Our story begins in the South-West of Ederon, the town of Newhaven found deep in the Wetlands. Newhaven is known is some circles as a place to disappear, avoiding the prying eyes of the High Inquisitor. It is a sanctuary for the wanted, the hunted and the outcast. As usual it is raining, although the rain has been unusually heavy for this time of year. In the far South of the town, the flickering lights of a tavern contrast the black mud soaked streets. An old gnarled wooden sign reads: "The Wench's Legs." An astute traveler would find its hours of business on a smaller sign below that proclaims "Always Open!". As the rain pours down, a horse tied to a makeshift shelter neighs and then seems to complain about the weather.
Like most evenings, the tavern is busy. A Dwarf and a Human sit playing a game of Hobgoblin. Three adventurers sit close to a large roaring fireplace, several local peasants sit discussing a new business venture. There are 3 minstrels playing delightful music that everyone is ignoring. Two old women sit discussing recent thefts in town. The owner and proprietor know to locals as Hayden Glick, paces about as if waiting for someone. A hooded figure clad in scale mail enters the tavern and Hayden greets him warmly, ushering him towards the adventurers by the fireplace. Hayden introduces the new patron as Ulric Grizzlebert. Ulric, a Human Paladin, immediately corrects Hayden “it's pronounced “Giselbert”. Hayden apologises. Ulric is then introduced to Greg, a Human Wizard who seems to have severe memory issues, an 8 foot tall and intoxicated half ogre ranger that goes by the name “Potato” and a slight Drow Elf Rogue with an eye for mischief known as Corasrov Greytear. Ulric explains he is on business in Newhaven to investigate the disappearance of Daisy and Daniel Perrin, two children who vanished mysteriously from the local orphanage. He is also shows the group a request from the local town guard requiring able bodied men to dispatch of some Goblins who have been spotted in the Gromsmarsh, to the North of Newhaven. After some discussion the adventurers agree to aid Ulric. The newly formed party then aid Hayden in some domestic issues, ultimately leaving the basement of the wenches legs covered in rat remains. Hayden is grateful and hands the party Dead Winter gifts a few weeks early. The party continue to become acquainted throughout the evening, partaking in a few rounds of Hobgoblin, a dice game popular across the Kingdom. After catching local entertainer Alter Sore cheating with a weighted dice the party double their gold investment, with the nimble fingered Corasrov Greytear pocketing Alter’s childrens tuition money. Satisfied with their work the party retire for the evening. In the morning, as the adventurers leave the tavern, Hayden turns to one of the hooded figures. His accent softening he says “I think they may be ready. Im confident they will return”. The hooded figure, pulls the hood down to reveal a beautiful red-headed woman with piercing green eyes in her mid twenties: “I hope so old friend. We are going to need all the help we can get.” The party’s first port of call is the Town Guard headquarters where they speak with the Guard Captain, Eugene Pike. Pike, a broad man in his early 50’s with a neat chin strap beard, seems more interested in his partially eaten chicken carcass than the adventurers, who failed in an attempt to increase the reward offered for the safe return of the children. They do however learn that the High Inquisitors men were due to visit Newhaven and that Pike has not seen the guards he sent to investigate the children's disappearance in many days. He explains they are Sadon Caskcow is a 33 years old stick thin human with a scar across left eye and Donald Cornwallis is a 48 years old human who Pike explains is “unmissable, an obese piece of shit” Deciding that the orphanage where the children disappeared from would be worth visiting, the party venture to the northern outskirts of the town. At Greenhill orphanage they meet a plump elderly lady by the name of Sister Rose. She explains that Daniel and Daisy Perrin have been missing 5 days and that one of the other children said they say the twins walking towards the swamps to the north known as the Gromsmarsh. The party decide to question the child who said he saw the children leave. Jacob, a 10 year old orphan, is summoned by Sister Rose. Deciding he may be intimidating to a child, Potato hides. Jacob arrives singing about his love of cheese. Corasrov questions Jacob and despite his initial lying to the party, they eventually get the truth out of him, Potatoe revealing his presence in the process. Jacob explains Daniel and Daisy escaped through their bedroom window saying they were going to meet their mother, who Sister Rose explains has been dead for many years. The party are appreciative and vow to bring him cheese on their return. With favourable conditions Potato easily tracks the childrens footprints from their window into the marsh. The air wafting out of the marsh to the West is cooler than the lands the party passed through previously. There is a nasty smell of decaying plants and stagnant water. Potatoes highly tuned knowledge and feel for nature leads him to notice that the birds and other critters which would normally plentiful in such bogland are nowhere to be seen, or heard…leaving the place eerily silent and deserted. The adventurers trudge on, ignoring the biting mosquitos that are a constant nuisance here. Before long they see a figure on the ground ahead. Cautiously, (extremely cautiously) the party approach the body which does not appear to be moving. It is the body of Sadon Caskcow, the town guardsman who went missing recently attempting to find the children. Deep rake marks scar his face and chest and various swamp creatures have been eating away at his flesh. They also notice a little hand reaching up through the mud, motionless. Fearing the worst they are relieved that it is just a childs doll, caked in mud. It has a large M sewn to the front of its pink dress.They find two sets of footprints to follow here. Some are instantly recognised by Potatoe as Goblin footprints, the other seems to be from a small human. Deciding to follow the human footprints, eventually Greg notices the sound of rustling and sobbing coming from behind a fallen tree ahead. Corasrov Greytear attempts to move silently into position, unfortunately planting his leading foot into a deep puddle and sprawling forward into the marsh. The other adventurers move into position startling a hiding woman who immediately draws a small dagger from her waist. She quickly drops it at the sight of Potato’s large Half-Ogre frame. After a short exchange, the heroes learn that she is a simple mushroom collector who has been hiding from a band of green skinned creatures to the North-West, not only this but the fiends have the children the party seek. Following the Goblin footprints our heroes head North. In a small clearing in the marsh, the party see a faint light of a campfire and Greg hears some grunting and snarling noises as they catch the wind. Several Goblins sit around the campfire, a few stand watch holding small crossbows and a couple of larger goblins patrol the area. Corasrov Greytear stealthily moved towards the Goblin camp to listen in. The Drow Elf hears the Goblins discussing their plans around a Witch who seems to have decimated their tibe leaving only a handful of warriors, the very young, the elderly and the infirm remaining. Moving swiftly and silently like a shadow the rogue reports this to the rest of the group. The party announced their presence to the Goblins and are introduced to Jazlee Silverhead, Chieftain of the Silverhead Goblins. Jazlee explains that “sometimes the Witch looks like you humans, golden haired, sometimes like something more…unnatural”. The party begin to suspect the woman they met in the swamp earlier may have been the Hag in question. The party, now joined by the Silverhead Goblin tribe (what is remaining of them) make their way further North-West to the Wood of Claws. The closer they get, the more the trees resemble gnarled hands reaching up out the marsh. Their twisted branches choke out the light and the air smells fouler. Eventually they reach a run-down cabin that rests on a somewhat dry mound in the swamp. It is dark and silent here, except for the sound of the parties sloshing through the water. There is smoke coming out of the cabin’s chimney. Somebody is home. The Goblins are scared. “We should wait here, so she cannot escape” Jazlee says. Most nod. One larger Goblin proceeds with the party, annoyed with the cowardice of his tribe, Potato uses some surprisingly effective diplomacy, leading to another larger Goblin joining the party. The remaining Goblins wait with Dharma away from the cabin. As the rogue check for traps, the Ranger peers through one of the cabin windows. Inside the cabin, there are many small severed limbs hanging up curing, they seem to belong to Goblin children of which three live ones squirm around in a cage. Donald Cornwallis is sat unconscious in another cage. He is alive but missing a leg. An adolescent Dire wolf is chained to the floor, it seems emaciated and weak but calm. Recognising it as the spirit animal of his tribe the Half-Ogre Ranger Potato seems to share a bond with the wounded creature. As the party head into the cabin, two children come running around you giggling, it’s Daniel and Daisy Perrin, the children the party was tasked with finding. “Hello, have you come to play too?” Daniel asks Potato. “We are playing hide and seek, mother is great at hiding” Daisy says to Ulric. A third voice then speaks “Why do you disturb our game? Have you come with the green-skinned vermin to destroy me? Perhaps you will do the courtesy of speaking to me first? You have entered my home uninvited after all”. This was the voice of the Green Hag. Eventually the party agree to speak with the Hag. “What gentlemen. Please take a seat. Can I offer you some soup?” She says. The party decline. The Hag then proceeds to tell her story: “I will keep this brief. My early life was rather. Uneventful. It got exciting a few years after moving to Newhaven with my husband. We were blessed with twins. We were happy. That all changed when my husband lost to that monster Pike in a game of Hobgoblin. Have you had the pleasure to run across him? My husband offered to repay him over time, but Pike wasn’t interested. He decided to have some fun with us. They took us both to this very swamp, Donald here gutted my husband. Pike and his men forced themselves on me as I watched his life drain away. They left me for dead. I wished I had died. When I awoke I was surrounded by three hags. I did not struggle, I had nothing left to live for. I assumed it was over for me, they asked me why I was in their swamp and I told them. They took pity on me and nursed me to health. For a decade I learnt their ways. I swore I would have my revenge. “I missed my children growing up and now must make up for lost time. Once I have had my satisfaction.” The Hag points to three names scratched into the rock: Eugene Pike, Sadon Caskcow and Donald Cornwallis. Deep claw marks have crossed out Sadon’s name. The Hag continues: “So adventurers, perhaps you should listen to your new green skinned allies and slay me or...perhaps we can reach an accord. I propose a deal - I keep my children here and you will take care of Captain Pike for me. If you do this, I will leave the goblins be. They are simply sustenance, I have no personal ill feelings towards them. There numbers are dwindling as it is. End Pike and return and I will also allow you to draw from the deck of many things. Unimaginable power could be yours, as could eternal imprisonment. The cards can be somewhat...unpredictable. That would be agreeable no? Be quick to decide, for I must feed my younglings”. She pulls out a small hourglass and places it on the table. The party only have a few minutes to decide. After some further negotiations, they decide to help and will discuss the terms with the Silverhead Goblins. The discussions do not go well. Due to a lack of diplomacy or a lack of patience perhaps, Ulric draws on the Goblins and a skirmish begins outside the cabin: A boar is summoned, two Goblins are burnt alive, a longsword cuts down another, yet another has a dagger inserted into its back. In seconds only one remains. As it flees the Hag emerges from the cabin clapping. She squeezes her hands together and the Goblin’s head implodes. After the affray, the party agree terms with the Hag, who in turn explains she will need some insurance, a lock of each of their hair, just in case you decide to betray her or fail to end Pike. The party all agree, except Ulric who wishes to have nothing to do with the Hag’s deal. The party then head back towards town. On return to Newhaven, the townsfolk are franticly running around, some seem scared, some excited about “a burning”. In the town square red robed figures with black masks stand alert, the are unmistakably member of Benedict’s Inquisition. The Inquisitors have Hayden glick and the two robed figures our heroes recognise from “The Wenches Legs” tied to large wooden pyres with thick rope. A few town guard including Captain Pike stand to the side watching the events unfold. The robed figures stand silently, gazes fixed on their apparent leader, a gaunt well dressed man in black. He reads from a large red tome: “For conspiring against High Inquisitor Benedict, Steward of the realm and highest of our order, we condemn these traitors to death for treason. May Tychondrias have mercy on your soul”. As the Inquisition General motions for the the first Pyre with Hayden Glick attached to be set alight the heroes swiftly realise that Hayden will burn to death in minutes. Quickly the heroes devise a plan. Greg charges forward on Dharma, knocking a peasant to the ground in the process. He points his finger at the pyre with Hayden attached, a ray of freezing air and ice projecting towards it. Narrowly missing, two town guard move towards the wizard. Bravely creating a distraction, Potato charges forward taking on two of the town guard, they seem ready for him and unleash some devastating attacks that take their toll on the Ranger. Seeing his companion in need of aid, Ulric runs towards the Half-Ogre, laying healing hands upon him. Then perhaps uncharacteristically, Corasrov reaches into his gold pouch, throwing hundred of gold into the crown. They disperse, frantically clawing at their potential new found riches. The Drow-Elf then acrobatically tumbles past the remaining peasants, pulling out some manacles and slipping them onto the wrists of the head of the Inquisitor’s party. Ulric shouts at the remaining robed figures to drop their weapons and untie their captives. They obey, worried about the fate of their leader. As the ropes are removed, one of the robed figures draws a large rectangle which fills with swirling fluorescent liquid. He urges the party to follow him as he disappears through the portal. The party oblige, Potato effortlessly lifts Captain Pike on his shoulders and heads through the portal, Pike can only scream “Nooooooooooo!” As the rest of the party follow Corasrov looks down at the manacled leader of Inquisitors men. He pulls his dagger and slits the gaunt man’s throat. As the blood sprays, the mans eyes widen and his body squirms momentarily before stiffening. The Inquisitors men are stunned. A grin spreads across the Dow-Elf’s face before he too dashes towards safety. Kaitlin then drags a screaming Hayden through the portal, his legs burnt by the inquisitions fire. After the chaos of the town square the party find themselves in the basement of “The Wenches Leg’s”, where just days previously they had been undertaking some light pest control. Through gritted teeth Hayden Glick points the heroes to the secret exit out of the tavern. One of the hooded strangers reveals herself as Princess Kaitlin Calder, the missing daughter of King Edwin II. She announces her ambitions to take back her birthright: the throne of Ederon, asking the party to assist her in doing so. If they agree she says to seek her out in one week at “The Black Raven” a tavern in the Crossroads, a City to the East of Newhaven. She asks the heroes to remember the phrase “all birds are black at night”. Kaitlin and her Mage companion then quickly gather supplies, wish the party luck and set about escaping Newhaven. Will the newly formed band of adventurers help Princess Kaitlin fulfil her birthright? Will they take up the offer to draw from the deck of many things? Will Jacob get his cheese? Find out next episode on KINGDOM OF EDERON!
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