After the Grimm

Ancient Blood Campaign > su_permalink id=”21325″]Ancient Blood in Bondeu[/su_permalink] > After the Grimm

Author: Kelly Berger / System: Incarna ver. 2.0/3.0

Athlapoole Calm Again

You can see it in everyone’s faces – calm. Slowly, “the effect” is receding. It may be weeks or months, but it’s already shrinking at the edges – moving away from the town where it was literally creeping through the eastern gate. As well, most smile in your direction – the saviors of Athlapoole. Nearly 500 people, most of which you never even saw before, haggard and down-trodden, finally come out into the sun. Coins that were hidden seem to flow now – drinks are on the house. The wealthiest families send immediately for new supplies, and the town government seeks to bring in money lenders and merchants to restart trade. You take three days just to bask in the good will and free services of the town. During that time, several people try to meet you and get you to endorse them – the town population and activity will just increase and people are making a grab for power. You try and stay clear for a few days at least. You do realize after a couple pockets picks (-10sc) to keep your purses closer to you and that indeed, things are returning to normal. Even Frederick the Foole is no longer muttering, laughing and singing in cryptic phrases. The weather is still strange – odd scents, clouds, colors of rain… mists that move and crawl as if they are alive. The whispers of the elves have gone but you can swear other whispers come from above you – though this is rare and could just be your mind playing tricks on you.

Who is the “Face” of the PCs? They make a DC 15 CHA check to attract Jake, a teamster who knows about caring for draft animals too. He is strong (14) and good with animals (13 Wisdom).

Whispers of the Dream Bag

Since the Grimm has started to weaken, the hag’s bag of dreams had to be placed in a lead lined box. It was giving everyone… disturbing dreams. The passing knowledge you have of it says it’s dangerous but powerful. These dreams can literally impart knowledge – sometimes permanently – and change a person. It’s best to secure it and hold on to it until you can find someone who can deal with it.

[ i ] > DC 20 Wisdom (Perception) – Tazia’s voice can be heard in the dreams!

A Visit with the Mayor

Paul Semits has asked that you come and see him. His scribe Addoye returns the next day, saying seeing the mayor is urgent and important business. You go see the mayor to discover that he seems to merely want to get as many details as possible about your journey and the fading of the Grimdown effect. After a couple hours of conversation, he does finally reveal his reason for asking you there (his scribe does take notes about your tales though): publicity. He asks the party to shout along the way for people to return. To personally attest to their role and the defeat of the Grimdown effect between Athlapoole and Zerburre (the capital of Bondeu – and where you were returning to anyway). In return, he and the locals will pledge to hire runners and pay for word of their deed to be spread even farther. There is an urgency, he wants you to start right away. You agree and ask for another day to collect your wits and prepare. He says he will collect funds and get runners hired for when you come back, he says to enjoy Zerburre and he will see you in a week.

[ i ] > DC 15 Wisdom (Insight) – he is being 100% honest.
He has also received a message from the Burren family, they insist he provide a scribed account of the party. This will take a couple days and be sent with the PCs.

Addoye’s Gifts

If Catherine is freed and not attached to a PC, she will fall in love with Addoye. He is ¼ elf, is 70 and looks 40. He easily impresses her, and his stipend and minor adventuring investments make him way wealthier than she’s ever known, and a man with manners and experience. In return for this he is seriously favorably inclined to the PCs.

Reward: Etiquette Training

The scribe – Addoye – comes to you and says he has noticed your rather harsh ways. If a group like the PCs is going to dabble in politics, there comes a time and place when etiquette is important. When the group returns from Zerburre, he will teach them as much as possible. He says he was once a wizard, though not of House Malor – the Ducal magus order. He knows the ways of bureaucracy and institutions of Dunstrand.

Choose 1 PC; That person will, spending 30 days total get training.
Mayor’s scribe is happy to see you and fulfills obligations after the return from any other adventures.
= Lore: Etiquette +1; Lore: Dunstrand Institutions +1 – he gives his book primer for both to the PC he trains (“I have no offspring or apprentices I wish to give it to.”)

Reward: Mystical Knowledge

Addoye also notices one of your number has knowledge of arcane ways. He pulls them aside and says “If you want to operate without notice, use your powers sparingly here. Despite the fact that House Malor has no jurisdiction in The Riverdans, they still spy upon practitioners here. “My career is long over young one, and I wish only anonymity. For all you have done, I wish to thank you. My life here will end in fresh air, freedom, and without the fear of the Grimdown I thought would haunt me till me death.” He offers his spell book.

1st: Detect Magic, Comprehend Languages, Jump, Feather Fall, Long Strider, Burning Hands, Unseen Servant
2nd: Enhance Ability, Knock, Locate Object, Scorching Ray

Addoye’s Spellbook: The spell book has the markings of the Magistrate of Oerdney which cannot be marked out. The subdivision, station, and any other identifying marks are blotted out beyond recognition – including the owner’s name and the seat of a protective glyph.

Connecting with the Cunaigh Family

You make contact with the Cunaigh family. They are excited for all that you have done. The Grimdown effects are slowly receding. The family is bustling with activity. Most of it is going towards improving the condition of their manse in the city – it will take a few weeks to return it to the level it once had. The entire family is helping at the direction of the matriarch Edea.

[ i ] > DC 15 Wisdom (Insight); They wish it would go slower!

> Want to use this opportunity to return to their old lands and stake a claim in long abandoned ones. She says that old tales tell that the Hamlet of Gromesby was founded by her family and since it was abandoned, she is making a claim on it.

If PCs are interested in helping, the matriarch will think about it.

Re-stake their claim on the village of Colcheston on the back road spur out of Condar Valley
Stake a claim on the abandoned hamlet of Gromesby closest to town. This is new and needs to be done now! If the PCs will do it, they are given a rock plaque to place in the village well with the family name and date.

Package Delivery to Gromesby

A Swarm of Ravens/Crows which follows the party and shouts warnings and insults at them. Flee if attacked to return later. They drop stones on the party if the party does not kill them, including the 23 emeralds (25sc each) from a dead merchant they picked clean long ago.

A giant goat, with a pack saddle filled. It just eats, never sleeps (immune to sleep and charm; “what the f***!”). Pack saddle jingles – its filled with 100 rainbow colored washers (feywild blacksmith) – little material value but a novelty value of 6sc per washer.

Awakened Tree telling stories to awakened shrubs; an armed party will trigger an attack, but a calm one will precipitate a story-telling session. It is slow, but if they stay 24 hours (check each 6), they will learn the village founding date {CLUE: Gromesby Founding Date} and that it was founded by Gailavria Cunaigh (her bones are nearly dust in the bottom of the well) {CLUE: Gromesby Founding Family Bones}

A group of 9 mastiffs run at the party. When they are close enough, they start speaking in Sylvan, begging the PCs for food, doing acrobatic tricks including forming a dog pyramid. They dig up a buried purse with 52sc in it they found a long time ago.

Return to Cunaigh Family from Gromesby

Matriarch says that there were always rumors and tales passed down that that village was actually founded by the family as well, but the family of Mikol (mee-coal) always kept outsiders away… forcibly. The PCs have done a great service.

Return to Zerburre City from Athlapoole

Intending to leave just after sunup, the entire town comes out to see you off – somehow word has gotten out. It ends up lasting half the day, causing you to leave late. Before you are even over the bridge, it begins to rain. How did you not notice the clouds? You travel about 1km and notice the rain has a strange brown tinge to it – truly odd indeed.

[ i ] > DC 16 Wisdom (Perception); smells like molasses.

Unless the PCs immediately make camp (you decide its better not to risk getting caught in the obvious magical rain) until the morning, they will be affected by a Slow Spell until morning (after traveling for what seems hours, the sun is setting and you are not sure where you are) after getting 2km.

—– Final Goblin Encounter at night —–
PCs may be under the effects of a Slow spell
> 17+ Goblins try to swarm the campsite from the south along the road in a hit and run.

A Meeting with Burren Family

The quiet city of Zerburre lies ahead. As it has always been, the population is quiet and sparse for its size, emblematic of its faded glory. The Castle Burre of the Burren family has its gates wide open, a pair of lazy guards where you expect them. You are welcomed back, and after an hour of recounting the basics of your tale to Sir Anthony Burren and delivering the scribed version prepared by the mayor’s scribe you are taken for a feast. Afterwards, you are allowed access to Chapel Blivey – where the family lineage is kept.

Crypts and trace lineage; the pledge of removing the Grimdowns has been fulfilled!

The chapel’s storage room is filled with scrolls and books of lineage, description, drawings and stories of family members for thousands of years.

DC 12 Wisdom (Perception) = Copies of copies; if asked, they say the real copies are in
CLUE: Lineage of Bondeu (Burren Family)

Sir Anthony will not remind or let slip that the original family crypts were in Barclayne – part of the Grebel Forest and the elven enclave now. Only one of the other family members might be persuaded or tricked into this. Legends say the “The blood of the family once reigned supreme here. The Lodge of Barclayne holds now and forever the first blood records of family Burren.” (This saying can be found hidden in the chapel.)

If the group announces that they are going there, sir Anthony will hear about it. He asks that if you go to get it, you must bring the bloodline records back. For some reason the elves have never been keen on granting access to this place. It is almost lost to memory. Old tales say it began as a hunting lodge, and it is often referred to as a “lodge”, but it must be something more for it was the original home of the family.

There and Back – Good News for Athlapoole

SPREAD WORD THROUGH THE COUNTRYSIDE = 3 days

Spread Word: Persuade DC 5, 10, 15, 20 and 25; simple = 1, major =2, critical =3; 8+ = +1 reputation
@any crit or total of 10+ = notice of a [watchers] bard (Stebnu King – a fosterling of the northern Pine Tribes raised by the Church of Light in the territory of Maine in the Duchy of Rhyl) that wishes to follow the party.

On Return from Zerburre to Athlapoole

The mayor is happy to see you and fulfills his obligations.
—–
Hired Story-Tellers: +1 reputation automatically after 2 months

Reuniting with the Cunaigh Family

You make contact with the Cunaigh family again, staying with them and seeing what information you can get and how the closing of the gate and the reversal of the pall cast over the land will change things. As you recount your tale of travel, and the path (from Condar Valley) from the ancient ruins that was their family keep as a back road to the old briarwood, the eldest – the matriarch Edea – asks you for a favor. She says its time the family reclaimed their ancient property of Arebor Tower. She asks you to go, ensure the elves that once dwelt there are gone, and to scout out the ruins and remove any potential threats. She cannot pay much in the way of reward, but she will give you a cart and pair of mules for everything you brought forth on your journey.

With any pressing, she will also agree to any incidental treasure left behind that’s not a family icon or cultural symbol.

Whispers of Marriage at a Feast

[ i ] > DC 15 Wisdom (Insight); whispers of marriage!
> If anyone is of interest, CHA checks (3) and the highest total gets a chance at marrying into the family.
Marriage Eligible: Mary-Ellen Cunaigh; age 12 (she cannot be blooded until 15)
Marriage Stipulation: Must see her every three months for a week as part of courting; tithe 5% to family. You take her name = matrilineal and matriarchal; Once married = Lord of Arebor – a knightship (granted by the Burren family)

A Meeting in Secret – A Bound Evil?

Deep in the night, you are gathered by the granddaughter Stacy, signaled to be silent, and brought to Edea in front of the hearth fire after midnight. Warm tea is available for all of you. Quietly she tells you about something extra she desires from your mission. She asks if you can go soon – WHILE THE AREA IS COVERED IN “The Grimm” EFFECTS. She says that there is an old tale, passed down by the women of the family, that a creature of great power was imprisoned in the jail cells under the small keep of the settlement. The family guarded the road as others fled “the effect” towards Athlapoole – where several defenders died. The creature was somehow caught, and caged “for as long as The Grimm shall abide.” She is worried about the creature that might still be there and what might happen if it’s there when the Grimdown effects wear off – its not clear in the tale. All she knows is that the entrance to the gaol was collapsed as the defenders fought to the last against giants and goblins and only a couple made it out alive to tell the tale. She needs to know it is gone before the family re-takes their old lands.

Arebor Ruins

Path and Defense Platform

Everything is overgrown. The elves are gone. The guarded path has all traps removed. Under the platform, Stirges have flown to the ruins away from the regenerating Briarwood – their lair is obviously new (very little droppings) – they are quiet and hungry and wait for the PCs to enter the tunnel under the 10m cover of the platform above and 6 of them attack!

Arebor Compound

The compound is about 180m x 40m, with a 3 story 40m x 40m tower in the NE corner that is part of the compound wall. The entire place looks like it has weathered 1000 years. Creepers break the walls and stone crumbles from wind and rain; but it’s only been abandoned 40 years. Though the tower keep dominates the compound, it also has a small granary, an old barracks, a great hall, and a few other outbuildings (servants quarters, stables, etc.).

Everything is overgrown. The elves are gone. The guarded path has all traps removed. If the PCs spend more than
If PCs spend 1 full day, they will age 3 years (as appropriate to race).

You wake feeling tired. You realize you itch, and are uncomfortable in the extreme. You have more hair… years worth! There are lines on your face.

Gate to the Arebor Tower Compound

The doors to the small walled compound are wide open.

Daffodils will blossom and fade when threshold is crossed – a reminder of the elves. It will heal d6, and in Feyloise whisper “thank you…”

Well of the Compound of Arebor Tower

Creepers and vines growing out of it. DC 20 Wisdom (Per) to hear whispers

Great Hall (Arebor Hall)

Ghosts of the animals on the lodge walls (9); each one tells a 1 hour tale of how it almost got away.

Cunaigh Family Crypts of Arebor Hall

(hard to spot, but possible); CLUE: Oldest Lineage of Bondeu

Servants Quarters

Stables

Granary

3 small one room stone buildings + wooden ‘overlook’ guard platform facing the gate.

Arebor Tower Ruins (Keep)

In the bottom; Once an obvious chapel to the Wyld Faith and Green Church, now abandoned and ransacked. Everything burnable is gone, used for a fire – up against the altar that is now purposefully desecrated. Stairs go up, on their side is a defaced inscription from Arebor Cunaigh – all that is left is the family crest and the name. A side chamber reveals stone stairs down, the door long ago burned for firewood.

[ i ] > DC 15 Orrish signs scribbled on the altar, slang and poorly written even for Orrish

Cellar and Gaol of Aerbor Keep

Stairs lead down at a straight path, but are choked about 5m down before leveling out. The ceiling has been purposefully collapsed onto a flat area, the edge of which is still visible.

—– Uncovering the Cellar —–
Takes 2 days to safely clear the rubble.

As you uncover the entrance to the cellar, you encounter a strange effect. A wall of mist, which does not move as you uncover more. Testing it, you hear objects rattle on the rubble beyond it when tossed through. After half way uncovering it, it has not moved, responds to no wind, and no sounds comes from beyond it. No light penetrates it – it must be at least 3m thick!

—– Cellar/Gaol Storage —–

The chamber beyond is mostly filled with rubble. A cistern, and several stone storage bins are broken and empty. It smells of mold and mildew. Broken bottles and crockery are everywhere. The floor is seared with an symbol – etched into the stone. You assume it is to keep something in and as a warning to those who would go beyond. On the far side is a twisted and broken portcullis, leading into darkness.

The rune is a warding rune, but will not prevent anything from entering. No one can leave without the Clue: Token (key) without triggering 5 exploding runes.

—– Gaol —–

The chamber beyond is larger than the base of the tower, about 20m by 30m, but has 5 supporting columns evenly spaced in it. A few stone ‘closets’ which probably once held supplies, and on the outside a few larger nooks that were once sleeping areas for a barracks. Leading out of the room in two directions are 2 hallways, each side of which has 2 jail cells for a total of 8. A fog covers the floor to a depth of a half meter.

The fog radiates as magic. Anything moving it only does so temporarily.

In brighter light it looks worse. The smell is awful. The center column appears to be a crude statue, grotesque and evil looking, the column shaped into some demonic female made to look like she is holding up the ceiling. In the fog is debris – bits of metal and stone that could easily make you stumble.

Stoneberry – gives out berries that turn to stones; Annis Hag ambushes! https://media.wizards.com/2016/dnd/downloads/D10_Volo_Hag159.pdf
> Its metal nails can be fashioned into +1 damage NM arrows that only break on major or crit

  • Is too crazed to use Disguise Self; only uses fog cloud.
  • 1/round can block using her metal nails a 1h weapon by making dex DC = to hit attack result
  • As long as the fog is on the floor, all critical/extraordinary hits are fumbles (and will hit allies).

Surrender – “Stoneberry wants to live!” – In addition to returning to the Feywild, she will “sort through” the Dream Bag the party has to provide only the good ones (she senses it if they have it). She will “roll” them into shinnies. She will take the best dreams for herself!

—– Secret Passage Between Gaol and Crypt —–

Secret turning door to the passage to the crypt; long passage through rough stone that ends in the back side of the brick facade of one of the crypts under the Great Hall.

Condar Trail (to Condar Valley

Outside the enclosure of Arebor Tower is an overgrown path that leads about 300 feet to the northeast. It is cold and a constant odd breeze blows; a mist is constantly moving over and obscuring the entrance to the trail every few minutes.

Defensible and neat – obviously the elves prepared this place

Condar Valley

Everything is overgrown.

[ i ] > DC 20 Wisdom (Perception) – The elves inhabiting this temporarily “curated the chaos.”

Within the overgrown are trimmed shapes and patterns that are subtle and pleasing. Entrances and exits appear overgrown but are accessible from oblique angles.

Condar Valley Road

Blue clouds form about 50 feet above. Water drizzles in almost a fog; Sadness DC 7 (disadv on Dex and Cha checks until a long rest); Loss of direction 50% chance; DC 20 Wisdom (Perception)

Animal Pens of Condar Valley & Shepard Hutches

An area of the valley where there was a small bit of grazing and pens. A strange wind blows from the area, or so it seems for the flora moves slightly. There are also the ruins of for shepard’s hutches evident, though not really protecting anything inside from the rain or wind.

[ i ] > DC 20 Wisdom (Perception) to hear animals; if so roll randomly: 1) goat; 2) sheep; 3) chicken; 4) rabbit
> attack the giant version only the hearer can see.
—– (4 ruins) —–

Terraced Gardens of Condar Valley

Though overgrown, it’s obvious some had been keeping the gardens working. Fresh vegetables and produce from orchards are in abundance.

> DC 15 Sanity check or sing “the hills are alive with the sound of music”; https://youtu.be/yvQ4t-Nk128
= The mud mephits attack! Anyone who sings and dances has Disadvantage.

Brick Yard of Condar Valley

Clean Up Athla Hills

Go from place to place, and ensure that the Feywild creatures have left.

Pressing a Claim for Title

Surely the heroes of Athlapoole Deserve something more! Hmmm… yes, perhaps a Wardenship. Warden of the Athla Hill Country. “tame the roads” into and out of, etc. Take one of the northern abandoned villages and lay claim to it – give it a new name – you shall rule its people and collect taxes.
“Warden of the Athla Hill Country”; Warden grants title to a settlement and its inhabitants within 1km to collect taxes in. Area defined can execute orders of Lord of the Riverdans, and imprison for trial any violating criminal. Warden is recompensed for running a prison.

Peerage, Titles, and Honors


Prestige Marker with title (+1) ++ update SRLM with link to prestige.

Maps

Riverdan Map

Bondeu Map