A traveler from afar
Of a world beyond the world
Lost in ours
Rest peacefully, my friend
Friday, May 8, 2020
#40: The Promise
Scribe:
Jason Gunder
Fireshear is a mining town situated atop a cliff that
overlooks the Sea of Swords. There is a
series of wooden stairs and platforms that lead up from the shore to the city,
ramps designed to handle both foot traffic and cargo. The main exports of Fireshear are copper and
silver; its population is predominately human, though several halflings and
dwarves can be seen about town. There is
no proper public house or inn—instead, parties seeking accommodations usually
contract guest houses designed to fulfill the need for such services, usually
for merchant groups or caravans passing through to destinations further north. There
are, however, multiple taverns where food and drink can be found.
As we begin unloading Moonmaiden, we see Revenant step
from the ship to go and meet his contacts in Fireshear. We spend most of our
day of arrival in toil, as we carry bodies of the deceased from our ship, heavy,
waterlogged sacks containing our grisly cargo that leak blood and sea
water. The cliffs reach a height of
nearly 100 feet, and we work hard to transport the fallen crew members, laying
the sacks side by side in rows while a large pyre is constructed.
The crew that survived is in poor shape—while we healed
those in direst need of our magic, many were either beyond our
ability to heal or bear wounds that exceeded our meagre talents. Severed limbs, men with limps, all survivors
of our dire voyage stand gathered; Captain Azurris stands before all and raises
his voice to deliver a speech.
“Today, we honor those who fell in battle aboard Our Fair
Ship, Moonmaiden. They fought bravely,
to the one, and on this night, we forge a promise to hold their names forever
in the depths of our souls, for they died so we could live.” Captain Azurris then begins to read the names
the fallen one by one, slowly. After the
first name read—Zargon of Dagger’s Deep, I hear nothing else, overcome with
loss, and only regain my bearings when Captain Azurris finishes his litany, and
pauses for the gravity of the toll to sink in.
The Captain steps to the pyre with a burning brand and
sets it to the pyre—the conflagration is instant, and the heat of the roaring
flame does little to allay the sullen chill that has grasped all gathered. A few weep openly for comrades lost,
others stand in solemn silence as the fallen are consumed.
“To those of you who stand before me now,” he continues,
“your obligation to Moonmaiden is fulfilled.
Throughout the coming season, the ship is yours to call home, for the
purpose of lodging and shelter. Her food
stores are committed to Captain and Crew, but these will last but more than a
fortnight. Thereafter, your provisions
are yours to supply.
“When Moonmaiden is ready again to make sail, any who
wish passage to the next destination shall have room aboard Our Fair Ship, in
addition to sustenance and quarter for the duration of the voyage.”
When the flames of the pyre have burned low, and when
those gathered begin to depart for alehouses or other places of sanctuary
within Fireshear, we are approached by a familiar pair, the Tunterhorn brothers Arcon and Raganok. I am glad for this,
for I meant to seek them out on my own.
The brothers share that they owe us a life debt for pulling one of them from the brink of death during the battle at Illusk.
“Is it your plan to seek work here? What are your plans for the immediate
future?” I ask them. The brothers respond
that they intend to find work as guards or miners. I offer them a fare wage for service as our
personal bodyguards, explaining that we’re in a rough land and might have use
of stalwart and trustworthy men to watch our backs. A miner’s wage in Fireshear could be as much
as 25 or even 50 gold pieces for a month of work; with Dame’s departure window
still in question due to repairs and harsh conditions on the sea, I offer them
terms of 50 gold pieces for the pair of brothers per month for guard service, and
an equal share of any more dangerous endeavor, should they choose to join us. The brothers are amenable to the offer, and we
clasp arms to seal the deal.
When that business is concluded, Bonie points out
something she noticed during Captain Azurris’ speech. One of the names he read did not match what
we remember from the roster—Angeline Azurris.
We surely would have made the connection had it been listed that way in
the roster, and from our memory, we don’t recall anyone of relation to Captain
Azurris being aboard and decide to address the matter with him later.
Audric asks of our plans for the coming weeks. “For now, for the extent of this season at
least, Fireshear will be our home,” I reply, eager to learn more about our new
surroundings and this new opportunity. Over
the next three days, Lom spends time in training, and we spend our time
investigating, learning what we can about Fireshear and the hardy folk that
call it home. In Fireshear, mining rules
all—not all that different from Mirabar—but the environment this far north,
across the sea, is vastly different.
There are trails that lead from Fireshear deeper into Icewind Dale
itself, several hundred miles of arduous journey that isn’t safe in any
season. Bryn Shander and Ironmaster are
towns to the north that I know to lie upon these trails, and trafficking goods to these remote settlements is a steady source of work for groups such as ours.
One of the taverns, The Singing Manticore, draws our
interest, with crowds that
number in the hundreds, and it seems that it is where many business deals are
conducted. We make it our haunt, trying to ascertain the various factions and noteworthy residents. After a few nights, we are approached by
an older man—perhaps in his fifties—and it seems clear that he has business
with us. Our reputation, it seems, has
preceded us.
“Fine evening we’re having,” he says in greeting. His hair is long and gray, unkempt, and he
has a white beard and wears a common robe beneath which bulges a backpack full
of gear. Introductions are made, the
conversation led by Audric, and the older man introduces himself as Vonn
Wintershade. “I would surmise that you
are seasoned adventurers,” he says, and asks what our business was aboard the
ship. Disbelieving that he doesn’t
already know, we state simply that we were guards, but Vonn
knows the deception for what it is, confirming that our reputation is well
known.
Vonn lives a full day’s ride from Fireshear, some 40
miles or more remote from town, in an old stronghold with his “master,”
Berigaard. Vonn explains that he is an
apprentice wizard, which catches my attention.
Vonn further explains that he often comes to Fireshear to fetch goods
for Berigaard. Vonn has been in
Fireshear for an extended period this particular trip, as Berigaard asked for
privacy for several weeks, his expenses paid by his master, to conduct research
in some arcane matters. Upon Vonn’s
return to the keep, however, he found the stronghold empty and Berigaard
missing. Vonn’s money has run out and
his stay at one of Fireshear’s guest houses is over, and thus he has come to us
seeking aid.
Berigaard is a transplant from Neverwinter, having
arrived over a year ago, about the same time that he met Vonn. They traveled together to the stronghold with
a pair of hired men, and together they slew a frost giant that had taken up
residence in the keep, seizing it for their own.
For months thereafter, they cleansed that land surrounding of other
threats—goblins, mostly—and claimed the keep to conduct their studies. Berigaard’s purpose in traveling north was to
seek isolation to further hone his arcane craft.
I ask Vonn what his involvement was in the slaying of
such a mighty foe, and Vonn explains that he was but an apprentice at the time
and assisted only little—Berigaard did most of the arcane work. I ask what types of magic may have been
brought to bear against such a foe, and Vonn explains that various conjurations
and bolts of energy were used to weaken the creature so that the guards could
slay it. The answer is cryptic, but it
is common among mages to keep the extent of one’s knowledge of the craft secret,
so I inquire no more. When asked
about his past, Vonn claims that he hails from a fishing village farther north
in Icewind Dale—when pressed on his knowledge of the region, he provides
satisfactory answers to quell any suspicions.
“As apprentice, do you know what manner of protections,
specifically those of an arcane nature, would be in place in your master’s
absence?” The keep, Vonn explains, has
defenses purely mundane—walls, a locked gate, but no magical protections of which Vonn knows. Vonn explains that while
he has been a practitioner for several decades, he remains but a novice in the
Art—we are reminded of Renwal of Dagger’s Deep, and don’t think much of the
disparity between age and ability.
Audric asks what he found when Vonn returned to the keep—Vonn
explains that the keep was barred from the inside and thus he was not able to gain
entry. He waited outside the keep for
two days, exposed to the elements and running out of provisions, before
returning to Fireshear to seek help.
“What makes you think we can get in?” Audric asks.
“What makes me think you can get in?” Vonn replies
incredulously. “I’ve heard stories told
of your voyage aboard Moonmaiden.”
Finding ourselves at loose ends, we come to an accord,
and promise to aid Vonn on his return to the keep and to try and find a way to
gain entry. When asked about providing
accommodations for Vonn, he declines.
“I’m a man of the North, one more night with Holdfast is no burden to
me.” Holdfast is revealed to be his
traveling companion, a hound. We agree
to meet the next morning and part ways.
The following morning, I ask Vonn if knows how to ride a
mount, and he reveals that he does indeed—and that he also has the ability to
conjure such a beast. I am encouraged by
this display of trust as well as impressed by the ability. We display our own abilities as Audric,
Selben and I conjure mounts for the rest of the party—seven of them—and realize
that the Tunterhorn brothers, as well, may not have known the extent of the
magic at our disposal. They seem pleased
with their choice of employer, and we depart.
As the day presses on, Vonn leads us into a light forest,
the wood line bracketing the rough trail.
After several long hours of uneventful riding, we see the dark stone
keep in the distance. It reminds us very
much of Oldkeep, though obviously in better repair. There are no signs of anything living or
dead, only the quiet keep ahead in the distance, though we are later encouraged
as we witness local fauna in the form of birds and small animals.
Vonn explains that the main courtyard has a single gated
entrance, ringed by 20-foot stone walls.
Within lies an inner keep beyond the courtyard. The outer gates are wood reinforced with
iron, providing no easy way to enter.
Selben mutters the words of a spell before laying his hands upon me, and
trusting in my apprentice’s craft, I nimbly scale the walls assisted by his
magic and climb to the top of the crenelated battlements. In one corner of the courtyard, I witness a large
pile of what appears to be frozen refuse—an artifact of the previous
resident, apparently. Not seeing any
obvious threat, I descend and attempt to lift the heavy bar and open the gate. I have to throw my back into it, but I manage
to dislodge the bar and I drop it to the ground with a heavy thud, sweat
glistening from my brow as the gate swings open.
We spare a few moments to consider how this may have been
locked if Berigaard left the keep of his own free will. Vonn, perplexed, confirms that Berigaard uses
the gate to enter and exit the keep, though points out that it’s odd for it to
be barred; usually the gate is closed, unbarred unless there is some obvious
threat. The Tunterhorn brothers bar the
door behind us as we make our way to the inner keep.
“Far be it from me to question your fighting abilities,”
Vonn warns, “but as we enter the keep, beware that my master is adept in magic.” He cautions us against
the chance that his master may have perhaps gone mad, a notion that frankly
makes us feel quite uncomfortable now that we’re confined within the walled
keep.
Vonn does not possess a key to the inner keep; Audric
tugs on the reinforced wooden double doors and finds them locked. The inner keep is tall—Vonn confirms that it
is a single story with high ceilings—and is bracketed by a pair of stone
towers. There are several windows open
to the elements, though they are all out of easy reach. Bonie offers her services to attempt the door—surprising us all, she withdraws a small pouch that contains a set of
lockpicks. “Huh,” Audric expresses, as
Bonie spends a few minutes at her work.
There’s the sound of metal grating on metal, before finally she turns away sweating. “I can’t get
it,” she admits.
Audric steps forward with a solution of his own, stepping
a few paces to the left of the door, the warrior chanting as he lays his hand
upon the stone. Amazingly, the stone
responds to his magic, and Audric forms a circle with his hands—the stone seems
to melt away, creating a portal large enough for us
to step through.
From within, we are assaulted by a foul stench of death and decay. Our minds immediately return to Xantharl’s
Keep, where we encountered a clutch of deadly undead that nearly defeated us. The scars of that encounter are well
remembered, Audric shrinking away from the portal he created as I voice the
words of a protective spell on myself.
Vonn steps to the portal and whispers an incantation of
his own, peering into the keep beyond. The chamber is dimly illuminated, lit only by
what remains of the fading light of the setting sun. Vonn’s magical perception detects a pair of
undead near the entrance, and the mage comes clambering back through the
portal.
“What the hell is going on?” I ask.
Vonn explains that which was revealed by his magic. “There are undead within; Berigaard is a
master of necromancy, and I fear that we are all in danger.” Vonn explains that he’s never witnessed the
capability to create such creatures from Berigaard, and fears what it may mean
for his master. “That would have been
great to know before trying to get into the keep,” we complain, but Vonn simply
shrugs.
I send the Tunterhorn brothers to the front gate to open
it should we need to withdraw and instruct them to stand guard. Stooping down to grab a pebble, I whisper a
prayer and call up powers granted to me by Malar, causing the stone to glow with a
divine light. I toss it through the
portal, and it clacks against the stone floor within; eerily, there is no
response.
Audric draws his enchanted blade, takes a deep breath,
and ducks through the portal. To his
right, he can see, stationed at either side of the door, a pair of upright corpses. They are outfitted in remnants of armor
and stand a silent vigil over the entryway.
They turn to regard Audric, and he withdraws—pushing the others away, he
and I stand guard over the portal,
The creatures do not follow, so I incant a few more words
to bolster our defenses as Lom, Audric and I climb through the hole to deal
with the threat. The creatures lumber
towards us, dragging crude weapons behind them.
Audric carves a chunk of flesh from one of the corpses, and the
creature’s shoulder falls to the ground in a pile of rotted flesh. Lom stabs through the rib cage of another,
but they seem unconcerned with the wounds—Lom is battered by one of the
creatures and we press our attack.
I brutalize one of them with the enchanted maul, and it
explodes in eerie silence as Audric cleaves through the other with his sword as
the both fall to the ground, still. We
call our companions into the hall. The entry
chamber is large, perhaps 60 by 30 feet, with high ceilings. Vonn steps through and scans the area,
indicating that the immediate area is clear of further undead. We gather torches from sconces on the wall
and light them, preparing to investigate the keep.
Two narrow corridors lead from the main chamber, one
leading to Vonn’s personal chamber, the other to Berigaard’s. Vonn knows that a pair of towers is accessible from either corner of the hall.
Vonn knows of nothing below his own quarters, though there is a cellar
accessible from outside as well as storage beneath each tower. Vonn admits that he has never been inside Berigaard’s
chamber.
Not wanting to leave any threat behind us, we investigate
the main hall and Vonn’s quarters first, finding them undisturbed. The door to Berigaard’s chamber is closed,
and we hear nothing beyond it. Audric
gives the handle a tug and finds it open.
He steps back as he and Lom draw bows, and I push the door open.
There is a light within, only visible when the
door is opened. I heave the door open and situated
in the center of the room is a large table covered in various parchments, lit
by a flickering hooded lantern. Behind
the table is a man, and he rises to his feet with a staff in his hand. He wears a heavy robe with the cowl folded down
upon his shoulders, revealing his face.
There is a darkness about the man, and we discern that the skin of his
neck is blackened, though the cause of the malady is not evident. “Vonn!” Audric and I call, and Berigaard’s
apprentice steps forward.
Berigaard clangs his staff onto the ground and shouts, “Silence!” Around the room, we witness a number of skeletons standing guard, each bearing a long knife, their eyes
flickering with necromantic light. Vonn
did not know this was an ability that his master possessed. “Vonn, you should not have returned. You should not have brought others with you.”
“What was your plan for me?” Vonn demands. “We studied together for months. If you wanted to sever ties with me, why
would you have not said so before?”
“Depart from this place,” Berigaard commands. “You are no longer needed here. I’m destined for far greater things than you!”
“Since when did Berigaard turn to madness?” Vonn
asks. “Master, if your studies of these
arts were meant for evil, you know that I came to you to learn to fight
evil. This must be addressed. When the orcs raided my village and killed
all my loved ones, I came to you seeking help.”
Berigaard interrupts Vonn’s speech, rapping his staff on
the floor, ere Bonie puts her hands on her head, clasping her ears, nearly
doubling over. When she looks up at me, it is with a face not like her own, and I am struck by the
notion that she might take up her sword against me. She seems to shake off the effect and is
visibly shaken. “Something just
happened,” she explains.
Berigaard makes a motion that sweeps across the room, uttering a
spell from his lips, and we are overwhelmed by a magic-induced malaise. The air feels thick, our motions slowed, our
entire perception seemingly altered by the magic that assaults us. For a second time, Bonie resists the magical coercion, and looks
hatefully at Berigaard, raising her bow to loose an arrow, but it misses and
shatters against the wall behind him.
Lom fires as well, though affected by whatever magic was brought to bear against us,
is not able to aim with any degree of accuracy.
A brilliant fan of magical colors emanates from Vonn’s
fingertips and washes over Berigaard, but the necromancer seems unaffected by his
apprentice’s spell. Audric works through
a familiar conjuration and stream of bats envelops Berigaard. The mage
starts flailing to fight off the bats as I finish my own spell, capturing
the necromancer in a globe of silence.
Two of the skeletons, fell lights flickering from within dark sockets, march from their positions towards
Vonn, and the apprentice is stabbed viciously as three more confront Bonie
and Lom, barring our way into the chamber and separating us from Vonn.
Berigaard withdraws, unable to voice spells in defense,
retreating into a corridor opposite the entrance to the room. Vonn uses his dagger to deftly fend off
attacks from the skeletons that assault him and manages to prevent further
wounds. I charge through Lom and Bonie
into the chamber to aid against Vonn’s attackers, but don’t manage much more
than presenting a distraction.
A skeleton slashes at Vonn again, cutting deep into the
mage’s outstretched arm as he holds it up to defend against an attack. Bonie and Lom surge forward, managing to
dodge attacks as they land a few blows in return. Audric breaks through the ranks of the
skeletons but, slowed and clumsy as a result of Berigaard’s spell, receives
slashes from his foes for the effort. My
own attack is feeble, and while I strike the skeleton, it does little more than
shatter a few ribs.
Selben steps up to fill in the gap left by Audric, and
shoves his torch into a skeleton which combusts, its bones brittle, and the
undead creature falls to the ground motionless.
Vonn withdraws from the melee—once he is safe, I bound over the table and
race after Berigaard, nearly getting hamstrung by one of the skeletons as I
rush past it. I shrug off the wound,
intent on my prey, and see the necromancer
huddling at the bottom of a staircase, holding his staff out at me menacingly.
Bonie and Selben together, torch and blade, dismember another
skeleton. Audric suffers more wounds as
he fends off a pair of attackers, the necromancer’s spell greatly decreasing
the warrior’s effectiveness, making his strikes slow and off balance, his
defense clumsy. Selben presses his torch
into another skeleton, causing it to step back and allowing Bonie to force her
way into the chamber. She swings her
sword in a horizontal arc and decapitates one of the skeletal foes.
The necromancer raps his staff against the floor feebly
in silence, still unable to verbalize the components of an arcane offense or
defense. My own sense of sound
disappears as I enter the radius of my spell, and I smile at the wizard,
mouthing the words “You’re mine.”
I raise my maul and sweep it downward in a crushing blow which
crashes into Berigaard’s arm; I can feel the bones crunch, even if I can’t hear
it. He parries my second attack, my
strikes hindered by the cramped quarters of the narrow passage and uneven
footing on the stairs.
Berigaard pulls himself to his feet and tries to shoulder
past me, and I catch him in the hip with a sweeping strike from my maul as he
flees back into the chamber above. Knowing
that my conjured silence will soon fade, I race after him, stumbling up the
stairs, but Berigaard slips away before I can catch up. Lom positions himself in the opening of the
corridor as Berigaard makes a break to escape and manages to just slip by as the ranger fumbles an attack, his efficacy hindered by Berigaard’s magic.
Audric is nearly cut down by the two remaining skeletons,
having suffered many accumulated wounds.
He parries attacks desperately as Bonie cuts down a skeleton,
Selben swinging his torch to drive off another.
I follow Lom as we race after Berigaard, and emerge in the main chamber where we spy him outside the door leading to one of
the towers. Lom fires an arrow that whizzes past me as I race to close with the necromancer, just as my
conjured silence fades. Berigaard raises
his voice with a spell as I charge him, unleashing a dark purple bolt of energy
that strikes me full in the chest. I
feel instantly diminished and deteriorated as the spell strips away my strength
will to fight. I charge through the bolt and retaliate, striking Berigaard as he retreats up the stairs of the
tower.
We share an exchange of spells as I pursue—I feel momentarily
slowed, an effect that I shake off as he darts away from my retaliatory spell,
an arrow of conjured acid that splashes against the wall behind him.
An arrow flies past my shoulder as Lom draws a bead and
strikes Berigaard through his neck, slaying him.
The necromancer topples, sliding down the stairs and leaving a
stream of blood in his wake. I ask Lom
if he wants to claim his kill, and he defers to me. I step forward and grab his tongue as Berigaard
gurgles blood with his last breaths, and sever it from his mouth. This close, I can see that a huge patch of
his skin is blackened, its stench putrid.
I wipe my blade off on his robe, then grab a boot and drag Berigaard
behind me, his head bouncing on the stone stairs, making a sickening sound as
it is repeatedly pulverized. I’m not
willing to leave this damned necromancer alone, even dead.
Audric returns to Berigaard’s chamber and
investigates. There is an object on the
floor, a heavy stone disk with eight uniform, jagged points. Inscribed in each of the points is a
primitive looking rune or symbol—moon and sun, tree and skull, bird and bear,
fire and wave. It bears more evaluation
later. There’s an inscription in the
middle in a language Audric doesn’t recognize.
There are spell components and bits of parchment that
look like spell research strewn about the chamber. Vonn seems visibly upset—he explains that Berigaard knew that
Vonn’s own research was geared towards combating the types of horrors that his
master created to fight them. He further
explains that he and Berigaard were not intimate friends—the line between master and
student was very clearly drawn—but this makes the betrayal no easier to accept.
Vonn’s own chamber and the towers seem intact, empty
of any further threat. At the bottom of
the staircase in Berigaard’s chamber, Audric discovers a depression in the wall that seems to match the shape of the disk he recovered from
the quarters above.
We decide to shelter in the keep through the night. Audric
and I tend to the group’s injuries; while effective, we are unequal to the task,
with Audric and Vonn both bearing many wounds and others more lightly
wounded. We drag the zombie corpses to
the refuse pile outside.
I awaken in the middle of the night and feel rejuvenated,
as if the lingering effect of Berigaard’s magic has worn off. Remembering the purple bolt that struck me, I
whisper a prayer to Malar in thanks. I
keep Berigaard’s’ body close as we rest through the night, unwilling to let it
out of my sight.
In the morning, after a brief period of study, Selben
applies his magic to an examination of the disk. None of us have ever seen anything like this
in our magical studies, nor do any of us recognize the language in which it is
written. Selben, however, aided by
magic, is able to comprehend the inscription, and he relays its meaning to us.
“To seek the cure inside, the fallen sun must rise.” We believe this to be a reference to the
symbols which surround the disk, paying special attention to the moon and sun
arranged on opposite sides. While Selben
and Audric examine the disk more closely, Vonn sorts through the gathered parchments. After some discussion and applying the most
rudimentary of spells to discern magical writings, we recognize the research to
be related to a spell such as the one Selben just used, something to decipher
the inscription on the disk.
Vonn recovers Berigaard’s spellbook and staff, and I look
upon the tome with both excitement and reluctance. Who can know what fell magics might lie
within—a book like this is better destroyed lest it fall into the wrong hands. Vonn offers to share its contents with us, an
extremely generous and tantalizing offer, knowing that we are more versed in
magical knowledge than he. “However, I
must ask for the staff for myself.” Vonn
knows that the staff will allow the wielder to control minds of others, and we
believe it to be the effect that he attempted to use on Bonie to turn her against us. Our
suspicions are confirmed when Vonn describes how Berigaard used its power to
turn goblins in the area against one another. A terrifying implement indeed. Berigaard was possessed of a protective magical ring, as
well, and we make a note to set aside time to its study later.
Audric believes he knows the answer to the riddle of the
disk, believing it to be a key. He also
feels that he understands its use from the inscription, and in a brazen display
he inserts the symbol with the sun pointing down and rotates it so that the sun
rises to the pinnacle. We hear a click
and a grinding of stone upon stone, as the end of the corridor at the foot of
the stairs reveals a door. The effect
seems purely mechanical, not magical—an engineering marvel. Audric gives the door a shove and it opens,
revealing a chamber beyond that looks as if it has not been disturbed for ages.
The room is not very large, perhaps 15 by 25 feet,
smaller than Berigaard’s chamber. Within
is a lidless stone sarcophagus that contains the remains of what looks to be a
human—only bones remain, its clothes having long since rotted away. Audric waves us all back and enters the
chamber on his own, but not before I layer every protective spell at my
disposal on him.
Audric tells us to be ready to shut the door behind him
if something happens. Examining the
sarcophagus, aside from the remains he finds a crude handaxe, a small vial, and
a gold chain with a white agate stone talisman. It
appears to be more than just mundane jewelry, more a symbol than a decoration,
to we know not its meaning or purpose. Above
the sarcophagus is a stone placard bearing an inscription in what
appears to be the same language as that etched into the disk. Audric ushers Selben—and no one else—into the
room, and my apprentice translates.
The date is “The Year of the Stranger, 1064 DR,” nearly
200 years ago. Selben leaves the room
and Audric gathers the items from the sarcophagus—hand axe, vial, and necklace. We are relieved that nothing ill happens as
the corpse and its possessions are disturbed.
When the door is shut, we hear the grinding of stone upon stone again
and the door reseals. We are able to
discern, spaced at even intervals, tiny holes in the stonework—we believe
this to be a trap, likely that which left Berigaard with the putrid black marks
on his skin. I thank Malar that Audric
was spared such a fate, and marvel again at my companion’s ingenuity.
With many items to examine and mysteries to ponder, we
set about cleaning up the keep to make it habitable—Vonn has extended an invitation
for us to remain, as the keep now belongs to him and there are none
to dispute his claim.
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adventurers hailed
Labels: journal, session recaps
Monday, April 27, 2020
XP awards for sessions 36-39
Scribe:
Matt S
The following are the XP awards granted for the closure of the fourth campaign arc:
- Delivering news of Corin Redbeard to the Undercity - 2,500
- Duel with Rale Cotchen - 1,000
- Accepting Milter to Dagger's Deep - 500
- Goblins in the forest - 100
- Successfully boarding Moonmaiden - 1,000
- Navigating the ruins of Illusk and breaching the Sea of Swords - 15,000
- Payment received from Dame Azurris - 1,200
This amounts to 21,300 points, with full shares of 7,100 to each of Audric and Zeb, and half-shares of 3,550 to Lom and Selben. Zargon, having fallen in combat, reaps no final reward for his contributions. Updated party totals:
- Audric - 26,789
- Zeb - 3,000/47,972
- Selben (h) - 14,651
- Lom (h) - 6,442
The only level gained belongs to Lom, who advances from 2nd to 3rd. Training can be assumed to be conducted immediately upon reaching port in Fireshear. It can also be assumed that payment of 1,200 gold is issued to the party upon arrival, in the form of platinum coin rolls.
#39: At All Costs
Scribe:
Jason Gunder
Once aboard Moonmaiden, the crew is allowed a brief period
of celebration and introduction, but Captain Azurris quickly returns to
business, ordering the crew about. As
the crowd begins to disperse, Bonie steps forward, pointing at a name on the roster,
sharing a few sharp words with Captain Azurris.
Looking over the shoulder, I see the name—Tannor Brin of Longsaddle—and recognition
sets in. “A woman doesn’t forget the
name of a man that held a dagger to her throat,” she says, eyeing the Captain
darkly.
“Go bring me crewman Brin,” Captain Azurris orders, and I
step forward.
“Last time we encountered Tannor Brin,” I explain, “he
was hanging by his ankles from a beam in a barn.” Captain Azurris seems intrigued, and we await
the man’s arrival.
When the captain’s mate brings the crewman forward, we
don’t easily recognize him. Though his
face is now hidden by a thick black beard, we can see that he recognizes us,
and the man pales a bit. “Our Archguard
has leveled accusations at your character,” Captain Azurris explains. “Would
you care to speak for yourself?”
Tannor Brin replies sheepishly. “’Twas the night of the new year festival…I
think we all had a little too much to drink.” Bonie
stares him down, and he adds incredulously, “You were passed out in a stall!” Selben steps forward and begins to speak in
her defense, but she holds out an arm and confronts the man herself.
“I don’t know ye, but I know what you did,” she hisses.
Captain Azurris acknowledges Tannor Brin’s words as
admission and looks him over. “You’ll be
deposited at Post South when we arrive; your service aboard Moonmaiden is over.” The words affect him greatly, and the
man pleads with the Captain to change his mind, petitioning for a chance at a
new life aboard Moonmaiden and beyond.
“Very well, then,” Captain Azurris says gravely. “I’ll leave your fate in the hands of the
Archguard.”
I step forward.
“We’ll take you at your word, but if you’re not true to it, I’ll finish
the job I started in the barn that night.”
Tannor Brin seems suitably admonished, and as it seems that Zargon and
Audric agree with me and Bonie is not outwardly against it, we let the matter
rest. I imagine she will have words for
me later that night.
The journey downriver is perhaps 250 miles from Mirabar to
the Sea of Swords by way of the River Mirar.
The ship moves rapidly, propelled by both the current and her sales and
if all goes as planned, Captain Azurris hopes to make the open sea in two and a
half days. We evaluate the ships planned
course, Audric asking after any choke points along the river or places of
obvious heightened danger or ambush.
The ruins of Illusk present the most obvious
threat—though the river widens at Illusk, spilling out into a delta which bleeds
into the Sea of Swords, the ruined city is thought to be completely overrun by
orcs. Nearly two decades ago, siege
was laid to the city by orc hordes and overwhelmed—no ally or party
of adventurers, to anyone’s knowledge, has ventured there since or been able
to report the current state of the city.
Illusk presents the greatest obstacle in our path, and it is difficult
to avoid discussing it, though many miles yet lay ahead before we reach it.
Post South, also known as Orcdoom, lies but a few hours
ahead, and Illusk perhaps 200 miles further beyond. Audric asks more about Illusk, attempting to
gleam some knowledge of the city prior to its fall. It is a historically embattled site, being on
the frontier, and is known to be perhaps the size of Mirabar at its
height. Constant siege had ground down
the great city, however, before it eventually fell. None have any knowledge as to what we may encounter there now.
At one time, there were several stone bridges that
crossed the river—Illusk itself lies predominately on the southern bank, but these
bridges connected the north and south banks, and were known to be of a height to allow ships to pass unobstructed.
We learn that Captain Azurris was originally from Illusk, though at the
time he was but a child and remembers little.
It was part of what compelled him to accept this journey from its
benefactors.
At the mention of benefactors, I ask about Revenant, and
ask if we might be presented to him before reaching Orcdoom. Revenant is one of two dwarves aboard Moonmaiden,
the leader of a conglomerate of merchants that sponsored the cargo that
Revenant intends to see personally delivered to Fireshear. “Should I fall,” Captain Azurris explains,
“Revenant would assume charge of the vessel.”
There is something unspoken in his tone, as if Dame is less than pleased
with that arrangement. Captain Azurris
points to dwarf nearby. He wears a suit of armor, bears
a heavy axe and carries himself as a tested warrior.
We learn more about the structure of Moonmaiden: where
the crew’s mess and bunks are situated, as well as the cargo stored in the
lower deck. I ask how many crewmen must
be on deck to keep the ship on course should we come under fire—Captain Azurris
explains that at minimum three crew would be needed. Audric asks if there were oars stowed should
we require rowers, and Dame explains that there are none—Moonmaiden relies on
her sails and the current, making this a one-way venture with no room for failure. Satisfied for now, we make ourselves at home
aboard Moonmaiden.
After a few hours we see Orcdoom in the distance along
the north bank, and we can see a small contingent of Mirabarran Axe hailing
us. Captain Azurris slows the ship so
that news can be shouted back and forth, and we recognize Captain Serrus among
the guard. Dame asks one more time our
disposition on Tannor Brin—we confirm our decision to keep him aboard, and
Captain Azurris seems pleased to not have to leave a man behind with so much
uncertainty ahead.
We’re asked to dine with the Captain and the officers in
his quarters, and we accept. We are led
below decks in the early evening hours.
While not the most comfortable arrangement, his quarters are large
enough to fit a table meant to seat ten.
Captain Azurris, his lieutenant, the icemaster and Revenant are all in
attendance. We are all seated, and Dame
offers a brief introduction for everyone.
As we begin to eat, Captain Azurris speaks, indicating
that he wants this group—specifically us, his Archguard—to plan for the
approach to Illusk, as we are the most specialized in our skills and experienced in combat and tactics. He wants to be made aware of our plans in advance, so that he can know how to best direct the
crew.
I explain that from a magical perspective, at least, our
abilities are best geared towards defense and breaking up a crowd. He should not expect flashy displays of
arcane firepower, but rather we will coordinate our efforts to best
protect Moonmaiden and her crew.
We discuss the potential of leaving Moonmaiden to scout ahead
with a small party upon conjured mounts, and ultimately Zargon explains it best,
putting the issue to rest: as there is
no alternate path, knowledge of what lies ahead does not allow us the ability
to change course or prepare any more than we already have. It is more important to keep our full
complement of guards aboard Moonmaiden.
Dame does not want to steer too close to either bank,
should we come under attack, for fear of running aground in a shallow
area. He explains that the ship can
likely sail within thirty yards of either bank, should we need to
approach. We discuss the ships armament
and stores of ammunition—several men aboard have bows or crossbows, and each
has an ample store of arrows and bolts, five score or more for each archer. We are pleased with the level of preparedness.
Captain Azurris explains that at any given time, one
crewman mans the crow’s nest with a spyglass—a rare artifact indeed that allows
for one to see faraway objects, and one that will hopefully alert us of danger
and provide time to prepare a suitable defense.
That gives us some peace of mind, at least, as Audric discusses how
boulders and fire can be rained down on the ship as we cross under the stone
bridges of Illusk. We hope to keep a low
profile and avoid confrontation if possible.
“Keep the ship moving, keep the crew safe” is our unified goal.
We share our plans to split into three watches and share
them with Rann and Kaderron, the Highguard, as well as the men in their employ;
this should allow us to have a reasonable complement of guards on deck at any
given time. Captain Azurris and the
others seem satisfied with the plans, and once our meal is finished, we depart
to disseminate them to the other guards and prepare for the night ahead.
The first night aboard Moonmaiden passes
uneventfully. The quarters are not
particularly comfortable, but better than sleeping outdoors, and before long we
become accustomed to the constant rocking and movements of the ship. The following day, the sun beats down on the deck, and as we
travel further west, the banks to either side start to rise—this should
continue as we approach Illusk, though our crow’s nest is still at a height to
provide us the ability to see ahead and identify potential threats.
Zargon regales us with tales of ambushes from stories he
has heard, which does little to diminish the sense that we are utterly alone and
completely vulnerable on this journey.
Nevertheless, we execute our rotation of guards and continue as planned. As the sun begins its descent for the second
time, our minds turn to Illusk and what we might find there. Before we retire, however, we are alerted by
calls from the deck of a winged creature that approached from the south before
turning west—the men think that it was perhaps a wyvern. Fortunately, it seems to be distancing itself
from the river, so whilst we have guards ready to man the heavy crossbows and position
archers on deck, we are otherwise content to let it pass us by. There’s muttering on deck of it being an ill
omen, but aside from that, there seems to be no major cause for concern. The rest of the night passes without
incident.
The next morning, we awaken to dark clouds overhead. “Another ill omen,” I mutter to myself
bitterly, a perspective seemingly shared by many among the crewmen. From the crow’s
nest, we hear a call, alerting us to something on the south bank—a small party
of humanoids, possibly orcs, few in number.
Audric calls the other guards to the deck, and we wait for several long
minutes before we catch sight of them.
There are three figures lurking on the south bank. As we approach within a hundred yards, we can
discern from their posture and tones of flesh that these are indeed orcs. There’s a moment of stillness as they regard
our ship and mutual recognition sets in, then one of the orcs leaves its group
and begins running along the bank to the west. The others crouch down as if seeking cover or
trying for a view better of the ship.
Not wanting to allow the orc to alert others if we can
avoid it, Lom, Bonie and Zargon bring their bows to bear, and we
direct a pair of guards manning heavy crossbows to loose bolts as well. A volley of missiles flies from our deck,
though we are reasonably certain that all miss.
The orc flees inland and we lose sight of it. “That makes three now,” I grunt, tallying the
ill omens. Looking back at the pair of
orcs left behind, we can see them lying on the ground in heavy cover and decide
not to waste ammunition. Disappointed,
we return to our stations and keep watch for what might lie ahead.
The crew seems morose and low in spirits after our failed
encounter, and there are mutterings among the crew indicative of low
morale. Our run of ill luck is not done,
however, as several hours later, ahead on the south bank we see a fire in
the distance. The man in the crow’s nest
calls down that it appears to be a large bonfire, left unattended. We drift by the fire in silence.
Fear and unrest seem to grip the crew, with many of the
men looking as if they regret their decision to join this voyage. The bank continues to rise as we progress further
west, and late into the afternoon, approaching sundown, we witness a large
warband of orcs on the south bank—they raise weapons and grunt foul taunts to
Moonmaiden, and the intimidation strikes our crew as if it
were a physical blow.
I quickly pull Zargon aside, asking him to speak with the
men, fearing what might happen if the morale continues to plummet. Zargon does not disappoint, and delivers
a rousing speech about seizing the moment, taking the fight to the orcs, and
crashing through any opposition that lies ahead. “It all comes down to this, men!” Naming off the crew one by one, Zargon calls
upon their bravery. “Now is the time, we
either push through or we die trying—either way, we kill as many orcs as we can
along the way!” Zargon’s talent is undeniable,
as I find myself ready to draw steel and taste the iron of orc blood.
The warband nearly matches our crew in size. Dame turns toward the north bank, away from
the gathered orcs, but the warband marches west with us towards Illusk, keeping
pace. Rallied
by Zargon, we give call for bows out, and Audric marches along the deck. “Everyone not steering the ship should have a
bow hand and a sword at their belt!” he cries, and the crew responds. Audric orders stores of ammunition brought from
storage, and several bundles of arrows and bolts for the heavy crossbows are
piled onto the deck. We appeal to
Captain Azurris to raise speed, and Moonmaiden responds to his deft handling of
the wheel.
The tension of the constant jeers, shouts and guttural
cries of the orcs is unrelenting. As the
guards put arrow to string and make ready to fire, Audric command the
guards. “Our goal is to breach Illusk, not kill every orc we see. We
will do whatever needs done to push through.”
Dame accelerates Moonmaiden as
best he can, spreading every inch of sail, steering into the current and
favoring the north bank. Slowly, the marching
orcs are overtaken, needing to jog to keep up.
The men are bolstered as we outpace our foes, and some call out their
own taunts to the orcs as we pass them by.
Finally, the ship reaches a spot on the river where the space
between banks widens and we’re provided with a few miles of visibility in the
dimming light. On the edge of the darkening
horizon, the river broadens into a delta
that spills into the sea beyond. Upon the
south bank lies Illusk, and ahead we see the stone bridges we were told about early
in the voyage—on either bank can be seen hordes of orcs and larger creatures,
likely ogres, a veritable army of foes.
There are but minutes before we clash with our
enemy. Beyond the gathered orcs and
ogres, we spy another obstacle, and we can see Captain Azurris
wither. Spanning the River Mirar, lying
a mile directly ahead, there is another bridge, this one made from reinforced
rope and wooden planks. The rope bridge
spans the entire river, unavoidable, and sags dangerously low with the weight
of dozens of orcs upon it. The rope bridge
is too low for Moonmaiden to pass without risking her masts. The crew is silent as Captain Azurris looks
to us for guidance.
We convene for a panicked moment to discuss options. Dame warns that if the masts are damaged, even
if we somehow manage to win through Illusk and the army of orcs, he might not
be able to control Moonmaiden and keep us near the coast, fearing that we might
drift out to sea.
As running aground is too great a threat should we try to
run close to the north bank where the rope bridge is highest, and lacking any
way to magically clear a path, we call for Dame to slow Moonmaiden’s approach. Our hope is that Captain Azurris can minimize
damage to the ship and her masts as he pulls close to the bridge at an angle
nearly parallel to it, allowing us to launch an assault on the orcs
atop the bridge so that we might work to sever the heavy ropes that bar our
path.
As if that were not enough, we see yet another threat on
the south bank. Orcs and ogres have constructed
a pair of mighty catapults and are even now loading heavy boulders into the
cradles of the weapons. Calculating our
approach, we know that it will be several minutes until we reach the rope
bridge, so we make preparations and call out archers. Zargon raises his voice in a familiar tune,
his voice laced with a bardic magic that helps calm the adrenaline and focus
our efforts as Audric orders the archers to send a volley into the warband that
has been harassing us.
I begin to weave abjurations, using the first to protect
Captain Azurris—should he fall to an unlucky arrow, it would spell disaster for
all. I cast another upon myself and then
stand near the center of Moonmaiden’s deck, beginning a chant of my own to
counter the cries of the army of orcs, calling upon the Beastlord to shelter us
from the shafts of our enemy while lending a hunter’s accuracy to our own, and
Malar answers as the crew sends volley after volley into the orcs. The orcs return a feeble volley of javelins
and spears that splash into the river as more than a dozen are cut down by the
arrows of Moonmaiden’s crew before the warband flees.
As we approach within range of the siege engines, we make
ready to unleash hell. Audric calls that
there’s no reason to hold ammunition as the crew releases fire into the enemy. We call out for the men to
aim at the ogres, hoping that, if we can fell them, the orcs might be unable
or unwilling to crew the weapons, but their numbers are too many. The first boulder, a ranging shot, splashes
into the water in front of the ship. A
pair of ogres are slain by arrows and crossbows, but more step forward to take
their places, sending another boulder that splashes into the river, this one
nearer its target.
The rope bridge draws near, and we can see that many orcs atop
it bear crossbows. We brace for the
carnage those weapons will cause. Audric,
Zargon and I step forward together, each conjuring forth a caustic missile of
arcane energy, hoping to weaken the bridge as we approach. Zargon’s missile is the only one to strike
true, the heavy ropes sizzling as they begin to dissolve.
A hailstorm of deadly projectiles rains from the rope
bridge, and both Audric and Zargon are struck as well as several crewmen. Captain Azurris is struck as well, but
protected by my magic, the arrow bounces off him harmlessly. The ship is rocked
by a heavy boulder that strikes her hull, but not before our men loose a retaliatory
volley of their own. Orcs rain from the wooden
bridge, more than half a dozen falling dead or dying from arrows, though an
endless stream of others takes their place.
Another boulder splashes into the water as I use my magic
to conjure a rolling wall of fog between Moonmaiden and the catapults. The rope struck by Zargon’s spell snaps loudly as the
acid dissolves it, leaving but seven more to sever the bridge
completely. Arrows are sent from Moonmaiden’s
deck and received—many orcs are slain, and crewmen struck, but they fight through
their wounds with bravery.
Captain Azurris throws his weight into the rudder, causing Moonmaiden to scream against the strain as he pulls nearly parallel to
the rope bridge. We can see two dozen
orcs ready to wreak havoc on Moonmaiden, as Selben and I step forward to
disperse the crowd. My apprentice’s eyes
begin to glow as he chants, causing half the group to flee in terror. Another cluster falls into an enchanted slumber
by my own magic, and in the center of the eruption of arcane energy, Audric summons
forth a band of orcs atop a pile of dead kin, setting them to work on the ropes with hatchets and crude blades.
The ship is rocked again by a catapult—an unlucky shot. Both Zargon and Selben are struck by multiple
arrows as they dive for cover, and Bonie pulls a bloody shaft from her shoulder. One of Audric’s orcs
severs another rope—six yet remain—with a well-placed strike of its
hatchet. As Moonmaiden sweeps into the
bridge, there is a sickening crack as one of the masts breaks, though two remain intact. “To the bridge!” I cry,
knowing that pushing through the rope bridge is our only way ahead, as three
orcs leap from it onto the deck.
One lands awkwardly with a shivering crack, slain from the fall, but the others pull themselves to their feet as Lom rushes forward to meet them.
Boulders continue to splash into the water and arrows
continue to fly, felling both orc and man. Selben is struck again while casting a spell, and nearly collapses from his wounds.
Drawing upon my magic, I seize the minds of any orcs nearby, forcing
them to abandon their crossbows to attack me—a half dozen orcs crash into one
another in a race to get to me, just as Audric completes a conjuration that
causes a swarm of bats to block off the bridge from the south bank, buying us
precious seconds. We hear the snap of
another rope, severed by one of Audric’s orcs—five left.
Lom is gravely wounded as he faces off against two foes
but drives the shorter of his blades up through the neck of one of the
orcs. Audric looks on with concern, but
I wave him away, telling him it’s more important to cut the ropes and that I
will see to Lom. I cause the air around
Lom’s second foe to solidify, binding it in place, before Lom cuts it
down. Zargon and Bonie scramble nimbly
up the ratlines onto the bridge, where they begin to saw at the ropes, and
both are struck again by arrows from unseen foes. Zargon catches himself, holding on with but
one hand, as Bonie falls, landing heavily onto the deck. With Lom’s foes conquered, I leave him to
find Bonie.
Audric scrambles up the lines to the rope bridge with an
uncanny agility, aided by Selben’s magic.
Only two of Audric’s summoned orcs yet remain, though together with
Zargon they sever two more of the ropes that bar our path—leaving only three,
which sing with strain as they hold the bridge together. In the chaos, I find Bonie unconscious on the
deck, and call upon the Beastlord to heal her wounds—I offer Malar a silent
prayer as her eyes open feebly.
Another boulder pierces the fog and crashes into
Moonmaiden, pinning a crewman to the deck as it crashes through the planks. Nearby, Lom takes an arrow in the back and
falls to his knees, spitting blood onto the deck. Selben, heavily wounded, stands his ground
and uses a spell to attempt to weaken one of the remaining ropes, which screams
with tension in response, though it does not break.
Zargon looks up and acknowledges Audric with a smile as
the pair set to work on the remaining ropes.
Zargon, already grievously wounded, is peppered by more arrows—light flickers
from the bard’s eyes as he shifts between consciousness and darkness, still
trying to fight against his injuries to cut through the bridge. Finally, Audric’s enchanted blade, handled
deftly by Mystra’s champion, severs one of the remaining two ropes and, all at
once, the bridge collapses.
Orcs rain from the bridge, striking the deck and hull of Moonmaiden
before falling to their deaths.
Shattered bits of plank from the bridge and twirls of rope fly through
the air. Audric crashes to the deck amidst
a pile of dead orcs. Zargon—brave Zargon—fighting
against waves of unconsciousness from his accumulated wounds, arrows protruding
from his back and both sides—loses his grip and, unable to control his descent,
plummets into the black water of the River Mirar, disappearing into darkness.
Moonmaiden surges past the bridge, Captain Azurris throwing
his weight into the rudder to steer it away from the rapidly approaching south
bank. Looking ahead, the stone bridges
are clear of threat, as all the orcs had gathered at the wooden bridge to assault
the ship. I pull Bonie to her feet and
we struggle to the stern of Moonmaiden, where I find Audric, Selben and Lom—all
standing in silence, wracked by loss, looking back to Illusk, looking back to
where Zargon fell.
Raising my hand, I whisper a few words to summon a dim
arcane light in the sky, which floats gently towards the water as we leave
Illusk and our friend behind.
Audric and I tend to the wounded crewmen, managing to
pull two of them from the doors of Myrkul’s realm. One is the ship’s scribe, the other is one of
the Tunterhorn brothers. Our magical
energies expended, the rest of the crew are either too far beyond our ability to
save, or their souls have already departed.
As Moonmaiden breaks through the delta into the open sea,
Captain Azurris works frantically, calling out orders to the remaining crew, as
his ability to steer and control the ship is very much in question due to the
damage the ship has taken. The ship
lists heavily, her hull punctured by many boulders. We put ourselves under Captain Azurris’
command, not sure how to help—he has us looking out over the sides to make sure we don’t strike any rocks as Moonmaiden breaches the sea.
Over the course of the next several minutes, we ensure that Moonmaiden doesn’t crash into rocks as Dame hugs the northern coast,
steering away from the delta, having managed to regain control of the vessel
and her two remaining masts. He tasks us
with collecting bodies of the deceased crew and disposing of the orc corpses, a
duty we accept solemnly, our minds on our fallen friend.
Within a few days, we make our arrival in Fireshear. As we enter the bay, I stand at the bow of
Moonmaiden with Bonie, and mutter softly, “I don’t believe in omens.” She looks up at me curiously but says nothing.
* * *
In Dagger’s Deep, standing on the pebbled banks of the
River Mirar, looking out into the night, a single tear falls unbidden upon
Seirsha’s cheek.
* * *
Elsewhere, Falaeira stares dead-eyed at the ceiling as
the large, hairy man climbs atop her and enters her, grunting. When he finishes and makes ready to leave, he
turns and regards her one last time with disgust. “The money is on the counter.” Falaeira doesn’t hear the words though, her
mind instead focused on a name from the past, a memory of a man—a man named Zargon.
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adventurers hailed
Labels: journal, session recaps
Friday, April 10, 2020
#38: Past Be Damned
Scribe:
Jason Gunder
I recover quickly in the days after our encounter with
Rale Cotchen, and with a clear goal in mind, we devote ourselves to various
tasks around Dagger’s Deep. Selben
cloisters himself away somewhere in town, deep in study over a new
enchantment. In a turn of events, I
become the student, studying over his fastidious notes to try and master the
spell myself. I find his notes to be
thorough and meticulous, and though the type of magic is somewhat foreign to
me, I am able to commit his spell to memory, translating it into my own rather
haphazard and comparatively sloppy arcane recipe.
My young apprentice devotes another two nights to
research of yet another spell, this one beyond my ability to comprehend; his
success is evidenced by several strange, spectral sounds which emanate from the
river keep throughout the night as he learns to harness and control the new magic.
When not at our studies, we share company with Zargon and
Audric, and our conversations inevitably turn toward our plans to rendezvous
with Dame and his crew aboard Moonmaiden.
We very much want to avoid confrontation with Rale as well as any
encounter with the Axe of Mirabar; given our desperation, there are few
scenarios where it doesn’t end with either our incarceration or several dead Mirabarran guards. Neither result is what we’re
looking for, so we focus instead on ways to communicate our situation and our
intent with Dame.
The safest plan seems to be to send a neutral
messenger—perhaps Selben, nearly unrecognizable after having been made over by
Seirsha, Lom, or even Abram, the acoloyte of Gond—all seem like reasonable
options to get into and out of Mirabar without raising too much suspicion. We decide to approach Abram, as he is the
least associated with us directly, and see if he will deliver our message.
In the meantime, Perhegan arranges an encounter with us to
share his own feelings regarding the tension between us and Rale, and how that
may grow or may have already grown into a problem between Dagger’s Deep and
Mirabar itself. If Mirabar decides to
send soldiers to take over Dagger’s Deep, there is little that he or the
residents can do to prevent that, and while on our side, he has legitimate
concerns about the situation and what it may mean for Dagger’s Deep, its
residents, and his investment in the burgeoning settlement.
We share that our intent is to honor Rale’s ban while
still honoring our commitment with Dame.
Should the issue of our association with Dagger’s Deep become an issue,
he can claim that he has severed ties with us or even expelled us from the
settlement. It’s not an ideal solution
but provides him options to reduce tensions and continue to conduct his
business. We are all sympathetic to his
cause and regretful that we’ve provided him this struggle, but we explain again
that we intend on a plan that has the least chance of any encounter with Rale
or the Axe of Mirabar while still allowing us to honor our commitments. He seems satisfied with the resolution.
As time passes, we’re able to examine Dagger’s Deep in a
more detached fashion. Slowly, tents are
beginning to turn into masonry huts or small houses. Construction on the river keep continues, the
trades continue to develop, and we’re struck by the notion that when we
eventually return to Dagger’s Deep, it will likely be a much different
place. Relationships have been built,
new lives created, others ended, sometimes by violence. We have grown to care for and be cared for by
the residents of Dagger’s Deep and thinking about leaving it all behind brings
a certain remorse.
Our reminiscing, however, is interrupted by the clarion
call of horns announcing a visitor. As such visits are exceedingly rare, we rush
to that side of town to investigate. Along
the trail approaches a single individual on foot, trudging up the road carrying
a large sack on his shoulders. Though
there doesn’t appear to be any threat, we let Perhegan know that we will greet
the traveler, and the town’s leader assents.
As we draw near, we can see that it is a young man;
younger than Selben, perhaps in his early teens. He sees us approach, and we send forth our
ambassador, Zargon. The bard steps
forward to represent the town’s interest, and upon greeting the young man, he
responds that he’s looking for honest work.
When asked where he’s from, his reply is cryptic. “I prefer not to say, m’lord.”
The boy explains that he heard of this place on his
travels and that he’s looking for a new place to call home. “Did you break out of jail in Mirabar?” Zargon
interjects gruffly, which seems to cause the boy some alarm.
“No m’lord,” he stutters in response, as Audric interceds
to defuse the situation, asking about the boy’s skills or trade. “I have none, m’lord,” he replies dejectedly.
The decision is made to bring him to Perhegan. “We’re not the right group to make this
decision, but Perhegan is. Follow us,”
Audric instructs, and we turn back towards town. Perhegan asks a similar line of questions,
and the boy answers with equally equivocal responses.
“Dagger’s Deep could be a home for you,” Perhegan states,
“as it could be for anyone with honor and honesty. But in order to join us, you have to be
truthful and tell us who you are.” Sensing that the boy may yet refuse to answer
Perhagan’s questions, Zargon takes him aside.
The bard shares a story of his own experiences with the
Axe of Mirabar, and while we are all perplexed by the tale and its relevance to
the situation, the boy nods and seems to understand that he’s not going to be
allowed entry without coming clean. “My
name is Milter. I hail from Grunwald,
m’lord. I have no family, no wealth to my name. I took in with a band of
highwaymen north of Longsaddle, heard tale of this settlement while in
Xantharl’s Keep, and made the journey here, after I escaped.”
Perhegan seems convinced of the boy, and
his story. He will find work for Milter and asks us to find a suitable place for him to camp. “Welcome to Dagger’s Deep,” Zargon says in introduction,
grabbing his arm, “but alright, listen—I don’t buy your story. Do not mess with Dagger’s Deep or its
citizens.” Though we can’t hear all the
words they share, the tone of threat in Zargon’s voice is obvious, and Milter
pales as Zargon points to me and Audric, clearly overcome with fear.
“Yes m’lord, I’ll work hard. I won’t let you down,” Milter replies,
shaken.
Audric breaks up the conversation. “Zargon here is no lord,” he says flatly, and
escorts Milter away. The boy has little
in the way of belongings, so we gather some extra supplies to make him a tent
and a small place to call his own.
After settling in the boy, Perhegan approaches us to elaborate
on his decision. Milter came clean about
falling in with the wrong crowd, Perhegan explains, and while he can’t
necessarily be trusted, neither should his story be outright discounted. “We’ll have to keep an eye on him,” is his
resolution, and we agree.
In the days that follow, Milter keeps to himself but
attends his duties well. His first real
connection seems to be a young teenager whom we recruited from Mirabar, one of
the stonemason’s apprentice. He takes
Milter under his wing, and we’re glad to see him fit in. Our initial worries that he might bring harm
to Dagger’s Deep seem unfounded.
As our scheduled departure draws nearer, we present Abram
with our plan, and the acolyte seems agreeable and glad for the chance to see
his family again. We intend to send Lom
and Selben with him on the journey; Selben will conjure mounts for the group,
the pair will wait for Abram outside the walls of Mirabar while Abram delivers
our message to Dame, and Abram will spend the night with his family before
meeting up with Selben and Lom again to make the return trip. The message for Dame is simple—that we have
encountered difficulties that prevent us from entering Mirabar, but that we
will send Lom the day of the journey and meet up with Moonmaiden a mile downriver.
When Abram returns, he explains that he was questioned at
the gate why he’s traveling alone—he explained that it was to visit his father,
though Abram lied and said he was from Xantharl’s Keep, not Dagger’s
Deep. We trust Abram’s intuition on the
matter, and it is a clever lie to deflect any attention. Abram was able to deliver our message to Dame,
and the captain does not seem overly concerned about the unforeseen obstacle; our
plan is set. There were no encounters
with guards with the exception of those at the gate. The return trip is completed without
incidence, and we count the venture a success.
We decide on our final course of action. Lom is to be left north of Minstrel’s Glade to
complete the rest of the journey to Mirabar himself, while we cut west overland
and then north to meet the river while staying out of sight of Mirabar’s walls. If all goes as planned,
we will rendezvous with Dame and board Moonmaiden before it continues
downriver through Post South. Though the
Axe has a presence there, we are not worried about any conflict as
long as we keep our heads down.
We complete our final preparations a few days before
Moonmaiden is set to depart. We share
our goodbyes with Perhegan and the other residents of Dagger’s Deep, and
there’s a weight to the departure, as if we might not ever return or see them
again. Bonie takes her farewells with
Edine, Seirsha and Odesia especially hard, as they have become close over the months
spent in their company. Perhegan, Tarrsh
and Kallevir share their own words of thanks, and their hopes that we’ll
someday return. There’s a gravity throughout
the settlement, and the magnitude of our decision begins to set in. We visit the shrine to share one last
blessing with the town and request one of our own from our respective deities,
and with heavy hearts, we turn our backs on Dagger’s Deep.
We are not long in our journey, however, before our
solemn procession is interrupted by movement in the woods ahead. Our horses instinctively slow to a trot. Those with bows draw them as I dismount and
head towards the disturbance, unwilling to leave any potential threat this
close to Dagger’s Deep uninvestigated.
From the foliage, a trio of small spears is hurled at me while another
volley is loosed at those on horseback.
I am struck by one but dodge the others; Zargon is grazed,
but the rest of the spears miss their mark as our archers loose arrows.
If these are not goblins, then they are certainly close
kin. Most of the arrows from our
group miss due to the heavy cover provided by the foliage, though one of
Bonie’s shafts strikes true, eliciting a squeal from the victim, confirming
that our attackers are indeed goblins.
Zargon draws a bead on one of the foes and is satisfied by a squelch as he
too strikes flesh. Selben slings a
bullet that explodes against a tree as I charge into the brush, finding one of
the goblins, and send my maul crashing into its spine. Nearby, three lean, serpentine creatures appear
with beady eyes—conjured by Audric—and they focus on our attackers and
attempt to bring them down. Only one
succeeds, but it stands atop the goblin hissing victoriously as it drives its
spear repeatedly into the goblin’s head.
“Stop shooting, there’s only a few of them!” I cry out, trying
to prevent the waste of arrows, and the others dismount to join the fray,
leaving Bonie and Selben to tend the mounts and cover our flanks. The two remaining goblins turn towards me and
charge, and though I fend off one of them, the other shivs me with a small,
serrated blade that grinds across a rib.
Audric and Lom each barrel into one of the enemies, Lom
staggering his target while Audric cuts into the goblin that struck me,
severing it from mid-torso to clavicle, the head and arm landing on the ground several yards from the rest of its corpse.
Audric turns on the last remaining goblin and cuts it down. We make a crude spectacle of our encounter by
severing heads and placing them upon the goblins’ javelins before continuing
our journey. The rest of our trip to
Minstrel’s Glade is uncontested, twilight setting in as we approach Mirabar.
We decide to camp off the road a few miles from the
fortress and eschew a fire, hoping to prevent any encounter with the Axe. We split into three watches, Audric
administering healing to our wounds before settling in. During my watch with Bonie, we hear hooves
along the road and see the dim light of torches in the distance; having chosen
to camp without fire, however, they pass without stopping or seeming to notice
us.
The next morning, Selben conjures a mount for Lom and we
dispatch him to Mirabar as we part ways, the rest of us heading west. We catch occasional views of the fortress
city to the north in the distance, though we’re far enough away that we’re
confident we can avoid being seen.
Fortunately, our travel across the plains is relatively easy—it’s open
ground with few places for enemies or threats to hide. As the sun begins to set, we make our way
north to meet the river and wait, all of us hoping that Lom was able to
complete his part of the mission without any problems.
We decide to wait the night out on the south bank of the
river, opposite the road, choosing to camp without a fire again in case anyone
might pass nearby on road. Anxiety makes
our night restless, and we find it hard to sleep with general unease of being
separated from Lom and uncertainty over any potential interference Rale may
have had with Moonmaiden. We rouse
with the sun and are rewarded by the sight of the
approaching ship. It’s hard for
our spirits not to be raised, and we gather near the bank. It takes several long, tense minutes as we
wait for its approach.
Moonmaiden lumbers downriver; it’s not suited for
river travel, being kitted out for the open sea. A rope ladder is extended down from the side
of the ship and a small rowboat is lowered, which paddles to shore allowing us
to board. We can see Dame and Lom aboard
the vessel, and share several congratulatory slaps on the back and
cheers.
“I present to you your Archguard,” Dame calls out once we’re
finally aboard, and we’re greeted with cheers from the crew. It is a warm, and very much welcome, reception.
“There is one more order of business,” Dame says
solemnly, presenting us with the formal roster of Moonmaiden’s crew for us
to sign, consummating our deal with captain.
I share details with Dame of our conflict with Rale
Cotchen, the ban imposed upon us, and of a potential encounter with Rale and
his men in Post South. Fortunately, Captain Azurris is not concerned, especially when I assure him it would take a small army
to arrest us or attempt to halt our passage.
With Dame’s authority and support, we feel confident that there will not
be a problem, and take satisfaction in starting our relationship with the captain and his crew with honesty.
We are shown our quarters and stow our gear, taking a few
moments to take in our new home, encouraged by our success and ready to confront
what the future holds.
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adventurers hailed
Labels: journal, session recaps
Thursday, April 9, 2020
Roster of Moonmaiden
Scribe:
Matt S
Following is a full crew list of Moonmaiden as of the seventh month (Flamerule), 1255 DR, ordered by rank.
EDIT: Updated 4/24/2020
We, the undersigned, hereby pledge our Loyalty and Fealty, by Honor of Blood and Penalty of Death, to the vessel Moonmaiden, her Captain, her Officers, and her Crew, as designated by Rank, assigned and documented forthwith:
#. Name (Role, Place of Origin)
EDIT: Updated 4/24/2020
* * *
#. Name (Role, Place of Origin)
- Dame Azurris (Captain, Mirabar)
- Revenant (Main Benefactor, Mirabar)
- Shantor Ilfaen, (Lieutenant, Mirabar)
- Roldo Feldinstar, (Icemaster, Termalaine)
- Audric (Archguard, Dagger's Deep)
Zargon (Archguard, Dagger's Deep)- Bonie (Archguard, Dagger's Deep)
- Zeb (Archguard, Dagger's Deep)
- Selben (Archguard, Dagger's Deep)
- Lom (Archguard, Dagger's Deep)
- Rann Orcsbane (First Highguard, Neverwinter)
- Kaderron (Second Highguard, Mirabar)
Edlad Woodsong (First Seaman, Port Llast)- Harvish Molidain (Second Seaman, Port Llast)
- Dirk Greenmantle (guard, Mirabar)
- Callisto Flynd (guard, Mirabar)
- Arcon Tunterhorn (guard, Grunwald)
- Raganok Tunterhorn (guard, Grunwald)*
Paitchel (bowyer, Mirabar)Farrick Brenstor (surgeon, Xantharl's Keep)- Ilwen Riandor (scribe, Mirabar)*
Kartesh Ordenvar (tailor, Mirabar)Artemis Jahn (quartermaster, Mirabar)Carwelgan (crew, Mirabar)- Jirst Castleborn (crew, Mirabar)
Angeline (crew, Mirabar)Delv Windmere (crew, Mirabar)- Mundel (crew, Grunwald)
Holodan Surepike (crew, Mirabar)Nimbol (crew, Mirabar)Tannor Brin (crew, Longsaddle)- Tilidar Bluerock (armsmonger, Mirabar)
Angus Brightanvil (oremonger, Mirabar)Wyn Tetherbell (foodmonger, Mirabar)Bruns Sage Lorinth (furmonger, Mirabar)
* = Revived from death's door
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Labels: mirabar run, npcs, resources
Selben: A Clean Slate
Scribe:
Jason Gunder
While Zeb spends his time arguing with Bonie, making up with Bonie, arguing with Audric, or plotting with Zargon and Audric on how to gain entry into Mirabar despite Rale Cotchen's ban, Selben spends his days in isolation, deep in study.
Now that interest in the river keep has dulled, he appropriates the musty cellar of the keep as a makeshift study, scavenging bits of discarded wax from about Dagger's Deep and stuffing it into the recesses of various bits of bone he has collected. His trophy is a bit of skull from the assault on Dagger's Deep--though unsure, he thinks it may have actually belonged to one of the masons who was working on the keep before he was slaughtered. "It fits," he whispers to himself, smiling slightly.
Concluding his studies, Selben closes his tome of spells, into which he has been making nearly an entire page of neatly-organized notes, the recipe for a new enchantment. He leaves his materials, however--the working men of Dagger's Deep have given Selben a wide berth, always feeling a little uncomfortable around the black-robed apprentice, and Selben has little fear that his study will be disturbed.
When he emerges, the sun has nearly set, and Selben looks towards the tents. He smiles to himself as he sees Seirsha outside her tent, and as if having settled on some decision, walks that way with purpose. She has avoided him, for the most part, since their encounter at the beach, but something about being around Seirsha makes his chest hurt in a good way.
Though he approaches with confidence, that confidence quickly fades as she turns to regard him and he sees her look around, as if making sure others are nearby, before smiling at Selben weakly. He senses her discomfort, and he nearly turns around and runs away before she breaks the silence. "Good evening Selben," she says. "Can I help you with something?" She cranes her neck as if trying to see beyond the hood of his robe to look upon the face that resides within.
Selben pushes a few rocks on the ground with his toe before responding. "Yes," he says nervously, then pulls back his hood, realizing how weird it is to have it up during a conversation. Selben looks a mess--his skin is pale from too much time spent in the cellar or underneath the heavy hood of his black robe. His facial hair grows in thin and patchy, and looks as if it has not been groomed in several days. His hair, likewise, is an unkempt mess, hanging unevenly to the base of his neck, with bits of bone braided into it as fetishes.
"I need," he begins before correcting, "I mean I want...can you make me look handsome?" The question, blurted out, is an odd one, and despite many of the strange requests that may have been presented to Seirsha during the more questionable parts of her past, this one is entirely new. There's a desperation in his voice, however, that catches her off guard.
What follows is a rapid and scattered explanation of Selben's request, an apology for being so awkward about it, and information about why the request is so important to him. Seirsha listens on, compelled by the young man's vulnerability and honesty, and once finished, she gives Selben a warm smile, inviting him into her tent.
When he finally emerges, he has discarded the worn, heavy black robes. She has untangled his hair, cut it neatly, and removed his ghastly adornments. His face is clean-shaven, his nails trimmed--the finished result is almost unrecognizable. Seirsha hands him his robe, tied into a bundle. "Thank you, Seirsha," Selben says warmly.
"Any time," she teases, as Selben leaves her tent with a bounce in his step.
Now that interest in the river keep has dulled, he appropriates the musty cellar of the keep as a makeshift study, scavenging bits of discarded wax from about Dagger's Deep and stuffing it into the recesses of various bits of bone he has collected. His trophy is a bit of skull from the assault on Dagger's Deep--though unsure, he thinks it may have actually belonged to one of the masons who was working on the keep before he was slaughtered. "It fits," he whispers to himself, smiling slightly.
Concluding his studies, Selben closes his tome of spells, into which he has been making nearly an entire page of neatly-organized notes, the recipe for a new enchantment. He leaves his materials, however--the working men of Dagger's Deep have given Selben a wide berth, always feeling a little uncomfortable around the black-robed apprentice, and Selben has little fear that his study will be disturbed.
When he emerges, the sun has nearly set, and Selben looks towards the tents. He smiles to himself as he sees Seirsha outside her tent, and as if having settled on some decision, walks that way with purpose. She has avoided him, for the most part, since their encounter at the beach, but something about being around Seirsha makes his chest hurt in a good way.
Though he approaches with confidence, that confidence quickly fades as she turns to regard him and he sees her look around, as if making sure others are nearby, before smiling at Selben weakly. He senses her discomfort, and he nearly turns around and runs away before she breaks the silence. "Good evening Selben," she says. "Can I help you with something?" She cranes her neck as if trying to see beyond the hood of his robe to look upon the face that resides within.
Selben pushes a few rocks on the ground with his toe before responding. "Yes," he says nervously, then pulls back his hood, realizing how weird it is to have it up during a conversation. Selben looks a mess--his skin is pale from too much time spent in the cellar or underneath the heavy hood of his black robe. His facial hair grows in thin and patchy, and looks as if it has not been groomed in several days. His hair, likewise, is an unkempt mess, hanging unevenly to the base of his neck, with bits of bone braided into it as fetishes.
"I need," he begins before correcting, "I mean I want...can you make me look handsome?" The question, blurted out, is an odd one, and despite many of the strange requests that may have been presented to Seirsha during the more questionable parts of her past, this one is entirely new. There's a desperation in his voice, however, that catches her off guard.
When he finally emerges, he has discarded the worn, heavy black robes. She has untangled his hair, cut it neatly, and removed his ghastly adornments. His face is clean-shaven, his nails trimmed--the finished result is almost unrecognizable. Seirsha hands him his robe, tied into a bundle. "Thank you, Seirsha," Selben says warmly.
"Any time," she teases, as Selben leaves her tent with a bounce in his step.
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Labels: journal, play-by-post
Monday, April 6, 2020
The Words That Bind Us
Scribe:
Matt S
“You are never to set foot in the city of Mirabar again.”
The statement, spoken by Rale Cotchen but relayed secondhand since he was sprawled out and bleeding upon the ground during its utterance, assails Zeb's mind as Bonie re-dresses his wounds in the confines of their tent in Dagger's Deep.
An idle threat, surely, for all that the guard captain's doomspeak has ever mattered to Zeb and his allies. Yet the terseness in Bonie's hands as she cuts off a final wrap betrays his thoughts, ere she remarks, abruptly:
“I think we should return to the source of all this. Longsaddle. Those were your words. Do you remember? Do you still think that? Now that we're exiled from Mirabar and committed to sailing downriver through orc-infested lands to emerge, if we survive, in the open sea, and then winter over in the Frozenfar? I didn't dare speak my mind against ye when everyone else was decided, but history never told of any ‘Mirabar Run’ that I came to hear of in my life before... before all of this.”
Her gaze, colder than the most frigid winds of Icewind Dale, pierces Zeb to his core.
“I still seek answers,” she says determinedly. “But the longer we go on, I'm fearin' that the only thing you truly seek is death.”
With a huff, she rises and takes leave of the tent, not waiting for any reply. Outside, she makes her way to Audric, newly returned from the Mystran shrine erected at the edge of the encampment. “He'll be ready in a few hours, if ye care to heal him further. Though I'd not begrudge ye if ye didn't.”
The venom in her tone washes over the crusader as he feels its force, though he knows it not intended for him. Since their encounter with Rale Cotchen along the road and subsequent return, the woman has struggled to preserve her normal stoicism. In truth, between them all, interactions have mostly been brief, curt, and matter-of-fact, exchanging details pertinent to their situation but accompanied by few of their usual pleasantries.
Bonie then turns from Audric, heading purposefully in the direction of Seirsha and Edine, who busy themselves tending a pair of young goats whilst Zargon stands idly by, practicing his lute.
In her wake, the tension rests on the edge of a knife.
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Labels: play-by-post
Friday, March 13, 2020
#37: Kill or Be Killed
Scribe:
Jason Gunder
Audric resurfaces from the Undercity a few hours later,
his face pale, with a wan smile that marks at least a partial success. He catches us up on the encounter between
Corenar and Thrur, and of the tentative peace that was made before Audric withdrew. While “success” is perhaps too strong a word,
we count the task of delivering news of Corin’s demise complete and settle upon
a few final arrangements that will take a couple of days before we head back to
Dagger’s Deep.
“This would be my offer to you—1,000 gold to hire you on as archguard of the voyage. Assuming you fulfill that which you promise, when we reach Fireshear, the entirety of the crew will winter aboard the ship. There will be suitable accommodations for all.
While I cloister myself away in my room with Ethelenda’s
tome of arcane recipes, Audric leads the rest of the crew to the other side of
Mirabar to revisit Detrius’ Armory and determine the armorer’s disposition on
the suit of hide.
On the way, however, the band witnesses the construction
of a large vessel, and having heard whispers of what locals are calling
“Mirabar Run,” Audric decides to investigate.
The vessel is to be manned by adventurous individuals who intend to push
through orc-controlled lands downriver, all the way through the ruins of Illusk
and into open waters. Ultimately, the
vessel is bound for a city called Fireshear in the far north, due for arrival before
the waters become too dangerous and full of ice to traverse.
Audric and the others are brought to a captain of
mercenaries in charge of recruitment for the voyage, and they negotiate rates to determine if it’s a venture worth consideration. The man introduces himself as Dame Azurris,
revealing that he’s more than just a mercenary captain—indeed, he’s to captain
the vessel! “Assuming we make it through
Illusk alive, and assuming we reach our destination, most likely we’ll winter
over in the Frozenfar.” He explains how
the return voyage becomes more treacherous due to the change in seasons, and
discusses some of the options they’ve considered, including sailing south to
Neverwinter once the snows pass.
There is a discussion of the skills we offer and how they
might benefit such a trip, and the conversation is left open should we wish to
return and pursue the venture more seriously.
Audric thanks Dame for his time.
Upon returning to the armory, Detrius greets Audric and shares his
assessment of the task, to make a truly quality suit of mail. The agreement he offers is to produce a
single suite of scaled mail in return for the leftover pieces of hide, which he
believes can be used for other, smaller items.
Based on his workload, he feels that the task might take several weeks
to months, potentially quicker if the project is funded so that he can work on
it exclusively.
When we convene later that night, we talk of many things
but keep finding the conversation steered back to the Mirabar Run. Audric catches me up on the details, and the
voyage does indeed have an appeal; after some deliberation, we decide to pursue
Mirabar Run instead of a journey to Longsaddle and points south, as we had originally
planned. It satisfies our desires to
pursue new lands and new opportunities, with the potential to perhaps learn
more about the parchment and the strange figure that preceded us on our visit
to Thrur.
We return to Dame the next day and explain to the man our
intention to appeal to sign onto his Moonmaiden. Dame looks us over again, asking several
details about how we came to know one another, what sorts of deeds we have
accomplished together, and what skills we have that would be of benefit to the
Run.
Audric, Lom and Zargon introduce themselves, each sharing
their various experiences and talents.
Bonie is stoic in her own introduction.
“Born and raised in Mirabar, learned the ways of the sword from my
father in…Wes…Mirabar.” She falters,
nearly mentioning Westtower (which does not yet exist), before quickly vouching
for the rest of us and our abilities. I
step in when she falters.
“I am Zeb, sworn to Malar.” At a raised eyebrow, I continue. “I’ve ripped the tongue from a high priest of
Malar and slayed the black beast in his service. I’ve torn the throat from a priest of Talos
with my bare teeth, and together we have slain a 40-foot serpent in the tunnels
below Dagger’s Deep.” I deliver my
credentials flatly, without boasting, and bear trophies as proof of my kills
that dissuade any doubt.
Finally, Selben steps forward. “I’m Selben,” the mage introduces himself, a
creepy smile visible from within his black cowl.
Dame asks our price, clearly satisfied with our
credentials. Remembering that the
land-based expedition to Icewind Dale commanded rates of 50 to 200 gold and was
of comparable danger, Zargon and Audric discuss rates and present an offer to Dame
of 250 gold for each of us.
“What cargo do we carry?” I ask, before negotiations get
too far. Dame explains that the ship
will be carrying weapons and arms, winter furs and supplies, the
types of things that the north needs in abundance.
“This would be my offer to you—1,000 gold to hire you on as archguard of the voyage. Assuming you fulfill that which you promise, when we reach Fireshear, the entirety of the crew will winter aboard the ship. There will be suitable accommodations for all.
“We want 1,200 and we each want our own room aboard the
ship,” Zargon responds shrewdly. Dame
counters, offering us a private quarter for our company—which is a suitable
compromise.
Audric questions the title of “archguard,” and what
responsibilities and privileges that title assumes. Dame explains that there will be additional
guard aboard the ship, and all will report to him. We would be considered
elevated in terms of rank.
“Any other priests?” I ask flatly. He replies that there are not, at least not
as of this moment.
“1,200 gold is fair,” he replies, “to be paid upon
arrival.” He explains that this term is
non-negotiable, and that prior to departure a contract will be signed and
pledged to ensure his side of the bargain.
Dame is requiring that everyone return to Moonmaiden on
Midsummer’s Day, just over a month away.
Audric asks if the Axe of Mirabar is to be present, and Dame
explains that this is an independent venture, not sponsored or supported by Mirabar. That, at least, is a
relief. We part on agreeable terms, and
vow to return on the appointed day.
Audric enlists the exclusive services of Detrius to
expedite production of the armor, passing over a weighty purse of coin to seal
the deal. Our business done for the day,
we return to the inn.
Prior to our departure for Dagger’s Deep, I successfully
complete my spell research, and Selben learns a new enchantment as well—though
my apprentice, he is able to master magics that remain arcane to me, coming
from schools in opposition to my own.
The journey between Dagger’s Deep and Mirabar has started
to become familiar, and we reflect on our experiences as we lumber back. Our reflections are
disturbed, however, around midday as we hear the approach of hooves behind
us. We pull aside, making way, hoping
that they are just travelers that will pass us by.
The men are outfitted as the Axe of Mirabar, and a
familiar voice calls out, “Hold!” The
voice belongs to Rale Cotchen and his contingent of guards. Rale pulls to the front of his group and his
men wrap around to the front of the wagon.
He looks down at us maliciously, focusing his glare upon me.
“Mirabar may not hold you accountable to Laerch Strolgam
or Corin Redbeard, but the city does not know you as I have.”
I spit on the ground in front of his horse. “I’ve bled with Laerch, have you?”
Rale dismounts, stepping towards me. “My cousin and I did not see eye-to-eye on many
things, not the least of which his choice of wife…but blood is blood, and I
hold you personally responsible for the death of my kinsman. I intend to settle that debt.”
“Blades or fists?” I ask, still unsure if it will really
come to combat.
“Blades,” Rale responds.
He removes his tabard, handing it over to one of his men. “This is not a Mirabar matter. This is…personal. No spells, no magic…no interference,” he
commands, twirling his blade. He
wears a suit of chain and carries an iron-banded shield.
Surprisingly, Audric offers his sword to me and Zargon
beings to hum a tune, the Ode to Laerch.
After some discussion over the fairness of facing a fully armored soldier,
Rale throws his shield to the ground. “I
understand well the defenses you harbor—this is a fair fight,” he says. With the blessing of my companions, I raise
the maul and with a growl, close ranks and attack.
We square off, and in an instant the mood changes from tense
preparation and threats to real danger, adrenaline flowing as we engage,
looking for openings. I swing hard and
strike, though his armor cushions most of the blow. His sword snaps back in retaliation and I
duck below it, but he lashes out again, cutting a deep wound into my shoulder. He follows through with a third strike, this
one piercing my side, and my lungs begin to fill with blood.
I spit up froth and bright red blood. “You’re skilled with a blade, Laerch could
have used your help while he was being butchered by barbarians and you were
sitting in your castle.” My usual
confidence falters, knowing well that I am outmatched, though I pull myself
back to my feet.
Rale makes no response.
“That’s what I thought, coward,” I curse. I swing the maul again, clipping him, but he
turns aside and my aggregated wounds prevent me from causing any serious
damage. He counters with a brutal slash that
opens my chest and I collapse, immediately unconscious, bleeding out. He stands over my body and holds his sword to
my throat.
“You are never to set foot in the city of Mirabar again,”
he says, addressing the group. With one
quick strike he could end my life.
“Once we are aboard the ship for the Mirabar Run, we’ll
be gone and never return,” Audric says, briefly explaining our contract with Dame.
“No, you’re never to return...under any terms. It’s over.”
He remains standing over me, sword poised at my throat, waiting for any
response. When none follows, he
retrieves his tabard from his man, mounts his horse, and rides off.
Audric stoops down to staunch the bleeding, and once I
recover enough to choke up another gob of blood. The priest of Mystra delivers
me a kick, chastising me for ruining another opportunity and getting us banned from
Mirabar. I’m too bloodied to offer much
of a counter.
Bonie’s concern over my wounds is evident; she doesn’t
seem happy with my choice of action, but seems relieved that I am alive, at
least for the moment. Selben, his face
unreadable, conjures a mount and offers it to me as I’m barely able to stand. With no pride, I accept his help to mount the
beast, and slump heavily over, barely able to hold up my head.
Our procession continues silently, and we eventually
break to camp. I nearly collapse trying
to dismount my horse. Perhegan remains
distant and unreadable, making no comments other than brief statements of fact
about the trip or our gear, and we split up into watches for the night. Bonie spends most of the night by my side or
helping around camp before she eventually passes out, and I fade in and out of
consciousness. Fortunately, there are no
disturbances; my rest is uncomfortable, punctuated by several bouts of hacking
where I cough up clotted blood.
We complete the journey under a somber cloud, mostly
silent, but we make reasonable time back to Dagger’s Deep where we are greeted
by a throng. “Ran into trouble on the
road,” Perhegan explains when my disability becomes apparent, and he leaves
with Kallevir to get the wagon unloaded.
Perhegan’s uncharacteristic silence is a worry to me, though in my
current state, I’m in no position to have a discussion about it.
Though a week has passed since our departure, nothing
noteworthy has happened in Dagger’s Deep since we left. Progress on the village’s structures is
evident, the masons having been busy at their labor. Wearily, we retire to our respective tents to
contemplate the encounter with Rale and what the implications of his exile might
be for our group.
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adventurer hailed
Labels: journal, session recaps
Selben
Scribe:
Jason Gunder
Standing on the beach, Selben pulls out a handful of
items from one of his pouches and lays them in a small pile. Picking out bits of yellowed finger bones,
harvested from some of the dead barbarians that attached Dagger’s Deep, he
begins to arrange them into a little family of stick figures, finishing them
with other odds and ends—bits of cloth, discarded tangles of hair, and tiny
vertebrae he found that may have come from a small fox he found in the woods.
He shapes the bone figures, representing Audric with a
tiny bone sword, one for Zargon while quietly humming the Ode to Laerch, then
Zeb with a bleached knuckle bone that looks uncannily like his wolf helm.
Beside them he makes more, one for Bonie next to Zeb,
then Lom, then finally one for himself.
Distracted by his work, he jumps to avoid a small wave that washes onto
the beach, sent by the passage of an errant river craft. Selben flashes the boat’s pilot a cold look,
but the boat passes without the pilot paying any notice.
When he returns to his bone marionettes, he frowns. Though he, Bonie and Lom are undisturbed, the
wave has ruined the others. Zeb, Audric
and Zargon are in a jumbled mess, missing arms, legs, and Zargon’s head has
been displaced, washed away by the receding wave.
Seirsha, passing nearby while about her tasks, stops to
examine the young mage. “Selben?” she
asks, having seen the black-robed apprentice jump. “Everything alright?” She drops a heavy bundle to the ground at her
feet.
Selben smiles up at at her, unblinking, holding her gaze
just beyond the point of comfort. “All
is well,” he says, stirring the bones into the sand with his boot, kicking the
last few into the river. “You look
pretty today. Can I help you carry
that?”
Seirsha stirs uncomfortably, but without waiting for a
response, Selben stoops to lift her bundle, giving Seirsha another thin-lipped
smile. As they walk into the village, he
resumes humming, his steps in time with the lilting notes of the Ode to Laerch.
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adventurers hailed
Labels: journal
Saturday, March 7, 2020
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