Wednesday, April 23, 2014

Act 1 / Interlude 1 - First Report to the Baroness / A New Mission (April 13, 2014)

The companions were pleased to exit the sinister ruins of the ruined tower with their loot and kobold captive in tow. One of the deputies remained at the scene of the collapse, the man named Hodd, who was keeping an eye on the small gathering of villagers who remained in the area. The companions were greeted by the gawkers with a mix of relief, excitement, and fear at the sight of the kobold.

Scanning the area after clambering down to the foot of the tower, the companions noticed that whereas the hills and valley around Belhaim were green  and forested, the hilltop around the late wizard Hunclay's manor (#28 on the map) had been clear cut -- all that were left in the vicinity was an unwelcoming waste of low stumps. The adventurers recalled that the Lady Devy had informed them that the wizard had wanted the tower demolished because it obscured his view of the sky -- did he have the trees cut down for the same reason? The manor itself looked odd, crowned as it was by a large dome. 


Across the road, to the south, the heroes spotted a small house and cemetery at the foot of another hill, and beyond that an estate that was larger even than the wizard Hunclay's. Deputy Hodd indicated that the estate on the nearby hilltop overlooking the village to the west was Devy Manor, and that the party should head there without delay to give the baroness their report.

 Devy Manor's extensive, well-manicured grounds and large stables clearly reflected the wealth and status of its resident family. The manor itself appeared to be centuries old, but some of the exterior masonry was starting to show signs of decay. A trio of heavily armoured guards escorted the party into the manor's reception chamber, watching the kobold captive especially warily; the companions found Lady Devy and her son, Arnholde, awaiting them in the opulent chamber with marbled floors, luxurious carpets, chairs and divans, ornate oak tables, and portraits and historical artifacts displayed on the wood-panneled walls and pedestals around the room.




Lady Devy seemed horrified that the bloodied, grimy party had brought a kobold into her beautiful manor, and she looked non too pleased that a fox was in her reception chamber, as well, but she said nothing and simply asked whether or not the companions had accomplished their mission and what else they might have to report. She was cold and formal, but respectful to the party.

The party informed the baroness of the following:

. the kobolds had indeed engineered the collapse of the tower, but in the process they accidentally killed the wizard Hunclay (whose dead body was found half-buried under rubble), as well as some of their own;

. the captive, Sesserak, claimed that the kobolds were acting under the instructions of the wizard, who had made an arrangement with the clan's chief, Roaghaz. Sesserak knew that the wizard hated the tower and wanted it destroyed, but did not know why.

Lady Devy was not surprised to learn that the wizard Hunclay had been found under the tower and that he had been involved in the structure's collapse.

She then explained that the Canteclures who had ruled the environs of Belhaim two centuries ago had an evil reputation, and the tower was all that remained of Castle Tula -- the stronghold of the Canteclures -- after the Grand Prince's forces laid siege to it and razed it. She did not know why the tower had been left standing by the Grand Prince's forces. Because of the Canteclure's vile history, superstitious locals came to believe that the tower was cursed and took to calling it the Witch Tower, and all feared and stayed away from it, save her late husband and Balthus Hunclay, who wanted it torn down. Lady Devy wondered whether the party had found any basis for the superstitions, and whether they found any signs of supernatural evil or witchery. The companions confirmed that they had encountered guardians and unclean spirits in the ruins, and described the steel juggernaut that protected the access to the Canteclure treasury. They explained that the construct's only purpose was to guard the treasury, and that they had banished other spirits that haunted the dungeon; they omitted any mention of the raven devil "Zorg" (believing that he was bound to his chamber), but tried to reassure the baroness that nothing under the tower posed a threat to the village unless something else came up through the kobold tunnels. Lady Devy did not seem entirely convinced, but she was surprised and impressed that the companions had found the Canteclure treasury -- evidently, the Grand Prince's forces had not discovered that secret part of the complex. True to her word, whatever the party found therein would be theirs to keep.


Arnholde wondered if, given that the kobolds had delved deeper into the town and even killed a citizen -- even one as unpopular as Hunclay -- might they not have played a part in the disappearances of other locals over the past three months? Hunclay explained that the town's druid, Azmur Kell, and his wife Rima, were supposed to be back from their ranging in the eastern woods two months ago. Locals thought that the two may have decided to extend their ranging, which would not be unusual… but two months without word of them seemed rather long and out of character.


And just last week, Arnholde had heard that Isadorer Malak had increased the reward for her missing daughter Bophre, who has been missing for three months. Poor Isadorer clearly still had hope that her daughter was still alive, even after all this time. The girl was known to take walks in the woods and along the river, and a search party had found no trace of her disappearance. Some wondered whether she had not slipped into the river and been swept away and drowned. 

Lady Devy admitted that they had known for years that a tribe of kobolds had taken residence in the old flooded quarry, not even a mile east of town along the now unused road that goes past Hunclay's manor and the Witch Tower. The kobolds kept to themselves, did not enter the village, and caused no problems, so the people of Belhaim just let them be. "Indeed, as our Banker at the House of Abadar, Eupaphenia Targas, counselled, Abadar teaches the values of understanding and peaceful coexistence," said Lady Devy. "But it seems that times have changed, and if I am not mistaken, Abadar also teaches that civilization and justice require the elimination of monsters that threaten society. I believe these kobolds have crossed the line."

Lady Devy was glad that she had judged the abilities of the companions well, and agreed that they had fulfilled the terms of their original mission. At the lady's command, her guards brought out four small sacks each containing 125 gold coins, one for each member of the party. She then inquired as to whether the party would be inclined to accept another assignment -- to neutralize the Blood Vow kobold tribe that Sesserak had admitted lived in the nearby flooded quarry. The party accepted to look into the program, and the baroness committed to giving the companions a total of a dozen amethysts-- each valued at 100 gold coins--if they neutralized the kobolds at their earliest convenience.


Before the companions took their leave, Lady Devy asked whether they had found anything on the wizard Hunclay's body. They replied that the found two keys, one of which they presumed would be to the wizard's manor. The baroness asked if they would give her the keys, which the party did. Lady Devy explained that she knew only of one relative that Hunclay had in northern Taldor -- a cousin who lives in Yanmass. As per imperial law, the baroness was obligated to inform Hunclay's next of kin of his passing and to seek instructions from them before anyone could attempt to enter his estate. She agreed that it likely would be dangerous to enter the Hunclay manor, and that she would consult the party about next steps once she had received instructions from Hunclay's cousin. She would send a raven to Yanmass without delay.


In the meantime, the most urgent matter for the people of Belhaim remained the destructive and untrustworthy kobolds that threatened the village.

Arnholde Devy also inquired as to whether the companions had found any items of historical significance. The party mentioned the Canteclure crest that they had left in the dungeon in order to guarantee safe passage passed the metal guardian by the treasury. Arnholde indicated that he would be prepared to pay the party if they retrieved the crest after the kobolds had been dealt with.


Jiri initiated a polite discussion with Arnholde regarding the merits of beauty over, or in relation to, commerce and development, but was unsuccessful in swaying the man's Abadaran perspective. The discussion ended in a stalemate. Lady Devy gently encouraged the party to pay a visit to Eupaphenia Targas at the House of Abadar.

Arnholde agreed, unenthusiastically, to guide the party and introduce the party around town in the coming days. And in the meantime, Sesserak would be held in the town jail, in the garrison across from the Inn of the Wise Piper...









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