Baie de Palin

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Présentation

La Baie de Palin [1]

Après avoir passé au sud par voie terrestre à partir de Melfesh, à travers la petite ville de Baslwief puis continué vers le sud, vous vous trouvez maintenant à fouler l'herbe en haut d'une colline dans la chaleur de midi, de ce qui ressemble à une journée d'été. Au cours de la montée, vous voyez une ville de toits d'ardoise et de bâtiments en briques rouges. Les rues sont pour la plupart de terre battue, mais une rue pavée pavé ou deux peut être aperçue dans le centre de la ville. Ce centre est également recouvert d'un épais nuage, gris foncé de ce qui semble être de la fumée et des cendres déverser par les cheminées de grands bâtiments usines , à travers desquels par les fenêtres ont peu parfois entrevoir une lueur orange qui pourrait être l'intérieur d'un fourneau de verre ou de métal à l'état fondu. A proximité de ces bâtiments, des machines géantes de guerre: catapultes, balistes et tours de siège posé sur leurs flancs sont stocké sur des barges dans les canaux étroits et défilent entre les bâtiments de manière ordonnée.

Alors que vous vous rapprochez une odeur de soufre et d'autres fortes odeurs flottent sur le chemin chemin de la ville enfumée.[2]

Description

Les industries de la baie de Palin sont les plus importantes que contrôle Korvosa. Les produits sortant de ces usines sont d’une grande qualité et les environs, notamment le fleuve le Faucon, sont très pollués. Aussi, les petits artisans, les druides et certains adorateurs de Gozreh voient d’un mauvais œil ce centre industriel. [3]

C'est une ville usine dans la Baie de Palin qui produit la plupart des machines guerre pour la Varisie et même un morceau respectable de celles qui sont exportés vers les pays voisins. Les PJs peuvent choisir de ne pas rester ici en raison des conditions atmosphériques qui sont aggravés par une série de collines à l'est qui piège une grande partie de la pollution de l'anse de Palin sur elle-même. Toutefois, si ils restent, ils trouveront la ville bruyante, chaleureuse et débordante de certaines des importations alcoolisées les plus variés de Varisie. En fait, La Baie de Palin a une fière tradition d'être en mesure de pouvoir mettre la main du Grog de la tourbière de Wartle aux liqueurs de petits fruits sucrés des profondeurs sombres du Garund! Les trois auberges éminentes de la petite ville vivent pour cette distinction et chaqu'une passant une partie importante de leurs marges dans ces importations exotiques.[4]

The PCs can investigate the following locations while investigating the cult's activities in Palin's C ove.

A. Lonely Hearth Lighthouse: This lighthouse fortress was one of the two original fortifications that became Palin's Cove and remains one of the two most prominent structures in the current town. Positioned atop the natural pediment known as High Crag, Lonely Hearth offers a clear view above the lingering smoke that covers Palin's Cove, but is still enveloped in the residual haze that is a constant feature of sky above the town. Here the P C s can find lighthouse keeper Injae Billit (NG male human commoner 3), who i s happy to talk as long as the PCs don't keep him from his work.

B. R.umalin Manor: Home to the powerful Rumalin family-which controls much of Palin's Cove's catapult manufacturing-Rumalin Manor stands on Mercile s s Isle, named fo r the ship Keyra Palin captained i n Korvosa's earliest days. Here the P C s encounter the Rumalin family's hous ekeeper, Glindia Taroon (LN female human commoner 2), who is curt with the Pathfinders and constantly reminds them during the conversation that her masters don't pay her to chatter with strangers.

C. Ireni Manor: The influential Ireni family live s here, in an austere manor hou s e rising four stories into the gloomy air above Palin's C ove. The family's layabout youngest son, Astanoflreni (N male human aristocrat 1/ bard 1) can be found here (he'd certainly never be caught dead working in the ballista factory). He's blase about most things and doesn't seem to know much of what goes on out side his home .

D. Dunstone Manor: One of the two most powerful families in Palin's Cove, the Dunstones are vital allie s for the other families becau s e they specialize in the manufacture of siege weapon munitions. The family is led by X andrina Dunstone, who, while young, has already increased her family's prosperity.

E. Bank of Abadar: While Palin's C ove has a small temple to Torag in Bright Hearth Fortres s, the primary religious institution in the town i s the Bank of Abadar, which serves as a bank, hos pital, and city hall. Ilina Bodral (LG female human cleric of Abadar 7) is the highest ranking priest and has been for 10 years . The PCs can make an appointment to see her with only a few hours ' wait, and s h e offers whatever help s h e can, though she knows little of cults operating in hiding or the mis sing Pathfinder. Neverthele s s, one hears things when one is such a notable pers onage, and she passes on any rumors she may know.

F. Bright Hearth Fortress: The city watch holds the military fortress of Bright Hearth, which s erves as a secondary lighthouse to Lonely Hearth and was the first structure built in Palin's Cove. The watch consists of a local constabulary and a garrison of Korvosan regulars who rotate out every 6 months. Only the garrison's officers, led by Captain Marcu Valdis (LN male human fighter 6) provide a constant presence, maintaining an institutional memory and clear line ofleadership between the soldiers and citizen watch. Valdis and his officers can provide the PCs information about reported disappearances, but don't have any information on the cult. Since no one has reported Charito Menas missing, they have no information for the P C s on this topic.

G. Belodia Asylum: This imposing building once served as a Korvosan naval prison, but was converted to a sanitarium nearly a century ago. Alienist Nivolo Belodia (LE male human expert 4) greets the P C s in his office and takes every opportunity to ensure the party of the kind and gentle treatment ofhis charges, even if they don't insinuate otherwise. For more information on the asylum and what the PCs can learn here, see encounter area G on page 10.

H. Talich Foundry: While individual factories in Palin's Cove have their own means of smelting ore in a pinch, the vast maj ority of the raw metal used in manufacture in Palin's C ove comes from the Talich Foundry, where ore from Janderhoff arrives weekly via barge for proces sing. Since Milena Talich was fully transformed into a vampire, the foundry's workfloor has been the only publicly acces s ible portion of the building, and most of the workers here are now dominated by Milena or other members of the Feasters of the Heart. If the PCs investigate here before locating the cult, the dominated worker who greets them denie s having heard rumors of a cult of Li s s ala. She immediately reports to Milena that strangers are looking into the Feasters of the Heart and also reports that they are Pathfinders unle s s the P C s have hidden that fact. For more information on the foundry, see encounter area H on page 14.

I. Baited Hook Inn: This inn is the primary source of lodging, entertainment, and food for the inhabitants of Palin's Cove. Its proximity to the docks and the tendency for underpaid factory workers to live there indefinitely means its clientele is often unwashed and uncouth, and even its best rooms are infested with bed bugs and the stench of body odor. Innkeeper Pindra Coxswain (N female human expert 2) is a great s ource of rumors, though she often exaggerates what she's heard and inserts details of her own exploits as a child aboard a Korvo san warship captained by her father, all of which are lies meant to drum up busines s .

J. Talich Manor: Along with the Dunstone family, the Talichs are an indispensable a s s et to industry in Palin's Cove, and the money they've made running the town's foundry has earned them the most opulent and o stentatious manor house in the town. Butler Gavril Ditschek (LG male human commoner 4) is likely the P C s ' contact here, as acces s to the Talich family and their private residence is restricted to invited guests only. He is a stuffy, formal old man who runs the lower floors of the Talich family's manor. He is very preci s e and dignified, except when relaxing and playing cards with the other s ervants, in which case he becomes an incorrigible gos sip. He's e s p ecially likely to offer information about Milena's shift in behavior around the time of her secret pregnancy 2 decades ago, and about her frequent visits to Belodia Asylum, though he knows nothing of the cult or related disappearance s .

K . Aldrim's House: This humble cottage is home to Gerhart Aldrim, the Pathfinder Society's informant in Palin's Cove. He offers it as temporary lodging to the P C s . While quarters a r e cramped, there's enough room for the entire party to rest here each night and prepare modest meals should they wish to do s o instead of buying food elsewhere in town.

L. Ammunition Factory: This building was formerly the center of all siege engine production in the original fortre s s of Palin's C ove, but the Dunstone family later converted it into a factory for ballista, trebuchet, and catapult ammunition, as well as the efficient forging of arrows, bolts, and sling bullets in quantities sufficient to supply an entire army. The PCs may purchase masterwork ammunition at half the listed price from this location with a successful D C 25 Diplomacy check.

M. Ballista Factory: Owned by the Ireni family, the ballistae of Palin's Cove are manufactured here and shipped around the Inner Sea region as orders dictate.

N. Trebuchet Factory: The Hurne family's trebuchet factory stands opposite the Balodia Asylum, its walls just as bare and imp osing as tho s e of the former prison acros s the street. This factory i s currently clo s e d for a refitting of some of the machinery within, which is being upgraded to make trebuchets with a longer range. The Hurne family is the only magnate family without a manor in town, preferring to live s everal miles upriver in a large estate offering endles s hunting opportunitie s . A small apartment takes up the eastern wing of the factory, but is currently unoccupied.

O. Catapult Factory: Owned by the Rumalin family, the catapult factory is the largest of the five magnates' operations . Except in cas e s of extreme emergency (such as the rampage of the red dragon Glarataxus, who has attacked the town on a number of occasions), the factory operate s around the clock, the only facility to do so in Palin's Cove. D e spite the increased workload, however, the Rumalins have not seen a noticeable increase in output compared to the town's other factories.

Références

  1. Pathfinder Society 04 - 08
  2. paizo.com
  3. pathfinder-fr.org
  4. paizo.com