Sunday, June 28, 2020

Forest of Wyrd Session #15 - Diamur Without Peer

DRAMATIS PERSONAE:

Gnarl (Wood Gnome 3)
Ranza (Changeling 2)
Hobbs (Hedgefey 2)
Beck (Fighter 0) [NPC]


Rousing the 'guards', the party themselves settled down for the day to catch up on their rest. When evening began to fall, they roused themselves and prepared to re-enter the  manor and continue the search for the paintings. Thrax, Vergarious and Jonesomon were reluctant to return so quickly, and opted to stay at the encampment. Worried about having an under-strength party, Ranza made an offer to the guards; a half share of any treasure from this entry into the manor if they would come along to help. Agnar was adamant he would go nowhere near the &%$@*& cursed place; but Beck signed on for gold and glory.

When night fell, the manor returned as before. This time the party started with the outbuilding they'd previously bypassed. It proved to be a stable (faintly lit within) and what looked to be the grooms quarters. They found little in the quarters; it was sparsely furnished and equip, and obviously unoccupied for quite some time based on the cobwebs and dust. However, in the stable itself they could hear animals. Entering, they observed, by the light of a lantern by the door, three animals. A pair of well fed and well kept ponies in one stall, and a magnificent blue-black horse in another. The stable was otherwise empty except for straw, tack and harness. And very well looked after, considering there appeared to be no stable boy. Gnarl went over to the horse and offered a handful of dried apples from his rations. The horse licked these, an Gnarl was surprised to find it left a sheen of frost on his hand from it's unnaturally cold breath. He also noted the very finely crafted tack and harness hanging nearby; this was obviously the horse of a very well-to-do individual. 

This got Hobbs all excited, and he scurried over to their camp to grab the saddle of  domestication. With Gnarls help, he got this on the horse and climbed up into the saddle. The horse was quite OK with this, and the hedgefey gently rode his mount out of the stall and then out through the stable doors. Where he was immediately confronted by a tall, slim figure dressed in mail and helm, and with a sword in its hand. Hobbs immediately got the whiff of fey from the figure, who now drew a dagger that burst into flames with his other hand, and then spoke; "I think it best if you leave my horse and go on your way". At which point, Hobbs drew his own sword and charged, Ranza, Gnarl and Beck following up in support. Things went downhill rapidly; Gnarl entangled the figure, but it swallowed a potion and broke the hold. The figure then colorsprayed the three on foot and knocked them unconscious. Then it became a battle royale between he and Hobbs, who called on his badger heritage to go into a heroic rage and charged at the figure multiple  times, landing multiple blows. The figure fought back with spells and sword, effectively fighting to a draw. The figure then took the opportunity during a pause in the action to go stand over Ranza and press the tip of his sword against the back of her neck. "I suggest you lay down your weapons and return my mount, or your companion dies". He press a little harder with the sword, drawing blood, to reinforce his point. 

Hobbs, seeing no other way out, complied. The horse returned on it's own to the stable (after Hobbs removed the saddle of course; it wasn't part of the deal) just as the other three regained consciousness. The figure, with great dignity and respect, now bowed to Hobbs. Congratulating the hedgefey on his fighting skill, he introduced himself as Diamur Without Peer, a lord of the twilight realm. Would Hobbs and his companions join him for a drink in his rooms? He wished to learn more about them and their purpose here at Vernal Manor. The party agree, and Diamur Without Peer led them around the manor to the main doors, then upstairs and through an empty (except for four large bat eared goblins sitting at a table) ballroom, to his own well appointed chambers. Pouring them each a glass of some strange green wine, they sat down to talk. Over the course of the conversation, the party learned some interesting information:
  • He is at the manor courting the lady of the house, Lhiannan Vernal. He is unfortunately competing for her attention with another, a mortal painter by the name of Cuthbin the Younger [party suppressed eyebrow rise at the news the supposed long dead painter is alive and well and in the house]; 
  • Lhiannan is some sort of fey muse, to whom the artist is bound, unable to leave of his own will. Of her powers, Diamur Without Peer was vague (did not want to give the party information which could be used to harm her) but he did note she is selectively invisible, allowing herself to be seen only by those she chooses. Questioned further on her nature, he noted that she is corporal and quite powerful in her own right; 
  • He would be quite happy if Cuthbin were out of the picture, but is reluctant to do anything himself for fear of earning his lady's wrath;
  • Questioned about the paintings, he noted the house is full of artwork (pointing to paintings on his wall as examples). The two the party is looking for, and most of the rest of Cuthbin's work, are located in Lhiannan's private gallery, part of her suite of rooms which he then described to them; 
  • Asked about servants, he noted there are only two in the house. The fairy chamberlain Gwrtheyrn,  and a human maidservant Granya. Pressed further, he noted Granya was actually a changeling, kidnapped as a baby and brought to the manor to serve her Ladyship;
  • Asked about the gate-stone, he noted that it allowed the Manor to exist in both the fey and mortal realms at the same time. Unfortunately, with the actual manor in the mortal realm destroyed, the house and it's fey inhabitants could no longer move freely into the mortal realm. The nightly appearance of the house was more a matter of the twilight realm 'overlaying' the mortal realm now.  
Digesting and discussing all of this, the party and Diamur Without Peer came to an understanding. He would find a way to get Lady Lhiannan away from Cuthbin for awhile, and the party would then sprint him away and back to the mortal realm along with, if at all possible, the paintings they sought. In return, apart from whatever artwork they could get away with, Diamur Without Peer offered them his friendship and alliance in times of need (sealing the pledge with a strange teardrop shaped amulet on a gold chain). It was agreed the party would return the next night to put then plan in action.

Meanwhile, they went to look for Granya to get information from her. And so Ranza could size her up, as the plan they were hatching involved the party changling disguising herself as the maid servant. They returned to the kitchen to wait for her. Granya arrived some time later, looking disheveled and tired, carrying an overloaded tray of dirty dishes, bottles, and glassware. Startled by the party's presence, she dropped the tray with a crash. As Gnarl gallantly helped her clean up, he struck up a conversation. Granya confirm what Diamur without Peer had told them. She did most of the scutwork around the manor, helped only by two killmoulis (she pointed to the rafters where two odd looking little fae with long noses peered down at them). It was a busy job, as there were always guests; people came and went continuously, and they had free run of most of the house except for the Lady Vernal's chambers. Asked why she stayed, Granya laughed and showed them a silver thread around her waist. She was bound to the manor, and could only leave if the thread was cut by the silver scissors kept in Lady Vernal's chambers. When asked, Granya was reluctant to help the party too directly, as she  feared Lady Lhiannan. But she would help as best she could if they agreed to get the scissors, cut her free, and take her back to the  mortal realms.  

By this time, Granya had to gather another round of food and drink for the guests and then left the kitchen. As the party prepared to head into the cellar and ensure the gate would bring them back to the mortal realm again, one of the killmoulis climbed down and lopped over the Gnarl. He patted the wood gnome on the arm and handed him a small leather bag before climbing back up again. Inside were a small handful of silver coins, reward for treating Granya well. 

Down to the cellars and the gate, the party was perturbed to find another crysmal emerge from the gate stone. But they fought it only briefly this time, just long enough for Gnarl to entangle it so they could slip past, touch the stone and return the the mortal realm just as the sun was rising. 

TOTAL XP
552

GAINS
26sp
Tear-drop Amulet (250sp) 

KILLS/VICTORIES
none

LOSSES
none

Friday, June 12, 2020

Forest of Wyrd Session #14 - Vernal Manor

DRAMATIS PERSONAE:

Gnarl (Wood Gnome 3)
Ranza (Changeling 2)
Hobbs (Hedgefey 2)
Thrax (Fighter 2)
Jonesomon (Specialist 3)


Having cleared out the bandit nest, the party roped up their 5 prisoners and returned to Kreland's Ford, first taking a detour to the satyrs fountain to take the cure and heal their wounds. Reaching the town, the turned four of the prisoners over Thayn Clodwin (who promptly had them hanged on the market green). The party choose to keep one prisoner, a fellow by the name of Cemark. They spared his life and gave him money to cover his bar tab [25sp] at the 'Eight Imps and a Bear' for awhile with the understanding he would report any interesting rumors and gossip he learned. Particularly about bandit activity. They also dismissed three out of five surviving men-at-arms. The other two  (Agnar & Beck) accepted an offer from Ranza to remain on the payroll to help guard camp, Feedbag and the wagon, and other related tasks over the next few weeks  [100sp each, half up front and half at end of employment].  

Work done in town, the party packed up and followed the Thayn's directions to the ruins of Vernal Manor just a few miles west of town. They found it easily, but were disappointed there was absolutely nothing of interest. Just an overgrown field. Closer examination and architectural sleuthing by Jonesomon and Hobbs did uncover the barest foundations of a large "U" shaped manor and scattered signs of its destruction 50 years before (burned wood, broken stone, etc). There was one section, partly overlapping with the manor, which was sunk a foot for so lowered the rest. Even closer searching uncovered a strange stone  sticking just and inch or two above the turf; a slick smoky quartz which Gnarl noted was not natural to this area of the Forest. With no other obvious signs, the party started digging around it. It took all day digging down through the tumbled remains of the manor before the base of the stone was found. It was sitting on a packed earth floor, best guess a cellar or other storage room that once sat below the manor. The stone itself was vaguely egg shaped, 15' tall and 20' in diameter. But there were no marking or other signs of what it could be. 

By this time it was getting dark so the party started to set up camp for the night. And then they noticed something strange. As darkness fell, there started to appear the faintest hints of a structure over the ruined foundations. At deepest twilight and just before full darkness, there was suddenly an apparently very real and substantial manor standing in the once empty clearing. Leaving Agnar and Beck to watch the camp,the party approached. In several windows light could be seen, although little detail was visible inside through the thick leaded glass. There was a small outbuilding, a shed or stable, nearby as well. And there was a door, which the party now approached. Touching the wall, they confirmed was indeed solid and substantial. And then with Thrax leading the way, they opened the door and headed inside (doubling checking after they did that their campsite and hirelings could still be seen through the open door.)  

They found themselves in a substantial kitchen, with a row of cooking hearths along the south wall, tables and counters crowded with pots and pans, dishes and cup, and some prepared food. Thrax tried the dried meats and a bowl of stew and pronounced each quite good. A set of stairs led down to what appeared to be a cellar, but the party first went to check on the other side of a door that seemed to lead deeper into the manor. This opened into a hallway, which contained several other doors. Choosing the nearby double doors, everyone stopped to listen. Hearing nothing, Thrax threw it open. And was surprised to find a loud and lively party underway inside a huge ballroom. Dozens of gaily dressed couples danced to the music of a string quartet and singers, while others mingled among tables overflowing with food and drink. While everyone else peered in from the hallway, Thrax started to make his way to the music, hauling out his harp in the hopes of joining in. But he was intercepted along the way by an unnaturally beautiful elfin woman, who invited him to dance with her. This he did (poorly). He felt a momentary sense of enchantment which passed, somewhat to his dance partners disgust. But that too passed, and she engaged the gangling fighter in conversation. He gleaned that time had no real meaning to her, which  seemed to confirm they were now in the twilight realm of the fey. Upon questioning, she indicated the owner of the manor was her Ladyship, Lhiannan of House Vernal.  By this time Hobbs had moved into the room, and likewise was approached by a dance partner. He brushed her off bruskly while likely forcing back a feeling of enscrollment. The badger continued to be rude, which brought the attention of the rest of the party goers. A dozen men stepped forward and drew rapiers, approaching Hobbs menacingly. Not liking the odds, both Thrax and Hobbs retreated out the door and closed it behind them. But opened it once more to confirm the party was still underway and that it was not simply on a programed 'repeat' of the same scene observed originally. 

Done with dancing, they headed for another door further down the hallway. Listening this time revealed the sound of someone mumbling to themselves inside. Once more,the door was flung open. Inside the walls were lined with shelves covered in brick-a-brak (shells, junk glass objects, rocks, etc) Facing the window was a red velour divan on which sat, back to the door, a wizened little man in a red silk robe drinking a cup of tea. Hearing the door open her turned and said “Would you like a cup of tea?” Thrax, once more first in the room, declined, and started to ask him questions. But the little man became more and more insistent that the fighter share a cuppa with him, until finally exploding in rage with a guttural scream. Thrax, choosing caution over valor, retreated from the room and closed the door behind him. Just in time as he heard the sound of the teapot crashing against the door. He was also stunned by the man's growling, standing there in the hallway dumbfounded. Hobbs, his dander up again, pushed forward and launched himself into the room and at the little man. And intercepted a hurled cup of boiling hot tea with his face. But Ranza and Gnarl joined him, leaving Jonesomon to look after Thrax in the hallway, and a short vicious fight ended with the tea man dead. Thrax, now recovered, stripped the robe from him and dumped the body in the fireplace. Upon donning the robe, he noted there was now a pot of good sweet tea (the kind he liked) hidden in an inner pocket. Neet!

Finding nothing else of real value (and no paintings, which was their ultimate purpose in the manor), the party instead took the divan and hauled it out to Agnar and Beck, before returning to the kitchen (where they noted someone or something had cleaned up Thrax's dirty dishes) and heading down to the cellar. There they found it bursting with supplies of food and drink. And after some careful investigation, Ranza found something unusual. One of the supporting pillars was more than twice as wide as the others. And hidden in the side was a small lever. She pulled it, and the face of the pillar opened a crack. Prying it open more uncovered a narrow passage. Forming up in line, Thrax once more led the way and in they went. The passage was short and led into a large, very rough chamber. And there in the centre stood the weird quartz stone they'd dug around earlier that day in the 'mortal' realm. But this time the 'smoke' in the stone appeared to swirl and move, and a very faint light emanated from the surface. And then all of a sudden something, else emerged from the surface. A creature, seemingly made up of a mass of quartz crystals. It  lurched toward Thrax and lashed out with a very hard and sharp crystal 'arm'. The rest of the party crowded in behind the fighter to support him, but their attacker was very difficult to damage given it's solid rock structure. But luckily it managed very few hits on Thrax before Ranza finally struck it a mortal blow, causing the creature to collapse in a spray of rock dust and shattered crystal.   

Kicking the debris aside for now, Gnarl went over the the stone and touched it. And suddenly the whole party found themselves standing back in their encampment, looking down at Agnar and Beck curled up asleep on the divan and with the sun just rising to the east ... 

TOTAL XP
700

GAINS
20sp bounty
1 red velour divan [125sp]
Robe of Refreshment [100xp]

KILLS/VICTORIES
The Tea Man
1 Crysmal

LOSSES
none

Saturday, June 6, 2020

Forest of Wyrd Session #13 - Brigands and Bargaining

DRAMATIS PERSONAE:

Gnarl (Wood Gnome 2)
Ranza (Changeling 1)
Hobbs (Hedgefey 2)
Thrax (Fighter 2)
Jonesomon (Specialist 2)
Vergarious (Changling 1)



Having spent a week in Brackenrae to rest and refit, the party moved out to start their circuitous tour. To Kreland’s Ford to meet with Thayn Clodwin to seel their painting. Then to the north and the tower/sword from the boys treasure map. And then to Wickerwood to meet the Thorguld Red-Nose and look for information on the lanterna bush. Initially all went well, meeting only the occasional traveler on the road. But on the second day the party was startled when suddenly a huge oak tree crashed down across the path and blocked the way forward.  While Jonesomon and Gnarl stood guard with Feedbag and the cart, everyone else fanned out and started to approach the fallen tree. But then, suddenly from behind came the whine of crossbow bolt arcing through the air. Gnarl, standing atop the wagon was hit several times and tumbled down into cover. Everyone turned to see crossbowman lurking along the edges of the trail behind them, blocking their way back. The party made an about face and started towards them. Thrax, Hobbs, Vergarious and Ranza charged forward, covered by missile fire from the others. But just as they made contact with the crossbowman, a thunderous roar came from fallen tree, where now emerged a huge ogre charging down at Jonesomon and Gnarl.  Jonesomon was knocked unconscious by the beast as he and Gnarl stood alone, everyone else being currently engaged with the crossbowman. A mix of entangle, colorspray and sharp pointy objects neutralized the threat to the rear, and everyone turned to deal with the ogre. Now with the full party focused on the one threat, the ogre soon fell with a cry of “Krugal die!” bellowed from its throat. 

Everyone bandaged wounds and then started to strip the bodies of valuables, collecting a bag of silver from Krugal and a scattering of coin from the crossbowmen. They also heaved all the crossbows and bolts into their wagon before turning on the one brigand they’d spared from slaughter. The man refused to tell them anything, snarling back that they party would only kill him anyway so why bother. A little heavy handed interrogation by Thrax and talk of breaking fingers didn’t help. In the end they simply trussed him up so they could bring him to justice in Kreland’s Ford. They chopped off the ogres head at the same time, hoping there may be a bounty available for the bandits. Meanwhile Gnarl and Hobbs slipped into the forest to find the brigands approach trail. This they did easily, and the two followed it about a half mile through the forest before spotting clearing with crude huts ahead.  Hobbs spotted at least a dozen more men, so the two slipped back to inform the group. Rather than tackle (and loot) the camp right now, they decided to continue on to Kreland’s Ford so Jonesomon could recover. 

After another day of travel, the party pulled into Kreland’s Ford and settled into the ‘Lazy Unicorn’ Inn for a week of rest. They then paid a visit to the Thayn to see what he would offer for the painting. The party was led into the presence of the Thayn Clodwin, a tall spare man of advanced age. When shown the painting, he was quite shocked. It was, he told them, one of a series of three paintings of rural scenes with hidden fey figures by the famous Cuthbin the Younger. All three had been in the possession of the Vernal family. The problem was, the Thayn himself had helped burn Vernal Manor (and the three paintings) some 50 years before on the order of the (then) Earl Holstan TwoFinger. There’d been rumblings of dark goings on at the Manor, cavorting with dark fey forces and so on, and the Earl wanted to take no changes. He was mystified of how this painting could have survived. But if it had, perhaps the other two were still to be found intact!  He made an offer on the painting (500sp) and informed the party he would gladly buy the other two if they recovered them. Perhaps they should check the burned ruins of Vernal Manor to the west of town [hex 06.09]? He also, upon questioning, told them of barrows in the hills to the north [hex 06.07] and a ruined shrine to old gods in the swamps to the northwest [hex 06.09]. But his demeanor changed quickly when the party started to push back on the price offered for the painting(s). Clodwin in no uncertain terms reminded them he was Thayn and would not be toyed with by little people. If they wished to deal in good faith, he would listen. But he reminded them that pushing too hard would get them nowhere but the gallows. He also made it clear that while he would pay a bounty for the bandits, he was not overly concerned about them and was not interested in sending any of his huscarls with the party to deal with the camp. They could do ask they wished, but he saw no need to involve his men since the threat was already blunted. 

Taking leave of the Thayn before things got out of hand (but only after getting their 500sp for the painting), their next thoughts turned to ‘what next’? Diverting from their original plan, they would first go back to assault and loot the brigand camp, then perhaps check out Vernal Manor. Looking for some fired help in the absence of any support from the Thayn, the party went looking for men-at-arms to hire. They ended up at the rather seedy ‘Eight Imps and a Bear’ tavern and succeeded in hiring 3 spearmen and 3 archers [for a full share of recovered treasure between them, or 50sp each if the expedition was a bust treasure-wise]. Ranza also made a big show of saying the expedition would get underway in three days’ time, just in case any of the questionable types in the tavern were in cahoots with the brigands. They party in fact slipped out of town that night, keeping watch behind them for any one sneaking out behind them. Nothing happened though, and the party made their way back to the ambush site without incident or encounter.   The party looped around to the east and prepared to approach at first light with the morning sun behind them.  

Jonesomon and Hobbs took the lead, scouting ahead and locating the camp with ease. A pair of sentries stood watch around the path leading into the camp from the south, and another quartet of men soon emerged from one of the huts. But otherwise there was no activity. Hobbs slipped back to tell the rest of the party to get ready, then headed to the hut closest to the forest’s edge and lit a fire. Within a few minutes, smoke was starting to rise. One of the men in the clearing noticed it, and ran over with a shout to warn the men in the hut. And then the party fell upon, with a rain of arrows falling on the men in the open. Few hit though, so the party charged in. Gnarl entangled one group, while Hobbs and Thrax rushed for the sentries. In response to the cry of ‘Ambush!” men started to pour out into the clearing. By this time the party had taken position by huts, and the bandits rushed out into a maelstrom. Their hired archers kept up their fire while the party and the spearmen dove in with melee and magic. Then suddenly, out of the last hut stormed another ogre! It, though, fell quickly to the combined might of Thrax, Gnarl and Vergarious. Seeing their leader fall, the remaining brigands dropped their weapons and gave up the fight. 

While the hired men-at-arms (less one archer who fell in battle) gathered the prisoners, the party searched the huts. In the ogre hut, in a hidden hole in the floor they uncovers a treasure of silver coins and jewelry, plus what looked to be two potions. The brigands (dead and prisoners) were likewise looted of their silver, and the party prepared to head back to Kreland’s Ford. 


TOTAL XP
5252

GAINS
1779sp
Silver Chalice with bloodstones (1000sp)
Silver bracelet carved with flowers (30sp)
Pendant diamond earrings (200 sp)
Potion of Treasure Finding 
Potion of Flying 

KILLS/VICTORIES
2 Ogres (Krugal and Krughilda)
20 Bandits Killed or Captured

LOSSES
none