Session #8 - 8/31/01
The party spends the early morning relaxing in Winterhawk’s house, and begins to discuss their next moves.
At around 9 in the morning, the party sees a large contingent of soldiers heading down the street, towards Winterhawk’s house. The soldiers are being led by General Leobrandus Sirondus, who replaced Winterhawk as the head of Dorlomin’s armed forces. General Sirondus knocks on Winterhawk’s front door, and announces that Winterhawk, as well as all eight members of the party, are being requested to appear before the king. Sensing their lack of options, Winterhawk and the party agree to be escorted to the palace by the soldiers.
Once at the palace, Winterhawk and the party are disarmed – each party member’s weapons and / or spell-component pouches are placed in an individual locker, and that party member is then given the locker’s key. General Sirondus indicates that Winterhawk is to see the king first; the party will stay in a waiting room until the king is finished with Winterhawk.
After about 45 minutes, Sirondus returns (without Winterhawk) and escorts the party to an ornately-decorated throne room. Several dozen courtiers and nobles are in the room, as well as dozens of armed guards. At the head of the room, sitting on a throne, is King Kenton IV.
The general introduces each member of the party to the king. Kenton notes that the members of the party have served Dorlomin well over the past weeks, and that their valor and ingenuity is unquestioned. He also notes that the information garnered from the party’s trips to the Draconic States will be valuable in preparing the country’s defenses. However, they used the Gateway in express violation of a royal decree, and for this, there must be some punishment.
Since it appears that the party was discharged from the Dorlomin armed forces several hours before the incident, the party will not face a court-martial. Instead, their punishment is now a civil matter, and is
the responsibility of the civil government. As the head of the civil government, King Kenton sentences them to a year of service to the community. He tells them that they are not to leave the city of Marington until they are contacted by a representative of the city’s government, who will assign them to their tasks.
As King Kenton pronounces this sentence, Ulfgar briefly spots Governor Renard observing the proceedings from the back of the crowd. Once the king finishes, the party is led back out of the throne room, given back their weapons, and escorted from the palace. Very quickly, the members of the party scatter, apparently in hopes of making it difficult for the authorities to track them down. Several party members attempt to find Winterhawk, but she is not at her home, and they cannot find her.
As he wanders through the streets of Marington, Phadian runs into Rinna, who has just returned from her trip. She is very curious to hear what has happened, and she and Phadian spend much of the afternoon rounding up the other party members. The evening is spent discussing the situation, and the party agrees to wait and see what “the government” has in store for them.
7/27
Over the course of the morning, all eight party members are approached by a messenger, bearing a note. The note reads as follows:
“I have requisitioned the services of you and your friends from the government. Your sentence of ‘community service’ will thus be carried out under my supervision.
I would like you to meet me in the Breman Gardens this evening, at an hour after sunset. There, I will give you your first assignment. This letter will gain you admittance to the Gardens.
Regards.”
The notes are “signed” with a wax seal, bearing an unusual symbol. While no one in the party recognizes the seal, Rinna tells them that she believes it may be the seal of the Duke of Valeram. Curious to learn more, the party takes the note to a sage. The sage confirms that the seal is that of the Duke of Valeram, but this causes more confusion – that dukedom is moribund, and no one has held that title for over a hundred years. The sage then confirms that moribund titles of nobility revert back to the crown. Sveral party members speculate that Winterhawk may have been given the title.
After doing some shopping for both magical and mundane items, the party assembles shortly after dark, to go to the Bremen Gardens. These gardens are very beautiful, lying just to the south of the palace. They consist of 8 acres of manicured lawns, flower gardens. Hedges and bushes, as well as larger trees, break up the area, and provide numerous more private spaces. Many trysts and secret meetings are held here, but the Gardens are generally off-limits to all but the nobility (although wealthy merchants have been known to buy access). Rinna accompanies the party, but winds up waiting outside the garden’s gate – there are two well-dressed guards at the gate, and only allow admittance to the party members, each of whom has their own “invitation.”
The party wanders around the garden for several minutes. Just as they are about to cross a small bridge, they encounter two cloaked figures. The figures lead the party to a secluded bower, where they reveal themselves to be King Kenton and Elena Winterhawk. Kenton tells the party that “the Duke of Valeram” is one of many little-known titles held by the monarch, and that he uses the title for those times, like now, when he must act outside of his royal duties.
“The duke” tells the party that, under the current political climate, it will be impossible to stage any official missions to the Draconic States, with or without the Gateway. For this reason, he has created an “unofficial” task force, headed by Winterhawk, to undertake such missions in the name of the crown. He then requests that the party join Winterhawk on this force.
He continues, telling the party that their first mission will be to try to uncover what is going on in the elven land of Caradhir. He wants the party to leave the following morning, and to then head for the southern Caradhir village of Feineth – one of the leaders of this village, an elf named Camdaras, is an old aquaintance of Kenton’s. The king believes that Camdaras may be willing to give some information to the party – he gives the party a letter of introduction to Camdaras, so that the elf will recognize that the party is acting in Kenton’s name. As a secondary part of the mission, Kenton tells the party to investigate anything else that they discover to be out of the ordinary.
Kenton also gives the party a bit of additional information on the situation with the elves. He says that, a year ago, when the conflict with the Dracos began, he had petitioned the elves for their assistance. After a delay of several weeks, he received a terse reply of “no,” with no further explanation.
Phadian suggests to the king that the party might have a ninth member – Rinna. Neither Kenton nor Winterhawk recognize her name, but are willing to meet her and consider her. Phadian and Winterhawk briefly leave the garden, to retrieve Rinna from her post outside the gates, and bring her inside. The king and Winterhawk speak to Rinna briefly, and Kenton extracts Phadian’s promise to vouch for the young woman. Eventually, it is agreed that Rinna may join the party for this mission.
Winterhawk then begins to explain some logistics. She and Kenton have agreed that it would be safest to move the Gateway out of the city of Marington. She wants the party’s assistance in smuggling the Gateway Stones out of the city – she believes that Governor Renard suspects her of having the Stones, and she knows that the exits to the city are being scrutinized.
Once outside of the city, Winterhawk will temporarily set the Gateway up, and send the party to the outskirts of Sanrin, a human town in eastern Straslund (this is the closest point to Feineth that Winterhawk knows well enough to use). The party will be given horses to ride. They will also be given a Gate Key to use, but Winterhawk cautions that the Gateway may not be functional again for several days – it is possible that the party will need to ride all the way back to Marington at the completion of the mission.
7/28
The party convenes at a stable in the city. Winterhawk shows the party their new horses, and indicates that she will be driving a cart, containing a load of timber. The party discusses what to do with the Gateway Stones, and winds up splitting them up among the three party members with the best ability to bluff the guards.
Upon reaching the city gates, Nivek tries too hard to bluff the guards, and ends up drawing the guards’ attention to himself with an outlandish story. As the guards become more suspicious, Zeebee threatens the guards with the wrath of the “duke of Valeram,” and the party is let through.
After several hours of riding into the countryside, Winterhawk leads the party off the road. The party sets up the timbers into a rough arch shape, and attaches the Gateway Stones. Winterhawk opens the Gateway to a spot just south of Sanrin, and wishes the party luck as they cross through.
The party finds itself in rolling pastureland. They see numerous small farms, all sporting herds of dairy cattle. They ride for perhaps an hour, entering the small town of Sanrin. As they set up camp in the town’s inn, and talk to the locals, they learn quite a bit:
- It has been a difficult year in Sanrin. Starting last fall, a tenacious ailment has swept through the town's dairy-cow herds, more quickly than Edren (the town’s one cleric) has been able to keep up with. While the gastro-intestinal disease is not fatal, it greatly reduces the cows' milk production, and seems to linger (if untreated) for weeks.
- In addition, the town's taxes were raised twice in the past year (in order to fund the war effort), despite Lord Jarecht’s pleas to his superiors that the town could not afford the increases. Jarecht was told – “we're at war, sacrifices must be made by all.”
- One of the town's secondary trade goods has been woodwork -- particularly furniture. The best woods are found well within Caradhir, but since the folk of Sanrin have had a good relationship with the elves, the elves have allowed the humans to take a few trees each year from the elven lands, in exchange for dairy products (especially cheeses). With the drop in cheese production, the desperate Sanrinites hoped to be able to make up for some of this with wood products. However, several weeks ago, when a group of Sanrinites went into the woods, they were firmly told by a squad of elf rangers that they would no longer be able to enter Caradhir.
- The final straw occurred ten days ago. A farm family on one of the outlying farms was killed; while there was much blood, there were no signs of the bodies. The townsfolk are divided as to what happened: some say a monster killed them, while others believe they were killed by the suddenly-unfriendly elves.
These events seem to have split the townsfolk into two groups: those who are trying to work their way through the troubles as best as they can, and those who are very angry and blame the world outside of Sanrin for their troubles.
The party finds a farmer willing to guide them to the farm where the apparent murders occurred. There, they discover the scene much as described – many bloodstains, but no bodies. The cattle are gone, but it had been explained that neighboring farmers had taken the cattle, rather than let them starve. The farm’s dog is discovered dead at the bottom of the farmhouse well.
Ulfgar and Whitefire discover several cats in the barn – Ulfgar befriends one of the cats, and Whitefire speaks to it briefly. They learn that the people of the farm were attacked by “really smelly people,” and that the “smelly people” dragged the farmers off into the woods to the west. Ulfgar searches in that direction, and manages to find a single footprint. A few minutes of deliberation leads the party to the conclusion that the farm family was attacked by a group of ghouls.
Returning to the inn, the party talks to the locals, and learns that, many hundreds of years ago, there was a war between the humans and the elves (back when this whole area was wooded). A battle was fought just to the west of town, and a ruined crypt still stands in the woods to the west. The party decides to investigate the crypt, but not until morning.
7/29
The party heads towards the woods, which lie just over a hill from the murder scene (and in the direction of the footprint that Ulfgar found). Upon entering the woods, the party encounters, and quickly destroys, a pack of ghouls.
A few minutes’ walk later, the party discovers a ruined stone building – apparently the crypt. To their surprise, they also discover a dozen or so townspeople from Sanrin at the crypt, most of them armed with simple weapons. The townsfolk, led by Mulf the woodworker, warn the party to leave the area – that they have no desire to let “outsiders” meddle in their affairs. Mulf also indicates that Ulthand (a wealthy merchant) and several other townsfolk are already in the crypt already.
When the party shows no sign of retreat, the townsfolk amazingly begin to move to attack. A quick Sleep spell from Ian, and a couple of well-placed punches from Ulfgar and Zeebee, knock out the townsfolk, but the party is now even more cautious.
Moving into the crypt, and down the stairs, the party encounters a bizarre scene. In the crypt itself there are more than a dozen ghouls. At the far end of the crypt, there is an altar, and Ulthand (now wearing the robes of a priest of Hextor) is standing behind the altar, directing the ghouls’ attacks.
The party wades into battle, and discovers that some of the ghouls are actually tougher ghasts. Phadian and Magnus use a Flaming Sphere and a Web as a surprisingly effective one-two punch against some of the ghasts (and Ulthand). Within a few minutes, the party manages to defeat all of the undead, as well as the evil cleric.
The party spends the early morning relaxing in Winterhawk’s house, and begins to discuss their next moves.
At around 9 in the morning, the party sees a large contingent of soldiers heading down the street, towards Winterhawk’s house. The soldiers are being led by General Leobrandus Sirondus, who replaced Winterhawk as the head of Dorlomin’s armed forces. General Sirondus knocks on Winterhawk’s front door, and announces that Winterhawk, as well as all eight members of the party, are being requested to appear before the king. Sensing their lack of options, Winterhawk and the party agree to be escorted to the palace by the soldiers.
Once at the palace, Winterhawk and the party are disarmed – each party member’s weapons and / or spell-component pouches are placed in an individual locker, and that party member is then given the locker’s key. General Sirondus indicates that Winterhawk is to see the king first; the party will stay in a waiting room until the king is finished with Winterhawk.
After about 45 minutes, Sirondus returns (without Winterhawk) and escorts the party to an ornately-decorated throne room. Several dozen courtiers and nobles are in the room, as well as dozens of armed guards. At the head of the room, sitting on a throne, is King Kenton IV.
The general introduces each member of the party to the king. Kenton notes that the members of the party have served Dorlomin well over the past weeks, and that their valor and ingenuity is unquestioned. He also notes that the information garnered from the party’s trips to the Draconic States will be valuable in preparing the country’s defenses. However, they used the Gateway in express violation of a royal decree, and for this, there must be some punishment.
Since it appears that the party was discharged from the Dorlomin armed forces several hours before the incident, the party will not face a court-martial. Instead, their punishment is now a civil matter, and is
the responsibility of the civil government. As the head of the civil government, King Kenton sentences them to a year of service to the community. He tells them that they are not to leave the city of Marington until they are contacted by a representative of the city’s government, who will assign them to their tasks.
As King Kenton pronounces this sentence, Ulfgar briefly spots Governor Renard observing the proceedings from the back of the crowd. Once the king finishes, the party is led back out of the throne room, given back their weapons, and escorted from the palace. Very quickly, the members of the party scatter, apparently in hopes of making it difficult for the authorities to track them down. Several party members attempt to find Winterhawk, but she is not at her home, and they cannot find her.
As he wanders through the streets of Marington, Phadian runs into Rinna, who has just returned from her trip. She is very curious to hear what has happened, and she and Phadian spend much of the afternoon rounding up the other party members. The evening is spent discussing the situation, and the party agrees to wait and see what “the government” has in store for them.
7/27
Over the course of the morning, all eight party members are approached by a messenger, bearing a note. The note reads as follows:
“I have requisitioned the services of you and your friends from the government. Your sentence of ‘community service’ will thus be carried out under my supervision.
I would like you to meet me in the Breman Gardens this evening, at an hour after sunset. There, I will give you your first assignment. This letter will gain you admittance to the Gardens.
Regards.”
The notes are “signed” with a wax seal, bearing an unusual symbol. While no one in the party recognizes the seal, Rinna tells them that she believes it may be the seal of the Duke of Valeram. Curious to learn more, the party takes the note to a sage. The sage confirms that the seal is that of the Duke of Valeram, but this causes more confusion – that dukedom is moribund, and no one has held that title for over a hundred years. The sage then confirms that moribund titles of nobility revert back to the crown. Sveral party members speculate that Winterhawk may have been given the title.
After doing some shopping for both magical and mundane items, the party assembles shortly after dark, to go to the Bremen Gardens. These gardens are very beautiful, lying just to the south of the palace. They consist of 8 acres of manicured lawns, flower gardens. Hedges and bushes, as well as larger trees, break up the area, and provide numerous more private spaces. Many trysts and secret meetings are held here, but the Gardens are generally off-limits to all but the nobility (although wealthy merchants have been known to buy access). Rinna accompanies the party, but winds up waiting outside the garden’s gate – there are two well-dressed guards at the gate, and only allow admittance to the party members, each of whom has their own “invitation.”
The party wanders around the garden for several minutes. Just as they are about to cross a small bridge, they encounter two cloaked figures. The figures lead the party to a secluded bower, where they reveal themselves to be King Kenton and Elena Winterhawk. Kenton tells the party that “the Duke of Valeram” is one of many little-known titles held by the monarch, and that he uses the title for those times, like now, when he must act outside of his royal duties.
“The duke” tells the party that, under the current political climate, it will be impossible to stage any official missions to the Draconic States, with or without the Gateway. For this reason, he has created an “unofficial” task force, headed by Winterhawk, to undertake such missions in the name of the crown. He then requests that the party join Winterhawk on this force.
He continues, telling the party that their first mission will be to try to uncover what is going on in the elven land of Caradhir. He wants the party to leave the following morning, and to then head for the southern Caradhir village of Feineth – one of the leaders of this village, an elf named Camdaras, is an old aquaintance of Kenton’s. The king believes that Camdaras may be willing to give some information to the party – he gives the party a letter of introduction to Camdaras, so that the elf will recognize that the party is acting in Kenton’s name. As a secondary part of the mission, Kenton tells the party to investigate anything else that they discover to be out of the ordinary.
Kenton also gives the party a bit of additional information on the situation with the elves. He says that, a year ago, when the conflict with the Dracos began, he had petitioned the elves for their assistance. After a delay of several weeks, he received a terse reply of “no,” with no further explanation.
Phadian suggests to the king that the party might have a ninth member – Rinna. Neither Kenton nor Winterhawk recognize her name, but are willing to meet her and consider her. Phadian and Winterhawk briefly leave the garden, to retrieve Rinna from her post outside the gates, and bring her inside. The king and Winterhawk speak to Rinna briefly, and Kenton extracts Phadian’s promise to vouch for the young woman. Eventually, it is agreed that Rinna may join the party for this mission.
Winterhawk then begins to explain some logistics. She and Kenton have agreed that it would be safest to move the Gateway out of the city of Marington. She wants the party’s assistance in smuggling the Gateway Stones out of the city – she believes that Governor Renard suspects her of having the Stones, and she knows that the exits to the city are being scrutinized.
Once outside of the city, Winterhawk will temporarily set the Gateway up, and send the party to the outskirts of Sanrin, a human town in eastern Straslund (this is the closest point to Feineth that Winterhawk knows well enough to use). The party will be given horses to ride. They will also be given a Gate Key to use, but Winterhawk cautions that the Gateway may not be functional again for several days – it is possible that the party will need to ride all the way back to Marington at the completion of the mission.
7/28
The party convenes at a stable in the city. Winterhawk shows the party their new horses, and indicates that she will be driving a cart, containing a load of timber. The party discusses what to do with the Gateway Stones, and winds up splitting them up among the three party members with the best ability to bluff the guards.
Upon reaching the city gates, Nivek tries too hard to bluff the guards, and ends up drawing the guards’ attention to himself with an outlandish story. As the guards become more suspicious, Zeebee threatens the guards with the wrath of the “duke of Valeram,” and the party is let through.
After several hours of riding into the countryside, Winterhawk leads the party off the road. The party sets up the timbers into a rough arch shape, and attaches the Gateway Stones. Winterhawk opens the Gateway to a spot just south of Sanrin, and wishes the party luck as they cross through.
The party finds itself in rolling pastureland. They see numerous small farms, all sporting herds of dairy cattle. They ride for perhaps an hour, entering the small town of Sanrin. As they set up camp in the town’s inn, and talk to the locals, they learn quite a bit:
- It has been a difficult year in Sanrin. Starting last fall, a tenacious ailment has swept through the town's dairy-cow herds, more quickly than Edren (the town’s one cleric) has been able to keep up with. While the gastro-intestinal disease is not fatal, it greatly reduces the cows' milk production, and seems to linger (if untreated) for weeks.
- In addition, the town's taxes were raised twice in the past year (in order to fund the war effort), despite Lord Jarecht’s pleas to his superiors that the town could not afford the increases. Jarecht was told – “we're at war, sacrifices must be made by all.”
- One of the town's secondary trade goods has been woodwork -- particularly furniture. The best woods are found well within Caradhir, but since the folk of Sanrin have had a good relationship with the elves, the elves have allowed the humans to take a few trees each year from the elven lands, in exchange for dairy products (especially cheeses). With the drop in cheese production, the desperate Sanrinites hoped to be able to make up for some of this with wood products. However, several weeks ago, when a group of Sanrinites went into the woods, they were firmly told by a squad of elf rangers that they would no longer be able to enter Caradhir.
- The final straw occurred ten days ago. A farm family on one of the outlying farms was killed; while there was much blood, there were no signs of the bodies. The townsfolk are divided as to what happened: some say a monster killed them, while others believe they were killed by the suddenly-unfriendly elves.
These events seem to have split the townsfolk into two groups: those who are trying to work their way through the troubles as best as they can, and those who are very angry and blame the world outside of Sanrin for their troubles.
The party finds a farmer willing to guide them to the farm where the apparent murders occurred. There, they discover the scene much as described – many bloodstains, but no bodies. The cattle are gone, but it had been explained that neighboring farmers had taken the cattle, rather than let them starve. The farm’s dog is discovered dead at the bottom of the farmhouse well.
Ulfgar and Whitefire discover several cats in the barn – Ulfgar befriends one of the cats, and Whitefire speaks to it briefly. They learn that the people of the farm were attacked by “really smelly people,” and that the “smelly people” dragged the farmers off into the woods to the west. Ulfgar searches in that direction, and manages to find a single footprint. A few minutes of deliberation leads the party to the conclusion that the farm family was attacked by a group of ghouls.
Returning to the inn, the party talks to the locals, and learns that, many hundreds of years ago, there was a war between the humans and the elves (back when this whole area was wooded). A battle was fought just to the west of town, and a ruined crypt still stands in the woods to the west. The party decides to investigate the crypt, but not until morning.
7/29
The party heads towards the woods, which lie just over a hill from the murder scene (and in the direction of the footprint that Ulfgar found). Upon entering the woods, the party encounters, and quickly destroys, a pack of ghouls.
A few minutes’ walk later, the party discovers a ruined stone building – apparently the crypt. To their surprise, they also discover a dozen or so townspeople from Sanrin at the crypt, most of them armed with simple weapons. The townsfolk, led by Mulf the woodworker, warn the party to leave the area – that they have no desire to let “outsiders” meddle in their affairs. Mulf also indicates that Ulthand (a wealthy merchant) and several other townsfolk are already in the crypt already.
When the party shows no sign of retreat, the townsfolk amazingly begin to move to attack. A quick Sleep spell from Ian, and a couple of well-placed punches from Ulfgar and Zeebee, knock out the townsfolk, but the party is now even more cautious.
Moving into the crypt, and down the stairs, the party encounters a bizarre scene. In the crypt itself there are more than a dozen ghouls. At the far end of the crypt, there is an altar, and Ulthand (now wearing the robes of a priest of Hextor) is standing behind the altar, directing the ghouls’ attacks.
The party wades into battle, and discovers that some of the ghouls are actually tougher ghasts. Phadian and Magnus use a Flaming Sphere and a Web as a surprisingly effective one-two punch against some of the ghasts (and Ulthand). Within a few minutes, the party manages to defeat all of the undead, as well as the evil cleric.