The Quality of Gold

Part 6: Upper Stonehaven Village

Comments in Blue have been added after publishing.

Details

Chapter 3: Visiting Upper Stonehaven Village

The sinister nature of this town becomes subtly more apparent the closer people get to the source; the Citadel. Travelling from the lower village to the upper village, the weather becomes cloudy and a constant rain begins to fall. The upper village does have a few guests right now, but most keep indoors due to the weather, so only occasionally will a person or two be seen darting from one building to another. Each building has a distinct plaque on the front with the name, but the party will need to get closer to read them.

Upper Stonehaven Village

The Upper Village is where a few of the minor nobles and their families live as well as few businesses that they and some of the more well-off Knights frequent. The Village is better maintained and ‘civilized’ compared to Lower Village. Although there are no formal shops or inns, there are specialized accommodations (see below).

SH15 – Redshadow Manor

This smaller manor house looks like it has been neglected for a while. Weeds are growing around the base of the walls and the windows have boards over them. A bell pull hangs near the front door, but the chain has been removed. There is a light visible from a second story window which is not boarded up. The doors are locked (Simple Lock 3xDC20) and the first floor windows are boarded up (Hardness 3, HP12, BT6). (see side quest)

SH16 – Stonecarver Hall & Opera House

From the outside, it is obvious that this was probably once a church. An old steeple is still attached to the roof, but there is no direct access to it from the ground level. About 100 years ago it was converted into a town hall, then a masons’ hall and about 15 years ago, into a performing arts venue. It is still used by groups for lectures, meetings and even the occasional ball.

When the party meets Feister and they appear competent, he will become serious and in a low voice say: “You all look like a strong buncha capable people, I’m wondering if you would be interested in looking into something for me?”

“I came to Stonehaven a couple weeks ago to get the theater prepped for a new show, but my three actors have not shown up yet. I was expecting them days ago – they were heading out from their last show in Grayce and I figured the weather was slowing them down, but now I’m not so sure. If you have time, would you mind travelling from here to the nearby town of Blackcross and see if they ever showed up? I don’t need you to go any farther, but if they didn’t show up at Blackcross I may need to enlist the Knights’ service.”

“I’ll try to make it worth your while – say 10gp for each of you upon your return report?” I’ll even give you half now to show my appreciation.”

** Side Quest: Missing Troupe **

If the party agrees, they can head south down the Stonehaven River for 7 miles (3.5 hrs) until they reach the wide wooden bridge that leads into Blackcross. On the way, they will encounter a newly-spawned predator lurking near the river bank. There are remains of victims near its river lair, but none of them are the missing troupe. If the party searches the river where the croc was hiding, with a DC18 Per check they will find a leather pouch with 35gp and 28sp as well as a silver dagger with a beautiful sapphire in the pommel end worth 125gp.

Ghoul Crocodile (Stealth DC23)

Life of the Party

The troupe of actors has been having a wonderful time slowly ambling their way from town to town on the road to Stonehaven. They have made people smile, laugh and sing which is the greatest compliment an actor can receive. In a few of the towns, the local leaders even made them honorary citizens and invited them to come back any time. So when they arrived in Blackcross, they were expecting more of the same.  Their schtick is over-dramatic and silly; the muscle-bound gladiator, Smiley, is pulling a large colorful wagon with a flimsy peacock colored tent on top. Farrah sits quite obviously in the center of the cart with a brightly burning light coming from her ‘crystal ball’ and she tosses out good fortunes to all who approach her. A pirate swings around the wagon on a rotating beam yelling barely coherent sea-oaths and talking to his obviously fake parrot clutching his shoulder. Once they have a good crowd gathered, they promise a ‘one night only’ performance for tips only. The multi-colored canopy enlarges into a 20×20’ pavilion and they unload several pallets from under the wagon to make their stage. Sometimes they barely make enough for their meals, but sometimes they are lavishly rewarded or even invited to a command performance for the local leaders.

The actors love travelling in character and making memorable impressions. However, every once in a while people take them a little too seriously and believe they really are what they are pretending to be.

In the case of Blackcross, they gave their initial performance three nights ago to a crowd of nearly 3 dozen locals and farmers. Everyone had a raucous time and by the end of thew night, the trio were offered rooms at the local Inn and meals at the local tavern. However, there was someone passing through town who was much more impressed with their abilities and suspects that this simple troupe of entertainers is more than they seem.

Traven Thorpe has been in and out of trouble for years in this area, either for his preaching of doomsday, trying futilely to raise an army to reclaim Lastwall or to expose the locals of being secret undead sent by the Whispering Tyrant. He was in Blackcross the night of the show and found what he believes is a group of powerful adventurers in disguise. At the end of the show, he pulled out a bulging pouch of gold coins and offered it to them, in confidence, to hear his latest plan that could use their help. Traven has a new companion, a dim-witted muscle for hire named Heegore, a bugbear who is probably more of a threat than Traven. Under an illusory disguise of a well-heeled noble, Traven invited the trio to a cabin about 10 minutes from the town and get their opinions about his plan to rescue a local noble from a drunk druid who captured her last week. This ruse was made up on the fly as Traven merely wants to confirm his theory about them being heroes in disguise. Once at the cabin, he drugged the actors with a mild poison and then manacled them to the walls of a bare room. He and Heegore now wait in an adjoining room for their inevitable escape when they can ‘pass his test’. He has even conveniently left their hands free enough to make gestures and placed a few pieces of metal nearby that could be used as lockpicks.

Traven Thorpe is also the disaffected nephew of Silas and Matilde Thorpe, owners of the Wailing Banshee Tavern. Silas’ uncle Zellor was killed in the defense of Lastwall, so he came to Stonehaven to live with his uncle and aunt, who hoped he would join the Knights of Lastwall. Instead, the boy shows signs of mild mental problems and now fancies himself as some type of hero, intent on gathering an army of other powerful adventurers and taking back Lastwall from the hordes of undead.

Traven and Heegore are not serious about hurting anyone and if either of them drops below 10HP, they will flee into the woods. Traven especially will plead for his life and becomes very forthcoming if he thinks he is in mortal danger. He is also very upset when he finds out that his victims are just simple performers.

The acting troupe consists of the following people:

Wellsey the Pirate – very convincing as a surly, cussing scoundrel, but lisps when he is not in character.

Farrah the Fortune Teller – is not a real seer, but does own a Harrow Deck and enjoys playing with the cards and creating happy fortunes for people. She avoids any hint of dark magic.

Smiley the Gladiator – the big man is simple and direct. He loves the others like his own family and although he is not really a trained fighter, he does have some skill with his weapons. He seems to never get cold, which he is quite proud.

Clues to the Whereabouts of the Actors:

DC 12 Gather Information (Diplomacy)

  • They were seen at the performance three nights ago
  • They were invited to the Inn for the night and the Farmhouse for dinner
  • They did not show up for breakfast the next morning, however.
  • Their rooms are empty – took all their belongings
  • They made about 8 gp in total for the performance

DC 16

  • They were seen talking to a well-dressed young man who seemed to be having an animated conversation
  • The stranger arrived in town the day before the troupe arrived and had a cowled companion who did not speak or show his face
  • The strangers did not check into the Inn (they stayed in the cabin)

DC 18

  • The actors were spotted heading into the woods, going southeast.

Cabin in the Woods

The duo are not masters of crime. They are not watching their surroundings and spend most of their time playing cards or burning things in the fireplace. Every few hours they check on their captives, who still have not shown their true natures. They will give them until sunset tonight and then leave them here to their own devices.

Unbeknownst to the people of quiet Blackcross, a minor terror has also arrived this evening and it first senses the life coming from the secluded cabin.

Once things are settled one way or another, a nasty wandering wight will attempt to subdue someone, concentrating its attacks on a single victim to drain him/her.

If anyone has the idea to track the creature, it will eventually lead them to the southern camp 10 miles farther south.

The biggest surprise will be when they go back to Blackcross – it is missing! The weather is pleasant and not raining any more, the performers’ tent is till there, as is their wagon, but the rest of the town is gone, down to the last building and grave site. If someone looks at the ground, they will find signs of the passage of vehicles, a couple old campfires and even their own tracks, but nothing else.

If the party asks around Stonehaven for the whereabouts of Black Cross, they will get one of 3 answers:

  1. It is about a half day’s journey south along the river
  2. It is about a half day’s journey north along the river
  3. It is about a half day’s journey east along the “old homestead trail”

No one will dispute the location if there are a group of people. The effect is supernatural so there is little way to convince anyone that they are wrong, but they may admit to only ‘hearing it as a rumor’.

SH17 – Dreadmorgan’s Safehouse

Although the name sounds ominous, the cheeky name was provided by the latest theater manager, an oddly clean-shaven (and perfumed) dwarven ex-actor named Feister Sparklebeard. He rents out most of the rooms in the Safehouse to accommodate the performers during a run of any particular musical, play or opera. If the party is willing to pay a little more, there may be some rooms available on the second floor for 8sp/day/person.

When the party first meets Feister, he will appear as a hulking 7’ dark-skinned man in a heavy cloak with a fiery beard poking out from his dark hood. He will attempt to intimidate them using Performance (in jest) then bust out laughing as he opens his cloak and steps down from 3’ tall stilts. Feister likes a good first impression!

SH18 – Molentide Academy

An odd-looking three story building in Upper Village houses the prestigious Molentide Academy, a private school known for its specialties in magical, healing and alchemical arts. It is not a formal school for wizards, but does teach the fundamentals and theories of arcane and divine magic. It could be considered a ‘pre-magic school ‘ school. The students are housed in a dormitory at the Citadel where they are watched over by the school masters and walk to and from school the 30 min journey. The school staff is comprised of Headmistress Lethia (alchemy & symbology), Master Jorin (magical beasts), Master Payne (numerology and theology) and Mistress Tristessa (herbology & planology) who have quarters on the third floor.

Anyone entering the Academy will be greeted by an older woman with long gray hair, wearing a flowing green robe and leaning on an oaken staff. She introduces herself as Madame Serena, school assistant. She will inquire as to the intent of visitors and explain the school:

“Welcome to the Molentide Academy of Mystical Studies and Practical Arcane Theory. We are an exclusive boarding school for young minds who wish to form a foundation of magical knowledge and explore areas of interest and specialization. Our students are predominately from noble houses of Ustalav, although we have had students enroll from as far away as Mwangi.”

If the party visits looking for spells or training, Madam Serena will educate them as to the purpose of the school but will promise to take up their request with the Headmistress and the other teachers.

SECRET – Headmistress Lethia is actually the necromancer Osanna Cadell in disguise, keeping an eye on the comings and goings of the village. She has quarters in the Academy, but spends most of her time either in the Citadel or the Terrace, using magic to transport herself back into the Citadel. Only Lady Rowena knows of the Headmistress’ alter ego.

School hours – depending on when the party visits, they may come during school hours. The Academy is in session three days per week (Moonday, Wealday and Fireday) from 7:00am until 4:00pm with three 2-hour sessions. One visitor is allowed to sit in on a session but it has to be approved by the teacher before class.

Students – there are currently 6 students enrolled; Becca, Danica, Griffin, Ianira, Jarlath and Ransley. All are children of influential families here in Stonehaven (Ransley and Ianira are Penroses) or from other large cities. They are all in the dark about the true nature of their headmistress and the city. They claim that the headmistress must have a crystal ball that keeps tabs on them because she seems to ‘know all’.

The cute youngster Becca, a 16 year old from Grayce has developed a crush on a young Knight named Sir Irwin. They have been spending evenings at the Banshee and everyone is gossiping about them. For now, the relationship has been innocent and tame.

With the permission of the Headmistress, Madam Serena can provide arcane and occult training and possible spells if compensated.

SH19 – Last Defender’s Lodge

A three story building made of rustic wood logs and smoky windows has several trophies hanging under a wide wooden porch. Symbols of unknown knightly orders (actually the patrol insignias below) hang on the double doors and a bulletin board contains neat rows of parchment listing current patrol assignments. For example, there are six patrols listed (Gray Bears, Night Wolves, Iron Badgers, Winter Stags, Bloody Talons and Silent Claws) and it looks like they are each assigned to 3 different regions (Lake, South, North) for 2 weeks, then rotated to a 1 week Rest rotation. The first three patrols are in the field now on day 5 of their patrols.

Visiting Knights (who do not have a patrolling agreement) or the occasional off-duty Knight can stay at this Lodge for free, paid for by the Citadel in order to attract more able-bodied Knights into the service of Ustalav. Someone who can be vouched for by a Knight will be allowed to stay here, but all others are turned away.

The LDL has a Major Domo named Sir Cletus who keeps order and assigns rooms. He will not allow the party to stay here overnight, but will allow them to relax if they are accompanied by another LDL guest.

Becca (student) is waiting under the overhang for one of the knights to take her to dinner/lunch at the Wailing Banshee.

** Side Quest: All in a Knight’s Work **

If the party impresses Sir Cletus and shows good manners (DC18 Diplomacy) he will offer them some work for a pair of dual bed rooms.

“Well, I’ve been meaning to do something special for the lads and I think a real feast is in order. If you can bring back some unusual game, I would let you stay in a couple of comfortable rooms upstairs. But were talking – something grand and not just a bunch of rabbits or a deer. I want something that people will talk about.”

If the group asks around, especially with someone like Possum, they may find a good quarry (DC18 Diplomacy). Fishermen of Stonehaven Lake tell of a fierce creature that lives in the Lake and sometimes claims a drinking animal or a unlucky swimmer. They call it Jokejaw because people swear they hear a laughing sound coming from the middle of the lake sometimes. It is said to be a snake-like creature about 15-20 feet long and able to swallow a small animal in one bite.

Possum will rent the group a 3 person boat for 3sp/day and even include some flimsy fishing poles. They will need to find a way to lure Jokejaw close and then defeat it.

If anyone cuts open the beast’s stomach, they will find it has a few undigested trinkets.

When the group brings it back to Sir Cletus, word will have reached the town before they arrive and a group of gawking knights and townsfolk are on hand to witness the arrival. Sir Cletus smiles so broadly that his face looks like it is about to split in half. In addition to free lodging at the LDL, he will also award each party member 10gp.

If the party visits the Banshee, Silas will tell them that the fellow across the way was asking if the group could swing by. He has some sort of favor to ask.

SH20 – The Wailing Banshee Tavern

This upscale tavern sells a little more high quality drink and fare than the Crow. The tavern owner, Silas Thorpe inherited the tavern business from his father, Manfried about 20 years ago. The Banshee is a favorite of not only the Knights, but to many other visiting nobles who come to Stonehaven. Silas is assisted by his wife Matilde, who does the cooking and splits the serving duties.

Tavern Prices:

Mug of Quality Beer1 sp
Keg of Quality Beer1 gp
Pot of Coffee or Teafree
Bottle of Fine Wine1 gp – 5 gp
  
Good Meal1 sp
Fine Meal1 gp

** Side Quest: Natty’s Debt **

Natty Gage is the assistant to the Thorpes and sometimes hires himself out for odd jobs that require muscle. Unfortunately, last night he got in a little over his head during a private game of Bounder with some visiting nobles and knights and promised them that he would make good on his debt by procuring a magic item for the winner, a minor noble called Pior Pere-Riffen.

Once the party has done something notable, he will seek them out and ask the group for their advice and where he can find a magic item to give Pior. Or maybe they can come up with an alternative?

  • Natty swears that he thought he had the best hand, but just barely lost to Pior
  • If the party searches the game table, they will find three extra cards stuck to the underside of the table where Pior was sitting
  • Pior is currently staying at the LDL as a guest of one of the knights (who did not know of his cheating)
  • Pior enjoys drinking at the Banshee until he is asked to go back to his bed, but the night after his winnings, he is buying drinks for everyone and is very popular
  • Natty is willing to trade his services for a minor magic item if the party can come up with something
  • If the party finds the proof of cheating, the Knights will kick him out of town and award the party with some of the confiscated booty from the game – 120 gp.
  • If someone confronts Pior, he will act very indignant (DC16 Per to realize deception)
  • If someone searches Pior’s (locked) room, they will find the winnings from the previous night (240gp) in a locked chest plus a few changes of clothing. They will also find several duplicate face cards in the chest along with a small case with sticky wax.

SH21 – Penrose Manor

The Penrose family is one of the oldest in town. The two eldest Penrose children have moved to Caliphas, but the family patriarch, Lazarus and matriarch, Izora still live in the manor and employ three servants who live next door. The family used to receive many more visitors in their earlier days, so many of the rooms in the guest/servants’ quarters are empty, but fresh linens and daily care is administered faithfully because it would not be proper to not be prepared.

Two of the Penrose’s children (Ransley and Ianira) are students at Molentide and live in the dorms at the Citadel Terrace.

SH22 – Penrose Guest/Servants

This well-appointed guest house is where the three servants of the Penrose family reside and also where the family guests stay when visiting. Abigail is the house maid, Trudy is the cook and married to Lawrence, the butler.

Start of Game 06/20/2023

Sir Cletus informs the group that he has had the giant eel sliced, diced and portioned for the local taverns on Stonehaven so everyone can enjoy a special meal this evening – thanks to the party. They are invited to the Wailing Banshee for dinner and story-telling.

If the party has not sought out Feister, he will join them at dinner and make his plea.

When the party leaves the LDL, they will encounter trial #1 below. The school is closed, but Madam Serena is still downstairs and will greet them.

Chapter 4: The Good the Bad and the Iffy

As the party becomes more well known around Stonehaven, they will be unknowingly involved in a few tests of their morals to gauge their corruptibility, honor and obedience.

1 The Lost Book – when the party is near the Molentide academy, they will find a book laying under one of the larger bushes. The book is a spell book with several useful spells and has a few casting notes in the margins of the text, but no other identification. There is a hidden Sigil on the back page that identifies the book as belonging to “JS”.  Since the book was placed on the ground by Madam Serena, the test will be whether the party turns it in, keeps it or copies spells from it for their own purposes. This spellbook contains the following spells: 

Level1123
1DazeCommandBlurBlindness
2Detect MagicFearDispel MagicFamiliar’s Face
3Electric ArcGreaseGlitterdustInvisibility Sphere
4LightGrim TendrilsMirror ImageLightning Bolt
5MessageLongstrider
6PrestidigitationMagic Weapon
7Ray of FrostShocking Grasp
8Shield
9Sigil
10Telekinetic Projectile

If the group turns it in w/o copying the spells, Madam Serena will allow them to use it for their own purposes if they return it within a week. If the party already copied the spells or if they just steal it, no other action is taken – just noted.

2 The Drunk Noble – at some point in the evening when the party is about, they will run into a passed-out person in very fine clothing carrying a beautiful jeweled dagger at his belt and a bulging coin purse at his waist, The dagger is easily worth 200gp and there are 524gp in his pouch, along with a gold ring engraved with flames – Ring of Fire Resistance (6). This test will be whether the party helps the poor man, steals from him or both. He is a current guest at Dreadmorgan’s Safehouse named Abner Von Zeeth

3 The Next Round of Drinks – in the evening, Natty Gage offers to buy the party an unending round of drinks. These are excellent quality ales or wine and he will attempt to get them as drunk as possible to see if they can hold their spirits and if they enjoy getting smashed.

4 The Sweet Spot – Mr. Dubb has urgent business in the Upper Village and asks one or more of the party to watch his store while he is away for a couple hours. There will be a few customers, but he is seeing if they pocket the money, help themselves to the goods or run a clean ship.

5 The Unwelcome Zealot – a group of people are gathered inside and outside of the church in Lower Village, listening to a priest of Urgathoa named Quaffle (The Pallid Princess, Lady Despair) who has draped the skull-fly symbol over the symbol of Iomedae and is pontificating about the coming hordes of undead from Lastwall and by allying themselves with the Pallid Princess, they will gain her favor and command legions of the mindless thralls. Some people are angry, but others seem to be listening intently. The conspirators keep an eye out for how the group handles (or doesn’t handle) this situation.

If the group forcibly tries to remove the zealot or shows ill-intent, he will summon a pair of Shadows to create a distraction so he can escape.

2 Shadows


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