5.07.2005
  The Conclusion of "B3: The Secret of Grito" Part II
More exposition.

Basically, Cinder and Brogg are healed a bit thanks to some Potion Guild healing potions. The gnome Apprentice Gerald is not dead despite his horrible amputation, and he's brought around too. The whole Guild is placed under house arrest, but it comes out that Vrill was working alone, with the two other Apprentices (the human's dead) and maybe, the papers indicate, some help in Greyhelm... Vrill in his haste left some incriminating paperwork, showing a conspiracy to create an owlbear legion 'tested' on Grito! And that the town well was regularly dosed with Potions of Friends. That "Antidote" is the antidote to the Potion Master's Friendship Potion! The gnome reveals as much, and reveals what antidote to use to the French poison. He's then hauled off to jail, but first stripped of possessions.

In celebration and thanks for rescuing the town from Vrill's machinations, the mayor throws a nice party and gives you some stuff. First he gives you all your stuff back. (Unfortunately, Mark, the stuff you sold is NOT there! You get back all your potions and griffon piss.) Next he gives you some potions ("if you'll trust to drink them, har har!" he says, clearly drunk on scotch and out of his mind on snuff):
4 Healing Potions
Potion of Polymorph Self
Potion of Invisibility
plus each of you can roll randomly one time (d%).

Then he insists you guys special train in his town for free. So you get a fat 1000 xp for
saving Grito, meaning that Dave you can make 3rd level Cleric, Ed and Zombie Mike can make 3rd level Thieves, and Brogg you get 2nd level Fighter (remember to roll d10 and divide by 2 round down). For special training to 3rd level you get a choice, +2 hp or a bonus non-weapon proficiency.

And yes, what of Zombie Mike? He wasn't there in the Potion Guild halls when the mayor and the guards paraded you out and down to the Griffon's Claw. Later that night, you guys grow suspicious and head back over to the Potion Guild, where out in the back in the dumpster you find Mike's body. You grab him, slap him the next day with a couple Cause Light Wounds, good to go.

But that's not all the mayor gives you! He generously gives each of you 100 gp, and each of you can pick one item off the list of Grito town treasures (no replacement, i.e. items are unique):
+1 Shield
Big gem (200 gp value)
Quiver of 10 +1 Arrows
Warhorse
Farmhouse and small tract of land
Rory's Flask of Everfull Ale
Kobold slave

Finally, he insists that you keep some items confiscated from the Potion Guild. He gives you that gnome's cloak, which the Guild IDs as being a Cloak of the Unseen Servant. It's +1 Protection because the unseen servant has a buckler and tries to help get you out of jams. Lastly, he gives you Vrill's papers, which contain a revealing document- that one that you initially showed to the mayor to vindicate your story! Here it is:

From the Desk of Master (scribbled out) Gregory Vrill
Master of the Grito Potion Guild
The Potion Guild: Potions Your Way.

PROJECT: GRITO
We must stop them! Only Master Parsifal understands the threat as I do. He has provided me with full assurance that work here can proceed unhindered. I shalt not want for funds. Who knows what horrors the Knights of Armek will rain (crossed out, 'reign', crossed out, 'bring') will bring?

April 3, 1024
Their armor is said to be inpenetrable! The texts and tests are clear- "+1 or better magic weapons to hit are required." But magic weapons are too hard to make! I have an idea though that Master P. called genius. Fight magic with magic! Werewolves! Werewolves can hit magic creatures and rend through the magic armor of the Knights! I shall research turning the townsfolk here- all of them- into werewolves so as to be ready to defend against the Knights. First I'll need to gain the complete confidence of the mayor, Mayor Broderick... my Potions of Friends shall come in handy! Apprentice Gerald shall be in charge of dosing the well so that our efforts here can proceed smoothly.

July 1, 1024
Hmm, okay, maybe the werewolf idea isn't so good. Master P can so easily cut to the heart of the matter with his penetrating mind! It would be problematic to ensure that the Knights only attacked on the night of the full moon. Then he looked at me and said "All genius must struggle." It's so true.

September 2, 1024.
I've been thinking. My initial idea, about needing tough monsters to fight I think is still pretty good. It struck me yesterday in my walk to the woods to see my friends the kobolds. I saw an owl in a tree. Then, not 10 minutes later, I saw a bear in the river. Owls... and bears...

There is much to be done.

May 1, 1025.
I hate adventurers. All our work to prepare the owlbears, to train them and test them- not to mention getting the ill-prepared people of Grito ready for combat- this subtlety is lost in the moronic mind of the would-be hero. I'm sure they felt pretty good about butchering some peaceful kobolds. Way to go. Our work here is in jeapordy (sp? that spelling looks wrong somehow?) and we must act quickly. Of course, there's always "Plan B". As Master Parsifal says, "always have a plan B, Greg".

Plan B: Mount Storm. Near Greyhelm, the ancient weather station of the ancients. We shall work there... as their armor is metal, it won't work in the rain! Rust shall save the day.

But first, to 'dispatch' some 'unexpected guests' with 'prejudice'. 'Extreme prejudice'!
 
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