Yedan's Troubleshooters

Once the party have finished questioning the visitors and are once again alone, Mez says "Well that answers one question and raises others. Were the dwarf and ghostly warriors part of the Karrnathi force. If so, how did they end up in this graveyard or are they buried elsewhere and what we have here are wondering spirits? Why don't they want Harad buried in the family vault, given he is a local hero."

Mez face assumes a look of intense concentrations and he absent-mindedly scratches his chin, as he reviews what they know and tries to make sense of it.
 
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Whyre pulls Mezcia aside so that any nearby villagers do not overhear his words...

"It stands to reason that there was some form of treachery or betrayal involved on Harad's part during that war. My guess is the Granthum's will have to make some sort of reparations, but the question is to whom?"
 
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OOC: I thought we have left the house and are questioning the villagers. I have updated my previous post to clarify this.


"Whyre. I agree with you on the betrayal part. However, I am not sure that reparation is possible. It must have been something terrible to make someone come back from the dead to extract their revenge. There again, maybe they just want the true story to come out."

Mez pauses to collect his thoughts and continues "I don't think talking to people will reveal the truth. Either the only people who know it are dead or they are so few and scattered that we will never find them. Therefore, the only chance is to talk to the dwarven spirit, which means drawing him out."
 

"The Karrns use the dead heavily in their fighting forces. Perhaps Harad was not the betrayer and these actions are on behalf of someone who seeks revenge for being defeated. Some dead keep memories of life, maybe these are the bodies of the dead Karrns from the battle. But if that were the case, they would be busy killing everyone related to Harad and not just stopping the burial. On the other hand, that's putting logic to creatures that may not operate the way we would expect. Maybe not having a good burial is a big deal to the dead, the best revenge they can get."
 

"Yes, betrayal does seem to be a rather common theme in writings on the motivations of the dead," says Bastion cheerfully. "In any case, how would you all like to pass the rest of the day? Do we just chat with villagers all day, or maybe go for a nice stroll? Or do we figure out where we are staying tonight and hunker down there until the morrow?"
 

Whyre continues his conversation with Mezcia,

"My guess is the townspeople do not know the truth. If Harad did commit an act which would bring dead spirits back for revenge, he most likely did not speak of it to anyone. It seems unlikely the dead dwarf is in the mood to negotiate. We'll need some way to convince him to do so. I still believe the barkeep in Amrovel is the best lead we've got and it's worth pursuing if we hold out any hope for a non-violent resolution.

The only other hopes is to see if anyone in this town fought with Harad in those wars...or did Lirev say he was the only one to return?"
 

Mez responds to Whyre and Bastion "The trip to Amrovel is for tomorrow, we have to survive the night first. Along with the surviving members of the Granthums clan. I thought Evret was going to talk to Nalden about gathering them all in a defensible place."
 

When the party goes looking for Nalden Rhey, they have no trouble finding him.

"Well, we probably could clear out one of the barns for you, and spread the animals among the others if just for a few nights," he says gruffly. "But the younger Granthum and his family already up and got out of Mayelkur, maybe while the going was good. I reckon they are probably half way to some relatives in another village by now."
 

Colvin joins the conversation after hearing what everyone has to say. "Lirev said that Harad was the only one from this area that took up arms in the war and he never spoke of it. The dead dwarf could be one of many reasons to not speak of the war."
 

Nymm 20, 998 YK and Nymm 21, 998 YK

As they have little else to do, the party helps Nalden and the other villagers with the preparations for the night. They move farm animals out of one of Mayelkur's barns and distribute them among the others. Lirev is reluctant to leave her home, but she agrees to make due with the "accomodations" being prepared, and gathers some things to make the night pass more comfortably.

The party and Lirev eventually settle in for the night, resting on makeshift straw beds. The Granthum woman continues to look after the parties remaining injuries, and as darkness falls, everything seems to be alright. You set a watch, and try to sleep as best you can for the night.

For man hours, nothing happens. The watch changes several times, and all is well. But then, while Colvin is playing sentry a few hours before dawn, there is a great crashing noise as the doors to the barn burst open. There, is the doorway, is a terrible spirit. The stocky frame of its bones most definitely suggest a dwarf in life, and it is wearing haggard looking chainmail and shield. In its bony hand its clutches a beautiful and deadly looking waraxe. All is covered and lit by wispy blue flames. Taking a menacing step forward, its jaw opens and a voice comes, out: "Granthum will not rest in peace!" Lirev screams.

OOC: Roll for initiative. Those who were asleep also need to roll a perception check against (basically get anything except a 1), else they will wake naturally in the next round. Anyone who was still injured regained 2 hp from the rest obtained thus far.
 

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