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Post by TerraDave on May 4, 2005 8:00:43 GMT -5
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Post by TerraDave on May 4, 2005 8:08:45 GMT -5
As an inheritance, a reward for a good deed, or by other means, D’nar the gypsy, Bertram, the younger son of an Earl, and Andric, an elf born into a prominent family all come by a silver key.
Each are each contacted by a mysterious half-elf ranger regarding that key …they journey to Weston, a small decrepit thorp in Northumberland, in the north of the Kingdom of Albion, where they all meet for the first time. The date is April 2, 716.
There they learn that the silver keys they carry make them heirs to a fortune of some kind, locked in a long closed vault…<br> They enter the vault and over the next few weeks find amazing things like trees with metal leaves, a fragile floor of glass, and exquisite heirlooms neatly arranged in display cases.
But also a hungry and huge frog, zombies, and a clan of disagreeable hobgoblins in ragged tartans. They also encounter the Undrathar, a great blue beast from times long forgotten, and a disturbing room full of human remains next to a pool of water…<br> This water contamination could explain the curse that has afflicted the town for decades…or at least that is Betram’s suspicion
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Post by TerraDave on May 4, 2005 8:13:25 GMT -5
Bertram and Andric journey back to the room where the grisley remains where found and Bertram purifies the water in the pool.
Betram, while lacking much specific knowledge (ranks in Knowledge (Nature) or Knowledge (Engineering), ) is pretty sure that water from the pool has to be going somewhere. The two do nothing else while underground and return without incident...but are not sure they were alone down there.
While all would like to advance their skills, Bertram needs more funds for Church donations, Andric needs to hire someone to teach him the secrets of finese fighting, and D'nar needs to acquire various mysterious materials...and all short of shillings.
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Post by TerraDave on May 4, 2005 8:18:46 GMT -5
Trip to Hexham: April 16-April 28, 716 AI
The Heirs all journey south to the town of Hexham, passing the ancient “Pict Wall” on the way. The journey cannot be completed in one day, and they spend one night in the hamlet of Stonehaugh. Andric has little trouble with the two day walk. Bertram, with his heavy armor, and D’nar, with his large bag of loot, find the trip to be much less pleasant. All notice the occasional sounds of animals and more from the forest as they make the journey.
Hexham, with its abbey and surrounding town, seems to offer a good place to train, as well as sell loot.
The heirs also notice the town has a Gaol and a king’s sheriff. For their valuables, they find Brother Petrus of the abbey to be the best assistance. He gives the following appraisals:
Mandolin: 100 s, Pearl Necklace: 1000 s, Small Saphire: 800 s, Diamond Earings 1500 s Signet Ring: 800 s, Drawing: 200 s
For the silver dagger, he notes that un-enchanted such a silvered dagger would be worth about 350 s. Faint enchantment increases that value by at least 2000 s. For the two rings it is the same, faint-moderate enchantment implies a value of at least 2000 s each.
A Brother Simon is able to confirm that the Heirs carry two flasks of acid, two flasks of a flammable substance he calls “Byzantine Fire”, and a flask of antitoxin. He notes the other vials are almost certainly potions, and could be worth anywhere from 50 s to 350 s each or more. He believes the two rune covered sticks are for “augury”—Bertram immediately releases he is right!
After conferring with the Abbot, Brother Petrus is authorized to purchase the Mandolin, Saphire and Drawing. The three are left with 1050s after making a 50s donation for the kind appraisal. After paying for 10 days of training in town (150 s each), 30 L (gold coins worth 600s total) remain. The heirs retain the necklace, earrings, and signet ring, as well as the various flasks, vials, augury sticks and magical items. Andric: you also sell your silver bar, onyx gem and long sword, and purchase a new short sword in town, you have 72s and 6 pence. You spread your training money through the few taverns of the town, and learn the art finesse fighting from a disreputable H’man named Gilly (Gilbert?). You also hear of a new H’man weapon called the rapier, said to be sold on the Continent, and the northern city of Edinburgh.
Bertram: You donate your training funds to the abbey, where you seek spiritual solace. You gain 75s from selling the silver bar and gem.
D’nar: you sell in town: 2 wine bottles,1 fur coat, 4 longswords, 2 short bows, 1 silver bar, 1 Grappling hook,1 Miners pick, and 6 furs for a total of 140 s. You find the local adept in town--Ydonea, and some of the brothers in the abbey (!) are the best source of materials for your training.
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Post by TerraDave on May 4, 2005 8:20:33 GMT -5
The three return to the vault, and find new wonders, including evidence of demonic summoning, a ghoul sorceress, a magic ring that Bertram puts on but doesn’t know what it does, and the hoard of the vault’s founder, which includes a chain shirt of mysterious metal and many other things.
In-spite of Bertram’s warnings they are also hit by a terrible curse that weakens both mind and body for peeking in a sarcophagi, or at least Andric and Bertram are, fate spares D’nar, who must know leads his comrades to help.
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Post by TerraDave on May 4, 2005 8:24:12 GMT -5
D'nar has gathered his now feeble companions and set off to the south.
Bertram had to get out of his HEAVY armor and leave his HEAVY stuff, so that he could move. But know he seems to have a strange amount of energy even though he is not eating or sleeping much...
Andric is, in short, moronic. But D'nar has enough force of personality to keep him from causing too much trouble.
And D'nar is tired of getting woken up by Bertram and minding the two. He seems very TAKEN with the chain shirt found in the vault...precious chain shirt...Andric would like to have such a shiny shirt...but D'nar doesn't let him touch it.
Fortune smiles on the band as they reach Stonehaugh in safety and then head towards the old Pict wall, again without encounter of note. Oh what things must be lurking that have somehow been avoided.
Then a heavy mist covers the land, and D'nar gets lost. Bertam thinks he knows the way...does D'nar take his advice?
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Post by TerraDave on May 4, 2005 10:06:26 GMT -5
D'nar speaks
D'nar ponders his plight. "On the one hand, I feel it may not be the best idea to follow our cursed, befuddled friend, who has not been sleeping or eating much, into the mists. On the other, Bertram seems to have great insight and he warned Andric and D'nar not to open the sarcophagus - if we had listened to Bertram before, we wouldn't be in this predicament in the first place. So, I shall do what any self-respecting chaotic gypsy would do. I shall let fate decide." D'nar fishes a coin out of his pocket. "Heads, we follow our good, godly confused friend into the mists. Tails, we rely on my keen gypsy tracking abilities." D'nar tosses the coin. "Fate says tails." D'nar does not follow Bertram's directions.
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Post by TerraDave on May 4, 2005 12:20:39 GMT -5
The trio spends what seems like days (about 36 hours) wondering through moorland, almost drowning and becoming very hungry (except Bertram) until a peasent points the way back to the trail.
The three pass the opening through the Old Pict Wall and must spend another night in the rough.
Finally, they enter Hexham dirty and fatigued. Yet they feel even luckier not to encounter the pack of wolves you where sure you heard howling in the night.
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Post by TerraDave on May 4, 2005 12:21:50 GMT -5
D'nar speaks
I will lead my befuddled comrades to the abbey and seek out Brother Simon. I will tell brother Simon that myself and our elvish friend triggered a terrible curse, which seems to have confused and bewildered my comrades. I will tell Brother Simon that somehow, miraculously, I was spared and yet I carry the burden of much guilt because Bertram warned the elf and I about triggering the trap. It was Bertram who should have been spared. Bertram was trying to do the right thing, in the name of his god, and yet this foul curse has afflicted him. Is there any thing the brothers of the abbey, or perhaps the abbot, can do to remove the curse and restore the wits of my poor companions. I am sure we can arrange to make a suitable contribution to the abbey's missions in exchange for the brothers services.
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Post by TerraDave on May 4, 2005 12:25:31 GMT -5
The three are requested to leave their armaments with a brother at the door of the abbey. Brothers Simon and Petrus greet them again. D'nars natural charisma and the obvious plight of brother Bertram, and the elf, give access to the abbey. D'nars honesty means that there are no bluffs to be scrutinized, and the brothers take his story at face value.
They suggest a Father Thomas can help, after waiting overnight at the abbey (a disturbing experience for D'nar). Thomas arrives and lays his hands on the two accursed companions. Their curse is removed. Father Thomas seems friendly, but there is issue of the 400 shilling (20L) donation...
Andric and Betram are back to normal. They have distorted memories of wondering in the moors for what seems like days...and D'nar taking the chain shirt from the vault and keeping it to himself. They don't remember much else after the sarcophagi was opened.
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Post by TerraDave on May 4, 2005 12:28:26 GMT -5
Bertram Speaks
Dropping to his knees, Bertram offers a prayer to God for restoring him to his right mind, from whatever it was that caused him to cloud over for so long. He inquires of all present, "What's all this, then?" Assuming he gets brought up to date, he advocates that the 20L donation come from items found (or the sale of items found) in the vault with the sarcophagus. In particular Bertram seems to remember D'nar handling a very elegant and well crafted chain shirt which should help with the donation.
Above and beyond this, in shame for his failing at the vault, if there is anything leftover from Bertram's "share" of the vault findings (including the shirt) Bertram will donate all of it to the Church as a Penitent offering and in addition will seek to make his confession to Father Thomas before he must depart. Among other sins, he confesses (in privacy and sanctity) his blood lust to eliminate the hobgoblin that was running away, his occasional battles with treasure lust (Such as upon seeing the Mail Shirt) and his coping with fear at times in the face of great danger. He prays for greater strength of will, control of his primal urges, and base fears, and for more compassion.
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Post by TerraDave on May 4, 2005 12:31:04 GMT -5
Andric Speaks
"If you shadows have offended, Think but this, and all is mended, That we have but slumber'd here While these visions did appear. And this weak and idle theme, No more yielding but a dream, Gentles, do not reprehend: if you pardon, we will mend: And, as I am an honest 'Dric, If we have unearned l'ck Now to 'scape the serpent's tongue, We will make amends ere long; Else Andric a liar call; So, good night unto you all. Give me your hands, if we be friends, And D'nar shall restore amends."
Andric shakes off a fog in his mind. Did he dream he was an ass? Did he offend someone in the faerie realm?
As Andric starts to put pieces together, he says, "Fathers Thomas and Petrus, I thank you for your generosity to one of my kind. As a youth of my pedigree, my exposure to human largesse has been...limited. Please allow me to offer my services as an attache for my family, or perhaps as a simple plenipotentiary for the elven people, to help raise funds for your abbey. If you could provide me with a list of names and locations of the wealthier families in the area, I will be happy to open dialogue and make arrangements as far as my wit and skills will permit."
Andric gladly pays for the services of Fathers Thomas and Petrus out of his portion of the group fund. If his section of the fund has run dry, he will pledge to complete the remuneration as soon as he is financially able. Regarding D'nar's chain mail shirt, he will step back and watch Bertram and D'nar work through their issues. If the team is sympathetic, Andric recommends we spend one final night at the abbey, to recuperate and prepare for the trials that await...
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Post by TerraDave on May 4, 2005 12:35:27 GMT -5
the pleasant looks of the brothers turn questioning on Bertram's praying, asking and chain shirt discussing...these looks become ones of horror after Andric has spoken for about 10 seconds.
The good monks begin to believe that the curse has not in fact been lifted...and suggest that you spend another night in the abbey.
A crowd of brothers appear and surround them, and show them the cell they staid in before.
Before closing the door, Father Thomas notes "This curse has had greater affects then we realised...perhaps another day of rest will help...though if not more extreme measures may need to be taken, but we hope to avoid those if possible"
then the door is quickly closed, and locked from the outside.
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Post by TerraDave on May 4, 2005 12:36:35 GMT -5
Here are D'nar's reactions to what has happened so far: Regarding the apparent lifting of the curse: "Bertram, Andric, welcome back. It is good to see your wits restored! I was getting tired of leading your senseless selves across these wild lands. Oh, and I missed the company as well." Regarding Bertram's suggestion of using/selling the finely crafted chain mail shirt: "While I agree with you, good friend Bertram, that that might be a good idea (to sell or donate the shirt), I suggest we first see if we can ascertain the value and any properties the shirt may possess, perhaps it holds special properties that could be of unique value to one of us. Once we are able, I suggest we talk with one of the brothers to see if they can identify the shirt and perhaps the dagger and rings we possess. Then we can make decisions about what to sell... or keep." Regarding the brothers locking us in the cell: D'nar shouts "Hey! Good Father Thomas?! I was not afflicted with the curse! Let me out! I don't want to share a cell with Andric and Bertram if there is a danger they could become something unnatural or do something monstrous! Perhaps I can stay outside the cell and I can help keep a watch on these poor afflicted souls for you? Surely that is better than locking me in here with them! Yes?!"
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Post by TerraDave on May 4, 2005 12:38:10 GMT -5
As the door is closed, and D'nar begins his protest, he hears "as you have brought them hither, so you must stay with them now".
As D'nar continues at the door, a little window in the door is opened from the other side, Brother Simon in a whisper "please, calm yourself and your companions. This is a monestary, and we are not used to disturbances such as these. If you and your companions show that you can behave normally on the morrow, and provide the offering promised on your arrival, then you will be invited to leave this abbey on good terms"
the little window closes. Bread and water is in the room. Bertram—who had removed his new ring earlier--notices he feels a little hungry.
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