Post by Zanos on Sept 16, 2014 23:29:48 GMT -7
Google Doc
EXP:
Kite - 800
Mierre - 800
Horace - 800
Hagen - 800
Snivel - 800
Fin - 800
Lorek(GM) - 800
Session Loot:
Kite - 494gp
Mierre - 494gp
Horace - 494gp
Hagen - 544gp
Snivel - 444gp
Fin - 494gp
Lorek(GM) - 494gp
Overview:
Impressed with their last battle, Lord Darynn has several missives sent out to recruit adventurers for a small task. At his mansion, they are greeted by his Butler Bydern. Bydern informs them that they will be looking for a lost shipment of glass vials meant for the Darynn mansion, that is several days past it's due date. The road is long, so they elect to purchase a suspect horse from a shady man in the slums. With a bit of coercion, they manage to acquire an exhausted horse and cart for a bargain, and make slow progress their first day.
Having been fed and rested, the horse picks up the pace the second day, and the party spots some of the ruins of the cart along the path. The follow a trail of blood and crushed undergrowth, eventually finding the corpse of a merchant with several bolts sticking through him. They run across a bandit patrol, managing to keep one alive to show them their headquarters, promising to release him. Snivel promptly breaks his neck after he shows them the bandit fort.
The party raids the fort, eventually slaying all the bandits within. Snivel is downed in the engagement, and is fed one of Hagen's remaining healing potions to get him conscious again. Snivel agrees to pay Hagen back for the potion, and the part searches the bandit ruins for the crate. They find the crate, but also find a curious note on the bandit leader signed by a -B, informing the bandits of where the cart would be.
On their way back, the bandit patrol corpses the party left behind managed to attract hungry wolves. The wolves however are quickly dispatched by the party, and they continue back to town. Eventually they reach a watchtower, but the watchmen there give them suspicious looks, before pulling on masks and attacking. In the aftermath the party again finds a suspicious note signed by a -B on one of the men, telling them to ensure that a group of adventurers carrying a cart were to be dealt with.
The group returns to the mansion, confronting the butler with the letters, who denies any involvement. However Lord Darynn overhears the accusations, and Bydern can't manage to convince the party or Lord Darynn of any innocence. The party and Bydern are brought in front of Lord Darynn, a blind man covered in runes burned into his skin, who can barely stand without his cane. He thanks the party for retrieving his crate of medicine, and agrees to honor their original contract, rewarding the party with a tidy sum of platinum coins.
Several of the party express interest in staying with Lord Darynn. Blind and crippled, most of the mansion has fallen into disuse and disrepair, covered with dust and cobwebs. Mierre and Capitalist volunteer to take over Bydern's former duties of cooking and cleaning after depositing their pay in the bank, while Snivel disposes the former butler and takes up residence in a side building on the ground, standing vigilant over the property. Horace and Hagen ask only for residents, but offer to help get the mansion to a usable state. Kite asks to be appointed to oversee the garden and grounds, trying to revitalize the once dying plants; after depositing his gains. Lastly, Fin decides not to take up residence in the mansion, continuing to look for mercenary work.
The mansion is still largely a mess of disrepair and dust, but hopefully the new tenets can restore some of it's former glory. Congrats, five of you now live in a haunted house with a blind burnt guy.
Notes: 50gp from Snivel to Hagen for a CLW potion.
Fin is approved but needs to be added to the Player Haven to post a tracking sheet.
Characters are locked out until Thursday morning(see doc) due to the duration of the journey.