Myths & Gears

The Investigation Begins

The next morning the group makes its plans over breakfast. Stringer will check with his contacts at the Steamworker’s Guild for any information about the victims of the grave robberies or their families, the others head to City Hall to see if there are records of any sort that may shed some light.

A nervous young clerk named Carth proved to be most helpful and informative. It was Carth who revealed the connection of Dumas to the Corvis Witch Trial of nearly a decade ago, the events that led to the execution of Alexia’s mother, Lexaria Ciannor. While the birth and death records revealed little, the public records of the case file for the Trial proved a rich trove of information. It seemed that all the recent victims of the grave violations were jurors on the case, from all walks of life. It also noted the executions had taken place at a consecrated site prepared a few hours from the city, and that while four of the Coven were interred there, the leader, Lexaria herself, was entombed at the Temple of Morrow’s graveyard as a reminder to the city that witchcraft would not be tolerated.

Having learned all this, the team decided to investigate some of the graves. First they headed east, stopping at the Gadock farm on their way to the East Boneyard. At first leery of the troop of adventurers, Bern and Hilda quickly warmed up to them. But it was their son, young Hagar (named for his grandfather), who claimed to have “seen Gramps get out of the ground and go that way,” pointing northwest. Hilda quickly and nervously dismissed the child’s words as imagination, but Bern didn’t seem too certain.

The East Boneyard was literally that, a huge, barren expanse of inarable land that the poorer locals have been using as a graveyard for generations. Often the bodies were so hastily buried, to merely dumped, that scavengers have been able to easily dig up the corpses. Consequently, bones are scattered throughout the potholes and mud puddles that add to the desolate appearance. Among the few markers that stand, the group encounters a beggar, who sits and rocks himself in the mud, muttering about the “girl in white… just got up and walked away…crawled from the dirt…” He completely ignores them until Fynn offers him some rations and water. Egger the Beggar claims to have seen a “pretty, raven-haired girl in a white dress stop at the graves of Sen Burkette and Ham Hopless, and that the men dug themselves out of the ground, and shambled off to the northwest.

After the long walk back to Corvis, the group met with Sergeant Arn in the Quad, where he told them what he knew of the Trial of the Century:
1. Magistrate Ulfass Borloch brought the charges against the five women.
2. The trial and executions were closed court, only the highest members of society and government were allowed to attend.
3. The evidence must have been very convincing, as the trial and executions were done in short order.
4. Father Dumas prepared the execution and burial site.
Arn then went on to inform the team that his Captain, a Julian Helstrom, would like very much to have a word with them in the morning.

Before dinner at the Temple that evening, it was agreed that Stringer would sneak into Alexia’s room to look for further evidence. Dinner was casual and pleasant. Stringer excused himself early, claiming an irate stomach from “market vendor carts,” while Fynn, Kah, and Durin engaged Father Dumas (“please, call me Pandor, friends”) and Alexia in conversation. Alexia proved to be a charming, intelligent, and curious girl, all while seeming a bit shy. It began to seem unlikely that this waif of a girl, not even of majority age, would be capable of the sheer power and unbalanced mindset needed to conduct the necromantic atrocities they were investigating, and yet the evidence they had gathered so far was convincing, if anecdotal. Alexia did confess an interest in the works of one Professor Viktor Pendrake, a specialist in aberrant and magical wildlife. She said she often spent time in the University Library reading his books, among others.

After dinner, Fynn confirmed with Father Dumas some details of the trial, though the memories obviously pained Pandor a great deal. He expressed concern that perhaps he’d been too busy with his churchly duties to take care of Alexia properly over the years, after having caught her at the execution where she witnessed her mother’s death by the executioner’s sword, but also believes that she’d gotten over the trauma.

It was decided that the next course would be to investigate the Witch’s Tomb, a couple hours ride northwest into the Widower’s Wood from the city. Could be that’s where the dead jurors have been sent by Alexia?

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A Talk With Father Dumas
Late Ashtoven, 602 AR

Having seen to their wounds and other immediate needs, Father Dumas broached the question of the job Gunner Wadock hinted at. It seems that there have been a number of grave robberies recently in and around the city, and Dumas would like to hire someone to get to the bottom of the matter. For this work he can offer no money, but the party is welcome to room and board in the church so long as they are investigating. Father Dumas will also assist with his clerical abilities in any way he can, short of accompanying them. Dumas has given each of the party a small silver sunburst, a replica of the holy symbol of Morrow, to identify them as his wards in this matter.Ikcg symbol of morrow.img assist custom 170x180

During the course of the conversation, the group learned some details of the case: seven bodies have been stolen over the last month, the most recent was a mere three days ago. Four of the bodies were taken from city boneyards, three were stolen from family plots outside the city. None of the bodies have been recovered. Dumas hasn’t been to any of the sites, and has not been able to get the City Watch to investigate. He’s been told that with the preparations for the rowdy crowds the Longest Night Festival always brings, they insist they don’t have the manpower to protect the living, much less look after the bodies of the dead.

During the conversation, the a couple members of the team spot a young woman peering at them from the upstairs rectory, who Father Dumas identifies as his niece, Alexia, whom he took in and raised after her mother, his dead wife’s sister, died. Beyond that, he begged off, claiming “it’s a long and sordid story involving a local tragedy of a decade ago. Perhaps some other time.”

Having agreed to look into the grave robberies for the Prelate, the group decides to investigate to city and take care of individual business on their own.

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A Routine Caravan Trip

The squad gets their first job, guard detail for a large caravan from Fellig to Corvis, City of Ghosts, and pays 25gp to each squad member. They are to report to Gunner Wadock, the leader of the caravan.

They meet the caravan, comprised of 5 wagons, with crates inside and chests strapped to the sides with rope, and 4 pack horses that are tied to the wagons and are carrying the caravan’s supplies and gear. The last 4 wagons are being driven by teamsters. On the first wagon is Gunner Wadock and his driver, Vigo. He informs the squad that this journey will take two weeks and will be going through some dangerous areas.

The journey is uneventful until the caravan is just a few hours from Corvis. Crossing the last area of the Widower’s Wood, they find themselves enveloped by an unnatural amount of thick fog. No sooner does Gunner call for them to keep a sharp eye out than the caravan is attacked. A spear trap kills one of the lead horses, effectively blocking the entire wagon train. Darts fly out from the fog and trees, killing one of the drivers. The remaining 3 teamsters run away in fear into the woods, Gunner yelling curses at them for their cowardice. Stringer Toegetter recognizes the voices of the attackers as being gobbers. The goblins swarm the caravan attempting to cut the chests from the sides of the wagons, or steal the packhorses. The squad, Vigo, and Gunner Wadock fight off the gobbers, killing most of them. The fog began to dissipate quickly once the attack was over.

After the area is made safe again the squad helps to re-secure the chests to the wagons, while Vigo replaces the dead lead horse with one of the pack horses. Stringer searched the area, knowing that the gobbers must have been using a bellows to create the fog.

The caravan made it to the city without further incidents. Gunner Wadock said they would be heading to the Cathedral of Morrow to deliver some of the supplies to his friend, Prelate Pandor Dumas, who could also see to their injuries. Gunner intimated that the Prelate might have something more interesting than guard work for their particular talents.

The Prelate was able to heal the party, and after unloading a pair of chests, Gunner thanked the crew for their stout defense of the wagons, and paid each a sum of 35 gold crowns for services rendered. “I know Pandor here will wish to ask you about a matter that’s been troubling him, but if you ever find yourselves sinking to lowly guard duty for coin, be sure to ask for me at the Guild Hall. I’ll put in a good word for you all.” With that farewell and a wave, Gunner Wadock and Vigo take two of the wagons, leaving two to be retrieved by other drivers shortly.

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Get a job!
Early Ashtoven, 602 AR

Mercs splash page.img assist custom 250x354Our intrepid adventurers are a mishmash of young, brazen, wanna-be heroes, out on their own for the first time in a harsh world. They need food, clothing, and shelter. They need… a JOB. Unfortunately, the village of Fellig isn’t exactly brimming with opportunity. Fortunately, the Caravaner’s Guild is hiring, and there’s a recruiter in town.

Congratulations, kids. The Captain thinks you might be up to snuff. Me, I think you’re all just snot-nosed maggots. You’re now a Squad. And here’s your first assignment…
Gunnar Wadock, Caravan Master

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Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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