Mini 1: A Noble Request Report Report | World Anvil | World Anvil

Mini 1: A Noble Request Report

General Summary

30th of Emmanir 1524   The Northern Marches are the most dangerous and least civilised part of Anuire. This area is home to only two kingdoms from the old Empire, for the land seems hostile to civilisation. Dhoesone and Cariele lie nearly surrounded by inimical forces.   Dhoesone borders three non-human lands, as well as Stjordvik of the Rjurik. Cariele shares its borders with four non-human realms. Life in these lands is uncertain and nearly as brutal as in neighbouring Rjurik. The nobles and rulers here have little time to waste on pleasantries and pleasures. They must instead save their energies for the unceasing battles against enemies on all sides.   Of all the lands in Dhoesone, Giant's Fastness most often feels the tread of giants. Several nomadic giant clans winter in the province before travelling north to spend summer in the Giantdowns. Fortunately these nomadic giants do not seem overly interested in the folk of Dhoesone, unlike the Fhoimorien who raid every few years. Giant's Fastness is one of the three provinces, along with Dharilein and Soniele, where the Sons of Hjalsone have significant influence and as a result many of the people live a nomadic life.   Aubreycott is a small village on the Rudle River that separates the Giant’s Fastness of Dhoesone and the region of Dhoneaghmiere of Tuarhievel. It has a quarry on the river as its main trade with a lumber yard. They also have orchids and farming lands.   The manor is inherited by Landen Hallan, a (very) minor noble. Landen has set about ordering the local village, Aubreycott, to make it more productive, especially with the Winter Solstice just a few days away. The winter solstice is a time of fear and dread for some culture, raucous revelry for others. Increasingly however it is becoming a day when the Shadow World impinges on Cerilia and shadow-fiends and undead walk the face of Cerilia. It is often called the Eve of the Dead. Amongst the people of Anuire, the Eve of the Dead is the day when the Crown of Haelyn (the star at the top of his constellation) disappears beneath the southern horizon and they are vulnerable to the terrors of the Shadow World; the day is spent in doors with fires built high. The Lord is doing what he can to make sure his people feel safe during this time and is organging for a festival to happen on the fifth of Keltier. Today is the 30th of Emmanir. Two days until the solstice. The shops will be closed on this day and only the tavern will be open.   Five individuals have been are invited to Lord Landen Hallen’s study at 8am. A servant greets each of you and takes you to a waiting area until everyone arrives. A Lady in her late 30s dressed in fine clothing enters the room. She is carefully inspecting each of the group carefully for a few moments. She reminds the group about expectations for being here before leading them into the study.   They're led to a modest study, but considering these are meant to be the nobles of the area the housing does not seem to match their status. The man in the study is in his late 40s. He has a well kept but long beard covering his face that he strokes as he writes.   After a moment the man speaks with the group, telling them about the witchcraft at the manor that he is to inherit. He asks that they assist him with dealing with this issue. He tells them about the legend of the heir, but does not seem to believe in it. The group agrees to help him. They are to clear the house and give him a full report.   They are given a 5 gold advancement and directions to find the manor up the NE road out of town. The group talks a little on the way, feeling one another out. Killi strums her out of tune lute all the while.   As they approach they spot the manor in question at 8:30am. The manor is clearly near deserted, ragged hedges mark out where fields were once tended but have clearly not been managed in decades, some effort appears underway to prepare the land for planting next spring and clear ditches and the like but it has yet to make a significant impact.   The woods are little better, the underwood has clearly not been coppiced in decades and the maiden trees have grown vast over time. A person skilled with wood-lore could determine that the manor has been abandoned for at least a century by the state of the wood.   The manor house itself is fairly typical for the region, a sturdy wall surrounds a two floor house, the lower two floors are made of the local stone with the upper floor wooden. The house is in relatively good repair and free from ivy or other creepers.   The house grounds look to be a garden, despite the passage of time the garden is clearly identifiable - someone is clearly tending to it. The garden is a herb garden but rose bushes and lavender are planted along the main path to the house.   A doll of a knight and some sort of steed are perched on a sundial in the grounds, through some trick of the light they seem to be looking at the group. They approach and learn that this is Sir Frithkin. A knight of the Griffin Order. He sits on top a griffin and demands to know why the group is here. Leolen tries to bluff they are looking around and here for tea. The knight doesn't believe this.   However the group learns that the Mistress sleeps here and the Master ( a wizard) has left. They are awaiting his return. The girl's parents died in a war that happened 100 years ago. They keep her safe while she sleeps.   The group asks to speak with Snoogie, who is brought up in conversation. The knight shows they the way into the manor and up to the other companions. There they meet all the toys. The toys are:

  • Snoogie is a plush doll in the form of a matronly woman. Snoogie is somewhat bossy but good hearted. Snoogie contains the spirit of an apprentice of Magus Shaemes who was reincarnated (of sorts) by the power of Magus Shaemes. Her role was to run the household and lead the other companions.
  • Sir Frithkin is a foot-high wood, leather and metal doll who has a similar griffin companion. Sir Frithkin has the ability to shrink others for a period and was intended as a friend and guardian. Sir Frithkin is virtually fearless.
  • Puff is an 8 foot long stuffed embryonic dragon. Somewhat gruff and prone to sleeping, Puff is nevertheless a loyal guardian. Puff contains a remnant - an echo might be a better description - of the still-born dragon that was used to make him.
  • Wuffles is a cloth and thread dog, Wuffles is fast and excitable but relatively harmless (teeth and soft willow do little damage). Prone to barking excitedly and even less restrained than Sir Frithkin, Wuffles can’t speak but is quite adept at dog.
  • Big Ted is a large teddy bear some 4 feet tall. He is somewhat sleepy, generally hungry and very dim - but he loves Brienda and has a good heart.
  • Mr Tiddles is a plush cat with green and yellow fur - and a predatory gleam in his eye.
  • Master Wizard is a plush wizard with a set of "thinking caps" which give him various skills including magic. Master Wizard is a dream-spirit shaped by Magus Shaemes and with a small fragment of a soul.
  • Silent George. A knight that came in and was doing their quests but attacked Mr Tiddles. Master Wizard turned him to stone as a result.
The more the group talks with the toys, the more they learn that they are just here to protect the girl until the Master (Magus Shaemes) returns or a suitable guardian is found. Leolen inspects the documents about the girl's pedigree to see they are real, just old. They realise this will cause an issue when they return. They don't trust the noble not to make the girl disappear if he finds out about her at this stage. They agree to do a few quests to prove that they can take the girl away from the manor if they like.   Each of the toys tell them what they want to see the group do. The group is interested in hearing about the axe and playing with wuffles first. Isabelle uses her natural ability to talk with animals to speak with Wuffles to hear more about what he actually wants.   He takes them out to the pond with the axe in the tree. They play with wuffles a little. Isabelle and Galanith notice the tree seems to be alive, more so then normal trees. Someone throws a rock in the water just in front of the tree. This wakes it and it angrily starts to throw rocks at people around it.   Galanith summons her spiritual weapon as she moves closer and fires an arrow at the creature. Both hit. Leolen summons a mage hand and moves closer while Killi fires a firebolt but misses. Balthazar asks Galanith if they will go to try and grab the axe, before casting invisibility on her before retreating to behind a normal tree. Isabelle fires an arrow as Kaida and herself run round the pond. The tree throws a rock at Leolen but misses as Galanith sneaks up next to the tree.   Leolen tries to use their mage hand to pull the axe out, but it is too stuck for the mage hand to pull it out. Balthazar comes out from behind the tree to fire off a magic missile spell while Killi hits it with her own spell. Kaida gets up to the tree to bite it while Isabelle misses as she fires an arrow at it. The tree angrily tries to slam Kaida but misses.   Galanith tries and tries to pull the axe out, but with no luck yet. Leolen ducks behind a log and uses the mage hand to try and help Galanith next time. Balthazar tries to talk with the tree, but doesn't get much from it while Isabelle hits it with an arrow. The tree slams aorund but finds no target. Slowly with Killi, Isabelle, Kaida and Balthazar attacking it, the tree is brought down.   It takes another half an hour before the axe is finally removed from the tree at 9:30am. The rest of the time by the pond is spent resting, playing a lute out of tune and playing with Wuffles.   After a bit of lunch and playing with Wuffles, at 1pm he seems to of had his fill and allows the group to go back back to manor. They ask for a tour of the manor.  
They are shown where the Mistress sleeps. A young girl of 14 in a room with vines, moss and fireflies. Though a few of the party seem to notice some of the vines are rotting. They are also shown where the fairy mound is. The Creeping Cold seems to stay downstairs at night, while the Shrieks and Blades stay upstairs.   Most of the group started a long rest, to prepare for the night at 2pm. Killi and Leolen explore the manor and start to search it. They find a circlet and trident. Then begin their long rest an hour later at 3pm.   Galanith finishes her rest at 6pm and Leolen finishes at 7pm. At 10pm they notice the door starting to frost up. Leolen throws more wood in the forge to heat up the room, but it does very little to stop the frost entering the room. A wispy woman comes through the door and screeches as the others are woken up by the elves.   Leolen waits to see who it attacks while Galanith and Balthazar fire off spells. This draws the nightmare to Balthazar, but the creature cannot seem to touch him as it claws out at him. Kaida bites at the wisps, but Isabella miss with their attacks. Killi armours up. Leolen runs up behind it and stabs twice, killing the creature quickly. The group goes back to resting for an hour before they are ready to take on more of the challenges.

Rewards Granted

For retrieving the axe, they are able to keep it. It is magical.

Missions/Quests Completed

Toy Quest Complete?
Snoogie Defeat the creeping cold Yes
Sir Frithkin Take on the ogre in the stables with the night. Mr Tiddles has suggested they do so at toy size.
Puff Retrieve the egg of his clutchmate from the Shadow World before the portal becomes hard to pass through
Wuffles Play! Yes
Big Ted Retrieve an axe from a tree out back by the pond. Yes
Mr Tiddles Remove the Shrieks and Blades Nightmare from the house without violence.
Master Wizard Negotiate with the fey queen for a brew to wake the Mistress.
    Lord Hallan will give each party member 100 gold for clearing the manor. A 5 gold advancement was given to each member for hearing the request.

Campaign
Sleeping Beauty
Protagonists

Killi Graylock

Chaotic Neutral Variant Tiefling (Charlatan)
Sorcerer 3
17 / 17 HP
STR
12
DEX
17
CON
12
INT
17
WIS
7
CHA
20

Isabelle

NG Human (Hermit)
Ranger 3
29 / 29 HP
STR
12
DEX
18
CON
17
INT
12
WIS
14
CHA
8
Report Date
25 Jun 2022

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