Wednesday, April 17, 2013

Sunday 1 August 1280, Midday (That Stubborn Stain, and Other Marks)

Gaven is amazed to see the altar, statue and font are unabused by time, but is dismayed at the graffiti. He kneels and prays at the altar looking for divine inspiration on how to purify the temple.

Gaven writes out the temple's engraving and draw the graffiti on a piece of parchment to show Abbot Cuthbert and Cosmo.

The cleric also tries to identify the ink. It is difficult to say what it is. It is not blood, though it has a bloodlike color, and a foul smell is noticeable when Gaven moves closer to inspect it. Perhaps blood was one ingredient that went into the pigment.

As he cannot identify it himself, he attempts to chip some off the wall to bring to Cosmo for identification (or perhaps the sage). However, the pigment refuses to break apart, crack or flake away, no matter how much force Gaven applies, or what type of tool he attempts to use. The pigment may not be entirely mundane in nature.

Cleaning the pigment off the wall seems entirely out of the question.

Meanwhile, Oloc wanders around the church, inspecting the old masonry and remaining features. "I also wonder if there is a 'back door' somewhere around here."

Disturbed by the red graffiti on the wall, Duran joins up with Oloc to search for some secret or trap door. Duran notices an outline on the surface of the dais that could denote a stone trap door in the floor, just behind the altar. If it is a camouflaged door, there is no obvious way to open it. The stone appears very large and heavy, and there is no handle.

Oloc turns his attention to the statue. "What do you think, Gaven? It is amazing the statue seems to have survived all these years. And the altar and font also appear to be amazingly 'undisturbed'...."  Oloc perceives, upon closer examination, that there is a thin line along the shoulder joint of the raised right arm of the statue, as if the arm were a separate piece. The line appears perfectly straight, and is clearly not a crack caused by weathering or abuse. The mage also notes that there is no other such line anywhere else on the statue.

Gaven, meanwhile, searches over the altar, statue and font for holy works. He spots nothing more on the statue than the line Oloc points out.

The beautifully crafted font reveals one additional detail. Now visible close up is a finely, delicately carved inscription that reads: "The Light Renews."

On the altar, Gaven also spies the thinnest outline of a square carved into the surface. It is clearly not a defacement of any sort, as the cut is extremely clean and regular. However it has no particular religious signification that he is aware of. It is nothing more than a simple square, with no words or symbols of any sort.

************************
OOC: Actions?

Time: 12:30

Tuesday, April 16, 2013

Sunday 1 August 1280, Midday (Inside the Old Church)

Gaven is drawn towards church in an almost trance-like state. He starts walking towards it and then catches himself. "I think it may be worth checking the church. There may be a secret passage that enters the Keep. Perhaps we will be lucky and be able to catch the bandits by surprise."

Duran nods in agreement with Gaven. "Even if we don't find a passage perhaps this would be a good place for Buckeye, Sophie, Ollie and Bill to wait and hide in safety until we have dealt with the bandits. We just need to make sure and cover our tracks into the church."

Duran then feeds Karnak a bite to eat and sends him up to circle the ruins to keep an eye out for them until their course of action is determined.

Karnak gives no indication of threats in the area. With no signs of trouble, you make your way carefully through the brush and weeds up to the church. You leave very little track behind you – only enough that someone specifically looking for it would notice.

Entering the church through the large hole in the wall you can see that most of the roof has crumbled away. Litter of stone and wood fragments is scattered across most of the floor. Sunlight pours through the roof, which has almost entirely collapsed from the midsection eastward. A few scattered shadows cross the floor from the odd remaining rafter.


At the far end of the church, to the east, you see a massive set of old double doors. The wood is rotting, and the iron bands are rusting, but they still hold together. Along the walls are small stone sconces built directly into the walls, obviously intended for torches at one time.

The north and south wings bear the remnants of painted frescoes. The colors are so chipped and faded that you cannot make out any distinct images.

To the west you can see the altar you perceived previously through the hole in the wall. It stands upon a raised stone dais. In this one section of the church, the roof is still almost entirely intact. No rubble at all can be seen on the dais or the altar. The altar's surface is perfectly smooth and unscratched.

High on the wall behind the altar, you see engraved in large characters the following words:


Beneath this, scrawled on the wall in some thick, red pigment is a symbol and words that look distinctly out of place in a church of the light:


This portion of the wall appears slick with water – while none of the other stone in the church seems damp at all. It is as if the church is weeping, or perhaps trying to wash itself clean of the blasphemous graffiti.

To the left of the altar (south) there is a stone font, now empty and dry. The surface of the font is smooth and clean, like that of the altar.

To the right of the altar (north), there is a life-sized statue that Gaven recognizes as a likeness of Brother Camillus, a legendary healer from the early days of church history. Brother Camillus wears a simple robe, and stands with his right hand raised high in benediction, and his left hand resting on his breast.

A single ray of sunlight, entering through one of the very few small holes in the otherwise intact ceiling in this western section of the church, casts a golden aura around the figure of Brother Camillus.

*************************
OOC: Actions?

Time: 12:10

Surprisingly I managed to get some things done I didn't expect to, and was able to write this post today after all. (Yay!)

Saturday, April 13, 2013

Sunday 1 August 1280, Dawn through Noon (The Road to Blackwell)

An hour before dawn you set out marching north from Fairbrook. A two-hour journey brings you to the stone bridge across the Coldstream, and another three hours of hiking bring you to the Northstar Inn by 9:00 a.m. The day promises to be sunny and hot.

Harlon is happy to see you and you enjoy a second breakfast on the house. Harlon shakes his head at mention of the Grey Fox bandits, and tells you they have increased their activity in the area. More than that he really doesn't know, though he expects that they are indeed holed up in the ruins of Blackwell. The dwarvish inkeeper laments how bad it is for business, and is glad to hear that your expedition with Filbert is likely to do the bandits a bad turn. You notice that there are no other patrons in the Northstar inn this morning.

Another three hours of travel bring you to the hill on which the ruins of Blackwell can be seen. By noon, you find yourself on the trail leading away from the road and up to the main gate of the outer wall.
This is the hex immediately north of Fairbrook from the main map.

The trail from the road takes you up the hill to the crumbling outer wall surrounding what must have once been a magnificent fortress. Little of the outer wall now stands above shoulder high to a man, though you judge from its thickness and the amount of rubble on the ground that the walls were once at least two to three times higher, maybe more.

Virtually nothing remains of the outer gate house facing westward, overlooking the road. The trail narrows once inside the outer wall, and leads eastward toward the inner gate. This smaller gate house is in much better condition, though it holds nothing particular of note. Once you pass the inner gate, you see a broad open space overgrown with weeds and sparse thorn bushes. The wide open space is spotted here and there with bits and pieces of stone foundations left over from wooden buildings long ago collapsed and rotted away.

Upper Ruins of Blackwell; party is just inside the Inner Gate.

Immediately to your right, south of the inner gate, are the stone remains of a Church of the Light. The style is somewhat archaic, structured in the form of a cross, rather than square with a dome as the modern churches are built. The walls stand some twenty feet tall in their highest remaining spots. From outside, through a gaping hole in the church wall, you can just make out the form of an altar still standing in the western wing.

To the north, you can see the main keep, Blackwell proper. Although it certainly must be the oldest structure in the ruins, it is in better condition than any other building you can see. It measures 75 x 30 feet, and stands some four stories high. Very little of the outer wall of the main keep has crumbled – from where you stand it appears almost entirely intact.

There are clear footprints – made by human-sized boots – leading along a thin path cutting north through the weeds and thorn bushes from the inner gate toward the main keep. No path of any sort leads to the old church, and it appears that there has been no traffic to or from that building in years.

Apart from the footprints, you neither see nor hear any signs of life.

************************
OOC: Actions?

Time is 12:00 noon.

I've statted up the halflings and your new hireling (the animal handler) over on the PC information page. Also, I've put a possible marching order up on that page. Let me know what changes if any you wish to make to it. (I've put "light" next to one of the hirelings in anticipation of your eventual descent; and of course, if Sophie and Buckeye don't accompany you underground, we'll remove them from the order).


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).




Sunday, April 7, 2013

Friday 13 July – Saturday 14 July 1280 (A busy day)

(OOC: I've "rewound" a bit to allow for the purchasing of items and for Gaven's conversation with Cosmo, so we start back in Cosmo's shop before you head back to the Tankard where you'll bump into Filbert)

Oloc wanders around Cosmo's place with huge eyes and an open mouth, eyeing all of the magical wares. Ultimately he ends on three items that he offers to buy: Ring of Spell Storing, the Returning Throwing Dagger, and the Potion of Cure Light Wounds.

Duran purchases one of Ruger's Perfect Arrows and one Losenge of Healing.

Gaven too looks over Cosmo's wares. Spotting Borland's Shield, the cleric says:  "This is a fine shield, I will take it."* Gaven also inquires: "When we spoke with Captain Belloc, he mentioned that Maggie the Moon Witch has been seen again. What do you know of her?"

Cosmo replies: "Mostly rumors. I've never met her. Some say she's a werewolf. Others say she's a witch. Many say she's both. I've never met her, so I can only speculate. But the latter assumption – that she is both werewolf and witch – is certainly a possibility. After all, any mage bitten by a werewolf can be transformed into one, and there is no reason to think that he or she would necessarily lose the ability to perform magic."

Cosmo then adds: "The last time you came in, I recall, you asked me about werewolves. So I divine your question may be connected to that ribbon I identified for you. If that ribbon was a gift, it may indeed be that Maggie is both a werewolf and a witch, and one who has managed to assert her human side over her wolfish aspect. Those with the strongest wills can. If she has seen fit to lend you aid for some reason – as a gift would suggest – she could be a powerful ally. Or a dangerous foe if crossed. It may also mean there is something she wants from you as well."

He lowers his voice, and looks around, as if even the walls in his secret back room might have ears.

"This may not mean anything," Cosmo whispers, "but I have sensed a tension in the night. It is difficult to explain, but it feels as if two primordial noctornal forces were about to clash. I have no idea what those forces might be, or if they're anything other than figments of an old mage's imagination. But if my senses aren't simply fooling me, a powerful lycanthrope – or a group of them – would certainly be a force to cause such an impression on my mind."

Then he shrugs. "Of course I cannot substantiate that feeling. And what do I know?" He smiles. "I've been sedentary too long, spent too many years avoiding adventures. So my senses may not be as sharp as they once were."

Finally you conclude your business for the evening with Cosmo, who sends you off with a cheerful farewell. "I assume you'll be in Fairbrook for a while refitting. If you have any more questions to ask me while you're here, feel free to stop by again," he adds as he sees you out the door to his shop.

*****

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?"

Gaven smiles at the halfling, "Well met Filbert. I am glad to see you waited for us. Have you gathered any men?"

"No, no," Filbert says. "I've been waiting on you." He whispers to the group quite confidentially: After giving it some thought – and admittedly watching the fairly slim pickings around here in your absence – I've come to realize I should put my trust in you alone. I don't expect anyone would be more likely to help me get my wares back than you gents. And anyone else is just as likely to stab me in the back once I do recover my merchandise."

Greeting Filbert, Duran says, "Glad to see you did not set off without us. When were you planning to leave?

"Ah that," Filber replies. "I've passed my time well this past day. I went to the blacksmith who says he can have a fine new halfling-sized suit of armor done up for me in a week. So I wouldn't be ready to go before then. With that and..." he flings his cloak aside, "...this little beauty, I should be able to take what those bandits owe me right out of their hides if I can't actually retrieve my gems." Hanging from his belt is a finely made short sword.

The halfling has a determined look on his face. "I must admit, I was being a bit hasty wanting to run off half-cocked earlier. But Hazel, well, she's the voice of reason. Made me calm down, take a hard, realistic look at my situation, and convinced me that careful preparation and precautions were more important than fast action."

Gaven asks: "Have you heard any more rumors on the Grey Foxes?"

"Nothing in particular," Filbert says, "though I've been trying to keep my ears open. Just general rumors that there has been some activity up on the road past Blackwell. It's always been said that a man was safe walking the road past Blackwell as long as he did it in daylight. Apparently that's not entirely true any more. So I'm guessing they're up there alright, since I don't seem to be the only one they've robbed."

Duran says: "We may need some time to rest and refit. Our friend Varros here had a rough go these past few days."

Filbert eyes poor Varros, who still looks a little the worse for wear. "Say no more. I reckoned you fellows would have your own business to attend to after your excursion to the south. So why don't you take a day or two to take care of your business, and then we can talk sometime in the next few days about how to proceed."

With that the halfling bids you good evening, leaving you to ponder your options.

*****

No sooner has Filbert left you than Karnak flies through the window to perch on Varros' shoulder. Sadie raises an eyebrow and opens her mouth to comment on the presence of what she must consider just some filthy animal. But seeing how much the weakened Varros perks up at Karnak's arrival, her expression softens, and she goes about her business, turning a blind eye to the presence of a raven in her common room.

*****

After you breakfast the next morning, Oloc locks himself in his room and begins copying out the spell from the scroll you picked up from the bandits. It will take him all day, and the rest of you realize you won't see him again until suppertime.

The hirelings, who have received quite a decent bonus, are pleased and go about the town on their own for a few hours to enjoy their new wealth.

Gaven prays for the healing of Varros' wounds, and the fighter rapidly feels better (OOC: Varros is back at full hp at the end of the day, so he can train if he wishes).

Gaven visits the temple to aid as he can and to pray for guidance on the group's next mission. He asks after Abbot Cuthbert, but is informed simply and politely that the abbot is "away on business near Ham's Fork." One brother says he believes that the abbot went to visit brother Abraham, but beyond that Gaven gets no further details out of anyone.

Gaven then visits with Elsie Miggins, Bob Barley and Dagwood.

Elsie welcomes him, and seems genuinely pleased to see the cleric. But she smiles sadly and distantly as they converse.

Bob Barley appears to be doing far better than Elsie, despite the recent loss of his son. They chat about this and that – mostly about Bob's memories of Bill – though Bob does seem eager to express his gratitude for the concern shown for his son by way of discounted prices should Gaven and his companions need mounts or beasts of burden.

Dagwood expresses thanks on the part of the Mayor for the Free Company's actions in stomping out the Red Serpent bandits. He also confirms Filbert's statement about Grey Fox bandit activity in the vicinity of Blackwell keep. Dagwood's theory is that with their competition out of the way, the Grey Fox bandits may be getting bolder, intent on expanding their nefarious activities.

Meanwhile Duran spends the day tracking down Sergeant Ragnar, and talks to him about training times and cost, and making plans to begin training the following day.

Varros, feeling better after Gaven's pious ministrations, spends most of the day convalescing, but by evening he feels in full form, and is up and about as if he had never been injured at all.

*****

Evening comes again with your respective activities for the day completed, you find yourselves seated once more around your usual table in the Red Tankard. Amid the buzz of others' conversations, you discuss your next job.**

*************************

OOC: Actions?

*I took the liberty of just assuming that you had the cash with you. I think from now on, whenever you want to buy anything in Fairbrook (which is, at least for the time being, your home base), that I will just handwave the details of actually going to the bank and depositing/withdrawing moneys. Whenever you need the gold to buy something there, I'll just assume you snagged it before heading to the merchant's shop.

**The developing consensus seems to be heading up to Blackwell after the bandits with Filbert. Let me know if I'm wrong in this.

Also, let me know if there are other people you want to talk to before heading out to Blackwell (or elsewhere). Feel free to buy any remaining equipment.

Dienekes: if you decide to have Varros train with Ragnar, too, let me know.

There was discussion before about mules/horses/etc. If you decide to buy one or more, we'll say that Bob Barley is willing to sell you horse(s), mule(s), saddle(s), saddlebag(s) all for 5 gp below book cost each (prices are on p. 21). Was the mule a done deal? The horses seemed in question.

If you want to hire someone to handle the animal(s) (i.e. to stand watch over it outside Blackwell) we'll say that you can find someone (equivalent in cost to a porter). If you wanted to hire someone to actually guard the animal(s), that would just be a merc.

Lastly, if I overlooked anything anyone mentioned in the comments from the last post, let me know, and I'll work it into the next post. I think I got it all, but you never know.