The Frankish Job
The team get a job from the council involving aeffectively babysitting a 9 year old girl called Allesa. She proves to be a handful but it's also a necessary job, for she has information concerning movements of Saxon troops. Any information that the Franks can get from her is important. Her mother called Raquel is due to pick her up just before dawn to take her to Eschbach. So, how hard could it be right?
Plot points/Scenes
The team get called up by the Eschbach council. They are to be sent to a hidden mansion a day away to the north in amongst hills & copses of trees. There they will be met with Count de Ath and some of his private militia. Accompanying them is a 9 year old noble girl of Saxon descent. She holds secrets to Saxon troop movements and her mother who is to collect her in the morning, has other Saxon secrets too. Both are valuable assets, and the girl has a penchant for messing with magic items to they have to be careful. If they can hold off to sunruie they will be paid handsomely.
They are given a mansion in the Frankish country a day's ride north of Eschbach hidden in amongst hills and copses of trees. The daughter is called Allesa, and has been brought there by Count de Ath and members of his personal military. Her mother, Raquel, will arrive before they can be transported to Aachen together later that day.
They're warned that the mansion has a bat problem in the highest peaks of it, and will be locked up until the morning. Only one person beside Count de Ath has the key and it is handed to the team. And as part of the warning they are to try to keep Allesa to a couple of rooms, a bedroom and small library upstairs. And to check regularly on her. 5 of de Ath's fighters are placed at strategic points around.
Also, they are to keep magic items away from her or she'll try to 'play' with them, something she's forever doing.
For the first hour they have an easy time of it, and Allesa will interact with them, but seems to want no food or drink, despite being an active precocious child, and very smart. She generally won't say much about the Saxons saying that they are barbarians & savages.
After that, it seems someone has got to Archi's Bag of Holding leaving it open, and there is the chance that someone hears what appears to be a child's voice talking into it, asking who is there, what are you doing in there?
When investigated they find no-one and notice a small wooden toy figurine left beside it. Allesa doesn't recognise it if asked.
After a while and if the group checks everything, they'll find one of the guards missing. No sign of him remains. Only thing they may notice is that Allesa is a bit more flushed.
When looking round they will notice at times that items in the mansion have disappeared. All small items with little intrinsic value and random - cups, plates, inexpensive rings, the odd book, inkwells, quills, knives, etc. Exactly where these are going is unknown. After a while they find one of the guards shields lying beside Archi's Bag of Holding. Nothing else is found of him so only 3 guards remain and they report hearing skittering & giggling coming from the walls at times.
If examined, the team will find hidden passageways running through the mansion, and there is entrances in the bedroom & library used by Allesa. She isn't flushed as before as well after the 2nd guard disappeared.
Eventually a 3rd guard disappears and this time there is a bit of blood found just outside Allesa's room in the exit of the secret passage leading to the bedroom. She looks bit flushed and claims that something is hunting the guards, and it came looking for a playmate.
The team can try to talk further to her. She says that he is aware of the passages and had used them to take a look around but knows nothing of what happened.
Eventually the final 2 guards disappear, and if they check on Allesa, she seems positively radient and healthier looking. They can act towards her if they want. She will be stronger, fsater and deadlier that what they thought. It seems that she may be a vampire, a naturally born vampire. They also find a way to lock her down using the chapel in the mansion, where she can't move around in.
Also, she is scared of something. It seems she has made a new friend in Archi's bag, a creature called the Bagman who wants to take her with him t owhere it came from.
To stop it getting her they have to keep her safe until her mother arrives and then de Ath. The Bagman can be anywhere and if it appears they will need to give it something important to take back when it goes in the morning. This can be anything as long as it's something personal to a team member.
Either that, fight it, or wait till Allesa's mother Raquel arrives. If they fight it then they may be able to drive it off, and may need to keep doing it until morning. When Raquel arrives she may be able t odrive it off claiming Allesa as her own and drive of the Bagman that way.
Raquel will ask if Alesa had been wwll fed. She had just not in the way they think. Also she will say that she herself is hungry and may try to force herself on one of the party. This may result in a fight or a retreat hiding from Raquel until Count de Ath arrives. He will reveal he knew all along about them and that they were found in a Saxon camp helping them for blood in return and not killed. They had learned enough information that makes them excellent assets and the guards were placed there as they had no family & wouldn't be missed if things went wrong.
The team was chosen as to act as a safeguard and try to contain everything if things went wrong.
They are given a Ring of Constitution (+1, and needs attunement), a Shield of Defence (+1, needs attunement), a Ring of Spell Storage (holds up to 3 spells, and updated every long rest, needs attuned), and 450 gold. Milestone to be achieved too.
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