42 & 43: Restart Report Report in Enea | World Anvil

42 & 43: Restart Report

General Summary

Preamble: After the adventure around Blue Spring in the Eastern Vinculan Hills the group returned to the East Farthing Region, their trophies (5 matching Hydra heads) and treasure in tow. They passed through Seford, telling their tale there before continuting on to E. Farthing. In Farthing they stayed at the Iron Maiden, and Theli, the mistress of the Inn, agreed to hang their newly taxidermized and mounted trophy heads on her wall, where many could see and hear the tale be repeated (and repeated, and repeated...). While there a young man, skinny, by the name of Jenkin, came to them. He told them how he was the apprentice of a trader named Assertius. They lived and worked out of one of the Free Cities, a town on the NE edge of the Verde Memoriam (Green Memory). His master had left him at Seford, saying he needed to handle some personal, private business, and that he'd be back in within the span. The lad waited two extra day, then set out to E Farthing. He was there when the party passed through and heard of their daring and the help they gave to many (including Peabrook and Basher's Hill). He said that the most likely place to find Assertius was in or around Garsin, a trading town on the western edge of the Verde, at the extent of Capera's realistic control. For payment he said that his master would surely compensate the group somehow for this, but if the worst had happened then they could have a share of the goods Assertius was trading (some cloth, finished goods, etc). The group agreed and so they set out.   During the trip the lad spoke little, giving small prayers to the Traveller and The Holy Mother each morning and evening. He seemed withdrawn, almost afraid. Verdun noticed he moved stiffly, as if recovering still from lingering injuries to his shoulder, neck, or back, or perhaps having some permanent issue. The lad refused to talk about this though. When he engaged he mostly asked the group for tales of their adventures.   40 Aladir: The party enterd Garsin just after midday: “As you enter the trading post known as Garsinn you realize there is not much to the town. A group of houses with some workshops and shop-fronts attached facing a central square. Everything seems decently well built, with special care being paid to the two large buildings, one at either end of the small town. These are two stories tall, with windows only in one high corner facing away from the post, and large doors as if for a barn. These doors are open, and the insides yawn cavernously empty. The mingled scents of a settlement come over you as you reach the outermost buildings. Whiffs of firesmoke, manure, baking bread, nightsoil, fresh herbs from the gardens outside every home, and the unmistakable stench of a tannery all intermix on the air. The buildings all form a large circle, with the largest of these being what appears to be a two-story inn, or so the shingle with the large stylized “G” upon it would indicate. The building is a cobb structure, the claywork smooth but decorated heavily around the doorframe with images of horses and wagons dancing around the outside, and the words “Welcome travellers” carved in the clay above the door. The words and images, like all the edges of the building, are time worn. Inside the door to the inn is the common room. The room is large enough to host three small round tables, each with some kind of game left atop it (cards, dice, and tiles for a sort of domino/mahjong type game). There is an open water barrel in one corner, with wooden cups and a ladle next to it with a rough wooden sign that says “No hands in the barrel”. On the opposite end, near a door leading to a hallway, sits a low, simple desk and a small, cheap hand bell sitting atop it next to a ledger and an ink bottle. In the corner, leaning back in a chair sits a comfortably but stylishly dressed halfling woman, her (oddly) booted feet up on the table near a neatly spread deck of cards. Her chair is tilted back ever so slightly, and her brimmed hat is pulled down over her eyes. Soft snores issue from her as her chest rises and falls.” The party arrived at Garsin. “As you enter the trading post known as Garsinn you realize there is not much to the town. A group of houses with some workshops and shop-fronts attached facing a central square. Everything seems decently well built, with special care being paid to the two large buildings, one at either end of the small town. These are two stories tall, with windows only in one high corner facing away from the post, and large doors as if for a barn. These doors are open, and the insides yawn cavernously empty. The mingled scents of a settlement come over you as you reach the outermost buildings. Whiffs of firesmoke, manure, baking bread, nightsoil, fresh herbs from the gardens outside every home, and the unmistakable stench of a tannery all intermix on the air. The buildings all form a large circle, with the largest of these being what appears to be a two-story inn, or so the shingle with the large stylized “G” upon it would indicate. The building is a cobb structure, the claywork smooth but decorated heavily around the doorframe with images of horses and wagons dancing around the outside, and the words “Welcome travellers” carved in the clay above the door. The words and images, like all the edges of the building, are time worn. Inside the door to the inn is the common room. The room is large enough to host three small round tables, each with some kind of game left atop it (cards, dice, and tiles for a sort of domino/mahjong type game). There is an open water barrel in one corner, with wooden cups and a ladle next to it with a rough wooden sign that says “No hands in the barrel”. On the opposite end, near a door leading to a hallway, sits a low, simple desk and a small, cheap hand bell sitting atop it next to a ledger and an ink bottle. In the corner, leaning back in a chair sits a comfortably but stylishly dressed halfling woman, her (oddly) booted feet up on the table near a neatly spread deck of cards. Her chair is tilted back ever so slightly, and her brimmed hat is pulled down over her eyes. Soft snores issue from her as her chest rises and falls.”   They talked briefly to the halfling, who introduced herself as Vinna (and later as Vinna Thinwillow to Jarvis), who didn't much remember the name of Assertius except in passing. They met a rather young man named Lochyli, who referred Vinna as "mom", who only vaguely remembered Assertius from one visit the previous year, but hadn't seen him this year yet. He scurried off to find the mistress of the Inn, returning with Leggar Garsdaughter. She talked fondly of Assertius, mentioning that most years he was one of the first through the woods when the snows cleared and the wind died down, but they'd not seen him yet, despite it being clear and warm enough for more than three span (and it takes a span to 12 days to get through the woods). She told of how he would typically travel at least twice, often three times, and rarely four times in a year from Causarius to Garsin. She knows him to be affable, warm, friendly, and not overly solicitous or usurious. He made fair deals and most liked him.   The party moved across the town circle to the tavern, where they met Omintu Argus, a young man with dark hair and a haggard, run down look to him. They watched as he was trying to retrieve a bottle from a shelf but dropped and broke it, the smell of apple flavored honey wine filling the area around the bar. Three rough men in worn and scratched leather breeches and simple shirts sat at a table near the fire. drinking cheap ale and eating what appeared to be "forever stew" based on the pot hanging just outside the large fireplace and the smell coming from both, along with some hard bread. They had the look of rough men, laborers long experienced in hard work outdoors with just a bit too little food or comfort.   Omintu was friendly enough, but uncomfortable, serving the party as they ordered and easily opening up about how he inherited the bar when his father passed the year before, and not feeling particularly comfortable running the place, but not seeing many other options for himself. He'd never liked the place and avoided working in it as much as he could growing up. he offered to sell it to Sven for 200 gold coins, but Sven wasn't having it. Omintu talked earnestly that the place had been quite profitable, and this rang true as the lad wore rings on his fingers of good make and value, but a bit too large and unsuited to him, clearly a recent inheritance. He had little to say about Assertius that hadn't already been said.   During that time Jarvis stayed behind to talk to Vinna, learning that she made her way through gambling and travelling, but settled here several years ago when she fell in love with a too serious human (Astrid, to be introduced soon), and then they ended up adopting a kid together that Astrid found on the road who's group had been slain. Just entering his teen years, the couple adopted him and have been helping him learn a trade, the latest of which is learning to run the inn from his Aunt Leggar, in hopes that he will keep it in the family one day, and pass it on to his kids, as the family has been doing for five generations since the first Gar built the inn and founded the village. After setting a "date" to play cards later Jarvis rejoined his group at the tavern.   While there Leggar came in with another woman who looked rather like her, introducing her sister Astrid Garsdaughter. Astrid is the town's enforcer/marshal, and she rides with the Green Ponies, a small vigilante/militia group that patrols the region. She came out of the south, where two more of her companions are still coming in (she went ahead, eager to be home). She'd not seen the trader, but there were two ponies on the Verdavia (the road through the woods) expected in the next day or two. Perhaps they'd have answers. The group took rooms at Gar's Inn, and decided to stay at least one day. Jarvis and Sven paid the local clothmaker/seamstress to mend their road worn and battle torn clothing.   Aladir 41: The next day the two ponies from the south who'd been with Astrid rode in, stating they'd seen Assertius early the day before. He wasn't bound, but was on horseback and being escorted by two men wearing the markings of Causarius (Red and yellow twisted armbands with a C stitched in them). They were taking the south pass around the Memoriam, which was unusual and often a bit more dangerous. Larken practically begged the group to take him to Causarius, and they agreed to set out on the Verdavia in the morning, perhaps finding the now overdue Green Ponies as well. Aladir 42: The party, along with Larken, set out on the road decently provisioned but with only one horse between them (Rheihanna's). The day passed relatively smoothly, the party covering 15 miles or so each day. Every ten miles they pass a small, cleared area for a campsite, with room for a couple wagons, a small fire pit, and a carved river stone standing next to the road with the sign of The Traveller upon it. The road is decently maintained by modern standards. It clearly gets used a lot. Under many years of accumulated dirt, mud, and other particulates the flat stones used to create the road by Mendovaran troops can still be seen here and there. Aladir 43: The party passes a campsite with a 4 day old fire early in the day, then camp at one that had had a fire no fewer than 3 days ago. Aladir 44: The party passes a fresher fire, and then beside the road is a downed tree. Jarvis inspects the tree, realizing (thanks to his botanical knowledge) that it was alive when it was broken down. The tree was about 10" across, the jagged stump sits askew, leaning toward the road with its roots slightly exposed on the far side. The trunk had also been snapped in two. By the patterns on the road and the bit of cut rope still tied to one of the pieces it seems the tree fell in the road and was pulled off, likely within the last couple days. Verdun spotted another felled tree about 100 yards off a little bit south of east (with the road going generally E/NE with a slight curve to most of it). He pushed through the underbrush and around larger trees, nearly losing his footing a few times as the ground is uneven and the dirt slightly loose in places. inspecting this second tree it seems it was dropped the same way, and looking off in the same direction he can see at least two more. Sven analyses the path between the downed trees and a cold tingle goes up his spine as he realizes that it is the same trail that an earth elemental would make travelling close to the surface. But he shakes it off, as the path is much, much too small for that. This doesn't stop him from mentioning the possibility to his group.   Aladir 45: The group spots another downed and moved tree early in the day, then, while resting, Jarvis hears a horse whinnie somewhere ahead on the road (visibility is only ever a few hundred feet as the road moves to avoid huge trees or rocky areas). The party moves off the road, with Sam and Jarvis hiding in the extensive underbrush. After a few minutes a party of five horsemen come into view. Four of them wear simple leather armor, with half-cocked light crossbows resting in their hands, small maces hanging from their hips and bucklers strapped to their upper arms. Their leader is dressed in plain leathers as well, but better fitting and better maintained. Hanging from his forearm is a solid looking light shield made from dark wood, with dark metal banding around the edge and flat silver studs in a few places; resting in a catch on his saddle as he holds it is a long lance, and hanging from his belt is a similar mace to the others. Hanging from the back of his saddle is another light crossbow, with a decently carved wooden quarrel case hanging next to it.   This leader halts his men and calls out for the group to go no further, to step forward and be recognized. There is some back and forth, with the man being overly authoritative and diminutive. He gives his name as Sergeant Belkin of the Casuarian Guard. He accuses the group of having killed one of the traders that left Causarius 8 days ago, the guardsmen having found an ox leg sticking up out of the dirt, splinters of wood and remains of trade goods, and a great deal of blood. He also asks if they killed the two Green Ponies, found near another bloody, bloody sight not far up the road; or rather their left arms were found. Belkin insists Verdun come closer, that he can be inspected for signs of recent bloodshed or injury. The surly man looks over Verdun, and is satisfied, along with Sam's persuasion, that they did not commit recent violence. However, most of the rest of the encounter he stares at Verdun with barely concealed hatred or disgust on his face. He presents the armbands of the slain Ponies as proof, giving one to the group that it can be brought to Garsin to show the people there. He is convinced by Sam and Verdun tto tell what he knows of Assertius. Belkin tells them that the trader was called home for "an emergency", though this rings slightly hollow to the more observant members of the party. He demands Larken come back with him and his men, as there are questions for him and arrangement to make with his master. The lad walks slowly, almost fearfully, towards the patrol, and as he passes Verdun he quietly pleads "Come with me, don't let me go alone with them." Verdun makes an affirmative remark. Sam and Verdun press Belkin for the group to come along. He states that they will be riding hard for hom, but they can follow. He instructs them to approach the west gate and present themselves there, where the guards will have been told to expect them.    As he turns to ride off, Larken now on the back of one of his men's horses, Belkin stops, pulls out a cheap papyrus broadsheet. He hands the drawing, a wanted poster, to Verdun, asking them to apprehend the man pictured or to send them information. It has a drawing of a man that Sam and Verdun found familiar but couldn't immediately place. It gave multiple aliases for the man pictured, and offered a reward of 15 gold pieces if brought to Causarius alive, and 5 gp for proof of death.Several minutes after the guards rode away jarvis emerged. He looked at the broadsheet
Campaign
Pandemic Roll20 Hackmaster Game
Protagonists
Sven Bloodaxe
Rheihana Unicorn-Seeker
Flinair
Verdun
Jarvis the Sly
Sam Naianen
Report Date
06 May 2022

Comments

Please Login in order to comment!