Disestablishmentarianism
Middas, Eighteenth of Quartius, CE 1003
It did not take long for the fight to break out. Aymorin landed blow after blow, fueling his attacks with the fury of his magical sword and the empowerment of Ehlonna herself. The cambion fell quickly, shortly followed by all others still in his support.
When the dust settled, the leadership was severed and a few prisoners had been taken and the dragonborn charged for the crimes of the Syndicate. Niceserious, though an agent of the governor's office, was now the apparent leader of the Razor Syndicate.
A few of the gangsters fled, but as many as eight remained.
The next morning, the dragonborn was hanged and decapitated in view of the whole city. The governor, Sir Velda, Hildemar, and many others came out to watch. They all seemed grimly pleased with the outcome, save for Hildemar, who felt cheated of the information.
It did not take long for the fight to break out. Aymorin landed blow after blow, fueling his attacks with the fury of his magical sword and the empowerment of Ehlonna herself. The cambion fell quickly, shortly followed by all others still in his support.
When the dust settled, the leadership was severed and a few prisoners had been taken and the dragonborn charged for the crimes of the Syndicate. Niceserious, though an agent of the governor's office, was now the apparent leader of the Razor Syndicate.
A few of the gangsters fled, but as many as eight remained.
The next morning, the dragonborn was hanged and decapitated in view of the whole city. The governor, Sir Velda, Hildemar, and many others came out to watch. They all seemed grimly pleased with the outcome, save for Hildemar, who felt cheated of the information.
After the Hunt is Over
Morndas, Sixteenth of Quartius, CE 1003
Morning came and Stonekeep was still standing. The group awoke to Findir's breakfast. He was able to obtain some decent ingredients from the keep's storeroom while the cook's were busy prepping for the keep's many new guests. Hundreds of extra people were in town and around the keep who stayed in town after all the previous night's excitement. After fully waking, the group made their way around to find the governor. He was in the middle of a meeting with some of the town's leadership.
In the room were Stockwood, Velda, the Duke, Count Knighthill, and Countess Velora. With them were two others they did not recognize. They learned one is named Hildemar, who has taken over as Spymaster for Stockwood. The other is one of Marcello's old spies, who had been out of town during the ordeal. His name is Niceserious. Stockwood told them Niceserious would help them gain entry to the other gangs within the city.
Niceserious joined the group as they continued their search for Fiddle, in return, they agreed to assist him in meeting back up with the leader to the Razor Syndicate.
The group decided to "rent" a local farmhouse in an attempt to catch Fiddle in the act. They sent the owner, Rosaline, to the city with a little spending coin. The night went on without incident, but the next morning, they were attacked with a chemical explosive or some sort. Upon leaving the lavender-smelling cloud, they came face-to-face with a rather sickly-looking, plump halfling. They killed Fiddle, luckily with no one falling prey to the contagion. They burned Fiddle's wagon and put his donkey out of its misery.
From there, they continued on to assist with Niceserious, who spent most of the evening setting up a meeting with the leader of the Razor Syndicate. By the end of the next night, they all went into the Underkeep to meet. Under the city was a massive under-croft, large enough for its own standalone buildings. They made their way to a smaller building, just big enough for the grand conference table that dominated the center of the room. Inside were a number of thugs, including an elf and dragonborn. Chief among these, was the terrible cambion sitting at the head of the table.
Unprepared to see such an abomination, Aymorin and the others gripped their weapons tighter.
Morning came and Stonekeep was still standing. The group awoke to Findir's breakfast. He was able to obtain some decent ingredients from the keep's storeroom while the cook's were busy prepping for the keep's many new guests. Hundreds of extra people were in town and around the keep who stayed in town after all the previous night's excitement. After fully waking, the group made their way around to find the governor. He was in the middle of a meeting with some of the town's leadership.
In the room were Stockwood, Velda, the Duke, Count Knighthill, and Countess Velora. With them were two others they did not recognize. They learned one is named Hildemar, who has taken over as Spymaster for Stockwood. The other is one of Marcello's old spies, who had been out of town during the ordeal. His name is Niceserious. Stockwood told them Niceserious would help them gain entry to the other gangs within the city.
Niceserious joined the group as they continued their search for Fiddle, in return, they agreed to assist him in meeting back up with the leader to the Razor Syndicate.
The group decided to "rent" a local farmhouse in an attempt to catch Fiddle in the act. They sent the owner, Rosaline, to the city with a little spending coin. The night went on without incident, but the next morning, they were attacked with a chemical explosive or some sort. Upon leaving the lavender-smelling cloud, they came face-to-face with a rather sickly-looking, plump halfling. They killed Fiddle, luckily with no one falling prey to the contagion. They burned Fiddle's wagon and put his donkey out of its misery.
From there, they continued on to assist with Niceserious, who spent most of the evening setting up a meeting with the leader of the Razor Syndicate. By the end of the next night, they all went into the Underkeep to meet. Under the city was a massive under-croft, large enough for its own standalone buildings. They made their way to a smaller building, just big enough for the grand conference table that dominated the center of the room. Inside were a number of thugs, including an elf and dragonborn. Chief among these, was the terrible cambion sitting at the head of the table.
Unprepared to see such an abomination, Aymorin and the others gripped their weapons tighter.
Black's Back and He's Back in Black
Fredas, Fifteenth of Quartius, CE 1003
The group left the Shrine to Pelor with high spirits, but those spirits were soon dashed as Count Black rode into town with a small showing of Valemonte soldiers. The Stonekeep guards were unhappy with the intrusion, but made no effort to cause an incident. As of that moment, Stonekeep was still neutral in the affairs of the cities-at-odds.
Count Black rode up to the keep and made his way immediately to the governor's office. Aymorin was right behind him and shoved his way past the Valemonte guards. Sticky and Findir barged in as well. Up the stairs, Aymorin showed his blade to let them know he meant business and they let him pass into the governor's office.
Count Black was just getting started. He turned briefly interrupted by the intrusion, but disregarded them. He was there to proclaim his right to challenge Stockwood for the governor's seat. He set the challenge for 6:00 PM that very day. The adventurers noticed that he wore new armor and had a fully-enclosed helm on during the entire encounter. They immediately summized that the helmet was somehow controlling him as he did not seem himself, nor seem to recognize them.
Count Black left and the governor explained to them that he had every right to challenge his seat and that it would call for a full vote of the sitting council. The nine member council included Stockwood, Count Black, Duke Selian-Vald, Countess Velora, Lady Vash, Mithrillion, Marcello, Lord Knighthill, and Felix Blackthorn. Marcello would need to be replaced and Mithrillion could not be found and would likewise need to be represented in some fashion.
The group immediately left to find the remaining members in the few hours they had. They found the correct addresses from Hector, the steward, and made their way to the nearest--the estate of Duke Selian-Vald. The duke's estate was enormous and opulent and full of topiaries, sculptures, artwork, and all manner of luxuries. The duke himself seemed surprised at Count Black's assertions, but said he would gladly travel to town to defend his good friend, Governor Stockwood. Aymorin was not sure if he bought his answers or not, but nonetheless let the feelings pass against his better judgement. The group then moved on to find Lady Vash.
Her homestead was considerably less lavish than that of the duke's, yet she still lived obviously comfortably. The butler led them in and introduced them to Lord Amepenal (the husband of Lady Avasha Amepenal.) He, like the duke, was surprised at the count's actions, but told them that the lady was already in Stonkeep. When Aymorin asked about Fiddle, the troubling halfling, Lord Amepenal went white and told them that he was staying in the house this very day.
They wasted no time in heading straight for the room and unlocking the door. Inside, they found nothing amiss--the bed unused and not even a traveling pack to be found. Findir searched about and accidentally knocked over an invisible pack which was sitting in a corner. He knocked it to the floor and the contents within shattered, immediately filling the room and house with a purple, lavender-scented fog.
Everyone evacuated, including the lord and his two young children. When the fog dissipated, they found the window in the room open, but no tracks could be found. They figured the treacherous Fiddle had escaped in the chaos. They insisted the lord stay put and they would send the clerics of Pelor to assist them later. They then left and found the clerics wrapping up at Lady Frances's home and informed them of what happened.
On the way back to Stonekeep, they stopped by Zolst's and found him in bed ill with a fever. He mentioned his home did, in fact, smell of lavender the morning after Fiddle had stayed a few days ago. The group wished him well and told him the clerics would be by shortly. From there, they got back to the keep as the hour was approaching six.
The keep had turned into a zoo since they last left with people from all over traveling in to see the trial. They found out from Hector that Lady Vash was staying in the keep. When they went to speak with her, they uncovered her having under covers relations with another woman they didn't recognize. The latter of which dressed quickly and scurried off before they thought to ask her any questions.
Lady Vash required a Zone of Truth to get her to speak much, but they did find out she had been caught before by a "cloaked" person in Valemonte and they were blackmailing her with this information to vote for Count Black in the coming vote. The group mentioned her description of the figure seemed similar to that of a tiefling, but they could not be sure. They did get her to say she would change her vote if they could protect her family, including her husband--however difficult is was for her to admit--from harm.
Once downstairs, they were able to spot Lord Knighthill. Pulling him aside under another Zone of Truth, they were able to determine that he too was being blackmailed from someone he had not seen or heard from in nearly two decades--an elven woman by the name of Caelvanna. She had apparent knowledge of his assassination of Governor Stockwood's father, Rendel the Second, the previous governor of Stonekeep. This put Aymorin in a tough spot, but he lied to Knighthill and told him he would find a way to pardon him so that he may keep his title, his lands, his wealth, and his good name. In return, Knighthill vowed to vote for Stockwood.
Before the vote, Aymorin spoke with the governor and got him to act as if he was being told the things Aymorin was told. Stockwood feigned his expressions and Aymorin nodded to Vash and Knighthill to fake that he had spilled the beans and gotten what they had asked for.
The trial was rife with surprises, including Knighthill asking Black to remove his helmet before rescinding the request when Black intimidated him into backing down. Blackthorn, Velora, Black, and Marcello's replacement each voted for Count Black. Stockwood, Selian-Vald, Vash, Knighthill, and an emissary from Mithrillion's office each voted for Governor Stockwood. Black left in a fit of rage and stormed off to his estate outside of town--closely followed by Sticky and Findir. Aymorin stayed behind to speak with the governor.
Aymorin told Stockwood about the goings-on in the farmland and the undead incursion, but the governor seemed annoyed at the news. Before Aymorin could show much of his annoyance, the duke arrived, shortly followed by a plethora of others, including Kas, who had just arrived from her sail to Cloudharbor to ditch the book with Valron. Sticky arrived out of breath to tell the governor what he discovered at Count Black's estate--a host of soldiers from Valemonte setting up camp.
Stockwood called Sir Velda and others to action to put the keep on lockdown and secure the roads to Black's estate. When the guards arrived around the estate, Findir left his post at Black's and returned to the keep sometime after midnight. No one got to bed under well after 11:00, but they each eventually made their way back to the Greyland Suite to turn in.
The group left the Shrine to Pelor with high spirits, but those spirits were soon dashed as Count Black rode into town with a small showing of Valemonte soldiers. The Stonekeep guards were unhappy with the intrusion, but made no effort to cause an incident. As of that moment, Stonekeep was still neutral in the affairs of the cities-at-odds.
Count Black rode up to the keep and made his way immediately to the governor's office. Aymorin was right behind him and shoved his way past the Valemonte guards. Sticky and Findir barged in as well. Up the stairs, Aymorin showed his blade to let them know he meant business and they let him pass into the governor's office.
Count Black was just getting started. He turned briefly interrupted by the intrusion, but disregarded them. He was there to proclaim his right to challenge Stockwood for the governor's seat. He set the challenge for 6:00 PM that very day. The adventurers noticed that he wore new armor and had a fully-enclosed helm on during the entire encounter. They immediately summized that the helmet was somehow controlling him as he did not seem himself, nor seem to recognize them.
Count Black left and the governor explained to them that he had every right to challenge his seat and that it would call for a full vote of the sitting council. The nine member council included Stockwood, Count Black, Duke Selian-Vald, Countess Velora, Lady Vash, Mithrillion, Marcello, Lord Knighthill, and Felix Blackthorn. Marcello would need to be replaced and Mithrillion could not be found and would likewise need to be represented in some fashion.
The group immediately left to find the remaining members in the few hours they had. They found the correct addresses from Hector, the steward, and made their way to the nearest--the estate of Duke Selian-Vald. The duke's estate was enormous and opulent and full of topiaries, sculptures, artwork, and all manner of luxuries. The duke himself seemed surprised at Count Black's assertions, but said he would gladly travel to town to defend his good friend, Governor Stockwood. Aymorin was not sure if he bought his answers or not, but nonetheless let the feelings pass against his better judgement. The group then moved on to find Lady Vash.
Her homestead was considerably less lavish than that of the duke's, yet she still lived obviously comfortably. The butler led them in and introduced them to Lord Amepenal (the husband of Lady Avasha Amepenal.) He, like the duke, was surprised at the count's actions, but told them that the lady was already in Stonkeep. When Aymorin asked about Fiddle, the troubling halfling, Lord Amepenal went white and told them that he was staying in the house this very day.
They wasted no time in heading straight for the room and unlocking the door. Inside, they found nothing amiss--the bed unused and not even a traveling pack to be found. Findir searched about and accidentally knocked over an invisible pack which was sitting in a corner. He knocked it to the floor and the contents within shattered, immediately filling the room and house with a purple, lavender-scented fog.
Everyone evacuated, including the lord and his two young children. When the fog dissipated, they found the window in the room open, but no tracks could be found. They figured the treacherous Fiddle had escaped in the chaos. They insisted the lord stay put and they would send the clerics of Pelor to assist them later. They then left and found the clerics wrapping up at Lady Frances's home and informed them of what happened.
On the way back to Stonekeep, they stopped by Zolst's and found him in bed ill with a fever. He mentioned his home did, in fact, smell of lavender the morning after Fiddle had stayed a few days ago. The group wished him well and told him the clerics would be by shortly. From there, they got back to the keep as the hour was approaching six.
The keep had turned into a zoo since they last left with people from all over traveling in to see the trial. They found out from Hector that Lady Vash was staying in the keep. When they went to speak with her, they uncovered her having under covers relations with another woman they didn't recognize. The latter of which dressed quickly and scurried off before they thought to ask her any questions.
Lady Vash required a Zone of Truth to get her to speak much, but they did find out she had been caught before by a "cloaked" person in Valemonte and they were blackmailing her with this information to vote for Count Black in the coming vote. The group mentioned her description of the figure seemed similar to that of a tiefling, but they could not be sure. They did get her to say she would change her vote if they could protect her family, including her husband--however difficult is was for her to admit--from harm.
Once downstairs, they were able to spot Lord Knighthill. Pulling him aside under another Zone of Truth, they were able to determine that he too was being blackmailed from someone he had not seen or heard from in nearly two decades--an elven woman by the name of Caelvanna. She had apparent knowledge of his assassination of Governor Stockwood's father, Rendel the Second, the previous governor of Stonekeep. This put Aymorin in a tough spot, but he lied to Knighthill and told him he would find a way to pardon him so that he may keep his title, his lands, his wealth, and his good name. In return, Knighthill vowed to vote for Stockwood.
Before the vote, Aymorin spoke with the governor and got him to act as if he was being told the things Aymorin was told. Stockwood feigned his expressions and Aymorin nodded to Vash and Knighthill to fake that he had spilled the beans and gotten what they had asked for.
The trial was rife with surprises, including Knighthill asking Black to remove his helmet before rescinding the request when Black intimidated him into backing down. Blackthorn, Velora, Black, and Marcello's replacement each voted for Count Black. Stockwood, Selian-Vald, Vash, Knighthill, and an emissary from Mithrillion's office each voted for Governor Stockwood. Black left in a fit of rage and stormed off to his estate outside of town--closely followed by Sticky and Findir. Aymorin stayed behind to speak with the governor.
Aymorin told Stockwood about the goings-on in the farmland and the undead incursion, but the governor seemed annoyed at the news. Before Aymorin could show much of his annoyance, the duke arrived, shortly followed by a plethora of others, including Kas, who had just arrived from her sail to Cloudharbor to ditch the book with Valron. Sticky arrived out of breath to tell the governor what he discovered at Count Black's estate--a host of soldiers from Valemonte setting up camp.
Stockwood called Sir Velda and others to action to put the keep on lockdown and secure the roads to Black's estate. When the guards arrived around the estate, Findir left his post at Black's and returned to the keep sometime after midnight. No one got to bed under well after 11:00, but they each eventually made their way back to the Greyland Suite to turn in.
Death at a Funeral
Tirdas, Twelfth of Quartius, CE 1003
After leaving Marcello's house, the group decided to make their way, heads down, to a place where they were less likely to be discovered. They decided on a lesser-known inn, quaintly named "The Good Knight's Rest." Behind closed doors, the party decided, after a tie-breaker, that the book should be taken to Cloudharbor so it could be hidden with Valron, Kas's old mentor. They decided to hang onto the letters they found and only send off the strange book. They inspected the book a little and determined it to be a magically-scribed book written by four of the highest scholars of the age and was a concentration of notes examined from the libraries and studies of the ancient arch-wizards Galabrion and J'unos.
The next morning, Kas was already gone, on her way to Cloudharbor. She determined to get there unseen. Aymorin gathered the others and went back to Red's, where the tavern-keep was less than excited to see him. After an awkward interaction involving Sticky pretending to be Aymorin's daughter, Aymorin had bought Red to become an informant, as far as Aymorin was concerned.
The group was met by Sir Velda almost immediately after leaving Red's. She had orders to bring them back to the keep as there had been some mysterious thefts the night before. She informed them she'd prefer them comply and do it the easy way and that she was told to do it the hard way if otherwise.
Thankful for Velda's honesty and assistance in previous encounters, they decided to go along with her. Once at the keep, they were again interrogated by Stockwood and Marcello. This time, they seemed very keen on seeing where everyone was the night before. They all had half-decent alibis, except Sticky. Dissatisfied, the governor sentenced them to further trials with Marcello. This time, they were led to the dungeons underneath the keep and were locked in with Marcello and four other guards.
Marcello, through his own hubris, said nothing about their weapons. He felt entirely in control, even to the point of goading Aymorin to act by prodding him and by making sudden threats. Aymorin resisted these at first, but only just. Under the effects of a Zone of Truth spell, the questioning became tighter and tighter and eventually Fendir ran out of rope. When that became apparent, Amy struck, suddenly. Imbued with the powerful smite of Ehlonna, his blade hit forcefully and took Marcello to his knees. The group soon discovered the source of Marcello's cockiness, as he blasted the area with psyonic energy. The blast was so powerful that it felled every guard in sight, included the two standing outside the door. Fendir and Sticky were both knocked unconscious and Aymorin was writhing, yet functional. The strike cost Marcello much of his own energy and he did not have much left to avoid Aymorin's second blow, which sent his head spinning across the floor.
Aymorin laid his hands upon his companions and brought them back to fighting stance. There was no hope for the guards. The rest of the day, they spent in the cells with numerous visits from guards, Velda, and the governor himself, who was furious at first, but calmed as his head became clearer and clearer from Marcello's obvious interference. Sticky told Sir Velda where she could find the letters he had taken and she quickly retrieved them. Stockwood poured over them throughout the night. The next morning, he summoned the group from the dungeons and pardoned their crimes, both real and perceived. His mind was finally free of Marcello's influence and he realized that Marcello had been the treasonous one all along.
He asked if they would continue to assist the governance, just as they have been all along, and even gave them a tidy bonus for going above and beyond his expectations and ridding him of Marcello. He also mentioned that the letters alluded to changing Count Black in some way, thoug he wasn't sure how. Aymorin informed him of the issues with the undead plague that had begun around the farmlands and Stockwood was taken aback and thankful that Aymorin was handling it and not him.
From there, the group, upon the guidance of Father Samuel of the Shrine to Pelor, traveled eastward to the farm where the most recent undead reports originated. There, they found Ruan, the worthless son of the latest victims to befall to the plague. He seemed more keen on drinking and spending away his inheritance than anything else. He did help by explaining that it was the neighboring farm--the Cormac's--that had found his parents and locked them in the barn.
The Cormac farm was a typical farm, but the eldest Cormac had fallen ill and would soon die. Aymorin tried to help him, and his magic did alleviate the pain, but it did not cure him. Aymorin discovered that Fiddle, the strange halfling they had heard of before, had visited a few days prior and that the elder Cormac had come down with a fever a few days later. He told Aymorin how he came to find Ruan's parents. Thinking of Ruan, he prayed that his farm would not be left to someone as useless as he is.
Aymorin then spoke with the eldest son, who seemed to understand that when the time came, he would need to be the one to put down his father. He also pointed Aymorin in the direction of others in the area, including Zolst, a retired half-orc who now rents his home out as a wayward inn along the main road.
Zolst invited them all in, but he told them already how a halfling named Fiddle had stayed just the night before. The group looked for clues, but nothing turned up. The next morning, they went to check on nearby Lady Frances, who's "young beau" had turned and was attempting to get at her. The party put down the zombie and rescued Frances from her room. She had already sustained a nasty scratch, however, and they feared her impending outcome. They asked her to stay put and on the way out, they started a fire under James, her beau, and continued on back to the Cormac's. Unfortunately, the elder died in the night and the son had to put him down--twice.
They headed back to town and informed Father Samuel of the outcome of the plague they had discovered. He admitted it would likely be more of a curse than a disease and that his clerics could assist in removing the source. He did not have many to spare, but the few he had should be able to work in the small areas they mentioned.
All while this was going on, Kas had arrived at Cloudharbor and had a very important conversation with her mentor.
After leaving Marcello's house, the group decided to make their way, heads down, to a place where they were less likely to be discovered. They decided on a lesser-known inn, quaintly named "The Good Knight's Rest." Behind closed doors, the party decided, after a tie-breaker, that the book should be taken to Cloudharbor so it could be hidden with Valron, Kas's old mentor. They decided to hang onto the letters they found and only send off the strange book. They inspected the book a little and determined it to be a magically-scribed book written by four of the highest scholars of the age and was a concentration of notes examined from the libraries and studies of the ancient arch-wizards Galabrion and J'unos.
The next morning, Kas was already gone, on her way to Cloudharbor. She determined to get there unseen. Aymorin gathered the others and went back to Red's, where the tavern-keep was less than excited to see him. After an awkward interaction involving Sticky pretending to be Aymorin's daughter, Aymorin had bought Red to become an informant, as far as Aymorin was concerned.
The group was met by Sir Velda almost immediately after leaving Red's. She had orders to bring them back to the keep as there had been some mysterious thefts the night before. She informed them she'd prefer them comply and do it the easy way and that she was told to do it the hard way if otherwise.
Thankful for Velda's honesty and assistance in previous encounters, they decided to go along with her. Once at the keep, they were again interrogated by Stockwood and Marcello. This time, they seemed very keen on seeing where everyone was the night before. They all had half-decent alibis, except Sticky. Dissatisfied, the governor sentenced them to further trials with Marcello. This time, they were led to the dungeons underneath the keep and were locked in with Marcello and four other guards.
Marcello, through his own hubris, said nothing about their weapons. He felt entirely in control, even to the point of goading Aymorin to act by prodding him and by making sudden threats. Aymorin resisted these at first, but only just. Under the effects of a Zone of Truth spell, the questioning became tighter and tighter and eventually Fendir ran out of rope. When that became apparent, Amy struck, suddenly. Imbued with the powerful smite of Ehlonna, his blade hit forcefully and took Marcello to his knees. The group soon discovered the source of Marcello's cockiness, as he blasted the area with psyonic energy. The blast was so powerful that it felled every guard in sight, included the two standing outside the door. Fendir and Sticky were both knocked unconscious and Aymorin was writhing, yet functional. The strike cost Marcello much of his own energy and he did not have much left to avoid Aymorin's second blow, which sent his head spinning across the floor.
Aymorin laid his hands upon his companions and brought them back to fighting stance. There was no hope for the guards. The rest of the day, they spent in the cells with numerous visits from guards, Velda, and the governor himself, who was furious at first, but calmed as his head became clearer and clearer from Marcello's obvious interference. Sticky told Sir Velda where she could find the letters he had taken and she quickly retrieved them. Stockwood poured over them throughout the night. The next morning, he summoned the group from the dungeons and pardoned their crimes, both real and perceived. His mind was finally free of Marcello's influence and he realized that Marcello had been the treasonous one all along.
He asked if they would continue to assist the governance, just as they have been all along, and even gave them a tidy bonus for going above and beyond his expectations and ridding him of Marcello. He also mentioned that the letters alluded to changing Count Black in some way, thoug he wasn't sure how. Aymorin informed him of the issues with the undead plague that had begun around the farmlands and Stockwood was taken aback and thankful that Aymorin was handling it and not him.
From there, the group, upon the guidance of Father Samuel of the Shrine to Pelor, traveled eastward to the farm where the most recent undead reports originated. There, they found Ruan, the worthless son of the latest victims to befall to the plague. He seemed more keen on drinking and spending away his inheritance than anything else. He did help by explaining that it was the neighboring farm--the Cormac's--that had found his parents and locked them in the barn.
The Cormac farm was a typical farm, but the eldest Cormac had fallen ill and would soon die. Aymorin tried to help him, and his magic did alleviate the pain, but it did not cure him. Aymorin discovered that Fiddle, the strange halfling they had heard of before, had visited a few days prior and that the elder Cormac had come down with a fever a few days later. He told Aymorin how he came to find Ruan's parents. Thinking of Ruan, he prayed that his farm would not be left to someone as useless as he is.
Aymorin then spoke with the eldest son, who seemed to understand that when the time came, he would need to be the one to put down his father. He also pointed Aymorin in the direction of others in the area, including Zolst, a retired half-orc who now rents his home out as a wayward inn along the main road.
Zolst invited them all in, but he told them already how a halfling named Fiddle had stayed just the night before. The group looked for clues, but nothing turned up. The next morning, they went to check on nearby Lady Frances, who's "young beau" had turned and was attempting to get at her. The party put down the zombie and rescued Frances from her room. She had already sustained a nasty scratch, however, and they feared her impending outcome. They asked her to stay put and on the way out, they started a fire under James, her beau, and continued on back to the Cormac's. Unfortunately, the elder died in the night and the son had to put him down--twice.
They headed back to town and informed Father Samuel of the outcome of the plague they had discovered. He admitted it would likely be more of a curse than a disease and that his clerics could assist in removing the source. He did not have many to spare, but the few he had should be able to work in the small areas they mentioned.
All while this was going on, Kas had arrived at Cloudharbor and had a very important conversation with her mentor.
There and Back Again
Fredas, Fifth of Quartius, CE 1003
Feeling emboldened by Ehlonna's boon, Aymorin and company set off for Valron's home to retrieve Kas. Once reunited, the group left for Stonekeep via the main road and they did not stay for the governor's response to the emperor's claim. They were attacked on the first night by a large pack of jackals led by five monstrous jackalwere's. The cursed beings surrounded them quickly, but were no match for the adventurers. All of the jackals were slain, while all five cursed ones escaped into the surrounding woodlands with Fendir's benign arrows flinging off of their magical hides.
They arrived at Stonekeep six days later to discover the gates shut and the harbor closed. Ships were waiting anchored outside the bay and camps of merchants awaiting outside the city walls. Aymorin spoke with one who had been waiting four days for entry. They were just out of Jerodin with supplies and food for a month. His family would likely starve if he was unable to make the shipment, but he would nevertheless be forced to leave if the gates did not open within the next week.
Aymorin summoned Sir Velda, the captain of the guard, who was able to allow them entry via the goat gate--a gate normally used just for livestock. Sir Velda confirmed the suspicions of the group that Governor Stockwood had gone entirely paranoid at the news of Aynzodel. The group also learned that Governor Arlings of Cloudharbor had denounced Aynzodel's claim and proclaimed himself Sovereign Lord of the Northern Soverignty in direct opposition to Aynzodel. Although war had not been proclaimed, articles had been drawn by both sides.
Upon reaching the keep, the adventurers found it deserted and the governor resigned to his private chambers. They could tell he was meeting with Marcellus, however. Besides Sticky, who was invisible, they knocked and were allowed to enter. Sticky snuck in, unbeknownst to everyone else.
The governor seemed pleased to see them, but was obviously worried about their prolonged absence. When they admitted to being in Cloudharbor, the governor's demeanor changed to anger and betrayal. He demanded to know every detail and refused to believe any word. He then demanded them be taken to Marcellus's home to be interrogated "properly."
The group complied and Marcellus smiled, coldly, and led them across town to his own.
Still in the governor's chambers, however, was Sticky, who used his time pilfering letters, papers, as well as a strange book. He soon found himself locked in with the slumbering governor with his invisibility slowly wearing away.
He knocked to have the door opened and made a run for it, his feet making plenty of noise along the stone floor, setting the guards on alarm. He managed to jump off the balcony, knocking the breath out of him as he landed. He turned to look at the guards nearby, but they seemed to think the sound was just a fart. The most difficult decision of Sticky's life came to between staying invisible, or casting prestidigitation to make a smell.
He decided to run after Hector, the keep's steward, and convince him not to seek Mithrillion, who he'd been sent for. Sticky learns from this encounter that Mithrillion hadn't been seen in over a month and that he was actually after the gnomes of the workshop nearby.
During all this time, the rest of the group were being questioned by Marcellus in his bed chambers. They were under the effects of some sort of charming vapors and they told the truth of their expedition to Cloudharbor. At the mention that they had no idea Governor Arlings had made a claim for himself until arriving in Stonekeep, he seemed surprised and disappointed. He had Kas drink a more potent syrum and asked her specifically and directly, to which she replied in kind, much to Marcellus's dismay. He told them they were now free to go.
During this time, Sticky had arrived and had somehow convinced Tormdim that he was actually Tormdim from the future and was here to tell him of events to unfold. Much of it was hogswash, but he did get him to somewhat join the cause, however broken he was.
Then, guards arrived to tell Marcellus there had been a theft at the keep and that a certain book had been taken. Now, obviously worried, Marcellus ushered everyone outside and told them to stay away before running off for the keep. He turned to Sticky, thinking him to be Tormdim, and instructed that they should not be allowed in until his return. Now that the real Tormdim was deep in meditation, he didn't seem to care that everyone came back inside. The adventurers scoured his home, taking more notes and papers, and even found a journal hidden in a secret compartment of his desk.
They also put a few things in disarray just to mess with the creepy little man.
When they were satisfied with their endeavors, they sped along down the road to find a place to lay low and investigate the documents they had taken.
Feeling emboldened by Ehlonna's boon, Aymorin and company set off for Valron's home to retrieve Kas. Once reunited, the group left for Stonekeep via the main road and they did not stay for the governor's response to the emperor's claim. They were attacked on the first night by a large pack of jackals led by five monstrous jackalwere's. The cursed beings surrounded them quickly, but were no match for the adventurers. All of the jackals were slain, while all five cursed ones escaped into the surrounding woodlands with Fendir's benign arrows flinging off of their magical hides.
They arrived at Stonekeep six days later to discover the gates shut and the harbor closed. Ships were waiting anchored outside the bay and camps of merchants awaiting outside the city walls. Aymorin spoke with one who had been waiting four days for entry. They were just out of Jerodin with supplies and food for a month. His family would likely starve if he was unable to make the shipment, but he would nevertheless be forced to leave if the gates did not open within the next week.
Aymorin summoned Sir Velda, the captain of the guard, who was able to allow them entry via the goat gate--a gate normally used just for livestock. Sir Velda confirmed the suspicions of the group that Governor Stockwood had gone entirely paranoid at the news of Aynzodel. The group also learned that Governor Arlings of Cloudharbor had denounced Aynzodel's claim and proclaimed himself Sovereign Lord of the Northern Soverignty in direct opposition to Aynzodel. Although war had not been proclaimed, articles had been drawn by both sides.
Upon reaching the keep, the adventurers found it deserted and the governor resigned to his private chambers. They could tell he was meeting with Marcellus, however. Besides Sticky, who was invisible, they knocked and were allowed to enter. Sticky snuck in, unbeknownst to everyone else.
The governor seemed pleased to see them, but was obviously worried about their prolonged absence. When they admitted to being in Cloudharbor, the governor's demeanor changed to anger and betrayal. He demanded to know every detail and refused to believe any word. He then demanded them be taken to Marcellus's home to be interrogated "properly."
The group complied and Marcellus smiled, coldly, and led them across town to his own.
Still in the governor's chambers, however, was Sticky, who used his time pilfering letters, papers, as well as a strange book. He soon found himself locked in with the slumbering governor with his invisibility slowly wearing away.
He knocked to have the door opened and made a run for it, his feet making plenty of noise along the stone floor, setting the guards on alarm. He managed to jump off the balcony, knocking the breath out of him as he landed. He turned to look at the guards nearby, but they seemed to think the sound was just a fart. The most difficult decision of Sticky's life came to between staying invisible, or casting prestidigitation to make a smell.
He decided to run after Hector, the keep's steward, and convince him not to seek Mithrillion, who he'd been sent for. Sticky learns from this encounter that Mithrillion hadn't been seen in over a month and that he was actually after the gnomes of the workshop nearby.
During all this time, the rest of the group were being questioned by Marcellus in his bed chambers. They were under the effects of some sort of charming vapors and they told the truth of their expedition to Cloudharbor. At the mention that they had no idea Governor Arlings had made a claim for himself until arriving in Stonekeep, he seemed surprised and disappointed. He had Kas drink a more potent syrum and asked her specifically and directly, to which she replied in kind, much to Marcellus's dismay. He told them they were now free to go.
During this time, Sticky had arrived and had somehow convinced Tormdim that he was actually Tormdim from the future and was here to tell him of events to unfold. Much of it was hogswash, but he did get him to somewhat join the cause, however broken he was.
Then, guards arrived to tell Marcellus there had been a theft at the keep and that a certain book had been taken. Now, obviously worried, Marcellus ushered everyone outside and told them to stay away before running off for the keep. He turned to Sticky, thinking him to be Tormdim, and instructed that they should not be allowed in until his return. Now that the real Tormdim was deep in meditation, he didn't seem to care that everyone came back inside. The adventurers scoured his home, taking more notes and papers, and even found a journal hidden in a secret compartment of his desk.
They also put a few things in disarray just to mess with the creepy little man.
When they were satisfied with their endeavors, they sped along down the road to find a place to lay low and investigate the documents they had taken.
Occupational Hazards
(Midnight) Fredas, Thirtieth of Tertius, CE 1003
Marcellus was initially displeased with the news of the Blood Order; however, he seemed to come around as his terrible mind came up with new sinister plots. He took Tormdim as his newest test subject and allowed the party to return to the keep. Aym made sure to let Count Black know of the whereabouts of the Blood Order and he summoned a squad of paladins to deal with the issue.
In the night, Quell (much like Zede a few weeks prior) received a missive from his old monastery that required his immediate departure. He left the next morning before breakfast.
Aym, on the other hand, was set on returning to Cloudharbor to seek repentance from Ehlonna, per what he heard from the strange druid. To tackle two birds, the group decided next to seek out the Red Lions, who were quartered around the docks. Sticky, again pretending to be a youth, was accosted by a brigand as he walked along the piers. The poor old man didn't stand a chance and was dispatched easily by the skilled rogue.
Sticky was being watched by another, who saw promise in the halfling. The man, later identified as Nibben, invited Sticky into the sewers, where the young halfling was given a "new family" and a place to stay. In the cisterns was an encampment of ne're-do-wells, along with a frighteningly tattooed skinhead leader named Growler, the Dog. Sticky was also introduced to Jaccobi, who assisted him in procuring a smuggling vessel to Cloudhardbor. He hoped this would gain him rapport within the group, while at the same time, managing to get everyone to Cloudharbor safely.
He succeeded and the group had a little time to kill, first. They sought after Marcellus and found Tormdim had been beaten and tortured to hell and he'd been completely broken into a mindful servant of Marcellus--a feat he obviously took great pleasure in observing.
The group made their way to the smuggler's vessel and climbed aboard only to discover--among paint, which was contraband to import into Cloudharbor-- a scared group of young girls who were being obviously trafficked by the Red Lions. Not wanting any part of such an organization, even under a rouse, even undercover, Aym drew his sword and prepared to deal with those who would deal in such vile meddlings.
The ship's crew stood no chance against the trap laid for them by the angered cargo. Aym and company were able to dock the vessel at Cloudharbor despite having no maritime training. They arrived around midnight and the docks were quiet except for the harbormaster and his boy assistant. They tried to play everything off until Kas put her foot in her mouth by letting out they had a shipment of paint. The shocked harbormaster cried a cease and desist, but was put under spell to keep quiet. His assistant attempted to run, but was also enchanted into a fit of uncontrollable laughter, which rendered him immobile. The band escaped, leaving the unsuspecting harbormaster tied to the vessel.
Before seeking shelter, Aym made way for the Chapel of Pelor and asked specifically for Mara Stronghammer, the one from Fendir's revivification. She came quickly and escorted the rescued girls to safety. She turned and thanked Aym, quietly and the group departed.
After resting at the Queen's Cup, the town criers go up in alarm. Apparently, Governor Xander Aynzodel of Valemonte has proclaimed himself emperor of all of Nostra Celeste and has demanded the immediate fealty of all of the governors theirein. This is obviously bad news as most know the political alignments of Governor Arlings of Cloudharbor, among others, would cause an immediate rift in the world. Governor Arlings closed the docks and announced a public declaration for 6 pm that day.
Aym made straight for the Ranger Station to commune with Ehlonna, if such a thing was even possible. While he prayed at her shrine, he felt a hand on his shoulder. He looked up and recognized the druid from the woods. He had about a thousand questions and just as many accusations. Right about the time he discovered that he was an assimar and that Ichyryns (the druid) was his sister, another elf walked in and spoke to Aym as Ehlonna herself.
Aym discovered that he was made for devine purpose--a paladin amongst a house of druids and rangers. He was set apart, as an aasimar, to assist Ehlonna's purpose. Although she did not agree with his oath of non-violence to begin with, she did not condone his breaking of it and in her sovereignty, demanded he make reparations for it by ridding the scourge of undeath that was still spreading in the regions around Stonekeep and beyond. In essence, she released him of his oath, but required he make reparations for his breaking of it.
Once Ehlonna and Ichyryns left his presence, Aym took charge of the Ranger Station and gave himself authority. The rangers tentatively accepted this authority, however implied, and accepted Aym's new role, and subsequently his new name. All elves gain their adult names upon leaving their childhood behind and Fendir gave Aym his new name of Aymorin. (It is at this time that Kas goes off to seek her old master, Valron, who gives her a forbidden spellbook and warns her of its uses.)
Aymorin promoted the station's keeper, Loras Galonodel, to Emissary of the Lady. (Loras was the one Ehlonna used to give her message.) Aymorin also wrote out 5 identical letters to send off to various places. These letters were cryptic poems detailing a warning of war and will eventually be set to music to be sung by minstrels and bards.
One of the letters, he requested to be placed in the bedchamber of Aynzodel, himself, but the rangers declined the order. Before Aymorin could respond, Sticky Halfknuckles volunteered with a smile.
Because of Aymorin's faithfulness, Ehlonna granted a boon upon the group and each of them gained wisdom from their encounter, including Kas, though she was making her way across town.
Marcellus was initially displeased with the news of the Blood Order; however, he seemed to come around as his terrible mind came up with new sinister plots. He took Tormdim as his newest test subject and allowed the party to return to the keep. Aym made sure to let Count Black know of the whereabouts of the Blood Order and he summoned a squad of paladins to deal with the issue.
In the night, Quell (much like Zede a few weeks prior) received a missive from his old monastery that required his immediate departure. He left the next morning before breakfast.
Aym, on the other hand, was set on returning to Cloudharbor to seek repentance from Ehlonna, per what he heard from the strange druid. To tackle two birds, the group decided next to seek out the Red Lions, who were quartered around the docks. Sticky, again pretending to be a youth, was accosted by a brigand as he walked along the piers. The poor old man didn't stand a chance and was dispatched easily by the skilled rogue.
Sticky was being watched by another, who saw promise in the halfling. The man, later identified as Nibben, invited Sticky into the sewers, where the young halfling was given a "new family" and a place to stay. In the cisterns was an encampment of ne're-do-wells, along with a frighteningly tattooed skinhead leader named Growler, the Dog. Sticky was also introduced to Jaccobi, who assisted him in procuring a smuggling vessel to Cloudhardbor. He hoped this would gain him rapport within the group, while at the same time, managing to get everyone to Cloudharbor safely.
He succeeded and the group had a little time to kill, first. They sought after Marcellus and found Tormdim had been beaten and tortured to hell and he'd been completely broken into a mindful servant of Marcellus--a feat he obviously took great pleasure in observing.
The group made their way to the smuggler's vessel and climbed aboard only to discover--among paint, which was contraband to import into Cloudharbor-- a scared group of young girls who were being obviously trafficked by the Red Lions. Not wanting any part of such an organization, even under a rouse, even undercover, Aym drew his sword and prepared to deal with those who would deal in such vile meddlings.
The ship's crew stood no chance against the trap laid for them by the angered cargo. Aym and company were able to dock the vessel at Cloudharbor despite having no maritime training. They arrived around midnight and the docks were quiet except for the harbormaster and his boy assistant. They tried to play everything off until Kas put her foot in her mouth by letting out they had a shipment of paint. The shocked harbormaster cried a cease and desist, but was put under spell to keep quiet. His assistant attempted to run, but was also enchanted into a fit of uncontrollable laughter, which rendered him immobile. The band escaped, leaving the unsuspecting harbormaster tied to the vessel.
Before seeking shelter, Aym made way for the Chapel of Pelor and asked specifically for Mara Stronghammer, the one from Fendir's revivification. She came quickly and escorted the rescued girls to safety. She turned and thanked Aym, quietly and the group departed.
After resting at the Queen's Cup, the town criers go up in alarm. Apparently, Governor Xander Aynzodel of Valemonte has proclaimed himself emperor of all of Nostra Celeste and has demanded the immediate fealty of all of the governors theirein. This is obviously bad news as most know the political alignments of Governor Arlings of Cloudharbor, among others, would cause an immediate rift in the world. Governor Arlings closed the docks and announced a public declaration for 6 pm that day.
Aym made straight for the Ranger Station to commune with Ehlonna, if such a thing was even possible. While he prayed at her shrine, he felt a hand on his shoulder. He looked up and recognized the druid from the woods. He had about a thousand questions and just as many accusations. Right about the time he discovered that he was an assimar and that Ichyryns (the druid) was his sister, another elf walked in and spoke to Aym as Ehlonna herself.
Aym discovered that he was made for devine purpose--a paladin amongst a house of druids and rangers. He was set apart, as an aasimar, to assist Ehlonna's purpose. Although she did not agree with his oath of non-violence to begin with, she did not condone his breaking of it and in her sovereignty, demanded he make reparations for it by ridding the scourge of undeath that was still spreading in the regions around Stonekeep and beyond. In essence, she released him of his oath, but required he make reparations for his breaking of it.
Once Ehlonna and Ichyryns left his presence, Aym took charge of the Ranger Station and gave himself authority. The rangers tentatively accepted this authority, however implied, and accepted Aym's new role, and subsequently his new name. All elves gain their adult names upon leaving their childhood behind and Fendir gave Aym his new name of Aymorin. (It is at this time that Kas goes off to seek her old master, Valron, who gives her a forbidden spellbook and warns her of its uses.)
Aymorin promoted the station's keeper, Loras Galonodel, to Emissary of the Lady. (Loras was the one Ehlonna used to give her message.) Aymorin also wrote out 5 identical letters to send off to various places. These letters were cryptic poems detailing a warning of war and will eventually be set to music to be sung by minstrels and bards.
One of the letters, he requested to be placed in the bedchamber of Aynzodel, himself, but the rangers declined the order. Before Aymorin could respond, Sticky Halfknuckles volunteered with a smile.
Because of Aymorin's faithfulness, Ehlonna granted a boon upon the group and each of them gained wisdom from their encounter, including Kas, though she was making her way across town.
Dr. Marcello or: How the Party Learned to Stop Worrying and Love the Drugs
Turdas, Twenty-Fourth of Tertius, CE 1003
The group arrived back at Stonekeep just as the bottom fell out and a storm overtook the city. They walked into the keep, soaking wet and spent a moment letting the water drip from their weary bodies. Their minds were, too, soured by the events at the farm. Sticky utilized some of his favorite minor magic tricks to expedite the drying process.
They were shown by the steward, Hector, to their suite, which was in the subfloor and built for dwarven dignitaries. It was named after the chief engineer of the keep's construction, Greyland Stonebrow. A statue of his like likeness, and other unnamed dwarves, guarded the bedrooms within the suite itself.
After staying the night, having a bath, and having their bellies filled, the group met with Stockwood and two of his advisors. The first, a paladin of Heironeous by the name of Count Sideon Black and his squire, Draxxis Karn, a red dragonborn of few words. The other was a rather disconcerting man with an uncomfortable smile. He was introduced as Marcellus, a nobleman within the city and the Governor's Spymaster.
Marcellus confirmed that there was indeed a threat to the governor's life, as both Cloudharbor and Valemonte have begun operations within the city. According to Marcellus, Cloudharbor was attempting to pay off the city's various gangs to create the chaos required to assassinate the governor. Valemonte's motives have remained less clear to the Spymaster, yet he was certain they had agents at work in the city as well.
Marcellus's plan involved infiltrating the various gangs in the city and determining exactly how they would be used. The count was vehemently against the plan, suggesting the gangs should have been dealt with long ago. The governor, however, sided with Marcellus, in that the gangs had their uses when controlled.
The gist of the plan was for the group to insert themselves within the Blood Order, the Red Lions, and the Razor Syndicate. Count Sideon promised his support to the governor, but refused to be a part of the plan. He said his paladins would remain loyal to the city, whatever it took, but only in the capacity of defense or moral prevention.
The group managed to find some members of the Blood Order (known for drug production and distribution and harbored outside the city itself.) After a quick bar fight the party had their lead, as well as the task to prove themselves by unloading a sizable amount of drugs throughout the city and making a profit. Thanks to some magical trickery, they were able to sell the allotment more than once.
Sticky went in the night to visit Marcellus, and after an awkward midnight interaction with the unnerving man, he walked away with 300 gp, which is what Marcellus said they should use to prove they sold the drugs. Little did he know, they would become dealers anyway and keep profits from both.
The next few days, the group knew they were being watched and followed by members of the Blood Order, so they did not return to the keep, choosing instead to stay at the Sinkhole, a slummy inn and tavern just off the market district. This was at the direction of the Blood Order, and it was obvious the innkeeper was on their payroll.
Kas did, during this time, seek out members of the artisan's guild and commissioned a special instrument and weapon from a trio of gnomes, there. (Morndas, Twenty-Sixth of Tertius, CE 1003)
Eventually, the Blood Order returned and took the group to their camp outside of town. The leader was a big, burly, tattoo-covered dwarf named Tormdim Mountainfury. He had piercings, tattoos, and scars covering his leathery body. He also had a bodyguard who stood a head taller than any one else in attendance. It did not take long for Aym to gravely offend the gang leader who, in response, demanded everyone forfeit their weapons, presumably to teach them a lesson in curbing their tongues.
The group did not comply.
After the bloody battle, Tormdim was taken hostage. Some of them barely made it out with their life and limbs, yet with the leader hostage, the others did not dare risk him being killed.
It was a long way back to Stonekeep carrying a fully-grown dwarf between them, yet the group paraded him right up tot he home of Marcellus and knocked and waited.
The group arrived back at Stonekeep just as the bottom fell out and a storm overtook the city. They walked into the keep, soaking wet and spent a moment letting the water drip from their weary bodies. Their minds were, too, soured by the events at the farm. Sticky utilized some of his favorite minor magic tricks to expedite the drying process.
They were shown by the steward, Hector, to their suite, which was in the subfloor and built for dwarven dignitaries. It was named after the chief engineer of the keep's construction, Greyland Stonebrow. A statue of his like likeness, and other unnamed dwarves, guarded the bedrooms within the suite itself.
After staying the night, having a bath, and having their bellies filled, the group met with Stockwood and two of his advisors. The first, a paladin of Heironeous by the name of Count Sideon Black and his squire, Draxxis Karn, a red dragonborn of few words. The other was a rather disconcerting man with an uncomfortable smile. He was introduced as Marcellus, a nobleman within the city and the Governor's Spymaster.
Marcellus confirmed that there was indeed a threat to the governor's life, as both Cloudharbor and Valemonte have begun operations within the city. According to Marcellus, Cloudharbor was attempting to pay off the city's various gangs to create the chaos required to assassinate the governor. Valemonte's motives have remained less clear to the Spymaster, yet he was certain they had agents at work in the city as well.
Marcellus's plan involved infiltrating the various gangs in the city and determining exactly how they would be used. The count was vehemently against the plan, suggesting the gangs should have been dealt with long ago. The governor, however, sided with Marcellus, in that the gangs had their uses when controlled.
The gist of the plan was for the group to insert themselves within the Blood Order, the Red Lions, and the Razor Syndicate. Count Sideon promised his support to the governor, but refused to be a part of the plan. He said his paladins would remain loyal to the city, whatever it took, but only in the capacity of defense or moral prevention.
The group managed to find some members of the Blood Order (known for drug production and distribution and harbored outside the city itself.) After a quick bar fight the party had their lead, as well as the task to prove themselves by unloading a sizable amount of drugs throughout the city and making a profit. Thanks to some magical trickery, they were able to sell the allotment more than once.
Sticky went in the night to visit Marcellus, and after an awkward midnight interaction with the unnerving man, he walked away with 300 gp, which is what Marcellus said they should use to prove they sold the drugs. Little did he know, they would become dealers anyway and keep profits from both.
The next few days, the group knew they were being watched and followed by members of the Blood Order, so they did not return to the keep, choosing instead to stay at the Sinkhole, a slummy inn and tavern just off the market district. This was at the direction of the Blood Order, and it was obvious the innkeeper was on their payroll.
Kas did, during this time, seek out members of the artisan's guild and commissioned a special instrument and weapon from a trio of gnomes, there. (Morndas, Twenty-Sixth of Tertius, CE 1003)
Eventually, the Blood Order returned and took the group to their camp outside of town. The leader was a big, burly, tattoo-covered dwarf named Tormdim Mountainfury. He had piercings, tattoos, and scars covering his leathery body. He also had a bodyguard who stood a head taller than any one else in attendance. It did not take long for Aym to gravely offend the gang leader who, in response, demanded everyone forfeit their weapons, presumably to teach them a lesson in curbing their tongues.
The group did not comply.
After the bloody battle, Tormdim was taken hostage. Some of them barely made it out with their life and limbs, yet with the leader hostage, the others did not dare risk him being killed.
It was a long way back to Stonekeep carrying a fully-grown dwarf between them, yet the group paraded him right up tot he home of Marcellus and knocked and waited.
A Tale of Gnome Wizards and Zombie Wives
Morndas, Sixteenth of Tertius, CE 1003
After getting the box turned back around, the gang gets back on the trail. The road to Stonekeep was not an easy one, however. Along the way, they were thwarted twice. Once by a wyrmling green dragon and once by a trio of perytons, ghastly abominations whose bodies are falcon-like, but with the heads of stags.
Kas managed to skin the wyrmling and Findir decided to bring the peryton carcasses in whole with them. They eventually arrived, after seven days, to the rendezvous point outside of Stonekeep. There, they met a curious gnome wizard named Mithrillion Fragicalirupes and his second, Rickles Frazleaxe, who was the largest gnome any of them had ever seen, standing taller than a dwarf. The wizard scrutinized the delays and the shape in which the box arrived, but nevertheless paid the adventurers the agreed upon amount and sent them on their way with the oxen.
The group arrived in Stonekeep not long afterward and were thankfully able to sell the oxen for a decent amount of gold and Sticky was able to purchase a pony with his profits. Before they could cross the bridge to the keep itself to speak with the captain of the guard, a thundering cavalry from Valemont arrived and entered the castle first. The discussions did not go in Valemont's favor and they left in irritated haste.
Findir was able to obtain reward for the bounty on the perytons and the group was also able to discern the opinions of the locals and leadership regarding Stonekeep's stance of neutrality. After returning to the Stonekeep Tavern, Quell gambled and cheated a drunken dwarf out of a good bit of his previous earnings. The dwarf offered his fishing shack in a last-ditch attempt to win his coins back, but after being sobered by Aym, he opted to cut his losses with Quell and attempt to win his money back from the others in the tavern.
In the tavern, they were approached by a sad farmer whose wife had passed away suddenly and returned undead. He wished for her to be brought back, but the priests would not back down that she should be put down instead and the city guards would not be bothered by it at all. Aym made no promises, but told the farmer they would at least go to his farm to see what could be done.
The next day, the group was able to catch brief audience with the governor and they intrigued him with a plan to disguise the city as useless to either side so as to maintain its neutrality. He could not stay long, but offered two things to them. 1: a job in assisting his spy network in keeping him safe from assassination and 2: a place to stay in the Greyland Suite in the keep's undercroft. He then left to continue discussions with emissaries from Cloudharbor, much to his displeasure.
They found armor and information at the local craftsman's guild, where they spoke with the guildmaster, a great half-orc, whom they did ask ask for a name.
They then followed the farmer to his home where his undead wife was locked in the bedroom. Quell and Kas offered to help him catch up on feeding and caring for his livestock, while Aym, Sticky, and Findir saw to the wife upstairs. The scene was ghastly and she was long gone and rotting. At Aym's behest, they staged the scene to appear as if she escaped and fell down the stairs.
When the farmer was made aware of this, he wandered off by himself while Aym performed last rights. When they went to collect him, they found him hanging from the rafters of his barn. Aym cut him down, performed last rights, and buried him next to his wife under the big oak tree as he mentioned were his wishes for her.
Feeling down that the situation ended the way it did, the five got back on the road, discussing along the way setting up more permanent roots in Stonekeep and helping the governor ensure safety in his stance for neutrality and keeping the city self-sufficient should all out war break out.
After getting the box turned back around, the gang gets back on the trail. The road to Stonekeep was not an easy one, however. Along the way, they were thwarted twice. Once by a wyrmling green dragon and once by a trio of perytons, ghastly abominations whose bodies are falcon-like, but with the heads of stags.
Kas managed to skin the wyrmling and Findir decided to bring the peryton carcasses in whole with them. They eventually arrived, after seven days, to the rendezvous point outside of Stonekeep. There, they met a curious gnome wizard named Mithrillion Fragicalirupes and his second, Rickles Frazleaxe, who was the largest gnome any of them had ever seen, standing taller than a dwarf. The wizard scrutinized the delays and the shape in which the box arrived, but nevertheless paid the adventurers the agreed upon amount and sent them on their way with the oxen.
The group arrived in Stonekeep not long afterward and were thankfully able to sell the oxen for a decent amount of gold and Sticky was able to purchase a pony with his profits. Before they could cross the bridge to the keep itself to speak with the captain of the guard, a thundering cavalry from Valemont arrived and entered the castle first. The discussions did not go in Valemont's favor and they left in irritated haste.
Findir was able to obtain reward for the bounty on the perytons and the group was also able to discern the opinions of the locals and leadership regarding Stonekeep's stance of neutrality. After returning to the Stonekeep Tavern, Quell gambled and cheated a drunken dwarf out of a good bit of his previous earnings. The dwarf offered his fishing shack in a last-ditch attempt to win his coins back, but after being sobered by Aym, he opted to cut his losses with Quell and attempt to win his money back from the others in the tavern.
In the tavern, they were approached by a sad farmer whose wife had passed away suddenly and returned undead. He wished for her to be brought back, but the priests would not back down that she should be put down instead and the city guards would not be bothered by it at all. Aym made no promises, but told the farmer they would at least go to his farm to see what could be done.
The next day, the group was able to catch brief audience with the governor and they intrigued him with a plan to disguise the city as useless to either side so as to maintain its neutrality. He could not stay long, but offered two things to them. 1: a job in assisting his spy network in keeping him safe from assassination and 2: a place to stay in the Greyland Suite in the keep's undercroft. He then left to continue discussions with emissaries from Cloudharbor, much to his displeasure.
They found armor and information at the local craftsman's guild, where they spoke with the guildmaster, a great half-orc, whom they did ask ask for a name.
They then followed the farmer to his home where his undead wife was locked in the bedroom. Quell and Kas offered to help him catch up on feeding and caring for his livestock, while Aym, Sticky, and Findir saw to the wife upstairs. The scene was ghastly and she was long gone and rotting. At Aym's behest, they staged the scene to appear as if she escaped and fell down the stairs.
When the farmer was made aware of this, he wandered off by himself while Aym performed last rights. When they went to collect him, they found him hanging from the rafters of his barn. Aym cut him down, performed last rights, and buried him next to his wife under the big oak tree as he mentioned were his wishes for her.
Feeling down that the situation ended the way it did, the five got back on the road, discussing along the way setting up more permanent roots in Stonekeep and helping the governor ensure safety in his stance for neutrality and keeping the city self-sufficient should all out war break out.
Back up in Your Aasimar With the Resurrection
Fredas, Tenth of Tertius, CE 1003
The remaining four heroes traveled on ox-back to Cloudharbor, where they promptly sought the Temple of Pelor. Upon arrival, however, they found a titan speaking with the governor. They did not arrive in time to hear anything, but local townsfolk let them in that the governor was seeking their support should war break out; an offer the titan declined.
Spending all of the prepayment reward from Galarion, they were able to bring Findir back from the recent dead. It was a harrowing experience and left him weak and in a lot of pain--but he was alive.
Aym chose to stay with Findir while the rest made for the wizard's tower to spy on the half-orc guards and attempt to gain entry to the grounds. They discovered the half-orcs were actually fabricated and sustained by magic. They also discovered the grounds surrounding the tower were protected by magic, much to the dismay of Kas.
The next day, everyone sought out means of training, since they were staying in Cloudharbor for a few days. Aym and Findir sought the Ranger Corps while Kas found her previous mentor. Sticky found himself in a sticky situation when he attempted to rob a young mage apprentice. He at first sought training by tricking the apprentice mage, but the mage thought he was a young sorcerer instead of an adult halfling magician.
The full group eventually got back on the road and found the box was missing and one of their oxen had been eaten. They were able to track it easily, following the wide swathe it left in the underbrush. They found it being driven by a small group of mercenaries, which they dispatched quickly and handily.
They were unable to learn the origin of the men or who hired them, even after questioning a survivor, whom they later did not let live. After a quick rest, they got the box turned back around.
The remaining four heroes traveled on ox-back to Cloudharbor, where they promptly sought the Temple of Pelor. Upon arrival, however, they found a titan speaking with the governor. They did not arrive in time to hear anything, but local townsfolk let them in that the governor was seeking their support should war break out; an offer the titan declined.
Spending all of the prepayment reward from Galarion, they were able to bring Findir back from the recent dead. It was a harrowing experience and left him weak and in a lot of pain--but he was alive.
Aym chose to stay with Findir while the rest made for the wizard's tower to spy on the half-orc guards and attempt to gain entry to the grounds. They discovered the half-orcs were actually fabricated and sustained by magic. They also discovered the grounds surrounding the tower were protected by magic, much to the dismay of Kas.
The next day, everyone sought out means of training, since they were staying in Cloudharbor for a few days. Aym and Findir sought the Ranger Corps while Kas found her previous mentor. Sticky found himself in a sticky situation when he attempted to rob a young mage apprentice. He at first sought training by tricking the apprentice mage, but the mage thought he was a young sorcerer instead of an adult halfling magician.
The full group eventually got back on the road and found the box was missing and one of their oxen had been eaten. They were able to track it easily, following the wide swathe it left in the underbrush. They found it being driven by a small group of mercenaries, which they dispatched quickly and handily.
They were unable to learn the origin of the men or who hired them, even after questioning a survivor, whom they later did not let live. After a quick rest, they got the box turned back around.
Special Delivery
Middas, Third of Tertius, CE 1003
The group awoke in the Whitehall Inn to find one member was missing--Zede, the aaracokra. He left little warning save a hastily scrawled note, found by the remaining travelers. Having only just met Zede, the group was not keen in investigating further. Not long after eating a quick meal, a gnome crier arrived from Cloudharbor bearing news of the realm. Many of the gnome's headlines intrigued the small band, and they made sure to grab a copy of the periodicals and left for Cloudharbor. They arrived there two short days later.
They quickly made for the nearest tavern, which they found at the Never Ends Well, while others made their way to the Queen's Cup to prepare simpler lodgings for the evening. They drank together and talked about what was going on in the world before retiring to their rooms.
The next day was largely spent talking and bargaining. They were able to sell off a few of their spoils and split the coin. Some of them immediately spent the coin. Only one of them, Quell, had the prudence to invest in healing potions after noticing the group had no dedicated healer.
Aym set about finding Galarion, the governor's adviser on magical affairs. He had placed an advertisement stating he was seeking assistance in a private matter and Aym was curious as to what that might be. The bureaucratic goose chase that followed took most of the rest of the day and then he had to wait to see Galarion even then.
It turned out that Galarion needed a small group to deliver an item for him to the town of Stonekeep. He was cloak and dagger about the entire request and refused to tell more than was absolutely necessary. When he selected Aym's group, he required each of them to sign a lengthy non-disclosure agreement; which it was later discovered is a favored tactic of his.
After following Galarion's specific instructions, they reconnoitered with two of his pages, who were camped about ten miles east of town. They were camped below a great wooden box of sorts. The box was easily sixty feet long and twenty feet square on each end. It was positioned on a great cart and pulled by a team of twelve oxen. This was the "item" Galarion wished to have delivered. The party briefly considered running off with the gem back they were given as half-prepayment and bumping the transport altogether.
Eventually, they got going, making sure to keep off the roads, which was difficult, especially when they arrived at small streams and other obstacles. Three days into the journey, however, they encountered a curious spot--a ransacked and waylaid horse and buggy. The driver and two others were full of black-shafted arrows, tell-tale of orc activity. Citing the fact that this scene was laid out in the middle of a desolate field, far from any road, Findir guessed correctly that this was likely the setup for an ambush.
The quiet ones sneaked about in the field until they happened upon a few of the orcs crouched low in the tall grass. They quickly initiated combat with them and the battle was going well until the orog leader sprung from under the dead horse where he had been hiding. In just a matter of seconds, he felled Findir with an enormous axe. Findir was gashed from rib to rib across his chest and did not stir after he fell.
The battle worsened until only Sticky was left standing. His small stature kept him safe in the tall grass, where his small blades wreaked havoc among the orcs. With a little luck and some help from a few of Quell's healing potions, he was able to rise everyone but Findir, who's life had ebbed into the bloody ground on which he laid.
Seeing his brother dead, Aym fell into a rage which overcame his sworn pacifism. He ran the orog through with Vigilance, the greatsword once wielded by Nathaniel of the Circle of Iron, and rent him from collar to sternum. It wasn't until then he noticed a smaller group of dark-clad vandals attempting to gain access to the giant box. When they saw Aym, they all broke into a run, but Aym chased them as long as he could, killing two of them.
Aym had broken his vow, but even then he knew he didn't want Findir to remain dead, not like this. Not after all that's happened to them. He rummaged through the bag of gems Galarion gave him. He didn't know if there was one in there large enough to bring him back, but he'd be damned if he didn't try.
Before nightfall, the group had left on ox-back bound back for Cloudharbor--Findir in tow. First, to the Chapel of Pelor to see what could be done. Second, to deal with two dubious half-orcs that he had no doubt were involved. Or maybe he would reverse those priorities, he hadn't quite decided yet.
The group awoke in the Whitehall Inn to find one member was missing--Zede, the aaracokra. He left little warning save a hastily scrawled note, found by the remaining travelers. Having only just met Zede, the group was not keen in investigating further. Not long after eating a quick meal, a gnome crier arrived from Cloudharbor bearing news of the realm. Many of the gnome's headlines intrigued the small band, and they made sure to grab a copy of the periodicals and left for Cloudharbor. They arrived there two short days later.
They quickly made for the nearest tavern, which they found at the Never Ends Well, while others made their way to the Queen's Cup to prepare simpler lodgings for the evening. They drank together and talked about what was going on in the world before retiring to their rooms.
The next day was largely spent talking and bargaining. They were able to sell off a few of their spoils and split the coin. Some of them immediately spent the coin. Only one of them, Quell, had the prudence to invest in healing potions after noticing the group had no dedicated healer.
Aym set about finding Galarion, the governor's adviser on magical affairs. He had placed an advertisement stating he was seeking assistance in a private matter and Aym was curious as to what that might be. The bureaucratic goose chase that followed took most of the rest of the day and then he had to wait to see Galarion even then.
It turned out that Galarion needed a small group to deliver an item for him to the town of Stonekeep. He was cloak and dagger about the entire request and refused to tell more than was absolutely necessary. When he selected Aym's group, he required each of them to sign a lengthy non-disclosure agreement; which it was later discovered is a favored tactic of his.
After following Galarion's specific instructions, they reconnoitered with two of his pages, who were camped about ten miles east of town. They were camped below a great wooden box of sorts. The box was easily sixty feet long and twenty feet square on each end. It was positioned on a great cart and pulled by a team of twelve oxen. This was the "item" Galarion wished to have delivered. The party briefly considered running off with the gem back they were given as half-prepayment and bumping the transport altogether.
Eventually, they got going, making sure to keep off the roads, which was difficult, especially when they arrived at small streams and other obstacles. Three days into the journey, however, they encountered a curious spot--a ransacked and waylaid horse and buggy. The driver and two others were full of black-shafted arrows, tell-tale of orc activity. Citing the fact that this scene was laid out in the middle of a desolate field, far from any road, Findir guessed correctly that this was likely the setup for an ambush.
The quiet ones sneaked about in the field until they happened upon a few of the orcs crouched low in the tall grass. They quickly initiated combat with them and the battle was going well until the orog leader sprung from under the dead horse where he had been hiding. In just a matter of seconds, he felled Findir with an enormous axe. Findir was gashed from rib to rib across his chest and did not stir after he fell.
The battle worsened until only Sticky was left standing. His small stature kept him safe in the tall grass, where his small blades wreaked havoc among the orcs. With a little luck and some help from a few of Quell's healing potions, he was able to rise everyone but Findir, who's life had ebbed into the bloody ground on which he laid.
Seeing his brother dead, Aym fell into a rage which overcame his sworn pacifism. He ran the orog through with Vigilance, the greatsword once wielded by Nathaniel of the Circle of Iron, and rent him from collar to sternum. It wasn't until then he noticed a smaller group of dark-clad vandals attempting to gain access to the giant box. When they saw Aym, they all broke into a run, but Aym chased them as long as he could, killing two of them.
Aym had broken his vow, but even then he knew he didn't want Findir to remain dead, not like this. Not after all that's happened to them. He rummaged through the bag of gems Galarion gave him. He didn't know if there was one in there large enough to bring him back, but he'd be damned if he didn't try.
Before nightfall, the group had left on ox-back bound back for Cloudharbor--Findir in tow. First, to the Chapel of Pelor to see what could be done. Second, to deal with two dubious half-orcs that he had no doubt were involved. Or maybe he would reverse those priorities, he hadn't quite decided yet.
A Humble Trope... I Mean Troupe of Adventurers
Morndas, First of Tertius, CE 1003
Six adventurers were traveling from Paradiso to Cloudharbor. Along the way, they stopped at the Whitehall Inn for food, warmth, and a place to rest. Several villagers were there eating, drinking, and talking about their day. It was much like any other day in the small town of Whitehall, but everything changed shortly after the travelers received their dinner.
The village blacksmith, Jago, burst in the door, hammer still in hand. His wife had been injured and his daughter taken by goblins. After little deliberation, the party decided to assist the blacksmith and followed him to his home where his wife was laying in bed, scratches and cuts all over her body. The goblins had attacked from the north and taken their daughter, Jenna, that way. Kas, the bard, quickly played a healing ditty; which got Jago's wife back on her feet in no time.
Findir, the scout, was able to track the goblins through the woods to the north in the full moon night. After over three hours of walking, they arrived at the apparent hideout of the goblins--an a centuries old ruin and the tomb underneath. The adventurers got the drop on the inattentive guards standing outside the entrance to the shrine and tombs within.
After clearing the next room of goblins, (save for one, which they left bound, unconscious, and covered in the bodies of his fallen comrades) the party took the fight to the leader of the band of goblins, a great bugbear who was overseeing a dark pagan ritual. Jenna was being kept in a small cage atop a sacrificial altar and was being enchanted by a goblin shaman nearby. The ritual was being guarded by two hobgoblins wielding nasty-looking halberds.
The battle was quick and bloody, but ended with the adventurers on top and they promptly freed the terrified girl. Findir made sure to collect a number of trophies from the foes: ears of the goblins and the entire head of the bugbear. After taking stock of the room, they noticed the statue of Nathaniel, the Vigilant and the plaque beneath which read his description as the head knight of the Circle of Iron along with a riddle.
The aaracokra, Zede, solved the riddle after a while, which revealed the hidden tomb of the Circle of Iron knights. When the ancient sarcophagi were disturbed, the knights themselves rose from their graves and began attacking the adventurers. It was a tough fight, which left three wounded, but the adventurers escaped with treasure in tow.
The six adventurers returned to Whitehall with Jenna and were greeted outside of town by Jago and his wife and the rest of the town. The townsfolk asked hundreds of questions and were excited to hear every detail of the account. In appreciated for the return of his daughter, Jago gifted the party with an expertly crafted mithril chain shirt, which is worth a small fortune to the right buyer. Jago knew he'd never be able to sell it for its worth in Whitehall, but gave it gladly for his daughter's safety.
The party was also rewarded with free food, bottomless drinks, and free rooms for the night at the Whitehall Inn, where Brecca, the proprietor was happy to have them stay the night. In the tavern, the adventurers told their tale again and again and the number of goblins in the "horde" grew with each telling.
Six adventurers were traveling from Paradiso to Cloudharbor. Along the way, they stopped at the Whitehall Inn for food, warmth, and a place to rest. Several villagers were there eating, drinking, and talking about their day. It was much like any other day in the small town of Whitehall, but everything changed shortly after the travelers received their dinner.
The village blacksmith, Jago, burst in the door, hammer still in hand. His wife had been injured and his daughter taken by goblins. After little deliberation, the party decided to assist the blacksmith and followed him to his home where his wife was laying in bed, scratches and cuts all over her body. The goblins had attacked from the north and taken their daughter, Jenna, that way. Kas, the bard, quickly played a healing ditty; which got Jago's wife back on her feet in no time.
Findir, the scout, was able to track the goblins through the woods to the north in the full moon night. After over three hours of walking, they arrived at the apparent hideout of the goblins--an a centuries old ruin and the tomb underneath. The adventurers got the drop on the inattentive guards standing outside the entrance to the shrine and tombs within.
After clearing the next room of goblins, (save for one, which they left bound, unconscious, and covered in the bodies of his fallen comrades) the party took the fight to the leader of the band of goblins, a great bugbear who was overseeing a dark pagan ritual. Jenna was being kept in a small cage atop a sacrificial altar and was being enchanted by a goblin shaman nearby. The ritual was being guarded by two hobgoblins wielding nasty-looking halberds.
The battle was quick and bloody, but ended with the adventurers on top and they promptly freed the terrified girl. Findir made sure to collect a number of trophies from the foes: ears of the goblins and the entire head of the bugbear. After taking stock of the room, they noticed the statue of Nathaniel, the Vigilant and the plaque beneath which read his description as the head knight of the Circle of Iron along with a riddle.
The aaracokra, Zede, solved the riddle after a while, which revealed the hidden tomb of the Circle of Iron knights. When the ancient sarcophagi were disturbed, the knights themselves rose from their graves and began attacking the adventurers. It was a tough fight, which left three wounded, but the adventurers escaped with treasure in tow.
The six adventurers returned to Whitehall with Jenna and were greeted outside of town by Jago and his wife and the rest of the town. The townsfolk asked hundreds of questions and were excited to hear every detail of the account. In appreciated for the return of his daughter, Jago gifted the party with an expertly crafted mithril chain shirt, which is worth a small fortune to the right buyer. Jago knew he'd never be able to sell it for its worth in Whitehall, but gave it gladly for his daughter's safety.
The party was also rewarded with free food, bottomless drinks, and free rooms for the night at the Whitehall Inn, where Brecca, the proprietor was happy to have them stay the night. In the tavern, the adventurers told their tale again and again and the number of goblins in the "horde" grew with each telling.