Duran calls to Karnak and feeds him from his pack. He then goes and checks on Almo to see if he can be of any help. Fortunately, the darkness spell begins to fade. Though Almo doesn't have full sight back, he is beginning to make out vague forms and shapes, and seems to be improving by the minute.
Gaven goes over to Filbert's body and cleans him up as much as possible. Gaven says a prayer to the Light in Filbert's honor.
Oloc listens at the north door, but hears nothing on the other side. Opening the door, the mage sees a tunnel leading north – no doubt a secret passage heading onward into the dungeons beneath the keep as you originally expected.
All three leaders of the party proceed to examine the altar. As you look at the altar's surface, you can see several lines of wicked-looking characters carved into the altar's surface by Rottblood.
Oloc is able to make out the gist of the ancient evil language. Evidently Rottblood was carving a spell that would draw on the spiritual energies of those buried here and corrupt them. The corrupted spiritual energy would then be channeled into Rottblood himself so that he could – it appears – transform himself into a lich.
Examining Rottblood's body, you find that he was no ordinary mage. He was in fact a ghoul – already undead and, not content with his station, trying to move up in the underworld.
You also find upon him a gold ring, a diadem set with multi-colored gems, and another iron amulet with a symbol just like the one you found previously on his minions.
The rock-scraping you heard earlier – and which you still hear – is emanating from the stone of the altar itself as the wicked lines of text slowly fill themselves in and fade away. With Rottblood's death, the altar is repairing itself.
The iron chisel Rottblood used to carved the symbols still lies upon the altar's surface. Before your very eyes, it begins to dissolve as if it were bathed in acid. The process of the chisel's destruction leaves no mark upon the altar.
As you search the bodies of the skeletons you find little of value except for the gear they are carrying.
However, giving a closer examination to the altar, you find a secret compartment underneath. Within is a medium-sized coffer with Rottblood's symbol on it. Opening the coffer you find a substantial mixed assortment of gems, jewelry and gold.
All told, your haul from Rottblood's chamber – gear, gems, jewelry combined – is easily worth a total of 5,000-6,000 gp.
After the room is looted and secured, it is obvious that Almo is still quite shaken and cannot go on. You deem it would also be better to head back to town to bury Filbert and Wally. And of course Hazel will have to be told.
*****
As you make your way back through the catacombs, you note that the puddles of red liquid have almost all disappeared. When you pass through the chamber containing the Mirror of Blessed Souls, you find the water perfectly clear, still and placid. When Gaven looks into the water, the reflection of a face appears therein – not his own face, but the peaceful face of some old abbot.
The face whispers to Gaven: "Thank you." The image then wavers for a moment, smiling, and disappears.
When you make your way to the top of the stairs into the chapel, your comrades there are overjoyed to see you alive, but saddened to see yet another of the halflings dead.
All together you travel solemnly back to Fairbrook. The journey is without incident.
*****
Hazel breaks down and cries hysterically for hours when she sees Filbert's body. However, you eventually manage to calm her and console her as much as can be done, and you ensure that both Filbert and Wally get a proper burial. With Filbert's share of the treasure, Hazel will be able at least to have material security for some time to come. Almo, now fully recovered from his blindness, escorts her back to her family's home.
Captain Belloc crosses paths with you and is glad to hear that you've cleared such a great evil out of Blackwell. "We had no idea there were undead taking over the catacombs beneath the chapel. Clearing them out should make travel at night along the road past the keep at little bit safer, at least for a while," he says.
Abbot Cuthbert is overjoyed that Gaven has recovered the Way of the Light. "This tome," he tells Gaven, "is one of the great treasures of the Church, and was long thought to be lost. No one knew if this copy even still existed. It is a miracle that you were able to recover it!"
Back at the Red Tankard, Big Sadie welcomes you warmly and is more motherly than ever to you. She stuffs you with Sal's cooking until you can't eat anymore, and hovers over you to ensure your every comfort for the first few days you're back.
As much as you enjoy her attentions, it becomes clear that you won't be staying at the Tankard indefinitely. Blackwell and other places of peril and fortune await you, and Sadie knows as well as you do that your destiny lies there.
"One thing's for sure, though" says Sadie. "Wherever your adventures may take you, you'll always have a home here at the Tankard!"
*************************
OOC: I'm going to call a close to the game here guys.
I've been wrestling with a touch of GM fatigue + some RL obligations for a while now. I had hoped my three-week break earlier this spring would let me get over that, catch my breath, and re-charge my creative batteries, but it just didn't seem to work out that way. So with a new school year about to start and with you guys having just put down a major villain, it seemed like a good time to stop.
I do want to say that I really loved running this campaign for you. You were a great group to run a game for. This was my first time back in the GM's chair in 20 years, and I was lucky to have players that operated so well together and brought such good energy to the game. This game was fun for me mostly because of your play.
When next I run a PBB, I'll definitely be inviting you guys!
Showing posts with label Filbert and Hazel. Show all posts
Showing posts with label Filbert and Hazel. Show all posts
Wednesday, August 21, 2013
Friday, April 12, 2013
Saturday 14 July - Saturday 28 July 1280 (Rumors, Halflings and Goodbyes)
The party comes to a consensus and agrees to head off to Blackwell to help Filbert recover his stolen goods.
*****
Duran undertakes his training with Sergeant Ragnar, and spends a fortnight on that. He returns to the inn each night soaked with sweat, bent with aching muscles, and thoroughly exhausted, but it's very clear that the payoff from Ragnar's training is worth the rigors Duran endures.
*****
During the course of Duran's fortnight of training, Gaven and Oloc prepare the party's expedition. Old Bob Barley is delighted to show his gratitude for the party's efforts by providing Gaven with a good deal on a very sturdy mule, named Buckeye, along with a set of saddlebags. Oloc is able to hire the services of a local lass, Sophie, to serve as animal handler for the mule.*
*****
Additionally, while Duran trains, Gaven helps at the church. The brothers and sisters are delighted to have a humble helping hand from a warrior priest like Gaven, and during meal times they are eager to hear stories of the adventures he has had.
For several days, Gaven neither sees nor hears any news of the abbot. However, around the end of the first week, he learns that Cuthbert has returned to Fairbrook, and that the abbot is receiving no visits. A few days later, Gaven finally gets to talk to him. Gaven notices that the abbot has a bound injury on his left arm, but Cuthbert insists it is nothing, merely a scratch from an accident on the road. Gaven is also told by the abbot that Brother Abraham's efforts against the werewolves are going quite well, and that a soldier named Sergeant Bertrand has been given temporary command of the garrison at Ham's Fork, replacing Lieutenant Alanna until another officer can be selected.
*****
Gaven also visits Belloc to learn any new rumors.
With regard to Alanna, the Captain confirms the temporary assignment of Sergeant Bertrand as commander in Ham's Fork to replace her, but he has received no further reports of any sightings of the traitor. For the moment, she seems to have simply vanished. That she might be up in or around Blackwell with the Grey Fox Band is as likely a scenario as any. But he simply doesn't know.
Captain Belloc does inform Gaven of a strange mystery involving the giant the party spotted off the Ham's Fork road. The giant is now gone. When Belloc's men arrived, they found the giant's house half built, with tools and materials left scattered on the ground. They also found massive blood stains on the ground – so much blood that his men surmise that it could only have come from the giant himself. Belloc admits: "I have to say I'm a touch nervous at the thought of something nearby that could take out a giant like that." Beyond that worrisome speculation, the captain has no addition information to offer.
*****
As these preparations and fact-finding conversations take place during the day, the party also meets with Filbert in the evenings to begin discussing plans to enter Blackwell. Gaven says to Filbert: "I hope you can wait a few weeks more while my friends train and we all rest. We will journey to Blackwell Keep soon enough."
Filbert seems to have no problem with this.
About a week into Duran's training period, Filbert rushes into the common room all a-flutter one evening as you are finishing your dinner. He is decked out in a fine set of halfling-sized plate mail, and he jumps and skips as he runs to your table, flailing a piece of paper around in the air.
"Great news, great news!" he exclaims. "Remember how I said I couldn't trust any hired help from around here?" This indiscreet exclamation draws a more than one sour look from the locals in the Red Tankard's common room. Filbert seems not to notice.
"My cousins! I have two cousins who often do merchant caravan duty. They were away on jobs in the east, but their work out there finished early. I had word sent to them that I – we – could use their help, and I've just gotten a reply that they'll join us!"
He gleefully shows you a letter from his cousins, Almo and Wally, who say they will be in Fairbrook three days before Duran's training is to be completed. Before you can even ask the question, Filbert puts up a hand and says "And don't worry, I'll take care of paying them out of my own pocket." He grins impishly: "I'm sure I can talk them into a family discount."
It appears that your excursion to Blackwell will be bolstered by the presence of two more experienced fighters.
*****
With these matters settled, Gaven pays a few visits to Elsie to attempt to convince her to join the cleric ranks. "Miss Elsie, I notice you have a burning passion and yet emptiness due to the loss of Bill. The Light can help heal your wounds and give you a calling to repress the chaos of the land. If you wish to start training, please let me know..." Before Gaven can even complete the sentence, Elsie throws herself into the cleric's arms and sobs uncontrollably. Gaven senses she has been holding this in for quite some time, and it all comes out in a flood. When she finally catches her breath, she simply nods and says "Yes, I would like that."
Elsie discusses the matter with her mother that night, and the very next day she accompanies Gaven to the church where she is taken in by the brothers and sisters of the Light.
*****
The only thing that goes awry for the party in this time of rest and recovery is that Varros seems to suffer still from some malady. While Gaven's prayers have clearly healed his wounds, there appears to be some lingering after-effect of the poison that infected them. Feeling that this weakness will bring undue risk to himself and his companions, Varros also accompanies Gaven to the church so that he might be brought under the care of the master healer of the church.
Varros bids an emotional goodbye to Karnak, shakes hands with the rest of the Free Company, and promises Gaven that he will look after Elsie's well being from time to time while he is residing in the church infirmary.
*****
After a fortnight, Duran's training is complete, and as the night of July 28 falls, the Free Company enjoys what will likely be their last hot meal for some days to come, shared with Karnak, the hirelings, Filbert, Hazel, Almo and Wally. Hazel sheds a tear or two at the thought of the risk her husband is about to run, but she also looks quite proud of him, as well.
*************************
OOC: Actions?
Basically, not a lot to decide here, more just a final chance to buy any last gear take care of any other last-minute items on the way out.
If you're good to go in terms of heading off to Blackwell after the Grey Foxes, just say "OK" and I'll post the journey out there this weekend.
I'll get the three halflings (Filbert, Almo, Wally) statted up this weekend too. I plan to make Almo 2nd level to compensate for the loss of Varros. Filbert and Wally will be 1st-level each.
*Expenses
Total Cost to the Party for the Mule and Saddlebags: 35 gp
Cost of Search for Animal Handler: 10 gp
Cost of Wages for current mercs: 5 gp x 3 mercs x 2 weeks = 30 gp
Cost of Wages for current laborers: 2 gp x 2 porters x 2 weeks = 6 gp
Cost of Wages for new Animal Handler: 2 gp x 1 handler x 1 week = 2 gp
Total Group Expenses = 83 gp
Share per PC = 20 gp, 7 sp (I divided by 4, purchases made while Varros is still in party)
Individual Living Expenses = 1 gp/day/PC=14 gp*
Total cost per PC: 34 gp, 7 sp
The total cost per PC includes individual shares of group expenses (mule, saddle bags, new hireling search, hireling wages) as well as individual living expenses.
For shares of the group expenses, I divided by 4, ruling that these expenses are paid while Varros is still in the party.
For individual living expenses, I ruled it 1gp/day (first level rate), since you were all first level at the start of your stay. We'll shift to the 2 gp/day second-level rate for those of you at level 2 with your next stay in town (the rate is 1 gp/level/day).
*****
Duran undertakes his training with Sergeant Ragnar, and spends a fortnight on that. He returns to the inn each night soaked with sweat, bent with aching muscles, and thoroughly exhausted, but it's very clear that the payoff from Ragnar's training is worth the rigors Duran endures.
*****
During the course of Duran's fortnight of training, Gaven and Oloc prepare the party's expedition. Old Bob Barley is delighted to show his gratitude for the party's efforts by providing Gaven with a good deal on a very sturdy mule, named Buckeye, along with a set of saddlebags. Oloc is able to hire the services of a local lass, Sophie, to serve as animal handler for the mule.*
*****
Additionally, while Duran trains, Gaven helps at the church. The brothers and sisters are delighted to have a humble helping hand from a warrior priest like Gaven, and during meal times they are eager to hear stories of the adventures he has had.
For several days, Gaven neither sees nor hears any news of the abbot. However, around the end of the first week, he learns that Cuthbert has returned to Fairbrook, and that the abbot is receiving no visits. A few days later, Gaven finally gets to talk to him. Gaven notices that the abbot has a bound injury on his left arm, but Cuthbert insists it is nothing, merely a scratch from an accident on the road. Gaven is also told by the abbot that Brother Abraham's efforts against the werewolves are going quite well, and that a soldier named Sergeant Bertrand has been given temporary command of the garrison at Ham's Fork, replacing Lieutenant Alanna until another officer can be selected.
*****
Gaven also visits Belloc to learn any new rumors.
With regard to Alanna, the Captain confirms the temporary assignment of Sergeant Bertrand as commander in Ham's Fork to replace her, but he has received no further reports of any sightings of the traitor. For the moment, she seems to have simply vanished. That she might be up in or around Blackwell with the Grey Fox Band is as likely a scenario as any. But he simply doesn't know.
Captain Belloc does inform Gaven of a strange mystery involving the giant the party spotted off the Ham's Fork road. The giant is now gone. When Belloc's men arrived, they found the giant's house half built, with tools and materials left scattered on the ground. They also found massive blood stains on the ground – so much blood that his men surmise that it could only have come from the giant himself. Belloc admits: "I have to say I'm a touch nervous at the thought of something nearby that could take out a giant like that." Beyond that worrisome speculation, the captain has no addition information to offer.
*****
As these preparations and fact-finding conversations take place during the day, the party also meets with Filbert in the evenings to begin discussing plans to enter Blackwell. Gaven says to Filbert: "I hope you can wait a few weeks more while my friends train and we all rest. We will journey to Blackwell Keep soon enough."
Filbert seems to have no problem with this.
About a week into Duran's training period, Filbert rushes into the common room all a-flutter one evening as you are finishing your dinner. He is decked out in a fine set of halfling-sized plate mail, and he jumps and skips as he runs to your table, flailing a piece of paper around in the air.
"Great news, great news!" he exclaims. "Remember how I said I couldn't trust any hired help from around here?" This indiscreet exclamation draws a more than one sour look from the locals in the Red Tankard's common room. Filbert seems not to notice.
"My cousins! I have two cousins who often do merchant caravan duty. They were away on jobs in the east, but their work out there finished early. I had word sent to them that I – we – could use their help, and I've just gotten a reply that they'll join us!"
He gleefully shows you a letter from his cousins, Almo and Wally, who say they will be in Fairbrook three days before Duran's training is to be completed. Before you can even ask the question, Filbert puts up a hand and says "And don't worry, I'll take care of paying them out of my own pocket." He grins impishly: "I'm sure I can talk them into a family discount."
It appears that your excursion to Blackwell will be bolstered by the presence of two more experienced fighters.
*****
With these matters settled, Gaven pays a few visits to Elsie to attempt to convince her to join the cleric ranks. "Miss Elsie, I notice you have a burning passion and yet emptiness due to the loss of Bill. The Light can help heal your wounds and give you a calling to repress the chaos of the land. If you wish to start training, please let me know..." Before Gaven can even complete the sentence, Elsie throws herself into the cleric's arms and sobs uncontrollably. Gaven senses she has been holding this in for quite some time, and it all comes out in a flood. When she finally catches her breath, she simply nods and says "Yes, I would like that."
Elsie discusses the matter with her mother that night, and the very next day she accompanies Gaven to the church where she is taken in by the brothers and sisters of the Light.
*****
The only thing that goes awry for the party in this time of rest and recovery is that Varros seems to suffer still from some malady. While Gaven's prayers have clearly healed his wounds, there appears to be some lingering after-effect of the poison that infected them. Feeling that this weakness will bring undue risk to himself and his companions, Varros also accompanies Gaven to the church so that he might be brought under the care of the master healer of the church.
Varros bids an emotional goodbye to Karnak, shakes hands with the rest of the Free Company, and promises Gaven that he will look after Elsie's well being from time to time while he is residing in the church infirmary.
*****
After a fortnight, Duran's training is complete, and as the night of July 28 falls, the Free Company enjoys what will likely be their last hot meal for some days to come, shared with Karnak, the hirelings, Filbert, Hazel, Almo and Wally. Hazel sheds a tear or two at the thought of the risk her husband is about to run, but she also looks quite proud of him, as well.
*************************
OOC: Actions?
Basically, not a lot to decide here, more just a final chance to buy any last gear take care of any other last-minute items on the way out.
If you're good to go in terms of heading off to Blackwell after the Grey Foxes, just say "OK" and I'll post the journey out there this weekend.
I'll get the three halflings (Filbert, Almo, Wally) statted up this weekend too. I plan to make Almo 2nd level to compensate for the loss of Varros. Filbert and Wally will be 1st-level each.
*Expenses
Total Cost to the Party for the Mule and Saddlebags: 35 gp
Cost of Search for Animal Handler: 10 gp
Cost of Wages for current mercs: 5 gp x 3 mercs x 2 weeks = 30 gp
Cost of Wages for current laborers: 2 gp x 2 porters x 2 weeks = 6 gp
Cost of Wages for new Animal Handler: 2 gp x 1 handler x 1 week = 2 gp
Total Group Expenses = 83 gp
Share per PC = 20 gp, 7 sp (I divided by 4, purchases made while Varros is still in party)
Individual Living Expenses = 1 gp/day/PC=14 gp*
Total cost per PC: 34 gp, 7 sp
The total cost per PC includes individual shares of group expenses (mule, saddle bags, new hireling search, hireling wages) as well as individual living expenses.
For shares of the group expenses, I divided by 4, ruling that these expenses are paid while Varros is still in the party.
For individual living expenses, I ruled it 1gp/day (first level rate), since you were all first level at the start of your stay. We'll shift to the 2 gp/day second-level rate for those of you at level 2 with your next stay in town (the rate is 1 gp/level/day).
Wednesday, April 3, 2013
Friday 13 July 1280, All Day (Good Housekeeping)
Duran listens as the others ask questions, suddenly feeling exhausted.
Gaven, whose curiosity outweighs his fatigue, asks Belloc: "any news on the Grey Fox bandits?"
"Not much," replies the captain. In fact, most of what I know comes from you. There have been some robberies on the road near Blackwell, but otherwise nothing you haven't already told me yourselves. The appearance of the 'grey men' that Alanna sent to do you in makes me wonder if she has joined up with them. Odd, since one of my own detachments reported seeing her heading southwest..."
The captain trails off as if thinking.
Gaven then asks: "What of the giant south of here we sent word on?"
"Ah, him," says the captain. "I've dispatched a diplomatic mission on that front. We've had the odd giant in the vicinity before. They're not all bad, some of them are fairly decent creatures. They come in, build a small cabin pasture some giant sheep for a season or two then move on. That type you can talk to and usually come to an understanding with them – making sure they keep off the roads and somewhat out of sight so as not to frighten travelers and merchants. The other type...well, let's just say I hope this one isn't the other type. In a day or two we should know which kind this fellow is."
"Do you know if the halfling merchant Filbert is still in town?" asks Gaven. "Filbert...Filbert..." says Belloc. "Was he that little fellow with the banged up head back at the Northstar Inn last week? Had a run-in with some grey men too, didn't he? To be honest, I'm not too sure. I haven't much thought of him with all the post-battle refitting and the new situations with the giant and Alanna."
Gaven asks one last question: "Any other rumors or concerns of note?"
The captain says: "Just that Maggie the Moon Witch was spotted again up near the Northstar again, though no trouble came of it. And there was the usual report of wolf – or werewolf – howls down Blackleaf way. With the full moon out right now, I'd say you were fortunate not to run into any yourselves."
The captain reads the fatigue on the faces of the party members. "You men look like you need a rest now. Go on back to the Red Tankard. If that giant turns out to be the wrong sort, and you're not engaged in any other work, you'd certainly be welcome to help us deal with him."
Oloc thanks the Captain for his generosity, and suggests that the party get a table at the inn to divide up the treasure and discuss their next course of action. He wants to see about getting a room, then take a bath, eat, and the hit the sack.
Duran, too, wants only to go to the Tavern, divide up the loot and get a meal, drink, bath and a bed.
*****
With that you leave Belloc's office most of the party head to the Red Tankard, Gaven goes first to the Temple to pray then joins the rest of you at the inn.
Sadie and Sal greet you warmly. Sal starts making you a good hot meal while Sadie runs upstairs to get some rooms ready. The inn itself is rather quiet this morning – all the travelers have resumed their journeys, and the locals tend to show up only at meal times.
Shortly Sadie comes back down and tells you baths are prepared and your rooms are ready. Since Sal's food isn't quite ready, you go upstairs and clean yourselves off, before returning to the common room for your meal. After that, barely able to keep your eyes open, you head up to your rooms to get some sleep.
After a few hours, the noise of the lunch crowd wakes you and you take another meal in the common room, before heading out to sell off the mundane items and valuables you picked up in your foray against the bandits. All told, you manage to pull in 1824 g.p, 5 s.p. for those items. Along with the coins you picked up from the bandits, your total monetary haul comes to 2629 g.p., 7 s.p.
By the time you sell everything off, it's the dinner hour, and you head back to the Tankard to take another meal and divide up your coin, each of you taking a share of 657 g.p., 4 s.p., 3 c.p.
You still have some potentially magical items to deal with. Gaven asks to take possession of the vial of pale green liquid, and he and Oloc both look at the scroll you picked up. Gaven finds the words unreadable, but Oloc can decipher it with little difficulty – the scroll contains an arcane variant of a "Protection from Chaos" spell.
*****
With a few hours of daylight left, you decide, at Gaven's suggestion, to go to Cosmo's to identify the potion, and just to look around at any new items the old mage may have in stock.
On the way there, you pass by the temple once more and Gaven steps in to make a donation. Pleased with Gaven's substantial donation, the brothers reward Gaven with an amulet. "This amulet," a brother tells him, "is called the Medallion of the Righteous. It will grant you protection against the dead who have returned to the living (OOC: +1 to AC vs. undead)."
Leaving the temple, you continue on your way to Cosmo's.
*****
Cosmo seems genuinely pleased to see you, and as you walk down the long dimensionally transendental corridor to his back room, you have plenty of time to relate your tale, which is punctuated frequently by Cosmo's "oohs" and "ahhhs" that make you think he misses adventuring now that he seems too old for it himself.
Once in the back room, Gaven hands the vial of green liquid to Cosmo. Cosmo looks at it, swishes it around, peers at it with candle-light behind it, gives it a sniff, then smiles.
"Ha!" he says. "I know what this is!" He sticks the tip of his finger into the liquid and licks it off. "Sure as the sunrise!" he exclaims. "I made this one myself. Distillate of Bezoar, is what you've got there my young cleric. That will cure any poison known to man, as long as the victim drinks it before the poison manages to kill him."
Then he frowns. "You picked that up from the bandits you say? Hmph! I've never sold to any bandits. Harlon and a few other screen my customers carefully for me, as you well know. The rotten no-goods must have stolen it from one of my legitimate customers."
He thinks a moment and then adds. "Tell you what. I'm so glad you took that away from those ruffians, I'll let you have the identification for free – I'd hate to think anything I made or sold fell into the wrong hands!"
Cosmo then glances at the rest of the party members milling around the back room. "See anything you like lads?"
Looking over the shelves, you see that the stock has changed considerably since the last time you were here. You note the following items that could be useful for individuals in your line of work:
Potion of Invulnerability.....250 gp (OOC: +2 to saves; -2 to enemy's attack roll)
Potion of Fire Resistance.....250 gp (OOC: +2 to saves vs. fire; if no save allowed, half damage from fire)
Potion of Cure Light Wounds...200 gp (OOC: cures 1d6+1 hp)
Returning Throwing Dagger....150 gp (OOC: no bonus, but returns to throwers hand after each shot; ROF = 1)
Borland's Shield.....500 g.p. (OOC: Shield +1 to AC)
Hagar's Short Sword....500 g.p. (OOC: Short Sword +1 to hit/damage)
Rope of Climbing....1000 g.p. (OOC: leaps upward, ties and unties on command)
Ruger's Perfect Arrow.....250 g.p. each (OOC: only one use each; automatically hits the target and does double max damage; Cosmo has four in his stock)
Apprentice's Ring of Spell Storing.....300 g.p. (OOC: grants M-U one additional spell slot per day) Losenges of Healing (Wild Cherry).....50 g.p. each (OOC: heals 1 hp; Cosmo has four of these)
After looking around and deciding what you do or don't want, you conclude your business for the evening with Cosmo, who sends you off with a cheerful farewell.
*****
As darkness begins to fall, you return to the Red Tankard. When you enter the inn, the place seems a bit more crowded as travelers have arrived to spend the night, and the local townsfolk drink and talk. You barely get inside the door before you see a familiar face – it's Filbert.
The halfling jumps up and waves to you from across the room. "Hallo! Sadie and Sal told me you were back in town. Earlier than I expected too!"
Seeing Filbert's enthusiastic greeting, Oloc suggests quietly to the rest of you: "Blackwell Keep, anyone?"
*************************
OOC: Actions? If you wished to buy anything from Cosmo, just let me know and we'll say you bought it while you were there. Simply tell me, subtract the g.p. and add it to your sheet.
Depending on whether or not you use magical healing to bring Varros back up to full hp, you may need to spend time in town to heal him up; Oloc may or may not want to spend some time copying the new scroll; Varros and Duran may want to spend time training, etc. Just let me now what you want to do.
Note that for healing, any "light" activity like running errands, buying gear, etc. is considered "rest," allowing healing to take place. More rigorous activities (like martial training) do not count as rest and no healing takes place on a day when such activity occurs. So Varros (and anyone else who was down any hp) just healed 1 h.p. today.
Recovery of h.p. is at a rate of 1 per day of rest, unless magic is used.
If you want to buy specific pieces of equipment, just say so, subtract the g.p. and it's yours. Anything in the rulebook is available at price in town.
If you want to talk to Cosmo again, or the Abbot, the Mayor, Belloc, just let me know who you want to speak with and about what. Remember too, that you did hear tell of a Sage named Bede (see NPC page) who might know things that might relate to activities you wish to undertake (though you'd have to travel out to see him).
Finally, here is the rundown on the new items you acquired/identified in this post:
"Protection from Chaos" Scroll (Magic-User version; chaotic creatures attacking M-U get -1 to hit, and M-U gets +1 to saves)
"Medallion of the Righteous" (given to Gaven for contribution to church; provides +1 bonus to AC vs. undead)
"Distillate of Bezoar" (pale green liquid Gaven had ID'd by Cosmo; cures any poison if taken quickly before death occurs)
Make sure you've made notes of these things on your sheet (along with whatever advantage they give you).
Gaven, whose curiosity outweighs his fatigue, asks Belloc: "any news on the Grey Fox bandits?"
"Not much," replies the captain. In fact, most of what I know comes from you. There have been some robberies on the road near Blackwell, but otherwise nothing you haven't already told me yourselves. The appearance of the 'grey men' that Alanna sent to do you in makes me wonder if she has joined up with them. Odd, since one of my own detachments reported seeing her heading southwest..."
The captain trails off as if thinking.
Gaven then asks: "What of the giant south of here we sent word on?"
"Ah, him," says the captain. "I've dispatched a diplomatic mission on that front. We've had the odd giant in the vicinity before. They're not all bad, some of them are fairly decent creatures. They come in, build a small cabin pasture some giant sheep for a season or two then move on. That type you can talk to and usually come to an understanding with them – making sure they keep off the roads and somewhat out of sight so as not to frighten travelers and merchants. The other type...well, let's just say I hope this one isn't the other type. In a day or two we should know which kind this fellow is."
"Do you know if the halfling merchant Filbert is still in town?" asks Gaven. "Filbert...Filbert..." says Belloc. "Was he that little fellow with the banged up head back at the Northstar Inn last week? Had a run-in with some grey men too, didn't he? To be honest, I'm not too sure. I haven't much thought of him with all the post-battle refitting and the new situations with the giant and Alanna."
Gaven asks one last question: "Any other rumors or concerns of note?"
The captain says: "Just that Maggie the Moon Witch was spotted again up near the Northstar again, though no trouble came of it. And there was the usual report of wolf – or werewolf – howls down Blackleaf way. With the full moon out right now, I'd say you were fortunate not to run into any yourselves."
The captain reads the fatigue on the faces of the party members. "You men look like you need a rest now. Go on back to the Red Tankard. If that giant turns out to be the wrong sort, and you're not engaged in any other work, you'd certainly be welcome to help us deal with him."
Oloc thanks the Captain for his generosity, and suggests that the party get a table at the inn to divide up the treasure and discuss their next course of action. He wants to see about getting a room, then take a bath, eat, and the hit the sack.
Duran, too, wants only to go to the Tavern, divide up the loot and get a meal, drink, bath and a bed.
*****
With that you leave Belloc's office most of the party head to the Red Tankard, Gaven goes first to the Temple to pray then joins the rest of you at the inn.
Sadie and Sal greet you warmly. Sal starts making you a good hot meal while Sadie runs upstairs to get some rooms ready. The inn itself is rather quiet this morning – all the travelers have resumed their journeys, and the locals tend to show up only at meal times.
Shortly Sadie comes back down and tells you baths are prepared and your rooms are ready. Since Sal's food isn't quite ready, you go upstairs and clean yourselves off, before returning to the common room for your meal. After that, barely able to keep your eyes open, you head up to your rooms to get some sleep.
After a few hours, the noise of the lunch crowd wakes you and you take another meal in the common room, before heading out to sell off the mundane items and valuables you picked up in your foray against the bandits. All told, you manage to pull in 1824 g.p, 5 s.p. for those items. Along with the coins you picked up from the bandits, your total monetary haul comes to 2629 g.p., 7 s.p.
By the time you sell everything off, it's the dinner hour, and you head back to the Tankard to take another meal and divide up your coin, each of you taking a share of 657 g.p., 4 s.p., 3 c.p.
You still have some potentially magical items to deal with. Gaven asks to take possession of the vial of pale green liquid, and he and Oloc both look at the scroll you picked up. Gaven finds the words unreadable, but Oloc can decipher it with little difficulty – the scroll contains an arcane variant of a "Protection from Chaos" spell.
*****
With a few hours of daylight left, you decide, at Gaven's suggestion, to go to Cosmo's to identify the potion, and just to look around at any new items the old mage may have in stock.
On the way there, you pass by the temple once more and Gaven steps in to make a donation. Pleased with Gaven's substantial donation, the brothers reward Gaven with an amulet. "This amulet," a brother tells him, "is called the Medallion of the Righteous. It will grant you protection against the dead who have returned to the living (OOC: +1 to AC vs. undead)."
Leaving the temple, you continue on your way to Cosmo's.
*****
Cosmo seems genuinely pleased to see you, and as you walk down the long dimensionally transendental corridor to his back room, you have plenty of time to relate your tale, which is punctuated frequently by Cosmo's "oohs" and "ahhhs" that make you think he misses adventuring now that he seems too old for it himself.
Once in the back room, Gaven hands the vial of green liquid to Cosmo. Cosmo looks at it, swishes it around, peers at it with candle-light behind it, gives it a sniff, then smiles.
"Ha!" he says. "I know what this is!" He sticks the tip of his finger into the liquid and licks it off. "Sure as the sunrise!" he exclaims. "I made this one myself. Distillate of Bezoar, is what you've got there my young cleric. That will cure any poison known to man, as long as the victim drinks it before the poison manages to kill him."
Then he frowns. "You picked that up from the bandits you say? Hmph! I've never sold to any bandits. Harlon and a few other screen my customers carefully for me, as you well know. The rotten no-goods must have stolen it from one of my legitimate customers."
He thinks a moment and then adds. "Tell you what. I'm so glad you took that away from those ruffians, I'll let you have the identification for free – I'd hate to think anything I made or sold fell into the wrong hands!"
Cosmo then glances at the rest of the party members milling around the back room. "See anything you like lads?"
Looking over the shelves, you see that the stock has changed considerably since the last time you were here. You note the following items that could be useful for individuals in your line of work:
Potion of Invulnerability.....250 gp (OOC: +2 to saves; -2 to enemy's attack roll)
Potion of Fire Resistance.....250 gp (OOC: +2 to saves vs. fire; if no save allowed, half damage from fire)
Potion of Cure Light Wounds...200 gp (OOC: cures 1d6+1 hp)
Returning Throwing Dagger....150 gp (OOC: no bonus, but returns to throwers hand after each shot; ROF = 1)
Borland's Shield.....500 g.p. (OOC: Shield +1 to AC)
Hagar's Short Sword....500 g.p. (OOC: Short Sword +1 to hit/damage)
Rope of Climbing....1000 g.p. (OOC: leaps upward, ties and unties on command)
Ruger's Perfect Arrow.....250 g.p. each (OOC: only one use each; automatically hits the target and does double max damage; Cosmo has four in his stock)
Apprentice's Ring of Spell Storing.....300 g.p. (OOC: grants M-U one additional spell slot per day) Losenges of Healing (Wild Cherry).....50 g.p. each (OOC: heals 1 hp; Cosmo has four of these)
After looking around and deciding what you do or don't want, you conclude your business for the evening with Cosmo, who sends you off with a cheerful farewell.
*****
As darkness begins to fall, you return to the Red Tankard. When you enter the inn, the place seems a bit more crowded as travelers have arrived to spend the night, and the local townsfolk drink and talk. You barely get inside the door before you see a familiar face – it's Filbert.
The halfling jumps up and waves to you from across the room. "Hallo! Sadie and Sal told me you were back in town. Earlier than I expected too!"
Seeing Filbert's enthusiastic greeting, Oloc suggests quietly to the rest of you: "Blackwell Keep, anyone?"
*************************
OOC: Actions? If you wished to buy anything from Cosmo, just let me know and we'll say you bought it while you were there. Simply tell me, subtract the g.p. and add it to your sheet.
Depending on whether or not you use magical healing to bring Varros back up to full hp, you may need to spend time in town to heal him up; Oloc may or may not want to spend some time copying the new scroll; Varros and Duran may want to spend time training, etc. Just let me now what you want to do.
Note that for healing, any "light" activity like running errands, buying gear, etc. is considered "rest," allowing healing to take place. More rigorous activities (like martial training) do not count as rest and no healing takes place on a day when such activity occurs. So Varros (and anyone else who was down any hp) just healed 1 h.p. today.
Recovery of h.p. is at a rate of 1 per day of rest, unless magic is used.
If you want to buy specific pieces of equipment, just say so, subtract the g.p. and it's yours. Anything in the rulebook is available at price in town.
If you want to talk to Cosmo again, or the Abbot, the Mayor, Belloc, just let me know who you want to speak with and about what. Remember too, that you did hear tell of a Sage named Bede (see NPC page) who might know things that might relate to activities you wish to undertake (though you'd have to travel out to see him).
Finally, here is the rundown on the new items you acquired/identified in this post:
"Protection from Chaos" Scroll (Magic-User version; chaotic creatures attacking M-U get -1 to hit, and M-U gets +1 to saves)
"Medallion of the Righteous" (given to Gaven for contribution to church; provides +1 bonus to AC vs. undead)
"Distillate of Bezoar" (pale green liquid Gaven had ID'd by Cosmo; cures any poison if taken quickly before death occurs)
Make sure you've made notes of these things on your sheet (along with whatever advantage they give you).
Wednesday, August 8, 2012
Tuesday 10 July 1280, Evening, to Wednesday 11 July 1280, Noon (Going South)
Varros does his best to convince Filbert that the bandits
in the North and the South are related. He conveys the information about the
runes to Filbert. Varros believes that even though the runes are different the
bandits are linked. He asks Filbert to accompany The Free Company and stresses
to him that he believes that this is the best way to recover his losses. Varros
also tells Filbert he is concerned for his safety if he follows his current
plan.
Gaven agrees with Varros and tries to convince Filbert to
join them, "Master Filbert, if anything allow hazel to stay at the inn and
hire extra mercenaries while you join us. Surely we will be able to find more
information from a known source of bandit activity than by roaming the lands
randomly."
Duran nods in agreement with the others as they try and
convince Filbert to join them.
"Master Filbert, listen to my comrades," Oloc
says. "Give us a few days to investigate this bandit activity to the south
and we will return. Then we can head to the north in search of your gems."
The mage then looks to his fellow adventurers. "We won't be gone too long,
right?"
Filbert rubs his chin. "Well," he says, "I
suppose I can hold off for a short while. I'll stay here, but I'll wait on posting these notices
for the next three days. If I haven't heard from you by then, though, I'll put
the posters up and start hiring as I planned. I'm not entirely convinced these
bandits are one and the same group, and I know the ones who took my gems and
gave me this," he points to his scar, "are up north in the
keep." He smiles. "But I'd appreciate your companionship, so I can
delay a few days."
*****
The rest of Tuesday afternoon and evening, last-minute supplies are purchased,
and Gaven visits the temple to see abbot Cuthbert and ask about the runes from
the bandits. Upon Gaven's arrival, one of the brothers informs Gaven that the
abbot is away for a few days, but that he should return within the week. The
brother is kind enough to refer Gaven to one of the temple's scribes, who
indeed recognizes the letters signified by the runes, but who has no knowledge
of bandits and is unable to tell what the letters actually denote.
*****
As dinner time approaches, the rain begins to slacken.
Filbert and Hazel join you for your evening meal. Before retiring for the
night, Filbert agrees once more not to post his help wanted announcements
before Saturday morning.
*****
You awake Wednesday morning to a partly cloudy day, with a
bit of a breeze. After settling accounts with Sadie and Sal, you depart from
the inn. The air in town is filled with the smell of wet stone, which, once you
pass through the gate, gives way to the scent of damp grass. The road south to
Ham's Fork is slightly muddy, but not enough to slow your progress noticeably. The
landscape, like most of the ground in the vicinity of Fairbrook, consists of
very gently rolling plain, with shallow rises and dips.
The morning passes without incident, and by the time you
stop for lunch at noon, you can see the dark shadowy mass of Blackleaf Forest on the horizon to the southeast. You march on for another hour or so after
your midday meal, when suddenly, from the southeast, you hear a tremendous,
slow, rythmic THUNK...THUNK...THUNK coming from out of sight just beyond a low, softly rising slope in that direction.
The slope, perhaps only ten feet above the surrounding ground at its highest point, is covered only with shin-deep grass. The noise beyond it, despite how loud it is, seems to be fairly distant, maybe a
few hundred yards away.
*************************
OOC: Actions?
Four items:
1. I assumed the party would head south as initially intended, rather than head north to hunt for the sage (which could very possibly lead to (an)other entirely non-bandit-related adventure(s), likely preventing you from having any hope of getting back in time to help Filbert). If I was wrong to make that assumption, please let me know, I'll scratch this and rewrite to go north looking for the sage.
Four items:
1. I assumed the party would head south as initially intended, rather than head north to hunt for the sage (which could very possibly lead to (an)other entirely non-bandit-related adventure(s), likely preventing you from having any hope of getting back in time to help Filbert). If I was wrong to make that assumption, please let me know, I'll scratch this and rewrite to go north looking for the sage.
2.We will need a new marching order since your party has
substantially changed. Your previous
marching order was this:
Front Rank: Gaven – Stan – Varros
Second Rank: Duran – Ollie – Oloc
Second Rank: Duran – Ollie – Oloc
We'll need to place Jack (merc), Gweneth (merc) and Bill
(laborer) in there somewhere. In open country you can make the order whatever
you like; on a road or in a typical 10' dungeon corridor, you're limited to a
3-person frontage, max. You can of course opt for a narrower frontage. Regardless,
I'd say at least one person in the front rank needs to be a PC in order to keep
the hirelings from balking. Probably the simplest way to work this out is for
one person to propose a complete, specific marching order, and then everyone
else can make suggestions to tweak (or accept the first player's proposal as-is). There's no need to add in Karnak, of course, as he just flies along above everyone.
3. Since you're leaving Fairbrook and the Tankard, it's
time to settle up with cost of living. The total per PC (including each PC's
share of the hireling's cost of living) is 10 gp. Please subtract those 10 gp
from your character sheet.
Here are the details of calculation, if you're interested.
Cost of living expenses for your stay in Fairbrook (1
gp/level/day, counted by nights spent in the Tankard; the PCs, Stan and Ollie
spent 5 nights (Friday through Tuesday), Jack and Bill spent 4 nights (hired on
Saturday, so Saturday through Tuesday), Gweneth spent 2 nights (hired on
Monday, so Monday and Tuesday).
PCs, Stan and Ollie: 5 gp x 6 = 30 gp
Jack and Bill: 4 gp x 2 = 8 gp
Gweneth: 2 gp x 1 = 2 gp
Total Cost of Living for the Entire Party = 40 gp
Cost per PC = 10 gp
4. Remember to take a look at my comment in the previous post regarding armor updates for the hirelings. Any upgrade you want to do can be done retroactively ("last-minute supplies are purchased", above) -- though it really ought to be decided before your next combat :)
4. Remember to take a look at my comment in the previous post regarding armor updates for the hirelings. Any upgrade you want to do can be done retroactively ("last-minute supplies are purchased", above) -- though it really ought to be decided before your next combat :)
Sunday, August 5, 2012
Tuesday 10 July 1280, Morning/Early Afternoon (Wrap-Up of Saturday-Monday Activities; Tuesday's Inquiries in Fairbrook)
WRAP-UP OF SATURDAY-MONDAY ACTIVITIES
In addition to picking up some new help over the first
three days in Fairbrook, the members of the Free Company take care of business:
banking cash, handing bonuses to the veteran hirelings (who are most
appreciative!), picking up rations and gear, engaging in spell study and
acquiring vittles for Karnak.* During his downtime, Gaven volunteers to help out
at the temple and visits Elsie Miggins and Bob Barley to check in on them and
let them know of the goblins' demise. Elsie seems sullen, depressed, and
withdrawn, though her mother is greatly pleased to know that justice has fallen on
the heads of the goblins. Bob Barley, though still grieving, is happy to
receive Gaven's visit and also gets some small comfort from the defeat of the
goblins.
Following his conversation with Cosmo, Gaven wraps the Moon
Ribbon around the grip of his club. While he does not speak of his vision and most of his conversation with the Abbot, the
cleric does tell the party about Cosmo's trips to Blackwell and about the
bandits, as well as the information he gained regarding Brother Abraham and the
Ham's Fork werewolves. He reminds everyone that next week is the full moon, and
suggests everyone buy some silvered weapons and/or wolfsbane. This prudent
course is adopted by all.
When the subject of the bandits come up, Varros fills the
party in as well on Belloc's information and suggests meeting up with Alanna
and developing a plan to go after the bandits. Upon learning of Brother
Abraham, who is also in the vicinity to which the party intends to travel,
Varros says: "Perhaps this Brother Abraham may have information on the
bandits as well. Gaven, I think we should find him, he may aid us
greatly."
Varros also suggests talking to Belloc and letting him know the
company's intentions, as he may agree to equip the new mercenaries from their
armory in order to pursue the bandits. Gaven, in turn, proposes searching out
Dagwood to get more information about the miscreants.
*****
TUESDAY'S INQUIRIES
On your fourth full day in Fairbrook, you awake to a downpour and
a gray and dismal day. Nonetheless, you set forth to follow up on Varros' and
Gaven's suggestions, visiting Captain Belloc and Secretary Dagwood in turn.
The captain has you come right in when you are announced to
him, and seems pleased to see you. Karnak is already sitting on his window
ledge, watching the heavy rain and keeping dry. Once Belloc learns of your
intentions he gives a low whistle, and Karnak flutters over from the window to
land on Varros' shoulder.
When Varros mentions the possibility of Belloc equipping the
mercenaries, Belloc replies: "As I mentioned the other day, we're still
putting ourselves back together following the battle, so I have no gear to
spare. However, I just gave Berthold, the blacksmith, an excellent deal on
all the metal weapons and equipment we took from the goblins, so he should be
inclined to give you a good price on any armor you might want to buy for your
men."** The captain quickly writes a message. "Give this to Berthold,
and he should take care of you."
"Also," he adds, handing you another rolled up
piece of parchment. "Here is Lieutenant Alanna's current location. She's
set up headquarters just about a half mile east of the village. Safe journey
and good hunting!"
*****
After leaving Belloc's headquarters you walk to the mayor's
office to speak with Dagwood. A guard leads you into the building. As you wait
for a moment in the vestibule, you hear the croak of a raven within the
secretary's office. A minute or two more pass, and the guard then leads you in.
As you enter you see Dagwood closing an open window.
Turning around, Dagwood recognizes you from the Red Tankard:
"I hear you've been quite busy of late. Not a bad bit of work from a
company that was completely unknown a few days ago. I'm rather
impressed."
Once you explain your business, he nods: "Ah yes, our
bandit problem. My latest information from lieutenant Alanna suggests that the
bandits are working out of a hideout in western Blackleaf. We originally
thought they were based on Cobb's Hill since there have been bandit camps there
in the past. But all the incidents with this band have been between Ham's Fork
and Fairbrook. And a number of the surviving eyewitnesses claim that the
bandits ran off east toward the forest. Her men have tracked them as far as the
edge, and they've seen several trees on the border of the forest marked with
the same runes." Dagwood holds out a drawing of it:
"This came in by raven not two minutes before you. It's
from Alanna's most recent report. But I don't know what the runes mean, nor does she. They read 'R' and 'S' in the common tongue. But what they
stand for is unclear. Apart from that, I have no new information to give
to you. I agree with Belloc that you should consult with lieutenant Alanna once
you arrive in Ham's Fork. It takes almost a day for information to get from her
to us. She can give you the most current details on the situation once you're
there."
As he rises to see you out, he adds: "It's a shame
mayor Adsul's currently out of town on the King's business. I'm sure
when he returns he'll be glad to hear that you've taken an interest in this
bandit business. Oh, and one more thing," he says, handing you another
piece of paper. "We're putting out a 500 gold piece bounty for the bandit
leader, dead or alive. We had hoped to take care of this without a bounty, but
the situation is getting worse. I was going to have these posted today; there's
no reason you shouldn't get an advance copy."
*****
The rain continues steadily as you return to the inn.
When you arrive at the Red Tankard you see Master Filbert standing under the
eaves hammering up a poster of his own:
As you approach, he turns and greets you. "You fellows seem to be heading south. I understand
you have to do what you have to do, and I appreciate your earlier offer of help. But my stolen gems
went north, so that's where I'll have to go, with or without you. If you finish
your business down south before I get underway in the next few days, I'll be
glad to have you join me. I'll be here at the Tankard until I have enough men
to go after the robbers."
*************************
OOC: Actions?
*Feel free to double check that I made correct note of the
hirelings' gear you just purchased. It's over on the PC information page,
beneath the links to your own pages. If you guys choose to buy better armor
and/or missile weapons for the hirelings, just let me know so I can add that to
the list.
**With the captain's paper in hand, Berthold will give you a
one-time 10% discount on any metal armor you buy for the mercs and/or for
yourselves.
Friday, August 3, 2012
Friday 6 July - Monday 9 July 1280 (Resting and Refitting)
A PRIVATE CONVERSATION*
Once your business in Cosmo's back room is complete, the old
man leads you back down the excessively long hallway to front room of his
antique shop.
Oloc thanks Cosmo for allowing the group to examine his
'back room' and the magical treasures therein. "I definitely plan on
returning in the future," he adds with a smile.
"You will always be most welcome," says Cosmo.
"Do come back any time."
As the rest of the group files out of the shop, Gaven hangs
back briefly to have a few more private words with Cosmo.
Gaven holds up the ribbon and says, "Whenever I hold
this ribbon, I feel ...warmth... but when others hold it or even look at it,
they feel repulsed. Why would that happen?"
Cosmo nods and says: "Yes, I noticed a midly unpleasant
feeling when I picked it up – mild in my case because of my experience which
causes magical items have comparatively little effect on me. Such an effect could have numerous causes. It is possible that the
item was crafted specifically for you, and no one else. Or, it could be that
the item was destined for anyone with some specific quality, and you just
happen to have that quality, whatever it is. Alternatively, there are also
magical items with some level of intelligence, for lack of a better word, that
actively seek out their owners in such a manner. Which of these is the case, I
cannot say."
Gaven then asks, "What do you know of Blackwell Keep and have you heard of Dagmar?"
Gaven then asks, "What do you know of Blackwell Keep and have you heard of Dagmar?"
Cosmo suddenly looks nostalgic. "Dagmar...now that is a
name I've not heard in many years. What a wonderful woman she was – strong,
committed. She asked me to go with her into Blackwell, you know. She wanted me
as a guide. In my youth I made one or two trips in there myself – only into the
upper levels though. Things have undoubtedly changed since then. When I went
in, it was all spiders and other giant vermin. Now I hear that the place is
overrun by kobolds and morlocks."
"Dagmar..." he says again. "I have often
wondered these many years what fate befell her. When she came to me to serve as
a guide, I had to decline as I had business elsewhere. Perhaps if I had gone
with her she might not have disappeared. Or perhaps I would have been lost as
well. At any rate, there is no changing such things. The dead are dead, and
what has passed is done, as a mighty warrior friend of mine used to say."
Finally, Gaven asks: "What do you know of the bandit
problem? Has anyone tried to fence stolen goods?"
Cosmo raises an eyebrow. "I can assure you that my goods
are acquired legitimately and that my business is entirely above board. I have
no knowledge at all of fences or any other personnages of such distasteful ilk.
If you want to know about bandits and fences, you'll want to speak to Captain Belloc or
perhaps to the mayor's secretary, Dagwood. I only know the rumors that everyone
in town knows about the bandit activity to the south. Either of those two could
fill you in on the most up-to-date details."
Gaven thanks Cosmo for his help before leaving and catching up to the others.
Gaven thanks Cosmo for his help before leaving and catching up to the others.
*****
RESTING AND REFITTING
You spend the next three days resting up and attending to
business. As promised Sadie has put the word out and posted placards indicating
the employment opportunity you offer. In all it costs you 30 gold to make the
necessary postings and inquiries but the expense pays off rapidly. On the very
first day you get one laborer, a young dwarf named Bill, and one human
mercenary, named Jack. Two days later, you succeed in acquiring the services of
a second mercenary, an elven female called Gweneth.**
As this is going on, Oloc spends two days locked in a room
at the Tankard copying the spells from his newly purchased scrolls into his
spellbook.
Duran and Varros take advantage of the down time to look for
a trainer. Shortly after they begin their search, they bump into Sergeant
Ragnar, one of Belloc's men, whom they had previously met in the aftermath of
the battle with the goblins. In the course of their conversation, they mention
to Ragnar that they are looking for a trainer. A grizzled veteran, Ragnar
offers his services for a reasonable price, and a deal is struck.
"Whenever you're ready to begin your training, come seek me out at the
guard barracks."***
*****
TALKING TO BELLOC*
After the first two days have passed, and Oloc comes down from his
isolation, you begin to consider your next task. Most seem interested in
pursuing the bandits, and of course Filbert is all in favor of that: "I'm
ready for some action!" exclaims the halfling. "I've got gems – and
my pride – to recover!"
As a first step, down this path, Varros pays a visit to Belloc
to inquire after aid in a few men or Karnak. Belloc says: "I'd certainly
be glad to send Karnak with you. I'd like to be kept informed of anything you
uncover about the bandit activity. Men, however, can be tricky."
"If you are
going after the bandits my men in the south are already hunting, you should go
to my lieutenant, Alanna. She's directing the operation on the spot down there,
and can give you the latest information. She may even be able to spare you a
few of her men, depending on circumstances."
"As for the bandits on the Woodfield
road that robbed your halflings, I haven't the men to spare at the moment, nor
have I anyone in place up there to deal with them right now. Many of my troops
were wounded in the battle and are still recovering. Most of those that weren't
have been sent out to mop up the goblins that fled."
"If you go north, you'll be
on your own – though that's all the more reason for Karnak to go with you. Once
you decide for certain what you intend to do, let me know, and I'll assign
Karnak to you and give you a letter of introduction to Lieutenant Alanna, if
necessary."
*************************
OOC: Actions?
*Though I post private conversations openly on the blog, (as
I've been doing, for example, with Gaven's exchanges with the abbot), remember no PCs other than those involved in
the conversation can act on the info the involved PC shares the info.
So, for example, at the moment, no one other than Gaven as
yet knows about Brother Abraham (though there is general knowledge, in the
newcomer's guide, about "a cleric of the light" who sets traps for
werewolves in Blackleaf forest), the abbot's reaction to the ribbon, Gaven's
vision or Dagmar's dream, or Cosmo's trips into the upper levels of Blackwell
as a youth. The same applies to Varros' conversation with the captain. (So Dienekes and Professor P should simply mention which items, if any, they share with the group).
**Hireling costs:
30 gp for search costs
12 gp up front wages (5 for each merc, and 2 for the
laborer)
42 gp total
42 gp divided 4 ways = 13 gp each (please subtract from your
gold; if this was more than anyone bargained for, we can always edit down the
number of hirelings).
Also, remember you'll need to purchase rations for the new
hirelings before setting out. Let me know how much you want to buy for them. You'll also need to provide an updated marching order.
***Whenever you guys level up, he'll be there. The cost will
be whatever you choose to spend for xp conversion.
Wednesday, July 25, 2012
Friday 6 July 1280, Afternoon (On the Road Again)
At Gaven's suggestion, the party agrees to help the
halflings, and you invite Filbert and Hazel to join the Company in traveling
and lodging in Fairbrook to prepare for the investigation.
Gaven gives Harlon and Eric 50 gp to split amongst the farmers
to help repair any damages to their properties. The two locals are most
appreciative of Gaven's generous gift.
"Any time you come back this way," says Harlon
quietly, so others in the room don't hear, "I'll offer you gentlemen my
finest room and my finest ale, all for the price of my standard room and
fare." He looks around then huddles over the table and quickly writes
something on a piece of paper, which he hands to Oloc. On the paper, you see
this:
"If you gentlemen are going to continue in this dangerous
line of work, you may want to pay a visit to a friend of mine, named Cosmo. He
has a curiosities shop in Fairbrook, just west of Barley's stable. Show him
this paper and he'll know you can be trusted. He may have some special items
for sale not normally available to the average customer."
With Harlon's paper in hand, and the halflings in tow, the
party sets forth from the Northstar in the early afternoon. As you march down
the road toward Fairbrook, Gaven asks the halflings to show the
spot they were waylaid so that they can look for clues. Only about a
half-hour's walk along the road, you come to a slight bend, with a small
cluster of trees alongside.
"Just there," says Hazel, pointing. "As we
came even with the trees, the three men stepped out from behind them, and
surrounded us. Then they told us to hand over our valuables. After they got
what they wanted, they made off running back up the road toward Woodfield. I
helped Filbert up and we went back to the inn, where you found us."
Examining the area of trees indicated by the halflings, you
find a small, torn strip of cloth – most likely from a cloak – hanging on the
sharp end of a broken branch. You also notice a few boot prints in the dirt.
Duran then suddenly notices two marks, carved into the bark of a tree. The mark
looks like this:
None of you recognizes the symbols carved in the bark. Having
made a note of the markings* there seems nothing left to do but to move on
toward Fairbrook as planned.
You pass through the gate, then arrive not long afterward at
the Red Tankard, where you are warmly greeted by Sadie and Sal.
*************************
OOC: Actions?
*I assumed that your characters would do this, for future
reference, or for attempts at identification.
Time: It's now about 3 p.m.
For any "mundane" purchases (things off the
equipment list in the book), feel free to simply make them, subtracting the
appropriate gold (and adding the appropriate XP+bonus for gp spent) as you do.
Let me know how many hirelings you'd like to pick up (and
which types), and we'll work that out.
For any "major expenditures" again, just make a
note of what your spending (keeping track so you can claim your perk when you
level up) and of the XP+bonus for the gp spent.
Let me know if you'd like to go to Cosmo's to investigate
his wares.
Monday, July 23, 2012
Friday 6 July 1280, Afternoon (Northstar Inn Conversation)
Gaven thanks both Harlon and Belloc for their generosity. Duran
joins Gaven in thanking the captain and the dwarf. Oloc is also very appreciative of the payment from Belloc and Harlon. The amount of gold in front of the young mage is well beyond anything he had ever imagined and his mind quickly races, thinking of how the coin will help in his magical studies.
Gaven says to the company, "I would like to aid our
friend Filbert and Captain Belloc and Fairbrook by investigating the bandit
situation. Plus, I would hate to enter the area near the ruins during the full
moon." As he says that last bit, he lifts Maggie's scarf, which he had
been absently twirling with his hands. The scarf feels light to the touch, and Gaven notes that it
has, somewhat surprisingly, what could best be described as a "wholesome" quality to it.
At mention of the bandits, Oloc lets out a sigh. "Aye, I suppose the ruins can wait."
Gaven asks Belloc and Filbert what they know of the bandits. Belloc says "The only bandit activity I knew of before hearing of Filbert's encounter was that of the bandits to the south of Fairbrook along the Ham's Fork road. I wasn't aware of any bandit activity this far north. Whether Filbert's bandits are connected with those to the south, I've no idea."
At mention of the bandits, Oloc lets out a sigh. "Aye, I suppose the ruins can wait."
Gaven asks Belloc and Filbert what they know of the bandits. Belloc says "The only bandit activity I knew of before hearing of Filbert's encounter was that of the bandits to the south of Fairbrook along the Ham's Fork road. I wasn't aware of any bandit activity this far north. Whether Filbert's bandits are connected with those to the south, I've no idea."
Filbert says: "There's not much to tell about them
other than what you know already. We were set upon by those grey men that were
here in the inn night before last and yesterday morning. And well, you know the
rest. The only thing helpful I can think of is that I'm sure they said
something about 'getting back to the keep.' If you plan to go after them, I'd like
to come along for payback. I may be short in stature, but I have pride enough
to equal that of any man."
"The only keep in the area I know of," offers
Harlon, "at least, the only one where bandits might hole up, is the old
ruin of Blackwell."
Belloc agrees with Harlon. "That's likely to be true. I
cannot think offhand of any keep along the road between Fairbrook and
Woodfield that could be used as a bandit hideout.
Gaven then asks Eric what else he knows of Maggie. "I hope I never see that fearful moonwitch again – once was enough! They say she was responsible for a number of gruesome deaths, back in the old days."
"Hmph! 'The old days' and 'they say'," interjects
Harlon. "I shouldn't put too much stock in such rumors. When was the last
time any such 'gruesome death' occurred? Probably not in twenty or more years.
If she is so horrible, why don't we find bloodied victims lying around left and
right and up and down the road?"
Belloc confirms: "I've not had any reports of
unattributable violence either."
Shaking his head, Eric insists: "That's as may be, but
I have no reason to doubt the stories of our grandfathers, fathers and
uncles." Looking at the party he says: "If I were you, I'd think
twice about having any dealings with Maggie."
When Gaven asks what they know of werewolves and any other weird happenings during full moons, Belloc is the first to answer: "Well, we have crimes and such, both in Fairbrook and the outlying areas. But nothing out of the ordinary. The full moon is the best time for bandits and thieves to operate, of course. They can still hide in the shadows, while at the same time have enough light to take care of their enterprises. Nothing unusual at all in that. And we've had no reports of werewolves. There may be foul things about – you've seen the goblins and hobgoblins yourselves. But werewolves? Not that I'm aware."
When Gaven asks what they know of werewolves and any other weird happenings during full moons, Belloc is the first to answer: "Well, we have crimes and such, both in Fairbrook and the outlying areas. But nothing out of the ordinary. The full moon is the best time for bandits and thieves to operate, of course. They can still hide in the shadows, while at the same time have enough light to take care of their enterprises. Nothing unusual at all in that. And we've had no reports of werewolves. There may be foul things about – you've seen the goblins and hobgoblins yourselves. But werewolves? Not that I'm aware."
Harlon, Filbert and Eric simply shrug their shoulders with
nothing to add to Belloc's answer.
Turning to the others Duran says "I would have no
problem investigating the bandit problem but I would first like to return to
Fairbrook for a proper rest and resupply. Plus I could use a mug of Big Sadie's
Crimson Ale."
Oloc agrees that a return to Fairbrook sounds good. "I am interested in securing this gold - or spending it!"
Oloc agrees that a return to Fairbrook sounds good. "I am interested in securing this gold - or spending it!"
"Plus, with our new funds," the cleric adds,
"I would like to try to hire some extra help to either fight the bandits
or investigate the ruins."
*************************
OOC: Actions?
OOC: Actions?
Wednesday, June 6, 2012
Thursday 5 July 1280, Just after Nightfall (Starting North)
Gaven says to the group alone: "I would like to see
this through, but I understand if the rest of you do not. I say we put it to a
vote. I vote we take on the scouting mission."
"Agreed, Gaven," replies Varros. "I also will
second Belloc's plan."
"I will go along with Belloc's plan as well," says
Oloc. "But I do not wish to venture too far ahead. The goblin host would
make quick work of us, I fear. And we are getting closer to the ruins, slowly
but surely," he adds with a wink.
Duran then addresses Belloc:
"The plan is fine with us Captain. We should move out with the
farmers and make sure they find a good defensive position. From there we can
quickly find the Goblin raiding party."
Before moving out, Varros discusses the matter of the halflings,
the bandits and the keep with Belloc. The captain listens attentively, and says
"This is grave news as well. When this goblin business is done I shall
have to increase the number of patrols on the road. As for the keep,
well...that is another matter. Even my men won't go in there. But that is
something for us to worry about tomorrow." And with that Belloc climbs on
his horse again and prepares his men for their next march.
Soon you have checked your gear and gotten the farmers ready
to move as well. You anticipate a march of about two hours to reach the midway point where Belloc suggested you post the farmers, and about three to four hours before your scouting party reaches the burning farms.
Before leaving the inn, Gaven turns one last time to Filbert: "Rest well and heal up and once this is done, we can hunt some bandits."
Before leaving the inn, Gaven turns one last time to Filbert: "Rest well and heal up and once this is done, we can hunt some bandits."
The wounded halfling nods in appreciation.
As you are ready to move out, Harlon, who has been serving
food to the farmers throughout this discussion, hands you each a small bundle
of bread and dried fruits and cheese, so that you might take your evening meal
on the march. "May the Light go with you," he says.
It is 8 pm as you set out. But the waxing three-quarter moon
which has risen provides you with plenty of light to see.
About an hour north of the inn, you come to a low rise overlooking,
from the west, your line of march. On the crest of the rise is a shadowy figure – so
immobile that at first you think it might be a statue. But as you march nearer,
you see that the figure is clearly alive, humanoid, elvish. She stands on the
rise staring over your heads. As best you can tell, her attention is focused on
the moon which is now somewhat higher than when you had left.
About twenty to thirty yards off now, the female elf
seems to pay no attention to you and your band of fifteen farmers, intent
instead on the moon, or whatever she is looking at, up in the eastern sky.
The farmers seem to recognize her, and an uncomfortable hush
falls on them. "Maggie, the Moon-Witch," says Eric. "Do not look
at her. She is in league with evil magic. But if we do not disturb her, perhaps
she will leave us well enough alone."
Ahead on the horizon, you still see the orange glow of fires
set by the goblins.
*************************
OOC: Actions?
Saturday, June 2, 2012
Thursday 5 July 1280, Near Sunset (A Few Feet of Mealie Bags)
"Filbert bravely tried to resist them," says
Hazel, "but they were too strong. One of them struck Filbert with the
pommel of a sword. That's how he got that gash. They pushed me to the ground
and told me I'd hand over our gems if I knew what was good for me." Hazel
looks down at the floor. "I knew we couldn't overcome those men, so I gave
up our gems."
Gaven responds to Filbert and Hazel, "I am sorry. We
should have questioned those men further. I will do all in my power to get your
gems back once we have dealt with the goblins."
"Thank you," says Filbert. "I heard them say
something about making their way back to the keep, just before I lost
consciousness."
"Yes," says Hazel, "then they rode away north
up the road toward Woodfield."
"If you go after them," adds Filbert weakly,
"I should like to accompany you. I would dearly love to give them some
payback."
As this conversation ends a farmer stands on one of Harlon's
tables and bangs the handle of his pitchfork on it. "I say we head out now
and put an end to this menace once and for all! We've seen this before, and we
know how it goes if we take no action! Are we going to let goblins – or ogres
or anyone else – come onto our lands and plunder and burn as they please? I say
no, by the Light! No!"
A stout cheer goes up from a fair portion of the farmers in
the room. Others seem less than roused by the sturdy man's speech.
Before heading up to the roof, Varros addresses the men,
explaining that Belloc is on his way and adding that the company was tasked
with scouting out the goblins. Varros explains that the farmers will be killed
if they choose to meet the goblins. He tells what he knows of their numbers and
that there are also hobgoblins. He stresses that attacking them without the aid
of Belloc will only result in their deaths and hardship for their families.
Duran nods in agreement. He adds "It would be better
for you to await Captain Belloc here where as a group we have a better chance
to defend ourselves. Varros and I will be on the roof keeping a look out. Oloc
and Gaven do you think you can organize these men into a defensive posture
around the inn?" With that Duran turns and heads up the ladder to the
roof.
Oloc nods at Duran's suggestion and tries to calm the locals down. Many of the group, including the ringleader on the table, sober up a bit as Oloc reinforces what the others have said about the arrival of Belloc and his men.
Some of the others, who had cheered on the ring leader,
still shout: "No, no! Let's get them now! Filthy goblins! Let's take the
fight to them!
Gaven then heads to the bar, stands atop it, brandishes his silvered club and his holy symbol and yells, "Good people of the farmlands, lend your ears!"
Once he has their attention, he continues in a loud, commanding voice, "I am Gaven Bonecrusher, cleric of the Light. I have sworn a solemn oath to protect our lands from the scourge of chaos and I intend to do so here. These goblins are well organized and will surely wipe us out to the man without Belloc's reinforcements. The Light does want us to protect our lands, but not at an unnecessary loss of life. We have a good, defensible position at this fine inn. So let us fortify it and show the goblins that the men of Light will not be easily defeated!"
There is a dead silence after Gaven's speech, and then a soft murmur, and it seems the the men who stood quietly in the earlier tumult are now taking the lead and quietly convincing their fellow farmers to listen to the group's words.
Finally a consensus is reached, and another farmer steps
forth, a thin, silver-haired elf, carrying an axe in his hand and a large knife
in his belt, flanked by a halfling and a dwarf.
"I am Eric Fallow," he says, "And I now speak
for the farmers gathered here. We will stay with you and defend the inn. Some
of us have families, so I will send two or three of the swifter, younger men to
run to those farms and send the women and children south toward the Fairbrook
bridge. They will undoubtedly encounter Captain Belloc, assuming he is on his
way, so they can let him know the details of what we're doing here."
Eric shakes your hands, and everyone sets to work. The runners depart on their
mission. Duran and Varros make for the roof to keep lookout. Gaven and Oloc ask
Harlon about the best defensible positions in the area and start to lead the
men in fortifying the area.
With very few men, Eric and Harlon suggest a small perimeter
around the inn itself. Harlon points out his sturdy tables could be used for a
barricade, and a quick inspection of the rest of the inn reveals a substantial
store of grain sacks, ale barrels, and food crates, which Gaven and Oloc
realize could be used in conjunction with the tables to form a small, sturdy
perimeter. With the help of the farmers, these items are quickly put into
place.
Gaven notes that some of the farmers are armed with bows,
and he suggests they make ready keeping an eye out along the new perimeter. He
and Oloc have the remaining men – armed with a variety of weapons including pitchforks,
flails, staves, axes, hammers and long knives – form lines once fortifications
are complete.
The industrious farmers are able to complete all this
activity under the group's direction in only about an hour. Shortly after 6 pm,
everything seems in place, with not much else to do but wait for Belloc and the
goblins.
As the sun hovers just above the horizon to the west, a few
minutes before 7 pm, Varros and Duran believe they see a large body of shadows
moving up the Fairbrook road from the south. There are a few moments of tension
as the shadows draw nearer, but then a familiar "caw" rings out and
Karnak lands on the rooftop next to Varros.
The sun disappears below the horizon and the sky goes black,
except for the fading, flickering orange light on the skyline northeast of the
inn that must be Timm's farm. A few minutes later, however, Varros and Duran
note a second orange light spring up on the horizon, due north of the inn. It
flares far more brilliantly than the fading light emanating from Timm's farm.
Below, the guard detachment from Fairbrook arrives at the
barricade, with Belloc in the lead, on horseback. The barricade is opened and
Belloc rides in and jumps down from his horse.
"We met your families on the road south," he says
to Eric. "They should be quite safe from the goblins now." Then the
captain addresses the party. "So what have you seen of the goblins and
what course of action do you recommend?"
************************
OOC: Actions?
Small XP bonus to the first person to name the film
reference in the post heading.
Thursday, May 31, 2012
Thursday 5 July 1280, Late Afternoon (Discussions at the Northstar)
Oloc asks the rest of the party: "Do you think we
should try and organize the folks here in case the gobs are advancing? I guess
we don't know how long it will take for the cavalry to arrive."
Duran turns to his companions and quietly begins to discuss
their options. "I agree we should try and calm the folks down and try and
set up some defenses. I could go to the roof of the inn to act as a look out
for the goblins and the captain."
Varros adds: "I agree with calming down the locals and
perhaps try to hold out at the inn. I will accompany Duran to the roof as a
lookout. About how long would a fast march for Belloc take?"
A quick discussion of the various factors involved leads you
to estimate Belloc should arrive somewhere between six and eight that evening
(it's currently five in the afternoon). The goblins, you estimate, if they came
toward the Northstar straight from Timm's farm, could make that march in about
two to three hours, though you have no idea when they would have left Timm's
farm, or if they even intend to turn south toward the Northstar at all.
If the goblins had left Timm's farm in the direction of the
Northstar at the same time you sent Karnak to Belloc, the goblins would already
have arrived. If the goblins were to leave Timm's farm only now, they would
arrive at roughly the same time as Belloc.
From off to the side, you hear a moan of pain, and your attention is drawn to the halflings once more.
"Light!" exclaims Gaven. "Is it possible the
goblins are in league with the highwaymen?"
Hazel is still cleaning Filbert's wound which, while ugly and painful, at least does not appear life-threatening.
Gaven hopes the men they met earlier at the inn had nothing to do with this. Gaven goes to Filbert and Hazel and starts to tend to Filbert, "How did you come to such a nasty wound?"
Hazel is still cleaning Filbert's wound which, while ugly and painful, at least does not appear life-threatening.
Gaven hopes the men they met earlier at the inn had nothing to do with this. Gaven goes to Filbert and Hazel and starts to tend to Filbert, "How did you come to such a nasty wound?"
As soon as Filbert begins to tell his tale, Gaven's hope is
quickly dissipated.
"Those quiet gray men who were in here earlier. They
must have known I was a gem merchant, and followed us from Woodfield yesterday.
We left shortly after they did this morning." Filbert seems to have gotten
over the surprise you gave him that morning, and he talks quite freely.
"We had only gone a short way down the road toward Fairbrook when they
ambushed us."
"Filbert bravely tried to resist them," says
Hazel, "but they were too strong. One of them struck Filbert with the pommel
of a sword. That's how he got that gash. They pushed me to the ground and told
me I'd hand over our gems if I knew what was good for me." Hazel looks
down at the floor. "I knew we couldn't overcome those men, so I gave up
our gems."
Meanwhile, Harlon tells Duran and Varros that the easiest
way to get to the roof is the ladder that leads up to the attic. Once in the
attic, there's a trap door in the ceiling that the innkeeper uses to go up and
out to repair leaks and broken shingles.
While all this happens, the local farmers continue their
agitated conversation, and you sense the tension rising in the room.
One of the farmers, a short but sturdy looking man, stands on one of Harlon's tables and bangs the handle of his pitchfork on it. "I say we head out now and put an end to this menace once and for all! We've seen this before, and we know how it goes if we take no action! Are we going to let goblins – or ogres or anyone else – come onto our lands and plunder and burn as they please? I say no, by the Light! No!"
One of the farmers, a short but sturdy looking man, stands on one of Harlon's tables and bangs the handle of his pitchfork on it. "I say we head out now and put an end to this menace once and for all! We've seen this before, and we know how it goes if we take no action! Are we going to let goblins – or ogres or anyone else – come onto our lands and plunder and burn as they please? I say no, by the Light! No!"
A stout cheer goes up from a fair portion of the farmers in
the room. Others seem less than roused by the sturdy man's speech.
*************************
OOC: Actions?
Monday, May 28, 2012
Thursday 5 July 1280, Late Afternoon (Quick March)
Varros gives Karnak the command to return to Belloc. The
raven clearly understands and takes off, flying south with unexpected speed. In
just a few minuets he has disappeared over the horizon.
Oloc suggests the party backtrack to the Willis farm.
"We can try and convince Ned and Tom to come with us to the Northstar.
Then we can move out to try and intercept Belloc."
"I agree with Oloc," says Varros. "We should try to convince everyone to move south to avoid danger and meet Belloc."
Duran realizes the party have completed the task assigned to them agrees with the others to head back and warn the others.
Gaven nods in agreement with the rest of the group.
Given the urgency, you head back to Willis farm at a quick
march,* covering the ground more rapidly than you did on the way out. You soon
find Ned and Tom, who are in the process of gathering all their sheep in an
easy to guard enclosure near the house. It takes only a moment explain the
situation to them.
Ned rubs his face as he thinks over what you've said. Even from here the smoke can be seen rising to the northwest, though it looks thin and far away now. Tom looks on anxiously as his father makes up his mind.
"Alright," he says. "We'll head toward the
Northstar and the main road, and from there maybe even south across the river.
But not without my sheep! They're like children – almost as precious as my Tom
here, and I'll not leave them behind."
When you point out to Ned that this will make the going very
slow, he simply says he could no sooner leave them behind than he could his
son. "I realize you need to meet up with Captain Belloc, and it won't do
for you to be slowed down by a herd of sheep. So you just go on ahead. We'll
make the best time we can."
Realizing the farmer won't budge on the matter, you turn and
make another pressed march** westward along the track toward the Northstar. Again
you make good time, arriving at the inn just before six o'clock.
Entering the common room, you find a group of about fifteen or so local
farmers in a state of agitated excitement, chattering and yammering. "We saw
the smoke! Is that Timm's farm? Was anyone hurt? Who did it? Was is the
goblins? I heard it was ogres! Are you crazy? There's no ogres round here! I'm
sure it's goblins! Are they coming this way? No, they'll never..."
You also note the two halflings you met earlier, sitting off
to the side. It looks as though Filbert has a nasty wound on his forehead, with
dried blood smeared from the wound down across his face. Both he and Hazel look
disheveled and dirty. Harlon is trying to clean up Filbert's gash with a wet
cloth.
When Harlon sees you, he hands the cloth to Hazel and the
dwarven innkeeper rushes over to you. "By the light!" he says.
"A stranger day I've never seen. Goblins to the north it seems, and
highwaymen on the road south!" He casts a glance back at Filbert and Hazel
as he makes the latter comment. "I sure hope Belloc is on his way – he'll
set things right, no doubt!"
*************************
OOC: Actions?
*I took the liberty of assuming a quick march – you guys are
fit and uninjured, the ground is familiar and the distance is relatively short,
so it has no downside of any sort. Given the lack of downside, I thought it OK
to assume this. If not, let me know and I'll correct.
**Again a judgment call; the previous comments indicated
you'd "try" to convince them to head south (which they are doing,
albeit slowly) and then make for the Northstar to intercept Belloc. If I was
wrong in this (i.e. if Ned's choice to head for the Northstar slowed by his
sheep would change your course of action), let me know and I can edit.
Monday, May 14, 2012
Thursday 5 July 1280, Mid-Morning (Details from Harlon)
Oloc frowns a bit as the men leave without engaging in
conversation. Perhaps they could have shed more light on the ruins.
The men make their way out the door, and close it behind
them.
After the three men depart, Gaven turns to the group and says, "Rude, untrustworthy fellows. Normally, I would want to follow them to determine their intentions, but we have a more immediate concern to address."
"Agreed Gaven," says Varros. "Unsavory indeed
and just what I feared, however, only the gods themselves know their
motives."
Gaven pulls out Belloc's map and goes to Harlon. "Master Harlon, we have a map of the area that is rather lacking. Would you be able to help fill it in? Particularly the farm and ruins you mentioned and any other structures or areas of interest to the locals - settlements, woods, hills, caves, etc. that a group of goblins can set camp." Gaven lays out 2 gold coins to entice Harlon to help.
Varros looks closely at Harlon when he comes to the table
and matches Gaven's gold and says, "Inkeep Harlon, this could be your
lucky day, just between new friends, what do you know of the three gentlemen
that just departed, maybe you overheard a snippet or two, or perhaps they are
regulars? I'm sure Captain Belloc would like to know of any aid you give us as
well. I'm sure that with a kind word he might send a few more patrols this
way," Varros pauses, "for a vigilant friend that is..."
As Varros talks to Harlon he drops the traveller guise and
assume the mantle of a trained swordsman.
Filbert and Hazel are a little suprised as it becomes clear
that you are not simply fellow travelers at all, but something more. Sensing
that something dangerous is afoot, they look simultaneously impressed and just the tiniest bit nervous.
"Well," says Filbert. "It has been nice
chatting but I see you all have very important matters to attend to.
"Yes, says Hazel. "And we must get back on the
road to take care of business. Thank you ever so much for the drinks."
The two halflings politely bow and curtsy and, dropping some
coins on the table, leave the inn.
With the room now empty, Harlon says "Hmph. I suspected
you might not be the simple travelers you said you were. And if you're working
for Belloc you're okay in my book. You ought to be careful about suprising
folks like that, you know. Most folks are pretty confortable around
adventurers. But they often don't take well to surprises."
"Now," he says, scooping up the halflings' – and
Gaven's and Varros' – money from the table. "I'll tell you what I know. As
for those dark fellows who just left, I hadn't seen them before last evening.
Came in just after Mr. Filbert and Ms. Hazel. And they weren't any more
talkative then than they were just now. Looked a bit like adventurer types
themselves, they did. They might have been to the ruins, I don't know. They had
the same quiet quality they all do afterward."
"As for the lay of the land around here," he
rummages around behind his counter and locates a scrap of parchment and some
red ink. "Let's see what I can do for you."
He quickly begins to draw out a rough map, at a much larger
scale and with more detail than the map the captain gave you.
"Myself," he says, "I've only travelled along
the main road, I know of some of the main features of the area from things folks
have said to me. Now, if I remember... there are woods here, here, and...
here. Then there are some scub covered areas over here, and down here." He
traces out each area as he mentions it.
"There are farms dotted all around, but I've only
visited two of them myself. One is Ned Willis' farm along the east fork here –
Ned was the one who's had the strange happenings. The narrow road runs right up
to his farm. Whenever one of Belloc's patrols comes up and down the main road,
they make their way up that track as well. I'm guessing they bring back some of
old Ned's spirits for the captain."
Then up here is Timm's farm. There's no road to that one,
though. I went out there a few years ago for grandfather Timm's hundredth
birthday. The old man's gone now of course, as is his son. But his grandson,
William Timm, he runs the farm now. He comes in here from time to time, though
not near as often as his granfather did, rest his soul."
With that, Harlon announces that that's all he can think of
to help you out, and he hopes that you will give his regards to the captain.
Eager to be on the road again, the mage waits patiently through
Gaven and Varros' conversation with Harlon.
When Harlon finishes, Duran urges the group to leave to continue their scouting mission and following up with the farmer if they find nothing.
*************************
OOC: Actions?
Wednesday, May 9, 2012
Thursday 5 July 1280, Mid-Morning (Conversation in the Northstar)
Varros answers Harlon's greeting: "Thank you for the
warm welcome Harlon. I believe a round of drinks is in order, I myself need one
at least as we received quite a scare about a quarter mile back up the
road!"
Duran follows Varros lead and greets Harlon in turn.
"Thank you Harlon I could use something to soothe my parched throat."
Seeing Varros' act, Gaven also greets Harlan and asks for some ale and meat,
while Oloc listens on intently as Varros takes the lead.
Varros does his best to seem a non threatening traveller,
all the while carefully assessing the three male patrons and the halflings.
The three men in the corner wear long cloaks, which keep
them well covered, revealing little of their arms. From what you can see, all
three appear to be wearing leather armor, and on one you spy what looks to be
the pommel of a dagger. One man has a long bow and quiver leaned against the
wall just behind his chair. They nod almost imperceptibly in acknowledgement of
the round bought by Varros, and one quietly raises a mug to him. The three men
return their attention to their cups and their whispered conversation. They
appear decidedly unsociable.
The halflings both wear elegant traveling clothes, and each
seems armed only with a dagger, and no armor. They are at any rate are more
friendly than the men in the corner and thank you profusely. The man introduces
himself and waves you over to his table. "Come, come, do draw up some
chairs and join us. I am Filbert and my companion is Hazel. We are merchants on
our way to Fairbrook. Please, please sit down."
You move to the halflings' table and Harlon sets down your
food and drink. Taking his drink Duran settles into a seat with a view of the
room, and Gaven sits quietly and carefully to hide his plate. Oloc waits for
the right moment to pose a few discreet questions.
Once you've settled at the table, Hazel speaks: "A
scare you say? Just up the road?"
Varros goes on to relate the story of the noise and
embellishes a bit by also claiming to have seen a lone Goblin on the road
earlier in the day. Shuddering he bemoans the fact that the roads are not safe
to travel as of late, "Why a well met traveller earlier even told me that
there are fantastic ruins near the kings road that are the home of an evil
Necromancer and his fiendish retinue!"
Duran follows Varros' statement with a query: "Any news
about the road ahead from fellow travelers?"
"Well," says Filbert, "We just came from
Woodfield yesterday, and we saw no goblins along it. I don't know about any evil
necromancer in the ruins, though we did ride right past them, and they gave me
a most unpleasant feeling, I can tell you. Didn't see any goblins, though.
"But there was that one fellow here last night,"
says Hazel, "a local type, who said he'd been seeing shadows and hearing
odd sounds the night before in his fields. Said he almost didn't come to the
inn yesterday, they worried him so, and that he didn't fancy heading back home
in the dark." She looks at Harlon. "What was that fellow's name
again? That farmer?"
"Old Ned?" answers the innkeeper. "Yes, he
said something was spooking him. I'm sure he made it home okay last night,
though. His farm is only about six miles away down the east fork, and he had
his son with him in the wagon."
Oloc asks Harlon if he's seen or heard word or sign of
goblin activity in the area.
"Goblins? Well, there always could be. And it wouldn't
be the first time either. Small bands of them come in all the time – they steal
stuff mostly. They run in groups too small to do worse than that, as a rule. A
lot of the local farmers are pretty handy with a pitchfork! But some years ago,
I'd say, oh..." He scratches his beard. "Oh, what, about six or seven
years ago? A great horde of them came through here. They burned farms, and a
whole regiment of the guard had to come from Fairbrook to drive them off. That
was back when Captain Turin was in command. But apart from that scare we haven't
worried too much about goblins in recent years."
"Now those ruins," says Harlon, looking at Varros,
"those are another story. There definitely is something dark in there.
Always has been, long as anyone can remember. I don't know for sure what it is,
and I don't want to either."
Oloc further asks if Harlon has any other information about the
ruins, or if he knows anyone who has ventured in.
"I've heard plenty of tales," says the dwarf,
"but I'm guessing they're just that – tales. Almost all the folk I've seen
venture in I never saw again. The few who did come out never wanted to talk about
it. Somber they were, changed somehow. They went on their way afterward. None
of them were locals and none stuck around. But travelers like yourselves
shouldn't have any trouble, heading up that way, if that's what you're
thinking. If you travel in daylight and stick to the road, no harm should come
to you."
As Harlon finishes his thought, the men at the corner table
stand up having completed their meal. They drop a few coins on the table, nod
at Harlon, then at Varros, and make their way toward the door.
*************************
OOC: Actions?
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