Session 171 - A Petty Dispute Among Lords Report | World Anvil | World Anvil

Session 171 - A Petty Dispute Among Lords

General Summary

17th and 18th of Kelan (Third Month of Spring) 723TR

The story so far

Jolanta, and her trusty bodyguard Blaine, are agents of the mysterious Order of the White Hand, hunting down unscrupulous mages and covering up magical mishaps.

This is the continuation of Session 169 - Digging up the Roots.


Location - Lurim and Ridian Manors, near Qualdris Castle in Kaldor.

Part 1 - Mission 11 - A Diverted Stream

Jolanta learns that two lords are coming to blows. Lord Rythal of Lurim Manor claims that Lord Eldaran of Ridian Manor has used "witchery" to redirected a stream that provides water to one of his most valuable crops. Lord Eldaran fields are now benefiting from this water.

Jolanta travels to Ridian Manor and observes the new stream is indeed supplying welcome additional water to several barley fields, helping overcome the effects of a dry spring. Jolanta asks around and finds a pig herder, Dickon, who is not benefiting from this good fortune and hires him to act as a guide while she investigates this waterway.

Part 2 - The Blockage

Dickon leads the heroes along the stream up into the hill until they find the diversion. Huge rocks block the natural course of the stream, redirecting it. To Jolanta's eyes, this looks like someone has moved the rocks, likely by magic. But where have the rocks come from? Jolanta finds out soon enough, Dickon while walking across the shallow stream, suddenly disappears. The stream has very deep holes, and the poor peasant finds himself trapped in one and drowning. Jolanta blindly swims down, finds his hand, and activates the Water Walking power of her staff to propelling herself and Dickon to the surface. Blaine helps Dickon expel the water from his lungs. He has had experience with drowning people.

Apart from the hazards of deep holes, Jolanta also spots magical Glyphs on some of the rocks. A spellcaster is responsible.

Part 3 - The Angry Lord

Jolanta sends Dickon home; she and Blaine follow the dry stream bed to Lurim Manor. The stream previously watered a small grove of acorn trees, which are dry and struggling to survive. She finds Lord Rythal at his manor, cleaning his armor and weaponry. He is an angry man accusing Lord Eldaran of betraying their friendship and resorting to witchery to improve his crops. He does listen to reason. Jolanta believes he will soon resort to violence.

Part 4 - Earth Elementals

Jolanta returns to the blockage. She uses her magic staff to Control Water spell and starts moving the smaller rocks to assist in creating a channel to restore the original flow of the stream. Making some progress, she accidentally triggers the glyphs. Rocks begin to move and form vaguely humanoid shapes, which attack Jolanta and Blaine. They deal with these four Medium Earth Elementals and then rest for the night. The following day Jolanta completes her work and successfully returns the stream to its original route. Jolanta and Blaine conceal themselves among the trees and wait and see what will happen.

First to arrive is Lord Rythal and several of his men at around midday. He has no idea of what happened, viewing the removal of the obstructions; he returns Lurim Manor a satisfied man.

Campaign
Agents of the White Hand - Campaign Complete
Protagonists
Report Date
26 Aug 2021

NPC Companion

Blaine

Jolanta's loyal and often drunk bodyguard.

Blaine, art by Artur Sadlos

The Staff of Cryptan Seaweave

Appearance
An old staff, crafted to look like it is warped in seaweed with bits of fishbone sticking out of it.
Lore
The Wizard-King Cryptan Seaweave ruled the petty Kingdom of Eldersharn on Melderyn's northeast coast during Melderyn's Eldritch Period.
He was obsessed with freeing the trapped sea god Eder from his imprisonment and created many artifacts, including this staff, to aid in his objective. All his efforts failed.
A cabal of wizards eventually undermined his rule and created an uprising. He was sent into exile, never to be seen again.
Properties
You can Walk on Water while holding this staff.
The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC.
Dominate Monster (Water Elementals only) (3 charges)
Create or Destroy Water (1 charge)
Ice Storm (3 charges)
Control Water (3 charges)
Water Breathing (2 charges)
Chromatic Orb (cold only) (1 charge).
The staff regains 1d4 expended charges daily at dawn.

Remove these ads. Join the Worldbuilders Guild