I think this sounds like an organization what is mutually beneficial-like. I'd be happy to have you put the name down as Scupper. It's not me given name. It's the holes on the gunwales...err sides o' the ship so's to wash the blood and puke away from the deck. I added more'n my fair share of both early on aboard the Sea Witch. But it's better'n me Hin name and I'm known fer it amongst a certain set...so it suits me.
Is there any work you have need...sorta seal the deal? We'll be heading after this Black Spider and unless he's asking fer it, we aims to rescue this Rockseeker, since some o' the group, meself included, had contracted with him...seems a likely good payday and a fair bit o' chaos...but I have no idea where the Mine is so we'll try to ingratiate ourselves to the other two Rockseekers when they arrive.
Strix, you make a rather pretty carving, which turns out pretty much as you hoped. You manage to get a real sense of motion into the image, so the owl appears to be racing through the air at great speed.
Scupper, Halia takes a piece of plain paper, writes the word Scupper upon it and folds it in two. This will likely go out in the next few days. Welcome to the Zhentarim. She opens a small drawer in her desk, deposits the paper, pulls out a small object and tosses it to you. You catch it easily; it's a single gold coin with an unusual image stamped on it, of a flying wyrm:
She grins. Members have ranks, based on how closely they have worked with the Network. As a new member, you hold the rank of 'Fang'. Yes, really. I think it's intended as an incentive to progress as quickly as possible. Sadly, I don't have any work to offer you; this isn't really a full branch, not yet.
Over the next hour or so Halia teaches you, and helps you memorise, some names, addresses and signs that allow you to find contacts within the Black Network. If you find yourself in Neverwinter, Waterdeep, Luskan or Mirabar, you will be able to make contact with the local Zhentarim easily, and you have enough general idea to attempt to find them in any large city or town, even without specific names.
The Black Spider. Yes, he is a mystery. It seems he seeks control of the Wave Echo Cave. If it's real, if the Rockseekers have found it, then of course the Black would wish control of it. If you could accomplish that, I think you would rise quickly in favour, and be rewarded directly. How much, I cannot say - it's beyond me to promise such funds, but I think it would be considerable. How you accomplish that is your own concern. Perhaps this Spider can be persuaded. Perhaps the Rockseekers can, though I doubt it. Of course, they might not be a part of the equation any longer, given your own adventures.
I suspect, she says casually, that if knowledge of the Lost Mine's location came into your hands, and only into your hands, you could claim it for yourself. The Black would support your claim. Would enforce it, in fact. It can bring to bear the funds and military power needed to exploit and protect such an investment - in return for a share, of course. A partnership. That would be most profitable for both sides, and of course for myself, their agent in this newly prosperous area. She smiles greedily at the thought. Something to bear in mind, my new friend. Now you should go, and rejoin your friends. You are most welcome to visit again in the coming days. Halia will politely answer any further questions you have, but clearly has work to do now that the situation in town has changed so much.
Scupper thanks her, says good day and heads over to the Inn to catch the tail end of breakfast amd congratulate his fellow crewmates on a job well done.
The party is victorious! A few notes about Incantis' downtime.
Incantis will take the pearl, he will be able to cast identify.
Finding Glasstaff's eponymous staff unusable to a warlock such as himself, he'll give it to Vaz. He's spent enough time studying the staff to inform Vaz it contains mage armor and shield, neither of which Zhudun saw fit to grant him aside from his armor of shadows invocation.
The first day or two of downtime Incantis will observe the ceremony the town holds at a comfortable distance, his eyes transfixed on the way the performers and musicians use their stirring words and music to inspire awe in their audience. He reflects on his own people's poetry, and how he might hone his craft and best use it to aid his party. He will also attend the execution, watching mutely and unblinking as one after another the offending redbrands are stripped from their bodies and strewn into limbo amongst the starry skies.
Most of the following days will be spent in one of three ways.
He will spend time with his party members when they are available to do so. He's been starved of genuine companionship his whole life and he's beginning to feel as though he has a developing niche of belonging in his misfit group. During this time, he will begin to open up to the others about more details of his upbringing. He will describe the authoritative and cult-like nature of his sect, and of the abuses he suffered at the hands of some of the matriarchs. He will also describe their craft, hypnotic telepathic hymns built upon the resonant harmonic frequencies of the movements of the heavens themselves, that his people use as both art and prayer. He'll give a few more demonstrations, doing his best to channel the pristinely beautiful harmonies and textures he remembers so well and duplicates with such disappointing (and perhaps self-imagined) mediocrity.
He will hang out alone in the woods on the outskirts of town, meditating, writing, and practicing the craft he's so determined to duplicate. Channeling his magic into the music and poetry of his telepathy, he will spend hours in isolation perfecting their harmonies and patterns.
He will track the Corpse Star's journey through the heavens. It moves as it whims, after all.
Rollback Post to RevisionRollBack
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
I've added the staff now, yes. You will need to attune to it by taking a short rest, but that's easy enough during downtime.
Vaz, Soodi pretends for a little while longer to be annoyed at you, but after a fairly short while, she comes over and gives you a gentle headbutt before turning her back upon you, which is her normal way of reassuring you that everything's okay.
Incantis, the Corpse Star is meandering over Neverwinter Woods still; far from unusual behaviour, and you're a little unsure if it has any particular meaning, but it almost seems to be waiting for something. As you are meditating and practising in the woods outside the village, you find that villagers keep pestering you by offering you food and drink, or making smalltalk; they seem keen to be generous and show thanks for what the party have done. You move a little further afield, and they bother you less.
You all hear news on the second day that the trial of the surviving Redbrands is planned for the third day of your rest. You will be invited to attend, and to testify if you wish, though this is not compulsory. The construction of the gallows is already underway, and no-one you speak to seems in any doubt of the outcome - they would have been tried and hanged on the first day except that Sister Garaele insisted that Mirna, who is required to testify, be given some time to recover from her ordeal.
Scupper will carouse with Vaz, his drinking buddy, and any other merry makers. He'll entertain the team and scare children with stories of piracy...fun but typically with a little too much graphic detail..."when ye peel a man's scalp while he's still alive, ye gotta trow water in his face often enough or he'll pass right out without tellin ye nothin." ...thereby probably not endearing him to town parents. Sometimes in the midst of one of his tales, he'll slip into a cold reverie..."terrible things lurk in the deep and the dark..."
He doesn't volunteer for a mission to the town but will volunteer to accompany anyone that does volunteer. Reputation being what it is, Scupper finds the idea of offering his service to the town... demeaning. But going with his crewmates for a cut is fine :)
He continues to be bothered by the chill he felt back in the crevasse "someone stoke the fire! It's fecking cold innit?"...the feeling someone is walking over his grave makes him prone to moments of melancholy... quickly broken with an offer of a cheap shot of rot gut. However, for whatever reason, Scupper takes up residence in Glassstaff's old room late nights. He's not avoiding anyone or being secretive about it. He continues to spend most of his time in town and with his friends but sleeps in the hideout..."s'free now aint it?" Sometimes someone showing up in the wee hours will find him digging through the Redbrand supplies or Glasstaff's lab or puttering around in the crevasse...half-mindedly "jest lookin' fer some'tin".
He'll occasionally visit Halia, if she's willing and attempt to learn more about the Zhentarim. Customs, goals, history or any other info she's willing to share. If anyone asks, he's still trying to "figure out her angle in this" (deception - sorry team 25).
He'll also try to get more info on the Rockseekers and their history in this town. Have they always lived here or owned property nearby? Asking Sildar until he tells Scupper to stop prying.
Dekhan, your training with Nars goes extremely well. He's focused and listens to you, and he has a natural talent for swordplay, even using sticks you found in the nearby woods. The session seems to do him some good; at the end, he talks a little about his father, and how he hopes to be able to protect people better in future. He promises not to be reckless about it, and to stay in the town, training and learning, until he is older. You find that you enjoy being his teacher, and you are good at it.
Later in the day, Sildar invites you to sit. He's in what appears to be the Townmaster's office, but the actual townmaster's desk has been pushed to one side to make way for Sildar's desk, which is piled high with papers and books. He's clearly keeping himself busy. Of course you can. Please go ahead.
The trial of the surviving Redbrands takes place on the third day.
The town doesn't have a dedicated building suitable for the trial, but one of the farms has a barn which has been cleared out and cleaned up, ready for the day's proceedings. At the front, the three judges sit behind a small table. They are Sister Garaele from the temple, Townmaster Hester Groff, and a halfling woman you don't recognise but who is introduced as Qelline Alderleaf, a farmer.
Observing the proceedings are most of the townspeople you have met, including the innkeeper Tolben and his wife, Grista from the Sleeping Giant, Halia Thornton from the Miner's Exchange, Daran Edermath, and others. Sildar Hallwinter is also in the audience, and the barn is packed with various other farmers, miners - probably half the town.
At the front, kneeling and gagged, are eight former Redbrands, still wearing their red cloaks, unwashed, unshaven and not smelling very pleasant. You learned a few of their names - Pote and Jerrat, the first two you got drinking at the Sleeping Giant, Vit and Willif who came later, and Omyn who you captured guarding Mirna and her family in the cells.
The trial starts with evidence of the Redbrand's crimes. A few farmers and business owners speak of being threatened and extorted for money, a little at first and then more over time until they faced ruin. It's made clear that each of the Redbrands present participated in these activities, and each one is identified by at least one witness. Then three witness speak of the murder of Thel Dendrar, Mirna's husband and Nilsa and Nars's father, which they saw happen in the street in front of them. Some of the Redbrands become agitated and try to speak through their gags, but the farmer who is standing guard beats them until they are silent. Following this, Mirna stands and speaks of the treatment she and her family received when captured. She describes how the Redbrands taunted the family about their fate after they were sold as slaves, and she makes it clear that all of the present Redbrands participated. She also describes how she felt as she watched them beating her thirteen year old son, and thinking that they might kill him. Following this, Linene Graywind and Elmer Barthen speak; they've been to the Redbrand hideout and inspected the clothing and stolen supplies; there seems evidence that a significant number of traders and other travellers along the Triboar Trail have been robbed and either murdered or sold into slavery in the last two months.
The mood at the trial is grim. No-one seems in any doubt of what will happen. The Redbrands are finally allowed to speak, one by one. Vit attempts to threaten the town, promising that there are other Redbrands who will return and butcher those participating in the trial, but Halia stands and lists off all of the Redbrands, their names and their ultimate fate. It's clear she's been keeping a very close eye on them. Vit is quickly gagged again. Pote begs for mercy, saying that he has a young son in Triboar and hopes to see him again one day, but admits he's never supported or visited the boy before, and finds little sympathy. He and several other Redbrands are quick to point out they were not personally involved in the murder of Thel Dendrar. Omyn just cries, and begs for his life, saying that he didn't do anything really bad and only joined very recently. He apologises to Mirna, and says he was just following what the others told him to do. Again, the mood in the barn is not in his favour.
Finally, Sister Garaele stands and invites any of party to speak on the guilt or innocence of the Redbrands, and what their fate should be.
Varinth stands unsteadily at the back of the barn. He sways gently as he takes another swig from his wineskin. He looks blearily over at Nilsa and Nars. He has obviously been crying. He looks back at the Redcloaks.
This post has potentially manipulated dice roll results.
Since we're in the 3rd day, is it ok based on the Day 2 comment to assume that Strix is using a set of chisels, scribes and saws cobbled together from the various supplies in Barthens store to work on his accumulated bones? I don't want to hold up the game while my character waves around what might be Mirna's husband's leg while measuring up saws and chisels. I've averaged the cost of the 3 tool kits that would contain the useful tools (woodcarver, Leatherworker, Carpentry), weighted by the volume of tools per kit that would be useful (in the order I listed them there) and get 3.5GP so is 4GP a fair price for a Scrimshaw kit - mostly scribes, chisels and probably a saw or two?
If so, plan would be to work on the bone he gathered earlier into something useful. Can't see any references to bone-based blades other than magical ones, so I think that would limit him to piercing items like darts or javelins and maybe bludgeoning items like clubs. Or, you know, taking his goblin scimitar, wolf chain and dense orc bone and building a kusarigama that's basically a versatile monk weapon modelling a quarterstaff with Piercing damage when 2 handed, the option to entangle like a net and with a 10ft reach..... no? Steve? Where are you going? Does that finger mean yes? :)
Negotiation 101 : Now letting me make a Shawm seems pretty reasonable doesn't it :D Ok ok ok! A club then? Just a little jailhouse shank?
Strix looks up from his frantic chiseling of a too-small-to-be-an-Orc's femur and works left to right - "Drunk, drunk, drunk, coward, drunk, drunk, not know, drunk." He shrugs. "If die, let woman kill. Po-try." He indicates Mirna and holds out the results of his labour, which might be an exquisitely crafted bone dagger, a hilt bound in strips of redbrand cloak with a carving of an owl with a large spider in it's talons on the blade, or just a big jagged splintery mess depending on this number -> 8. Either way, hopefully it's good enough to stab 8 restrained crims in the throat and it's not immediately apparent that he's desecrated the corpse of her husband.
Incantis, the Corpse Star is meandering over Neverwinter Woods still; far from unusual behaviour, and you're a little unsure if it has any particular meaning, but it almost seems to be waiting for something. As you are meditating and practising in the woods outside the village, you find that villagers keep pestering you by offering you food and drink, or making smalltalk; they seem keen to be generous and show thanks for what the party have done. You move a little further afield, and they bother you less.
Incantis is shy, not antisocial. If he's approached by villagers he will engage, being particularly interested in smalltalk. He's curious about the perspectives these different people have in their lives through their experiences; he's especially keen to talk to children, painfully trying to observe what it's like to have a 'normal' childhood. I like the idea that Incantis finds himself friendly enough with one of the village kids, maybe an orphan, to give in to his/her juvenilely enthusiastic requests and put on a telepathic performance. When villagers offer words and tokens of thanks he is awkward but gracious. He's more than familiar with customs surrounding gratitude, respect, and honor, he's just wholly unaccustomed to the decorum of being of the receiving end.
As for the Corpse Star, Zhudun's movements have always mystified Incantis; he's simply an acolyte and doesn't claim any true insight as to the Star's machinations. All the same, to remain hung over Neverwinter like this...It's pale violet light is reflected in Incantis' eyes as he studies it's nighttime movements, wondering, pondering: why here, why now?
Incantis stands with a pregnant pause, waiting for the noise level in the barn to die down so as not to cut over his croaky voice and hoping his eccentricity prompts a quick and curious hush. "We all have a choice," he begins his testimony by addressing Omyn's protests, "in what life we lead and what actions we take. All of us," his eyes are cold violet fury, "except those who've had it robbed from them. I care not who here killed Thel; he is one man and killing is far from the worst crime. Death to the slavers."
Rollback Post to RevisionRollBack
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Scupper seems quite cheerful at the trial. He listens, even laughs at a few of the excuses and especially at the threats after Halia reads how those Vit mentioned were already killed.
When the time comes to speak...
None of ye thought you were coming here to protect a town. None of ye coulda been a town guard if ye tried. Yer flotsam. Ye floated here with promises o' cheap wages and cruelty. Ye likely been violent since ye were wee lads and yer nature is now part and parcel o' who ye are.
Some of the party may have started to wonder if he's was still describing the Redbrand's
Ye coulda found a better use fer yer nature but instead ye chose to put that weight on a town o' farmers. In larger cities or on the sea, you'd be tortured til ye confessed every crime then left in a gibbet te die slow o' starvation. Ye don't even have the decency te accept the town's generous offer o' the rope. Aye, there's worse out there than the likes o' ye. But yer cowards the lot o' ye and nothin' te offer for yer lives save excuses.
By the two 'tousand hells and every devil waitin fer ye, shut yer gobs like men til ye get there and then tell 'em I'll be along in me own time.
Scupper spits at their feet before he turns his hard stare on the townsfolk for an uncomfortable minute...then he walks out singing a happy sea shanty.
Zoria makes a brief statement at the gallows. "These men have committed the unforgivable crime of taking those against their will to be sold as slaves. To live a live someone else has chosen for them. This is no way to live for anyone. Death should be a fitting punishment."
Also, I would like to talk with Sister Garaele in the coming days to discover what exactly her job entailed. She does this in between gambling.
At the trial: Dekhan listens to the testimony of the villagers, various emotions washing over his face. As the Redbrand testimony begins his aspect takes on a grim set. He’s conflicted about Omyn, but he thinks about the family he’s recently been spending time with and the beatings that Omyn gave the young boy. There’s always a choice. He has nothing to say.
With Sildar: It seems to me that you are a good man, and in the know. Dekhan tries one of the Harper hand signs or challenge phrases. I’m looking for someone to help me to better serve the greater good.
No-one else comes forward to speak. The three judges speak briefly together in whispers - very briefly - and it is the halfling farmer who stands to deliver the verdict. Not one person spoke for you, she says. Take that with you, to wherever you end up. Thieves. Slavers. Murderers. Dead men. Guilty. We sentence you to hang, and there'll be no delay. She motions to the men who are guarding the Redbrands - farmers with pitchforks, you would guess - and the whole company makes a grim procession to the gallows, the three judges in front, the prisoners and their guards following, chained together and gagged, frantically looking around for some hope of escape. Then the townsfolk follow, and finally the party, those of you who remained and wish to watch.
There's no laughter, not even much sign of satisfaction. Just a lot of quiet muttering, and a sense that this must be done in order to close the chapter. Sister Garaele speaks to each condemned man in turn, and offers to hear them speak their final words; only Pote and Omyn take her up on her offer. She looks sad, but determined, and after only a minute she signals for the hangings to start. Two at a time, the Redbrands hang, the crowd watching. It takes a while, over an hour in total, but eventually the last two dead bodies are cut down. Most of the crowd stayed, but now disperse. They don't speak to you, but many nod towards you as they return to their homes.
To those of you who stayed until the end, the halfing farmer comes over to speak to you. The gallows is already being broken up and removed. Thank you. There's a celebration tomorrow, starting at noon, going on into the night. In your honour. But for all of us, really, to put everything behind us. This has been a grim day, but it was needed. Now we need to make sure it never happens again. We were easy pickings, and we didn't fight back. That needs to change. I'm sure we can't persuade you to stick around, but if you've any ideas, let us know. She stomps off.
Sister Garaele comes over and speaks to Dekhan (assuming he stayed): Could I speak to you for a moment? She nods over towards her small shrine to the north.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I think this sounds like an organization what is mutually beneficial-like. I'd be happy to have you put the name down as Scupper. It's not me given name. It's the holes on the gunwales...err sides o' the ship so's to wash the blood and puke away from the deck. I added more'n my fair share of both early on aboard the Sea Witch. But it's better'n me Hin name and I'm known fer it amongst a certain set...so it suits me.
Is there any work you have need...sorta seal the deal? We'll be heading after this Black Spider and unless he's asking fer it, we aims to rescue this Rockseeker, since some o' the group, meself included, had contracted with him...seems a likely good payday and a fair bit o' chaos...but I have no idea where the Mine is so we'll try to ingratiate ourselves to the other two Rockseekers when they arrive.
(wood carving 17 )
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
Strix, you make a rather pretty carving, which turns out pretty much as you hoped. You manage to get a real sense of motion into the image, so the owl appears to be racing through the air at great speed.
Scupper, Halia takes a piece of plain paper, writes the word Scupper upon it and folds it in two. This will likely go out in the next few days. Welcome to the Zhentarim. She opens a small drawer in her desk, deposits the paper, pulls out a small object and tosses it to you. You catch it easily; it's a single gold coin with an unusual image stamped on it, of a flying wyrm:
She grins. Members have ranks, based on how closely they have worked with the Network. As a new member, you hold the rank of 'Fang'. Yes, really. I think it's intended as an incentive to progress as quickly as possible. Sadly, I don't have any work to offer you; this isn't really a full branch, not yet.
Over the next hour or so Halia teaches you, and helps you memorise, some names, addresses and signs that allow you to find contacts within the Black Network. If you find yourself in Neverwinter, Waterdeep, Luskan or Mirabar, you will be able to make contact with the local Zhentarim easily, and you have enough general idea to attempt to find them in any large city or town, even without specific names.
The Black Spider. Yes, he is a mystery. It seems he seeks control of the Wave Echo Cave. If it's real, if the Rockseekers have found it, then of course the Black would wish control of it. If you could accomplish that, I think you would rise quickly in favour, and be rewarded directly. How much, I cannot say - it's beyond me to promise such funds, but I think it would be considerable. How you accomplish that is your own concern. Perhaps this Spider can be persuaded. Perhaps the Rockseekers can, though I doubt it. Of course, they might not be a part of the equation any longer, given your own adventures.
I suspect, she says casually, that if knowledge of the Lost Mine's location came into your hands, and only into your hands, you could claim it for yourself. The Black would support your claim. Would enforce it, in fact. It can bring to bear the funds and military power needed to exploit and protect such an investment - in return for a share, of course. A partnership. That would be most profitable for both sides, and of course for myself, their agent in this newly prosperous area. She smiles greedily at the thought. Something to bear in mind, my new friend. Now you should go, and rejoin your friends. You are most welcome to visit again in the coming days. Halia will politely answer any further questions you have, but clearly has work to do now that the situation in town has changed so much.
Scupper thanks her, says good day and heads over to the Inn to catch the tail end of breakfast amd congratulate his fellow crewmates on a job well done.
The party is victorious! A few notes about Incantis' downtime.
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Also Strix I wasn't sure if you were saying you were going to hold onto communal gold or not, should I be adding any wealth to my character sheet?
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Are you able to add the staff to my character sheet Steve? I can't find it...
I've added the staff now, yes. You will need to attune to it by taking a short rest, but that's easy enough during downtime.
Vaz, Soodi pretends for a little while longer to be annoyed at you, but after a fairly short while, she comes over and gives you a gentle headbutt before turning her back upon you, which is her normal way of reassuring you that everything's okay.
Incantis, the Corpse Star is meandering over Neverwinter Woods still; far from unusual behaviour, and you're a little unsure if it has any particular meaning, but it almost seems to be waiting for something. As you are meditating and practising in the woods outside the village, you find that villagers keep pestering you by offering you food and drink, or making smalltalk; they seem keen to be generous and show thanks for what the party have done. You move a little further afield, and they bother you less.
You all hear news on the second day that the trial of the surviving Redbrands is planned for the third day of your rest. You will be invited to attend, and to testify if you wish, though this is not compulsory. The construction of the gallows is already underway, and no-one you speak to seems in any doubt of the outcome - they would have been tried and hanged on the first day except that Sister Garaele insisted that Mirna, who is required to testify, be given some time to recover from her ordeal.
Scupper will carouse with Vaz, his drinking buddy, and any other merry makers. He'll entertain the team and scare children with stories of piracy...fun but typically with a little too much graphic detail..."when ye peel a man's scalp while he's still alive, ye gotta trow water in his face often enough or he'll pass right out without tellin ye nothin." ...thereby probably not endearing him to town parents. Sometimes in the midst of one of his tales, he'll slip into a cold reverie..."terrible things lurk in the deep and the dark..."
He doesn't volunteer for a mission to the town but will volunteer to accompany anyone that does volunteer. Reputation being what it is, Scupper finds the idea of offering his service to the town... demeaning. But going with his crewmates for a cut is fine :)
He continues to be bothered by the chill he felt back in the crevasse "someone stoke the fire! It's fecking cold innit?"...the feeling someone is walking over his grave makes him prone to moments of melancholy... quickly broken with an offer of a cheap shot of rot gut. However, for whatever reason, Scupper takes up residence in Glassstaff's old room late nights. He's not avoiding anyone or being secretive about it. He continues to spend most of his time in town and with his friends but sleeps in the hideout..."s'free now aint it?" Sometimes someone showing up in the wee hours will find him digging through the Redbrand supplies or Glasstaff's lab or puttering around in the crevasse...half-mindedly "jest lookin' fer some'tin".
He'll occasionally visit Halia, if she's willing and attempt to learn more about the Zhentarim. Customs, goals, history or any other info she's willing to share. If anyone asks, he's still trying to "figure out her angle in this" (deception - sorry team 25).
He'll also try to get more info on the Rockseekers and their history in this town. Have they always lived here or owned property nearby? Asking Sildar until he tells Scupper to stop prying.
Athletics for training 9
With Sildar: We’ve been busy indeed. Sildar, we are men of action and honor and I would level with you. Can I do so?
Dekhan, your training with Nars goes extremely well. He's focused and listens to you, and he has a natural talent for swordplay, even using sticks you found in the nearby woods. The session seems to do him some good; at the end, he talks a little about his father, and how he hopes to be able to protect people better in future. He promises not to be reckless about it, and to stay in the town, training and learning, until he is older. You find that you enjoy being his teacher, and you are good at it.
Later in the day, Sildar invites you to sit. He's in what appears to be the Townmaster's office, but the actual townmaster's desk has been pushed to one side to make way for Sildar's desk, which is piled high with papers and books. He's clearly keeping himself busy. Of course you can. Please go ahead.
The trial of the surviving Redbrands takes place on the third day.
The town doesn't have a dedicated building suitable for the trial, but one of the farms has a barn which has been cleared out and cleaned up, ready for the day's proceedings. At the front, the three judges sit behind a small table. They are Sister Garaele from the temple, Townmaster Hester Groff, and a halfling woman you don't recognise but who is introduced as Qelline Alderleaf, a farmer.
Observing the proceedings are most of the townspeople you have met, including the innkeeper Tolben and his wife, Grista from the Sleeping Giant, Halia Thornton from the Miner's Exchange, Daran Edermath, and others. Sildar Hallwinter is also in the audience, and the barn is packed with various other farmers, miners - probably half the town.
At the front, kneeling and gagged, are eight former Redbrands, still wearing their red cloaks, unwashed, unshaven and not smelling very pleasant. You learned a few of their names - Pote and Jerrat, the first two you got drinking at the Sleeping Giant, Vit and Willif who came later, and Omyn who you captured guarding Mirna and her family in the cells.
The trial starts with evidence of the Redbrand's crimes. A few farmers and business owners speak of being threatened and extorted for money, a little at first and then more over time until they faced ruin. It's made clear that each of the Redbrands present participated in these activities, and each one is identified by at least one witness. Then three witness speak of the murder of Thel Dendrar, Mirna's husband and Nilsa and Nars's father, which they saw happen in the street in front of them. Some of the Redbrands become agitated and try to speak through their gags, but the farmer who is standing guard beats them until they are silent. Following this, Mirna stands and speaks of the treatment she and her family received when captured. She describes how the Redbrands taunted the family about their fate after they were sold as slaves, and she makes it clear that all of the present Redbrands participated. She also describes how she felt as she watched them beating her thirteen year old son, and thinking that they might kill him. Following this, Linene Graywind and Elmer Barthen speak; they've been to the Redbrand hideout and inspected the clothing and stolen supplies; there seems evidence that a significant number of traders and other travellers along the Triboar Trail have been robbed and either murdered or sold into slavery in the last two months.
The mood at the trial is grim. No-one seems in any doubt of what will happen. The Redbrands are finally allowed to speak, one by one. Vit attempts to threaten the town, promising that there are other Redbrands who will return and butcher those participating in the trial, but Halia stands and lists off all of the Redbrands, their names and their ultimate fate. It's clear she's been keeping a very close eye on them. Vit is quickly gagged again. Pote begs for mercy, saying that he has a young son in Triboar and hopes to see him again one day, but admits he's never supported or visited the boy before, and finds little sympathy. He and several other Redbrands are quick to point out they were not personally involved in the murder of Thel Dendrar. Omyn just cries, and begs for his life, saying that he didn't do anything really bad and only joined very recently. He apologises to Mirna, and says he was just following what the others told him to do. Again, the mood in the barn is not in his favour.
Finally, Sister Garaele stands and invites any of party to speak on the guilt or innocence of the Redbrands, and what their fate should be.
Varinth stands unsteadily at the back of the barn. He sways gently as he takes another swig from his wineskin. He looks blearily over at Nilsa and Nars. He has obviously been crying. He looks back at the Redcloaks.
hang 'em
Varinth leaves the barn.
Since we're in the 3rd day, is it ok based on the Day 2 comment to assume that Strix is using a set of chisels, scribes and saws cobbled together from the various supplies in Barthens store to work on his accumulated bones? I don't want to hold up the game while my character waves around what might be Mirna's husband's leg while measuring up saws and chisels. I've averaged the cost of the 3 tool kits that would contain the useful tools (woodcarver, Leatherworker, Carpentry), weighted by the volume of tools per kit that would be useful (in the order I listed them there) and get 3.5GP so is 4GP a fair price for a Scrimshaw kit - mostly scribes, chisels and probably a saw or two?
If so, plan would be to work on the bone he gathered earlier into something useful. Can't see any references to bone-based blades other than magical ones, so I think that would limit him to piercing items like darts or javelins and maybe bludgeoning items like clubs. Or, you know, taking his goblin scimitar, wolf chain and dense orc bone and building a kusarigama that's basically a versatile monk weapon modelling a quarterstaff with Piercing damage when 2 handed, the option to entangle like a net and with a 10ft reach..... no? Steve? Where are you going? Does that finger mean yes? :)
Negotiation 101 : Now letting me make a Shawm seems pretty reasonable doesn't it :D Ok ok ok! A club then? Just a little jailhouse shank?
Strix looks up from his frantic chiseling of a too-small-to-be-an-Orc's femur and works left to right - "Drunk, drunk, drunk, coward, drunk, drunk, not know, drunk." He shrugs. "If die, let woman kill. Po-try." He indicates Mirna and holds out the results of his labour, which might be an exquisitely crafted bone dagger, a hilt bound in strips of redbrand cloak with a carving of an owl with a large spider in it's talons on the blade, or just a big jagged splintery mess depending on this number -> 8. Either way, hopefully it's good enough to stab 8 restrained crims in the throat and it's not immediately apparent that he's desecrated the corpse of her husband.
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
Incantis is shy, not antisocial. If he's approached by villagers he will engage, being particularly interested in smalltalk. He's curious about the perspectives these different people have in their lives through their experiences; he's especially keen to talk to children, painfully trying to observe what it's like to have a 'normal' childhood. I like the idea that Incantis finds himself friendly enough with one of the village kids, maybe an orphan, to give in to his/her juvenilely enthusiastic requests and put on a telepathic performance. When villagers offer words and tokens of thanks he is awkward but gracious. He's more than familiar with customs surrounding gratitude, respect, and honor, he's just wholly unaccustomed to the decorum of being of the receiving end.
As for the Corpse Star, Zhudun's movements have always mystified Incantis; he's simply an acolyte and doesn't claim any true insight as to the Star's machinations. All the same, to remain hung over Neverwinter like this...It's pale violet light is reflected in Incantis' eyes as he studies it's nighttime movements, wondering, pondering: why here, why now?
Incantis stands with a pregnant pause, waiting for the noise level in the barn to die down so as not to cut over his croaky voice and hoping his eccentricity prompts a quick and curious hush. "We all have a choice," he begins his testimony by addressing Omyn's protests, "in what life we lead and what actions we take. All of us," his eyes are cold violet fury, "except those who've had it robbed from them. I care not who here killed Thel; he is one man and killing is far from the worst crime. Death to the slavers."
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Scupper seems quite cheerful at the trial. He listens, even laughs at a few of the excuses and especially at the threats after Halia reads how those Vit mentioned were already killed.
When the time comes to speak...
None of ye thought you were coming here to protect a town. None of ye coulda been a town guard if ye tried. Yer flotsam. Ye floated here with promises o' cheap wages and cruelty. Ye likely been violent since ye were wee lads and yer nature is now part and parcel o' who ye are.
Some of the party may have started to wonder if he's was still describing the Redbrand's
Ye coulda found a better use fer yer nature but instead ye chose to put that weight on a town o' farmers. In larger cities or on the sea, you'd be tortured til ye confessed every crime then left in a gibbet te die slow o' starvation. Ye don't even have the decency te accept the town's generous offer o' the rope. Aye, there's worse out there than the likes o' ye. But yer cowards the lot o' ye and nothin' te offer for yer lives save excuses.
By the two 'tousand hells and every devil waitin fer ye, shut yer gobs like men til ye get there and then tell 'em I'll be along in me own time.
Scupper spits at their feet before he turns his hard stare on the townsfolk for an uncomfortable minute...then he walks out singing a happy sea shanty.
Zoria makes a brief statement at the gallows. "These men have committed the unforgivable crime of taking those against their will to be sold as slaves. To live a live someone else has chosen for them. This is no way to live for anyone. Death should be a fitting punishment."
Also, I would like to talk with Sister Garaele in the coming days to discover what exactly her job entailed. She does this in between gambling.
Published Subclasses
At the trial: Dekhan listens to the testimony of the villagers, various emotions washing over his face. As the Redbrand testimony begins his aspect takes on a grim set. He’s conflicted about Omyn, but he thinks about the family he’s recently been spending time with and the beatings that Omyn gave the young boy. There’s always a choice. He has nothing to say.
With Sildar: It seems to me that you are a good man, and in the know. Dekhan tries one of the Harper hand signs or challenge phrases. I’m looking for someone to help me to better serve the greater good.
No-one else comes forward to speak. The three judges speak briefly together in whispers - very briefly - and it is the halfling farmer who stands to deliver the verdict. Not one person spoke for you, she says. Take that with you, to wherever you end up. Thieves. Slavers. Murderers. Dead men. Guilty. We sentence you to hang, and there'll be no delay. She motions to the men who are guarding the Redbrands - farmers with pitchforks, you would guess - and the whole company makes a grim procession to the gallows, the three judges in front, the prisoners and their guards following, chained together and gagged, frantically looking around for some hope of escape. Then the townsfolk follow, and finally the party, those of you who remained and wish to watch.
There's no laughter, not even much sign of satisfaction. Just a lot of quiet muttering, and a sense that this must be done in order to close the chapter. Sister Garaele speaks to each condemned man in turn, and offers to hear them speak their final words; only Pote and Omyn take her up on her offer. She looks sad, but determined, and after only a minute she signals for the hangings to start. Two at a time, the Redbrands hang, the crowd watching. It takes a while, over an hour in total, but eventually the last two dead bodies are cut down. Most of the crowd stayed, but now disperse. They don't speak to you, but many nod towards you as they return to their homes.
To those of you who stayed until the end, the halfing farmer comes over to speak to you. The gallows is already being broken up and removed. Thank you. There's a celebration tomorrow, starting at noon, going on into the night. In your honour. But for all of us, really, to put everything behind us. This has been a grim day, but it was needed. Now we need to make sure it never happens again. We were easy pickings, and we didn't fight back. That needs to change. I'm sure we can't persuade you to stick around, but if you've any ideas, let us know. She stomps off.
Sister Garaele comes over and speaks to Dekhan (assuming he stayed): Could I speak to you for a moment? She nods over towards her small shrine to the north.