Play Report 31 — Worlds Dampest Physician
After getting his ass kicked by the corpse-eaters, Hant needs medical
care or risks death while trying to recover from his wounds. Wary of
using a public sanatorium run by royalists, Almuund takes it upon
himself to find someone, and puts an enticing offer into the Valley
Collaboration: he is willing to pay good money to a healer who could, on
short notice, help someone out with wounds of unnatural origin, and who
perhaps ideally would be willing to do additional work in the future in
and around nightmares. I have one npc in the settlement who would
definitely respond to this with interest, and I go to the retainer
hiring procedure in tnu to see if any others appear. I get two more
results: a neutral agent, and an assassin. The assassin maps pretty well
to another local npc, and the agent is easy enough to spin up on the go,
so Almuund has the following leads:
A man named Maxwell claims that he can have a real deal physician
scholar from Catage here within a day.
Malcolm Gladstone, the guy who runs the prestigious local windmill, has
experience as a field medic from the war and would let someone
recuperate on his homestead under his eye for a price. (the fact that he
is an evil assassin who feeds the unfortunate of the city to the
horrible windmill-shaped entity he lives with is not a known
quantity)
Adhira, a woman Hant briefly encountered previously while recovering
from Basilisk-Man venom, says she is a capable healer with magical
ability. (her past as the high priestess of a nightmare temple in which
she aimed to trap as many people as possible as revenge for the
destruction of her culture, before she was ousted by a new priest, is
not a known quantity… yet)
Almuund decides to hire Adhira. She arrives the next night, quietly
sneaking a variety of objects into the room the party is renting: a bowl
of still wet mud, an incense holder shaped like a boat, a piece of
splintered wood of unknown origin, and multiple jugs of frigid river
water. These are placed around Hant’s bed, and she dons a set of soaking
wet robes and chants over his body, restoring use of his leg and
speeding the overall healing process. She will repeat this process for
10 days, drawing patterns of mud on the floor and pouring river water on
Hant. When not looked at directly, the mud patterns seem to
squirm.
Before and after the treatments, Adhira Almuund and Hant have some
conversations.
Adhira asks, while taking off the sodden black cloak and donning
something warm and dry, what the party goes into nightmares for.
“Research,” says Almuund. It isn’t quite what she wanted to hear but she
decides to try to aim the party at her rival nightmare priest anyways.
She volunteers the location of The River Temple,
saying that she served it as a priestess “of the river kingdom” before
it was overwhelmed by a nightmare. She warns the party of Matheo, its
current high priest, calling him a liar who wishes to entrap all of
humanity in the nightmare (true, but so did she, once — she is
conflicted on whether she would do so again given the
opportunity).
Almuund takes these opportunities to ask about a lot of things, such as
more river facts. Adhira confirms that a wooden boat he pulled from the
river much further south is of the river kingdom’s craft, and that she
knows of the upside-down river the party encountered down there — “a
deathtrap,” she calls it. “Don’t go in there.” Almuund also makes her an
offer to trade spell formulae, as he really wants to know Cure Wounds.
Adhira accepts when Almuund pitches in the expenses top record her
formula, in addition to writing and providing a formula of his own
(Truth Telling, in this case. She can see uses for it).
Hant feels some genuine sympathy when hearing of another whose
spirituality has been displaced by something different and worse.
At the end of 10 days, Hant is back on his feet and has a new noticeable
chest scar. The party prepares for another, more cautious and
considered, crack at the local nightmare.