The next morning, we decide to settle in and await the
return of Helder’s group. With the aid
of Wyardt’s mother and father, we talk to the Anaithnid about helping around
town with tasks in preparation for winter, the kinds of things that aren’t
language dependent. It is small price to
pay in return for shelter while we recuperate.
As we wait, Selben and I turn to our training, each
studying our respective spellbooks in preparation for the next leg of the
journey. Our wait is not
long, however, and the next day the bells hail the return of Helder, though his
group is much smaller than the one that originally departed, and one man is
being carried. There are calls that the
fallen man is diseased, and I send Selben to fetch Klaighos, who comes slowly
but tends to the man’s wounds. When help
is required, Audric and I step forward to carry the man to his home. Helder acknowledges the gesture with a grunt.
Later, we learn that Helder’s group lost five men in
skirmishes with the bugbears, as the creatures trailed them for a day and a
night, but in the end his group slew eleven bugbears—a truly mighty number,
though the price paid by the townsfolk of Xantharl’s Keep was steep. Helder learns of our encounter as well, of
the five bugbears slain by our group, and considers our debt settled.
Helder approaches our camp that night, offers condolences for the
losses suffered by the Anaithnid, and extends his blessing on sheltering the
tribe as long as we desire to stay. The
discussion is short, but the terms are mutually agreeable.
As the days pass and our training concludes, the unrest of
the Anaithnid becomes clear. Our ability
to communicate with the tribe is greatly facilitated by Selben’s newfound
ability to magically comprehend their language, but the inability to
effectively communicate anything but the most rudimentary words back to them
remains a frustration. On the final
evening before our departure, we share our plan to depart with Helder, who
holds no ill will against us on the matter.
Oreiron knows the way to Grunwald, the next village
between us and our ultimate destination, Longsaddle. Grunwald is a long day’s travel from
Xantharl’s Keep, and Longsaddle another day and half journey from
Grunwald. Wyardt will travel to Grunwald
in seven days and wait three nights for us to return. He has offered to escort us to Griffon’s Nest
from Grunwald after our business in Longsaddle is done, and we give him a
modest stipend to cover his expenses.
The morning of our departure, however, the Anaithnid have
decided to press the issue of leadership of the tribe, specifically of our
intention to travel to Longsaddle first.
Selben, having spoken with one of the Anaithnid youth, Hershon,
explains. “Hershon believes there will
be a mutiny, if the group does not set its eyes for Griffon’s Nest. He says, the tribe has endured too much to be
led further astray, and that Nazag and Omgrath would challenge you openly for
rulership of the clan.” I reply that
either of the warriors are welcome to the mantle of leadership of the tribe,
but that if they want our help getting to Griffon’s Nest, it’s via Longsaddle
or not at all. That seems to satisfy
them, at least for the moment—they will continue to travel with us—but the
threat of mutiny will not be easily forgotten.
Travel is miserably cold, but our passage is uncontested,
and after a long day we reach the road to Grunwald. We intend to skip the village on our journey,
as Grunwald lies far off the road to Longsaddle, and taking Audric’s advice we
offer the tribe the option to camp in or around Grunwald and await our
return. I call upon Selben to use his
magic to translate, and the tribe indicates that they are not particularly
amicable with the people of Grunwald, so they are not interested in staying there. That settled, we camp for the
night.
Our rest is undisturbed, and the next morning we press on
for Longsaddle. After a discussion about
the possibility of conjuring mounts for the group to cut the journey in half
and potentially make Longsaddle in a day, we decide it’s too risky and continue
south on foot. The terrain begins to
open, light forests giving way to more open plains. Near midday, we hear the call of a single
figure running towards us from off the road to the west. It’s a boy in distress, and he explains that
his father’s cart tipped and trapped him, and that he’s been waiting for a day
for help to come.
The boy’s name is Flin Kromlor—he explains that he and his father were fishing a stream a half day from their house, and that the cart
hit a rock. The cart was laden with salt
to cure the fish, the mule’s legs were broken, and the cart tipped. His story seems legitimate from the boy’s
frantic nature, and it looks as if he’s been out in the cold for a day, which
lends credence to his tale. Audric and
I, as well as Selben, decide to break from the group to help the boy and his
father, leaving Bonie and Oreiron to watch over the tribe as they break for a
midday meal.
The boy runs fast but we keep up, eventually reaching a
ridge which looks down upon a stream. At
the bottom, we see the cart from the boy’s tale, as well as the dead mule and
blood. The barrel of salt is burst open
upon the ground nearby. I take point,
leaving Audric and Selben on top of the ridge.
When I reach the cart, the father is semiconscious, and it appears as if
he’s severely wounded. If this is an
ambush, it is elaborately staged, and we’ve bought in.
I call upon Malar’s blessing to heal the man as best I
can, though his injuries are indeed grave.
We decide to remove the mule first to see if we can move the cart. We accomplish that and free the man from
being trapped. I tell
Flin to gather whatever he needs from the wreckage, which he does,
and together we carry his father to the top of the ridge. By the time we get back to Bonie and the
others, over an hour has passed. The men
of the Anaithnid rush to meet us and help bear the burden back to our
camp. We tell Flin of our intention to
travel to Longsaddle, and he issues no argument, clearly traumatized from the
ordeal. I tell Selben to watch over the
boy.
Our travel is slowed by our new companion, but eventually
we start to see outlying farmsteads and begin to relax a bit. We decide to eschew the farms and instead
camp on our own, building a fire and tending to the wounded father. Fortunately, another night of rest is
undisturbed, and early the next day we approach a cluster of cottages that
herald our destination—Longsaddle. The
cottages are dwarfed by a huge manor in the middle of the village, which we
presume to be the Ivy Mansion, home of the Harpells, leaders of Longsaddle.
We are greeted by folk who know the Kromlors and we’re
directed to bring the father to one of the buildings, a festhall called The
Night Cloak. Workers help us carry the
man inside, and we get the indication that the boy and his father will receive
the care that they need. We are greeted
by Alastra, a half-elf who seems to be the proprietress of the
establishment. We negotiate a rate for
shelter and meals for the group, and tell her our story. I also hand her a small handful of gold, so
that a mule can be purchased for the Kromlor family—surely, they are not
wealthy, and losing a beast of burden could be a terrible loss. Plus, small gestures such as this could lend
us a lot of credibility in such a small village as this.
You get a mule! You get a mule! Everybody gets a mule! |
Oreiron seems to know Alastra, and the two share words. As this is technically the end of his service to us, we plan to talk to him tonight to let him know that he’s free to pursue his own ends. In the meantime, we decide to call upon Malchor Harpell at the Ivy Mansion.
The Ivy Mansion is an impressive building and seems
altogether out of place for such a little town.
We are greeted by an older woman, and Audric takes the lead, announcing
our names and intention to seek an audience with Malchor. She apologizes, but explains that Malchor is
away at the moment, and is not expected to return for a few weeks. Audric recounts our meeting with Abbé Lira, his
advice for us to consult Malchor on a magical matter, and she asks more
directly what specific help Audric seeks.
Audric dodges the question, and the woman further explains that
Malchor would need to authorize any access to the Ivy Mansion in his
absence. “Do visit The Fuzzy
Quarterstaff on your way out. It’s a
very fine place for food and beverage.”
She seems to understand Audric’s urgency, even if she doesn’t seem
particularly interested in immediate action.
The Fuzzy Quarterstaff is an odd establishment. There are handful of patrons, but more
notable is a cloaked man apparently conducting an invisible orchestra, its
music filling the common room. We decide
to come back at a later time, instead heading back to The Night Cloak. Audric pulls Oreiron aside, asking what is
next for the dwarf. He indicates that he
might remain in Longsaddle for a while, unsure of where his path may
lead. Audric invites him to accompany us
to Griffon’s Nest, but Oreiron explains that he has little desire for such a journey. No
harm in asking, and Oreiron has been a stalwart companion.
On our third day in Longsaddle, Audric receives
notification that his presence has been requested at the Ivy Mansion, so we
hastily complete our breakfast and head back.
We greet Cartisan, the maid servant, and she informs us that Master
Malchor has returned early, and that he will see us. She leaves to fetch him, and returns with a tall, cloaked man, perhaps nearing fifty, who introduces himself. “Malchor Harpell, at your service.”
He leads us into a second sitting room deeper into the
mansion, one with no windows yet many portraits on the wall. Despite the lack of windows or discernible
light source, the room is well lit, probably by magic. A crystal ball sits upon a podium in one
corner, and the room is adorned with extravagant couches and chairs. He asks Audric to explain his purpose.
Audric tells the tale of the ring, and hands the simple
pewter band to Malchor. There is
gravity to the gesture, as if a great burden is being passed from one hand to
another, and the man examines the ring.
He begins casting a spell, focusing on the ring. “Indeed, it seems a powerful artifact,
and you were right to bring it here. To fully understand and unravel the intricacies of a piece like this will take time. Would you be willing
to leave it with me?” When asked
how long, he replies “Return again before the new year. Allow me the next three weeks, and by then, I will return it to you with full knowledge, or if I
cannot, I will explain to you why.”
Audric also shares his crisis of faith over Arkhen’s
petrification, revealing that Abbé Lira seemed to indicate that Malchor Harpell
might be able to offer some advice on the matter. Malchor offers a few solemn words. “Trust that your craft may have
effects and results that a man cannot fully comprehend at the time—but as long as
he acts with responsibility and with goodness in his heart, Mystra will not
abandon her faithful. Sometimes, the
life or death of an individual pales in comparison to the greater purpose.”
Audric asks that Selben and I be granted access to the
Ivy Mansion’s library, and the mage assents, seeing as he has collateral in the
form of the ring. His business with us
concluded, he excuses himself, walking a few steps before vanishing from our
sight.
I have to say that I'm liking Selben more and more as time goes on. He's quickly evolved from a liability to a contributor, and hopefully even more so with the acquisition of new spells. Major props, Jason, on finding creative ways to put him to use, especially in communicating with the tribesfolk.
ReplyDeleteAnd fantastic recap, as always.
Thanks! It's worth it, I think, I love having the ability to look back at previous sessions. I wish we had captured such detail in our games as kids.
DeleteSelben is an experiment. I know Sean has really enjoyed henchmen, but my attention span is pretty focused on Zeb & Audric. It's hard for me to remember that Bonie or Oreiron are around sometimes, so I'm trying hard to be more inclusive of Selben, and to use him as more than just a casting of comprehend languages.
I do like how his acquisition of that spell seemed to fit our needs almost perfectly.
Thanks for the recaps Jason. It allows me to focus more on the game because we are not both taking notes during the game. It has been really helpful to be able to look back on them knowing that you hit most of the details in the session.
DeleteI agree that Selben has been a solid addition to the party. We have maybe been a bit overprotective, but I don't think either of us want to lose him due to stupid mistakes we make. Audric and Zeb can come back from a stupid mistake.
I still really like the idea of henchmen. I really like Audric and like to see how he has changed. Having a henchman allows me to do that a second time while potentially exploring abilities that Audric does not have.
I really like henchmen when used as an extension of the primary character. Being able to assign Selben a task or errand (perhaps even, eventually, requiring travel to another location), having him learn a spell that Zeb can't or doesn't have the bandwidth for... these are awesome benefits that greatly expand the breadth of the PC. Henchmen can even be an insurance policy for you as a player, should your main character meet an untimely end.
DeleteThe recaps, as I try to mention as often as possible, are invaluable. Having a player write them is great both in that it brings to the forefront a perspective from within the party, and it affords me time to invest into developing the campaign that I otherwise might not have.
Before retiring for the night, Zeb pulls out his crude pile of cards, once again arranging some of them in the order of Kezia's original reading. Much of the meaning of that encounter is still a mystery, and it's a mystery that plagues him many nights.
ReplyDeleteHe has been working on a new card--The Tribe--but no matter how hard he tries to carve detail into the card, he's never satisfied with the work. The frustration actually caused him to set the project aside, and after the threat of mutiny at Xantharl's Keep, Zeb wasn't sure he'd ever pick it up again.
Seeing Nazag and Omgrath rush forward to help Flin and his father, however, restored much of Zeb's faith in the goodness of the Anaithnid. With the better light provided by The Night Cloak common room, and with the stable working surface its tables provide, he once again sets to carving details into the card, this time more satisfied with the results.
It still doesn't fit with the others--almost as if it doesn't belong with the set of carved wooden slats--but Zeb includes it into the pile anyway.
I'm pretty obsessed by the Tarokka, in case you haven't figured it out. Actually, one of the things I'd like to do now that I have access to Malchor's library is see if there is any reference to anything like it in any of the books. Zeb would look for any tome relating to divination, convinced that the source of Kezia's reading is magical, but wouldn't disdain any reasonable resource.
DeleteCan we assume that Zeb has spent time the first couple nights in Longsaddle studying enough to attempt to learn dispel magic the third day?
For Sean's benefit: Jason and I determined that there hasn't been sufficient time to learn a third-level spell without detaining the party further in Longsaddle. Audric and Zeb convened with Malchor on the morning of their fifth day out from Xantharl's Keep; the remainder of this day is spent (by Zeb, at least) in the library of the Ivy Mansion. Wyardt is scheduled to arrive in Grunwald two days hence. (We did pass a "dead" day between the party's two visits to the manor, which can be backfilled retroactively as desired.)
DeleteRegarding the library: while Zeb peruses several books on divination magic, he finds no specific references to Tarokka cards or readings. Selben, however, encounters a passage within a volume detailing the history of the region which mentions groups of "...migrant human wanderers who travelled the lowlands near the River Mirar from the outskirts of Mirabar to the easternmost reaches of the Khedrun Valley. It is well believed that these groups had died away by the end of the thirteenth century, although the possibility remains that some individuals found a more permanent residence in the settlements south of Mirabar or were assimilated into various Uthgardt tribes of the northern Lurkwood. Among these folk existed a scarce few non-magic-using seers, referred to within their families as 'immertali' ('immortal') but referred to by outsiders as 'mortem disfidare' ('defiers of death'), a term rooted in an ancient dialect employed by faithful whose doctrines included martyrdom, especially priests of Ilmater. Such clerics held the view that these seers possessed the ability to spiritually circumvent the trials of death and suffering which comprised the essence of their dogma."
Following this passage, the text turns away from the topic and doesn't appear to broach it again.
Audric will spend some time in the library as well. He looks over the bookshelf looking for any books concerning the Mystran faith, or even histories that might deal with it. He is not looking for the basic tenets of the faith, but instead still searching for locations of an actual Mystran temple.
ReplyDeleteWhile Malchor's words rang true, and eased his mind, Audric still yearns to find another priest of Mystra.
The library does contain numerous Mystran scriptures, some of which Audric has seen before (in variations, at least), along with others that are surely foreign. The Mystran faithful, overall, are quite scattered and decentralized, owing largely to the fact that most individuals attuned to the arcane arts pursue the path of magery, a vocation so intense in study that it leaves scant opportunity for divine reflection. Only a very few, indeed, subscribe to Mystra's religious dogma for its own merit, and fewer still possess the qualities necessary for ordainment.
DeleteThat said, there are glimmers of light to be found amid the darkness. One tome in particular (another volume of regional history, by chance), makes note of a dwarf-priest of Mystra, ousted from the clans of the Mirabarran undercity during a contentious time involving the plight of Moradin, roughly a century past. Another text, a book of poetry ascribed to a balladeer who travailed the Sword Coast for several decades before retiring in the year "133-" (approximately twenty years ago, give or take) mentions in its dedication the founding of a small shrine to the "Lady of Mysteries," somewhere between the villages of Westbridge and Red Larch.
These findings, too, see Audric to the end of the day, when Zeb concludes his research.