Episodes 107 & 108 – Taking Care of Business

The four adventurers decide to leave Livist tied up in the basement. Lolly is the only other individual who is aware of the situation, and they decide to leave it that way. They do not tell Shaggi and Skids of the situation, simply to keep the situation as buttoned-up as possible.

They discretely load up the cart with their cache of weapons, and head across town towards the Tower of the Guard. As they exit their decrepit neighborhood, they seek to avoid the vicinity of the South Gate and instead wend their way through a residential area. Keeping a careful watch, they notice hostile expressions on the faces of passers-by, and even spot a couple archers on rooftops, eying the group guardedly. Shortly, they are stopped by a group of 8-10 young thugs in the street. Their leader calls out, “Where do you think you’re going? You don’t belong here! Get your damned cart out of our neighborhood!” Davros retorts angrily, and the thugs at first stand their ground. Davros threatens them and it doesn’t take long before the intimidated gang leader stands down. He tries to save face, acting as if the gang is allowing the party to pass through their territory out of their own graciousness. As the cart passes down the street the thugs throw a couple stones and hurl a couple epithets, but the party lets it slide.

They arrive at the Tower of the Guard in the mid afternoon. They speak to the two guards at the grand staircase, and they are brought around to the loading dock at the back side of the tower. As they head around to the opposite side of the tower, they can hear shrieking and bellowing faintly coming from a basement window. Mishok surmises that it is none other than the captive Father Baird in the throes of whatever spiritual torment the unfortunate former-pastor is experiencing.

 They wait behind the tower while the guard unlocks the dock door and ascends the tower to alert the mayor. While the four heroes wait, they take in their surroundings. The grounds around the tower are well appointed with cobblestone streets, ornamental trees, benches, sculptures, and tasteful landscaping. Their vantage point offers a view of the two rivers merging into one and meandering away to the southeast. The fall weather is turning cold, and the sun will soon be sinking behind the western bluffs, but for now the sky is mostly blue with some big billowing cloud banks. A movement catches Mishok’s eye – a dark speck, like a distant bird, flying so high that it is momentarily lost behind a cloud. Mishok points it out to his companions, as it emerges again from behind the clouds. It is hard to see clearly at such a distance, but it seems to have a long neck and a long flailing tail. “Uh oh…” Mishok mutters as the realizes that the black silhouette looks disturbingly draconian. It disappears again behind the clouds, and before they can see it again, the mayor himself emerges into the storage area, accompanied by a pair of his elite guards.

The mayor and his staff take possession of the weapons, locking them up in the tower’s storage chamber. The total delivery consists of:

  • 1 mace
  • 2 great axes
  • 5 halberds
  • 7 longswords

Once the weapons are secured, Mayor Strongbow brings the four up to his office to discuss business. The mayor is authorized by Countess Velnarion to pay them a total of 7,500 gold pieces upon authentication of the weapons. The mayor will send for professor Elchor Grafton, the local expert on regional history and lore. Meanwhile, he will pay them 750 gp (in the form of 75 platinum pieces), which will cover the cost of the weapons if they prove to be quality, but mundane weapons. He will pay the balance upon authentication.

The Mayor expresses his concern over the possibility that a dragon is prowling the skies in the vicinity. It add to the growing list of woes that the beleaguered city must content with: warring hobgoblins and gnoll armies are on the move in the south, New Elturel has reportedly been obliterated, refugees are clamoring for admittance, the Countess has gone missing and in her absence her Flaming Fist guards are exerting their power in an inappropriately heavy-handed manner, unexplained random murders are terrorizing the citizenry, and now there is potentially a dragon on the move. The mayor speculates that Elchor Grafton might have some expertise in the dragon lore.

Before the adventurers take their leave, they explain their Livist situation to the mayor and ask what he might advise. Mayor Strongbow is aware of the extortion racket, and has heard the name Livist before. He thinks that the group’s plan to have Livist accompany Brother Tibalt to Blasingdell might work, but he cautions that the gang leaders will surely notice that their “bill collector” has gone missing, and they will trace his route back to the last place he visited. Expect trouble from the Stoneheaded Bastards.

They say farewell to the mayor, leave their horse and cart behind the tower, and head toward the Chapel District on foot. They pass near the towering “Shafornath Champion” statue in the main city square. They notice that the base of the monumental sculpture houses the Shadowfurst Visitors Center and History Museum. They pass by and are shortly approached by a street “salesman” whom they had met once before. His name is Smenga, and he comes bearing news of an item that Mishok had inquired about months ago. It is a “Belt of Dwarvenkind.” Smenga extols the virtues of the belt, and offers it at a high price: 5,000 gold pieces. The party, of course, does not see the value and refuses to pay such a price. Smenga lowers the price to 4500 GP, but this is still far too much. He explains that he and some “business partners” went to great lengths to acquire this artifact. But, he’s not too concerned. He’ll find another buyer. Besides, he and his partners acquired another artifact, a fine antique shield, that they sold to a wealthy buyer, so overall his venture has been worth it. Mishok at this point realizes that Smenga and his partner must have been the ones who burglarized the Church of Saint Terragnis. Ever the salesperson, Smenga tries to interest the group in several other “wondrous” items, each for a mere 100 gold pieces: a Cloak of Billowing, a Wand of Scowls, and a Staff of Birdcalls. None of these are of interest. But these strange magical items remind Sartan of another purveyor or magic items: Frandlehooben – the gnome who sold him the Hypnotic Fidget Spinner among other things. He pulls out the spinner and spins it in front of Smenga’s face. The shill is immediately charmed, and the group takes the opportunity to relieve him of the belt, and the three “wondrous” items. Mishok is happy that he will be able to return the belt to its rightful owner. They press Smenga for information about the shield. The charm is wearing off and he seems disoriented. They demand that he retrieve the shield from the buyer. He now seems frightened and insists that retrieving the shield will be impossible. Under duress, he confesses that the shield was sold to Councilwoman Sareyes Vanthampur. They send a rattled Smenga on his way, and they continue toward the church.

In the street near the church, the purchase a newspaper, “The W.O.R.P. Word” fron a vendor. This paper is one of the few regional news sources available. It is published in the southern town of Rennet’s Cove. A quick perusal of the lead stories reveals the following headlines.

  • Baron Rennet and Hobgoblin Clan Reach Accord.
  • Montressor Wend Released from St. Elkirk’s
  • The Strange Folks Travel to Xarador House
  • Broadsheet Printer & Bindery Repairs Underway

They tuck the newspaper away and enter the Church of Saint Terragnis. Inside they find Brother Tibalt preparing for travel. He introduces his two travel companions: Acolyte Knowbull (the truthful) and Acolyte Neil (the prayerful). Mishok tells Tibalt of their plan to have Livist join them. Tibalt believes that it may be the hand of Divoc at work to put this man, Livist, in their midst. This may be part of a divine plan. He had originally planned to leave another day from now, but with the concern of spiriting Livist out of town, Tibalt agrees to move up his departure to first thing tomorrow morning.

The group discusses plans, and they decide to have the traveling party exit the city openly though the South Gate, rather than risk discovery by Stonehearted Bastards on the Bandit’s Highway. At Sartan’s suggestion, they will hide Livist in a crate rather than disguise him. In fact, the acolytes will fashion a casket, and they will carry Livist out in a traditional Divocian funeral procession. Knowbull is distraught at the deception, but Tibalt assuages his concerns.

Mishok returns the “Belt of Dwarvenkind” to Tibalt. He is overjoyed to see it again, as it is a centuries-old family heirloom. He is perfectly content to never see the stolen shield again – as it was an artifact that Father Baird had discovered in the catacombs. Tibalt no longer has any trust in ancient items found below the church.

With the plan of action decided, they prepare to leave the church. But first, Tibalt asks Mishok if he is prepared to take on the role of acting-pastor of the church in his absence. Mishok confirms, that yes, he will take on this responsibility. Tibalt tells him that he will leave a letter to his flock. Mishok should be ready to call the congregation together within a couple days after Tibalt’s departure. Ringing the steeple bells will summon the faithful to the church. Once he does so, he should read the letter and inform the congregation of Tibalt’s mission and that they should accept Mishok as their interim leader. Mishok assents to this plan, and they take their leave.

The group next heads to the north side of town to visit the Elfsong Tavern. They enter the establishment and take their places at the bar, where the proprietor, Alan Alyth, serves them drinks. He tells them a bit about the mysterious music that plays from time to time. Sometimes days goes by without a song, whereas other times the music becomes more frequent. The local legend is that the ghostly elvish voice is more likely to sing when there is a person of some consequence in the bar… someone with a unique soul or who bears some unusual significance. The group ponders this over their drinks while they discuss their quarry… the “informant” Tarina whom the Flaming Fist officers suggested they should interview. Supposedly, she has crafted a theory regarding the recent spate of murders. According to those officers, Tarina holds the view that the Cult of the Dead Three has taken root in the city, and that they may be behind the slayings. The group was lead to believe that Tarina spends time at the Elfsong Tavern, so they have come here to talk with her. They look around at the meager crowd, and wonder where to begin inquiring.

Episode 106 – A Proposal for Mr. Livist

Mishok and Cycek encounter a pair of Flaming Fist guards while walking through central Shadowfurst on their way back to the Yur Inn. There are some initial hostile words, but after some discussion, the guards agree to accompany the pair of adventurers back to the pub.

Meanwhile, Davros interrogates the captured gang-member, Mr. Livist. Livist begs for mercy and tries to bargain for his release. Davros will not accept any offer from the prisoner. He berates him and refutes every statement the man makes. After a while, they hear floorboards creaking overhead. They gag the man and go upstairs, where they find that Mishok and Cycek have returned in the company of two Flaming Fist. Lolly serves them drinks and the six men discuss the various troubles facing Shadowfurst.

The guards tell them that there is a widespread belief that the murders are being committed by cultists of  “The Dead Three.” There is an acquaintance of theirs… a spy of sorts, or perhaps the term “informant” is more apt who has been poking around for some information. She hangs out at a place called “The Elfsong Tavern” in the north side of town.

Once the guards depart, Mishok goes downstairs to have his own go at the prisoner. Livist has become truly frightened for his life, and is willing to give up some names. His boss is Mortlock Vanthampur… head of the Stoneheaded Bastards. Livist believes his life will be forfeit if the gang learns he betrayed them. But he will promise to leave town and never trouble them again if they let him free. Mishok has an idea to make him commit to accompanying Brother Tibalt and his acolytes to Blasingdell. Livist agrees.

Episode 105 – Bars & Churches

Cycek and Mishok take their leave of Mayor Strongbow, weighing the many concerns now troubling the city. They decide to pay a visit to the Church of St. Terragnis on their way back across town. They enter the quiet church and the find Brother Tibalt busying himself about the altar. He greets them warmly, and he is pleased to see them. He is a man of faith and hope, but he must share some somber news. He visits Father Baird routinely, and sadly he has found that over time, the fallen priest becomes more entrenched in madness. Tibalt, with the assistance of his loyal acolytes, has continued to operate their church, and continues to serve the public. But not all the public is faithful, or indeed, lawful. Several weeks ago, the church was broken into, and two notable artifacts were stolen. Once was an ancient shield that Father Baird had discovered in his explorations beneath the church. The other was a Throgsden family heirloom – known as a Belt of Dwarvenkind. He laments the loss of valuable items, but further laments the depths to which people will sink. Mishok tells Tibalt of the events in Blasingdell, and inquires whether Tibalt might have the ability of heal the denizens of that town. Tibalt suggests that he might consider it a worthy mission of mercy. If he brings two of his most skilled acolytes, he believes that he may have the skill and faith to save the people of Blasingdell. He asks if, in turn, Mishok would be willing to serve as interim pastor of the Church. Mishok says that he will consider it. They agree to discuss it further and, for now, say their farewells.

Meanwhile, back at the Yur Inn, Davros and Sartan consider how they might strengthen the flimsy temporary façade of the building. They quickly realize that they don’t have the skills to do much with the construction materials that are lying around on their grounds.  Sartan is irritated with Lolly’s overspending on construction, but she is full of enthusiasm for the venture. While she is vigorously describing her vision, the door opens and a man comes in. Lolly immediately becomes nervous. She addresses him as Mr. Livist and she begins making him a cocktail known as. “Bloody Marilith.” Livist is a short but muscular man wearing leather armor. He has an arrogant demeanor, and soon makes it known that he is the collector of protection money, on behalf of the Stoneheaded Bastards. He reminds Lolly that her next payment is due in a week. He sips his drink and scoff at the two owners of the bar. Preparing  to leave, he “accidentally” knocks his drink off the bar, leaving a big mess for Lolly to clean up. As he laughs and turns to leave (without having paid for his drink) Sartan smacks him in the back of the head with the pommel of his sword. The man crashes to the ground, unconscious. Davros and Sartan promptly tie him up, and plan to interrogate him.

Episode 104 – An Audience with Mayor Strongbow

The group gets a good night sleep, disturbed only by the occasional sounds of raised voices, dogs barking, and screams in the night. In the morning, they treat themselves to a breakfast of oatmeal, and then decide to explore the cellar. They descend the steep creaking stairs and find a couple barrels of beer, a couple small casks of brandy, and various small crates of food staples. A secondary, earthen room lies adjacent to the main cellar, through a large hole in the south wall. Within, they find a strange well. A three foot high stone apron surrounds a 10’ x 10’ square well – partitioned into four 5’ x 5’ shafts. A wire grate caps the shaft. Removing the grate and peering into the well with a light reveals moving water welling up from below. A series of indistinct, roundish shapes slowly materialize from the depths, slowly revealing themselves to be large, apple-sized snails. They find this curious, and return the grate to the top of the shaft.

Hearing movement upstairs, they return to the main floor of the tavern, and find that Lolly has arrived for work and is making breakfast for Shaggi and Skids. They inquire about the snails in the well, and Lolly tells them that they are mildly venomous. Back when the Yur Inn was owned by Yuri Rattal and frequented by her son Hack, the two used to collect the snails’ secretions, and sold them for use in the the production of poisons.

Mishok and Cycek decide they had better get on with their day, and head to the Guard Tower to discuss business with the mayor, while Davros and Sartan stay behind at the pub. They travel through the town without incident, although they do seem to get the stink eye from passers-by, especially in their own neighborhood, the squalid southwest end.

When they arrive at the grand stairway of the guard tower, they are met by a pair of the mayor’s personal guard. These are officers with whom the adventurers are acquainted, so they have no difficulty explaining the reason for their visit and gaining admittance. They mayor is pleased to see them and invites them to his office to discuss the outcome of their journey to Khundrukkar.

Mayor Strongbow is pleased to hear that the expedition was successful, and that the four of them have returned unharmed, with a cache of the sought-after Durgeddin blades. He is, however, horrified to hear what has befallen the people of Blasingdell. Mishok mentions that he has considered approaching Tibalt Throgsden, to see if he has the means to help restore the catatonic townsfolk to health. Strongbow concurs that Brother Tibalt might be able to help in this way. Sadly, he reports that the imprisoned Father Baird is in a bad state. His madness has deepened, and is in fact manifesting in physical ways. His jailers report that the wretched man is not only raving, but is often contorted with pain as if wracked by some physical malady.

The mayor is also very concerned about the report of hobgoblins trying to establish strongholds in Khundrukkar and the Blasingdell Mine. He is certain that war with the hobgoblins is coming, and these concerns are confirmed by the stories coming from the rural areas to the south. For this reason, he is all the more appreciative of the Durgeddin weapons. He is authorized to make payment and take possession of the weapons on behalf of the Countess Velnarion, who left a significant war fund.

Strongbow apologizes for Velnarion’s absence. A tenday ago, the countess left Baldur’s Gate with a company of Flaming Fist soldiers on a diplomatic mission to New Elturel, accepting a formal invitation from New Elturel’s High Overseer, Thavius Kreeg. Velnarion did not go eagerly, however. It took weeks of persuasion by the Shadowfurst Council to have her accept New Elturel’s invitation. Councilwoman Vanthampur-Wend was especially convincing, having gathered petitions from the working class people. This meeting had the stated goal of sharing resources to stave off any incursions by hpbgobliins.

However, since she has been gone, something has befallen New Elturel. According to reports, New Elturel has disappeared… the entire city has. Now refugees have been flooding to Shadowfurst, and Velnarion’s  guards, without her leadership have taken things into their own hands. The people seeking refuge in Shadowfurst from the south are a minor concern compared to the crowds of New Elturelians crowding outside the North Gate.

Among those fleeing New Elturel have been several Hellriders — paladins who have sworn oaths to defend New Elturel. Those warriors escaped the city’s fate only because they weren’t in Elturel when it fell. Arriving at Shadowfurst and finding their people shut out or mistreated by the Flaming Fist, the Hellriders have adopted a defiant stance. The Flaming Fist, imturn, has taken to arresting them on sight, lest they try to stir up trouble in Shadowfurst. The Hellriders are not going quietly, however, leading to violence and bloodshed.

Mayor Strongbow expresses his frustration at the situation his city finds itself in. Things had seemed to be turning around following the downfall of Councilman Donwald, but now, just a few months later, all is in a state of chaos. The Flaming Fist and the Royal Guards have essentially taken over most of the security on the city, and often find themselves at odds with City Guards and with the citizens in general. Crime is on the rise… not only gang activity, but now there has been a spate of murders. The Flaming Fist, headed by Captain Zodge, has been unable to tamp down this violence. There is great uncertainty about how to handle the refugees. There is great fear concerning the disaster at New Elturel. And all this comes under the threat of hobgoblins and gnolls rampaging through the countryside, and perhaps having their sights on strategic locations, like the city itself.

Mayor Strongbow will pay 500 per weapon. He will use these weapons to arm his most elite guard members. He also expresses a need for help. Mishok and his companions have proven themselves to be capable where organized forces like the City Guard and the Flaming Fist are not. While Captain Zodge and the Flaming Fist are preoccupied with the crowds at the gates and the Hellriders, perhaps they can help get to the bottom of the murders in town.

Episode 46 – The Church of St. Terragnis

The quartet of adventurers strides through the streets of Shadowfurst. Word has travelled fast about the fight in the shop district. Passersby avoid eye contact and seem to nervously edge away as they draw near. Every so often they catch a surly glare from a young man lurking in a doorway.

The Church of St. Terragnis is in a small square in the inner city. Mishok, who has spent some time there, is used to the sight of speechmakers standing on soapboxes, and religious adherents pontificating to small groups of citizens. Today, one is railing against the royal guards in town:

“This is suppression of our freedom. What does the Queen do for us overseas in Tethyr? Nothing! They take our tax money and offer no support, except for now these arrogant guards are left here to keep us unruly Provincial types in line!”

Near the steps of the church is a woman in a white robe. She too preaches to the crowd, “Lawlessness! That’s what we have in our streets! Lawlessness and godlessness! A man – one of our own – imperfect, but just a man was brutally cut down on a street corner, and his friend, come to his aid was butchered as well! For what? A simple fisticuffs altercation, escalated to wanton murder! And what do our city guards do? Nothing! We need the Royal Army more than ever! We should be grateful for these guests from the Royal garrison! We have scant few standing forces of our own. Poorly-trained militias of country bumpkins with pitchforks. You’ve all heard about the demon roaming the hills – who’s going to protect this city when a real threat rears its ugly head!?”

At that moment, Brother Tibault Throgsden opens the wooden double doors of the Church of St. Terragnis, and beckons the party inside. He leads them up the stone stairs, through the doors, and into the church. Lamps and candles fill the church with a flickering yellow glow. Seven or eight acolytes bustle about preparing for services, lighting candles, placing prayer books on pews, sweeping floors, and so forth. The aroma of incense floats in the air.

Tibault welcomes the group, but speaks most directly to Mishok. He is glad to see them, because he needs their help. He has not seen Father Baird in a couple of days. He tells them that some days ago Baird had gone down the well in undercroft of the church to investigate the fouling of their water supply. He had seemed rather “off” since then. And now he has gone missing. He is worried that he perhaps went back down the well and met some kind of misfortune. He does not know what to do without Father Baird, but he is doing his best to keep things running and keep the other acolytes from worrying. Sartan thinks he hears a muffled crash… it is unclear from where. Tibault leads them down the center aisle towards a door to the right of the altar, when the door suddenly bursts open. Ghouls and ghasts with glinting blue-green eyes pour into the room. The acolytes are mostly frozen with terror, and a couple of the ghouls immediately set upon them. Two acolytes are brought down by the the ferocious creatures. The adventurers spring into action and meet the assailants in combat. The undead horrors carry with them a reek of death and rot that is nearly unbearable. One of the large ghasts lunges for Davros, raking his skin with its diseased claws. He falls to the ground, stricken with paralysis. Cycek casts a cloud of fog in one corner of the room, leaving many of the ghouls blinded and confused. Mishok casts a “bane” spell upon a number of them, and then channels the divinity of Divoc, driving more of the ghasts away from him, and into the fog cloud. Concentrating the enemy in the fog allows Sartan and Cycek to slay several of the other foul creatures who are loose in the church, but not before another acolyte is savaged by a terrible ghast. These creatures prove to be possessed of an unholy strength, and the warriors have to hack and slash before the monsters are finally felled. Cycek leaps from pew to pew, and shoves one of the creature away, knocking it and its nearest ally to the floor. Eventually, all the creatures who had been driven from Mishok stagger, hidden by fog, out the door from whence they came. By the time the last of the guttural cries from the horrific undead throats have diminished into the distance, Brother Tibault and the four adventurers have moved into rescue mode. Davros uses his healers kit to bring one of the acolytes from the brink of death. To Tibault’s dismay, however, he finds that one has been killed, and another dragged away. The surviving acolytes are traumatized, but Tibault instructs them to attend to the dead. He then leads the others in pursuit of the retreating ghouls and the taken acolyte. He leads them through Father Baird’s sleeping quarters, through a storeroom, and down a spiral stairway to the undercroft. There, he takes his leave, bidding the companions to be careful, to bring back the abducted acolyte, and to discover the fate of Father Baird. He must go and attend to his flock in their time of fear and grief.

There in the dark undercroft is a well leading down into darkness. Very obvious fresh tracks and drag marks lead to the well. Mishok casts a “light” spell on Fuzzidong, and they lower the weasel down the well. In the glow of the magical light, they can see that about 40 feet down, the shaft opens into a larger chamber before reaching the pool of dirty water below. They pull Fuzzidong back up and discuss their next move. Cycek is eager to pursue their quarry.

Episode 45 – Bringing a Rapier to a Fistfight

Following their discussion with Skids and Shaggi, the two travelers squatting on the 2nd floor of the Yur Inn, the group spends some more time exploring their new property. Davros inspects the bottles behind the bar, discovering among them, a bottle of healing postion, and a bottle of urine. They decide to approach their acquaintence, Lolly Oxcart, with an opportunity to have her manage the bar. They set off toward her place of employment, the grocery store in the shopping district. 

Bontelan Wright meets them in the street. He reasserts his eagerness to have them accept the mission of infiltrating and exploring Khundrukkar, the lost stronghold of the fabled crafter of weapons, Durgeddin the Black. He tells them of the business arrangement he has made with the countess, wherein he acts as an agent, providing skilled individuals for jobs requiring special capabilities. He insists that the four explorers are the best he has available for this job, and that the countess is compensating him for his efforts in enlisting the team. He will share his earnings with them, in the form of an advance of 50gp each if they accept the job. He asks in return, that they not only perform the mission of finding out what the hobgoblins are up to, and identifying the presence of Durgeddin’s weaponry, but also discovering what they can about the fate of his mission of 20 years ago. He had sent a team of five, led by a dwarven guide named Krago of the Mountains. Sartan inquires about the identities of the others and learns that among the team were his former companions, Lefto and Ahura-Mazda, as well as an elf and a wizard. This piques Sartan’s interest, for he too would like to know the fate of his friends, who have not been seen 20 years hence. Mr. Wright then bestows a gift upon Sartan – the blessed shield that Sartan had unsuccessfully bargained for at the armory. He tells him that it was crafted by the monks of Tyr at their island monastery in the south. The careful smithing of fine armor is a sacred act to the monks, and that the blessing upon this shield is sure to protect the bearer, should they be good and just, from harm. With a parting bit of encouragement to consider the journey, Bontelan bids the group farewell, until their meeting the day after the morrow.

They continue on their way, and soon approach a small plaza lined with shops and carts with wares for sale. A coarse shout catches their attention, and they are soon aware of a number of thuggish blokes approaching them from the intersecting street. The lead one approaches the group and shouts at them, berating them for taking over the Yur Inn while Yuri rots in the dungeon.

Davros returns the hostility, swearing at man. The thug draws back a fist to punch Davros, who immediately draws his rapier and delivers a critical wound to the thug. The bleeding man pulls his mace and hits Davros, before being decapitated by a second rapier stroke. Cycek steps forward and cuts down another of the thugs. The rest flee down the street.

Davros and Cycek loot the bodies that lie in pools of blood in the street, as horrified shoppers in the plaza look on. The thugs are shabbily dressed in mis-matched leather armor and carrying makeshift weapons. Shortly, a pair of town guards arrive. They ask, “What happened here?” Davros and Cycek reply with hostile retorts. They are lucky that these particular officers are no fans of the deceased thugs, and they decide not to immediately arrest the antagonistic pair. They let the group go on their way, and wait for a cart to come and carry off the bodies to the morgue.

The group makes their way through the shocked citizens in the shopping plaza, and find Lolly Oxcart standing outside the front door of the grocery where she works as a clerk. She greets the group, and states that trouble seems to follow them wherever they go, for the last time she had seen them was on the morning of the riot in the city square. They exchange a few pleasantries and tidbits of news. For instance, Sartan inquires about Carver. She tells him that Carver and Wendella have parted ways and Carver has gone north in search of his brother Harven (Hack.)

They offer her employment as manager of the Yur Inn. They will pay her 2 silver pieces per day. Mishok tells her that they may be traveling for awhile, and that while they are gone, she should gather estimates on repairs to the inn, so that they can fix it up and hopefully restore it to operaration. She gleefully agrees.

Having accomplished that, they set off to the 3 Javelins. While there, they talk to the owner, Randall Roanstoll. In the course of their discussion, the hit upon the idea of making the Yur Inn a joint venture of some kind. They part ways agreeing to consider different arrangements, and to discuss it further at a later date.

Episodes 42-44 – Summertime Booze

Interlude: After the battle in the Shadowfurst Guard Tower, and the rescue of the Strongbows, the “guest” troops that have arrived with Countess Velnarian’s entourage have worked with the mayor’s administration to keep the peace in the city, and root out the corrupt guards. Spring turns into summer, and summer carries on toward autumn. During this time there are no further incidents of major unrest, but there is a simmering sense of unease. The people of Shadowfurst have mixed feelings about the monarchy overseas. There are those who decry that the crown has lost interest in these provinces, and neither invest in them nor vigorously defend them. There are others, sometimes the same people, who enjoy the relative independence of the provinces and resent any interference from the crown. Either way, the presence of Royal soldiers in the streets, not to mention the Countesses troops, is deeply unsettling to many citizens. There are rumors afoot of broader issues that are keeping the soldiers here. The four adventurers become enlightened on these matters in the mid-summer when they are called to a meeting that is to include the mayor, the Countess, and Bontelan Wright.

In the summer months following the Shadowfurst Four’s defeat of Donwald and the suppression of the unrest by Countess Velnarion’s guards and the royal garrison, the Four have taken up temporary residence at the Three Javelins Inn. On the morning of their scheduled meeting with the mayor and the countess, they find that they are overstaying their welcome at the inn. The owner, Randall Roanstoll, is the mayor’s brother-in-law and has been doing him the favor of putting a roof over the heads of the Four while the Yur Inn is being investigated by the authorities. He is growing weary of the drain on his resources and has begun to imply that he would like them to soon move on or begin paying for their room and board.

During this time, the adventurers have been honing their skills and getting to know the City of Shadowfurst.

Sartan has been perfecting his swordsmanship. Demonsbane has been growing restless and insists that there are very likely still some demons roaming the countryside who have slipped through the random portals that had opened last spring. The sword is eager to pursue the demons.

Mishok has gotten to know Father Baird at the Church of St. Terragnis as well as his chief acolyte Tibalt Throgsden, a dwarf who knows some of the dwarven lore of the region. He tells Mishok of the legend of Durgeddin the Black and his bladeworks in the western foothills. Furthermore, in his interest in pursuing his craft, Mishok has received several leads. He has learned of a co-op of craftspeople on the north side of town where, for a fee, he can lease a portion of a shop, where he can have the space and many of the tools he will need to pursue his work. Alternately, the foreman of the Stoneyard has offered Mishok a full-time job, with the promise that he will be permitted to use their facilities for his own work after-hours.

Cycek has been exploring the blufflands to the west of town. He has encountered a set of large reptilian tracks along with numerous booted humanoid tracks. The reptilian tracks were difficult to decipher. There was something odd about them, as if there were several creatures walking in close proximity, or more legs than a quadruped would have. As he followed these track, he happened upon a strange statue. The area is generally littered with the ruins of an ancient culture: bits of walls, old sections or road, even decrepit, crumbling sculptures. But this statue was unusual in its realistic detail and its relatively good condition. It was a life-sized sculpture of a crouching hunter with a drawn bow. Nearby he found an unremarkable intact arrow. There was no evidence of it having been dragged or otherwise moved there.

Davros has spent his downtime womanizing. He has been having relations with as many women as he could seduce. In fact, as the party explores the town on this particular morning, a woman that he scarcely recognizes rushed up to him. She wears the garb of a wealthy woman, yet she is gushing over Davros is a highly emotional manner, exclaiming “Oh Davros, I’ve missed you! I’ve been hoping I’d see you again. I brought you this gift!” She reaches out and places a ruby jeweled necklace around his neck. She continues, “It looks so good on you! My husband is out of town on business tonight. Come, meet me at our special place!”

Davros brushes her off, and she shortly leaves. But he is very suspicious of the jewelry she has given him. He takes it off and stows it in his pack.

The four explorers visit R. Morey’s Blades and Bows, a shop run by a man named Rumpah J. Morey. They don’t care for his prices, and they haggle with him. In fact, Sartan has his eye on a special shield. Rumpah describes it as having been made and blessed by the monks from the Monastery of Tyr in the south. His asking price is 150gp and Sartan is outraged. They haggle but come to no agreement. Rumpah expresses interest in purchasing the swords carried by Mishok and Sartan, but again come to no agreement. The party leaves having purchased a number of arrows.

Next they visit an establishment known as “The Fieldhouse.” This store is an outfitter carrying all sorts of items for travel, for outdoor activities, as well as tools and light building materials for farms, etc. The owner, Bruna Buckskin rebuffs all attempts to haggle with her, insisting that her prices are fair and honest. She takes particular offense to attempts to persuade her with sexual innuendo. They leave after making a few minor purchases.

The morning passes and soon the times comes when they are to meet with the mayor and countess. They return to the town square and the site of the guard tower.

 The group is met at the grand stairway by a quartet of heavily armored royal soldiers along with two of Mayor Strongbow’s personal guards. They escort the party up to the mayor’s meeting hall, just one floor down from where they had battled Councilman Donnwald’s corrupt town guards just a few months before.

The four are greeted cordially by the mayor, and led to chairs at a long table across from Bontelan Wright, Wendella, and Elchor Grafton (the old man who was beaten by Donnwalds thugs in attempt to wrest from him the password to activate the stone guardian). At the head of the table is Countess Velnarion. She is a tall regal woman with a shaved head but wearing a silver tiara studded with red gemstones.

She is all business.

“We have asked you to attend this council, to discuss the events in which you were involved this past spring, and how they may relate to the challenges that now face us as summer turns to autumn. The seasons are changing for this part of the world in more ways than the usual.”

The mayor takes up the story

“Before you came, there were rumors of goblin raids in the farmland. Something that few, including myself took seriously. But, after you returned from your… “explorations” in the blufflands. After you returned with my daughter, we learned that there were not only goblins in the areas, but more disturbingly, hobgoblins.

Elchor chimes in, adding his historical expertise to the conversation:

“During the height of the hobgoblin wars more than a century ago, as history and legend tell it, the provincial and royal armies had an alliance with a Dwarven tribe in the mountains. A reknowned dwarven smith known as Durgeddin the Black supplied the provincial forces with weapons of unsurpassed craftsmanship and power. He and his clan were fierce enemies of the hobgoblins.

They dwelt in a great cavern system beneath the Stone Tooth: a rugged, forested hill  crowned by a bare rocky crag. There Durgeddin and his followers founded the stronghold of Khundrukar.

But things turned ill for The Dwarves of Khundrukar. A member of Durgeddin’s clan was captured by a powerful hobgoblin tribe during a raid, and the hobgoblin horde learned of the hidden stronghold. The hobgoblin chieftains redeployed their forces and marched on Khundrukar. In a hard-fought siege lasting months, the hobgoblin tunneled around the dwarven defenses. When they finally stormed the place, they put all within to the sword, then carried off wagonloads of loot.

But the war in the east was by then lost by the goblinoid horde. They were driven back into the mountains by the combined royal and provincial forces. It was believed that the hobgoblins occupying Durgeddin were driven away in the ensuing purge.

In the years since, Khundrukar has fallen into legend. It is unknown if the caverns have remained abandoned, or if creatures from the mountains have slunk into them to make their abode there. Either way, local lore has often speculated at the presence of stores of the dwarves’ magnificent weaponry. There is a belief that the hobgoblins never made their way to the Dwarven Forge – almost a sacred space to the dwarves, and one that would have been well protected. Does Khundrukar still hold a cache of powerful weapons?”

The countess adds:

“Given your recent encounters with hobgoblins, and further reports from the south, it can be fairly concluded that the hobgoblins are seeking a new stronghold, to establish a new presence nearer to these lands that they would undoubtedly like to re-conquer. Your rogue wizard’s little “achaeological site” may have served as a just such a stronghold. But, our fear is that they may have their sights on Khundrukar again. We’d like to prevent that from happening. And moreso, the discovery of the weapons forged by Durgeddin the Black, could help turn the tides in the conflict that will almost certainly come. We want those weapons in our hands, not in the hands of our enemies.”

Bontelan Wright gets to the point:

We are asking you to investigate the lost caverns of Khandrukar. We want:

  • Information. Are hobgoblins taking root there?
  • If so, we want to keep both the weapons and the stronghold itself out of their hands
  • If any weapons bearing Durggedin’s mark: swords can be retrived, they will be valuable assets to the protection of our lands
  • This exploratory venture weapons could also prove lucrative to you. We will pay handsomely for any such weapons you retrieve, however, we insist that we have the first right of purchase of these weapons. Additionally, you are welcome to claim any other discoveries or treasure for your own.”

The countess interjects:

“Most importantly, this is for the safety of our lands. The cities are rife with barely supressed unrest, the royal government is providing little support or security, our economic independence is shaky, and our fear is that there is more going on in the mountains, in the unpopulated lands than we know. If fear we have been complacent too long and that disaster looms on the horizon.”

She tells them of the death of Count Fortuno Moldavia in the south. She was journeying to Moldavia from her home in Stihlport to attend the funereal services for the departed count when they arrived in Shadowfurst. Obviously, there was a full-scale riot in progress upon their arrival. So she, as the regional authority, has remained to deal with the situation in Shadowfurst, but now there is also a troubling power vacuum in County Moldavia. She would have preferred to keep the unpopular royal garrison from becoming involved – but that has proven impossible. They became a necessary asset in taking control of the situation in Shdowfurst. “We are on the one hand left unprotected by lax commitment from the crown in terms of force of arms, but on the other hand, we’re free. Now, we have cases of unrest and corruption to deal with, but we are concerned about the threat of hobgoblins.”

Davros brazenly expresses his skepticism of this plan, asking “Why would we go on this dangerous mission for you? We could do that on our own if we wanted and keep everything for ourselves anyway!”

The countess is angry at this, calling upon them to remember that these are their homelands at risk here. “Throughout history, heros have risen to selflessly protect what is good in our society. I had hoped that you four, being so highly regarded by Mr. Wright and Mayor Strongbow, would possess these heroic qualities.”

Bontelan is conciliatory. He says, “of course, you should be able to take some time to think about this. It is an undertaking with some risk, but one with great rewards, and one that I have confidence is well within you capabilities.” He goes on to explain that he wants this group of operatives because of their resourcefulness, their skills, their experience with exploration and infiltration. Mere soldiery may be good in face to face combat on a battlefield, or to provide urban security. But this task requires specialists. He continues, “I have other operatives in the field in other places. But you are my best at this time and in this place. And again, this could be lucrative. You may keep whatever treasures you may find, but we want first rights to purchase any weapons with Durgeddin’s mark.” He also mentions that decades ago, he had sent an exploratory team for purely commercial reasons – obtaining antiquities that he could sell. He never heard from that team again, and he has no way of knowing if they simply took what they found and absconded, or if they met their end in Khundrukar. “Nevertheless, this is a different time, our goals are much more noble, and you are a more skilled and more seasoned team.”

The meeting come to an end, and the party is asked to return with their answer two days hence.

They decide that they should go investigate their newly-acquired property across town, the dive bar known as the Yur Inn. On their way, they encounter a shady man who has some wares he’d like to sell. He identifies himself as Smenga and tries to interest them a several unusual items. He recognizes Davros as a man who gets with the ladies. He has for sale a vial of a substance known as “Oil of Slipperiness.” He touts its virtues in lovemaking, but further asserts that if used all at once, it can get you out of some very tight situations. The price is steep and his salesmanship fails him and no one in the party takes an interest. Next, he tries to interest them in an item known as a “Wand of Scowls.” He waves it at some passers-by, cries “howlo scowlo!” and the hapless citizens faces immediately take on angry, scowling expressions. Again the party has no interest. Nor do they take an interest in the useful, but very expensive, “Potion of Extra Healing.” Smenga is disappointed and incredulous, insisting, “Man, this could save your life some day! And it’s not worth it to you!?” Mishok tells him that he is in the market for a specific item if he can find it, an item known as a “Belt of Dwarvenkind.” Smenga has never heard of such a thing, but he has some contacts among Dwarves and he will see what he can do. He tells Mishok to meet him in in this very spot in two days and he will have an answer as to whether this item is available or not.

They part ways with Smenga and proceed to the Yur Inn. They had only seen the place in the dark previously, and it is certainly no better looking in the daylight. The name of the establishment is sloppily painted above the door with an unprofessional hand. There is rubbish in the street and a pair of stinky outhouses behind the place, where it seems many users did not even bother going inside to do their business. Mishok pushes open the door and the group enters. They see a dusty room filled with shabby barroom furniture. Cycek crosses behind the bar and examines a variety of half-filled bottles. It’s unclear what each bottle holds… most likely low-grade liquor. Seems as if any better spirit either never had a home here or were spirited away be perhaps the guards during their investigations.

Cycek finds behind the bottles a strange creature. It appears to be an animated greasy rag. In fact, it introduces itself to him as “Greasy Rag” or “GR” for short. This strange creature apparently sprung into sentience by having absorbed all manner of substances ranging from the blood of strange creatures, liquor, potions, urine, poison, and who knows what. GR is quite friendly and overly garrulous, going on and on about all manner of things, but most notably the fact that there a couple of blokes squatting upstairs. He also informs them of some of the background of the establishment. Yuri Rattal, the previous owner, had run the place as the hub of criminal activity in the city. It was an open secret that this was the place where stolen goods could exchange hands, and all sorts of nefarious planning would take place. Yuri was arrested following the death of Donnwald, and the authorities were in and out of the place for weeks. Now, the gregarious bit of filthy fabric has sadly been left alone behind the bar with no one to talk to, except for the two upstairs who have simply chosen to ignore him.

While Cycek has this strange conversation, Mishok checks out a hatch in the floor of the kitchen. It opens into a cellar that at one time stored beer barrels. Those barrels are now gone, removed, he assumes, by the guards, judging by the drag marks toward the cellar door. There are a few chairs and work surfaces, and also evidence of a crumbling wall, but no sign of current occupants. Satisfied, he closes the hatch.

Mishok, Cycek, and Sartan decide to investigate these supposed “squatters” upstairs. They ascend the staircase as quietly as they can, which is virtually impossible given the rickety state of the wood. They squeak loudly. They find themselves in a narrow hallway with squeaky wooden floors. They listen at several doors. Sartan opens the nearest one and finds a tiny squalid room with dirty bed linens and cheap furnishings. He thinks he hear sounds coming from one of the doors down the hall. Mishok joins him to investigate. They throw open the door and are confronted by two people standing upon the beds flanking the door. They have weapons drawn and are poised to attack as soon as the door opens. They yell, but check their blows. One is a large, hairy, barbarous looking man wielding a huge sword, and the other is a Halfling with a pointed rapier. The halfling yells “Yaaaahhhh!!! Oh, wait! Wait! Wait! It’s you! We know you guys! Oh man, we thought it was the guards here to throw us out! Oh what a relief!”

The party recognizes these two as a pair they had met months ago at the the Duskhaven Den. This is the pair of travelers who refused to help Avita Ploughman, and who in fact had roughly shoved her away. They had also shared a drink or two with the party the following morning before parting ways.

The halfling, who does nearly all the talking, reintroduces them as Shaggi snd Skids. Cycek insists that they explain their presence on private property. Skids gives him a story about being travelers trying to make a living in a tough world, and that they just needed a place to stay, and seeing as no one was using the place, they figured there was no harm in taking a room.

In the ensuing conversation, Skids admits that the pairs’ activities have not always been strictly legal, for instance they may have stolen a horse or two, or maybe been involved in some smuggling, but they haven’t done anything seriously bad. But, he says, if they have to leave they understand. They are used to being on the road.

The party asks them if they know anything about a place known as the Stone Tooth. Skids says he knows of it, but he has never been there. He has never been farther west than Moose Maynard’s encampment out on the Bandit’s Highway in the blufflands. He describes Moose Maynard as a father figure among the underground society of bandits, smugglers, and others who live outside the law. His place is one of respite for those who have been traveling outside the realm of the official provincial boundaries. Skids goes on to say that he has met people at Moose Maynard’s who have travelled in the western wilderness, and says that it sounds much too perilous for his taste. But there may be individuals there who could help you find the Stone Tooth.

After more conversation an agreement is reached that Skids and Shaggi can stay as caretakers for the property while the Four are gone. They expect that the place will be well cared-for and that no illegal activities will take place there. In essence, Skids and Shaggi can stay as long as they make sure no damage or misdeeds take place in the absence of the Shadowfurst Four, the new rightful owners of the Yur Inn.

Episode 41 – Victory!

Sartan and Cycek find their opponents to be tough and determined fighters. Although Sartan has slain one of the pair occupying the Strongbows’ living room, and has thrown the decapitated head of their boss onto the floor, the remaining guard continues to fight. Soon reinforcements arrive. Two more elite guards run up the stairs and push their way into the room. Cycek finds himself getting bested in the melee, taking several serious wounds. He retreats temporarily behind the door leading into the Strongbow’s sleeping quarters, only to burst out again in an aggressive attempt to take one of the combatants by surprise. He fails in this. However, Sartan quickly dispatches one of the new arrivals, skewering him with Demonsbane and slamming him backwards with his shield. The guard crashes against the stone wall and falls lifeless to the ground. Sartan then leaps onto a table to gain a high-ground advantage over the other combatants. He trades blows with one of the remaining guards while Cycek struggles to get the upper hand on the other one.

Down in the plaza, Mishok has found himself in an open area, as the crowd thins around him. He sees no immediate threats, so he runs toward the back entrance to the tower, which he knows will bring him to the Guards’ headquarters. He finds the door unlocked and enters the building. The lobby and office space appear to be deserted. He sees a couple of desks and filing cabinets. Crossing to the captain’s desk, he sees some paperwork on the desk pertaining to mundane petty crime citations: public drunkenness, domestic disputes, and the like. Pulling open a drawer, he finds more interesting paperwork. One in particular catches his attention. There is a dossier containing information about an individual named “Ouphanglott” or “The Fang.” He is described as a foreigner from “the north” and a member of the assassin’s guild. He specializes in stealth attacks and poisons. A work order attached to the dossier indicates that this individual was hired by Donnwald to eliminate “the mayor’s four merceneries.” Mishok finds this interesting, and takes it with him and heads up the staircase.

Meanwhile, Davros and Wendella confront the remaining jailer who has just thrown down his sword. Wendella, having just killed the other jailer, approaches him with a yell. Davros commands the subdued guard to release the mayor and his wife. The guard peers up at Davros, meets his gaze with a steely glare, and pulls a small item from his pocket. He holds it out and threatens, “I have a device here that can bring down this tower. Do as I say or I will activate a detonation. The tower will fall with you, me, and your precious mayor. Now – YOU throw down your weapons and surrender.” Davros, startled but skeptical, asks Wendella, “Is that even possible?” Wendella, shaken, replies, “Yes… yes… I suppose it is.” But Davros calls the guard’s bluff and thrusts his rapier into the man’s neck. Before dropping dead, he smashes the item onto the floor. It is in fact a glass vial of a noxious poison with which Davros is familiar. He quickly holds his breath, to avoid inhaling any of the deadly fumes. Wendella is not so fast. She chokes, gasp, and falls to her knees. Davros grabs her and drags her across the room, away from the concentration of toxic fumes. Anton and Willa Strongbow cry out in distress when they see their prodigal daughter in such obvious peril. But Davros is able to provide a healing potion to the stricken girl and revive her before her condition becomes grave.

He crosses back to the fallen guard and searches the body for keys. He finds none and moves on to the other guard. The body has been mangled by the magical force of Wendella’s fury, but he finds a set of keys among the torn, scorched remnants of the guard’s livery. He hurries to the cell gate, where Wendella and her parents are having a tearful reunion through the bars. He swings the gates open and Anton and Willa rush to pull their daughter into an embrace. Anton grabs Davros by the shoulder and pulls him into the group hugs. Through tears of relief, the mayoral couple express their gratitude to the mercenary who brought them back together.

Anton soon regains his composure after the emotional outpouring, and remembers his duty to the city. He asks Davros, “Tell me… what’s happening to my city? What has Donnwald done? What is the state of things? You told the guard that the tower is surrounded.”

Davros replies, “Donnwald is dead. The people are in a state of revolt. There are crowds in the street. I think most of the city is on your side and there has been an uprising. But the guards are fighting with them. They have used the ballistas on the roof, and a captured ogre against us, and against the citizens. People were injured, and things are getting out of control.”

Anton replies, “I must address my people. If what you say is true and the people stand with me, then maybe I can bring this situation under control. Let’s go to the rooftop!”

Davros agrees, but advises caution. He does not know how many guards might be up there. Anton insists that Wendella stay back with her mother. The mayor and the rogue head up the stairs to the roof.

When Mishok arrives at the landing outside the Strongbow’s living quarters, he finds Sartan and Cycek still engaged with a pair of guards. Sartan is standing on a table trading blows with one guard. He tries in vain to convince the guard to give up.  “It’s over!” he says, “Can’t you see that you’re not going to win? Give up!” The guard is insistent and continues to fight… that is, until Sartan finally cuts him down. The defeated guard’s head joins Donnwald’s on the floor of the mayor’s living room. Mishok then sees Cycek suddenly run forward, leap on a chair, hurdle the table, and spring off a second chair. His target, the second guard, steps aside. The acrobatic ranger misses his mark and flops onto the stone floor with a loud “smack!” There, the prone (and embarrassed) elf takes a bloody wound from a spear thrust. Wincing in pain, he pulls his magical “immovable rod” from his pocket and slams the tip of it down on the foot of his assailant and locks it in place. The guard howls in pain, and finds himself pinned to the spot. Cycek gets up, moves to the far side of the room and readies another flying leap at the now-immobile guard. Just as the elf leaves the ground, Mishok asks Divoc to help him end this melee. He calls upon the sacred flame, and the pinned guard goes up in a column of fire. It’s too late for Cycek to change his trajectory, and he smashes into the flaming guard in an explosion of sparks, smoke, and burning human wreckage. It is a spectacular but disgusting end to this battle. The once tranquil living room is strewn with blood, broken furniture, and burning flesh and fabric. They leave the mess behind and head upstairs. Passing the open window which looks out to the north, they hear trumpets blaring, and they see mounted soldiers moving into the city. Grey and red banners blow in the morning breeze.

Unaware of the carnage in his living quarters, Anton has turned his attention to the masses in the streets around the tower. He and Davros arrive on the roof, to find three severely injured guards, hunkering down on the floor attending to wounds ranging from terrible burns, to crushed bones and bleeding lacerations: the fruits of Mishok’s sacred flames and spiritual weapons. Davros secures them with their own shackles. Anton climbs on top of one of the ballistas and looks out over the battlements to the crowds below. A man blessed with a commanding voice, the mayor hollers down to the crowds below. It takes some time to gain their attention, but once he does it is like fire moving through a forest of dry wood. One citizen grabs the next and points toward the top of the tower, and soon a hush has spread across the plaza.

By now, the rest of the party, along with Willa and Wendella have arrived on the rooftop. They stand gazing out at the crowd and they listen to what Anton does best: reach the hearts of his people. “People of Shadowfurst! Heed the words of your mayor!,” he commands, “The tide has turned against the forces of lawlessness. The corrupt Councilman Donnwald has been vanquished! As you can see, the countess and the royal guards has come to assist. We must have order in this city, so we can go back to striving for our goals. We have a beautiful city and we have hope for the future. We must not give up! Go back to your homes. Cooperate with these good soldiers. Justice will be served and things will be put right!” He repeats his message several time to make sure all can hear, repeating. “Good people! This is your mayor! I am safe and the situation is in-hand! Thank you for your loyalty! Now go back to your homes and let us bring order back to our streets!”

The sun has risen in a cloudless sky and golden spring light glints of the armor of soldiers in the plaza. Many of the people have melted away, back into their neighborhoods. Several skirmishes between soldiers and town guards can be seen. In other places, soldiers are pushing back against still-unruly knots of protestors. A rank of soldiers stands before the front entrance to the tower. They part and a cohort of well-dressed dignitaries stride through them to arrive at the grand staircase. They stop and seem to gaze with either expectation or apprehension at the doors which Sartan had smashed earlier that morning.

Anton turns to the four adventurers. He says, “It’s time for me to go welcome our new guests. I see the Countess Velnarian awaits my presence. But before we go, allow me to express my deepest gratitude for bringing my daughter back to us. I cannot imagine what you have gone through to arrive here in the company of my dear Wendella. Be assured that I will honor the terms of your employment. You will receive 500 gold pieces to share as you see fit. But I know this is not enough. Let us convene again soon. I believe I can provide a bonus befitting your service above and beyond our original agreement. Now, let’s go meet the Countess.”

The entire group heads down the stairs. All are weary, some are bloody, some are wounded. But the mayor presents himself and his companions with great dignity to the Countess. At her side is none other than Bontelan Wright, the employer who had first set the four companions on this journey. Niceties are exchanged, but the mayor and this contingent of guests, newly arrived from Stihlport have a lot to discuss. The team is dismissed to the 3 Javelins Inn, where they are given lodging for no cost by Willa strongbow’s brother, the innkeeper. Anton informs them they they will be summoned within three days to discuss the conclusion of their business.

They are summoned just two days later. They are awarded their 500 gold pieces. Additionally, they are informed that the Yur Inn has been seized by the city. That shabby tavern of ill repute had been serving as a barracks for the new “recruits” into the town guard. Yuri Rattal, the owner, has been arrested, and stripped of his assets. The property has been offered to the four adventurers as an additional reward for their good work. What’s more, the mayor has invited the four to take employment with him as part of his own elite guard. There is still much work to do putting things right in the city. Members of his loyal guard are still missing. Many corrupt guards have yet to be rooted out and arrested. And there is disturbing news from both Countess Velnarian and Bontelan Wright. There will be a summit of concerned parties one week hence. He would like them all to attend.

Episode 40 – The Mob Rules!

The face off in the Guard Tower Plaza continues. The crowd is moving like a surging wave before the frightful rampage of the flailing, roaring ogre. Davros bellows at it, “Go! Get out of here! You’re free! Get outta here before they kill you!” This seems to finally get through to its dim intellect. It looks to the north and runs off in that direction, scattering protestors, and knocking some to the ground with its flailing chains. The ballistas on the roof fire two more bolts at Mishok. They miss their mark and shatter instead on the cobblestones, sending jagged shards of wood and metal into the crowd. The screams of the injured add to the chaos, as does the sudden emergence of Wendella, Carver, and Ursula’s contingent from around the back of the tower. They have subdued some of the guards, and others are being driven before them. Their flight becomes more desperate as before their eyes, the already fierce Ursula transforms into an enormous brown bear. She drops to all fours and charges with a roar towards the ogre. The two hulking figures – the pursued and pursuer pass beyond a crowd that has now lost cohesion. They disappear as they run toward the Champion Square. 

The guards are distracted by the growing chaos in the plaza, and Sartan takes the opportunity to run up the staircase to the doors of the Mayor’s quarters. They are locked, but with a kick, Sartan splinters them off their hinges, and forces his way in. He finds himself in the empty, marble-floored lobby where they had first been escorted into the mayor’s presence some days ago. It seems to be deserted. He heads up the central staircase to the balcony level where he is confronted with another door – one he knows will lead into the Mayor’s office. He pushes this open with ease and enters the office where the Strongbows had first presented his team with the problem of finding their daughter. This room too is unoccupied. But there are stairways curving around the perimeter, one heading up and one heading down. Contemplating which way to go, he is shortly joined by Cycek, who has followed him into the tower.

Outside, the pressing mob surges aimlessly. Mishok finds himself shoved apart from Davros who has positioned himself in a defensive crouch at the top of the stairs. The Dwarven cleric tries to keep his feet while turning his attention to the antagonists atop the tower. He asks Divoc for the power to neutralize those guards who would so wantonly risk injury to the citizens they are sworn to protect. He calls down divine fire upon the one of the three guards manning the ballistas, and with a shriek the man is laid low. He is pushed farther from the tower, barely keeping upright, but he manages to also conjure a spectral morning star at the top of the tower. At his direction it clubs the other two guards into submission. They disappear behind the battlements, just as Mishok is pushed to the ground and trampled.

Inside the tower, Sartan heads up the stairs while Cycek heads down. Sartan comes to a landing with a door on his right, and a barred window on his left. The window looks out over the river to the north. The sun is coming up and starting to illuminate the interior of the stairwell. He hears the peals of a horn. But his attention is elsewhere, listening at the door for any sound of occupancy. Meanwhile, Cycek heads downward, finding himself at a dead end. He too is near a window. It is barred and glazed with opaque glass. He smashes the glass with the hilt of his sword. Cold air rushes in. He sees that his face, and the window are just at ground level. He can see feet rushing back and forth, trampling the landscaping around the base of the tower. Frustrated with the inability to explore further, he turns around and heads back up.

Davros, from his position on the stairs, catches sight of Wendella and calls to her. “We have the door open! Help us find your father!” She runs to him, and together they run into the lobby. “I don’t know for sure, but they are probably holding him in the cell at the top of the tower!”

Sartan thinks he hears movement behind the door. He opens it and peers inside. There he sees what what appears to be a living room. There is a fireplace, and a variety of chairs and tables. There are also two heavily armored guards across the room. He orders them to stand down. “It’s over! Donnwald is dead! Throw down your weapons, and you won’t get hurt!” They refuse. One of them throws a spear. Sartan moves his head aside just in time. It sails past and out the window behind him. Sartan yanks the door closed and listens. He hears the guards scrambling forward. He shoves the door open again, smashing it into one of the guards and knocking him to the floor, and sweeps Demonsbane at the other, delivering a wicked wound. He again declares, “I don’t want to have to kill you! Stand down! Your boss is dead!” He throws Donnwald’s head to the floor. The guards recoil momentarily in horror, giving Cycek the opportunity to push his way into the room. He crosses the room and fires and arrow at the second guard who has just climbed to his feet. Sartan continues to battle with the first guard. He takes a bloody slash from the guard’s dagger, but manages to fell his fearless foe.

Davros and Wendella barrel up the stairs, passing by the combat in the living room. Wendella directs Davros to keep going up. He does, but comes up short against a blank wall. He is confused, and turns to go back. But Wendella catches up to him and shouts, “What kind of a rogue are you? It’s a secret door you fool!” She shoves it hard and runs into a stone chamber. Davros follows and the two are confronted by another pair of heavily armored guards. They can see a walled-off portion of the room to their left. There are iron bars, and they hear a voice weakly calling “Help us!”

Back in the tower square, Mishok is able to get back to his feet. The crowd thins enough for him to move toward the front of the tower. As he runs toward the front door, he consider the possibility of entering via the guards entrance around at the southeast face of the tower. This is where they had taken the body of the fallen assassin their first night in Shadowfurst, and also where they went on a follow up visit the next morning before heading to the blufflands.

In the top chamber of the tower, Davros and Wendella realize that they have found her parents. She rushes forward, raging with emotion, and hurls an eldritch blast at one of the oncoming guards. Green light and shards of pure celestial energy splash off his heavy armor, and he staggers back a step. Davros commands the other guard, “It’s all over! You’re beaten! Throw down your weapons!” The guard refuses, yelling back, “We have authority here! Not you! You are intruders and you will submit to arrest, or die!” Davros steps forward and finds an unarmored place to thrust his rapier. The guard bellows with pain. Wendella throws another bolt of energy at the other guard, crumpling him to the ground. Davros demands again, “Give up! It’s over!” The guard sighs, looks down, throws his sword with a clatter, and drops to his knees. “I submit,” he says.

Episode 39 – If You Listen to Fools…

The fire on the roof of the Stoneyard’s headquarter building is spreading. The adventurers discuss their plans to free the Mayor, and they decide to pay a visit to the home of Carver’s mother. Wendella agrees that this is a good idea – she may very well provide them a safe place to stay and plot their next move. This place is clearly not a good place to linger. They hear a bell clanging from the south, and Wendella informs her companions that the fire brigade is based not far from the south gate. They head toward the north gate, with their three conscripted guards. Once outside of the Stoneyard, they discover city streets that are mostly empty. Mostly, but not completely. There is broken glass and litter strewn about. Raised voices can be heard from down alleyways, and furtive figures duck into doorways. The pillar of smoke rising from the Stoneyard roof is not the only one. Other smaller fires flicker their orange light down the streets of the West End, and send their own smaller columns of light skyward. Clearly there are pockets of unrest and petty vandalism – angry residents lashing out, however, they encounter no resistance in their journey to Lolly’s house. When they arrive there, they see a curtain move in the second-floor window above Lolly’s doorway. They knock and are greeted with silence. They shout and call for Lolly, but again receive no response. Davros attempts to pick the lock, but is unsuccessful. In frustration, Sartan kicks the door, and it immediately flies open. They see a one-room first floor, consisting of a common living space and a kitchen, and a narrow wooden staircase leading to the second floor. They think they hear a low growl coming from above. Cycek decides to go up the stairs, staying in the deep shadows cast by the street lamps. He moves silently, and when he reaches the second storey, the growling guardian there is startled by his sudden appearance. Cycek finds himself face-to-face with Ursula the werebear, in her human form. She rears back with a huge great axe, but stops herself just as she begins her swing. Her nose tells her the the truth more quickly than her eyes. She sniffs and realizes that this is Cycek. She remembers the kindness he had shown her, and their brief time fighting alongside each other. She motions to unseen others in the darkened room behind her and whispers, “It’s Cycek!” Then turning back to him, she asks, “And the others?” Cycek replies that yes, the others are waiting outside. Ursula urges, “tell them to get up here and off the street, quick! We thought you were guards, and we cannot have guards finding us here!” Cycek beckons his companions up the stairs, but alas, during this time, one of the guards has abandoned the team… first sidling away, and then turning and bolting. Now, one guard remains in their company. The rest of the team quickly moves into the house and up the stairs, leaving Davros and the guard out in front to keep their eyes out for trouble.

Upstairs, the team finds that the other occupants of the room include Lolly Oxcart and her son Carver. Wendella and Carver are absolutely delighted to see each other, and embrace each other, weeping in an outpouring of emotion. Wendella profusely apologizes to Carver and even more so to his mother for all the trouble she has caused. Both are very receptive to her overtures, and express that they are just so relieved that she is OK. Lolly asks if she has seen Harven (Hack) and Wendella does her best to reassure Lolly that the last she saw Hack, he was as well as he could be. He was unhurt, and had come upon great riches, and she can only hope that he is able to find happiness and direction in his life with his newfound wealth.

The two groups share their tales of the past few days, and Sartan reveals the death of Donnwald. Lolly, Carver, and Ursula express their relief that the evil Donnwald has been dispatched, but also their fear that their hiding place here in Lolly’s home would be discovered. The guards know of Lolly’s connection to the Strongbow family through Carver and Wendella’s relationships. She fears that they will discover that Carver has returned. This fear becomes more acute when Davros reveals that the other guard has fled. Mishok asks if there is anyplace else where they can hide, if their location in compromised. Lolly suggests that they call on her friends Findelis and Brit, a couple who lives a few blocks away with their three children. They agree to abandon Lolly’s house. They successfully sneak through the streets and find themselves on the doorstep of a single-storey wooden home. Lolly raps a coded knock on the door, and a corresponding knock responds from within. Lolly explains that many of her neighbors have been talking about raising the people of this city to throw down Donnwald and his thugs. But they are keeping it as quiet as possible, because not everyone is like-minded. The door is partially opened, and Lolly has a whispered exchange with the occupant. She turns to the party and says, “Findelis has agreed to have us stay here. He is taking a huge risk here, but he and his wife a good people. Come in quickly and quietly. We need to keep a low profile.”

This temporary safe house is just a couple of blocks away, and around a corner. They discuss placing lookouts on both Lolly’s home and that of Findelis and Brit. They identify a taller house midway between the two, where a lookout can see both sites from the roof. Cycek takes first watch, and successfully climbs the building without being seen. He does however set a dog barking. Thankfully this does not draw wanted attention. 

The rest of the group devises a plan for the morning. Lolly and her friends are heartened by Donnwald’s death, eager to reinstate the mayor, and enthusiastic to oust the thugs among the city guard. Mishok suggests that perhaps they could rouse a good mob of citizens to march on the guard tower, demanding Strongbow’s release. They could use the mob either to directly force the corrupt guards to relinquish control, or as cover for the team to free the mayor. Lolly’s friends set things in motion, quietly spreading the word throughout the neighborhood, that a crowd should be assembled in the West End before daylight. They should arm themselves and be ready to fight if necessary, but they will go to the guard tower and demand that the city be released from martial law and the mayor exonerated.

The night passes without confrontation, and before daylight, the streets around the safe house begin to fill with people. Some are uncertain, some are reluctant, others are merely curious, but many carry a sense of purpose. This can no longer escape the notice of the guards, no matter how corrupt or incompetent they may be, and as the crowd begins to move out, guards are seen warily keeping pace on the perimeter of the crowd. They decide to split into two separate groups. Wendella, Carver, and Ursula lead one group along the south riverfront, while the “Shadowfurst Four” lead the rest of the crowd down the central thoroughfare.

Traveling through town, the mob grows in size. They leave the impoverished West End and move into the heart of the city, where the crowd is joined by members of the middle class, and even some of the wealthy elites. This unity among different elements of society against a clear injustice seems to strengthen mob’s determination. They stream into Guardtower Square and form a circle of chanting protestors. There is a strong guard presence here, which is augmented by those who have accompanied the mob through the pre-dawn streets of Shadowfurst. More alarming is the presence of a frightful creature looming over crowd and guards alike. An enormous ogre blocks the entrance to the mayoral quarters. It’s wrists are bound in manacles from which heavy chains lead to iron cleats in the stone facade. It grunts and moans and struggles against the chains, becoming more agitated as people stream into the square chanting, “Free An-ton! Free An-ton!” The four adventurers lead the mob, coming as close to the front of the tower as they dare. They yell to the guards, “We demand the release of the mayor!” while the guards yell back, “Disperse or be arrested! This is an unlawful gathering!”

Before any headway can be made in negotiations, two guards step up to the cleats and pull the lynchpins, releasing the chains, and thus the ogre. The ogre roars and surges forward. The crowd shies away, pulling back out of reach, but the brave adventurers stand their ground. In doing so, they present targets for two ballistas on the roof of the tower. Guards manning the powerful weapons let fly a pair of wicked bolts, which narrowly miss their marks and splinter on the cobblestone streets, flinging shards of wood and metal into the crowd. More guards fling spears at the adventurers. One glances off Sartan’s shield, but he grabs it and returns it in kind, injuring the guard who first threw it. The ogre flails his chains. One whips past Davros’ face by a hairs breadth while the other one rustles Mishok’s beard. They recognize this ogre. It is the one who assaulted them atop the bluff where the stone labyrinth gave them entry into Xodar’s lair. Davros yells at him, “Hey! Ogre! Get out of here! You’re free! Go! Run! Get away from these people! We won’t stop you!”

Mishok tries another tactic. He exhorts the crowd to rise up and drive the ogre away. “Come on, people! Divoc is on our side! Let’s take them down!” But the crowd is frightened… uncertain. They look at each other, and instead shrink back from the ogre, whose thrashing continues to whip the chains in deadly arcs, perilously close to the front rank of protestors. The beast lurches back and forth, equally uncertain, but enraged. Cycek and Davros put a couple of arrows into it, as well as into a couple of guards, neutralizing a couple of them. But the situation is tilting into chaos… no longer a binary equation of force vs. force, but rather an unhealthy brew of rage, fear, aggression, and confusion. The four leaders of this mob begin to wonder how they can manage the situation and accomplish their goals.