation for the murders at the lumber mill than Ibor Thorn being a natural-born killer. As the party leaves, Hemlock pulls Theo aside and hands him a letter of correspondence, which he keeps secret from the group.
A quick pit-stop in Donesale is up next so that Fobias can pick up his newly repaired falchion from the Twice-Forged. Not wishing to linger in case a suspicious Hackman accuses them of theft, the party continues towards Magnimar with a fresh sixer of ‘Cream of the Crop’ lager on hand.
There is a long queue to get into the City of Monuments. Each person is interrogated about their business and carts are thoroughly searched. When the party finally reaches the front of the line, the guards recognize them as being from Sandpoint. Apparently, Justice Ironbriar has been following their investigation and would like to speak to them, especially considering the recent spree of murders that have also been happening in Magnimar. The guard begins leading the group into the City to secure a meeting with the Justice. Magnimar is an immaculate city, but there is a general sense of unease and wariness instead of the ‘hustle and bustle’ you would come to expect in a larger metropolis.
The guard points out some notable sights along the way, regaling the epic tale of Alcaydian Indros, his defeat of the great wyrm Vydrarch, and the subsequent founding of Magnimar. Theo has heard these tales many times before and doesn’t even bother to feign interest. The monument depicting the battle, Indros cul Vydrarch, stands outside a massive stone building flanked by sneering gargoyles.
“Welcome to the Pediment Building – home of the Justice Court, the Halls of Virtue, and the Magnimar’s infamous prison…the Hells.”
Does Justice Ironbriar really think our party can help? Will the murders in Sandpoint finally end? Who is Theo’s secret admirer?