Examining the cave, we find signs of the ogres’ habitation—piles of thatch that likely served as bedding, piles of refuse, the
scattered belongings of a barbaric humanoid.
In one such pile of refuse, our examination is rewarded when we discover
a rotting pouch that contains a few items of value and interest. The contents spill out as we handle the
pouch, revealing a pair of stoppered vials, four uncleaned gemstones of varying
hues, and an assortment of coins that total approximately 35 gold pieces.
Not trusting the men at face value, I recruit Selben to watch their tent. The men present no trouble throughout the night, but we witness bobbing lights on the river coming from downstream. Immediately, I send Selben to wake Audric and Bonie while I hasten to Perhegan’s tent to alert the settlement’s leader. Perhegan seems unprepared to deal with Mirabar yet, should this be a craft of Mirabarran guards, and immediately my instincts are to see to the settlement’s defense against a potential threat.
Bonie climbs one of the steep rock ledges that house the cave to see just how far
the ridge runs, and whether we should expect any twists, turns, or other
obstacles should we decide to pursue the ogres deeper into their lair. The ridge runs perhaps a hundred yards,
bending slightly to one direction, before it appears to spill into the forest,
likely at the point of a cave opening very similar to the one we now stand in.
We decide to keep the group together, marching through the
cave to make sure the ogres no longer lurk within to ambush us, carrying a few
burning brands to supplement the light that creeps through the roof of the
crevasse. The cave takes the expected
turn, and we tread carefully before eventually emerging from an opening on the
other side. A few sets of
ogre footprints are found easily outside the cave. Another set of ledges are discovered, these
somewhat shorter than those present at the other entrance, and Bonie scales the
ledge under the cover of archers to see if our foes are anywhere to be found.
Bonie calls down that she sees, at the edge of the
distance, several large forms retreating from the area. They are headed on an easterly course, mostly
away from Dagger’s Deep, and we are faced with the decision to pursue them
deeper into the Lurkwood or abandon our hunt, leaving the possibility for
reprisals should they return. After some
discussion, we’re all in agreement that we’ve hopefully driven off the threat,
and that we should quit while ahead. No
one has been injured and we have killed three of the ogres, potentially their
leader, and we decide to return to Dagger’s Deep. The fear that game will not return, however,
weighs heavily on everyone’s mind.
Upon our return we report back to Pol Rallinoth, and the
news is received very positively, leaving everyone in high spirits. The coins are split among all those that
accompanied the group, and the ale flows freely that night. We find that our relationship with those
around town is galvanized by the shared effort and success of the ogre hunt; I
can’t help but be surprised by the warm reception, as it’s something we’ve
encountered so little on our travels.
Audric spends some time in a deeper examination of the
vials, cleaning the glass and inspecting the contents. One appears to be a purplish liquid, when
held to the light; the other a clear liquid, akin to river water. Audric
experiments with the liquids but is unable to ascertain their purpose, and I
decide to attempt a divination the following morning to aid in the endeavor.
Thankfully, the watches pass uneventfully, and we awaken
well-rested. Selben and I have decided
to split the night watch; should the ogres indeed seek revenge, each of us is
equipped to at least stall the foes while Dagger’s Deep readies defenses, and
we intend to continue this vigil until we can revisit the cave.
Casting a mystical eye at Audric’s vials, I determine
that the purple-hued liquid is some manner of strength-granting phial, while
the clear liquid is not magical in nature.
I give the former to Audric and keep the latter for myself. Drained from the arcane effort, I retreat to
my tents for the day. Hours and days
pass quickly; hunting parties are dispatched to see if the game has
returned. Neither, unfortunately, yield
any success, but nor do the hunters encounter any sign of the ogres.
After the second hunt, Perhegan and his company return from Mirabar. His wagons carry goods and
foodstuffs but are not laden as heavily as they were on our initial trip, and
the leader of the settlement is brought up to speed on the events of the past
week. He seems pleased with our
performance, though shares our worry over the unsuccessful hunts.
Heavier snows fall, and conditions worsen. We discuss a visit to the cave to see if the
ogres have indeed vacated the area, but Audric talks me out of it. Fortunately, I heed the warrior’s advice and
a blistering storm greets us the following morning, pummeling the settlement
for five long, cold days. Bonfires
become hard to sustain, and many are confined to their tents in a struggle to
keep warm.
Audric and I administer what blessings we can to ward off
the cold, helping those that are forced to face the weather to complete tasks
around town or older folks
less equipped and thus more vulnerable to the harsh weather. During the storm, Audric gets to know Renwal a bit better, curious as to the man’s extent
of magical knowledge, and is rewarded with a brief history of the mage’s
experience with Perhegan and the other residents of Dagger’s Deep. His arts are more utility than offensive in
nature, and the old man reveals an enthusiasm to learn more about our own
experiences and talents. Audric develops
a solid relationship with the hedge mage, “ministering without ministering” to
Mystra’s flock.
After what seems like an eternity, the harshness of the
storm relents, and Perhegan intends to send out a hunting party to replenish
the settlement’s stores. We intend to
accompany this group—after such a large storm there could be any number of
hungry creatures in the woods, ogres not least among them. Perhegan assents, and we gather the three
hunters that accompanied us last time, and we eventually relocate the cave,
though this time it takes us a few hours longer than it did before—the heavy
snows and lack of clear tracks to follow present a small obstacle.
We find the cave entrance much as we left it, with no
obvious signs of occupation. Audric ushers
Lume forth to investigate, as the cat is well suited to such a scouting
mission. Aside from empathetic
complaints of cold and discomfort from having to leap through snow drifts, the
feline returns with no news. We decide
not to press our luck, leaving the cave as it is, and turn towards assisting
the hunters in their mission—replenishing foodstuffs. Unfortunately, yet another hunt is
unsuccessful, and we return disappointed in terms of hunting, but relieved that
the ogres seem to have been driven off.
After another stretch of ill weather, the worst of winter
seems like it may have passed. The storms
fade into a persistent cold and wet period of weeks, during which several more
hunts are sent out, each returning unsuccessful until finally, one returns with
a burden worth celebrating—a huge stag.
Everyone seems put to ease at the success of the hunt, boding well for
the future of Dagger’s Deep.
Another fortnight goes by, marking two months since
our arrival at Dagger’s Deep. Bare
patches of earth begin to show through as the snows thaw, and the workers and
laborers emerge from their tents to start work once again on the river
keep. One of the laborers, fishing the
river, calls forth—a boat approaches upstream from the direction of Mirabar.
Unable to discern the purpose of the craft or those that
man it, we decide to treat them as passers-by, presenting no obstacle to their
passage until they prove to be something more sinister. As it draws near, we can see that the boat is
laden with goods, and two men are visible, both rowing against the current. The men, clearly exhausted, pull the boat to
Perhegan’s shore and dock their craft, dragging it up onto the land. The men stumble onto the shore, taking long pulls from a shared waterskin.
The men reveal that they’ve been rowing nonstop upstream
to escape Mirabar, and that they weren’t aware there was a settlement here;
they seem glad for the respite. Their
explanation is a little suspicious, and when pressed for more information, they
reveal that they had a falling out with a rival merchant, forcing them to flee
with what they could of their wares.
Audric notices a broken quarrel protruding from the rear of the craft,
seeming to corroborate their tale. The
boat is piled high with pelts and furs.
Upon further conversation with the men, they explain that
they were sold equity in a mine north of Mirabar; the mine turned out to be flooded, devoid of any potential, and the traders lost a huge portion
of their wealth. The merchant that sold
them the shares was prominent enough that it became a contest of their claim against his, and the merchant’s contacts within the city proved stronger than
the traders’ word. They were
subsequently chased from Mirabar by the merchant, thus arriving at Dagger’s
Deep in the condition we found them today.
We take the opportunity to ask for news of Mirabar and
learn that the city is largely the same in this time period as it was in our
own. Nothing about their description of
the city seems exceptional. When asked
where they are headed, they reveal that their plan was to continue upriver, seek
sanctuary until the weather breaks, and then decide on a proper course of
action. Perhegan offers them shelter for
the night, and while the men settle in, I make a show of pulling the boat
higher onto the shore, offering myself the opportunity to root through the
boat’s contents. I find a sizable store
of good quality weapons, but nothing otherwise suspicious or untoward.
Not trusting the men at face value, I recruit Selben to watch their tent. The men present no trouble throughout the night, but we witness bobbing lights on the river coming from downstream. Immediately, I send Selben to wake Audric and Bonie while I hasten to Perhegan’s tent to alert the settlement’s leader. Perhegan seems unprepared to deal with Mirabar yet, should this be a craft of Mirabarran guards, and immediately my instincts are to see to the settlement’s defense against a potential threat.
Perhegan remains calm, to his credit. Upon suggestion from Audric to wake the
traders and apprise them of the situation, Perhegan assents. The traders scramble from their tents and
race towards their craft, jumping into their boat and immediately start to
paddle upriver, clearly panicked.
The second craft approaches, perhaps 20 feet in length,
and four men dismount and pull the boat ashore.
The men are wearing the crest of Mirabar, and the apparent leader steps
forward. It’s Rale Cotchen, captain of the Mirabarran guards at Xantharl’s Keep! “Welcome to Dagger’s Deep,” I say with a wry
smile.
He looks very, very surprised, but maintains his
demeanor. He explains that his men are
in search of two escaped river bandits, that would have passed not more
than a day ago. There’s an awkward
moment of silence as Audric stifles my immediate instinct to reply.
“We’ve seen no such men,” Perhegan replies.
“Then you won’t mind if my men and I have a look
around,” Rale says, and Perhegan nods in accord. Rale and his men check tents, looking inside
them and waking the residents, though the soldiers are being reasonably cordial
in their tone, maintaining a level of politeness and appropriateness in their
search.
After completing their search, Rale introduces himself to
Perhegan and asks if he and his men can rest the night, as they are too
exhausted to continue their chase. They
are given shelter, and the rest of the night passes uneventfully. The soldiers are already up and about,
perusing the grounds of Dagger’s Deep, when we awaken.
The level of scrutiny the guard captain gives the settlement is evident,
and finally Rale approaches Audric and myself.
Very casually, he says “I’ve come to know that you have
an appointed meeting with my cousin and his... wife. He asked me if you could be trusted on a
journey upriver.”
“Can we?” I ask Rale, sardonically. He replies that our actions at the mine speak for themselves,
and that he has no stake in who his cousin and the “witch he calls a wife”
travel with.
“Why do you hate the woman so?” Audric asks.
Rale explains that hate is perhaps a strong word, but that he’s ever wary of those whose interests are “divergent from his own.” The man’s reply is arrogant, and spoken with a slant that implicates me and Audric as much as it does Odesia. “If I come to
learn that you’ve been harboring thieves here, you’ll answer to me,” he warns.
“Is it often you go around making idle threats to
innocent citizens?” Audric asks.
Rale laughs sarcastically, and after more thinly veiled
threats between Rale and Audric, the conversation ends. Rale spends a significant amount of time in
conversation with Perhegan, and we can’t help but notice several glances in our
direction. I fear little for what Rale might tell him.
Upon conclusion, Rale announces his intention to
backtrack towards Mirabar in pursuit of the bandits, and we leave the Mirabarran
captain and his soldiers to their task, watching as they drift away downstream.
“If there’s anything to be sure of,” Perhegan says grimly, “Mirabar
will be aware of our presence now.”
The days continue to whittle away at the vestiges of winter following the departure of Rale Cotchen and his men. What's done is done, Perhegan expresses outwardly, and Dagger's Deep was neither found to have been harboring criminals nor doing anything that should be of concern to the city of Mirabar. Audric, in particular, is applauded for his quick thinking in awakening the alleged bandits and prompting them upriver, for it's anyone's guess as to what may have befallen the settlement should the soldiers have discovered the wanted men among their tents.
ReplyDeleteNo questions are raised with regards to Zeb and Audric's history with "Captain Rale"; similar to Erathmar, Perhegan bears an implicit trust for those he employs, and feels no need to pry into the dealings of anyone who has proven himself steadfast and true to his word.
Over the next fortnight, substantial progress is made on both the keep's reconstructed wall and the wood-frame tower which is to eventually house the waterwheel, and a second successful hunt brings in an assortment of waterfowl in addition to a young wild pig. Though the trees are still mostly bare and the weather cold with occasional snows, the feeling that spring is ripe to burst from its cocoon gives the residents of Dagger's Deep reason to be hopeful that winter is indeed close to passing.
With the Greengrass holiday now less than two weeks away, Zeb and Audric find their commitment to Perhegan nearly fulfilled. Zargon's, perhaps, is another matter, as it was made known upon their arrival that the bard had agreed to remain in Dagger's Deep for at least a year.