No Good Deed... (7-19-04)

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Party at the start:
Mace Blackstar (Mike D.; Human Fighter)
Wilbered The Silent (NPC (normally Bob S), Human Cleric)
Castor Bean (Steve B.; Human Bard)
Trygvie (Steve G.; Elven Wizard)
Kane (Al G.; Human Monk)
Geia (NPC; Human Fighter)
and Malus Thunderhammer (Chris L.; Dwarf Ranger)

The game began late in the evening, Torsday the 22nd of the month of Sept.  The party had beaten off the Bugbear attack in the night.  Malus the dwarf had set off running after the Bugbears; the rest of the party was back in the campsite.  Kane had  subdued a Bugbear.   After a little healing, they began interrogating the prisoner... Wilbered using some techniques he had perfected back in days as a novice in the Seminary.  The bugbear revealed that some humans headed for Asthar Rho that fit the general description of Cirdis & Co. had passed that way a day earlier and had paid the Bugbears to attack or delay any who followed them.  Despite the wretched bugbear's promise to never harm them again and his piteous pleas for his life, Mace used his sword to whack the creature's head from it's shoulders.

Meanwhile, Malus the Dwarf caught up with two of the Bugbears he had been chasing.  After a brief fight, he returned to camp covered in glory and bugbear blood.

The Dwarf ranger and the Monk elected to press on ahead, hopefully to catch up with Cirdis, while the rest of the players remained in camp so that Trygvie could regain his spells.  Malus the Dwarf hopped onto his pony and Kane took off running.  Malus proved fairly incompetent as a ranger and failed to find the trail of Cirdis and his associates so they headed in the general direction of the village known to be south of their current position.  A few hours into their journey they forded a very shallow river.  As day broke, they saw the fields and village on the banks of the massive River Root, just ahead.

The village was a collection of wattle and daub 2 and 3 story houses built wall to wall to form a crude fort on the top of a hill on the banks of the River Root.  The River Root is a massive river, miles wide in some parts,  A shore or island, crowned with misty mountains could be seen in the distance.  Strangely enough, other than a few roosters crowing, the village seemed pretty quiet.

There was no one on the roads or in the fields and the gates were shut tight.  Malus and the monk crept forward for a better look.  They noted that one building had a weathervane decorated with a large copper sun on it's roof.  Mace crept up to the side of that building.  From within the walls, they could hear what sounded like humans wailing and crying.  Malus unsheathed a dagger and bored a hole in the wattle and daub wall of the building with the copper sun sign on it... but peeking through and listening at the hole showed him nothing.  The two brave adventurers were pretty spooked by this and they snuck back to the brush north of the fields and village to wait for their comrades.

After about four hours, the rest of the group showed up.  It took them a while to find one another (since Malus and the Dwarf were hiding in the scrubby little bunch of trees that passed for a forest in these parts) but finally they hooked up and after considerable debate, they decided to simply enter the town if possible since they worried that with each passing hour Cirdis and his friends would get further away.

They approached the west gate of the town and some guards hailed them, asking them to go and leave the village in peace.  The party objected to this treatement and dmanded that they be allowed to enter the village or at leas speak to their headman.  Eventually the gate creaked open and revealed dozens of peaseants holding improvised weapons, axes, shortbows and crossbows.  The village headman, (namehere), apologized for their treatment but said the villagers had been raided by slavers recently and they had to be careful.  Mace asked about who had taken the villagers as slaves and the villagers revealed that bandits had raided them recently -- taking mostly their children and youths but also the son of the headman, a young warrior named Zuran.  The bandits, it seems, had also killed the preist of Pelor who lived in town and had attempted to prevent the raids and dragged his body away with them after having robbed the temple.  The villagers believed that the bandits took the slaves away to Asthar Rho, the island nearby.  With trembling fingers the simple folk pointed to the island topped with tall mountains shrouded in mist far in the distance.

When asked if anyone could offer more specific information on the island and the Valley of the Shrines, the villagers directed them to an aged priest of Thyr and Muir who lived outside of town in a small shrine.  This old priest was named Bograna and was a bit of a hermit but could probably answer questions about the Valley of the Shrines.  Uzna, the leader of the village, took them on a short walk up a woodland path to a small and crumbled, vine covered stone building in the wooded hills about a mile away.  An old man with a long white beard in a shabby robe was seen sitting on a large rock outside the shrine, leaning on a staff.  

"Ho there, wanderers," the old man said in a quavering voice, "What brings you to the blessed shrine of Thyr and Muir?"

"We wish to bring the bones of Tayleen the Just for an appropriate burial," replied Wilbered.  After brief introductions, Wilbered unpacked the bones.  Via a Speak with the Dead spell, the old priest determined that the bones were indeed those of Tayleen, the paladin of former times.   The priest was pleased that the players wished to deliver the bones to the Valley of the Shrines and directed them to the Tombs there.  After consulting the maps, they saw that the tombs were located in the northeast part of the valley.

The priest also offered the opinion that, "it would be a long journey for Mace Blackstar to travel in order to wield the sword of Tayleen properly."  Of it's powers he said very little, other than it would be a powerful weapon in the hands of a Paladin of Muir.  When pressed, the priest stated that the sword might more properly be employed by someone of Gaia's temperment.  "My son," said the old priest, "you have far too much chaos in you.  It would be a long and hard road for you to travel to learn to walk the path of the warrior of Muir."  Gaia, on the other hand, apparently had one foot on the path already.  Reluctantly, Mace gave Tayleen's sword to Gaia.

(DMs note:  Mace is Chaotic Neutral and Gaia is Neutral Good.  Thus Gaia need only shift her alignment by one degree to become eligible for Paladinhood (neutral good to lawful good) while Mace needs to shift by several degrees (chaotic neutral to neutral, then neutral to neutral good, then neutral good to lawful good).

The players asked if any persons fitting Cirdis' description had been seen in the area and the villagers replied that Cirdis and his party had bought a boat from them and, it was presumed, rowed out to the island of Asthar Rho.  The villagers revealed that this was not unusual; persons of all sorts of descriptions came to the village to buy or rent boats to travel to Asthar Rho.  Some were adventurers (like the players), others were suspected of being pilgrims interested in visiting the "bad shrines" on the island (as opposed to the "good shrines" that had been built to Thyr and Muir in the distant past).  Others went there to buy or sell slaves, gold, wine, food, etc.  In short order the players offered to try to free the slaves and hopefully find the chief Uzna's son, a warrior by the name of Zuran, who had been taken by the slavers as well.

They left the shrine and returned to the village.  After a brief confab with the villagers, they decided to travel that evening to Asthar Rho since it was only a journey of a few hours by boat.  Most travellers, it seems, travelled to a small village named Gundar's Squat on the east side of the island.  According to the villagers, this town was home to bandits, cut throats, thieves and other persons of ill repute and was the center of much of the slave trade that plagued their village time and again.  "By Cuthbert," swore Wilbered, "Why not pick up and move?  Why do you fools continue to live so near the island that houses the very bandits who keep raiding your village?"

"It is our poor and miserable fate," wailed Uzna.  "We are but poor and powerless peseants!  If we moved elswhere, no doubt it would be worse!"

Having left the poor steeds they had obtained from Oliver Sacks in the care of the villagers, the players and a few of the braver villagers were climbing into a pair of fishing boats when they saw a figure racing towards the docks, screaming, "Wait!" and waving a broadbrimmed hat with a ludicrously huge feather in one hand and a well worn lute in the other.  As the figure drew closer, they could see that it was Castor Bean, their Bard companion.  Out of breath, he bard climbed aboard the boat and they set off for the island.

The journey took most of the rest of the day.  Uzna and his comrades proved to be excellent rowers.  Finally they rowed up to within sight of the docks of the Village of Gundar's Squat just as the sun was going down.   A few river boats, canoes and rafts were pulled up to the dock and a few disreputable characters lounged around there.  Further up the hill they could see a circular pallisade srrounding a village with a tall stone tower in the center.  They rowed right up to the dock and unloaded their passengers.  Almost immeadiately a ruffian with a lantern appeared and demanded a 5 silver piece docking fee.  The players leapt out of the boat and the villagers still in the boat rowed away.  Mace replied that since the boat wasn't docked, they did not need to pay a docking fee.  The man with the lantern sneered and said, "Pay me the five silver piece landing fee, then."  Reluctantly, Mace paid up.

They proceeded up the hill to the gate in the pallisade.  A group of rather viscious looking half orcs were standing on guard and one of them demanded five silvers from each who passed the gate.  Grumbling, the players paid up.  Castor showed them his shield with a toad emblem that he had plundered from The Temple of the Toad and said, "You ought to treat us with a little more respect!"

The guard laughed, showing crooked yellow teeth, and said, "You knows the rules!  I aint one of those muckworshippers -- we let you use the town and the road, but there the friendship ends, frog-man.  I worship the horned god, besides.  So if youse wants to enter you pays the toll like everybody else."

Insulted by the very idea of paying gate tolls to a dirty half orc, Malus the dwarf threw a gold piece on the ground, but the halforc just sneered and stuck out a hairy paw, saying, "You gots to pay ME, dwarf!"  Choking back his outrage, Malus put money in the half orc's hand and walked through the gate.

Once inside they saw that Gundar's Squat was a collection of hovels and huts with another pallisade inside surrounding the tall central tower.  They could hear music from a nearby building with many lit up windows and doorways and a worm eaten sign that said, "The Crow's Nest;" - obviously an Inn.  There seemed to be one or two drunken brawls happening in the vicinity as well.  Groups of humans, orcs and half orcs were gathered in groups talking or wandering around in the enclosure.  After looking at this hotbed of filth and evil for a moment, the players attempted to saunter as casually as they could over to the Inn.

Inside the inn was full of bandits, thieves, whores, rogues, half orcs and less savory creatures.  A few of them eyed the players as they walked in but then went back to their ale.  A muscian with a flute played a raucous tune and a thin man behind the bar filling mugs with ale had a crow sitting on his shoulder.

Castor walked up to the bartender and said, "I'm looking for my friend Cirdis.  He probably passed through here a day or two ago."

"Cirdis?" the man asked, "Never heard of him."  Castor tossed him some money.  "Ahem!  Of course," the bartender went on;  "That Cirdis!  Why didn't you say so to begin with?  He was here just a day ago, along with some others.  Headed off to the shrines."

Eager to find out more about the missing children from the village, Castor asked where in town one could buy slaves.  The bartender indicated that there was a slave trader in the town and offered to have his servant boy show the way.  A short distance from the inn was a locked enclosure made of logs planted upright in the ground with sharpened tops and several huts in the enclosure,  The players knocked at the gate and several mean looking half-orcs bearing great axes answered.  "We are here to buy slaves," Mace and Trygvie announced.  The half orcs unlocked the gates and led them into a shadowy courtyard between two buildings.  Several humans in scale mail and a human wearing a great deal of gold jewelry were there.  The man in all the bling-bling introduced himself as Nerdahl.  When he heard the party wanted to buy slaves as workers or sacrifices he rubbed his hands together and ordered the human guards bring forth the slaves.  A gang of twelve dispirited looking youngsters in rags and manacles were brought out of a shed.

As Mace and Castor began to haggle with the slaver over the price, Trygvie attempted to slyly cast his charm person spell.  As soon as he saw the elf making furtive cabalistic gestures and muttering magical words, Nerdahl shouted; "They're trying to magic us!  At 'em, boys!"  Nerdahl then ran for the rear, doubtlessly counting on his half orcs and guards to cut down the party.  Four half orcs and three humans came at the party with axe and sword.  A fourth human guard herded the slaves back into a corner in order to keep them from interfereing or making a run for it.

The Half Orcs definitely had the strongest start in the fight.  Malus and Mace took heavy damage from their wicked great axes and things began to look dicey.  Castor the bard closed the gate to the slave pen behind them and hoped that the fighting inside the slave pen would be interperated by the locals as the noise from another drunken brawl.  Trygvie cast a sleep spell and took out the Slaver Nerdahl and one of the guards.  First one halforc and then another succumbed to their concentrated attacks and Trygvie's magic missiles and then the tide turned.  The last of the halforcs was cut down and the human guards were slain before they could flee or fight.  

Kane stepped forward and, obviously enraged by the slaver's profit of misery, broke Nerdahl's forearm by use of a technique learned at his monastery known as a "curb job."  Nerdahl awoke and began crying for mercy.   Castor the bard admired the slaver's rings, ear ring and gold neckchains and immeadiately appropriated them.  Trygvie found a single potion bottle in one of the belt pouches of the ghalf orcs, which he turned over to the cleric for safekeeping.

They interviewed the children and discovered that over half of them were from the village nearby.  Zuran, the chief's son, however, was not among them.  One of the children piped up that Zuran had been bought and taken to the Valley of the Shrines a few days ago, probably for human sacrifice.

While some of the players began searching the compound, the others began to interrogate the slaver.  Kane found a few coins and spare weapons in the barracks, a few manacles and piles of straw in the slave quarters and a well appointed room furnished with a soft bed, upholstered chairs, food, wine, liquor and drugs.  After searching the room several times. Trygvie noticed a hollow sounding spot under the floor.  They could'nt figure out how to open the secret door so they used one of the halforc greataxes to smash it open.  Inside was a small chest which they also smashed open, only to dicover it contained a great quantity of silver, gold and four gems.

The players attempted to interview the slaver again, asking him where Zuran was,  The slaver claimed innocence, stating that he really was only a distributor -- he didn't go out and steal the slaves himself-- and when they were under his care they were treated humanely and given enough to eat.  Tired of his whining, Mace decapitated the wretch despite Gaia's objections.

They players then formed up as though they were marching off with their newly purchased slaves.  They kept the children bound in chains and instructed them to stay quiet with their heads downcast and marched right out the gate, past the guards and down to the docks where the wretched harbor master who so set Mace's teeth on edge demanded (and got!) another fee.  Uzna and his crew rowed up in their boats and managed to mask their joy at seeing their children being freed.  The players loaded the children onto one boat and then got into another themselves and cast off from the docks and rowed off into the darkness.

The boat with the children headed back to the village of Nudlo.  The other boat, with the party members aboard, headed off to the other side of the island.  The players wanted to enter the Valley of the shrines itslf, and, according to a map they had, a secret enterance to the valley lay on the west side of the island.

The adventure ended here for the night.

Experience: (corrected 7-22-04)

Character
class/race
player
xp at start
xp at end

Geia
human fighter
lvl 3
npc
3117
3842*

Mace
Human fighter
lvl 5
Mike D.
14332
15382
level 6!
Wilbered
Human Cleric
lvl 5
npc
14183
14908*

Castor Bean
Human Bard
level 4
Steve B.
9917
10967
level 5!
Trygvie
Elven Wizard
level 5
Steve G.
11631
12681*

Kane
Human Monk
level 5
Al G.
13332
14482*

Malus
Dwarven Ranger
level 4
Chris
6800
7850

These are the revised xp totals; Al G. noticed that I had accidentally used the player roster from a previous session so that all xp awards were off by a few hundred or thousand(!) so I had to go back and recalculate.  We have also introduced the concept of alignment based  XP bonus awards.
*These lawful and good players were the first to receive alignment based xp awards; in this case for freeing the slaves.