Aftermath - Campaign after the War


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I'm sure Amblin would have you believe that his master was really that bad... You know him, always pandering for people's sympathy.

-Rybaer
 

Session #8.2 – Fight and Pursuit


The party woke to the smell of bacon cooking. Several of the knights had prepared a breakfast of porridge, bacon, bread and cheese. The party was welcomed to eat with them, and several of the knights expressed their personal congratulations to the group for taking on the Shadow and surviving to tell the tale.

Rurik checked up on the young girl, Jaqueline deLitt she gave as her name, and found that she was now conscious. He used Moradin’s power to heal the remainder of her injuries, for which she was grateful. Overall, though, she was quite distraught by the previous day’s events and the sudden loss of her parents. She explained that they were wine merchants and had been traveling to High Hill to pick up a supply of casks for later in the summer. Shadow and his gang attacked them shortly after they had pulled off the road to make camp for the night. She had some family in Unicorn Valley, which the knights said they’d reach by noon, and she would stay with them.

With breakfast finished, the knights packed and were mounted by the time the sun had fully crested the horizon. The girl rode behind Rurik while the dwarf prisoner was strapped to one of the knight’s supply horses. Based on the account of the fight, they assumed him to be some manner of spellcaster and thus he was bound and gagged firmly. They would interrogate him after they reached their outpost in Unicorn Valley.

The first couple hours of the morning’s ride were pleasant. Then they found the giants. A pair of hill giants that had been concealed in a small wooded area not too far from the road started pelting the knights with large rocks. One knight was pummeled on the first surprise volley and another’s horse was struck hard. The knights, who were trained to handle this sort of problem while riding their regular road patrols, quickly moved into action. The captain encouraged our heroes to seek cover or support in whatever fashion they cared to.

The knights split into groups with about one third firing heavy crossbows at the giants’ position while the others split into two squads that prepared to charge with lances in two waves. The woods in which the giants were located were thin enough to support this sort of activity. Nigel, who had a particular dislike for giants, dismounted so that he could put his longbow to good use, repeatedly peppering the giants with well-placed shots. Rurik, also with a keen dislike for the brutes, dismounted and told Jaqueline to ride the horse into the relatively safe cover of another nearby cluster of trees. Amblin was already moving in a roundabout fashion toward the giants, and Rurik hurried after him. Zalman took the more cautious approach and accompanied the girl toward cover. With the knights racing all around the giants, it just wasn’t safe for him to try flinging lightning bolts of fireballs into the fray.

The knights’ first charges were modestly successful. Both giants were injured, but not as badly as they could have been. Those knights who had fired crossbows now switched to lances and began another charge of their own. Nigel continued to pepper away with his bow and Amblin and Rurik closed for melee – seeking the thrill of combat. Zalman, after seeing the girl safely to the cover of the trees, decided to ride closer so that he could support his companions with magic.

The fight, which had digressed into pure melee, went mostly in favor of the knights. A lucky shot by a club-wielding giant killed a knight, but otherwise the dim-witted pair realized that they had picked the wrong fight this morning. Amblin nimbly jumped in and out of reach of the giants and Rurik relied on his magic armor and dwarven fighting skills to avoid getting hit too hard. Once one of the giants dropped, Zalman cast Glitterdust on the other, blinding it. The knights quickly finished him off.

Two knights had perished (both victims of critical hits from the giants) and one horse was badly injured. Several had taken lesser injuries, and Rurik helped heal the worst of them. As they were wrapping things up with the giants, someone finally noticed that their captive was missing. The dwarf, who had been tied up and left slung over a packhorse, had been left behind and ignored during the fight. The horse was still standing on the road, but only some burned rope fragments were left of the dwarf.

Immediately, the group suspected that the vile Shadow was responsible. They had no trouble imagining how he could have followed them invisibly and waited for an opportunity to rescue his companion. The fight with the giants would have been distraction enough to pull it off. The fact that the ropes had been burned through rather than cut was an unexplained oddity, though.

Nigel found tracks, only those of the dwarf, heading the opposite direction from which the giants had attacked. They led straight into a larger section of woods. Zalman sent Hooty ahead to scout from the air. Amblin, throwing caution to the wind, ran quickly through the woods, following Hooty’s cries. The others, fearing that the Shadow could still be somewhere nearby, were more cautious. The knights had only just begun to figure out what was going on and were slow to join up.

After a minute or so, Hooty screeched frantically, indicating to the others that he’d spotted the dwarf. While Amblin raced that direction, Zalman suddenly got a jolt through his empathic link to his familiar. Hooty had been slammed hard by some unseen force and was significantly injured. Zalman immediately ordered the owl to retreat, which the bird happily agreed with.

Amblin, well out ahead of the others, finally started slowing down and scanning the woods for the dwarf. He knew he was close, based on Hooty’s guidance, but he could not spot the renegade. Then, the same wave of pummeling force that had hit him several times the night before during their fight came again. He gritted his teeth and took it, and kept looking for the dwarf. Again and again the pummeling came, and still he kept looking. He was getting a little worried, though, as the damage was quickly adding up.

Finally, just as Nigel was arriving with Rurik and Zalman close behind, Amblin spotted the dwarf buried in some brush at the base of a tree. The monk, along with his companions, did not return to the knights with a live prisoner this time.

Once the bodies were secured and the scene of the fight cleared up, the knights and the companions returned to the road. Zalman sent the healed Hooty back to scouting duty, with the express intent of keeping them from finding any more giant ambushes. Hooty did spot a couple more hill giants, but they were over a mile off the road and not a threat. By early afternoon, they reached the small farming community of Unicorn Valley.

The captain offered them accommodations at the knights’ barracks should they care to rest overnight. He said that they could reach Water Break by nightfall if they left immediately, but they might find themselves locked out of the city for the night. With Rurik depleted of spells, they chose to stay the night and shoot for an early afternoon arrival the next day. Unicorn Valley offered little in the way of entertainment or supplies, so they spent most of their time eating, resting, and tending to their gear.


Next session: Water Break's tourism council welcomes our heroes with open arms.

-Rybaer
 

Hootie?

I am very fond of my Hootie... He is a companion, a friend. During role playing we have joked with each other and had fun. (I love when he brings some dead rat or snake and leaves it on Rurik...) This was the closest to danger he had ever been and I was shocked when he was almost mortally wounded.

(he will get the same shock soon... more on that in a couple of weeks, though)

I, for one, absolutely LOVE Water Break. (Don't let anyone tell you otherwise) The guards at the gate are friendly, courteous and always ready to assist you. You never have trouble finding entertainment (even the Dwarf had enough "spirits" to be incompacitated) or guests to talk to and the night life is wonderful. (people were constantly coming to our room) I often think of my wild night with a halfling - the clothing literally ripped from my body - I long to return so that I can find my Dear Misty and be with her again...

Yeah... sure....
 

Yes, Zalman was quite shocked at the direct attack on his familiar. Of all the things that had happened in the game to this point, I think this was one of the more startling "I can't believe you (DM) just did that" moments for all of the players. More often than not, I tend to forget that Hooty is even around unless Zalman has specifically asked him to do something. In this instance, the attack on Hooty was well within the context of events.

Zalman isn't the only one passionate about the city of Water Break, either. All of the characters have highly memorable experiences. Oh, and remember the party's plan to try to avoid splitting up (because they always get into trouble when they do)? Well, within 36 hours of entering the city, the four of them manage to get split up four ways. But I get ahead of myself.

-Rybaer
 

Session #9.1 – Welcome to Water Break


Early the next morning, Lord Durlock handed them a letter of introduction along with a brief account of their handiwork with the Shadow’s gang and their assistance in the slaying of two hill giants. They thanked him for his hospitality at the barracks and left for the city.

The morning was already hot and humid, promising to become a sweltering day. The rolling hill lands began to flatten out into farmland in the river basin on the coast. Cresting one of the last hills, they were greeted with a wonderful view of the ocean and, in the distance, the city of Water Break itself. For most in the party, the ocean was truly something new, an awe-inspiring sight. The city, while still quite distant, also looked impressive. Kisty had told them that the population was only around fifteen thousand, less than half what it had been prior to the war. That still made it almost an order of magnitude larger than New Selmar.

The road continued east toward the coast, then veered north to the city. They reached the southern-most gate of the city shortly after noon. A shantytown of sorts had grown up around the gate and the group was assaulted by peddlers hawking their wares. They ignored these, however, and got in line behind several merchants and travelers waiting entrance to the city.

As they neared the gate, they could see that all seeking entrance to the city were being screened and questioned. There were numerous guards standing around and a pair of men wearing dark red robes. The merchants and their carts and wagons were being moved through a sort of corral of unusual stonework. Zalman was immediately suspicious that it was magical in nature.

When it was the group’s turn, the guards gave them (and their gear) suspicious looks. One of the robed individuals stepped up before them and asked if they were in possession of any magical items or if any of them were spellcasters. They replied, honestly, that they were in possession of magic items and three of them were capable of casting spells. The robed man, a middle aged human, asked them to accompany him through a small door in the city’s wall, just inside the gate. They tethered their horses outside and continued in.

They were led into a small waiting room. There were a few chairs and a couch, but little else. They asked what this was all about. He replied that the city had strict laws in place regarding the use of magic and magical items and that they would have to go through the proper registration processes before entering the city. No one liked the sound of that, but they tolerated it.

One at a time, they were led to a side room. This small chamber had a small raised platform in one corner, a couple chairs, and a cabinet. Two men wearing the red robes were present, as well as a serious looking half elf dressed in ornate half plate armor and toting an impressive longsword. The half elf leaned against a wall, observing the proceedings but doing and saying nothing.

The priests, as the group later learned the red-robed ones to be, explained that one by one they’d be asked to stand upon the platform while being asked a few standard questions. The platform was enchanted to reveal any falsehoods. Each reluctantly agreed to this procedure.

First, each was asked if he was a spellcaster. For those who were, they were asked as to what type (arcane or divine) and then asked to give a small demonstration. Zalman was told that the casting of arcane magic was not completely illegal, but was highly restricted to utility spells. Most offensive and defensive spells, as well as any that could affect another person, were forbidden. An exhaustive list could be obtained at the city hall. Rurik and Nigel, both divine casters, were informed that the casting of any divine magic inside the city was strictly forbidden, regardless of nature. Furthermore, the open worship of any deity was forbidden.

After the question of their abilities as a spellcaster, they were then asked to describe the properties of each magic item they had in their possession. Any that were as yet unidentified (and the group had several in this category) had to either be identified on the spot (for a nominal charge by the clergy) or left with the guards until they left the city. This holding service, of course, comes with an additional charge. Oh, and all magic items they choose to keep with them require an even bigger registration fee. As these fees started to become apparent, the group started to worry about how much cash on hand they had and whether they could afford to bring their gear into the city. They were keen on getting their items identified (as no one in the group was capable of doing this), so that money was spent. Then they realized they simply had too many items to afford to bring them all into the city. They prioritized their gear into things they might need and things they wouldn’t dare leave in the care of the city guard and/or these strange clerics. Once that was all straightened out, they paid their fees and were allowed into the city proper.

Before they left, a couple other things were made clear to them (both through casual conversation and direct questioning of the red-robed ones). First, the trade of magic items was highly regulated and each item had to be processed through the city’s magic regulatory council. Second, the clerics were of the Church of the Small (this had no meaning to any in the party). Third, the massive amount of screening at the gate was due to several waves of disease that had struck the city, each magical in nature and unknown in origin.

The city was busy, and much more crowded than what they had been accustomed to in New Selmar. A broad avenue led from the south gate north toward the river. Merchants and shops lined much of the street. Leading their horses, they walked down the street, primarily intent upon reporting to the Duke both to claim their reward and to try to establish diplomatic ties with their hometown.

A young boy of about ten years, wearing ragged patchwork clothes, accosted them. He repeatedly offered to help them find anything they needed in the city. Finally, they asked him where they could find the Duke, a halfway decent inn, and someone who traded in gemstones. He said he’d lead them where they wanted to go, but they insisted that he just give them the information. Reluctantly, he did so, and they threw a few coins his way.

The Duke lived in the keep just across the river, the boy had explained. There were several decent inns in that part of town as well. As for someone dealing in gems, he mentioned a couple names of merchants in the Exchange district – which they would pass through on their way to the Duke’s keep. Depleted of nearly all coin, the group decided to stop in the Exchange district first to cash in some of their gemstones. They found one of the merchants the kid had mentioned down a side avenue. He seemed pleasant enough and fairly honest, though admittedly, the group had no concept of how valuable their gems actually were. They cashed in a few for a mix of gold and platinum and returned to the main avenue.

As they continued down the street, Amblin’s dog decided that it was hungry enough to make an unwelcome grab at a passerby’s meat pie. The passerby, who roared in outrage, happened to be a rather large half orc dressed in loose fitting green jerkin and pants. He, and his ten similarly dressed companions, turned on Amblin and demanded an explanation.

Amblin tried to make nice with the half orc while reprimanding his dog. Nigel, Rurik and Zalman all moved to back up their friend in case things turned sour. As the fuming half orc and Amblin exchanged words, the half orc slowly came to a realization (based on a combination of Amblin’s appearance, posture, and manner of speaking). He asked Amblin outright if he was trained in the arts of unarmed fighting. Amblin acknowledged that he was. The half orc introduced himself as Druk Var of the Green Snake School. He asked Amblin what school he was a student of. Amblin was at a loss. He had never heard of there being schools that taught unarmed fighting. His master had never spoken of such things. When Amblin said this, the half orc gave him a studious look.

“Perhaps we can learn of your style through demonstration,” he said to Amblin. “My master hails from the Southlands, where many different schools teach. He may be able to tell you more of your style by watching you move and hearing of your philosophy.”

Amblin was sold. “I’d be very interested in this.”

A bit of a dark look returned to the face of the half orc again, but this time with just a hint of amusement in his eyes. “First, however, is the matter of your unruly dog. You will satisfy my honor by dueling me tonight.”

Amblin hesitated for a moment and then accepted. His friends had a bit more mixed feelings about this.

“Come tonight, two hours before midnight, to the Sprite’s Crypt. It’s a tavern down in the Ironworks district. Bring your friends, too. You’ll need them.” With that, the half orc and his companions walked down the avenue in the opposite direction of the Duke’s keep.

The group discussed whether this duel was a good idea or not. Amblin had no intention of missing it, though, both for the sake of his and the half orc’s honor, as well as the opportunity to possibly learn more about the style of martial arts he had been trained in. Everyone agreed to come along so as to keep the group together and because of Druk Var’s insinuation that they would be needed.

By late afternoon, they had made their way across the river and into a classier portion of the city. There were several temples to various deities, though there was conspicuously little activity around them. They decided to find an inn before continuing on to the keep. One such establishment, the Priest’s Pole, seemed to offer the combination of services and price they sought. When they told the inn keep that they were in town to seek an audience with the Duke, he informed them that Duke Gosswall typically held open court each morning, between ten and noon.

They had their horses stabled and made arrangements for the stable boy to care for Amblin’s dog as well. They split between two rooms on the second floor and then proceeded to have a relaxed dinner.

Shortly after dark, they returned to the south end of the city, seeking the Sprite’s Crypt. A couple inquiries later, they found the seedy looking place down a poorly lit side street in the more industrial section of town. What few people were about on the street at this hour avoided them. Given the amount of armor and weaponry the group was toting about, this was hardly surprising.

The Sprite’s Crypt was a dark inside. It smelled of sweat and iron. Most of the men in the establishment had the dirty look of those who had put in a hard day’s work and were putting back a few drinks over a game of dice. Amblin spotted Druk Var and a couple of his companions seated at a table on the far side of the room. The monks, while not quite fitting with the other clientele, did not seem entirely out of place. Perhaps they frequented this place.

“Good to see you made it,” Druk Var said as he rose to meet them. “We’ll lead you the rest of the way.”

The monks led them out into the street, down a block, and then down a dark alley. “Have you ever heard of the Duel of the Bat?” Druk asked Amblin.

“Uh, no,” he replied. He could scarcely see in the darkness, but he sensed that the half orc was smiling.

“I think you’ll enjoy it.” The half orc’s companions chuckled.



Next session: Duel of the Bat, Boonzang's Edifice, and an audience with the Duke.

-Rybaer
 

Questions by the guards at the gate

When we entered the city I was wearing a Cap og Disguise. I made myself look like me...with the excepion of my shield. We were warned by the Unicorn Vally guardsmen that open worship of any god other than this "Church of the Small" was strictly forbidden. My shield is one big holy symbol with its ornate engraving of Moradin's Hammer. So I simply (with the cap) made it look blank. When they asked what it did, I replyed that it was enchanted to inprove the protection it provided. I simply left out the part about it improving my turning and healing abilities...not the whole truth, but a truthful enough answer to get past the Zone of Truth spell on the platform.
 

Church of the Small

From the time I started hearing about this place (Water Break), I became weary of it. Although I know Moradin is the true Soulforger, I accept that other gods do exist and let people worship as they will. Any church who denies the freedom to choose your faith is only trying to enslave others and make themselves rich. Only through true faith, and not forced, can one become enlightened and powerful...like me.
 

Return to Water Break.

Sounds like an interesting city. Will we return to Water Break soon? The concern with no divine casting has piqued my interest.
 

Re: Return to Water Break.

Bommer said:
Sounds like an interesting city. Will we return to Water Break soon? The concern with no divine casting has piqued my interest.


Well, your comrades have been in and out of the city about three times, I believe, prior to your return to the game. As far as they're concerned, that was probably three times too many. However, there are still a few loose ends there. Ultimately, it's up to the party as to whether or not they ever return.

Wait until you get the whole story, though, before you start sounding too eager to check out the city.

-Rybaer
 

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