Company of the Red Kestrel (1/8/2004 - Confrontations)

Note: this part of the story is in second person present tense instead of the normal third person preterite. I hope it's not too jarring.

= = = = =

With a start, you leap to your feet, grabbing for your weapons. A loud drumming comes from overhead. Disoriented, you try to figure out what it is – only to realize it’s the rain, pounding on the roof of the inn. Your tensed muscles relax and you lay down your weapons.

Throwing open the window of your room (provided to you free-of-charge by the grace of his lordship, Baron Giosue da Silva), you breath in the fresh, cold air of another winter morning in Lof. You can smell the Kaltersee, although your vision is obscured by the sheets of water falling from the sky. Below your window, the streets of Lof are clear, the rainwater rushing down them like a shallow river.

Stretching your aching muscles, you decide to head downstairs to seek out some breakfast. The common area is clear, the innkeeper sullenly mopping the floors beneath the windows where the driving rain has entered.

As you are about to ask for some food, the doors of the inn burst open and two figures enter. At first you hardly recognize them: the tall, imposing man clad in a bright blue traveling cloak, water streaming off an ostentatious red hunting hat. Behind him, a short, somewhat dumpy woman in simple gray robes but wearing a gleaming silver crescent moon on a pendant around her neck.

Dellarocca takes off his hat and wrings it out on the floor. “Damn this rain!” he complains, but you can tell that the wizard is in a good mood.

“Brogun, Kell – we’ve come to bid you farewell – for now, anyway,” Dellarocca announces. “We’re off to Sommerlund. I mean to have a word with Loi-Kymar and the rest of the Guild. They’ve been far too selfish with their arcane knowledge –“

His imminent rant is cut off as Sara puts a hand on her brother’s arm and looks piercingly into his eyes. Dellarocca scowls as he slaps her hand away, then makes an awkward coughing noise. “No need to nag, sister. I was just coming to that,” he snaps.

Sara sighs and steps forward. “The main reason we’re headed to Sommerlund is to visit the Temple of Ishir in Holmgard. There we shall appeal to the Goddess to return the breath of life to our fallen companions.”

“Yes. Exactly,” Dellarocca cuts in. “The Brotherhood of the Red Kestrel takes care of its own.”

“That reminds me, Brogun – I’ll have to ask for Kednor’s armor and warhammer back. I’m sure he’ll want those once he is revivified. But go ahead and keep that magic wand and the net that ciquali leader was using – they might come in handy.”

Dellarocca looks at you, then abruptly wheels around, claps his hat on his head, and opens the door to leave. “Oh, I almost forgot,” he says over his shoulder. “I’ve made arrangement with the baron to get us a cut of any treasure recovered when they raid the ciquali lair. Well, goodbye, then!” And with that, Dellarocca steps out into the street.

You almost don’t notice that Sara is still standing in front of you. The corners of her mouth curl upwards in a smile, but her eyes bear a hint of sadness. “Our paths shall cross again,” Sara says, “when Ishir designs.”

Raising her hands, the priestess intones a blessing on each of you in turn.

“May the Goddess Ishir watch over and protect you. May the moon light your way through the darkness of the night.”

Sara remains standing before you, her arms outstretched, her head tilted back as if to contemplate the heavens. You feel a great serenity wash over you.

The mood is shattered by a cry to “hurry up!” from outside the inn. Sighing, Sara lowers her arms and shakes her head in dismay. “Farewell,” she whispers before departing.

As she opens the door, you catch a glimpse of Dellarocca, mounted atop a fine riding horse, water streaming off his hat and cloak.

“Damn this rain!” he exclaims happily, before jerking the reins and riding off into the mists.

= = = = =

Brogun next decides to track down Zaccarias Zabar, a famed dwarven weaponsmith. Brogun had been supposed to do this much earlier, but he kept pushing it to the back burner in order to pursue his adventuring.

The innkeeper provides directions to Zabar’s smithy, so you head out into the rain. Your path takes you up the street, the water rushing past at your feet. Soon it becomes somewhat challenging to walk, as you slog your way along the street that heads up a slight hill. At last you reach your destination – a low building of dark stone with a pair of impressive metal doors.

As you draw near these portals, you take note of their extremely weather-beaten appearance. The doors seem incredibly old, their metal pitted and stained. Upon their surface is engraved two runes – two interlocking letter Z’s. As you draw nearer to study these doors, you see that they tower above you, blocking out the light, looming immense and hideous over you –

You blink the rain out of your eyes and step back. The doors are no more than five feet tall, as you would expect in a dwarven dwelling. Shrugging, you knock upon them. A low booming sound echoes within.

Several moments pass. Rain pours down upon your, soaking your garments and chilling you to the bone.

There has been no answer to your summons. So, frowning, you knock again, noticing this time that the doors are slightly open. There is still no answer, so you push them fully open and step inside.

A corridor stretches off to your sides. To your right, you see a small room; a line of pegs on the wall and benches on the floor suggesting it functions as a cloakroom. Presently, however, there is only a single forlorn pair of boots in one corner.

To your left, the corridor stretches off into darkness, but you can make out a wooden door ajar at its end. Advancing down the corridor, you are struck by how quiet things have gotten – no sounds of rainfall make their way inside the building. It’s also incredibly dark. Surely some light, however dim, should be filtering in from the main doors? But no – you must’ve closed them after all, for glancing behind you, you see that they are shut tightly.

As you near the wooden doorway ahead of you, you catch a glimpse of a large, open room. A giant hearth fills the center of the room, but it is cold. Two anvils stand to either side of the unlit hearth, one with a hammer lying upon it. Empty weapons racks hang on the walls. The entire area is scorched and blackened as if a great fire had once raged within.

“Wh—Who’s there?!” stammers a voice from behind you. Whirling around, you see a rumpled-looking dwarf blinking at you and clutching a military pick.

“Oh, it’s y—you,” the dwarf says. He appears relieved and lowers his weapon. “If you’re l—looking for M—M—Master Zabar, he’s n—not here.” The dwarf blinks, his eyes wide. “They’ve all g—gone. To Ha—Ham—Hammerdal,” he stutters.

“I was j—just cleaning up,” the dwarf says. “There’s n—nothing h—here, now,” he continues in a low voice.

Apparently your business with Zaccarias Zabar will have to wait. You follow the dwarf back to the main doors, which he motions at apologetically. “I h—have to o—o—open them for you,” he announces. Stepping up to the massive portals, he mutters something incomprehensible.

The doors remain shut.

“S—sorry!” the dwarf says. “S—sometimes my st—st—stutter…” he trails off as his face contorts and spasms. Finally, the dwarf masters his tics and blurts out a string of syllables in a shrill voice.

The doors swing open silently. Outside, the rain pours down, drumming loudly on the street.
 

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Right you are, Nail. This was from an e-mail exchange, although I did clean things up so it was less choppy.

DM tip: e-mail is a great way to give out background information in far greater detail than would be practical face-to-face. You can also give slightly different versions of the information to each player... not that I would ever do something like that.... :rolleyes:

Another great use of e-mail is to send out rumors and plot hooks in advance, to see which ones interest your players. You can then plan in advance as opposed to winging it at the table. (I'll try to post my Magnamund campaign list of rumors soon.)
 

Joshua Randall said:
DM tip: e-mail is a great way to give out background information ....
I've tried this to. I'd be very interested to see what sorts of things you send. My stuff tends to be short snippets of rumors, etc.

Your "clean-up" of the email exchange is impressive. (My own skills need some polishing, it seems.)
 

Non-Story Campaign World Interlude

It's no secret that the world of Magnamund is not my creation. It is, rather, the creation of Joe Dever, author of the Lone Wolf game books, which were immensely popular in the '80s. You can learn more about the Lone Wolf game books at Project Aon.

That said, when I started this campaign, I provided the players with various background documents, cobbled together from information in the Lone Wolf books and augmented with my own imaginings. (These documents are too lengthy to post here, but if anyone is interested in a copy, please e-mail directly at the address in my user profile.) One of the most well-received documents was the list of campaign rumors, which I'll reproduce below. Each of these rumors, or plot hooks, could lead to several adventures. Some could even take the campaign in a new direction.

Of note - I have not fleshed out all of these potential adventures. That would be a lot of work, and the vast majority of them are never going to be needed. Instead, I make up additional details regarding each rumor as needed to respond to PC inquiry or investigation. Only when the PCs are ready to interact directly with the people or places referred to do I go ahead and make stat blocks and so forth.

This "just-in-time campaign building" saves me a lot of effort.

Now, here are the rumors.

= = =

Magnamund Rumors

The following rumors (in no particular order) are current as of mid-winter, MS 5049.

There are fears within the Sommlending military that the people have become soft without a direct Darklord threat to motivate them. As well, the king’s heir, Prince Pelathar, seems more interested in pomp and circumstance than in leading the nation. There are whispers that King Ulnar will pass his throne to a worthy Kai Lord, thereby combining the political and spiritual leadership of the realm.

The Maakengorge is a vast scar across northern Magnamund, a great rift south of the Durncrag Mountains. It was here during the Age of the Black Moon that King Ulnar I of Sommerlund slew Darklord Vashna with the Sommerswerd. The bodies of the Darklord and all his followers were cast into the abyss. According to folklore, Vashna's death cry echoes throughout the gorge to this day. Darker tales also hint that somewhere within the Maakengorge lie the pieces of Gajikago, Vashna’s mighty axe, which was hewn in half by the Sommerswerd.

A powerful witch is rumored to make her home on one of the Kirlundin islands. Despite repeated attempts by Baron Tor Medar’s forces to locate her, she has never been found.

Travelers across the interior of the Wildlands tell of seeing the ruins of a mighty fortress, now occupied by fearsome humanoid creatures.

Lord Axim of Ryme (Durenor) is commander of King Alin IV's personal bodyguard and leader of the royal navy. His daughter, Viveka, is something of a tomboy. She received weapons training in southern lands and is reputedly an expert swordswoman.

In the throne rooms of northern Magnamund, it is said that Zultan Guldarra is so desperate to restore Cloeasia to her former glory that he is openly selling her services to the highest bidder. Reportedly, the Zultan is offering exclusive trading rights and a military alliance to whichever nation presents him with the most favorable terms. As yet none have taken him up on his offer.

Every year, High-Mayor Kordas of Casiorn sponsors the Grand Games, which feature gladiatorial combat, magical displays, archery sharp-shooting, and the like. Much of the High-Mayor’s staff is kept busy preparing for, running, and recuperating from the Games. While some of the more cynical citizens of Casiorn believe the spectacle is meant to distract the populace from crushing class inequalities, the Games are undeniably popular throughout the region.

Lately, Barrakeesh (capitol of Vassagonia) has been abuzz over repeated sightings of black-clad figures entering and exiting the imperial palace. The word in the bath-houses is that Zakhan Moudalla is negotiating with agents of the Darklords; such talk has been quickly suppressed.

Caravans crossing the Dry Main report many lost cities and ruins buried under the sands. Evil creatures are said to lure the unwary to their doom and to guard untold treasures.

Tahou, the capitol of Anari, is supposedly built atop the ruins of an ancient civilization. However, the presidential administration closely regulates access to the Tahou Cauldron; there are few whoknow what’s down there, and even fewer willing to talk about it.

Ages ago, on the Isle of Khor (in Dessi), a great evil took old. For centuries, the Elder Magi have used their powers to contain the evil but could never destroy it. They are currently seeking help from experienced adventurers willing to enter and confront the perils of Kazan Oud.

Dessi is also threatened by stirrings from within the Chasm of Gorgoron. Ancient tales tell of a great beast within the chasm that will one day emerge and lay waste to Dessi. Some Vakeros tribesmen believe the beast to be a dragon – even though such creatures have been extinct in Magnamund for thousands of years.

The soldiers of Palmyrion continue to patrol the western frontier of Ruel, and despite steady loss of life remain steadfast in their resolve to keep the Cener druids bottled up. Those few Palmyrians to survive forays into Ruel return with their minds snapped, babbling insanely.

For the last several decades, the Daughters of Ishir have been especially active throughout Magnamund, traveling far and wide in their effort to root out and confront evil. Some of the surrounding lands grumble that Telchos is attempting to spread its matriarchal doctrine in an effort to undermine traditional society, setting up women in positions of authority. Whatever the Daughters of Ishir truly intend is known only to them.

Varetta (the major city of Lyris) is a melting pot for mercenaries of all nations who come here to serve the feuding Stornlands princelings in their perpetual wars. The mercenaries frequent the Inn of the Crossed Swords, a cavernous, rowdy tavern where macabre betting games take place and blood is often spilled.

Varetta is also home to the Halls of Learning in Brass Street, run by Gwynian the Sage, the wisest man in Northern Magnamund. When he’s not being pestered, Gwynian studies the night sky, divining the future in the patterns of the heavens.

Helin, a town to the north of Varetta, is desperately seeking funding for its continued conflict with Karkaste. Prince Janveal has nearly bankrupted himself to pay for a war against Baron Maghao. Without additional gold to pay his mercenaries, Prince Janveal will have to concede the war.

On the border between Lyris and the city-state of Casiorn sits Quarlen, whose heavily fortified stone walls protect it from attack. Although not a mercantile town, Quarlen’s wealth comes from the merchants who pay substantial levies to pass through it. The Barrel Bridge Tavern in Quarlen is an impressive hostelry, a meeting place for merchants and mercenaries. The Tavern, which sits on the approach to wide stone bridge over the River Quarl, is overseen by the landlord Gnetzis, supposedly a retired rogue who still fences illicit goods to supplement his income.

Amory is a town in Salony ruled over by the Lordling Roark, a thoroughly nasty and paranoid man, but a fine swordsman. Roark has challenged – and defeated – every warrior in the region, growing more arrogant with each victory. He has publicized a standing offer of 50,000 Lune to the man who can best him in single combat.

Recently, it is feared that Darklord subversion has undermined the court of Grand Prince Ormond of Slovia, and civil war seems imminent. The Prince of Tekaro has already withdrawn his support for Ormond and is openly calling for men-at-arms to join his cause.

Queen Evaine is recalling her troops from Palmyrion to face the threat from Ogia. This has in turn forced Palmyrion to withdraw men from its border with Ruel.

Prince Graygor of Eru and his small army are unable to defend their borders from attacks by creatures of the Hellswamp and Drakkarim renegades from the Hammerlands. Graygor is calling for aid from the dwarven kingdom of Bor, aid which the dwarves have proven curiously reluctant to give.

Haleón, patron Saint of the Knights of the White Mountain in Durenor, was originally from Valerion. A magnificent tomb in Kelis is said to contain St. Haleón’s mortal remains along with his legendary sword, Xamenh Evtexia.

Kalte just completed a vicious but ultimately futile assault on Sommerlund and Durenor, and traders report that the Ice Barbarians of Ljuk are even surlier than normal. In light of the strained relations between Kalte and the civilized nations of the Lastlands, both Sommerlund and Durenor have clamped down on trade with the Ice Barbarians. Normally, in the summer months, merchants journey to Ljuk where they trade metals for furs. Since there are no mines in Kalte all metals are considered rare and precious, especially steel. Currently, the flow of most commodities is regulated and trade of metal implements is outright forbidden.

For the last several years, the Crusaders of Nyras have journeyed throughout Northern Magnamund, seeking recruits and magical aid for their quest to reclaim their ancient land from the Drakkarim. Their leader, Prince Richard of Westhaven, recently disappeared. He may have been assassinated by agents of Warlord Magnaarn, or he may have taken his recruitment efforts underground. Regardless, the Crusadersappear leaderless.
 

Now, back to the story

We now continue our regularly scheduled story hour.



The Kingdom of Durenor encompasses a peninsula in northeastern Magnamund, jutting out into the Northern Void. Its western border is defined by the Rymerift, a natural natural causeway between the Gulf of Durenor and the Kuri Sea, formed during the Age of Chaos when intense volcanic activity reshaped much of Magnamund. Two roads cross this waterway, each carrying great amounts of foot and wagon traffic. The northern road, which crosses the Rymerift at Port Box, stretches westwards along the coastline of the inhospitable Wildlands, into the rough and tumble city of Ragadorn, and further westwards to the borders of Sommerlund. The southern road crosses the Rymerift at the city of Ryme, an important port and naval base on Durenor’s southern coast. Trade caravans muster at the Cloeasian city of Kadan for the journey to Ryme, where their goods can be dispersed by the wide-reaching Durenese sea-traders.

East of the Rymerift, the Durenese countryside becomes heavily forested and progressively more hilly until the mighty ring of mountains that surrounds the capitol, Hammerdal. Three great tunnels were excavated through these mountains during the Age of the Black Moon, consuming the efforts of generations of human and dwarven miners. Each tunnel is over forty miles long and over one hundred feet in height and width – except at strategically located chokepoints that allow small contingents of soldiers to control passage through the tunnels. So well protected is the city of Hammerdal by its natural fortifications that in the years since its founding no enemy has attempted an assault.

It was to Hammerdal that Brogun Rhumenheim, Priest of Kirabá, decided to journey.

He spent several pleasant days of leisurely travel down the coast from Lof, his lungs drinking in the fresh spring air, glad for an end to the long winter. Brogun passed many wagons and the occasional carriage upon the road south from Lof. Several times he stopped to lend his strength to those that had become mired in the muddy roads. Those whom he aided may have raised their eyebrows at this heavily-armed dwarf, traveling alone, but in the end all were glad for the help.

At the River Durenor, the road to Hammerdal turned east. Brogun knew that he would pass through the Tunnel of Tarnalin, and looked forward to his first glimpse of this marvel of engineering. He had disdained several offers to purchase a horse, preferring both to conserve his money and to experience the countryside on foot. So Brogun plodded on, singing the ancestral songs of his people to pass the time.

Brogun was now in the foothills, the mountain ring looming above him to the east. He paused to take in the majestic snow-capped peaks in the distance. It was an inspiring sight, even for a dwarf from Bor.

As he stood there, savoring the view, Brogun noticed some strange sounds emanating from the woods to his right. Frowning, Brogun strode boldly toward the source of these sounds. A little way into the woods, he came upon a strange scene. In a small clearing a man lay sprawled out, groaning and writhing on the ground; from his chest protruded a short spear. A horse in the white livery of Durenor cropped the grass at the opposite end of the clearing.

Brogun furrowed his brows at this scene. One hand to his axe, he cautiously approached the injured man. The man wore mud-stained brown traveling robes and a pair of well-worn boots upon his feet. The spear was embedded deeply within his chest, yet there seemed little blood. The man’s hands were wrapped around the spear, and as Brogun watched, he weakly attempted to pull it free.

"Do you require assistance?" Brogun inquired, rather pointlessly. The man’s face contorted in pain and he groaned incoherently. Shrugging, Brogun placed both hands on the spear and tugged. It came free more easily than Brogun had expected.

The spear’s haft was covering with writings in some unknown tongue intertwined with ornate carvings in a woodland motif. As Brogun turned the spear in his hands, he noticed how light it felt. Surely not stout enough to be a proper weapon, he thought.

He startled as the injured man lept to his feet. "How did this –" Brogun began – but his words were choked off as the man underwent a rapid and hideous transformation. The skin of the man’s face and hands seemed to tighten and shrivel until it was a black skein over his bones. His teeth elongated into fangs and his eyes sunk into his skull until they were mere pinpricks of glowing red light.

“By the Gods!” Brogun gasped, backing away and fumbling for his axe. The creature glared at Brogun as it advanced towards him, claws outstretched. The dwarf felt a terrible pain erupt between his temples and clutched his head.

The creature laughed, a harsh grating sound, and lashed at Brogun with one clawed hand, ripping a gash through his armor and slicing his flesh. "Gaaa!" Brogun roared through a haze of pain. Gripping his axe in both hands, he swung it in a wide arc, catching the thing just above and waist and ripping upwards to its opposite shoulder. It lurched backwards with the force of the blow.

Brogun looked with satisfaction at the results of his handiwork – then looked again in horror as the creature’s wounds closed before his eyes. It laughed again, its eyes boring into Brogun’s. Then it spoke several words in a guttural tongue and gestured in the air before it. Brogun cringed, expecting to be blasted by some spell. But the creature had shot off towards the horse, racing across the ground at unnatural speed.

Brogun glanced at his axe in disbelief. Shaking his head, he ran towards the creature, his armor clanking loudly. The thing had grabbed the horse’s reins in one clawed hand, but the terrified animal neighed frantically and reared up. As the creature spotted Brogun approaching, it grabbed at something under its robes.

Brogun circled warily behind the horse’s kicking hooves, axe held in one hand. He invoked the power of Kirabá’s healing touch in the other hand and held it before him. He thought back to the fight with the Ice Haunt in the monastery above Lof. Brogun hoped he had guessed correctly about the undead nature of the thing he confronted now, and that it would prove as susceptible as had the Ice Haunt.

The creature saw Brogun’s outstretched hand, saw that it glowed with positive energy. It released its hold upon the horse, which bolted into the woods. The thing raised its bony hand, a spike of black metal clutched within it. From the spike’s tip spat an arc of bluish energy that slammed into Brogun and knocked him off his feet. Ribbons of blue crawled over his body for a few seconds before dissipating.

By the time Brogun got to his feet, the creature had fled, but the dwarf could still hear it crashing through the trees. He charged after it, boughs and braches slapping at his face, roots and brambles tearing at his feet. At last Brogun reached the road. He peered in both directions. To his right, he could just make out a brown-robed figure before it disappeared around a bend.

Brogun sighed. There was no way he could catch up to the thing. Even if he removed his armor, its magically enhanced speed would allow it to stay ahead of him.

The creature raced east, toward Hammerdal.
 

Re: Interlude: Dellarocca Imprisoned

Joshua Randall said:
Then a scowl crossed Dellarocca's face as he recalled the last time Sara had chosen to convince someone – not that that b*stard Heydricus had needed much prodding to take advantage of the situation . . . After the departure of the self-styled Heroes of the Temple,

I'm going to write Dellarocca and Sara into the LoT, now. :)

I actually like the fact that there is only one PC (Brogun); It does reflect back to the Lone Wolf books, which is really kind of cool in a subtle way, and it avoids quite a few of the D&D-isms that have been straining my sense of disbelief over the last few years.

"Well, the half-minotaur half-ogre acrobat who is searching for his mother is adventuring with the snobbish teenage princess of the Lost Realm of Vis and the superstitious revenge-seeking Uthgardt clansman because, um . . . er . . ."

Of course, I get that it's D&D, and that's just how D&D goes (my games suffer from the same disease to an extent), but it still kind of works my nerves. It's nice to see a campaign with one sole protagonist, letting you can rotate NPCs as the situation and story dictate.

Does your player read this SH? The 3rd-person insights into the motivations of the major NPCs might prove useful and or interesting.

Also, the 1st-person interludes are ok (we all understand the DMing conventions, and will read the 'email to the players' for what it is), but it's especially interesting when you have 3rd-person sections as italic text, sort of a narrative aside, while the main narrative is happening within the "you do this, and you see" convention. It really made me think of the Lone Wolf books!

Maybe you should keep it up, and write this story-hour as a full homage?
 

A Response to (contact)'s Queries

This update has a lot of background musings that don't directly advance the story. I promise to compensate by writing a real update later today.

Originally posted by (contact)
I'm going to write Dellarocca and Sara into the LoT, now.
Counter-yoinking is always appropriate.

Dellarocca the Wizard is a combination of two NPCs from two of my favorite modules of all time.

First there was Old Elmo, the imprisoned mage in (AD&D 1e) module U3, The Final Enemy. He had been captured by the sahaugin (the ciquali in this story), tortured, and had lost most of his mind. I always thought it was completely unfair that the PCs couldn't rescue poor Elmo, so I decided that he would be not only rescue-able, but an active participant in their assault on the fortress. Except that he would have an alternate agenda (vicious revenge and destruction) that was not compatible with the PCs' stealthy mission.

The second inspiration for Dellarocca was the archmage Desatysso from the (AD&D 2e) Return to the Tomb of Horrors super-module. In that module, the PCs discover Desatysso's journal and follow his trail toward Acererak the Demilich. Unfortunately, this won't have much impact if the PCs have never heard of Desatysso, or met him. So I decided that Desatysso would become Dellarocca, and that he would be introduced in my campaign right from the start. That way, when the PCs eventually discover my version of Acererak, they will be following up on the researches of one of the campaign's primary NPCs, someone who they have known and adventured with for a long while.

My only regret with the Dellaroccas is that I didn't give them more fantastical names. *sigh*

As for my theft of Heydricus, the idea is that he had been a former member of the Company of the Red Kestrel. But any time you put two Cha 17+ men in the same room, sparks will fly, especially when one of them has a sister. :rolleyes: Hence the rift between Dellarocca and Heydricus.

I actually like the fact that there is only one PC (Brogun); It does reflect back to the Lone Wolf books, which is really kind of cool in a subtle way, and it avoids quite a few of the D&D-isms that have been straining my sense of disbelief over the last few years.
Officially there are two PCs, Brogun and Kell (who will show up again later). However, only Brogun's player is dedicated enough to stick with the game through thick and (mostly) thin.

As for the D&D-ism problem, I tried to solve it at the start of the campaign by forcing the PCs to become members of the adventuring company. This gave them an explicit reason to be together, despite their disparate backgrounds, and had the side benefit of allowing me to order them around on behalf of the Kestrel's leader.

Also, the [second]-person interludes are ok [...] but it's especially interesting when you have 3rd-person sections as italic text, sort of a narrative aside, while the main narrative is happening within the "you do this, and you see" convention. It really made me think of the Lone Wolf books!

Maybe you should keep it up, and write this story-hour as a full homage?
I find it hard to write in the second person singular, yet I can spew out traditional third person preterite with ease. Maybe I'll give it a shot, though.
 

The Road to Hammerdal

As he could not pursue whatever had just attacked him, Brogun returned to the forest clearing. The horse was nowhere to be found; it must’ve fled deeper into the forest. However, a search of the area did turn up something of note: the body of a Knight of the White Mountain, his neck broken, lay partially obscured in the undergrowth.

Brogun tried to recall what he knew of the knightly order. Certainly, they were recognizable by their distinctive garb: clothing and armor of the purest white, the latter specially treated to resist discoloration. Their device was the Seal of Hammerdal, a majestic snow-capped peak graced by twin silver stars. Followers of Saint Haleón, the Knights were dedicated to truth, honor, and goodness.

Why was one of them traveling alone? How had he died – in a fall from his horse, as the broken neck suggested, or in battle? Had it been the Knight’s spear that had impaled the creature Brogun had fought? And what was that thing, anyway?

The dwarf sighed to himself. "I grow frustrated with these unanswerable questions," he said petulantly, staring at the heavens. "Enlighten me, Father," Brogun implored. But there was no response.

DM’s note: possibly because the PC didn’t actually cast a spell. This would’ve been a great time for an augury to determine a course of action, for example.

Shrugging at his recalcitrant god, Brogun set to work digging a grave for the fallen Knight. After some hours of work, he stood over the mounded earth.

"I don’t know your customs. Or your name," Brogun began, awkwardly. "Whomever you are – were – I hope that you find peace on the great Mountain of Heaven." After a suitable few minutes with bowed head, the dwarven cleric departed. Death comes to every warrior eventually, he mused, for none can defeat the final enemy. He shuddered uncomfortably and trudged onwards.

= = =

Behind him, the spear lay where Brogun had dropped it in alarm after being attacked. The carvings upon it seemed to writhe and dance along the haft, though that could have been a trick of the light filtering through the branches above.

Time passed. Toward dusk, several sets of eyes stared at the spear in widened wonder. The eyes’ owners spoke to each other in their barely audible language. Only after they had encouraged each other sufficiently did they quickly dart from the trees into the clearing to snatch up the spear and return, hearts pounding in alarm, to the protective embrace of the forest.

= = =

Something is wrong here. There should be a steady flow of traffic into the Tunnel of Tarnalin, but you see no one. Peering into the tunnel, you see the trails of several carts, but no people. Listening intently, you hear no sounds.

You step cautiously into the tunnel entrance and begin walking. The road is level and well-graded, the walls ramrod strait, the vaulted ceiling showing no signs of wear despite its age. Your chest swells with pride at the craftsmanship of your ancestors. Human kingdoms may come and go, but the work of the dwarves endures.

Up ahead, you spot a cart by the side of the tunnel. It must have been abandoned just recently, for there are fresh cuts to the leather straps that would have connected it to a team of horses. Your breath sounds loud in the quiet as you advance, axe at the ready.

Movement – an apple, dislodged from its pile, rolls off the cart and lands with a plunk on the roadbed. You freeze, vision locked upon the pile of apples.

There! Something behind them! It’s a – what is it?

A creature, no more than a foot-and-a-half in height, pokes it whiskered snout into the air. Its face is that of a common rat, but its eyes glitter with intelligence, and it stands upright. From what you can see of its body, it is covered with soft, light-brown fur, thought it is far from naked. No, the creature wears a pair of tiny woolen breeches, as well as a vest and loose-fitting jacket. In its left hand is clutched a makeshift spear: a stick with a nail bound to its tip with twine. In its right hand, the creature holds a half-eaten apple.

It is just about to take another bite when it spots you staring at it and squeaks in alarm, dropping its prize and disappearing around the side of the cart. Moments later, it returns, tiny spear leveled at your knees.

"YouzanottaDureneezman-man,eh? YouzanotaBlackscreemerz,izyouz?"

You can barely keep up with the little thing’s incredibly rapid speech. Even a comprehend languages has no effect; the creature is already speaking Durenese, after a fashion.

"I am Brogun Rhumenheim, Priest of Kirabá. I mean you no harm," you state, slowly and clearly, hoping your interlocutor will reciprocate.

The creature sniffs the air, its whiskers dancing. Very deliberately, it speaks to you with exaggerated care, as one would to a child or a pet.

"Youza not a Blackscreamerz, thatza for sure." It pauses, then plants its spear on the ground in front of it and proclaims proudly, "Iza Twitchwhiskers. Youza wantza follow mee, yez?"

After a brief discussion, you determine that Twitchwhiskers is willing to guide you throw a network of passages that run beside, under, and above the main tunnel. That way, you won’t fall afoul of the "Blackscreemerz," one of which apparently entered some time ago and caused quite a panic. Twitchwhiskers, who says he is of a race called the Noodnic, had bravely ventured forth to lay claim to the cart full of apples when you two spotted each other. He says he will take you to "ze beeg bozza" who will in turn decide what is to be done.

You follow the furry creature as it hurries along a narrow, twisting passage for nearly ten minutes and are about to call for a halt when the passage opens out into a huge torchlit cavern. A stunning sight greets your eyes. The cavern houses an entire colony of these strange creatures, all busy sorting through and examining a vast pile of miscellaneous objects littering the center of the hall.

A large Noodnic, wearing a brightly colored cloak of patchwork silks, addresses you, saying he is the leader of this colony. His name is Gashgiss and he welcomes you and invites you to join him on top of a raised platform in the center of the chamber. Gashgiss draws himself up to his full two-foot height and you politely bend a knee before him.

"Iza show yooze z'way past ze Blackscreemerz, eh?" he offers. You nod your agreement and follow him down the steps of the platform, to the hall below, where Gashgiss leads the way along one of the many passages leading out of the cavern. After an hour of trekking through the dark, he stops and points towards a shaft of light that is pouring through a crevice in the far distance. "Yooze goez left, yooze be zafe," he says.

You thank Gashgiss for his help before bowing and departing. You squeeze through a fissure in the rock wall and drop three feet to the pathway below. You are thinking how kind the Noodnics were when you put your hand to your pouch and discover it is missing half its gold. Shaking your head, but unable to suppress a smile, you walk out of the Tunnel of Tarnalin and into the outskirts of Hammerdal.

Hooves thunder on the road as a column of mounted men approaches. They are clad in burnished armor and bear heavy lances. From the center of the column comes a commanding, haughty voice.

"State your name and your purpose here, or face our steel!"





Edit: I lifted some of the dialogue and description from the Lone Wolf book Fire on the Water; my player hasn't read the books, so I can plagiarize with impunity. Also, here are a couple of pictures, courtesy of Project Aon:
Twitchwhiskers
Gashgiss (player comment: "He's a pimp!")
 
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I’m way behind on this story hour, so in an effort to get it caught up, I will switch styles. Instead of imitating my long-winded better, (contact), I will now imitate my shorter-winded better, James McMurray.



Brogun was accosted by Lord Axim of Ryme, commander of King Alin IV’s personal bodyguard, and his retinue of Knights of the White Mountain. They scrutinized Brogun to make sure he was neither evil nor something other than what he appeared. When the dwarf questioned this rough treatment, Lord Axim told him that a Helghast had been spotted entering the city.

“A Helghast!” exclaimed Brogun. That must be the creature he had fought in the forest outside the Tunnel of Tarnalin, the same one the Noodnics had referred to as a Blackscreamerz.

Brogun told Lord Axim of his confrontation, and the nobleman questioned him closely to determine the whereabouts of the spear Brogun had removed from the Helghast’s chest.

“Er, yes. The spear. I, umm…. Well, you see, it’s just that….” Brogun sighed. “I left it behind in the forest.”

“You WHAT?!” thundered Lord Axim. He was flabbergasted. It turned out that the spear was more than a simple weapon. It was, in fact, the fabled Shard of Gareth, a fragment of the holy tree sacred to the Herbalish Druids. A lone Knight of the White Mountain had been transporting the spear to Hammerdal – for what reason, Axim would not reveal. He ordered Brogun to say nothing of the Shard of Gareth, nor to speak of the presence of a shapeshifting undead assassin in the city. “We cannot risk a panic,” the lord said sternly.

At last, Brogun was released to make his way into Hammerdal proper. He sought out the whereabouts of the master smith Zaccarias Zabar, who was staying at the Inn of the Golden Badger. The dwarven cleric made his way there, where he got painfully drunk on Bor Brew and took part in a game of Squashgiak, a raucous and dangerous boulder-rolling contest.

Brogun made contact with Zaccarias and traded him the wand and magic net taken from the ciquali, plus some gold, in return for the smith’s agreement to craft a magical waraxe. The two dwarves also discussed Brogun’s recent adventures and drank yet more Bor Brew together.

The next morning, Brogun was on his way out of the Golden Badger when he ran into some familiar-looking Knights and an extremely angry Lord Axim.

“I gave you a simple order,” he hissed, “and you violated it. You are under arrest for crimes against the security of Durenor.” The lord’s men clapped Brogun in chains and hauled him away.

It turned out that Axim was wroth because Brogun had spoken of both the Helghast and the Shard of Gareth to Zaccarias. The two dwarves were taken before Eluchir, Truthspeaker of St.Haleón. [Picture Cardinal Richelieu as portrayed by Charlton Heston’s in The Three Musketeers: a scarily intense religious leader with vast personal and political power.]

After being subjected to a barrage of divination spells, Brogun and Zaccarias were both quested “neither to speak of nor write about the Shard of Gareth.” It was also impressed upon them that further discussion of the Helghast would be ill advised (although they were not actually magically compelled on that account). Finally, the enraged Lord Axim banished Brogun from the realm of Durenor.

Fortunately, Narakh, the local ranking priest of Kirabá was able to intervene on Brogun’s behalf. “Pay no attention to that windbag Axim. He blusters, but he will overcome his rage. Already he has forgiven Zabar and invited him to take up residence in Ryme, where the smith’s presence will greatly enhance the lord’s reputation.” Narakh snorted. “All men of power can be bought off with influence, Brogun. Do not forget this.”

The two followers of Kirabá prayed together, and Narakh impressed upon Brogun the importance of remaining pure in deed as well as thought – for example, one must not use evil means for good ends, no matter how tempting the prospect. “We are the weapons of the Father of Battle. We must be as sharp and as bright as the finest blade. No blemishes must mar our steel.”

Finally, Narakh advised Brogun that another of their church, one Thrommel Redstone, was overdue to report on his efforts to spread the faith in the small Sommlending town of Bellhold. The cleric had also received a sending from Dellarocca asking him to join them in Holmgard in time for the Feast of Fehmarn. So it was the Brogun Rhumenheim set off westwards for Sommerlund.
 

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