Greenwood Traders: an FR Story Hour [Updated 6/15]

Of Sound Mind, Session 1, Part 2

18 Kythorn 1372 DR
Overcast, threatening.

Morning at the Elk & Star. Whitman rises early and heads down to the main room and orders breakfast. The rest of the party mills down eventually, Drona spending a little extra time in his room praying to Gorm. Lucille does not show up for breakfast.

Weasel, as is customary, is bright-eyed and bushy-tailed. Ready for just about anything, he seems to have latched himself on to a tall, handsome stranger dressed in shining armor, tending to a meagre breakfast of bread and water.

"Hi, I'm Weasel. That's quite the sword you have. Someday I want to have a sword like that." The boy continues to fire out questions and observations, until, finally, the man speaks.

"Weasel, I'm Jasper of Lowenstein, holy warrior of Torm. Perhaps, when you are older, and ready to embrace the Might and Glory of the True Faith of Torm, you too may have a Sword. It is a great Responsibility, my Little Friend. The true path of Justice and Righteousness is hard, but no one should fear the retribution of a vengeful god, IF, in their Hearts, they have obeyed Torm's Rightful Law." Jasper's speech continues growing more rhetorical. He reaches to his side and picks up a flag leaning against the wall and unfurls it. Sewn onto the flag is a open palmed gauntlet on a purple field. "Behold, Weasel, the Flag of Justice and the Glory that is Torm."

Weasel beholds. Drona, coming down the stairs, notices Weasel beholding and hurries over to the table. "Excuse me, sir, but you'll have to forgive the boy, he's a little impetuous and a trifle bothersome..."

Jasper smiles benignly. "There is nothing to forgive. Someday this one," he places his hand on Weasel's head, "will be a Great Warrior in the service of Torm."

The poor boy is overwhelmed with ecstatic joy. "WOW! Did you hear that Drona? I'm going to be a warrior in the service of Torm! Will I get a sword like that? Hey! I've got an idea. We're heading to Whiteford, Jasper, why don't you join the group!" By this point, Fagan and Whitman have come over to see what the disturbance is.

Before anyone can say anything, Jasper unsheathes his sword, strikes a glorious pose, and smiles. "Of course, little one. It is, in fact, part of my Holy Quest!"

"Oh, boy!" Weasel runs off and tends to the horses. He's practically skipping. Resigned to the alliance with the knight-preacher, the remains of the party introduce themselves and finish breakfast.

Soon, sometime around midday, the Company is ready to go. All, that is, except Lucille, presumably still asleep. Drona heads up to her room, knocks, and tries the handle. The door, still barricaded, won't budge. "Aye, lass, are ya all right in there?" He hears a groggy affirmative from the other side of the door. "Well then, ye best be getting your things together, we'll be headin' out soon. Time to get a move on." Somehow, Jasper has wandered up and is watching keenly from behind Drona. The knight, however, does nothing and heads back down to the wagons.

Eventually Lucille does show up, hair wet, still groggy, and in a slightly sour mood. Ignoring the fact that everyone is waiting on her, she begins to assemble a small ritual circle with bones, small rocks, and sticks. Finishing the circle, she sits down to meditate. Jasper, horrified, intervenes as Fagan and Drona stand dumbfounded.

He makes a move to scoop up the young woman, and she jumps up and away from the warrior. "My Lady, are you all right? You must be Sick. No worries, I will Protect you. It is, in fact, part of my...Holy Quest!"

Under his breath, Drona mutters to Fagan, "Aye, I'll bet it's part of his 'Holy Quest.'"

After everyone settles down, and after Whitman somehow manages to separate Jasper from Lucille, the Company sets out. The weather, initially dreary, quickly turns for the worse as it starts to rain, heavily. Progress slows, and before long the party has reached farmland and a main road. Whiteford must be close now. As the caravan turns down the road, Fagan spots a clearly frustrated farmer throw down a length of rope. Curious, but skeptical, the party halts the wagons, and starts to consider pulling off the road. Too late, the farmer has spotted them and runs down the road towards them, waiving his arms and yelling, "Heya! Hey there! Ho, how about some help?"

Whitman groans and moves into the back of one of the wagons. He didn't sign up with the Harpers to help farmers plow or sow or whatever they do. There weren't, as far as he remembers, any ancient Netherese farmer-linguists.

The farmer catches up, and, panting, relates his story. In short, he's having trouble getting his horses into the barn. They had been missing, they're back now, but they're a bit unmanageable. If the party could help, the farmer, Othic, would be "mighty obliged." Said horses are currently grazing blandly on some clover at the far end of a nearby field.

After a short debate among themselves, with Whitman and Lucille not wanting anything to do with the problem, the party decides to help out the farmer. Easier said, of course, than done. Fagan, Drona, and Jasper have little to no skill with animals and spend the better part of the hour chasing the beasts around the fields. One of them would get close, almost loop the lasso around the horse's neck, only to have the animal trot off to another part of the field. After multiple tries, the three men decide that since they are, in fact, smarter than the horses, they will outwit the beasts by encircling them and then sneaking up on the surprised horses. This doesn't work either. Eventually, a barely interested Weasel is enlisted by Drona and Jasper to give it a try. The boy drover has much more success, and, soon, Othic is leading the party and his horses back towards his home, promising to cook the group dinner.

Whitman, Jasper, and Lucille head directly into the farmhouse with Othic, while Drona and Fagan take another look at the horses. Each of the horses has a scab on its forehead. Cursory examination of the wounds reveals that whatever caused the wound was forceably entered into the horse on a trajectory aimed directly at the animal's brain. Odd, surely, but the horses seem to be healing well and none of the other animals look to be injured, so no worries. The dwarf and halfling head into the house to the smell of a fresh lamb stew.

"Heya, I'm sure glad you all could help and it's mighty nice to have folk in for dinner. My family, you see, has all but up and moved away, so I'm alone here, just me an' my horses. I'm just cooking up some lamb stew right now, but I've got some fresh bread, a little cheese, and some fresh mead. Just brewed it a day ago."

Drona perks at the mention of mead, gladly accepting the offer. It's good. Really good. Othic, for an amateur brewer, makes an outstanding mead. "Well, Othic, this is a fine mead here. We're merchants, travelling merchants, and if you're game, why don't you meet us in town at one of the inns tomorrow morning. I'd love to buy some of this for us. It's a far sight better than the watered down aboleth-piss they serve over at the Elk & Star."

"I'd be delighted to do so; I'll be in town anyway, so—say now, why don't we have breakfast? It'd be nice to have some civilized, pleasant talk in town for a change. Here we go, lamb stew. Help yourselves, please, there's plenty of it."

"What's wrong with the folk in town?" Fagan asks.

"Well, nothing's wrong with them, they've just been a tad...surly as of late. Grouchy, touchy, you know, a bit henpecked. From what my fieldhand says, folks aren't sleeping right and there's a nasty virus going around, gives folk nasty, pounding headaches. Well, that's what they say, I mean, it could just be me. I get lonely and sometimes I ain't as pleasant as a man should be to his neighbors. Whiteford's been a swell town since the dragon died. Swell town. How's the stew?"

Throughout the meal, Othic and the party talk and eat and talk and eat some more. The stew ends up being not half bad. It isn't as good as the mead, but, truth be told, what is? In addition to finding out that things are generally odd in town (most of the spellcasters, healers and wizards alike have left town for parts unknown), the party discovers that the corpse of the dragon still rests where it was killed, up in the old mines. Lucille can hardly contain herself at the thought of seeing the dragon—"A dragon corpse? I want to go look at it now."

"Lass, ye cannot look at it now, it's late and we need to be getting into town."

The girl frowns. "I'm not going into town."

"What?" Whitman spins around. "Why not? You have to."

"I don't have to do anything. I'm not going. There's a plague there."

"It's actually just some headaches and poor sleep. Not a plague." Fagan returns to his stew.

"It doesn't matter. I've been through this before and I'm not going into town. That's it. Let's go look at the corpse." She smiles hopefully.

"No. We've got business in town, important business." Important sounds an awful lot like a synonym for Harper when Whitman says it. Despite his general lack of responsibility, the older bard manages to add some authority to his voice. He hasn't won the argument, but Lucille's quiet (if a bit sulky) now.

Drona looks at her and frowns momentarily. Then his expression brightens. "Aye, I understand, lass. No worries. So, how about that mead? You look t'be almost done with it. Maybe a bit more?" He offers the pitcher.

Whitman pokes Drona. "What in the hells are you doing? You can't get her drunk; in the mood she's in, getting her drunk will..."

Drona glares at the bard. He whispers to the bard, "Getting her drunk will get her into town, no questions asked. She'll quit whining about the bloody plague and we'll be able to tend to business. So, aye, I can and I am getting her drunk. We'll just have t'make sure t'get her safe in her room before some rogue gets his hands on her."

Whitman nods. Although dubious from an ethical standpoint, the plan has some merit. If we can protect her from ill intentioned locals, it might all work out and no one will be the wiser, excepting the unlikely possibility of a hangover.

Meanwhile, Lucille finishes off another glass of mead as Drona pours her another mug.

Notes: This session, which still has at least one more post to go, took place back in December, I think, so I'm reconstructing it from a rather basic recap I sent to the players and my rather shaky memory. Jasper, in play, really does speak as I've written it above. He's all about capital letters. Certainly. As for his Holy Quest, it's come up at least fifteen times and I don't think any of us are any closer to figuring out what it is. The best I can figure is that it's exceedingly complex.

As for the drunken wizard, we spent a good amount of time trying to talk her into coming into town with us. I can't remember how we got to getting her drunk, but I think it was her player's idea. She nearly made me choke when she started hinting at it. Surprising to say the least.
 
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Of Sound Mind, Session 1, Part 3

The party arrives in Whiteford at the end of the market day. A good number of townsfolk scramble about the main square, Wyrmcall Plaza, breaking down stalls and picking up their belongings. A thin man, his dirty face streaked from tears, preaches and raves to a small crowd.

"Swallowed! We're all going to be swallowed! That's right. Even you," he points towards the party, "all of us. Deep into the abyss where we'll be kept by the one that hates us... Every night, I can feel him. Against my skin. The deepest pits await us! So, so very black and dark." As he talks, he begins to move through the crowd, towards Jasper and Lucille, his tone becoming almost conversational. "I'm not going back to the mine! Never never never never never. He talks to me, but I don't want to listen to his whispers. Not me. I won't go back into the darkness. Not me, not me, not me." He continues to babble along the same lines, alternately preaching and confiding.

Lucille, drunk, is enthralled by the raving man. Jasper, ever-vigilant, steps in front of the young wizard and brandishes his sword. "Have no Fear, People of Whiteford. It is I, Jasper of Lowenstein. I will Protect You." He turns to the man and places a hand on his shoulder. "Have no fear, for the Might and Power of Torm is with you. It will be okay. For I will Protect You. All of You. Let Everyone know that Jasper of Lowenstein is here!"

Someone in the group of townsfolk snorts, saying "So who're you to do anything about this?" Snickers and head-shaking follow the heckler.

Jasper, unimpressed, spins around, "Who said that? Torm is Glorious and will Save all of his Faithful. Do Not be Afraid, Little Ones. I am here to Protect you."

"We're charmed, I'm sure." The crowd laughs again and starts to disperse. By this point, the Company is all but ignoring the raving, dirty man before them. Eventually, a grandmotherly local leads the man off, castigating the party as she leads him off to one of the temples. The party, barely cognizant that they've been dressed down by one of the townsfolk, decide to shack up for the night at a local inn, the Bell & Clapper, located just off the main plaza.

The Clapper is fairly busy, but not exactly a festive place. Whitman arranges for some rooms with the half-elven owner of the bar and sets about for some information gathering. Drona and Fagan attend to getting the drunk Lucille into bed ("Can't we just go look at that dragon corpse now? I'm not tired, and it'd be soooo interesting. *yawn* Really, I think we should go right away! Is there any more mead?") and keeping Jasper from disturbing her. Whitman chats with Tokket for a while, and Drona eventually joins him as well.

Note: To be completely honest, I can barely remember this conversation. It ended up with the party finding out the information below—likely, I rushed through this section and let the party find out too much too quickly, and too easily, but live and learn, I suppose. This was, incidentally, my first time DMing any RPG since something like 1993 or 1994.

* Three local children are missing, two boys and a girl. A local adventuring company, the Heroes of the Bell has gone missing looking for the children.
* No one knows why people are suffering from headaches, poor sleep, and nightmares. Perhaps someone in town has offended one of the gods and the deity is punishing the town in return. It's likely not the water, but you should all drink ale and wine to be safe.
* Most people in town work for the New Mine (under Lucius Krekket) or in one of the town's two foundries.
* Utrish, the local wise woman, has said the headaches will stop in a week, and she's been correct before.
* The Bell in Wyrmcall Plaza calls people to meetings and warns them of danger. It used to be used to warn that the dragon, Copperdeath, was coming. A drunk once passed out up there and the sound killed him and shattered the glass wine bottle he was carrying.
* Tokket's mother was a bard who helped to kill Copperdeath. He has some of her mementos, including a sundered great axe and a journal that belonged to some of her friends.

After the conversation with Tokket, the party retires to bed. The night brings only fitful sleep and poor dreams. No one in the party sleeps well.

Whitman dreams of his tongue being ripped from his throat while he sings. Fagan and Drona have dreams about piety, faith, and unworthiness. In her dreams, Lucille has been stripped of her magic abilities completely. Jasper never shares what his dreams were about.

19 Kythorn 1372 DR
No unusual weather.

The shaken party gathers in the common room and chats about how their nights went. Lucille's the most bothered by far. Fagan and Drona are puzzled, Whitman and Jasper annoyed, but the girl is scared.

Quietly, Fagan addresses the girl, "Maybe you'd like to take a walk with me? I thought that I'd go and visit that wisewoman on the outskirts of town."

Jasper stands. "A walk is a Wonderful idea! Let me join you!"

"Lad, let the two of them have a quiet walk, I need you here to help me take care of some things." Drona pauses. "To help me take care of negotiating with Othic for his mead. Aye, you'll be very helpful." The dwarf does not look convinced, but by the time he finishes speaking, Fagan and Lucille have left and Whitman has retired to his room to study.

Jasper, knowing he's been tricked, makes a move to save face. "Well, yes, of course. Negotiating Trade Deals is, in fact, part of my..."

"Wonderful, lad. Look, we've a bit of time yet before Othic is due, what say we take a look about town. We can look at the foundries an' pick up some bells." The dwarf nearly drags the paladin out of the Clapper.

Meanwhile, across town, Fagan and Lucille are deep in conversation.

"So, you had a rough night?"

"My mind was broken, it was terrible, Fagan. I felt so helpless. I couldn't cast spells, but I could remember casting them." She shudders.

"That does sound pretty awful."

"It reminded me of the plague. Things like this happened to my neighbors. It was terrible." Lucille explains to Fagan about her upbringing in Scardale and the plague there. By the time she finishes, they've reached the cottage of Utrish. The apparently vacant cottage of Utrish. No one is anywhere to be seen. Well, except for the figure darting out through the bushes in the back of the house.

"Utrish?" Fagan calls out and starts to head towards the woman.

"Um, yes, dear? Were you looking for me?" A fairly elderly woman turns at the halfling's voice. She's carrying a pack, as if she's going away.

"Yes. Are you travelling?"

"Oh! This package. Well, dear, family, a niece in Battledale. Thought I'd go have a little visit. You see folk so rarely these days, and there's no real substitute for family, you know." She smiles uncomfortably, but the two adventurers buy her bluff.

"Well, we don't want to keep you, but we were wondering if you could help us out any. Tokket suggested we talk to you about the headaches and all that."

"Oh, the headaches and all that. My, so concerned." She stifles a nervous laugh. "No need to worry about that. It'll all pass in a week or so, dear. No need to worry. Oh, but my, doesn't time fly. I need to be off, off to see my neph—, er, niece, you know. Family is so important. All I think about. Good luck, dears!" She heads off into the woods, leaving Fagan and Lucille behind. Discouraged, the two head back to the Clapper.

Drona and Jasper, out touring foundries, have been no more successful. They fail to meet Krekket ("He hasn't come in yet, but'll probably be in this afternoon. Would you like a small, sample bell, a keepsake of your visit to the Krekket Foundry?") or the owner of the other foundry ("Him? We never see him. We don't give tour neither. Out with you, all right?"). The warriors turn back towards the Wyrmcall Plaza and breakfast with Othic. A local man, some sort of errand boy, accosts them on the streets, "Meeting in the Plaza! Midday! That's near the tower!" He rushes off.

Shrugging, the two men head towards the Clapper. When they arrive, they find the party waiting. Othic is nowhere to be seen. After some small talk and more time killing, Drona suggests that they go out to see if Othic's at his farm. Before they can do anything, a young man, some kind of farmhand, bursts into the inn, wildly disturbed.

"Othic's been murdered!"

Notes: I wish I could remember more of the conversation between Fagan and Lucille. It was a much nicer moment in game than it seems like it was here, one of my favorites from the entire run, even up to now. The encounter with Utrish was loads of fun for me as well. Such trusting PCs I have.
 
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Of Sound Mind, Session 2, Part 1

Note: Fagan's player was absent for this session.

The party attempts to get some information out of Tal. Unfortunately, the grief-stricken laborer is far too out of sorts to be of any help; they'll have to head out to the farm and take a look at things themselves. The humans and Fagan grab the trading company's horses while Drona borrows a pony for the short ride out to Othic's farm.

Once there, they discover the body, face down in a pool of blood, in the barn. The torso's nearly been ripped in two and a bit has been shoved into the farmer's mouth. Cursory inspection reveals that no money has been stolen off of the body. No one can find any sign of a human presence in the barn. All in all, the scene's gruesome and rather disturbing; the coppery smell of blood fills the party's nostrils. The party spends a brief moment paying respect to the dead farmer before they discuss what to do with the body.

"We should probably contact the authorities."
"Bury it in the Name of Torm."
"Maybe we should just leave it alone."
"No, we definitely should do something."
"But what?"
"We could bury it. It's not like we aren't in practice."
"This isn't exactly a horse. We can't just leave him in an unmarked grave."
"Why not?"
"We should Rope off the Scene. This is a Crime Scene and Nothing should be done to interfere with Justice."
"We're not roping off the scene."

Around this time, Drona notices Lucille preparing to burn the body.

"You can't burn the body."
"Why not?"
"It's not right."
"Actually, burning bodies is an acceptable form of honoring the dead in a number of Faerûnian cultures. The people of Impiltur and Damara often cremate their dead because of the difficulty in burying people in the hard soil. In fact, an old Netherese epic mentions this in a number of places, although the language is, at times, vague—"
"Whitman! Not now!"
"He says it's acceptable." She prepares to light the corpse.
"Lass, when have we ever paid attention to him before?"

Eventually, the decision is made to bury the body in ritual fashion, with Lucille in charge. Before burying Othic, however, the party makes a cursory check of the farmhouse—nothing has been stolen there either, although Othic does have two kegs of mead. Whitman and Drona make mental notes to come back for the kegs later.

Dragging the body out into the pasture for burial, the party discovers that Othic's horses have arranged themselves into two groups. Two horses graze alone at one end of the field while the rest of the horses are gathered around the other end of the field. Jasper, suspecting that something is amiss, scans the area for evil and discovers that the isolated pair of horses is evil. He rushes into battle.

"Jasper, lad, where are you going?"
"These Horses are Evil!"
"Evil?"

The initial parts of the battle go fairly well, in that no one is killed, with Drona and Jasper heading into melee, while Whitman and Fagan provided missile cover. At a number of points, Jasper feels as if something were grabbing at his mind, but he manages to shake off the intruding force. Eventually, however, he just can't resist and he feels himself lose control of his own body. To the rest of the party, Jasper looks like he's dancing—jerking himself around like a crazed marionette. That's when the other horse transforms itself into some sort of wolf-horse hybrid, snapping large, wolfish jaws at Jasper.

Drona, horrified, takes a stab at identifying the creatures—"Werehorses!"—and heads back into melee. A few spells from Lucille and a well-placed bolt from Fagan's crossbow manage to down the non-lupine horse.

The remaining horse whinnies and taunts the party, mentioning the awesome power of the "beasts in the mountains." Eventually the party gains control of the battle, but not before Lucille runs out of spells and decides to enter melee combat (with her bare hands). Bad move. The wolf-horse snaps at her, almost rending her in two and sending her spiralling into unconsciousness. Fortunately, Drona manages to finish off the horse well before Lucille dies, enabling him to tend to her wounds.

The two horses defeated, Drona and Lucille take another look at the wounds on their heads. Confident that she can perform the necessary surgery to examine the wound, Lucille pulls out her dagger and sets to work. She ends up mangling the head badly. Drona manages to keep her from trying again on the other head and, after some careful study, manages to extract a small crystal splinter from the horse's forehead. The autopsies done, the party burns the bodies of the dead, and rides back into Whiteford for the town meeting.

Note: I have no idea how the party got from giving Othic a proper burial to burning the body.
 
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