Showing posts with label Alina Merlon. Show all posts
Showing posts with label Alina Merlon. Show all posts

Friday, November 6, 2015

The Treasury of Mosswater

Nehn 1, 4711

Noah Harve is a wandering rogue traveling through the River Kingdoms. After spending some time south, he decides to head towards Numeria. Having bypassed Fort Inevitable due to its unwelcoming reputation among rogues, he is forced to seek shelter when a storm comes through. He hides in what looks like an abandoned manor. After settling in, he falls asleep. In the morning, after a restless night, he hears the sounds of people outside.

Gerald, Daryle and Darelle arrive at Shadowborn Manor, having just returned from their first visit to Mosswater. Daryle discovers a set of humanoid tracks on her property, and decides to investigate. The tracks lead around the house, but do not seem to enter it. A cursory look reveals nothing is missing inside the Manor. Tired from the trek from Mosswater, Gerald heads to the kitchen and cooks an aromatic and mouth-watering breakfast.

With everyone inside, Noah steps outside the building through a window and leaves the property. He comes back to the front door and knocks. In the kitchen, Daryle is the only one who hears the knock at the front door, and she sends Gerald to answer it. In front of him stands a vagrant, smelling in need of a bath and haggard-looking. The vagrant introduces himself as Noah Harve, a passing traveler, and requests shelter for the day. Gerald finds Noah rather presumptuous and truculent. Noah is introduced to Daryle and Darelle in the kitchen, and he immediately recognizes them as the wanted triplets from Razmir. A price has been placed on their head: 10,000 crowns if all three are brought back alive, or 1,000 crowns for each head returned to the living god.

Daryle finds Noah shifty, but after some back and forth Noah and the Coopers agree on a contract. Noah will work for the Coopers in exchange for room and board. He will keep all monies he discovers up to 5 crowns, and this applies per find. In the conversation with his sisters, Gerald tells them that his plan is to gather enough evidence that if they must they can pin the theft of the Hellknights' gold on Noah.

With this business finally completed, the Coopers repackage provisions and head out. Their first task will be to secure a wagon. Daryle heads to the goblin mine near her property to get her hands on a wagon, but the Hellknights have already secured the facility and the guards on duty do not allow them to ener the mine. The Coopers must find another wagon. They finally settle on borrowing one from Alina Merlon, their aunt.She lends them an old farm wagon, and she lets them borrow her oldest horse, fondly named Poor Old Horse. Darelle has taken care of it over the last year, and it is pleased to see her. The Coopers hit the road again.

Nehn 2, 4711


The Coopers and Noah arrive in Mosswater early in the morning, after spending the night a few miles away from the center of the dead city. Nothing has changed in the last two days, and their hideout appears secure. They leave the wagon outside, but Darelle brings Poor Old Horse inside the restaurant to keep him protected. They then begin transporting crates of jugs filled with dye to the wagon. Over the course of the morning and early afternoon they manage to remove 40 cases of 6 jugs of dye and load up the wagon. But then Noah notices a brigantine ship quickly sailing up river. The ship sports a triangular flag, with a field of blood red, and a cat in the middle having clawed a bird. Noah runs inside and tells the Cooper. Darelle immediately recognizes the description Baron Katkis' flag.

The Coopers come out to prepare for attack, but they notice that the ghostly ship has already docked. Four specters rush up the road and attack. The battle lasts a while, but eventually the Coopers emerge victorious. During the battle Noah escapes with the wagon, but Daryle catches up to him. He had stopped two streets away to wait for the battle's end. Daryle still remains suspicious of this vagrant.

With a full load and enough adventure for the day, the Coopers return to Fort Inevitable where they arrive early the following morning. They turn in their cargo of dye to the Hellknights and receive a receipt from Maralictor Wirt for the cargo's value of 10,000 crowns.

Over the course of the next four days the Coopers empty out the basement of the restaurant and turn in a total of 30,000 crowns' worth.

Nehn 6, 4711

Once again the Coopers head back to Mosswater, this time without the wagon. The focus of this trip is to once and for all locate the mythical town treasury. They plan on searching every building until it is discovered.

They head out late at night, and they make good time, so much so that they arrive on the outskirts of Mosswater before the arrival of dawn. That's when they notice that the light of the lighthouse is on, with a lovely golden hue. The beam rotates every thirty seconds. Even at a distance, they can also hear the roaming sounds of creatures haunting the streets of the dead city. The Coopers decide to wait until the first light of days.

An hour after sunrise, the Coopers head straight to the lighthouse. It appears there was an attempt in the recent past to barricade the building, but it failed as the gates have been breached. Inside bones are scattered, but the presence of adventuring gear indicate that a party was here recently. Noah discovers a face mask, while Daryle finds a warrant, issued by Razmir, for the Riverbottom's arrest dead or alive. These must be the remains of the Living God's soldiers. The presence of these soldiers, seen only a few days ago heading to the lighthouse, seems to be a strong indication that they believed the treasure is in this building.

Among the bones Noah finds a strange rapier. Well balanced and exquisitely crafted, this weapon is also marked with Razmir's seal. Noah decides to keep it. The Coopers search the lighthouse. Darelle ascends to the top, and finds the light source. It is a strange crystal, about four feet in diameter and five feet tall, sitting on top of a stone pedestal. Darelle examines the crystal, and she discovers a hairline crack. She wedges her dagger in, and tries to pull it open. Unfortunately, she is unable to exercise enough force to move the two halves apart. When Daryle arrives she begins helping her sister, and together they are able to move each half away enough so that an arm can fit inside.

The golden hue is more pronounced on the inner part of the crystal. It is solid, but warm to the touch. The inner crystal is of a different material than the outer crystal. As night begins to fall, the inner crystal lights up, but the light is more diffuse than yesterday. Working together, the Coopers manage to put the two halves of the outer crystal back together.

Everyone then treks back to their shelter at the restaurant. During the night, they hear the cries and shambles outside of the monsters haunting the dead city.


Nehn 7, 4711

The Coopers come up with a plan. Over the next three days, they build a better barricade, retreating each night back to their shelter, and making sure that an access point remains open for the monsters to enter the lighthouse.

Nehn 10, 4711

On the third day, they close the doors and lay down large beams. They should be well protected tonight. When the light comes on, the Coopers can see the strange monsters outside moving in groups of two or three. They are hideous-looking, with large heads sporting no eyes but large noses. Each monster has four arms and four legs, and moves crouched low to the ground, grabbing and gnawing on bones with many sets of sharp teeth as they move about. The monsters come and examine the barricade, but do not push their way in.

Darelle and Daryle are once again at the top of the lighthouse. The crystal shines golden, and Darelle observes small sparkles inside that look eerily like coins. They pry open the outer crystal, and Darelle carefully moves her hand forward. Instead of hitting the inner crystal, her hand goes through, and she touches a few coins. She pulls them out. The gold crowns have a variety of faces and dates, but none of them are more recent than 100 years ago. The Coopers have discovered the treasury of Mosswater.

Nehn 11, 4711

In the morning, the Coopers head back to Shadowborn Manor with about 20,000 crowns. Over the rest of the month the Coopers manage to haul away 324,233 crowns from the Mosswater lighthouse. Most of it is buried around Daryle's property, but the Coopers submit 124,233 crowns to Maralictor Wirt. As a reward the Coopers are awarded 12,250 crowns and receive the written thanks from Lady Commander Drovust.

Tuesday, September 16, 2014

What Creepy Crawly dwells in the tunnels?

Gozran 3, 4711

Following their first unsuccessful trip to the Emerald Spire, the triplets awake to the noise of a large caravan passing by the farm. They witness the arrival of about 120 Hellknights, accompanied by a convoy of forty wagons. A few of the wagons are marked as belonging to the Hellknights, but most of the others are merchants plying their wares around the River Kingdoms. Wagons of all shapes and sizes, decorated in different and outlandish colors and flying the flags of several of the Inner Sea kingdoms are arriving in Fort Inevitable for the annual Spring Fair.

Gerald decides to head out to the woods, and see if he can locate himself a familiar. Spending the entire day, he eventually manages to call forth a turtle, which he promptly names Kymdy the turtle. He also discovers that his turtle will reach sexual maturity in 12 years, a topic Gerald is apparently very interested in.

Darelle and Daryle accomplish their daily tasks, and they decide to then head to the Fair. Merchants are selling various wares, and as they set up for the next week they still hope to make a sale. There's a seller of cloth bolts made of the finest silks as well as other fabrics. A spice merchant from Galt has several wares, and Darelle purchases some herbs for Mother Holworth. There's a jeweler, a seller of kitchen utensils, a leather worker, a ropes and adventuring gear, several food vendors and food supplies, a weapons merchant, and a carpet merchant as well as several fortune tellers and entertainers. Daryle explores the leather goods, and notices several bracers she's interested in, but the price, at 6 crowns, is too high for her.

That evening, the triplets return to the Fair to partake in the entertainment of the evening, and Darelle returns to purchase more herbs for Mother Holworth. Leaving the herbalist's wagon, she notices she has a jar of cephalophage mushrooms in her bag, which contains three of them. As they walk through the fair, they notice Thorne talking to another man who towers over him. Daryle overhears Thorne saying to the man “Dr. Mordel has what you’re looking for.” The other man replies “What about the Clockmaster?,” to which Thorne answers, “He’s ready for the exchange,” but then Darelle’s fall interrupts the conversation, and Thorne quickly disappears in the crowd. Despite their best effort, Daryle, Darelle and Gerald are unable to track either Thorne or the man he was talking to.


Gozran 7, 4711

Alina mentions to the triplets that their brother Thorne has not been around for four days. Gerald, Darelle and Daryle realize that he’s been missing since they last saw him at the fair that night, but they had been too busy to notice.

Going into Fort Inevitable, the Coopers make discreet inquiries, and receive two pieces of information. At Braddon's General Store, Thom informs them that he hasn’t seen Thorne either for the last few days, and that he’s missed two days of work. Last he heard Thorne was involved in some smuggling operation through the sewer system with an outsider, an offense punishable by death if caught by the Hellknight patrols send periodically through the sewers.

At Dr. Mordel’s house and office, the Coopers are greeted by Erynna, Dr. Mordel’s assistant, who gets the doctor. He advises the party that he knows Thorne, as he’s been here several times making deliveries to the house from the general store, but that he has not seen him in about a week.

Darelle, who is interested in healing, decides to volunteer with Dr. Mordel, and he welcomes her assistance in help Mrs. Palmgrave with her bunions.

Daryle purchases a leather pouch from the leather merchant in the fair. The pouch features a small rose carved on the belt of the pouch, the merchant’s trademark. On the fairgrounds she hears the rumor that a rich man from Thornkeep plans on mounting an expedition to Mosswater to reclaim the town and its once profitable dye business. She also hears the rumor that Numeria may be getting ready to launch an assault on Pitax.

Gerald researches the origins of the sewer system of Fort Inevitable. A new network of main sewer lines were built by the Hellknights about ten years ago, and connect every area of the town to two central collecting tunnels that then pours into the pond. At some point, the water acquires an acidic level that kills most life in the pond. The new tunnels connected some of the smaller tunnels built decades earlier, as well as to a warren of natural caves and tunnels excavated centuries ago by unknown people.

That night, they decide to explore the sewers, since this is where Thorne was last headed. If they are stopped, Gerald will claim that he is compiling a history of the sewer system, to determine future needs and improved construction methods. Unfortunately, however, they are spotted by Ferdin, the Juliver Arms' stableboy, and they buy his silence for 1 crown.



They begin mapping the sewer system, and realize that one of the side lines passes directly next to the Citadel, while another line passes by Dr. Mordel's house. The tunnel is inscribed with coded words. Eventually, after a few hours of mapping, they reach one of the collection pools, and they disturb a mass of rats attacking two hapless goblins. This is located right underneath Karlyle the butcher, and Daryle notices there is way more blood and body parts down here than a regular butcher operation would suggest.

The triplets decide to intervene, and they quickly chase the rats away, only to disturb a Creepy Crawly creature feeding on the discarded feast. After a brutal combat, they are able to slay it, and manage to harvest a few doses of the creature's poison that causes paralysis.

They discover Thorne bloodied and paralyzed in the creature's nest. He had been gnawed on a little, but he was alive, if unconscious. They take him back to Roscoe's room at the inn, and, the following morning, take him back to the farm.

Saturday, August 30, 2014

When goblins come out to play

Calistril 15, 4711

 In three weeks, the Coopers have settled in the community of Fort Inevitable. On this particularly overcast morning Gerald returns to work at Nolm Bindery. When Falandra noticed the quality of work Gerald produced, she entrusted him to copying books written in strange languages. He's now transcribed two spellbooks for Falandra, and in the process he acquired a few spells of his own, mastering the beginning steps of sorcery.

Darelle, the youngest of the triplets, has been working at Mother Holworth's farm, and she has developed a real knack for calming animals. In fact, she's so good at communicating with animal and healing them when something ails them that she has been called upon by several farmers.

Daryle heads back into the woods. Using her more than capable hunting skills, she's provided the butcher with several deers, and has managed to feed Alina and the rest of the family with rabbits and partridges. On this particular day, she tracks a deer into the forest northeast of Fort Inevitable, when she crosses the path left behind by two goblin scouts a few hours earlier. She follows the goblins' track, and after an hour's trek through the woods she arrives at the site of an ambush. It appears that at least eleven goblins surprised and attacked the other two.

As rain begins to fall, Daryle follows the large tracks left behind by this horde, but as the rain becomes stronger, she decides to head back to Fort Inevitable and report her discovery.

With the rain comes dark clouds, and by midday it feels like dusk outside. The clouds are dark with a greenish tint. Word reaches the bindery that the Hellknights are closing the gates down, and Falandra instructs Gerald to return home before the gates are closed and locked. She asks him to drop off two scrolls to Maralictor Kiera Wirt, Commander of the Mosswater Gate, on his way out. Heading to the gate in the pouring rain, Gerald notices that all of the Hellknights have been deployed in town and on the walls. With wagons trying to leave the town, and several wagons trying to come in, it is absolute chaos at the Mosswater Gate. Gerald tries to attract the Commander's attention, but due to the chaos he decides to use a spell. She approaches him and takes the scrolls, not before chastising him for casting magic at a Hellknight. Gerald notices that Daryle is outside the gate, and she is not being allowed to get in. Understanding that she has something important to tell them, Gerald convinces Commander Wirt to let her in the Fort.

In her office, Daryle reveals that a large party of goblins ply the Echo Woods, and that there is goblin on goblin violence. Due to the storm, Commander Wirt provides Gerald and Daryle with a writ, valid for the next three days, to leave and enter the Fort as needed, as well as a letter of marque allowing them to bring in any dead goblin for the 5 crown pieces reward with no tax levied by the Hellknights for the next five days.

Back on the farm, Darelle is instructed by her mother's cousin to put as many animals away, and then return to the residence. She's there to welcome Gerald and Daryle back from the Fort.

Alina explains to them that every three months or so, there is a large magical storm that strikes the area. There are reports of unexplained events taking place, and large beasts are rumored to appear and roam through the countryside, devouring man and cattle. These storms generally last two to three days. When she finds out the triplets plan on heading into the woods, she forbids them, telling them that it is too dangerous. Disagreeing with her, they head out into the woods through the raging rain, taking with them their cousin Aidan, a precocious 12 years old fighter.

They quickly locate the goblins' track and begin to follow. Two hours into the trek they discover an ambush laid by two goblins, but they are rather ineffective and are quickly dealt with. The triplets and Aidan continue their progress, and it is completely soaked that they crest a hill overlooking a clearing with a large open mouthed cave in the northward corner, with goblin fortifications ringing it. In the middle of the clearing are two other goblins tied to pillars. They also notice a goblin who's a little taller and a little meaner than the others.

Greenhide, the leader of the Dark Blood Tribe is interrogating the other two goblins, wanting to know why they allied themselves with Grunk, instead of remaining with the tribe. Daryle and Darelle fire arrows at the sentries, followed by one of Gerald's magic missile and more arrows from Aidan. The sentries are all eliminated, but none of the goblins watching the interrogation notice. Daryle unleashes another arrow into the group of goblins, and this time the goblins realize they are under attack.

They take defensive positions, and await the assault. A sentry is sent out and is immediately slain. Greenhide takes stock of the situation and disappears down a corridor with his advisor. The party settles in for the night


 Calistril 16, 4711

The lack of light, and the torrential rain means that when dawn finally rises over the horizon, Darelle notices that the goblins have gone, leaving their two victims behind. Daryle sneaks to the cave, and determines that the goblins are no longer here, having abandoned their camp and few possessions behind.

The lone goblin still alive confides in Daryle that Greenhide is mad he lost the leadership of the Dark Blood Tribe to Grunk, and he will keep on fighting to regain it.

Aidan searches the cave, but finds nothing of interest aside from a pay chest from Numeria. Daryle harvests two tribal tattooes, one showing a blood splatter, and the other one the same blood splatter but with a crescent moon inscribed in it.

Returning to Fort Inevitable, the triplets present the results of their quest to Maralictor Wirt, who awards them 45 crowns for the 9 goblin bodies they returned. Karlyle the butcher purchases the bodies from Daryle for 3 crowns each, netting the party a tidy sum, all tax free thanks to the letter of marque.

Daryle deposits the sum at the Hellknights' Bank for a 10% fee, and they are well on their way to paying Captain Rémi's fee.

Monday, August 25, 2014

Great, now that we're here, what should we do for work?

Abadius 23, 4711

Upon arriving in Fort Inevitable, the first thing the Riverbottom family did was look for their mother's cousin, Alina Merlon. She had married a Numerian and had left Razmiran decades ago.

They approached the Juliver Gate, one of the two gates leading into the Fort. There, they encountered a half-orc Hellknight named Bolgur, who gave them a hard time. The siblings noticed that the guard presence was heavy and that everyone entering or leaving was questioned by the master of the gate, and all cargoes and bags were thoroughly inspected. After a few exchanges, Bolgur revealed that Alina Merlon lives next door to Mother Holworth, one of the most successful farmer in the area. So the siblings made their way back to the farm, and finally met their mother's cousin for the first time. At first, she wasn't convinced, but when she recognized the triplets and read Gertrude's letter, she welcomed them with open arms.

The Merlon farm currently is currently run by Alina, as her husband died in the Mendevian Crusade. She's assisted by two indentured servants, Brand Plentygold and Lister Cartwright, who assigned to her by the Hellknights. The estate is small, but produces wheat and barley, an array of vegetables, as well as apples and cherries. A few dairy cows are kept, along with a coop of chickens and a small herd of goats. Alina informed the siblings that she could provide them room and board, but that they would have to work around the farm and help out whenever they could, taxes being high and money being short.


Abadius 24, 4711

With the dawn of a new day, the siblings decide to change their last name from Riverbottom to Cooper, in case anyone from Razmiran is searching for them. On the advice of Alina, Darelle pays a visit to Mother Holworth, from the farm next door.  A stern, sharp-tongued woman in her mid 70s, she has outlived two husbands and now lives with her children, grandchildren, and even a few very young great-grandchildren. She runs the best dairy farm in the region, and Holworth cheeses are renowned far and wide. Upon seeing Darelle's animal affinity, she hires her for 5 bits a week, a modest sum even in Fort Inevitable.

Daryle is more enterprising. She enters the town, and heads straight to Karlyle the Butcher, where she inquires whether he would be interested in purchasing game from her. He informs her that he would certainly buy deer, but smaller game does not interest him. He also advises her that he also purchases goblin skins, for 3 crowns each, after they are turned to the Hellknights for the 5 crowns bounty. Daryle promptly obtains her work permit from the Hellknights, and begins to explore the countryside, looking for the best place to capture deer.

Gerald, being weak and often sick, inquires with Alina if there were anyone in town that could use his intelligence and his creative talents. She tells him that Falandra Nolm, owner of Nolm Bindery, may, but she's not sure. That's not a service she often uses. Hopeful, he still makes his way there. Falandra informs him that she does not need an employee, but that is Gerald is skilled enough with ink and feather, she will pay him a set piece, generally 25% of the sale price, to transcribe books. He graciously accepts her offer, and she gives him a quick tour of the bindery. A small space is dedicated to the bindery business itself, with about half of the floor housing book shelves covered with books on many different subjects. In the back, behind the counter, is Falandra's office, and Gerald is able to glance what appears to be an alchemist lab before Falandra closes the door, telling him that he is not allowed to go there. She provides him with a basic book, and he begins recopying it. Later on in the afternoon he meets Abernard Royst, a whire-haired sage of about 60. Knowledgeable, he comes to the bindery every day to talk with Falandra, browse books, and generally purchase one or two.

Roscoe decides to earn coins by plying his love of music into a trade. He approaches Doliver Reedbank, the owner of the Juliver Arms, one of two drinking establishments in Fort Inevitable. After hearing and seeing him play a couple of songs, Doliver hires him to play six nights a week in exchange for a small room on the third floor, breakfast, and dinner. Roscoe is on his own for lunch, but he may keep all the tips he earns.

Alina doesn't want Thorne to leave the farm and go to the Fort, but he doesn't listen, and, after careful inquiries, decides to contact Thom Braddon, the owner of Braddon's General Store, the only general store in Fort Inevitable. Perhaps this is a place where he may be able to ply his trade.