Friday, May 8, 2020

#40: The Promise

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.

A traveler from afar
Of a world beyond the world
Lost in ours
Rest peacefully, my friend

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.

Monday, April 27, 2020

XP awards for sessions 36-39

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

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.

Friday, April 10, 2020

#38: Past Be Damned

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.

Thursday, April 9, 2020

Roster of Moonmaiden

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)
  1. Dame Azurris (Captain, Mirabar)
  2. Revenant (Main Benefactor, Mirabar)
  3. Shantor Ilfaen, (Lieutenant, Mirabar)
  4. Roldo Feldinstar, (Icemaster, Termalaine)
  5. Audric (Archguard, Dagger's Deep)
  6. Zargon (Archguard, Dagger's Deep)
  7. Bonie (Archguard, Dagger's Deep)
  8. Zeb (Archguard, Dagger's Deep)
  9. Selben (Archguard, Dagger's Deep)
  10. Lom (Archguard, Dagger's Deep)
  11. Rann Orcsbane (First Highguard, Neverwinter)
  12. Kaderron (Second Highguard, Mirabar)
  13. Edlad Woodsong (First Seaman, Port Llast)
  14. Harvish Molidain (Second Seaman, Port Llast)
  15. Dirk Greenmantle (guard, Mirabar)
  16. Callisto Flynd (guard, Mirabar)
  17. Arcon Tunterhorn (guard, Grunwald)
  18. Raganok Tunterhorn (guard, Grunwald)*
  19. Paitchel (bowyer, Mirabar)
  20. Farrick Brenstor (surgeon, Xantharl's Keep)
  21. Ilwen Riandor (scribe, Mirabar)*
  22. Kartesh Ordenvar (tailor, Mirabar)
  23. Artemis Jahn (quartermaster, Mirabar)
  24. Carwelgan (crew, Mirabar)
  25. Jirst Castleborn (crew, Mirabar)
  26. Angeline (crew, Mirabar)
  27. Delv Windmere (crew, Mirabar)
  28. Mundel (crew, Grunwald)
  29. Holodan Surepike (crew, Mirabar)
  30. Nimbol (crew, Mirabar)
  31. Tannor Brin (crew, Longsaddle)
  32. Tilidar Bluerock (armsmonger, Mirabar)
  33. Angus Brightanvil (oremonger, Mirabar)
  34. Wyn Tetherbell (foodmonger, Mirabar)
  35. Bruns Sage Lorinth (furmonger, Mirabar)
* = Revived from death's door

Selben: A Clean Slate

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.

Monday, April 6, 2020

The Words That Bind Us

“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.