Tales of Our Heroes
Volume I, Reckoning
In chronological order, with the most recent last:
- Timmy! - Mila, Magnus, Sid, and
Lucky band together to rescue Timmy from a trio of kidnappers,
an event that lays the groundwork for the formation of our
heroic group
- Marriage and Mischief
- Our heroes thrash some well organized thugs and save a
friend's wedding from disaster while acquiring a fifth heroic
pal, John Windsong (an NPC)
- Reckoning: Act I - Lucky
leads his new companions to Riverton to delve into the mystery
of the attack on the wedding
- Reckoning: Act II -
Our intrepid heroes are attacked and limp into South Dock,
where they make contact with Brother Shecky and Damien Swift
- Reckoning: Act III
- Lucky disappears and is summarily rescued by his fellows
and the group discovers a skilled Wizard involved in the
scheme
- Reckoning: Act IV -
The party scampers this way and that, trying to foil villainous
plans at every turn
- Reckoning: Finale
& Epilogue - Things come to a head in a final climactic
showdown that nearly kills our heroes and leaves their close
friend, Johann, dead
- Past Friends
and New Beginnings - The party says good bye to their
friend Johann (and adopted brother to John) and strikes
out for Seahaven, in search of adventure
|
Timmy!
Johann Müller, the first son of the founder of Muellerville,
Clauss Müller, is getting married and the whole town is
invited! Magnus and Sid return home from the bustling
city of Seahaven, after receiving Johann's invitation.
Magnus, a close friend of Johann and a groomsman, welcomes the
break from his studies of magic with his mentor, Timotaeus Auricson.
Sid, formerly the main builder and fixer of Clauss and Johann's
brewing equipment, returns as an invited guest, tired of putting
off the inevitable confrontation with his parents when he will
be forced to explain why he gave up the study of magic for a
life on the streets. They had dealt with each other only
superficially before now, but the long, three-week journey home
allows the two of them to become better acquainted
Lucky, now acting as the semi-resident local healer and priest
for Muellerville, has also been a friend of Johann's for a
few years and is to be a groomsman. Mila, the town blacksmith,
is invited along with the other inhabitants of the town.
Shortly after Sid and Magnus arrive at the main tavern in
town, the Drunken Dragon, Timothy Müller stops by to
greet "Uncle" Magnus and remind everyone in the bar to attend
a prenuptial dinner party to be given that evening.
Aprilis 7, 163 (Sat): The party goes without any complications,
but shortly after getting to bed, Magnus and Lucky are roused
by Johann with word that Timmy is missing. They soon
discover that Lizabeth, his nanny, is also nowhere to be found.
The bulk of the village assembles to address the problem.
They quickly deduce, with the help of Sheriff Cal, the Innkeeper
Gabe (a former Ranger), and Lucky's knowledge of the characteristics
of Ferryton cobbling, that two to three thugs from Ferryton
must have abducted Lizabeth and Timmy. Mila helps them
find a source of horses, Mr. Strauss, and soon a volunteer
party (coincidentally comprised solely of the PCs) is riding
off to rescue the two.
Aprilis 8, 163 (Sun): Just before dawn, as the quintet
approaches Ferryton, they are ambushed by two of the kidnappers.
They fell Magnus with a grievous arrow wound, but Mila quickly
dispatches the two thugs and the party rides on. Upon
reaching town with the bodies of their attackers, the band
contacts the town Sheriff and explains the situation.
A helpful citizen reports seeing a man with a woman and boy
in tow and the party rushed to the area in question.
The Sheriff has Magnus taken to the local temple for healing.
A quick hunt follows and the thug is found in an inn.
The Sheriff and Lucky engaged the thug, while Mila and Sid
return from investigating behind the inn. The Sheriff
is knocked down and almost finished, but luckily Lucky
is able to deflect the blow, although he does not succeed
in disarming the thug, as he had wished. A few more
blows are exchanged until Mila's massive, heavily armed frame
bursts into the room. The thug quickly surmises that
surrender is a better option and throws down his blade.
Lizabeth and Timmy turn out to be mostly unharmed. The
grateful Sheriff arranges for a wagon to take the group back,
but they still do not make it back to Muellerville for the
original wedding time, which is rescheduled for the following
afternoon.
The group is showered with praise and are upgraded to honored
guest status. They still had to return the horses, though.
The thugs were persuaded to offer up some explanation.
They tell of some wealthy and/or powerful person in Riverton
that hired them to kidnap Timmy to stop the wedding from occurring.
The only rationale offered to the party is that the marriage
will join the Müller family with the Rambeaux family,
a powerful family in Riverton and perhaps a wealthy, competing
family, e.g. the Crenshaws, would feel threatened enough to
do such a thing. Johann refuses to believe it, though.
|
Marriage and Mischief
Aprilis 9, 163 (Moon): The wedding day arrives with our
heroes still a little stiff from the previous day's heroics.
They shake it off, though, as heroes are oft wont to do, and
get to the business of making merry as honored guests at their
friend Johann's wedding. As a preventative measure, Lucky
casts Sacred Guardian on Johann and his bride, Janine
Rambeaux, so that he might be better able to respond to any
threats to them.
A large breakfast starts the day, with the bride and groom's
tables separated by a partition. Afterwards, the bride
and groom adjourn for final preparations for the wedding.
Lucky and Magnus, groomsmen both, accompany Johann, while
Sid and Mila hang around to eat some more. Lucky and
Magnus are introduced to the third groomsman, John Windsong
[soon to be the NPC party member].
Father McMurphy (FM), et al are summoned to the main house,
first floor for final preparations & fitting, Rocko remains
on the boat as a guard, and will not be in the wedding.
Meanwhile, a group of thugs take up position on the other
side of the river, slightly downstream, five of them make
their way across, surprise and subdue Rocko (he's pretty upset
and embarrassed about this still) and lay in wait.
FM et al are poisoned. FM is knocked out when the poison
starts to kick in, as are any others that seem to be shaking
off the effect. Those the poison does not kill are wounded
horribly and most fall unconscious (nasty and expensive, but
ingestion only).
With the greatest threat neutralized, someone "that looked
exactly like my matron" (Janine) replaces Janine's matron,
leaving her unconscious in the closet. The phony matron
leads the bride to the riverboat, then four men charged with
being a distraction subdue the remaining bridal party and
leave them in the building, taking up positions in a copse
of trees, prepared to ride off with a dummy figure as
a distraction. The bride obediently keeps out of sight
while accompanying the phony matron, believing she is innocently
hiding from the prying eyes of her groom.
Another group of five men hide by the mill, planning to abduct
the groom.
Janine is abducted on the riverboat, the Lucky Lady, and
Lucky's Sacred Guardian spell goes off.
The groom's party rushes to the guest house, minus Lucky,
who rushes to the dock. Magnus yells for Sid and Mila
to join them, they do. Sid is distracted by a suspicious
noise [fumbled perception check] and moves back to the main
house.
The groom party sees the group of thugs that are in position
to provide a distraction. The thugs take off on their
horses. Magnus, John, and Johann follow on the Strauss'
horses.
Lucky discovers the bride and her abductors moving off from
the Lucky Lady, engages them, and calls for help. Sid
responds quickly, then Rocko (awakened by Lucky's shouts),
and finally Mila. Lucky spots the five abductors in
the boat, four rowers and one head thug. Using Command,
he convinces one of the rowers to "dive" overboard.
The head thug starts firing arrows at him, but Lucky drops
him with a few shots from his sling. One of the three
remaining rowers pulls up the boats tarp and shields himself
and his fellows from Lucky's assault.
Sid arrives and starts searching the boat. Rocko, the
Lucky Lady's hulking, Half-Ogre bouncer, appears and Lucky
tells him to "get them" and Rocko, not a mental giant, jumps
into the river and starts dog paddling fiercely towards the
thugs.
Mila shows up and leaps in the river, flounders a bit, then
takes off like a shot [Swimming skill and Ogre strength makes
for a fast swimmer indeed]. Lucky starts ringing the
Lucky Lady's bell to attract more attention, then returns
to provide cover fire for Mila.
Magnus et al notice the dummy body and break off their pursuit
of the decoy party, returning as quickly as possible to the
house.
Lucky notices two archers lying in wait on the opposite shore
to cover their comrades' retreat, but they are under cover.
Mila, armored only in a wet dress, and armed with a throwing
knife, gets to the shore as the remaining three abductors
arrive and promptly throws one of them far into the river.
The archers step out and fire upon her and do serious damage.
She throws her knife and seriously wounds one which Lucky
finishes off. The other archer decides to save himself
and flees on horseback. The remaining two abductors engage
Mila, and she quickly finishes them off.
Magnus arrives, charging John with guarding Johann.
The two of them ride off to secure the perimeter, leaving
the five men at the mill with a more dangerous target than
they expected. The thugs sneak around with a ladder,
while our Sid, Magnus, and Lucky tend to Father Mac et al,
and try to abduct Clauss, the father of the bride, and their
secondary target.
Lucky hears a suspicious creaking from Clauss' room and he,
Magnus, and Sid respond and foil their plans, quickly downing
two of them. Lucky finishes another two off with his
sling, as they try to flee, and Magnus, in an exceptional
demonstration of physical courage and/or foolhardiness, chases
down the fifth, armed only with his dagger. A few exchanges
later, and the thug is laying at the feet of Magnus' who is
still clutching his bloody dagger in a white knuckled grip
when Mila arrives, ready to dish out a heaping helping of
pain.
Lucky binds the wounds of those thugs that are not beyond
saving, and the party rounds up five remaining horses.
Epilogue
A thug admits to being hired by Red Jack. The mission
was to pay extraordinarily well, but the actual backer was unknown.
Gabe explains that Red Jack is a broker for thugs and very likely
was acting on behalf of another. Red Jack operates out
of Riverton.
The various big shots decide that our heroes should keep
the five horses, and Herr Strauss offers to provide any additional
riding equipment they may need.
|
Reckoning: Act I
Aprilis 10, 163 (Tyr), the day after the Müller-Rambeaux
wedding: Father McMurphy (Mac) summons Lucky and discusses
with him the events that transpired and how they should respond.
Feeling it is not keeping with his faith and also convinced
he has had quite enough good fortune lately to complain, Mac
is reluctant to seek vengeance. However, he does take
his roles as counselor, chaplain, and spiritual guide/guardian
very seriously and he wants to insure that his "flock" will
not further be endangered.
Deep down, he is outraged. He deals with scofflaws
regularly and has helped many of them. Usually, his
temple/riverboat, the Lucky Lady, is considered neutral ground
and its staff are extended a certain amount of protection/immunity.
The brazen killing and maiming of his people shocked and outraged
him, but he quickly dealt with those emotions and put the
responsibilities of his position above his personal desires.
Nonetheless, he feels compelled to take action to insure his
people's safety.
He and Lucky agree that the thugs must have had the assistance
of a highly skilled thief or magic. Just the switch
with the matron would have been a difficult charade to pull
off, in spite of Janine's youth, naivety, and distraction
by the wedding. Mac charges Lucky with going to Riverton
and investigating further. Mac will move the Lucky Lady
to Riverton, but he instructs Lucky to leave immediately,
on horse, feeling that time is of the essence. He is
given:
- 2 Healing potions (return if not used)
- 2 Elixirs of the White Viper (can neutralize contact
and ingested poisons, return if not used)
- a name: Damien Fist, aka Jack of Diamonds. Damien
is a regular customer/worshipper at the Lucky Lady and a
good friend of Mac's
- a name: Brother Shecky. Shecky is a low-ranking
priest of Tyche, but he operates a shrine in Riverton and
has a home that could accommodate Lucky and his friends
for a short time.
Lucky, full of purpose, departs and gathers his new companions.
After some discussion, it is agreed that Mila, Magnus, Sid,
and John will accompany him on his mission. They gear
up for adventure, to include a trip back to the Lucky Lady to
talk with Mac. He gives them 100 GP for expenses, to include
bribes, and lets them take their fill of confiscated weapons
and armor from the riverboat's storerooms. By lunchtime,
they are en route.
The first day and night present no unusual occurrences.
Shortly after breaking camp and getting back on the road,
the party rides through an ambush. Sid and John notice
it, but the rest of the party is oblivious until about twenty
minutes later, when Sid passes on the information. Concerned
about the welfare of the returning Rambeaux wedding party,
which should be about half a day behind them, John, the only
skilled rider in the group, is dispatched to skirt the ambushers'
position and warn the Rambeauxes while the other discuss tactics.
As the party is closing in on a decision about how to proceed,
John returns, breathless and wounded. He reports having
run into a scout and successfully killing him, but not before
being wounded. The party begins revising their plan
in light of this, when they notice another scout watching
them. The scout makes a break for it, but John manages
to run him down.
The party quickly formulates a plan to sneak up on the ambushers
and get more info, then rethink their position. However,
they will be in position to respond to a threat. The
party approaches from deep in the forest to the group on the
north side of the road. Things go well and Sid sneaks
in closely without being heard, but just as he prepares to
leave, one of the thugs turns quickly towards them.
Instinctively, Sid fires at him and the fight is joined.
John and Lucky lay down devastating missile fire as Mila charges
in and carves up bad guys while Sid tries not to get killed
and return fire. Magnus tries to get into position for
a spell, but the battle is dominated by missile fire.
Our heroes, variously bearing light to grievous wounds, begin
to fall back as the men from the south side replace their
fallen comrades. Just as things being to look bad, the
thugs stumble upon their fellows' bodies as a lucky arrow
from John drops one of them. The thugs decide to make
a hasty withdrawal. The party, in no shape to push the
advantage, await their departure . . .
|
Reckoning: Act II
Apollo 11, 163 (on the road to Riverton): After some
looking around, it is determined that the thugs numbered a dozen,
one of which appeared to be a competent Rogue type.
From this apparent leader, they party obtain 50 GP, a well
made quiver with a stylized rose carved on a panel that slides
away to reveal a set of lockpicks, and a curious medallion.
The medallion matches a pattern found tattooed on the inside
of the right forearms on most of the thugs:

The medallion consists of a beautifully polished malachite ring
with a single letter "M" engraved in it. Through the ring
passes a miniature sword, made in painstaking detail, even to
the wound grip. An eight-pointed arrow symbol, made of
black metal, sits inside the ring, somehow affixed to the small
sword. John describes the symbol as representing the Malachite
Ring, one of many organized crime rings operating in the various
islands west of Seahaven. The Malachite Ring reputedly
operated on the Island of Gonthe, the "Warrior Isle", before
they mysteriously disappeared.
Lucky loots the remaining bodies for their money, and the
party travels on towards Riverton. They arrive late
in the evening and decide to set up camp in the edge of the
woods, a few kilometers from both Riverton and West Dock.
Magnus casts Detect Magic and looks at the medallion and other
equipment obtained. He finds two enchanted arrows and
discovers that the medallion is magical. Also, a glowing
word appears inside the malachite ring - bespat.
Magnus excitedly awakens the party and they discuss the new
development. Sid recalls that bespat is the Gonthe
word for spider, and they decide that the medallion is protective,
confers spider-like abilities, transforms the wielder into
a spider, and/or is indicative of a spider cult. After
the excitement, they return to bed.
Apollo 12, 163: As false dawn approaches, Lucky's
watch is disturbed by the snap of a twig and the gibbering
of creatures. He turns to find Kobolds advancing on
the party. The battle is hard fought as our heroes struggle
to clear their heads of sleep and bring their weapons to bear.
After a minute of confusion, Mila, Magnus, and John are near
death, and Lucky and Sid are badly wounded. The ten
dead Kobolds and the foiling of the theft of their equipment
is little solace to the group as they struggle to break camp
and find relative safety.
Desperate, they decide to head into South Dock and try to
make contact with Brother Shecky. With help from a fruit
vendor, Barnacle Bill, seemingly a retired pirate, and his
assistant, Pete, they are led to Shecky's shrine. Shecky
quickly sets them up in a nearby inn, River's Bounty.
He tends to the group, restoring Sid and Lucky to fighting
form and then begins tending to the others.
That evening, they are contacted by men claiming to be affiliated
with The Jack of Diamonds (Damien Swift), and are told to
expect a visit from him when they are better rested.
The men also post two guards at the bar to monitor the situation
and prevent any unwanted visitors from bothering the group.
Apollo 13, 163: The next morning, Shecky finishes
healing the party and Damien visits them. After some
discussion, they conclude that Redjack is apparently leading
a small band of thugs that are new to the area in the last
year. The thugs may be from the Malachite Ring, but
it is uncertain how many, if any are genuinely from the organization.
Damien describes Redjack as not very bright, but ruthless
and not in very good favor on either side of the law.
He makes side comments that suggest that he is either very
keenly aware of Redjack or he has fought with him before.
However, Redjack has no fixed headquarters, but rather moves
around from place to place.
They finally agree that they will split up to look around
the city, with two of Damien's men apiece in tow, to try and
locate any of the men involved in the abductions and/or ambush
. . .
|
Reckoning: Act III
Apollo 14, 163 (evening at the River's Bounty): Magnus,
Mila, John and then Sid return to the River's Bounty to discuss
information and plans. Magnus reports having been confronted
at the Bottoms Up tavern by four thugs lead by a man that seemed
to vaguely recognize him. He spoke of incapacitating all
of them and one of his companions, Mel, with a spell.
He then left the building and instructed Danny and Mel to follow
the thugs when they awoke and returned here. Mila reports
having seen a thug in the streets that recognized her, but she
and her companions, Gil and Solly, lost him in an alleyway.
John reported a rather dull day of tromping around town.
Sid reports having seen a Kobold reporting and/or ordering
supplies from someone on the second floor of the Greasy Swan
(tavern). He followed the Kobold, accompanied by one
of his companions, Jacob, leaving Sam behind to watch for
people following them. They followed the Kobold down
the trade road from West Dock to Riverton until it abruptly
skulked off the road and disappeared into the trees midway
on the road. The trio returned to the Greasy Swan and
Sid climbed the wall and scouted the building. He saw
a slim man in a deep blue robe, with long, straight black
hair. He appeared somewhat scholarly in manner and was
apparently writing something, perhaps a letter.
After hours of eating and talking, Lucky's absence begins
to worry them. They had no set meeting time, but they
all seemed to assume that the investigations should have ended
at sunset. Suddenly, Will burst in to report that Pete,
Lucky and he were walking down an alley by the Brimmin' Tankard
when something happened and he woke up a few hours later to
find Lucky gone and Pete dead. The group begins to discuss
how to proceed. Should they sneak over the walls of
Riverton to investigate the Brimmin' Tankard in force?
Should they check out the Greasy Swan and inquire as to why
the apparent owner consorts with Kobolds? Their choice
was made when Danny walked hurriedly across the bar, breathless
and reported following the thugs that accosted Magnus to the
Greasy Swan and that the owner of the Greasy Swan, Finch,
is an overweight, balding man in his forties.
John, now decked out in his chain mail for the first time,
and Sid went ahead with Will and Danny. Magnus waited
with Mila while she girded for battle. Sid spotted a
tail and sent Danny to take care of him. Sid,
Will, and John arrived on the scene and took out two men in
the back alley of the Greasy Swan, presumably sentries, that
were hiding in the shadows back there. Soon the party
was reunited just in time to fight off wave after wave of
vicious, smelly thugs. They killed a number of them
and Magnus and Will fell, badly wounded.
Sid made an attempt to enter the upper office by climbing
on Mila's shoulders during a break in the waves of combatants,
but he was rewarded by a blinding and dazzling spray of color
from the window that knocked him unconscious. Magnus
spotted a crow seemingly watching the events and managed to
hit it with an incredibly lucky throw of his dagger.
A strange sound was then heard and an eerie light filled the
now broken window of the upstairs office.
Mila managed to fight her way into the kitchen were she intimidated
a thug into telling her Lucky was being kept in the pantry.
She freed Lucky, who helped Magnus and Will until they could
get on their feet, barely. The group then retired to the relative
safety of one of Damien's safe house, or at least that's what
Danny calls it. It was later determined by Magnus that
the mage, Roland according to Lucky, had used a magical doorway
to escape, a powerful spell that allows the user to travel
a modest distance instantaneously. A spell that Magnus
was far from being able to master. Although his words
suggested otherwise, the party knew they had a powerful foe.
|
Reckoning: Act IV
Apollo 14, 163 (Night in a safe house of Damien Swift's):
The party rests up in one of Damien Swift's safe houses.
With the skills and spells of Lucky to aid them, the group is
ready for action once more by evening of Apollo 15. They
hear from Damien that the Rambeaux family has returned from
their trip to Muellerville and our heroes decide to make contact
with them. With the assistance of Damien's men, they sneak
onto the grounds of the Rambeaux estate and make contact with
the head of the house, Jean-Claude, and his captain of the guard,
Captain Marshall.
A lengthy discussion ensued (in which a lot of roleplaying
occurred) about the Malachite Ring. The party discovers
that the Malachite Ring symbol does not normally have the
eight-pointed arrow. The arrow symbol is the sign of
The Reavers, a band of assassins that operated in Gonthe and
elsewhere. They were supposedly destroyed many years
ago. They also learned of a third organization, the
Obsidian Ring, a band of mercenaries that was once in opposition
to The Reavers. They discovered a burn mark in the rough
outline of the Ring's tattoo. Jean-Claude explained
that he was a member of the Obsidian Ring until he was captured
by the Reavers and they burned his tattoo off with a hot iron.
Concerned for his family's well-being, he dropped out of the
band and left for the Colonies to start up a business in his
former profession, lumbering. It was also revealed that
there would be a party the next night to celebrate the marriage
of Janine and Johann before they went off on their honeymoon.
Culprits for the skullduggery going on in town with respect
to the marriage were tossed about. There was Red Jack,
whom no one had seen. There was the mysterious Roland.
Another possibility was the house of Crenshaw, the only legitimate
entity that might be threatened by the union of such strong
merchant houses. Simon Crenshaw had been a suitor of
Janine's at one time, but she had entertained him as a formality.
The boy had been too young and far too somber for her tastes.
As if on cue, a scream interrupted their discussion and the
party rushed out to find Simon Crenshaw, a young son of the
Crenshaw house, abducting Janine, flanked by two motionless
guards that appeared to be asleep. Simon was stopped
before he could make good his escape, thanks to a skillful
arrow shot from Sid that unhorsed him and the apparently sleeping
form of Janine. As his dying action, he tried to take
her with him, but a well-aimed throwing axe from Marshall
sliced through the air between our dumbfounded heroes and
dropped the lunatic, his dead body falling across Janine's
unconscious form.
Our heroes, along with Jean-Claude and Marshall, retired
to the kitchen and cooked up a plan to have the guards fit
for dress uniforms for the party, the premise being that they
would see their right forearms and thus any tattoos present.
Any who protested would be suspect and Marshall could simply
order them to comply. Either way, obvious traitors could
be ferreted out. Concerned, Lucky asked that Marshall
bear his arm. He refused and a lengthy discussion of
honor ensued, with our heroes being evenly divided on the
issue. Finally, Marshall placed the crest and brooch
of the Rambeaux household on the table and took his leave.
In spite of this, the plan would be executed.
Magnus, at the behest of his friends agreed to stay behind,
rest up, and oversee the fitting session. His ability
to see magic could be especially useful there. John,
Mila, Sid, and Lucky would ride down the road to Muellerville
to intercept Johann and escort him to Riverton, fearing that
he may be in danger from attack. As if in answer to
their thoughts, the quartet did indeed surprise a group of
about two dozen kobolds, apparently setting a trap of some
kind along the road. Our heroes engaged them, killing
a few, and managed to force a retreat so that they could safely
pass.
Magnus, meanwhile, was awakened by one of the off-duty guards
that they were told could be trusted, Nigel. He told
Magnus of people in the hallway. They waited inside
Magnus' bedroom door until the intruders passed, then jumped
out and confronted them. One was taken prisoner, the other
fled and was struck down by guardsmen. Unfortunately,
they had already done their damage - Jean-Claude was on death's
door. The high priest of Aristaeus came to his aid and
Jean-Claude was safe. Magnus and Josh took the captive
to jail, where he was searched thoroughly for weapons and
equipment and placed in a cell.
Not too long after, screams of horror came from the cell.
The guard inside the main cell area door burst out and ran
down the street. Magnus and Josh caught a glimpse of
the criminal seemingly throwing himself at the bars, trying
to escape. When they reached the cell, the man was dead
from crushing injuries and there was no culprit in sight.
It was later determined by Magnus that the man had been the
victim of a spell that called up large, black tentacles capable
of picking up an huge man, tossing him about and crushing
the life out of him. A spell of a power not unlike the
gateway that Roland had opened the night before . . .
|
Reckoning: Finale
& Epilogue
Mila, Sid, Lucky, and John reached Johann safely, explained
the situation to him, and began escorting him back to Riverton.
Sid spotted a glint of metal ahead on the road, and feigned
falling off his horse. Hid did a bad job of it and actually
did fall off his horse, thus putting on a convincing display
for any observers. The party then feigned moving into
the woods to set up camp and quickly rode around the potential
ambush giving it a 300 meter berth. Sid, with Lucky trailing
safely behind to avoid alerting foes, moved back to scout the
ambush, now that the party was safely beyond it. He saw
at least 40 Kobolds milling about in a camp about 50 meters
off the road. Deciding that there were probably a lot
more, not to mention those setting the ambush, he and his friends
withdrew and continued on to Riverton.
Meanwhile, in Riverton, Magnus had returned to the Rambeaux
estate to find Jean-Claude's son, Sebastian, taking care of
household leadership. He was not very kind to Magnus
when he checked on Jean-Claude's health, bordering on hostility.
Magnus exercised his diplomacy skills, but was only able to
bring Sebastian to a state in which he was not as open and
gracious as Jean-Claude, but was also not hostile. If
anything, he had an air of beneficent tolerance of Magnus'
intrusion into what he viewed a personal crisis. With
that accomplished, Magnus went off to a well-deserved rest.
The remaining heroes safely returned to the estate that evening,
with Johann in tow. The party had been canceled in light
of the previous night's attack and everyone set about discussing
plans. The plans were for naught, as that night, Roland
attacked.
[Unbeknownst to them, a group of 40 Kobolds attacked the
main entrance of the residence wing, but Captain Marshall
had been watching the movements of Roland's people and stopped
them from breaking through, although the two guards at the
entrance did give their lives. Meanwhile, four skilled
thugs had gained entrance via the back doorway and made their
way to Johann's room. Roland was simultaneously using
a spell to Fly in through Johann's window.]
Chaos ensued as the party awoke and responded. The
thugs were readily dispatched by Mila and John. Magnus
and Sid ran to and fro trying to identify and engage further
threats. Magnus, looking from an adjacent room, spotted
Roland as he smashed through Johann's window. Sid, also
in the room, and he ran to Johann's room. John, Mila,
and Lucky charged in to engage Roland in the hopes of dispatching
him before he could unleash too much magic. He unleashed
his magic and ten 10'-long black tentacles sprung form the
floor of the room. Lucky swiftly withdrew, but his companions
did not fare so well. Three tentacles were dispelled
when they struck John, but the grounding of their magical
energy barely knocked him out. One tentacle grabbed
Johann's bed and three more grabbed him. Mila, afraid
that more spells would follow, rushed forward in spite of
the remaining tentacles and attacked Roland, wounding him
grievously and foiling his casting of a spell. Finally,
three tentacles attacked Mila. Two were dispelled, but
a third managed to grab her.
She railed against the tentacle and attacked Roland again,
but her blows fell short of the mark as the tentacle thrashed
her about. Lucky worked his way past the tentacle
holding Mila and struck Roland, missing. Sid got off a dagger
at the tentacle, wounding it. Magnus unleashed a dazzling
spray of color, but the bulk of it was reflected back at him,
leaving him unconscious and Roland unaffected. Roland
retreated and tried to fly to the roof, but Lucky, in an amazingly
. . . lucky shot, crushed Roland's abdomen with his mace and
dropped the fell wizard to the ground below.
A trio of surviving guards finally responded and cut down
the tentacle before it crushed the last gasp of life from
Mila. Sid rushed down and made certain that Roland's
death was certain and not some crafty spell meant to fake
his death. Lucky tended to John and Mila, but there
was no hope for Johann.
Epilogue
As Sid makes sure that Roland is thoroughly dead, Lucky fights
to insure Mila and John are not. The long, terrifying
black tentacles crushing Johann's body give a final sickening
squeeze, folding Johann's body, yet again, in a way it was not
meant to, then they drop his unnaturally limp body and recede
into the floor, the wood paneling repairing itself as they do.
As Lucky slaps Magnus back to consciousness, a call of alarm
cuts through the fog of the party's battered sensibilities.
The voice of a guard is yelling from the entrance to this
wing of the house. The trio of guards that showed up
in the bedroom are stationed over John and Mila while the
party rushes to respond to what may well be another threat
. . .
In fact, it is not. As Sid, Lucky, and Magnus exit
the door, they see an intimidating sight - a badly wounded
Captain Marshall lies just inside the entrance, with literally
piles of Kobold bodies around him. Their butchered forms
clog the exit to the building as well as two flanking entrances.
If one had to guess, it would appear that the
vermin scum poured through the main doorway and then also
the windows of the rooms adjoining the main hallway.
There appear to be scores of the foul creatures. Sid,
a frighteningly smug expression on his face points
out to Magnus and Lucky the discarded, shoddy weapons beyond
the pile in the main exit and says, "Looks like there were
more of the filthy vermin, but they fled."
Magnus gestures to the the palisade of bodies "I can see
why."
Lucky, meanwhile is tending to Marshall and quickly realizes
that he will be fine. As if sensing the thoughts in
Lucky's mind, Marshall smiles and says "You won't be rid of
me that easily, young sir."
"Sir, perish the thought", replies Lucky. "I am glad
to say that I owe you, and do hereby proffer, my most sincere
apologies. I only hope you can see your way to forgive
me for my impertinent behavior earlier. Your actions
today have surely saved us all, and we are all in your debt."
Magnus, after a flicker of thought says "This would appear
to be the key to our victory. With a small horde like
this maintaining a safe perimeter, Roland could very well
have dispatched the entire household. Fortunately his
tactics were too complex and fragile this time." He
nods to himself, "Arrogance is the bane of any tactician."
Everyone works to secure the grounds and check on everyone
else. Sid, Magnus, Lucky, Sebastian and Marshall sit
around the kitchen table, discussing the nights events.
As if out of thin air, Damien and two of his men appear.
Before anyone can proclaim their surprise, he tosses a small,
slightly bloody satchel on the table. Damien in an unusual,
laconic display simply says "A gift from some dead kobolds"
and leaves as quickly as he came.
Sid carefully opens the satchel, keeping a wary eye for any
unwanted surprises. He finds none and opens the satchel,
pulling out some papers. They appear to be progress
reports on establishing a business in Riverton. To the
unsuspecting eye, it would seem that someone plans to set
up large cargo business
A documents defies Sid's comprehension. Magnus catches
a glimpse and gently takes them from him, saying "The script
of wizards." The documents turn out to be a personal
letter from Roland:
Most Wise and Powerful Malikos,
The children from Muellerville have appeared in town
and are disrupting things tremendously. They consist
of the Luckbringer, Caleb "Lucky" Small, the neophyte
wizard, Magnus Morilus Faden, the Half-Orc warrior Mila
Throga'ar, and the street punk, Siderite Tueftlerson.
The kidnapping of Caleb failed. I believe they are
receiving aid from Damien Swift, aka the Jack of Diamonds.
I have tried to not draw any unwanted attention, per
your orders, but they have forced my hand. Further,
that moronic whelp, Simon, of the Crenshaws tried to kidnap
then kill Janine Rambeaux. The children stopped
him, prompting the upstart Rambeaux family to take them
in.
I now feel that the Rambeaux household has become
to aware of our situation and will soon be mobilized to
jeopardize it. With the resources I have at my command,
remaining covert and letting my actions be blamed on Red
Jack is the best course. I will leave shortly and
dispatch the entire household. This should also
create some chaos among the underworld community, further
strengthening our position. I will then deal with
Damien, removing our greatest threat to covert domination
of this filthy, little, backwater village.
How I long for the sophisticated company I had grown
so accustomed to in Seahaven. I look forward to
returning there when my duties here are complete.
Your humble student,
Roland d'Azure
"Diabolical" mutters Marshall . . .
Magnus finishes reading the encrypted letter, placing it
on the table. He then looks about to his companions, attempting
to read their reactions and intentions, then speaks, "It seems
as though all of our conspiracy instincts were well founded,
although what these villains had planned for Riverton I can
only imagine," the party senses feelings of relief and concern
in Magnus' voice.
Our heroes wrestle with their future plans. Father
Mac offers to give Lucky some greater insight into his faith
on the Lady Luck, an offer that would also delay Lucky's arrival
in Seahaven anywhere from two to three weeks. The party,
eager to educate themselves before they die from ignorance,
deliberates . . .
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Past Friends
and New Beginnings
Apollo 17, 163: The troupe decides to ride with Lucky
and Father Mac in the Lucky Lady until they reach Muellerville.
First, Sid raids Roland's quarters at the Greasy Swan and loots
it. He finds spell books, lots of gold and platinum, and
a strange letter encased in a strange hide. On the boat
ride, there is some confusion with the scroll. With the
help of Father Mac, they figure out that it either makes the
reader dizzy or they immediately hide it in a specific drawer
of a desk in the room and forget about it completely.
Magnus holds onto it for later study.
Apollo 21, 163: In Muellerville, the party stops to
pay respects to their deceased friend, Johann. Magnus
and Mila spend lunch at her house. Magnus loses badly
to her father at Chess but ends up "buying" some pearls for
his spell casting at 20% cost. The next morning starts
with a solemn ceremony in which eloquent eulogies abound.
After the last somber word, given by Clauss, John stands up
and pronounces "Enough sobriety, let us celebrate the life
that was Johann's!" A party ensues and there is much
merriment. Drunken proclamations of progressively greater
accomplishments by Johann accompany pledges of lifelong friendships
between mere acquaintances. The day ends on a high note.
Clauss informs the party of gifts bestowed. Mila will
receive a custom suit of armor, made by Finch McGillikey.
Talon Stoutheart has been commissioned to manufacture fine
daggers for Sid and Magnus and a sword for John. Malin
Silverhair has been commissioned to make high quality bows
for Sid and John.
The group spends the night in Muellerville and departs the
next day, sans Lucky, who will remain on the Lucky Lady with
Father Mac to explore his faith. Lucky plans to be delayed
only about two weeks.
Apollo 28, 163: The party, sans Lucky, arrives in
Ballast without incident and decides to wait a day so they
can join a large caravan en route to Seahaven. The weather
is mediocre, and they do not make good time.
Maiden 10, 163: The caravan has progressed slowly
and is attacked this night by a large group of Bugbears.
Our heroes handily vanquish three of the huge beasts.
Maiden 12, 163: Lucky arrives in Ballast and has the
good fortune to join up with a medium-sized caravan as it
is leaving for Seahaven.
Maiden 20, 163: The weather was exceptionally clear
and pleasant over the last week and the caravan and our heroes
pull into Seahaven, sans Lucky. They secure lodgings
at the Cozy Hearth an Inn in a nice part of town that caters
more to feeding and housing its guests. Drinks are available,
but there is not bar per se, just a dining area.
Maiden 23, 163: The party meets for lunch. Little
has happened. Magnus has been toiling arduously and
has not yet been able to pursue identification of the magic
items. Sid has not tracked down any useful info.
Mila has entertained herself watching pit-fighting at Blackjack's
Loins, a seedy, dockside bar.
Maiden 25: Timotaeus takes Magnus aside and discusses
his knowledge of Malikos. He explains that Malikos is
probably middle-aged and is not a member of the Octagon, although
he had once tried and failed to gain control of it.
He was last reported to be searching the colony lands for
artifacts and magical lore of the land.
Sid meets an old friend, Jake "the Shank," in the Bullseye,
a tavern with an emphasis on darts. His friend is pale
and oddly quiet and distant. He seems to drink pensively
as if someone might punish him. Sid notices two very
large, burly men in hooded cloaks watching them, their hoods
drawn over their heads. One of them motions to Jake
and they leave the tavern. Sid tries to follow, but
one of the thugs pursues him and when Sid tries to regain
the trail, they are gone already.
Maiden 26: Mila, Magnus, John, and Sid meet for lunch
to discuss plans. Lucky arrives while they are talking,
shakes off the dust of traveling and orders up a pile of food
and a sizable beverage. A young waif calls Sid out to meet
someone that wants to see him alone. He goes along with
him, leading him down a twisting route of back alleys.
Of course, Sid knows exactly where he is, having spent many
months taking such routes as a youth here. Finally,
he meets up with Jake. Jake is pale and speaks of Ja'an
Ta'Shok and before he can explain what he wants, his face
takes on a very surprised look and the tip of a heavy crossbow
quarrel emerges from his sternum, coming to a halt as the
head clears his body. He falls down, dying, revealing
his assailant fleeing down an alley many meters away.
He murmurs some last words to him:
"Seek . . . in the . . . . Lucky Penny."
Sid fetches the party quickly, but Lucky is unable to save
Jake. They search his body and find a circular medallion
of coral with a tooth, possibly a shark's according to John,
but almost nothing else. They drop off Jake's body at
the temple of Osiris and go to the Octagon to divide up their
magic items, which have been graciously identified by Timotaeus:
- Medallion (from the body of the leader of a band of Malachite
Ring/Reavers) - confers ability to magically jump and climb
as if the possessor were a human-sized spider. The
abilities last for about one minute. Lucky took this
as he wears no boot or gloves and the party felt that the
Spider Climb ability will probably require bare hands and
feet as the spell does.
- Bracers (from Roland's body) - protect the wearer as
well as chain mail (AC5) and have some indeterminate ability
related to missiles. Magnus took these.
- +2 Longtooth (from Roland's body) - dagger that transforms
to a short sword if held by a Gnome or Halfling. It
has the ability to cut through stone or wood effortlessly
(under what circumstance it works is uncertain). Sid
continues to own this item.
- Ring of Spell Turning (from Roland's body) - It has two
charges left. Given to Mila.
- Dust of sleep (from Simon Crenshaw's body) - induces
magical slumber to all those immediately in front of the
user [the front three hexes, normally], can be thrown harder
for more distant effect, but utility uncertain. six
uses left. Given to John.
- Scroll of Protection from Poison (from Roland's body)
- protects user from poisons taken in after reading
it. Given to John.
When Magnus returned with the magic items, he reported that
he had been charged by Timotaeus to seek out a senior student,
Alex, that had been missing since yesterday afternoon.
The party took up the challenge, suspicious that Alex's disappearance
was related to Jake's death. They investigated Alex's
room, only finding one thing of note, a drawing that seemed
to be of a medallion like that taken from Jake, a circle with
a concentric triangle. Armed with Magnus' knowledge of
Alex's appearance and habits, the fact that he was last seen
in a green robe, and his penchant for frequenting the Lucky
Penny, they make plans. |
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