Tuesday, May 28, 2019

#24: Dagger's Deep

With the decision made to depart for Mirabar in the morning, we settle what few matters remain open in Xantharl’s Keep.  Odesia says that we have honored our end of the agreement to the best of our ability and agrees to meet us in Mirabar late in the spring, when possible for her and her husband.  Arrangements are made to meet at the East Gate of Mirabar come Greengrass; if something delays their arrival, we will return every third day at the same time and appointed place.

Before retiring for the night, I leave the gates of Xantharl’s Keep to see if the hound I befriended, if that is not too strong a word for so ephemeral a relationship, is anywhere to be found.  After an hour alone in the Lurkwood at night he finds me, and I share half of the dried meat from my pouch with the hound, a smile on my face.

We awaken in the morning to a light snow, not unsurprising given the proximity of the winter season.  We conjure forth our mounts and before long, Xantharl’s Keep disappears behind us into the Lurkwood.  Travel is fast and uneventful, and at midday of the second day, we encounter a small grouping of stopped caravans, four wagons each drawn by a pair of horses, as well as nine men.  One of the horses appears to be wounded or lame, a small group of men huddled around it.


Audric hails the caravan, and an older man, having seen perhaps fifty winters, steps forth and answers our hail, revealing his name to be Perhegan Mercantor.  They’ve traveled a day from Mirabar and were forced to stop early as one of their horses came up lame.  As the wagons are all heavily laden with a variety of goods, a lame horse with no extra beasts of burden available would greatly slow their progress.  Knowing Bonie to have cared well for Elseba, I ask if she has experience seeing to the health and tending of horses.  She nods, and she and Audric approach to take a look at the animal.

We share a few words with Perhegan, briefly describing our short stay in Xantharl’s Keep and intention on traveling to Mirabar.  “What was your business in Xantharl’s Keep?” Perhegan asks inquisitively, “and what skills might you possess?”  Feeling no real reason to hide anything, we explain that we are traveling missionaries, and that we plan to stay over in Mirabar for the winter.

“I see, well met!” Perhegan replies.  He introduces us the robed man, named Renwal, and makes our introduction to the rest of the group.  All appear to be rough tradesmen, the traveling merchant sort, with two exceptions.  One is a robed man, perhaps a priest or a mage, though no sigil or talisman is apparent.  The ninth man is outfitted in leather armor and carrying an assortment of weapons and is introduced as Zargon. 


“Perhegan, it’s back!” one of the men cries, pointing to the sky, where we make out the silhouette of a large flying creature overhead.  It is too large to be that of a bird, though not so large to be that of the dragon we encountered in the Lurkwood.  Could it be the same dragon 100 years in the past, however?  The men seem shaken and claim that this is the third time they have seen it.

Bonie remarks that the horse may have been overburdened, pointing to the heavily laden wagons.  Perhegan explains that he’s carrying food, ore, blankets, timber, armaments—just about anything you could think of.  It’s apparent that the horse will be unable to continue to carry such a heavy load, leaving Perhegan’s men in a predicament.  After some discussion, I offer to conjure forth a mount that should see them through a day of travel in exchange for the lame animal.  We also discuss sharing camp for the night in shared defense of whatever the creature may be that stalks them from the skies.

“You claim that you’re looking for somewhere to ply your trades over the winter,” Perhegan says, pointing to Audric.  “You should come with me!  Your skills would be immensely useful, and you would be welcome among my company at Dagger’s Deep.”  The settlement, he claims, is not on any map, “but it will be soon!” he exclaims with burgeoning pride.  We decide on a shared camp and make way for a site known to the traveling merchants nearby that should provide some cover.

On our trip to the campsite, we see the shape in the sky once again, this time looming closer, and the form seems distinctly draconic.  Perhegan’s campsite is not far away, so we press hard to reach the cover of the camp and surrounding trees, but unfortunately, we’re not fast enough.  The creature swoops low towards the collected men and horses in a dive, and we loose a volley at it.

Bonie lands a piercing arrow, and one of Perhegan’s men manages a hit with his crossbow.  Audric and I conjure arrows of acid and loose them at the swooping creature but miss as it dives into the crowd and attempts to snatch one of the men.  It misses with its pair of terrible hind claws and sails back into the air, wings flapping.  A second volley of arrows all miss, and I finish an incantation to provide those around me with some protection.  The creature is not a dragon at all, but a wyvern—a smaller, dumber, more aggressive kin of dragonkind, with no foreclaws and a dangerous poisonous sting for a tail.

“We must hurry!” Perhegan shouts, and we rally the men and gather the mounts, pressing towards the campsite.  We arrive, glad to be protected somewhat by the cover of the trees and try to make the camp defensible.  Upon request, he produces a bundle of spears, instructing the men to set them against the wyvern’s dive should it attack again.  No second attack comes, however, and we settle into camp for the night.

“Dagger’s Deep is a settlement being founded along the river to the north,” Perhegan tells us.  It’s a day away from the campsite over rough terrain, and he explains that there are others there with provisions preparing to winter over.  He offers to shelter us there through the winter if we agree to aid in the communal defense and betterment of the settlement.

Renwal is a mage, older than Perhegan by perhaps ten years, and longtime friend of Perhegan and his family.  He supportive of the initiative to settle Dagger’s Deep.  He claims to be a dabbler in the arts, having been impressed by our offensive spells used against the wyvern, and offers to exchange knowledge of the craft with me and Selben should we spend more time together.  

That evening, we convene to discuss our plans for the future.  Perhegan’s explanation of Dagger’s Deep reveals a remarkable amount of work that has been done, as well as a remarkable amount of work that would need to be done to see the settlement through the winter safely.  We share a conversation with Zargon, who explains that Perhegan is a visionary, with visionary ideals in his plans for Dagger’s Deep.  “Mirabar wasn’t built in a day,” he retorts, when we question how likely the success of such a small settlement might be.  Zargon’s words are inspirational, and it’s hard to deny their allure.

Speaking more with Perhegan, I attempt to discern who stands to profit most from the success of Dagger’s Deep, and how that profit is to be realized.  Perhegan explains that the placement along the river allows it to manage river traffic, once the number of men and equipment will support it, and that he intends to keep the river secure and to help ensure the flow of traffic while collecting levies from merchants and traders and travelers.  The plan sounds ambitious, but is not outside the realm of reason.  When questioned about the influence of Mirabar and how its leaders may react to the presence of Dagger’s Deep, Perhegan’s response is “Nothing ventured, nothing gained,” which matches the man’s entrepreneurial spirit.

After some discussion within the group, we decide to make Perhegan an offer.  After some negotiation, he settles on a compromise.  “15 gold each per month, and we’re all happy,” replies Perhegan.  I look to Audric, expectantly, and Audric holds out his hand to seal the terms.  “Done,” he agrees.  Zargon raises a tune on his lute to commemorate the agreement, and all those gathered raise tankards and skins in a toast.

When we awaken the next morning, we notice immediately that Bonie is gone, and we’re overcome by a sense of déjà vu.   Taking a moment to examine our surroundings, Audric realizes that we’re in the vicinity of Minstrel’s Glade, and the dire tale told by Oreiron immediately comes to mind.  Fuck.  I leap to my feet to see if there’s any sign of Bonie’s path, and in the newly fallen snow, I discover a series of tracks leading to the east.  Immediately, I run into the woods following the trail, feeling a looming sense of dread that I can’t shake.

After a couple hundred yards, however, I come upon Bonie standing in the woods, facing me.  Her hair is down, where it is customarily up in a ponytail.  The sun rises behind her to the east.  Standing next to her, her hand on its head, is the dog.  “Look who I found,” she says, patting its head.  “He’s friendly.”

“You are a bad dog,” I say, relieved to find Bonie safe and surprised at how powerful the sense of worry was in that short time.  The dog plods over, nuzzles me, and I give it the remaining dried meat from my pouch.  “His name is Jakke,” she says with a smile.

Audric, Zargon and Selben approach from behind.  “Look who I found,” I say dryly, pointing to Bonie.  When Audric asks why she disappeared, she replies, “there’s always something to see out here.”  To the east, we see the hills upon which Kezia and the druids danced, what seems like ages ago.

Returning to camp, we find Perhegan getting the horses ready for a hard day of travel over rough terrain.  Perhegan explains that he’d prefer to avoid Mirabarran checkpoints, not yet ready to defend his claim and plan to settle along the river, instead cutting across hills to Dagger’s Deep.

Staring out at the Lurkwood, with a humor only Audric and I can possibly understand, I tell Zargon and the others that “100 years from now, this forest is going to have a huge bugbear problem.”

“Are you a fortune teller?” Zargon asks.

“No,” Audric interjects.  “He’s in the business of being right.”  With that, we break camp and begin our travels. 

We traverse the hills through somewhat recognizable territory, though our attention is mostly on the wagons and the safety of the beasts of burden and conjured mounts, sparing more than a few glances to the clouds in the hopes that the wyvern has moved on.

Late that day, in the distance, we see a small river keep with a handful of people walking around, as well as the frames of several cottages under construction.  There are several tents spread about, and two keelboats moored at the river shore, with several large bonfires around the camp.  As we approach, people begin to hail our arrival, and Perhegan dismounts the wagon to meet a girl who rushes forward to meet him.  Perhaps 17 years old with dark brown hair, she calls out “Father, father!” and embraces Perhegan in a hug.  He introduces her as his daughter, Edine.

Perhegan introduces us to a few notable people, among them the Stonehand brothers, who are masons overseeing the construction of the keep and tower, as well as Tarrsh, who serves as blacksmith.   We are shown around Dagger’s Deep, and find that a waterwheel is under construction, and near it the start of a small masonry tower. 

One of the armed men we encounter leads a goblin that looks like it’s carrying bricks.  When Audric asks about it, Perhegan explains.  “That man’s name is Weald, and I know it’s a little unusual, but he was successful in domesticating this creature some time back.  It hasn’t proven to be a danger, though we do keep it chained at night.  We are hard pressed to refuse good help.”  When asked if the goblin is a slave or here voluntarily, Perhegan replies that it’s more of a servant or a pet.  Perhegan has an arrangement with Weald, who serves as man-at-arms, and the goblin servant is part of the package.  Though I don’t look kindly upon any form of enslavement, man or beast, I let the matter rest for now, as we are Perhegan’s guests.

As the group begins to break up and investigate our new home, I approach Bonie.  “Where should I set up our tent?” I ask her.  She blushes unexpectedly, which is replaced quickly by a rather stoic look as she points at a small plot of empty land near the river.

Indicating to Selben to set up his own tent nearby, we begin to settle in, each of us finding tasks to occupy the day.  Already plans are starting to form, among them a small, shared shrine to Mystra and Malar, which Audric surprisingly supports without any argument.  Our work cut out for us, we unload our meager belongings and look ahead to the future.

18 comments:

  1. Taking bets now on how many sessions before I kill Weald.

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    1. On the above I won't speculate, but I will say that training for Audric and Selben can be completed with no interruption over the party's first few days in Dagger's Deep. We already made hit point rolls during the session, but feel free to proceed with any other changes needed for level-ups. I'll post an IC comment to this thread in the near future, after everyone has had time to digest the post.

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    2. Also, welcome to the campaign, Zargon! I've added your XP total to the right-hand side of the page.

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  2. Bonie walks thoughtfully amid the tents of Dagger's Deep, her long, winter dress trailing obediently behind. Her leather armor has been discarded since their arrival, now nearly a fortnight, and between the change in garb and allowing her soft, blond hair to fall untied below her shoulders, which has become her custom, she looks a different person. More than once have the men of the settlement cast assuming eyes her way, but she's paid them little mind, preferring to spend time helping tend the animals and teaching Perhegan's daughter Edine the ways of bowmanship, having found a fast friend in the young lady, only a few years her junior. When they mingle together and laugh, Bonie's countenance is so genuinely without worry that her contentment was only ever matched during their previous stay in Mirabar, after the party descended Peryton's Pass.

    Taking swiftly a narrow ascent up a small hillock past the final lean-to, she peers out to the north, over the grounds upon which cottages are being built and beyond which lay the River Mirar, flowing at nearly a hundred yards wide in its emergence from the Khedrun Valley to the east. The two keelboats dance idly atop rippling waves, tethered to the shore; Perhegan's vision is both lofty and ambitious, but at the same time rooted in a pragmatic foundation: the keep that once flourished here was erected at the site for its favorable position along the river, where the current is ripe to be harnessed. The greater question seems not whether the endeavor will succeed of its own volition but rather if anyone, or anything, will intervene.

    Finally, Bonie spares a glance at Zeb, too far away to meet her eyes and too enraptured in unreciprocated conversation with the dog, Jakke, to notice her upon the hill. She reflects on her life before meeting Zeb and Audric and all that’s transpired in the months since, as her gaze returns to the river.

    (OOC: Per usual, PCs can use passed time retroactively for training, learning spells, etc. Feel free to post any IC or OOC content of your own, if you have anything at this juncture.)

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  3. Privacy, in a settlement so small as Dagger's Deep, is difficult to come by, as is peace and quiet. Selben requires all three to progress in his training, and manages to carve out a small space in the bones of the river keep, and leaves him to his work with a bundle of candles.

    Zeb spends considerable time in those first couple days getting to know the inhabitants of the settlement, learning both names and skill sets, trying to ascertain just how much order Perhegan has been able to create with his ambitious gamble. Were it not for so many mouths to feed and people to protect, Zeb would feel better about the endeavor. As things stand, Dagger's Deep will need luck to make it through the long winter.

    While the defenses and food stores weigh heavily on his mind, a more immediate task consumes Zeb in those first days. With the help of a few craftsmen, he digs holes in the earth into which are set a pair of wooden poles, harvested from a fallen tree. Each is half again the height of a man, perhaps the diameter of a man's thigh--sturdy, meant to withstand the elements. From the top of each Zeb ties a rope, from which he hangs a few charms collected from the forest near Dagger's Deep: a bit of antler, a tied bundle of raptor feathers, the bleached skull of a small fox, and a string of cast-off outer claws from a large mountain cat that had used a tree to clean and sharpen his claws.

    At the center, Zeb arranges a cairn of river rocks, on top of which he sets a crude clay bowl made by one of the settlers, a host for tithes. Satisfied with the simple shrine, upon the night of its completion he invites Perhegan, Bonie, Selben, Audric and the newcomer Zargon to witness, with Jakke at his side.

    Stepping forward, Zeb draws a knife across his palm, raising his arm to let a thin line of blood trickle into the host. Calling upon Malar's power, Zeb announces, "I sanctify this shrine to the Beastlord. Audric, I'd invite you to cast Mystra's blessing upon it as well--perhaps with two gods looking over us, we'll all make it through the winter in one piece. Feel free to add to it as your faith demands," Zeb indicates, nodding to the host. "We followers of Malar have few formalities; the intention is more important than the actual execution, in most cases."

    "Perhegan, I do not seek followers from those you have gathered at Dagger's Deep, nor do I expect many to have paid homage to Malar before, except perhaps some of your hunters. We will need their skill and luck, more than blessings, to keep us fed through the winter, but blessings can't hurt. Any of your flock that seek the divine favor of Malar, or of Mystra," Zeb says, nodding to Audric, "need only ask."

    Before returning to the group, Zeb pauses to paint a red line of blood onto Jakke's head, from the space in between his eyes to the fur of his scruff. Once complete, he steps between Bonie and Selben and awaits Audric's contribution to the ritual.

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    1. Audric, having already agreed to build a dual shrine with Zeb, goes about building the shrine to Mystra. In his time with the blacksmith, he fashions an 8 pointed star out of scrap metal which is roughly two hands in diameter, during the times when Tarrsh is not using the forge. The star is not perfect, but it is Audric's. He then etches the symbols of the 8 schools of magic into the star, one near each star point. Once etched, Audric will melt down a few silver coins and fills in the etchings with the silver, so that they stand out from the rest of the metal. Once done, he gathers some scrap wood from around the town, and from the woods, and does his best to fashion an alter right next to Zeb's. This closely resembles a table that is about half as high as a man. He then carves a spot in the top of the wooden alter in which to place the metal star. Once done, Audric finds a bowl and casts Create Water. Over this water he casts Bless, in addition to giving the water his own blessing. He then proceeds to sprinkle the water all over the shrine and star while saying a prayer. Once done, he looks at his work and is satisfied. He does not make a spectacle of this, nor does he make a speech like Zeb did, but then again, that has never been his way.

      Later, Audric approaches Zeb to speak with the man. "Zeb, I have a ah... favor to ask if you have the time." Audric looks a bit sheepish while talking. "I... uh... was wondering if perhaps, you could give the blessing of Malar to Lume, my cat. I know she is not as savage as most beasts in the wilds, but perhaps Malar looks after all hunter, regardless of size and nature.

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    2. Zeb is extremely satisfied with Audric's additions to the shrine. Audric's altar to Mystra looks fine next to Malar's host, and Zeb lets a single drop of his blood settle upon the point of the star that signifies the abjuration school of magic. "This is well and nicely done," Zeb says quietly to Audric.

      Later, Zeb holds Audric's familiar Lume aloft in one hand, cradling it by the stomach. "Aye, she has the look of The Stalker about her, Malar would be proud to claim her as his own." With that, he traces a jagged rune onto the cat's forehead in blood. "May you enjoy many kills," he says, handing Lume back to Audric.

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    3. Audric will take the blessed water, and sprinkle it around the Malaran shrine in the same manner that he did with the Mystran shrine. "Consecrated by two Gods has to be twice as good." He smiled at the thought.

      He sprinkles both Jakke and Lume with the remainder of the water, think that they could use any possible extra protections that can be spared for them.

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    4. In the days after the consecration of the shrine, Zeb returns often, finding solace in the crude construction. He spends much time appreciating Mystra's star, studying the tiny details of the artifact.

      As Selben, Jakke or Bonie also visit him there occasionally, he keeps a small fire going, happy to share in their company. It has been a long time since the group could simply exist without the danger of some imminent threat or the weight of the ring driving them forward, and Zeb tries his best to enjoy it despite the cold. He even pulls out his crude deck of tarokka, including the latest card he's been working on--he calls it "The Pack", and Zeb has been trying his best to capture Jakke's likeness, though as usual, he's less than satisfied with his results.

      When not at the shrine or helping others around Dagger's Deep, Zeb finds himself drawn to Weald and his goblin. Something about the arrangement doesn't sit well with Zeb, especially since Perhegan's description of the creature as "domesticated," and he often finds himself stalking Weald around Dagger's Deep, not even sure of a purpose or what he hopes to find.

      Finally, Zeb decides to confront the man, to hopefully lay to rest the misgivings he has about Weald, the goblin, and their "arrangement." Hoping to catch Weald in between tasks, Zeb will approach the pair with two bowls of heated gruel, which Zeb has done his best to make palatable by adding a few mushrooms Jakke discovered at the base of a tree and a few dried herbs.

      "We haven't had a chance to speak much," Zeb starts, offering bowls to both Weald and his goblin. "I'd hear your tale, if you have a moment to share it."

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    5. "I don't doubt it," Weald replies, with something akin to expectation on his face. He has the look of a roughshod northman, bearing a handful of scars upon his neck and cheeks, most of which are partially concealed underneath a graying beard. The man is not as aged as Perhegan, though his years are more plainly worn.

      Weald takes one of the proffered bowls, sniffs its contents, and stomachs a mouthful. "I assume you mean Briegs," he says, and at mention of the name, the goblin, a feeble-looking creature tethered to Weald by a heavy rope, saunters over, twitching its scaly nose. Weald reaches into a pouch at his belt, producing a bit of dried meat, and the goblin devours it hungrily. "Sit," Weald commands afterward, and it wrinkles its face again before setting down upon a fallen log, some twenty feet away.

      "I was guarding a caravan transporting ore from the mines west of Mirabar," the man begins. "We were set upon during the night by goblins, which claimed the lives of several men before we felled them. Bolstered by our handiwork, and still with two days remaining in our journey, we sought the creatures' lair, finding it within a low-lying cave. We pressed an assault, bringing to bear sword, arrow, and flame. We took our victory with ease, for the tribe was, fortunately, merely an isolated warband. As we crept back down the mountain, I came upon a lone, young goblin, too meager to fight and too hungry and malnourished even to run at the sight of me. I took my sword to it-"

      He pauses, for a moment, looking Zeb squarely in the eyes. "I'd already seen too much death that night, and I failed to do what I knew I must. I took the creature with me, concealing it from the other guards, giving it a small ration of water and food. It was not a wise man's decision, dangerous and foolhardy at best, but it was the decision I made, so I would not retrace. At first, it proved to be a great burden, costing me money and work, even threatening the safety of others around me. But I had taken this responsibility, and Briegs was too ill-versed in goblinkind to survive the wilderness alone, for he was still too young to have impressed upon him the ways of his kin, before his tribe was slaughtered.

      "I've found, in time, Briegs to be a faithful and sometimes even competent servant, as he's grown. Though it's in a goblin's nature to despise humans, he's warmed to me individually, enough that I fear more for the hens and goats of Dagger's Deep than I do for any woman or man. I was among Perhegan's first group of settlers here, and know him well enough that we share a mutual confidence and trust. In that vein, you and you companions must be equally stalwart, or else you'd not be standing before me now."

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  4. Audric spends the first few days training and performing various priestly duties around camp when needed or requested. He spends much time in the woods alone contemplating everything that has happened, and attempting to come to terms with everything that has happened to him since that fateful day in Malchor's tower. He also spends time training with his ax whenever anyone around town is willing and able to do so. He wants to keep himself as his peak performance, and if others gain a bit more aptitude fighting, then all the better for everyone in the town.

    During his time alone pondering, Audric looks at his cat as it wonders around close to him, looking for a warm spot to lay in. "You need a name." As is typical of a cat, it completely ignores him, preferring to instead curl up on a rock that appears to have been in the sun for a long time. As if divine inspiration just struck him he says, "Lume." Oddly, the cat picks up her head and looks at Audric as if recognizing its name. With a smile he says, "So that is it then?" The cat lays his head back down, clearly not caring about what Audric is saying. "Don't worry, you can sun yourself for a while here. I have have an important conversation to have anyway." He sits down, closes his eyes, and begins to pray.

    He finds time to spend helping Tarrsh, the blacksmith. He attempts to help the man, while not hindering him as he works. After a particular piece is finished, he brings up the idea of the forging of a bow for himself. He discusses the idea of a long bow that is harder to to string a pull than a normal long bow. Audric thinks that perhaps if the bow is harder to pull that perhaps in can impart more damage to a target. He also discusses what it would take to make a weapon such as this, and if it is even possible.

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    1. “Aye, I know such weapons,” Tarrsh replies to Audric’s query. The man is no novice in crafting armaments, having learned at the hands of some of the finest smiths in Mirabar. “And I could fabricate one, yes, given the proper materials. Not now - no, certainly not now! - but when the draw upon my hands is lessened, when the keep is thriving and adequately defended. In the summer months, perhaps, when the need for fresh blades and new arrowheads and sharpened axes for cutting wood is no longer paramount.”

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  5. OOC: Once Zargon has successfully learned Read Magic, Selben will attempt again to learn Spook and Light (65% chance). Zeb will also attempt to learn the spell (70% chance, as it's an off school).

    Something I missed earlier--I actually had a 100% chance to learn Dispel Magic (85% base + 15% specialist). I rolled against the 85% chance. Not asking for a retroactive change, as I also learned off-school spells without taking the 15% penalty into account, just want to keep it in mind for the future.

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    1. A quick look at time expenditure so far, along with the [lackluster] results of attempting to learn new spells:

      * Zargon: one day spent studying read magic (failed, 1 total)

      * Audric: four days spent training, one day constructing the shrine (5 total)

      * Selben: three days spent training, one day studying spook (successful), one day spent studying light (failed, 5 total)

      * Zeb: one day tutoring Zargon, one day constructing the shrine, two days studying scare (failed, 4 total)

      The party still has several days to carry out more tasks, if desired. Zeb can attempt to tutor Zargon further in the hopes of imparting other spells, if he wishes.

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    2. Zeb spent 4 additional days learning other spells (handled offline), so he's now consumed 8 days total, the most of anyone. Even given that, he could safely allocate another week of time on other activities (mentoring Zargon, for example), before play picks back up with my post below about the ogres.

      We can deal with all that at the start of tomorrow's session.

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  6. In the initial days following their arrival at Dagger’s Deep, food is plentiful. Spirits run high amid the settlement, with thick mead and thicker tales shared from free-flowing casks. Zeb finds little difficulty getting to know most of the inhabitants by name, and the party’s presence among them is largely well-received.

    During the second week, a heavy snowstorm batters the tents and bonfires, leaving the settlers cold and weary, and bringing the masonry work to a halt. The stores of grain, roots, and vegetables persist, but fifty hungry mouths continue to deplete provisions like ravens plucking flesh from a corpse. By the end of the first fortnight, food is put on precautionary ration whilst Perhegan readies a troupe of men and wagons to return again to Mirabar, under the guise of a caravan replenishing supplies for Xantharl’s Keep.

    When the snow finally abates, Perhegan departs, leaving Dagger’s Deep in the hands of Pol Rallinoth, the militia captain, with the party as its foremost defenders. A trio of men armed with swords and bows set out to trek a circuit through the northern Lurkwood in search of game and return the next day, bearing ill tidings: signs of fauna, once abundant in this stretch of land, have disappeared entirely since the snows, the reason for which is clear: a family of ogres, a half-dozen strong, has taken residence in a nearby cave, likely seeking shelter from the winter squalls. While the hunters managed to evade detection and return to Dagger’s Deep unharmed, they dare not go back, ere the keep is blanketed in a veil of unrest.

    (OOC: I’ll plan to begin the next session from here. Perhegan and Renwal are away, at present, along with a few others.)

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  7. Zargon arises with the hammers of the gods pounding at his forehead...the consequences of a late night spent getting to know the people of Dagger's Deep. As he ambles towards the mirror he can't help but wonder how he found himself in a party with two missionaries, an apprentice, and a beautiful woman. All four have the look of more than their fare share of tribulations upon their battle hardened faces. Zargon has lived his life with no real allegiance to anyone. Though he has never wronged anyone who did not have it coming to him, he also has never adhered to any moral code that would lead him to go out of his way for anyone else. An odd sort to be joining up with missionaries...

    Reflecting back on the time since his their arrival at Dagger's Deep Zargon is pleased that he spent an entire day getting to know the people of the settlement. Being a bard it is important for him to get to know the people and sort out what types they are. His entire life he has been adept at reading people and their intentions, and always careful to know the lay of the land, save for the one slip up that led him to his current predicament.

    Zargon is impressed by the honorable air of Zeb, Audric, Bonie, and Selben. He has always been proud of, nay relied upon, his ability to quickly size people up, and one thing he is certain of is that this group is made up of profoundly good, honorable people. The battle hardened, weary look in their eyes is mixed with a fiery determination to find whatever it is they are after. Zargon has always been impressed by these kinds of people. Being a man who has spent his life entertaining others and playing at various games and working odd jobs he has never felt such dedication to anything as lofty as the gods these men follow. Zargon is as confident in their good nature and fierce dedication to fight for what is right as he is to Perhagon's ability to build Daggers Deep into the next Mirabar.

    Zargon approached Zeb after his first day spent learning the lay of the land. They had a fine conversation whereby Zeb and he connected on their shared interest in the ways of magic. Further cementing Zargon's belief in the nobility of Zeb and Audric, Zargon spent the rest of the day tutoring Zargon in the ways of magic. Though Zargon had never had trouble learning basic magic before, the weeks of travel and the troubles in Mirabar must have weighed on his mind and clouded his understanding. He will have to ask Zeb to try teaching him another spell another day.

    "Well, it does not do well to start the day hungover AND with his eyes fixed firmly on the past. Time to get to work with helping out here in Daggers Deep" Zargon said with a mixture of enthusiasm and regret for how he ended up in this mess...

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    1. Yeah guys, you should all take your eyes off the past already. /ducks

      Seriously though, this is a great first look at Zargon. Well done!

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