Chapter Five: The sudden addition of even more player characters. And pie!
Chapter Five: The sudden addition of even more player characters. And pie!
Cast of Characters
Agnak Stonestalker Monekekali: He's big. He's tough. And... he still loves kids. Awwwww.
Solomon Hawkins: Likes to make things go boom. And apparently has some sort of secret.
Gilphine: Charms the birds from the trees like a Disney Princess. You know... the terrifying feral one.
Basil Vellurian: No longer the new guy. Still manages to piss off literally every NPC.
Marlin : Bucker of swashes and spoiler of ambushes.
Hannah: The Cleric. Oh thank god we have a healer. Maybe they won't die now.
While our intrepid heroes are busy angering powerful and likely evil spellcasters, burying bodies, and forgetting all about Sheen (where is he, anyway?) things are going swimmingly in Daggerford. Marlin Lanngolyn and his lovely bride Hannah Lanngolyn-Moonstar, a dandy human and a quiet half elf shoved together in an arranged marriage, enjoy a somewhat downer of a honeymoon at the scenic country home of Marlin's family.
Things are not going well. In fact, on their first night, Hannah's Holy Symbol, a silver pendant set with diamonds... betrothal gift... was stolen by street urchins. To make matters worse, Hannah has been receiving troubling dreams. There is a dark cavern. Two packs of wolves face each other, snarling. A male wolf lies in the dirt between them. He's been mauled. His body bleeds but he is alive, barely. A she wolf and a large male wolf stand before their respective packs. The male's pack is larger by many, many gnashing sets of teeth.
A low growl echoes through the cavern. The alpha and she wolf begin to circle the wolf lying on the ground. The wounded beast whimpers at the she wolf and tries to stand but falters. She can see the eyes of the alpha. Great black pools with violet edges. She can see the eyes of the she wolf. They are open wide. A bright blue. The wolves lunge at each other and the packs follow, growling and snarling. Suddenly, Hannah realize that you are part of this clash of wolves. This is when she wakes. Screaming. Much to Marlin's frustration.
On this particular morning, there is a knock on the door.
Marlin answers the door to reveal a rather fancily dressed man. He recognizes this to be herald's garb of the Lord's Alliance. Of which he is a member. Because of course.
"Sir, the Lord's Alliance begs the pleasure of your company. Follow me. You may leave your Lady here, but it will be a rather long walk. You'll likely need to spend the night. The Lady... may not wish to be alone that long."
Not willing to leave his wife behind on their honeymoon, he asks her to come along. Perhaps they can have a picnic. Perhaps there will be no more screaming. Hope springs eternal.
The gentleman leads them out of the town proper to a rather nice country estate. There are a group of men in hunter's garb seated outside under a shade tree. These men are... not members of the Lord's Alliance. They are dirty. With dirt. And... dirt.
The herald leads them to a well furnished den. There are mounted heads of all manner of beasts on the walls. A man sits in a large plush armchair by a fire. He is dressed as a "hunter." Or rather... he is dressed as one would dress if they wanted someone to believe they were a hunter. Tall boots. Coat. Sword. Yes. He's wearing a sword. In his study. There is an ornate longbow hung above the fire, along with elegant silver arrows that were mentioned multiple times by the omnipotent voice telling this tale and still.... remained hung above the fire.
"Ah yes. Good Sir. I had heard you were in town and we, by which I mean the Alliance, are in a bit of a bind. You see, I was out hunting the other day, when my servaaaaaa....I mean I came across a large she wolf. Naturally I took the beast down with my trusty bow, (hey. look at the bow again! Nope? Nothing?) but when I drew closer to put her out of her misery, I noticed the most curious thing. There was... a silver pendant about her neck. I stabbed the beast right there and.... she turned into a woman." He leans in and whispers scandalously "And she was naked!"
"Now. we took her immediately to the temple and had her raised by one of the priests, for interrogation. A werewolf infestation in Daggerford threatens the whole coast after all. One who... destroys this threat... would certainly raise in the esteem of the Alliance." The man looks pointedly at Marlin.
Their aristocratic host suggests they may want to question their captive to see what other information they can glean. After all, he chuckles. Marlin is quite good with the ladies. He says this as if he knows... something. Hannah is... not amused.
Down in the basement, they find a blond woman in a sack cloth dress who has seen better days. Her wrists are bound in silver manacles and her face is bloodied. Gentle Hannah notices the pendant recovered from the woman resting on a table. It's her Holy Symbol.
As Hannah ponders how this woman came to be in possession of her pendant, the woman mutters something under her breath. "Night Mother protect me." The pair resist the usual RPG player murder approach and actually.... talk to their captive. From her they learn that she is part of a larger pack, led by a man named Kiril. She stole the pendant because she "needed it." When pressed she explains, weakly because...well... she's been tortured... that she "needed it to make them see." When asked how she got there, she responds that she came "through the mists."
Their host surmises that she came through some manner of portal and tasks Marlin...and Hannah I suppose... to find the portal and close it. He hands them a scroll of magic weapon...and a picnic basket!
Summoning one of his huntsmen... you know... the real ones... he askes them to escort our two new adventurers. The man refuses. The payment offer increases. The man still refuses. Finally, at an exorbitant rate, the man grudgingly agrees and off into the woods they go.
The man leads the woman, still shackled, by a heavy chain. She stares ahead blankly. As they walk, the mists grow thick. The group stumbles, losing sight of one another until they hear a howling. And another. And another. The group is surrounded. Out of the mists, leaps an uncommonly large wolf, with eyes like black pools ringed in violet. He lunges straight for their guide who is knocked to the ground. His screams echo and the sound of flesh tearing fills the ears of our frightened protagonists.
Her chain having been dropped by the huntsman, the woman lets out a howl, transforms into a wolf, and slips her bonds, now far too loose to hold her. She takes off into the mists. Marlin and Hannah also run. As they hear the sounds of wolves gaining on them, an arrow whizzes past, mere inches from Marlin's ear.
Out of the mists rides a man on a black horse, a large bow in one hand, his free hand already reaching for another arrow.
"Move, you fools!" he commands with the voice of someone used to giving orders. Marlin and Hannah are too stunned to respond. The man shoots another arrow, this one falling just short of the closest advancing wolf. "Get on before they realize these aren't silver." That having snapped our heroes out of their frozen panic, the two climb onto the horse and their rescuer urges the beast into a run. A falcon circles overhead, then follows, keeping pace with the horse, now foaming at his bit, his coat lathered in sweat.
Once the threat of wolves grows silent, he dismounts, shooting Marlin a look that says "get off my horse." The man is handsome, well mannered, and carries himself as a noble. His clothes are finely made, but clearly meant for the outdoors. Unlike their host in Daggerford, this man appears to actually know how to hunt. As Hannah begins to dismount, the man places a hand to his horse's chest, checking the beast's temperature and, satisfied that he is not overtired, allows Hannah to remain mounted. He gives a slight gentlemanly bow, as he loosens the horse's bridle and removes the bit from its mouth, opting instead to lead the horse himself. With quiet pride, he turns to Hannah and remarks that though he's not met a beast alive who can match his own Beau in speed, three riders is a bit much for any animal. The horse continues to pant and snort, faint traces of blood coming from his nostrils.
The man introduces himself as Lord Von Holt and explains to our two new heroes that they are now in the lands of Barovia. Sadly, their rescue has set him off his schedule. He informs them that he had been asked by some of the townsfolk in Vallaki to try to find a way through the mists. So far no one has managed such a feat, but he enjoys the good will of the townsfolk and agreed to make the attempt, useless though it would be. He also remarks that they are not the only outlanders to have come through recently. A different group had wandered through the mists only a day or two prior and, perhaps there was safety in numbers for those not from these lands.
"There were more of you. You should join them There is safety in numbers. Though the village... is as safe as any other place. Perhaps you should stay here." The pair, unwilling to remain in the dark and foreboding forests elect instead to accept his assistance in travelling to the village of Barovia.
He leads them to the center of town, where our other heroes are just finishing up burying the late Burgomaster. Gilphine seems to still have the attention of her little juvenile raven buddy, but beyond that, the group is of little interest. Save but one. Immediately our noble hero's attentions turn to Ireena and, with a gruff and pointed tone, he asks the group what business they have with her. He informs them that it is well known that she has managed to attract the attention of the Lord of these lands and it would be unwise to risk his wrath. The group informs him that they are taking her to Vallaki where she will be safe. At this the man snickers to himself. Of course our highly charismatic and full of people skills group demands to know what he finds so funny in not at all threatening tones.
He tells them casually that Vallaki will not be the safe haven they think it to be. It's a town where... he pauses and laughs to himself again. "All is not well." After some foreshadowing discussion of the troubles in Vallaki in only the vaguest of terms, the gentleman introduces himself to the party and suggests that, if they insist on travelling to Vallaki, they seek him out first. He has some business to attend to in the town that will likely take him at least several days. Were they to wander about, half the town would wish to deliver their auburn-tressed friend straight to the castle, while the other half would kill her on sight. He could at least shelter them, albeit briefly.
Basil, for some reason, decides to pick a fight with the Lord, informing him that now that they know his name, they would not hesitate to use it around town, informing everyone that he had aided them.
(Edit: I still have no idea where he was going with this.)
The Lord, not used to peasants being so bold, leads his horse away, muttering something about how they will all be dead by the morrow anyway.
Ireena states that she needs to go pack. Basil, unwilling to let the McGuffin out of his sights that easily, follows her back to the Burgomaster's house. While she is retrieving her belongings, the group recalls the house with the strange sobbing noises. (And the exclamation point shaped cloud hanging over it.) The doors appear barred from the inside.
Gilphine manages to sneak her small self into a window and unlocks the door from the inside, allowing the others to follow her. The house appears lived in, albeit lived in by someone who seems to have just given up. Perhaps a week's worth of dust, flies hovering about dirty dishes, and general recent neglect. Inside, they find a sobbing woman, the aforementioned Mad Mary.
Mary sobs, hugging a doll close to herself. Gently, the group asks her what is wrong and she tells them of her daughter, Gertruda, who has been missing for a week. She gives her name as Mary, and hesitantly allows the party to view her doll. It's a ragged, creepy thing, well aged in appearance and, along the hem of its tattered dress, is a slogan: "Is no fun, is no Blinsky." This phrase makes Gilphine bristle. When asked to describe Gertruda, Mary tells them that she's beautiful. Just like her mother. Given Mary's current state that is... not entirely convincing as an accurate description. But perhaps, if one squinted, about Mary there might be the remains of a fine woman.
Mary fears that Gertruda has been taken by "him." And that she would never leave the safety of the town. Never. She was clearly swept away by "him." The group decides that, like the heroes they are, they will rescue the missing Gertruda but... it's a side quest. May take awhile.
Leaving the sobbing abode of Mad Mary, our heroes see an old woman with a peddler's cart, calling out her wares. Her wares being pies. And only pies. The group watches carefully as the woman sells her pies for what appear to be exorbitant rates. Yes the townsfolk seem eager to gobble them up at even the highest prices. At one house, the old woman demands her payment in the form of a young boy. Yup. Our friend from the ghost parade. The woman in the rundown cottage seems sad, but all too eager to pay for her pies.
This, of course, Angers Agnak who, with Solomon's help, begins to plan exactly how they will murder this woman. Their plans, however, are thwarted when Marlin decides to use diplomacy. There is a lengthy colloquy on pies, and the making thereof. What's in them? Why are they so expensive.
The woman, who introduces herself as Morgantha, offers them a sample. "First one's free."
"Great," remarks Solomon. "They're drug pies."
He asks what's in the pies. Flour. And? More flour. And?? Some fruit. And??? Also flour.
Agnak begins to threaten the woman, demanding the kid. Morgantha refuses. The kid was part of a bargain. Agnak demands his own bargain. Morgantha is not interested in bargaining for "the kid." But might bargain for information. As they are pondering this, the juvenile raven comes screeching at the old woman, talons out. She whacks him with a stick and the bird flutters away, clearly injured.
There is more dialogue. Back and forthe they go, becoming more and more threatening, until finally the woman yells "Boring!" and *poof* the woman vanishes, along with her kid bag.
The group, rather angry to have lost the opportunity to murder hobo an unarmed old woman just trying to make a living, examines her cart. It contains little pies. Agnak pockets a few, remarking that he intends to shove them down her throat if they find her again.
Ismark seems eager to see his sister on the road and away from the village. The group decides it would be best if they first stop at the mercantile. The only mercantile in town. Belonging to a rather gruff man named Bilrath. Bildrath has what they need. Rations. Supplies. At about ten times what they are actually worth. This is our first lesson in supply and demand. In the back of the mercantile is a rather simple lad. The merchant's nephew Parriwimple. He is "holding the door," and though simple minded, appears large and fit enough to discourage attempting acquisitions by force.
Gilphine reminds the group that she is quite the forager and can probably make a hearty stew if they get her some root vegetables. Angrily, Marlin throws money down on the counter and retrieves a sack of carrots, potatoes and probably something else. Maybe parsnips. Sure. Parsnips. Now ready for travel, the Kolyanavich siblings (yeah, remember them?) discuss whether or not Ismark should accompany them.
Barovia needs a Burgomaster and it is decided that Ismark will stay behind. It is made clear, however, that should anything happen to Ireena, their deaths will be slow and painful.
And off they go!





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