PREVIOUSLY - CAMPAIGN DIARIES 35 - FALL OF THE HAG
After interviewing several agents to help them repair Trollskull Manor, and prepare it to operate as a home base and operating tavern below, the Owlbear League decides on a dark-skilled gentleman named Drask Polu, who comes from the land of cult, far to the south, in the tropics of the Azure Sea. He has worked as a building agent for many businesses there and in the last few years in Waterdeep. He speaks thoughtfully and with humility, and The League gravitates to him immediately and agree pay him a 30gp retainer to work for you for the next month. He arrives promptly at eight bells.
"Ay good sirs and ladies, we must now make a plan for your fine property. I will take all your worries away and free you from the taxing work of negotiating with the guilds. At the least we will have to deal with The Carpenters’, Roofers’, and Plasterers’ Guild, The Cellarers’ and Plumbers Guild, and the Guild of Stonecutters and Masons, perhaps The Most Careful Order of Skilled Smiths and Metalforgers, certainly The Guild of Glassblowers, Glaziers, and Spectacle-makers. We may need the Splendid Order of Armorers, Locksmiths, and Finesmiths for locks and any other mechanicals.
And of course there will be maintenance fees to the guilds, The Guild of Water and Sewer Maintainers, The Street Laborers, the Dungsweepers, The Guild of Chandlers and Lamplighters, registering with the Surveyors', Map and Chart-Makers as well as the Messenger's Guild. And of course let us not forget the Waterdeep Taxation Authority.
If you were to open a Tavern, there would be negotiations with the Jester's Guild, The Council of Farmer-Grocers, The Council of Musicians, Instrument-makers, and Choristers, the Fellowship of Carters and Coachmen, the Salters, Packers, and Joiners Guild, the Fellowship of Fishmongers perhaps, or maybe The Guild of Butchers. Obviously, we will need to get in good with the Vintners’, Distillers’, and Brewers’ Guild if we want to have any hope of getting any quality brands of liquor and brews, and then the Alliance of Bartenders and Wenches to serve. You may also want some security, either through a member of The City Watch, or your own mercenary - I suggest someone of a cool temperament if you choose the later, in this neighborhood, any complaints could have The Watch shut you down for disturbing the peace.
If you were to open the upper floors as an inn, we would have to negotiate with the Fellowship of Innkeepers as well as the Launderer's Guild, The Scriveners’, Scribes’, and Clerks Guild, and of course the Fine Order of Housekeepers and Homeservants.
And then whichever path you desire, there is the furnishing of your property, The Guild of Trusted Pewterers and Casters, Basket-Makers and Wickerworkers, The Potters Guild, the The Most Excellent Order of Weavers and Dyers for linenwork.
Just be glad we don't have to deal with the Order of Cobblers and Corvisers, or the Tailor's Guild - they are cutthroat. I can keep the Stationers Guild at bay unless you want some custom papercraft. The broadsheets will want you to have a paper subscription or they will never print a good word for you.
I can navigate all the guilds above, but I want to warn you fairly, there may be some other payoffs needed. There is a fight going on in the city for power in the underworld. The Zhentarim were always taking protection money, but now a new association has started a protection racket. They are known as "The Eye" and they will target anyone who gives the Zhents money without their "fair share". I don't know when they will come, but they will come for a cut of any business, so right now, until a clear winner emerges, paying both is the safest bet.
Now, I need to first know, what are the things this place must be in order to make you happy?"
The conversation goes around The League, and a list of must-have rooms. They wish to have space for the children, and definitely a guest room, as well as a large vault for magic items they want to hold onto. They discuss a stable for Lady D, but the stables across the street are efficient enough. There needs to be prayer spaces for the Raven Queen and Mizar. There needs to be a study/library for magical research and spell transcription, which K'ronk and Immeral are sorely behind on.
Dain says "I need a magic weapon." and The League looks at him funny, since it has nothing to do with the house.
Atlas asks about a training area, but it seems that would use too much space. They consider a dormitory for the members of the League, not needing much, but Drask dissuades them for this unusual request. They think about one room for the children, but curious pre-teens deserve some privacy.
They also decide to definitely bring in some good wine (perhaps from Quasqueton), so the wine cellar needs to be accessible.
Drask continues "The greatest decision you will have here is how elegant or not your new building will be. Not to be insulting in any way, but a word of advice. Some in the North Ward build greater than their mean truly allow. And the finer the building, the greater the maintenance you will need. "
"For maintenance, I believe about 20 gold per month should suffice for a basic structure, but I will try to negotiate that down. For modest, maybe 30, comfortable might be 40, wealthy might be 50 and aristocratic might be 60 gold per month. It will be extra to insure it, based on its value. Would you say you require a basic, modest, comfortable, wealthy, or aristocratic interior?"
The League decides on comfortable decor.
After gathering The League's feedback, Drask continues "In order to clean and repair the building to basic service, we will need on the order of 1,000 gold, and it will take five tenday for the work - that is with all permits and guild fees, but not ongoing maintenance. That is without any major structural changes. I would think another 400 gold for a vault and 400 gold for furnishings. Let us say 200 gold for any surprises, and we should be at 2000 gold. We may be able to start in a week, so your building could be ready two months from now."
Drask questions them. "That would not include staff, what sort of staff do you envision needing? The basics might be a maid, a butler and a cook. A comfortable manor might add a steward, servants, scullions, etc. An aristocratic manor might include a Chamberlain, chancellor, dresser, pantler, cellerer, confectioner, and pages. What do you have in mind?"
Nowhere responds, "We will consider that later, but we have two guardmen in mind, Tinkerchap and Bellbox. We also have a bard named Bleen who may join us."
Drask continues. "I have a man who can draw up a plan to present to you, but will need a couple of days, would you like to sketch something you have in mind, or leave to a professional?"
The League decides to offer some inspiration drawings and gathers inside the old tavern to do some sketches. They talk about a stage, and inviting Bleen the bard to perform. Adding a stairway from the tavern up to the 2nd floor, and finding room for some waitstaff.
With Drask's help, he helps the party envision what the Trollskull could be with the first floor as a tavern, and the above floors acting as their home base.
They discuss a potential patio and a better entrance to the cellar, perhaps even enlarging the building over the kitchen if they are going to have more help staff.
They finish up, and Drask says he will return in two days to review the plans, clarifying that they must move out of the building while construction takes place, but it will not start for at least a week. He asks where they are staying, and they respond "The Yawning Portal." He congratulates them on their newly unhaunted building and is on his way.
Seraphina turns to the group and says "Although I appreciate the faith you all have in me, I believe I am not powerful enough a cleric to remove any lingering curses on this building."
Immeral asks if Sister Garaele could, and Seraphina replies that they need someone far more powerful.
K'ronk remarks that they could engage the high priest they know back in Yartar, but Seraphina clarifies that she is certain that they can find a high priest in town, that she has seen several large churches in her short walks in the city. "One is not too far off, just over in the Sea Ward."
"That sounds great." says K'ronk, but Immeral and I are going cloak shopping. "Not that Immeral would give up the cloak of stars."
"No, but I would also like some time to compose a letter.
"Would the rest of you come with me?" Seraphina asks.
"The rest respond with nods, and off the teams go to their appointed rounds.
The three children run off into the city while the majority of The League walks over to the Sea Ward, admiring the cleanliness and architecture and size of the homes, even more posh than the affluent North Ward. They see turrets and towers and gardens and opulent properties, the city is busy with the travel of finely dressed lords and ladies on both foot and in fine carriage. The City Watch is very polite, but very visible. There are jewelry shops and armorers, and a fencing academy, and shops of fine housewares.
They stroll down Dolphin street and see an amazing towering structure that looks like a cross between a clockmaker's shop and a church. There is the symbol of Gond, the god of craft, smithing and inventiveness - a four-spoked gear. Below it is a sign that reads, The House of Inspired Hands, and a quote "In works of labor or of skill, I would be busy too: for devils find some mischief still, for idle hands to do."
As the group looks up at the tower, they notice from a high upper floor stands the silouette of a humanoid figure. They see it move and release a tiny metallic birdlike figure into the air. The bird does some loops and falters, then dives to the ground right at the party. Normally deft on her feet, Atlas stands stunned for a moment before the bird-machine dives right into her shoulder, drawing blood.
Nowhere picks up the broken pieces of the mechanism and walk into the temple of Gond. The place is abuzz with activity, many stations filled with acolytes and adepts at workshop-like stations, working on various projects and constructs. There is clearly someone in charge, a Dragonborn female wearing all blue, who turns to the group and says "Welcome to the House of Inspired Hands, how may I help you? I am High Priestess Valetta of the church of Gond."
K'ronk takes special notice of the priestess, having interacted with very few of his dragonborn kind here on the Sword Coast, far from the dragonborn ancestral home of Tymanther.
Seraphina starts the discussion, asking smartly "I was wondering if you strike all of your visitors with mechanical birds?"
"Excuse me?" the High Priestess asks, taken aback.
"There was a mechanical bird that flew from the top of the tower that stuck my companion."
"By Gond, it was Nim again."
"What's up with Nim?" Seraphina asks.
The high priestess turns to an acolyte and says in a stern voice "bring Nim down here." She turns back and explains "I ask for your forgiveness, Nim is a nimbleright, a constructed being, he is very unusual, but sometimes he makes awkward errors. He will be down to apologize shortly."
"That's not necessary." Seraphina says, but knows the runner is already off.
"Otherwise, how may I help you?" Valetta asks.
Seraphina continues. "We have had recent problems at Trollskull manor, perhaps you have heard?"
"I have not." she says.
"Well, the abandoned manor was haunted by a hag, who we defeated with a bit of help from the Blackstaff. She recommended that we have any lingering curses removed from the structure."
"I understand" the priest nods, knowingly. "We have dealt with this sort of situation before, although it is thankfully rare. It is a much different operation to remove curse from a location as opposed to a person. I would be happy to do this for you as reparations for the offense that Nim has caused you."
"We would be most thankful." Seraphina says
The acolyte that Valetta has sent off returns breathlessly, along with someone, or something that follows her.
It is a mechanical person of some sort, dressed like a swordsman, with a beard carved into the structure of his face, and a sword at his side.
Valetta turns to him with a stern tone. "Nim, what have you done? You've been warned about your inventions before.
He starts signing to Valetta, similar to how Nat signs, but obviously not in a common sign language, one of his own.
Valetta shares "He says he is sorry for his actions and the pain he has caused you."
Seraphina replies "It's OK, we accept your apology."
"Return to your room Nim, I will speak to you later." Valetta tells him, and he bows and turns. "Nim is a bit of an orphan here."
Nowhere says "We know something about orphans."
"We are not taking him in", says Dain.
Valetta continues "Nim has come to us, and I feel he was a gift from Gond, and he does seem to fit in here. We are tinkerers and inventers as you can see from the busy hands in the hall here. But some days he does not seem to fit at all." She sighs. "He has managed to communicate that he is a nimblewright, an artificial being, but he does not know where he comes from, and he doesn't even have a real name, so we called him Nim."
"We have not found any other of his kind, and our searches have not discovered where he has come from. But I am sure I am boring you with his story. I can join you at your new home tomorrow if that is acceptable."
"It is." Seraphina adds, and the Owlbear League moves to depart.
Meanwhile, K'ronk and Immeral have completed their cloak shopping, K'ronk putting in an order for a custom cloak of his own strange design, a collared red cloak with gold edging costing 2 gold. They then move on to a potion shop near The House of Inspired Hands, called Fandofar's Elixir Emporium. Fandofar turns out to be a quiet fellow, who has an amazing array of potions, guarded by some stout guards and a counter that has a visible magical ward across it. The potions are clearly priced, which shocks K'ronk and Immeral, who are shocked at the costs, but Immeral buys four healing potions, knowing that no matter however little conflict may naturally be in Daggerford, the Owlbear League will find it. K'ronk eyes a potion of longevity, and a potion of invulnerability that is 3,840 gold.
Name - Price (GP)
Elixir of Health - 120
Oil of Etherealness - 1920
Oil of Sharpness - 3200
Oil of Slipperiness - 480
Philter of Love - 90
Potion of Animal Friendship - 200
Potion of Clairvoyance - 960
Potion of Climbing - 180
Potion of Cloud Giant Strength - 5,000
Potion of Diminution - 270
Potion of Fire Breath - 150
Potion of Fire Giant Strength - 3,000
Potion of Flying - 500
Name - Price (GP)
Potion of Frost Giant Strength - 2,000
Potion of Gaseous Form - 300
Potion of Greater Healing - 150
Potion of Growth - 270
Potion of Healing - 50
Potion of Heroism - 180
Potion of Hill Giant Strength - 500
Potion of Invisibility - 600
Potion of Invulnerability - 3,840
Potion of Longevity - 9,000
Potion of Maximum Power - 1,400
Potion of Mind Control (Any) - 1,800
Potion of Mind Control (Beast Only) - 700
Potion of Mind Control (Humanoid Only) - 1,550
Name - Price (GP)
Potion of Mind Reading - 450
Potion of Poison - 100
Potion of Resistance - 300
Potion of Speed - 400
Potion of Stone Giant Strength - 2,000
Potion of Storm Giant Strength - 6,000
Potion of Superior Healing - 450
Potion of Supreme Healing - 1,350
Potion of Vitality - 960
Potion of Water Breathing - 180
On the stroll back to the Trollskull, Nowhere says "We need a new name for our tavern if we are not going to use 'Trollskull'."
K'ronk says "I have a cockatrice head, we could name it that!"
Immeral says "It is better than 'The drunken cock' (but not much)."
Atlas wonders if a unicorn-theme would inspire the group, but Nowhere adds "why not The Raven" then, looking at Seraphina. She replies "It would be blasphemy to name a tavern after my deity." so they all drop that plan.
K'ronk wonders if "The Owlbear Den" would inspire the group, and they do like that, while still considering, but Nowhere seems unconvinced. "Don't we want to use the trollskull or cockatrice?" He replies, with all these different creatures we are talking about, what about "Mythos Manor". Immeral adds "It's not really a public manor though. We need to identify it as a tavern or pub or saloon or alehouse or such."
Atlas says "it will be a place where we can tell tales of our adventures, what about The Telltale Tavern?" Which seems to excite the group, especially Immeral, but not all are convinced.
They think of more along the way The Mysterious Rose, The Guilded Goat, The Roaring Wolf, Cambion Cantina, The Prancing Lamb, The Crowning Satyr, The Black Star, and The Drunken Dog, but none seem to fit the neighborhood. Orryn suggest that maybe they could have a bar for the likes of Floon and Renaer, which gets some positive thoughts. The Kinky Unicorn is considered, but discarded.
Then, as they get back to the Trollskull, they find the orphans across the street feeding Lady D at the stables, as they get closer, the kids hear The League discussing tavern names and Jenks says "What about the three urchins." and the group smiles and suddenly they all resolve to agreement "The Three Urchins Alehouse".
Nowhere asks "how did you get that name Jenks?"
Jenks says "Well that's what they yell at us, the people in the street - 'get out of here you urchins!' I'm not even sure what an urchin is! The three of us really are the Pirates of Waterdeep, but we don't want to name it that, they will know where our secret hideout is."
Nowhere says "We are going to name it The Three Urchins Alehouse" and Jenks replies "That's A-Maze-Ing".
The Owlbear League and their three wards spend a quiet night in The Yawning Portal, and they notice something has changed. They are starting to have people wave and notice them. It seems word of their recent deeds has traveled, they are getting waves and nods. At breakfast, Durnan even tosses a broadsheet on their table, and they notice there is an article "The Defeat of The Hag of Trollskull Manor." which they look at with a bit of amazement.
A short time later, slinking into The Yawning Portal, comes Volo. "Good friends, the heroes of Trollskull!" The Owlbear League meets them with scowls. Nat crosses her arms in clear annoyance. "I beg your deepest forgiveness. I had no idea that the haunted nature of Trollskull was more than a mild infestation of ghosts."
Immeral replies "But you didn't tell us it was haunted, Volo!"
Volo replies "I did mention it had to be 'cleaned up' in an adventurer's sort of way, and I thought you would know my meaning."
Nowhere stands threateningly and Durnan looks amused.
"I couldn't imagine something like a hag was there. To be honest, I barely peeked in, and was scared off and didn't know what was in there."
K'ronk says "Volo, you write books about monsters and the unnatural, you can't claim ignorance."
Volo replies "I purchased the Trollskull to do research and flesh out my understanding, obviously my ignorance has done me in. The rumors were just a simple haunting."
K'ronk continues "You gave us a poison payment Volo, several of us were almost killed. The healing potions that we needed cost more than the debt you supposedly paid off."
Immeral interjects "I almost fell off the roof."
"I am truly sorry." Volo says, wringing his hands. Patrons of The Yawning Portal are clearly looking at the interaction.
Nowhere removes her frosted magic blade Icerazor from it's sheath, swinging it around her head in a threatening warmup. The crowd at the Yawning Portal draws silent, except for Durnan who clears his throat, and Nowhere stands down.
K'ronk adds. "We may forgive Volo, but we don't forget. You owe us. You owe us big time."
Immeral interjects "Half of us could have died. Big time!"
Volo says "If I were in better financial shape, I would make it up to you, but I am a man displaced in time. About a century ago I was captured in an entrapment spell, and have only recently be freed. My publisher has kept the profits from my books for a century now, and I believed we had reached a repayment agreement for back royalties, but they are monsters and now say they will give me nothing unless I write new books, which The Trollskull was the research for. Please take pity on me, I do not have the resources to make it better."
The League stands unbelieving, but they glance at Durnan who nods slightly in confirmation.
"You owe us Volo." Nowhere says menacingly.
"Understood dear friends, understood heroes of Trollskull."
K'ronk adds "We are disappointed."
"Your disappointment pains me." he replies.
Nowhere asks "How did you pull that disappearing act in the street at Trollskull?"
"I have my ways." Volo smirks
"Now is not the time to get cocky." Nowhere growls.
Volo swallows then rushes. "Well, now that we have made amends, if you see the Blackstaff, please convey that I have made a formal and public apology and the matter is put to rest. Enjoy your breakfast, good day!" and he scrambles out from the tavern.
Durnan walks over, and nodding says "the next round is on me", and waves a barmaid over and the noise of conversation within the Yawning Portal rises. He points a thumb over at the well - the gaping entrance to Undermountain, and Nat, Jenks and Squiddly are all swinging from a rope above the pit. Nowhere rushes over and hauls them back in.
Nowhere says "With that done, it's time to decide what we are doing next." I want to go to Daggerford and take up Sir Isteval's offer to put us up for a few months." The other option seems to be to go back to Phandalin and see what is going on at the mines. Which would you like?"
The Owlbear League discusses and the plan resolves to go to Daggerford.
Nowhere turns to the three kids. "Would you like to come with us to Daggerford for a month or two? Sort of a road trip? I am sure there will be some adventure along the way."
"That would be A-maze-ing" Jenks says, and the others nod excitedly.
This is the holiday of High Harvestide, the official start of fall in Faerun, although the nights have been cooling for some time. The leaves are turning colors and fields are giving their last bounty to the farmers.
There are farmers markets all in town, and general celebrating throughout the Wards of Waterdeep. There are bands playing and vendors bring their finest out to the streets on carts and such. Even Grund seems to be having a good time selling his pickles and his pockets seem full for the first time since you have met the half-orc.
The League and the three urchins find many a sweet and treat with the coppers that the Owlbear League has given them. They make their way from the Yawning Portal to the former Trollskull, in order to meet with High Priest Valetta. She arrives promptly at the agreed upon hour and they escort her into the building where she spends the better part of an hour removing curse on the dilapidated building.
At the end, the League thanks her, and they start to head back towards The Castle Ward where they will be checking out of the Yawning Portal, but K'ronk lingers. "It is so nice to meet another dragonborn who has taken a more cerebral path than warfare."
Valetta replies "So many take the path of the warrior, but as you've obviously found there is indeed honor in other pursuits." Her stern facade seems to fall a bit as they conversate.
"Have you been in Waterdeep long?" K'ronk continues,
"Many years," Valetta tells him, and yourself?
"We are newcomers, I have not met many bronze dragonborn, so I'm pleased to have a new friend in the city."
Valetta nods and humbly says "Me too." and then they part, Valetta laying a gentle touch on K'ronk's shoulder as they depart.
Afterwards, they stroll the many carts and vendors in the streets and watch a parade marching down the high road.
There is a minor incident which happens with The League and the urchins, but nobody thinks much about it, until a few days later.
The Owlbear League are packed and loaded for their trip to Daggerford, but before they can head south, they have a final agreement meeting with Drask Polu to finalize the plans for the Owlbear League Headquarters. He presents a well-received plan that renovates the first floor into a tavern, adds a stage for a performer, a privey, a longer bar and some fireplaces, and office with a spiral stairs up to the Owlbearl League HQ.
The second floor has a single guest room and quarters for three servants. There is a kitchen with a nearby lounge, dining room and library.
The third floor has seven small bedrooms, two privets and a bath. Two of the bedrooms have shrines.
The final floor is expanded a bit, making room for 3 bedrooms, a maid, a privet and storage.
Lastly, Drask adds the idea of an outdoor patio to allow more customers to offset the loss of an actual inn to help pay the upkeep and taxes. The total will be 1,900 gold and take two moons.
"I like patios for drinking!" Dain declares, and the others nod, and Nowhere, the banker-apparent of the group looks unsure, but counts out their shared expense money for the fee.
"I will have to go to the bank again." Nowhere growls. She thinks for a moment and says "That will leave us with 805 gold each in The Sword Coast Traders Bank".
K'ronk replies "and now we have a townhouse!" the others are excited too.
"We are going to be departing in the morning for Daggerford." Nowhere says - looking at the rest of The League for any side of disagreement.
Drask asks how he will get in touch with them while they are gone, and Immeral hands him one of their remaining message boxes. "Just put a message in here with a letter on it for the recipient. A is for Atlas, B is for Orryn, C is for Clinker, D is for Dain, E is for Seraphina, F is for Nowhere, G is for Garaele, H is for Tinkerchap..."
Atlas says "H is for Hottie!", and Immeral, somewhat disgusted, continues...
"I is for Immeral, J is now for Jenks", handing him a message box. Jenks takes in a deep breath of delight, and Immeral continues. K is for Kronk, and L is now for Drask Polu."
Drask scribbles hastily in his notebook and says, "Safe journey to you all. You will not be disappointed." he departs.
Nowhere asks the other members of The League, "if they are tearing this down, what are we doing with the kids?" and after a pause from the others she says "should we bring them with us?"
"If we do, we have to have them supervised at all times." K'ronk says.
They step outside where the kids are with Lady D. and Nowhere asks. "Hey kids, we have an ally of ours that asked us to come stay in Daggerford for the winter, which would give us time while the townhouse is being redone. Do you want to come with us?"
"Yeah!" the shout, and even silent Nat leaps up in agreement. Jenks asks "That would be A-Maze-Ing."
They let Wrenly at the stables know they will be gone for two months, and settle up so there will be a guaranteed spot for Lady D when they return.
They celebrate that night in the Yawning Portal, their last night in town for likely the next two months.
That evening, Immeral finds and reads a message from Garaele in his message box:
Dear Immeral,
It is wonderful to hear from you. My days have been exhaustingly busy, from the earthquake in Yartar, to a flood in Beliard which is unheard of in the Fall, and there was little rain to explain it. When we finish here, hopefully in a few days if there is no more strange weather, I expect to finally make it to Red Larch and the more sedate work there.
Your property sounds very interesting, thank you for the offer of a place to stay. I don’t know when my work would bring me to Waterdeep, but I have always wanted to see that great city, so perhaps I could schedule some time for a sabattical, let me know when the fixing of your fixer-upper is complete. It is good to know there is a place for me there, and warms my heart to know you are somewhere safe and dry.
Sincerely, Garaele.
Immeral then sends a message to Sister Garaele, and drops it into the magical message box which will bring it to her instantly:
Dear Garaele,
I'm sorry to hear about your troubles traveling. Should you need any extra assistance, the Owlbear League is at your disposal.
Speaking of troubles, the property w acquired turned out to be haunted. And by a child-eating hag, no less! We (and the Blackstaff of Waterdeep) cleared out the monster, and we engaged a local priestess to ensure there was no longer a curse on the structure. I am sure it is now safe, which is important, since we have practically adopted three orphan children. One is even an up-and-coming wizard - it's fantastic!
Please let us know if we can help with anything. I'd like to make sure you are safe too.
Best Wishes, Immeral.
The League makes good time heading out of town, and there are many caravans heading south for the two-day trip to Daggerford. The children are all able to ride on Lady D, and The League makes their way as their tradition, on foot. The road into Waterdeep seems very busy, and The League notices there is basically a refugee situation on the road. Farmers and other from many small nearby communities are talking about attacks by gnolls, orcs and goblins.
Further south there are abandoned and burning homesteads and tiny hommlets. At the end of the day, just past the Ardeep river, by an abandoned farm, The League find a clearing where many travelers camp overnight halfway between Waterdeep and Daggerford. There are rumors that there are refugees at the gates of Daggerford that are being turned away, and The League takes extra watches to ensure the travelers along the road and their wards are safe. Nowhere even casts her Primeval Awareness to make sure there are no fiends within a mile, and there are none.
After a long day on the road, The League arrives in the late afternoon at Daggerford. They see a good sized walled city along The Trade Way, standing on the North side of the Delimbiyr River. Within the city a castle can be seen, along with what looks to be a wizards tower. There is a large stone bridge that crosses the river, and the last boats fishing for the day are coming into port.
The caravan field outside of the gates to the town is filled to bursting, looking more like a ramshackle camp than the usually orderly temporary home of traders.
The gates to the city are closed and guarded, by a squad of militia clad in black leather armor, carrying crossbows, and standing on the parapet above the closed gates.
The League is able to move closer only because as the crowd notices Lady D, and the eclectic group of adventures, they shift out of the way.
The League is able to move closer only because as the crowd notices Lady D, with her eclectic group of adventures, and they shift out of the way.
There is an obvious leader of the militia, a sturdily-built human woman with dark hair, black leather like the other militia, with gold markings denoting her station.
The people are shouting to be let in, and one man yells "My wife is with child! We need some real shelter, for the love of the gods." the pregnant woman staying silent but sobbing weakly.
The female captain looks sorrowful, but speaks with a commanding voice. "The Duke has decreed the no more refugees can enter the town. The militia enforces the will of The Duke. Unless you live in Daggerford or are staying at an inn, there will be no exceptions."
A well-dressed halfling yells out "Mustn't you let in those in dire need, Sherlyn? Some could die out here. They have come here for help!"
"No exceptions Curren, the gates are closed." she replies angrily. More guards come to stand on the inside of the gates as the crowd pushes in tighter and roars in greater anger.
Amidst the chaos happening at the gates, several of The League notices that one of the guards on the parapet seems terrified and out of sorts, shaking and sweating.
A rock flies from the crowd, and others bend down to pick up stones. Sherlyn puts her helmet on and commands "Remain calm!"
"Stop! Remain calm, violence will not solve this!" the blonde halfling yells, but his voice is drowned out.
The nervous guard can be seen raising his crossbow shakily.
Nowhere uses Thalmaturgy to boom her voice triple its normal volume "Friends, drop the rocks, violence wont get us into the city! You can't start problems at the gate and expect to be let in!" Some drop rocks, but many ignore her.
Seraphina and Orryn use their small size and nimbleness to rush to the front of the crowd, hoping to somehow intervene, and Immeral moves to get in-between the kids and the militia.
K'ronk casts a minor illusion to project the words "STOP" as close to the guard as he can, but it is only halfway between K'ronk and the guard and he seemingly doesn't even notice.
Orryn turns to the crowd, trying to spread calm, but as he does, the militiaman fires his crossbow into the crowd.
The crowd gasps and screams as an older refugee appears to be struck right through the heart and collapses. The crowd starts running, women start screaming, and the captain of the guard yells out a name "Grengel!" which seems to snap the triggerman out of his terror. The militiaman falls to the ground, dropping his crossbow, and he starts sobbing.
Captain Miller says to some of the militia "take him to a jail cell", and they take action, picking him up and leading a sobbing Grengel away. Curren, the golden-haired halfling moves to the side of the old man, who is now laying on the ground, eyes dead to the sky. He is ministering to the man, but the man is clearly dead, and Curran starts a prayer to Tymora.
Seraphina tries spare the dying, but it is not effective, the man is truly dead and cannot be revived. In short order the gates raise up and a squad of militia comes out brandishing spears, accompanied by Captain Miller, and followed by a wagon.
Nowhere speaks to the Captain and says "we're from Waterdeep, we tried to save him, but there is nothing we could do, he's dead. What will be done for the man?"
Captain Miller, knowing that adventurers often run towards the danger nods and examines the man before stating "We will try our best to contact his family." as she waves the wagon over to retrieve the corpse.
"We are also guests of Sir Isteval, may we enter the city?" The mention of Isteval gets her attention for a moment, and she nods, but she is obviously shaken by the incident.
The halfling with yellow hair steps over to The League. "Allow me to introduce myself, I am Curran Corvalin, I am a priest of Tymora at Fairfortune Hall, and a friend of Sir Isteval."
Handshakes are passed and Corvalin says "Thank you for trying to help this man." and The League nods. "We should get inside the gates before the crowd closes back in," he says. "If you have not been to Daggerford before, I can take you to Sir Isteval's and show you around a bit."
The League is open to the invitation. Corvalin turns out be a pleasant fellow, and he points out sites like The Lady Luck Tavern, and the River Shining Tavern, his ministry Fairfortune Hall. The Duke's castle sits upon a rise in the eastern half of the walled city, and there is a church tower under construction before it. There are markets and a jail which looks closed, implying either lawful citizenry, or a lack of policing.
Curran comments along the way... "I apologize for the ugliness at the caravan gate, Duke Daggerford is usually a gracious lord, but times are trying and the Duke has recently had a possession of his stolen, which has put him on edge. I pray it will be recovered quickly so some normalcy can return to Daggerford."
Orryn asks "what was the item?"
Curren answers "The object was known as the Delimbiyr Bloke, it was an ancestral relic in the Duke's family collection. Duke Maldwyn believes someone in town, likely a refugee, stole The Bloke, and he has all but closed Daggerford until The Bloke is recovered."
"Sir Isteval's friend Jekk was very interested in The Bloke, and said it was a dwarven artifact. Jekk is actually staying at Isteval's residence, but I understand he is leaving town soon." Curran informs them.
Nowhere asks "Is there any way we can ask the Duke some questions? Perhaps we could help with finding The Bloke."
"I would be cautious." Curran states. "He is angry and busy."
Nowhere replies "It seems unfair that all those people stand outside the gates, maybe we can bring this situation to a close."
Curran replies "I do not have the ear of Duke Maldwyn, but I am sure with Sir Isteval could get you an audience. I know Sir Isteval is gone to scout around the Trade Way up by Waterdeep with his half-elf friend Kelson Darktredder and a gold elf named Darfin Floshin. Bandits have apparently been causing a disturbance in the area, some say it is gnolls and goblins, but that would be unheard of."
Seraphina asks how Curran knows Sir Isteval, and he replies, "Well, Isteval is known far and wide of Daggerford, but we have had some stimulating theological discussions as he worships Lathander, The Morninglord, deity of athletics, self-perfection, vitality, and youth among other things. Some believe Lathander is an aspect of the god Amaunator, but that is a complex topic. My faith is in Tymora, the goddess of good fortune, justice and I would have you know, adventurers. Perhaps we could have a drink to discuss theology some time, lady cleric."
Seraphina seems oblivious any subtext. "Does Isteval live alone?" Seraphina asks eyeing Nowhere who gives her a sneering look. Curren responds "He has many adventurers like yourselves visit, but alas, no permanent residents."
On the west-most street of Daggerford, facing the exterior wall of the city, among a street of fine homes, Curran turns to a tidy townhouse that rises three stories, with a turret that stands even taller. "Here we are..." he says. Curran knocks and an older male human opens the door. "Greetings, Smithfield!" Curran says.
"Good day sirs and madams, master Corvalin." the gentleman says. "You must be the Owlbear League, on behalf of Sir Isteval, welcome to Daggerford. Please come in."
"How do you know we are the Owlbear League" Dain asks.
"Well, based on your descriptions, you would be Dain, Orryn, Seraphina, Atlas, K'ronk, Immeral and of course Nowhere. Although I am not familiar with the young lady and lads riding the, ahem, owlbear."
"Oh" says Dain.
"Wonderful to make your acquaintances. Would one of you be so kind as to bring your... pet? to the stables around back?"
"Steed" Orryn replies. "Of course, sir."
Orryn of course leads Lady D around the side as the children slide off and they rest of The League and their wards enter the townhome. The residence is well-furnished with comfortable chairs and hunting trophies.
Curran adds "It was wonderful to meet you all, if you would like, I will be in the Lady Luck Tavern, and will hold a table for you all." Dain agrees, as do the others. Immeral asks if they serve non-alcoholic beverages, to which Curren seems somewhat confused, but replies "I am sure they have water." and heads off.
Inside the lounge of Isteval's townhome, as Smithfield offers The League some drinks, a young female human maid enters. I am Serai, please make yourselves comfortable, and she offers milk specifically for the children.
"May I have one too?" Immeral asks her, and she says "Right away." She returns with a milk and a plate of warm towels to help wipe off the road grime. Nat tries to wipe Squiddly but he will have none of it. They busy themselves looking at some of the rich trophies and artifacts around the room. Most impressive is a large painting with a plaque beneath it of Isteval and an eclectic group of adventurers.
Vasen Cale, Farideh, Hengar Aesnvaard, Adrian Abdel, Drizzt Do'Urden, Elirah Isteval, Elminster Aumar, Coran, Catti-brie, Anton Marivaldi, Keef Kenric.
Before the party can take it all in, a booming deep voice can be heard coming down the stairs.
"Elirah, I thought you would be near Waterdeep by now! What are you doing back so soon?" when the owner of the voice, an elaborately-armored ruddy dwarf, sees that he is mistaken, he makes a startled stop to his conversation. Smithfield saves face...
"Mr. Jekk, these are guests of Sir Isteval, allow me to make introductions." and he does, again knowing all The League's names.
Jekk Ironfist has bushy dark hair with a flare of red, and an expertly groomed facial hair. He wears dragon-embossed armor with jade and green gems. His great axe is similarly appointed, his girdle has a buckle of gold and silver shaped like a dwarf face with green spinels for eyes, and he has diamond rings hanging in one of his ears. He is a well appointed dwarf and greets all heartily, especially Dain, who shows no notice of being under-dressed in comparison. Nor concern that he hails from a barbarian tribe rather than a clan like the Ironfist one Jekk hails from.
Serai returns from the kitchen with some cookies for the children and they delightfully take a place at a dining table in the next room. She busies them by showing them how to wear a napkin properly, which they might normally not do, but the reward of cookies is too great not to listen.
Nowhere asks "How do you know Sir Isteval Mr. Jekk?"
"Isteval and I have been friends for years. We have ventured far and wide, wide and far! Many and many adventures."
"We recently came across an old map of Isteval's of a dragon's lair in the High Forest near Yartar." Nowhere states.
"I have heard of that adventure!" Jekk adds. "The one with the foul beastie that got Isteval in the leg. Healed up on his own before he could get some healing potions. I think the dragon ate the cleric on that one," he glances and then averts his eyes from Seraphina.
"The dragon is now a dracolich, and we barely got out of there alive ourselves." Immeral adds.
"Good show! Although Isteval will be sad to hear that the beastie is back in the flesh, or bones, as it were." Jekk adds.
"Is Isteval alone here, Mr. Jekk?" Atlas asks.
"He has companions here all the time. Friends come from far and wide to visit, you should feel privileged, he sees something in you."
"Special friends?" Atlas asks, as Nowhere seems to turn a shade of purple not seen before and covers her eyes.
"I'm not sure what you mean, but none as special as me, obviously." Jekk pokes Dain in the ribs, laughing.
"How long have you known Isteval?" Orryn asks, entering the room and getting a quick introduction.
"Hard to say, human years are much faster than Dwarf years. The better part of a half-century perhaps?" Nowhere looks at him funny and Jekk adds "Isteval is a bit older than he appears."
Jekk changes the subject, "How long have you all been traveling together?"
"90 days, give or take." Immeral states.
"A tick of the clock as it were!" Jekk ads, scarfing down another drink which Smithfield keeps supplying. Dain makes sure he is keeping up.
"Isteval has no family?" K'ronk asks.
"Back in Cormyr, there are some relatives, but none close. His co-adventurers are his brothers and sisters."
"I understand you are leaving in the morning Mr. Jekk, an adventure perhaps?" Seraphina asks.
"I leave for Firehammer Hold in the morning. There was an incident recently with an artifact stolen from Duke Maldwyn called The Delimbiyr Bloke. I have a copy of The Bloke, and I intend to take it to Firehammer Hold to research its origins, it might help me find out why someone would steal it, and would help me clear my name. The Duke believes I may have been responsible. He actually had Isteval's townhome searched since I was here - an abominable insult to Isteval and myself. I must try to right this situation and restore my tarnished reputation. It is only my friendship with Isteval that has prevented The Duke from taking more drastic action."
"May we see this copy?" Nowhere asks.
"I have it right here." Jekk says, and pulls it from a pocket from within his cloak, and hands it to Dain first. "This one is just plaster, the original is granite."
"I had it carved by one of the artists working on Morninglow Tower. An artist named Alvin Gissen. It was after he was done making this copy that the original was stolen from him at The Silver Flood Inn. The Duke had him questioned thoroughly, as did I myself. The fellow seemed most distraught about the disappearance."
"Do you know what it says?" Immeral asks.
"It is in an ancient dialect that is unclear to me." Jekk responds.
"How did you become so interested?" Nowhere asks.
"I only first saw The Bloke recently while visiting with Duke Maldwyn, it was in his study, and I was intrigued with the Dwarven runes. I feel it is an ancient religious icon of the Ironfist clan. I offered to buy The Bloke, but The Duke refused. He was kind enough to loan it to me for a replica to be commissioned. Alven was recommended by Luc Sunbright, head cleric of Morninglow Tower, which is being constructed right outside the Dukal palace. Isteval has been a positive influence on the Duke, educating him on the god Lathander or Amaunator, or whatever you want to call him."
When The Bloke copy is passed around and reaches Immeral he casts "Comprehend Languages" on it, and learns it says the following: "Friendship is more than a word. Weigh it carefully."
"Very interesting." says Jekk, this will accelerate my research. Thank you, friend."
"Are you skilled in arcana Mr. Jekk?" K'ronk asks the dwarf.
"I let my axe do the talking.""I shouldn't need more than two tenday to get answers and return from Firehammer Hold. The dwarf scholars there should be able to tell me what it is, and hopefully that will reveal where interest might lie. I must prepare for the morning. They have a hell of a breakfast at the River Shining Tavern if you would join me on the morrow."
Jekk heads back up to his room, and Smithfield steps in. "Will you be dining here or with pastor Corvalin?" he asks.
"With Curran" Dain says "at the tavern." and the others agree. "If we could put our things down somewhere." Nowhere adds, and Smithfield shows them all to their rooms in the larger-than-it-appears residence. They are hungry and head out quickly with the urchins being attended to by Serai who has them entertained with colored wax sticks and paper.
As they walk to the tavern to meet with Curran, the group discusses their insights on Jekk, and come to agreement that they all think he is being truthful, but there is still a lot more to learn.
The Lady Luck tavern is very nice, nothing special, but a warm inviting Tavern with the smell of good food, and lots of gambling. It seems every other table has a game of chance going on. Curran waves them over and a few locals eye them, but with more curiosity than anything.
Drinks and food are quickly ordered and served, and The League pairs off from the group one by one to gather some information on happenings in Daggerford, sprinkling some drinks around to lubricate the tongues of the locals.
They learn that many are shaken by the rage of the Duke of Daggerford, Argo is a travelling merchant that has been coming to Daggerford from Waterdeep for years, and he has never seen the like. As a matter of fact, Duke Maldwyn usually stays fairly quiet, keeping to himself and not usually interacting much with the populous of the city. They hear rumors about losing contact with the town of Julkoun, a seasoned human fisherman named Elic says that boats have stopped coming from up the Delimbiyr river, and his wife, a tailor in town at The Decorated Man, has been waiting two tenday for a shipment of cloth with no word. She is offering a reward for her fabric, otherwise her business is near standstill.
Bosun Raker a retired half-elf rancher says he just got into the city before gnolls and goblins attacked his farm and neighbor farms east of the Trade Way, near Waterdeep. A scout named Ledoris mentions an expedition of treasure hunters that has been lost and feared dead as orcs are raiding outlying communities of Daggerford near the Harpshield Castle. They were being mentored by the militia trainer Filarion, who didnt warn them off about the orcs because he wanted his share of the treasure for mentoring them.
Finally, they hear about the man who died at the gates. A retired businessman named Feedor Slate, he didn't have any family here, but might have some in Saltmarsh. There is lots of buzz about Grengel, the one who shot him. Nobody understands how he could have been so nice a person and let that happen. All think there has to be more to the story, unless it was just a horrible accident.
K'ronk casts detect magic and looks around, noticing the magical glow of a ring or two on the commoners in the inn, and of course several of the weapons The League is carrying.
Atlas asks Curran, "do you know when Isteval will be returning, Curran?"
"I can't say that I do, Sir Isteval is one to wonder as long as he needs to." he replies.
Nowhere looks at him with some annoyance barely contained.
"Do you see any way we can help the people at the gate?" Nowhere asks.
"I don't see how anyone can affect the will of Duke Maldwyn, so short of finding The Bloke, I am not sure."
Atlas asks, is "Maldwyn seen often?"
"Yes of course, although his sister Lady Morwen Daggerford is seen far more often."
"I thought he was a recluse?" Orryn asks.
"I would say more that he tends not to spend much time with the populous of Daggerford." Corvallen replies.
"So what is the character of the Duke, what is his manner and disposition?" K'ronk asks.
"Like all royalty, he tends to respond to one's station. But when enraged, anyone could be his target."
"Speaking of enraged, what do you know about Alven Gissen, the artist who The Bloke was stolen from?" Atlas asks.
" I don't see how an artist, who has a good paying job with the church, would risk losing it over an old artifact."
"Where does Mr. Gissen stay?" Atlas asks.
"I don't believe I know, but Mr. Jekk would, having questioned him about the theft." Curran replied.
Orryn asks, "what do you think of Mr. Jekk?"
"Jekk seems like a fine and honorable fellow. If he is friend to Isteval, I am certain he is of good character."
K'ronk asks "Has The Duke ever done something like this before?"
"What would make the Duke think it was a refugee?" Atlas asks
"I'm not sure, looking for someone to blame, maybe?" Curran offers.
"Do you know where we might find Sherlyn Miller?" Nowhere asks.
She would be at the offices of the town Militia, or the jail. I am sure she will be working late, sorting out some of the issues with Grengel.
K'ronk adds a thought. "I can't get beyond the fact that a nervous, shaking, supposedly kind guardsman managed to fire that sort of killing shot from the parapet. I think there is magic involved from someone nearby. Maybe even from within the militia itself." The others nod, appreciably.
"We should go to the jail in the morning and see if we can hear from this Grengel." Nowhere says. "Good evening mister Corvallen."
And with that, they depart for an evening of wonderful, comfortable rest at Sir Isteval's.
Serai and Smithfield put out a fine breakfast which the kids gobble up. Serai slowly, kindly working on their table manners.
A knock comes at the door, Smithfield brings in Jekk, who has several other dwarves with him, all prepared for the trek ahead. "If we have good weather, we will be at Firehammer Hold in six days. It was a pleasure meeting you all, I will make every effort to return swiftly and clear this stain on my character and the shadow on house Isteval!" He glances at Smithfield and punctuates that with a brief fist hammering on his chest. "It was good meeting you all."
Dain knows the custom and gives his chest a double-tap too.
Shortly after breakfast, The League walks to the jail, and there finds Captain Miller, sitting on a stool with some other members of the militia standing close-by. She looks a bit worn out.
"Captain Miller, it's a bit unusual, but we would like to know if we can talk to Grengel?" Nowhere asks.
"He's dead. Grengel committed suicide last night."
"Can we see him?" Nowhere asks
Miller tells them "Look in the window."
K'ronk detects magic, but finds nothing in the somber jail cell.
Atlas asks "Is Grengel the type of person to have done something like this?"
"It's shocking to all of us. No." Sherlyn states emphatically.
She goes on, "It's very hard to make sense of, Grengel was a very quiet young man, a relatively new recruit, and if I am being honest, kind of soft. Not a killer. I talked to him last night, he asked what was going to happen to him, and I told him he would get a chance to speak with Duke Maldwyn, and that he would decide his fate. I asked him what happened and he said he heard a female voice in his head that told him to shoot into the crowd. He tried to stop, but he could not, he was compelled. It was as if his body ignored him and listened to the voice. He said the voice he heard was familiar, but malevolent."
She continues, "Whether true or not, he wanted to somehow make amends. I'm shocked he killed himself since he seemed sincerely prepared to speak his case to the Duke and accept his fate. I am told by my militia that he had no guests last night. Grengel has no family here in town, but he has friends in the militia. The recruits report to Filarion our fighting instructor. Filarion is definitely rough around the edges, but it's not him in trouble this time. He's probably on the drill field now. I will have to go see him, perhaps the recruits know something, but I have to go explain all this to Duke Maldwyn."
K'ronk says "You have a magic problem."
Sherlyn says, "I think you might be right.
"Are there many magic-users in Daggerford?" K'ronk asks.
"Several, but the most formidable is Delfen Yellowknife who can be found in his tower along the north wall of town, but he has only helped Daggerford in the past. I didn't even get your names at the gate, only that you are visiting Isteval. Is he aware of this situation?"
"He is out of town. We are The Owlbear League." Orryn states from atop Lady D.
"Appropriate." says Sherlyn, "I don't have time for this and attacks on farms and the damn Bloke." With that, she marches to see the Duke.
Seraphina casts the spell find object which should allow her to find the nearest "dwarven artifact" and it takes them back to Sir Isteval's townhouse, when only turns up an old un-magical vase that was apparently a gift from Sir Jekk.
What magical influence was Grengel under, and why a random murder at the gates, besides pure terror? Who stole The Bloke and where has it gone? Will the artist Alven Gissen cooperate in finding it, or might Jekk return with a piece of the puzzle?
NEXT - CAMPAIGN DIARIES 37 - DISTRESS IN DAGGERFORD