The Resting Birds
The players get a chance to rest and recuperate around town. They get the chance to catch up on some things around it.
Plot points/Scenes
The players take a bit of time for themselves and find that they are still kept busy, though in a good way... at least potentially. There are rumours, interactions and the chance for Archi to catch up on his exhaustion. Doing so he can find talking to Granny Barrowbye helpful who may provide some assistance with the other two Hags. Arne may find that he can mess around with some of his spells & abilities while finding that there may be those with some interest in his abilities. Magnar finds that he can fit in easily with many of the Burgeaters and merchant caravan guards. They also get the chance to learn a few bits & pieces that may lead to further adventure and rewards if successful.
They will probably start with going to The Eschbach Shields after Magnar wakes them up. From there they will bump into some of Anselma's people who say that they are wondering how good Magnar is at hunting monsters, and they would look more favourably on him and his family if he brought back a trophy from a powerful monster sometime soon. Friendly goading all around, as they show that there is a modicum of friendship there and know his people make a point of taking out anything nasty.
Magnar can get in good with them by training with them or having mock fights or tests of Strength or Endurance with either Anselma's people and/or the Burgeaters. She may be able to be to get a +1 to a Proficiency of his choice when trying this.
They may jest that the Goblins of Goblintown have a habit of getting some good trophies, and the Goblins have encountered a flying creature to the west that might make a good hunt down the line.
Arne gets to snoop around a bit and finds that quite a few are curious about his kind & himself. Most are children and the odd adult who thinks he should do some type of performance sometime when the main market days are on to show off his skills. he can make up to 10 gold 1d20 by doing this the once.
They also mention that an apothecary called Jean Luc has recently been seen with the odd bandage not looking to good either. They are worried as he uses the building in the inner circle of town to the south east- the same one that had the grate to the basement with the spider webs. They also believe he has been supplying under-the-counter "potions" to certain individuals. Nothing untoward but still, may be worth checking into down the line.
In both cases they are bluntly made aware that there is no rush on these quests as there is no real problems concerning the general population.
All three will be made aware that they should begin thinking of helping with local guilds or starting their own with a charter. These can range from regular jobs such as Farming, Dying, Carpentry etc, and their place with the council members will help much to set these up.
They can set up their own guilds too if they think they may be of use. They just need enough signatures and interest. Also, there are enough to start up any number of these. No-one will mind as long as it's not ridiculous and may want to hold off having them given local Noble marks until Grimmaz returns. They can certainly get the ball rolling by getting the right paperwork into the council and getting them to sit on it if need be. It takes at least 5 signatures and 150 gold or equivalent to start this.
Archi is able to relax enough to start fiddling with the raw adamantine, loose some Exhaustion, and get to speak with Granny Barrowbye. She will tell him if he uses a few Cantrips to help people round the town they will offer him money or items that he doesn't have to buy. These are generally low quality, common, and/or everyday items that stops him having to pay for if he does these regularly.
Magnar and Arne can do similar small odd jobs to endear themselves with the locals, and make a few general bits & bobs.
Archi may be shown a few tricks too in the mine to the south west and how to mine successfully. This, along with any other minor regular jobs done repeatedly by any of the others too, may result (with a successful DC 12 saving throw against the relevant Stat or Proficiency) a bonus kit or toolkit proficiency and add +1 to a Proficiency related to it if a Nat 20 is rolled on the DC saving throw.
If any speak to Granny Barrowbye about the reasons she left her coven, she will state that after meeting Jacob she couldn't do anything to potentially harm him and wants to protect him and hiss parents. If and when he reaches old age and passes away, then she may leave Eschbach.
She also realised that Witches Covens are just as valuable in the creation of & keeping magical traditions alive. She'll warn them that it is likely Morwenna in southern Britain is planning in the next month to six weeks of capturing one of Archi's Witches Coven and Morwenna is aware of him, seeing him as a threat if he goes there. A package from the Witches Coven arrives for Archi too. It contains one spell that both him & Arne can copy as it involves it being transcribed on to a page with a quill made from a Raven's feather. One from the Shadowfell is guaranteed for them to learn it without a roll or being gifted by the terms of Arne's pact.
She can explain that the Fey and the Feywild is closely tied to mature and not wholly "good" or "evil" but one of balance. For one of those to exist, there must be an opposite like in nature, and the Fey represent that. That is why sometimes the Fey will do something that appears evil to some, while the Dark Fey can appear to do something that appears good at times. She'll also mention that the Feywild is a reflection of the natural processes on countless worlds and why it appears so diverse and powerful, drawing it's power from these. Also why it can never be fully destroyed.
She warns them that she is just as capable of doing harm by being in town, than she she is as doing something helpful. She fears that Morwenna & especially Adalwolf would happily attack the town with the Baobhan Sith but that would be too blunt an action even for them. It would attract the wrong attention and cause both locals, and the Franks to hunt them down directly so they prefer to work from the shadows striking out in other ways against other peoples.
Granny could also mention that if they want to reduce the numbers of Baobhan Sith that appear they could attack the Baobhan Sith Queen, and if she is killed it would reduce their numbers present as they fought amongst themselves for dominance.
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