Team Dragon (Hayes, Kowalski, Soreth, Valore). Greenwell, 30 May 216.
Valore, who is gifted with wings, returns to Dwardel and explains what has happened to Team Robot. Dave the Dark Elf has reappeared, and cheerfully replaces the unfortunate Vor and Zadok as Valore’s follower.
Countess Casila has other things on her mind, however, and asks Team Dragon to go to Greenwell, a village of squatters south along the Glitterhaegen road, and negotiate a charter with it. The usual sort of deal is it pays taxes and it comes under her protection, neither of which is true just now. She leaves the details to the team, providing a list of things she expects from the deal, and things she is prepared to offer in exchange, the details of which need not concern us at this time. Soreth unkindly compares this to a protection racket, which to be fair is arguably the case.
Travelling to Greenwell, the party finds it in turmoil. The boy Chapel is missing, the dragon Clipwing is nowhere to be found, and there are goblins in the woods making a nuisance of themselves.
What’s this about a dragon? the team enquires. Mayor Hiram explains that Clipwing was crippled in a battle some time ago (“Yeah, I heard about that at school,” says Soreth) and struck a deal with the village: They would provide a steady supply of fine whiskey for medicinal purposes, and in exchange the dragon would prevent rude strangers from bothering them – this no doubt is why they have not felt the need to offer fealty to the Countess.
By knocking on doors and questioning witnesses, the party works out what has happened: Chapel, whose job it is to deliver the whiskey, planned to sell it to cover his debts, only to find it stolen before he could do so. Panicking, he replaced it with inferior spirits taken from his employer, but the dragon is somewhat of a connoisseur and easily detected this, withdrawing his labour and holding the boy hostage until the village keeps its side of the bargain.
Tracking down the thief (Seb, the owner of the village’s only inn), the party intimidate him into confessing and take him before the mayor. They recover the stolen whiskey and trade it to the dragon for the boy.
The mayor strips Seb of his inn and offers it to the party, before banishing both Seb and Chapel. Team Dragon persuades Hiram that it will be cheaper to pay taxes to the Countess than to keep the dragon in whiskey. The dragon is given notice and Kowlaksi suggests he might seek employment with the dwarves at Forge, where his favourite whiskey is made. Chapel’s creditor, Gristle the dwarf, is given information on the boy’s likely route out of town.
The mission is thus successfully completed, with no casualties apart from a few goblins encountered by chance in the woods.
Lord Sunhammer, an envoy of the Dwarf King, is expected to arrive at Marblehall sometime in early June on his way to Axis for a summit meeting with the Emperor. He will pay his respects to the new Countess and there will be a feast in his honour, which Team Dragon and Team Robot are both invited to attend – further details to follow when the final date is known.
The Countess is concerned about Marblehall’s security in the light of orcish intrusion on her northern territory, and has ordered reviews of all the militia in her domain, starting with her household troops, to ensure that they are all properly equipped and trained. She has further ordered protective runes engraved on the walls of the manor house itself, as there are rumours of monstrous beings seen in the woods nearby.
Valore’s player persuaded me to bring back Dave as an Extra, on the basis that this team is much darker and more serious than Team Robot and needs a comic relief.
This latest session used the first Old School Fantasy scenario from Reality Blurs, with quite a few of the encounters trimmed to squeeze it into a two hour slot. There are spoilers above, but this scenario has been around since 2009 so I feel very little guilt. It worked very well, and the players were pleased they managed to complete an investigation scenario without killing anyone – except a squad of goblins, which they advise me don’t count.
It’s definitely much easier running a group of 4-5 than one of 10, which I feel says more about me that the players or the games.