Original Session Document
Time: Evening
Location: Kiel
Recap: On the road to Kiel, Veigar encountered a coach with a cracked wheel. After a brief, tense stand off he managed to convince the crew to let him help. Just as the wheel came on, however, four armed men approached and attempted to rob the coach. After a flurry of combat, two footpads lay dead and the other two ran. It was Ana who turned the tide, with an unexpected ambush using Veigar’s rapier, pulled down from its place on the horse. For this, he has gotten the gratitude of Zimon Koln, a general merchant out of Trautenau and Orich, the crossbow-wielding coachman. Orich granted Veigar a cloak pin, which he said the owner of the Ornery Ogre would recognize and allow him to bill Orich for a short stay.
Ornery Ogre
Party arrives at the Ornery Ogre, an oversized two floor inn outside the town gates, just at sundown. Ana is eager to return home and orders Veigar to take the north road out of the town. If he refuses, she’ll opt to wait until morning. A small stable tends the horse, with tack stowed in a rear room. Inn is moderately populated.
The inn’s owner is Ingolf Lerner, and older, well bearded, heavyset man who takes the pin (which is brass and has a curious rune-ish symbol on it) back. He accepts V’s story without much question. If asked about the pin, he will point out that he and Oglin used to “range about” years ago, and found it in a cache held by some goblins some ways north and east of here - their last adventure together. He’s pretty sure it was Dwarfish, but never had it checked in case it sparked off some feud or another. It was part of a matching pair - a reminder of the “good old days” before he’d settled down and Oglin started honest work; Ingolf still wears his much as Oglin does. He’d part with it if offered about $50. If asked, the name of the inn has been that for years before he bought it with his “ranging” money. He’s too busy settling up tax accounts to recant much.
The pin gets the party a pair of small rooms and a free meal. Some games of dice ($2 / MOS on opposed Gambling 10) and the like can be had, but Ana keeps her distance, back to the wall. Carousing or the like gets some intel that earlier today some Harpies were spotted flying over town; evidently they attacked some livestock at a small village to the south west before swooping off.
One small, bald man, dressed plainly can be seen (Observation + 2) eyeing the two on occasion. He’ll eventually speak to a companion and then rise to leave. He can be confronted and bought off to not reveal Ana - $50.
IF THE BALD MAN IS NOT CONFRONTED
In the night, four armed men under Ana’s uncle come to search. They’ve been tipped off by the bald man. They will bust into V’s room and arrest him - IQ roll to awaken, with enough time to reach ONE weapon (GM fiat) with MOS 2+ before they break the room door. Ana is awakened as well, and she’ll try to stick up for V, but the armed men are under strict orders; their leader attempts to calm Ana. Many others are awake as well but naturally they stay out of this.
V will be thrown into a wagon and hauled off, without his goods, to a small blockhouse near the Hage estate. In the morning, he’ll be brought before Olbricht Werner and his brother, Ana’s father, Fuch.
IF THE BALD MAN IS BOUGHT OFF
If the bald man doesn’t tip off the guard, then a restful night’s sleep is had. In the morning, Ana will eagerly rush V to get her back home. She can guide the rest of the way, where they are confronted shortly before the stone wall of Wernerhall. A pair of armed men with eyes on the road will confront the riders and keep them in place while the lord’s are being summoned. They recognize some of Tilmann’s goods and his horse is rather obvious (if it is being ridden). V will have to surrender his weapons.
Wernerhall
Wernerhall is the allodial holding of Ana’s uncle Olbricht. It’s a strong fortified mannerhouse with fields and woods of all kinds around it. It appears to be a sizable and productive estate from the hard dirt road into the front.
Freiherr Olbricht Werner is lord here. He is an aged, wild-bearded, paunchy man with ruddy cheeks and one leg, having lost it in a jousting accident years ago. His noticably younger brother Fuch is a well dressed and fit looking man. Both are extremely pleased that Ana is returned to them. Either Ana or V can be the source of their finding out - Ana if V is captured, V can recant his tale if not. V’s weapons lie on a desk before them. They’ll ask all about them, though they know who’s sword that is.
Tilmann has always been a brash youth. He was the youngest of three surviving sons and wasn’t going to inherit so he spent his father’s wealth gaming and whoring. He won this rapier in a duel with a strange foreign man when schooling in Bissendorf. When he was cut off, he turned to debt. It wouldn’t surprise either if Ana was stolen to pay one of those debts. It also comes as no surprise that Ana finally came to her and V’s defense. As a younger girl she and her brothers and friends would all scuffle together eagerly. Truly, it wasn’t until her mother died of the Racking Cough about two years ago that she became so dedicated to being a more proper lady, finding herself “lady of the house” while her father was away. Tilmann’s death weighs heavily on Olbricht, yet at the same time he seems oddly relieved.
Meeting the Man: Should Vegir desire, he can attempt to meet this man Tilmann was bringing Ana to. Olbricht offers $100 as a reward for it, more if he feels the information V finds is worthy.
Fuch is actually here to negotiate inheritance so this hall becomes his on his brother’s death. Olbricht lost both of his elder sons in the Storm, and Fuch (a Storm veteran) lost his eldest as well. The two brothers between them have similarly perished. Tilmann’s death greatly eases the decision making process. Fuch is also here to pursue other interesting business. As it happens, he’s lost a servant on the way in, and he offers V a job as a reward for rescuing his daughter. Specifically he needs a new valet for his horses, as he’s brought a number with him for other business he needs to attend to. It’ll be another week or so before he’s due to set out on the road again, as he has many things to attend to here first.
V can pursue this man Tilmann was going to meet, or take the job offer. If he’s fleet, he can even do both - or neither.
For his efforts, Olbricht gives V hospitality - he may eat with the men this evening, bathe and he will have his steward see to finding a tailor. Olbricht would like to keep his son’s sword, unless V thinks he can find better use of them. He will, however, permit V the riding horse if he’d like - it was Tilmann’s, but he doesn’t want to be without gratitude.
END SCENE: GAIN: 2 CP, +2 if V RP’s well LOSE: Rapier, unless negotiated
Session Notes
I made the following notes.Ornery Ogre: Lower perimieter stone, logs for wall.
Vagir didn't inquire as to the significance of the pin he had obtained.
Ana befriends Ingolf [Inn owner] while Vagir was stabling the horse.
Vagir did not make observation roll.
Ana got pin?
My notes seem to indicate that Vagir surrendered the rapier as well.
Closing
Four down, three to go. This is where the main thrust of the campaign as we left it begins to take root, with Vagir ingratiating himself to an actual fighting man, who was offering to give him steady work and a possible direction in life as an attendant. It's not required of him, though - merely a reward for someone who's already proven themselves something above the norm. Alternatively, he could investigate what lies at the root of this whole abduction thing, or just wander off on his own.We'll find out next time what he chose!
Thanks for reading!
Cheers!
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