BAND OF IRONS

The Group Talks to Inn Patrons
Late Evening at the tavern

Marget the Inn’s owner checks on the party as they are greedily devouring bowls of stew washed down with the Inn’s slightly sour weak ale. The party inquires about the lighthouse and Marget informs them that “no vampire lives there, it is just a rumor to scare children…but since my son got attacked, I am worried”

Alynis Sides up to a Wasps guard who is eating alone, she manages to get out of him that Markessa is a noble woman who has business in Pelgaryn and has hired the elite guards to watch her.

Toruk Talks to some children playing, when he mentions the lighthouse they scream “Vampire lives there” and hide near their parents who tell Toruk to “keep away from our children”

Helm and Apook speak with a wizened old man consulting a pile of scrolls. He originally rebuffs them, but a mug of ale and he tells them to meet him here in the morning he is tired. His name is Rotcod’ohw

Later Toruk is dazzled by tales from a couple of leather armor clad adventurers. Seven years ago they fought a giant badger and entered the lighthouse, it was empty inside and when they climbed to the fire, they found the fire cold to the touch. This was before the fire turned blue the last time.

Two peasants by the fire argue whether there IS or IS NOT a vampire in the lighthouse. One insists he is a loner who feeds on sea mammals and only attacks if bothered. The other insists it is just a story to scare people.

The Lighhouse fire turned blue a week ago. Previously it had turned blue 6 years ago and an earthquake struck the region soon after which isolated the lighthouse from the mainland. Alynis book Beneath The Two Pillars and Apook’s book Trick of the Dirty Child both have the same rhyme/riddle in them.

Eventually the party heads upstairs to their room. A sparse 30 × 20 foot room with no furniture. They lay bedrolls out and Mourning Storm the elf will do most of the watch duty as he only needs 4 hours of meditation, unlike the rest who have to sleep

The party talks among themselves and exchanges all the information they’ve heard of vampires, silver or magical weapons are needed to hurt them, stake through the heart, can’t cross water…but it is just things they’ve heard.

So worried about a vampire, the party has taken a few steps, melting a few silver pieces into arrow and bolt heads. Mourning Storm has gone further, using an old piece of the Inn’s tree to make a silver tipped stake.

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The Flying Shipwreck Inn Evening

Content Not Found: tiberus-hammersmyth gathers the others together, Helm is besides him but does not speak. Tiberius lets the others know about lodging and drink, bringing smiles to the group. Mourning Storm the druid has rejoined the party yet he, Alynis the scholar and The Half Orc) are hanging a bit away from the others.

Eventually The Scholar Apook returns as you all sit at a large table, free meal and mugs of ale in front of you. Apook, that most had already figured out to be some kind of wizard, explains that he sent a bat to look over the area of the lighthouse.

Marget checks up on you and interacts you where your room is. Inquiries as to the stays of Derickson the injured man who was brought in only result in “he is resting” Marget is a gruff middle aged looking woman, probably a hard life has aged her.

The area is filled with all manor of people

At Tables
4 middle aged men playing dice and gambling with visible copper and silver pieces
3 Safeton Guards in their blue and white tunics
Single old man reading from some scrolls
Couple with 3 children who are misbehaving
2 lovers holding hands and sitting facing the singer
1 Wasps wolfing down food and looking grim
2 Leather armor clad men with bows and swords talking quietly
1 Serving woman meandering about
2 people dressed in peasant clothes warming themselves by fire
1 Flying Shipwreck Inn Guard

At Bar
2 Safeton Guards
One of the Noblemen from the forward carts
A young roguish looking man eating with a dagger
Bartender and Marget behind bar

Stage
Middle aged man strumming lute

Foyer
2 Shipwreck Inn guards

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Flying Shipwreck Inn The First half Hour

Helm and Tiberius Hammersmyth help move the injured man Derickson up to his room ‘son room’ on map. Marget the Inn’s owner is also his mother. The family has rooms on the third floor. This is also where Alynis followed Markessa (twin?) to.

The Balcony marked “Alynis” on the map, is where Alynis ended up. She sees that there is a ladder that leads to the roof. A guard looked over the edge at her to see who was there, she smiled and figured this is where they access the rooftop lookout tower, before leaving

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The third floor is quiet, construction appears more recent and the wood of better quality. There is a guard wearing a Flying Shipwreck Inn tunic who stands at the top of the stairs.

After Derickson is placed unconscious in his bed and examined by Helm and Tiberius, Marget (the innkeeper) thanks them by offering free lodging and drink. When she learns the party is larger than those two she begrudgingly still offers, but insists “Only one meal and one ale”

Tiberius and Helm both see 2 Wasps guards in the hallway near the room where Alynis saw Markessa go into. “Markessa” on map

Tiberius and Helm return downstairs. Vincent Rhodes is at the bar with a mug of ale. the Half Orc and the Halfling have moved into the dining area, the Halfling is listening to the musician and the Half Orc is sitting at a table nearby

The Barbarian Has moved over to the large fireplace on the far side of the room and is warming himself. Armand the druid is staring at the fire, but from a stand-off point with it. .

Mourning Storm and Apook are nowhere to be seen. The former has climbed the tree outside and has been in the boat, while Apook is still on the wagon finishing the chants for a find familiar spell

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The Flying Shipwreck Inn a Better Look

The Flying Shipwreck Inn has a large stone ground floor. Probably an old fort or manor house. The Upper structures appear to be added on later and are mostly built of wood. To the rear you can see some sort of guard post/lookout tower on the roof sticking another few feet above the three stories.

There are several buildings inside the earthen wall, stables, warehouse, smaller servants quarters, but the 3 story inn dominates,. The other buildings appear to be semi dugouts, short stone walls with a roof atop with the floors most likely cut down into the earth.

You enter the Inn’s Foyer. A grand staircase heads up to the second and third floor and there is a good amount of people here. Two guards identifiable by tunics with a ship broken in half with wings to either side nonchalantly eye you then go back to leaning against the wall

You step into the main tavern area. The crowd looks to be mostly human, somewhat gruff, and most armed. Several people sit at the bar drinking from metal tankards…the two dwarves move right to the bar.

To your right is a small stage, a middle aged man in frilly clothes is strumming a lute and singing

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Past that there is a large hall with wooden benches and tables, a meeting and dining area. All manor of activities are going on here as there are arguments, eating, crying children, gambling etc…..There are about 40 people in the area.

Alynis follows the noble woman Markessa into the inn and upstairs. Markessa disapears into a room guarded by her Wasps Alynis is unable to get anymore information.

Several characters have bought a drinks and the others are filing in, when the front door bursts open.

There is a commotion, in the foyer, two men are carrying an unconscious 3rd man into the building “GET MARGET! (Mahr-Ghet)” they yell pushing all the drinks off a table and laying the unconscious man atop “GET A CLERIC!” Helm and Tiberus are there and a spare the dying and laying on of hands later the man is stable but still unconscious.

The man turns out to be the owner Marget’s son Derickson. He has two puncture wounds at the back of his neck and has lost a lot of blood. He is moved to a bed to rest and the party is rewarded with food drink and a communal room for the evening.

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The party learns that Derickson had ventured to the Lighthouse (blue flame building) were the vampire lives and serves him right to have gotten bitten. Apook begins the ritualistic spell find familiar while the rest of the party eats drinks and begins to gather rumors.

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Flying Shipwreck Inn

At about 2 miles off in the distance you can see a blue flame burning atop a large structure along the coast, it is approaching evening.

Ahead you can see the remains of an enormous tree which appears dead. 30 feet up as the trunk spreads apart is the remains of a wooden ship. As you draw nearer you see an earthen wall around a 3 story structure near the tree with the boat in it. The blue flame in the distance burns atop a huge tower on the coast about 1 mile away

“Flying Shipwreck Inn” yells the driver, by the look of the time we will pull up here for the night most likely."

The wagons pull into a courtyard surrounded by a low earth wall much like your first stop. Within that there is a second low earth wall behind which is a large battered wooden building. There are several people including some gruff looking guards milling about inside near the building

As you dismount a guard does indeed announce “Be here for the night, that goblin stunt of yours cost us some time and we wouldn’t make Pelgaryn until nightfall.”

The party disembarks, heading quickly to the Inn. Mourning Storm is interested in the tree and manages to climb up into the old boat. IT is a large 40 foot ship, driven by many oars that are now gone, wind whistles through the many holes in its hull. He pulls some bark from the anchient tree, figuring it will have some significance in his magic.

There are several other smaller buildings behind the wall. Probably servants quarters, you also see a warehouse and a stable.

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Shanty Town
Beck's Cove

It is well into the afternoon when the Caravan pulls up at what looks to be a seaside fishing village. About a dozen buildings dot the shoreline and there are two boats pulled up on land.

The caravan halts about 100 feet away and you see 4 soldiers ride toward the town. In a few minutes the Soldiers come back. In a few minutes a guard comes riding up to your cart. “We won’t be pulling in, so if ya haft-a Do your business any bush around here will do you.”

The Players volunteer to check the town out as the caravan gives them some time. They discover the town is recently deserted. They find doors smashed in, houses ransacked. No people and little of value, they also find no evidence of struggle

The party does find a little ale and gets a cooking fire going for Toruk’s horse meat at a center common house/inn. Putting a quick sear on the outside to seal in the flavor!

While Toruk cooks, the other party members find that there is nothing much of value remaining in town. Down by the shore they find that something from Wooly Bay dragged stuff (the townsfolk?) into the water. Webbed footprints like giant frogs and numerous drag marks lead from the beach into Wooly Bay. If giant frogs did drag the townsfolk into the sea, then they also took weapons and any loot that may have been in town.

Mourning Storm Has a great idea to commune with animals and attempts to speak with fish at the shoreline. His communion gathers that the night before last something did rise from the sea to take the evil ones away. He gets the impression that the fish are happy that the humans (fishermen) are gone.

After a half hour they report to the guards climb back into their wagon and the caravan continues on

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The Goblin Cart
2nd encounter

It is just past noon, the sun is attempting to get through a grey overcast and a light mist still falls. The temperature has warmed a bit taking a bit of chill away. There is a thin wisp of smoke on the horizon in the direction that you are travelling……

The thin wisp grows thick as you crest a hill the caravan turns sharply to the right establishing itself perpendicular to the smoke.

From this distance the PCs can see that another caravan is under attack. There is a wooden wagon that is furiously burning and slightly off the road. There are 4 other wagons and you can see humans or humanoid figures moving about the carts fighting.

Guard rides back to you “Nothing that concerns us, let this crap blow over and we’ll be on our way.” Helm tells the guard, “Hey we’ll take care of this for a bit of coin” The guards laugh at him

The party sees a low ridgeline topped with trees running almost to the wagons. They deduce that the sooner this attack ends the sooner they can get on their way and decide to head into the attack.

Tiberius Hammersmyth is first out of the cart, leaping over the side and rushing along the hillock, most of the rest of the party follows and quickly catches him, the fleet footed Elven Druid Mourning Storm gets to the ridgeline first

The party sees one wagon being driven off by the humanoids. Others are fleeing with loot in random directions. As you arrive at the copse of trees you can see that there are three wagons left (and the burning one that is mostly charred ash now) The attackers stand 3 feet high with ruddy green skin wearing tatters of leather and bone. Their have long gangly arms and broad flat faced heads you believe them to be goblins wielding clubswsbrewery.jpg

Several Goblins are attempting to get one horse to pull a 2 horse wagon, but the other horse is dead in its harness and they appear to be whipping both animals, progress is slow.

Mourning Storm Prepares a cone of cold spell as several other characters draw bows. A blast stretches from the druid’s outstretched hands dotting the grass and dirt with frost and striking the road behind the nearest goblins.

Kvothe, son of Arliden Fires an arrow that strikes the ground very near the goblins and Tiberius Hammersmyth Lets out a shout as he uses his shield like a sled sliding down the hill toward the goblins position.

The party fans out and begins advancing on the goblins They see that there are men in one of the carts firing crossbows at the goblins, and the goblins had been firing stones with slings, but are now confused with fire coming from behind them and a dwarf riding a shield down a hill.

Another wave of frost from the Druid Mourning Storm washes over the nearest two goblins, they appear to be frozen in place. One of the attacking goblins is felled by a bolt from the wagon, strait between the eyes, it pitches backward twitching and dead.

Quick Archer (Ganra Mortwog) while rushing down the hill he throws off his heavy cloak, others see that he is a tall slender orc with a shock of silver hair. Ganra pounces on a retreating goblin driving a dagger deep into its chest. An arrow zips from Kvothe striking a goblin in front of Tiberius who swings his mighty axe at it but only connects with air. The goblin reacts with a swing of its puny club but Tiberious drives it away with his shield and Ganra is able to dispatch this goblin with another well placed dagger strike.

Toruk decides to stop the one horse wagon that is escaping and fires and arrow at the horse pulling it. The arrow embeds deep into the horse and it stumbles and falls. The goblins abandon the cart and begin to flee. Armand Tanzarian Is busy playing fireman and creating water to douse the burning wagon. and Helm Tallstag Has decided to join the fray and is rushing down the road.

In the end the party kills 5 goblins wounds and captures another, and succeeds in driving the rest of the goblins off. A few seconds of tension between the two men on the wagon is dispelled and the party discovers the caravan held goblin children in cages, 4 in each cart. This appears to be a group of slavers dealing in goblin young.

The men on the cart promise a reward if the party helps them to Safeton, but the party is not interested and tells the men they are on their own. Ganra and Morning Storm pick up light crossbows with Morning Storm also grabbing a short sword from the dead.

The goblins had looted everything else and managed to free a few of their young, but there are several in cages crying. The party ignores the crying Goblin young. Toruk has cut some meat and hide from the dead horse. The captured goblin is interrogated but the goblin’s interrogation goes badly and ends with its death. No one seems to bat an eye when Turok bashes it to death with a rock.

Meanwhile back on the cart Vincent Rhodes and Alynis have discovered that the old man whom was picked up on the road, has died….Vincent ends up with some gold from the mans purse and Alynis removes a lock of his (old man’s) hair….because magic users are odd like that. The guards are informed and they unceremoniously dump his body from the cart. You see one guard rifle through the dead mans clothing looking for anything, but Vincent has taken it already.

Alynis is slightly more concerned with the disposal of the old man’s body. She admonishes the guards who laugh at her as she does a quick eulogy service on the man. Her anterior motive is to take the old man’s cloak though. When she gets back on the wagon several see her in the smelly old cloak from the old man and think that she is crazy

The caravan returns to the road and picks the party up, there is no thanks from the caravan guards, and the pleas of the goblin slavers for assistance go unanswered as the caravan pulls away.

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Its......
CIP Crazy Indigenous Personnel

The caravan has been travelling about an hour, the watchtower fading in the distance. The man who took Red Lestor’s place is a Half Elf and seems friendly, introducing himself as Vincent Rhodes

You hear the driver say “What now?” as the caravan slows and stops. Eventually a guard rides back, “traveler on the road, he’s got coin so we’s a gonna pick him up”

After a few minutes the guard comes back an older man is walking beside the mans horse. “Thanks yous so much sirs, Pelgaryn is a days ride, but my horse only had a few hours life left in it and it left me to walk.”

“Get in here,” the guard motions to the PCs wagon. The man climbs in the wagon and Vincent Rhodes beckons him to sit by him. He is dressed in shabby adventure gear, worn and dirty. Months of unkempt white beard a peaked cap upon a mat of unkempt white hair, a battered pack upon his back.

The man falls asleep and the party wonders that they did not see a dead horse along the road. The and the man was seemingly out travelling for a long time. The man wakes up long enough to tell them he is going to see his grandson in Pelgaryn, and then falls asleep again.

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All Along the Watchtower
First Stop

The caravan had been bouncing about for about 2 hours, light mist and cold winds making the trip slightly unpleasant. Quite a ways ahead you see the top of a watchtower or turret seemingly jutting out from the mostly flat surrounding countryside

As you draw near you see the watchtower is about 40 feet high and made of stone. It rises from some kind of compound with an earthen wall surrounding it. You are amazed as a green wall of flame rises from atop it, shimmering and rising away into the sky like a piece of paper carried on the wind.

“Nothing to fret over,” explains the driver of your wagon. Just letting Safeton know the caravan is arriving. You speculate that the flame can be seen by Safeton as it rises into the sky.

The Wagons pull into a marshaling yard surrounded by a 3 foot low earthen wall. Just to the north is a higher 7 foot wall with structures behind it closed by a sturdy wooden gate. “Wait for the soldiers to tell you to dismount” says the driver.

The gate opens and guards wearing the Safeton blue and white tunics come from within. The proceed to the nicer wagons, horses are hobbled, wagon drivers dismount. Guards come to your wagon. “We be stopping here for potty and a drink, food if you wish, maybe half hour. You hear 5 short blasts of a ram’s horn, you get-cha’ asses back on the wagons cause we leaving in 5 minutes”

The Dwarves Red Lester and Tiberius make a beeline for the inside the inner wall, they’ve smelled an inn and are quickly inside with ale in their hands. The rest of the party takes a look at the compound dominated by the 40 foot high stone tower. There are 4 other buildings and a few guards wearing blue and white tunics. You can see a long barracks and a stable.

There is a nicer structure, which looks like an officers quarters. Two guards are letting in the nobles, including Markessa, and the Wasp guards who were in the lead wagon inside.

The hooded man from the cart hangs back as the rest of the characters go inside the inn. Inside is more of a mess hall type building, spartan with long wooden tables and benches . There is a simple bar behind which an older man is serving the Dwarves ale. There appears to be stew available as well.

The party deduces that this is another way for Safeton to shake some money out of them, the prices are high and the ale weak…which doesn’t stop one of the dwarves from buying 2 earthenware jugs of it.

Within minutes the Dwarves are arguing and seemingly about to come to blows when another man from one of the caravans other wagons steps between them and calms them down.

The party asks about Pelgaryn and learns some of the information that is on the Pelgaryn page.

A half an hour goes quickly and the party is requested to remount the wagons. As they climb abord they see some of the soldiers who were accompanying the caravan moving their horses inside. A detachment of 7 soldiers riding horses the last horse in line is leading an 8th horse apparently carrying a body on its back, it is wrapped in a sheet.

The party is able to talk to the soldiers and find out the soldier was an idiot for venturing outside the wall at night and was eaten by a Bollywog. When asked about Pelgaryn they say it has a bad reputation. But "those fuckers don’t dare come near us says a soldier, " as he grabs his sword.

7 soldiers head back toward Safeton.

The Dwarves are arguing again and the man who separated them before, separates them again…this time he climbs into the wagon taking Red Lestor’s Place as Red Lestor moves to a different wagon.

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Is that a book in your hand or are you looking at my....

Apook sits wearily on the bench, he had been up all night trying to make heads or tails out of a tome written in an odd combination of High Elf and Wood Elf slang. Exhausted and seemingly at an impasse, he slept fitfully. Waking and realizing he needed to get to the caravan he was leaving on, he had tossed the tome into his pack, he’d work on it later.

Alynis climbs eagerly into the wagon and stores her gear. FINALLY some peace to look over this as she removes a bound worn collection of Elven Limericks called Beneath The Two Pillars that she is convinced holds a cryptic key pointing to something….the pieces are in this book somewhere.

There is a middle aged human sitting across from her who appears to be asleep. He is clutching and leaning on a slender fighting staff and has a component pouch at his belt line indicating some type of magic user or conjurer and appears to be some sort of teacher or scholar by the way he is dressed

Shaken awake by others climbing aboard the wagon, Apook notices an young elven female who sits across from him. She is dressed in Elven adventuring gear, strong boots and clothing reinforced with leather and has some sort of small headpiece that appears carved from wood. What peaks his interest is that she sits down and opens a book, appearing to eagerly begin to digest the words within.

Alynis notices that the scholarly human sitting across from you appears to have some interest in you. As a female with elf bloodlines you are used to humans, especially middle aged males, who are drawn to your elven features. “Its gonna be a long ride” you think for a second “with another letcher ogling me all the way”

Apook stares intently at the tome the young woman is holding attempting to see the title or what the tome is about.

Alynis notices Apook staring at her

Apook does not notice when Alynis rsises the book to cover her face and chest, but now he can see the title Beneath The Two Pillars

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