Helix: The Old Manse. (Lord Krothos)

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Spearmint
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Re: Helix: The Old Manse. (Lord Krothos)

#181 Post by Spearmint »

The Old Manse

Enery & Arthur watch from afar as Durgo Brightboon marches up the gravelled boulevard towards the keep.

"Has the Red Lion come to roar?" one asks, noting the rampant design on your shield. "Perhaps some more punch-bagging in the yard?"

You chat amicably with the guards who lean on their pikestaffs.
"Tough few days. Visitors aplenty, not all pleasant ones. Shenanigans out upon the Barrow Moor, cultists chained in the dungeons. Large bats flying over at night. Swooping bloodsuckers, out for maiden's blood."

There has been a few incidents that you are not privy too but are rumoured in tavern threads.

Eventually, when administration is done and Duchy business set aside, you get granted "a few minutes of his Lordship's time "

Escorted from the parlour reception where you have patiently waited.

Durgo requests audience with LK: vs 12 [4d6]=9

Actions Durgo make you request or reports.

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Re: Helix: The Old Manse. (Lord Krothos)

#182 Post by Bluetongue »

The Old Manse

July 4th 1066.


Golgarth reports to the Old Manse seeking an audience with Lord Krothos.

"I bring him news from Ironguard. Duke Aerik may have forewarned him of my attendance." I say to the guards.

I want to show Krothos my sealed documents entitling me to take up the tenancy in the old Cromm Cruach Elder's Cottage and my right to conduct official Cromm Cruach services in the village.

I will also check on the commitment to match the Cistern Fund so that the rebuild project can be undertaken.

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Re: Helix: The Old Manse. (Lord Krothos)

#183 Post by Spearmint »

The Old Manse

Golgarth: Charisma check vs 9 [4d6]=11

Golgarth, mentions the Duke and waves the parchment under the guards nose's. There is some animosity between father and son; Duke Kell trying to rein in some of Krothos's excesses and prime him for more administrative service over the Duchy.

You are escorted into the reception, meeting with Ollis the chamberlain. They can register any tenancy and requisition of the old cottage. While Ollis is not religious, the state faith is St Ygg's, so any increase in other Faith's public profile, while not treated with disdain, open proselytism is not encouraged.

They will meet the commitment to match the raised amount of charity funded gold pieces for the project. Taken from tax coffers, actually funding public services that upgrade the well being of the community, not frivolously spent on lesser entertainments in the Foul Pheasant. A welcome change. You outline a basic plan of the project and get the stamps of approval needed to conduct whatever surveys are neccessary. When the Cistern is rebuilt you can conduct services in the Cruach shrine annexe (or whatever small facility you have in mind).

"Fonts are edifices specifically ordained. Whilst the Duchy welcomes any blessing of waters to holy usage, there are strict conditions on such relics of divinity." He explains that you can construct a Font, for the production of Holy Water but the cost, at base bronze utensil level is doubled for the Duchy taxes its construction. They also expect a Vial of Holy Water as 'first-fruits' of each ministration. Something to consider in the future.

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Re: Helix: The Old Manse. (Lord Krothos)

#184 Post by Cwreando »

Durgo

Jun 30th day

Durgo bows in respect, "My lord...We located what was left of the Paterson kids. A gnoll group to the north found them and took them in. It seems the ophidian curse fell upon the gnoll that rescued the kids as well as the kids themselves. They are lost to the jungle now. I'd like to start the logging camp back up with your permission as the owner of those lands to support Helix and it's growth, and other ventures. With a few guards and some recruits to cook, provide medical care, log the area we can get timber to build what we need. I plan to start up a mining company as well to make regular runs to the north."
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Re: Helix: The Old Manse. (Lord Krothos)

#185 Post by Spearmint »

The Old Manse

Durgo's audience with Kord Krothos.

His Lordship notes the reports of the changeling children, getting a scribe to draft a memo for the church to update their births, deaths and marriages register. "Sister Cella can amend the ledgers, list them as 'deceased, victims of the lycan plague'. There is nothing more we can do for them except some mercy perhaps at the point of an executioner's broadsword."

Krothos sighs, more troubled by the news other Orphidian threats may be emerging from out of the forest than the fate of the two orphans. Durgo, you get the impression he authorises you to carry out 'a final solution' should the opportunity arise.
I'd like to start the Logging camp back up with your permission as the owner of those lands to support Helix and it's growth, and other ventures.
"A noble venture and good lumber is always in demand." It will take capital investment to start and company up. Basic details of supplying equipment, refurbishment of the cabins and facilities, wages for the labourers, guards, haulage in wagons or dragging sledges of piled logs. You could erect a mill on site.
I actually created a lumberjack operation and sawmill for my Character in the Lab Lord: North Marches game. So might just duplicate such costs and factors in regards to creating a sustainable business here.
On a basic level, your first phase might be securing the actual site and recruiting lumberjacks via Bulletin Board adverts.

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Re: Helix: The Old Manse. (Lord Krothos)

#186 Post by Cwreando »

Durgo

"My Lord, I feel compelled to first complete a task for Master Osen before I secure the logging camp. I found The Red Lion of Aerik - Sir Guy de O'Veargne -
The Shields prior owner on a prior adventure. Master Osen has asked me to see if I can map out the Harpies lair of the barrow and identify the body's location for him. I believe this is the right thing to do. Perhaps my companions may want to help with the logging camp first and then complete the search for the Paladin's location in the barrowmaze. There is also the mining expedition planned after the harvest I believe we could use some additional guards in case the gnolls are less than cordial near the area we'd deliver the trade goods, if you can spare any."
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Re: Helix: The Old Manse. (Lord Krothos)

#187 Post by Spearmint »

The Old Manse.

Durgo Brightboon chats with Lord Krothos.

"I know these Barrow Mounds are very alluring, ancient tumuli of my ancestors. The tombs were meant to be halls for the valiant dead but these resurgent cults have disturbed their rested souls.

Let us pray find his body still hallowed and uncorrupted. One of the stained glass windows of the chapel is dedicated in his honour."


There is not much known publicly regarding this particular knight though other adventurers have gained more specific knowledge regarding his last fateful endeavour into the Barrowmaze. Lord Krothos asks if you recover the body or bones of Sir Guy O'Veargne, to bring the remains to him that he may inter him in the Old Manse Chapel. "A more fitting place than the graveyard of commoners" he says regarding the Chapel in the market place.

As to supplying guards, Duchy militia are already stretched by if you can build stockaded compounds, then he will extend the patrol perimeter to include the Quarry and Logging Camps.

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Re: Helix: The Old Manse. (Lord Krothos)

#188 Post by Cwreando »

Durgo

"I will look into it my Lord. I will make it a goal to build stockades around the logging camp and quarry by winter if at all possible. Hopefully with the blessing of St. Ygg we'll return with the body or the location. If you have nothing for me I will take your leave."
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Re: Helix: The Old Manse. (Lord Krothos)

#189 Post by Spearmint »

If you have nothing for me I will take your leave."
"Only my blessing on your endeavours." Lord Krothos says.

You get the feeling he is approached for help on a regular basis by many claiming needs or noble deeds and he supports only those who have proved their worth by actual evidence of their case. So for example, a caravan of silver ore arriving would establish that the Svirfneblin trade deal was a success and this would garner you favour and more opportunity to win support. Same for the logging camp or quarry reopening. The support coming to consolidate a project rather than going to establish one.

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Re: Helix: The Old Manse. (Lord Krothos)

#190 Post by Bluetongue »

Golgarth

"My Lord is gracious." he says, taking his leave once formal business is concluded and any parchments are signed and stamped.
"Fonts are edifices specifically ordained. Whilst the Duchy welcomes any blessing of waters to holy usage, there are strict conditions on such relics of divinity." He explains that you can construct a Font, for the production of Holy Water but the cost, at base bronze utensil level is doubled for the Duchy taxes its construction. They also expect a Vial of Holy Water as 'first-fruits' of each ministration. Something to consider in the future.
He will certainly consider production of Holy Water though he has little knowledge of the rituals involved.

I will add a Bulletin Board advert for a skilled architect and get one going in Ironguard too, keeping the accounting for auditing purposes in a simple ledger at the Rosy Quartz.

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Re: Helix: The Old Manse. (Lord Krothos)

#191 Post by Bluetongue »

The Old Manse

July 10th, around mid-morning:

Golgarth turns up at the Old Manse, accompanied by fellow characters (Gunter at least I think).

I will tell Sidkrake and Solly to stick around so we don't have to rehire them.

"Hello guards. I would like an audience with Lord Krothos or Ollis the Seneschal please. Even Vicar Othar if he is not over at the church. We encountered the undead buffaloes that your militia guards have quarantined and slain the Wight. But there are more concerns that we should report."

Golgarth: Charisma check vs 9 [4d6]=15

He is not the most charismatic of speakers, being very down to earth and straightforward.

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Re: Helix: The Old Manse. (Lord Krothos)

#192 Post by Spearmint »

The Old Manse

July 10th.

Golgarth & Gunter go to the manse seeking an audience with someone in authority. They have herding a couple of Undead buffaloes into the village which the militia quickly quarantine and use for target archery practice before burning their rotten carcasses once and for all.

While the cleric of Cromm Cruach lacks charisma with a straightforward approach, a more sleight of hand gesture is given with Gunter passing over the gifted trinket after his spat with Rosario. The silver spur is used to augment the fighting cocks that Lord Krothos trains and he hopes it will stand them both in a favourable acceptance.

Old Manse reactions [1d100]=92

The token seems to do the trick, initiating a positive response and indeed, Lord Krothos himself receives the pair in his reception chamber.

"It seems I am indebted to The 'Cock of the North' and our esteemed new village Elder." he says, referencing the action in the Silvanus Temple. He passes the spur back. "Bounty hunting?" he says, noting that Gunter has a sewn stripe on his shirt shoulder indicating some commissioning into Duchy irregulars.

You can share regarding that Ironguard encounter and the recent Wight event at the Herne shrine.

He gets a scribe to organise a patrol of lancers to go hunt down and stragglers of the buffaloes that might linger around the shrine area or encroach into the settlement fringe. Beyond that, the Duchy has limited ability to wage effective security.

Vicar Othar is called in to listen, especially as what you share adds to more recent revelations and encounters. As expressed before, there has been an uplift in coordinated Undead activity.

"It may be we are under some judgement following the execution of the cultists". comments the vicar. There was some post execution 'fall-out' with heavy, unseasonal rain and the sunlight being clouded, but beyond that nothing in the village has come to light.

"Though cultists lurk in the shadows. You seem to be experts in dealing with cults if I understand your testimonies."

Actions Golgarth & Gunter: ask any questions or make a request. Each add a Charisma check with your posts.

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Re: Helix: The Old Manse. (Lord Krothos)

#193 Post by Bluetongue »

Golgarth

"Dealing with cults? An acquired vocation. Not one I intended, perhaps there is some divine mystery with our choosing." he comments, trying to humble his acts before the esteemed Lord and the village Vicar.

"I heard of these Nergalite cultists. It does not surprise me if their death is linked to the upsurge in Wightish and demonic activity. Specifically against the focus of the frontier shrines for those of the Angarach."

I say that almost to say, 'well, the church of St Ygg in the village is safe' (the Futurus). But if the attack to stampede the Herne shrine was the purpose and aim of the Wight, what would they gain by it?

I would ask if I could regarding the cultists in the Barrow Mounds and any other focused attacks on the Duchy or churches and temples specifically. Not just random undead encounters but definitive attacks against specific targets.

Also if Lord Krothos or Vicar Othar want to commission us to investigate something, take on a quest kind of thing, then what is in it for us?

Golgarth: Charisma check vs 9 [4d6]=7

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Re: Helix: The Old Manse. (Lord Krothos)

#194 Post by Spearmint »

The Old Manse

July 10th, late morning.

Golgarth acts with surprising candour and charisma. Conversing with Lord Krothos his and 'spiritual advisor', Vicar Othar of St Ygg..

Along with Gunter, he has curried minor favour via actions in Ironguard, the Herne shrine (and a cockfighting yard).

You enquire about the recent Nergalites, executed publicly after an interrogation in the Manse dungeons, learning a few snippets of information obtained under duress.
An allegation that a tavern wench worships either Set or Orcus and has some plans to influence Lord Krothos.

A revelation that a Nergal Sanctum, an unholy place of worship is present in the Duchy capital Ironguard Motte, access to this place via the direction of 'Shadows'. Those adherents are named as the Chosen.

Talos the name of the priest who fled your encounter in the Barrow Mounds and Sons of Yannarg, a name given to the cult priesthood. Yannarg, the leader (?), seeks a new warlord after Magyar Varghoulis was defeated and exiled to the Abyss.
see here for more details:
https://www.unseenservant.us/forum/view ... 59#p651559


"You recent endeavours have come to my notice" Krothos says, referring to the Silvanus Temple incident. "Not all such endeavours end well for all, the Inquisition no exception. It was useful for the Duchy to use such agents for more discreet enquiries.", the suggestion is the Elven bounty hunters that were the nominally the martial guards at the Temple were commissioned for certain 'tasks' that otherwise might have brought dispute to the Duchy authority. "They are in temporary disarray. It would become those who held a door open in ignorance to their demise to stand in the gap in lieu of their services."

It might be a poor attempt to guilt trip you guys, but is point is that he wishes to recruit people to root out and destroy the Nergal cult in Ironguard and preempt any threat to himself.

He cannot enroll the two guys who brought the Nergal cultists in sunce they suffer from an effect that limits them in actions versus Nergal themed encounters.

"You have your junior stripes Mr Redshirt. I need to build a new cadre of 'Duchy rangers' who might enforce the Will and Law in more ex-judicial ways. Justice on the expanding frontier. Is that not a proverb of Cromm Cruach?"

You can talk asking more specifics, but to start with he thinks the Wight stampede a Nergal initiated attack, along with reports of minor demon encroachments. He thinks that his father Duke Kell will not be able to commission suitable investigators from Ironguard as most gifted npc"s are probably known to whoever the cultists are. Whereas you guys (including Sidkrake and others) may be able to locate and infiltrate where others may not.

The Duchy can underwrite an expedition, tying you to a specific geas quest (just in case you decide to do a runner) and can reward you more handsomely should any destruction of the Bergal faction be achieved.

"Are you willing and able to take on the onerous task?" he asks.

Actions Gunter & Golgarth.

again, ask any questions, make any comment, add a Charisma check with your post

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Re: Helix: The Old Manse. (Lord Krothos)

#195 Post by Bluetongue »

Golgarth

I would like to converse with Gunter, but on first appraisal, I can see lots of merit in at least trying to solve the issue.

An urban adventure rather than a wilderness one, still options to earn treasure and bolster reputation which for Golgarth's aim to reinvigorate Cromm Cruach faith in the settlements, that would work for me.

I will ask a few more specific questions.

"Do you have a starting point for enquiries beyond 'the Shadows' will direct you?"

Are these actual Undead Shadows or an allegory for shadowy people?

We need some funding now to get supplies, such as new horses, letters of commendation if stopped by militia (I remember what happened on the Old Dwarf Bridge), holy water and preferably some kind of greater protection we can create should we actually face Nergal or his senior priests (magic scrolls?).

A 'carte blanche' that if we take on the mission, we are not held accountable for if it goes wrong or sny methods we use. I am thinking here that the interrogation of cultists was not pleasant and we might have to strongarm similar methods.

An idea of timescale, how long we might need to commit and what 'infiltating a Nergal cult' might be like. Certainly I will not take any other vows of Faith, but will commit to destroying demon based cults.

"Anything else Gunter?"

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Re: Helix: The Old Manse. (Lord Krothos)

#196 Post by Hvalreki »

Gunter

"Well Stonefather, I'm a sworn man of Cromm so I go where you go," he pauses looking at Lord Kothos, "That said M'lord I've experience as a free blade, er Bow as it were, and I'm trained as a Lance Corporal with the Iron Motte Sherrif's irregulars. I'm not above working for pay too." he smiles eyes gleaming.

Turning serious he goes on, "I was eye to eye with the Wight that was Elder Barraclaugh because of that infernal cult."

One hand goes to the hilt of Hubris at his belt, the other unconsciously rubs his scarf-covered throat as he continues.

"The Nergal cult is a stain against nature and an affront to Cromm. I won't stop until their plans are in ruins, their minions defeated and their bolt-holes rubble.

I will undertake Geasa to eradicate this cult, but only if it is laid upon us from a High-Priest of Cromm Cruach, no offense meant to St. Yigg and the Futurus."


Charisma Check

OMG, worst moniker ever, those are the stickiest ones! :lol:
Spearmint wrote: Mon Oct 30, 2023 9:59 pm The Old Manse

"It seems I am indebted to The 'Cock of the North' and our esteemed new village Elder." he says, referencing the action in the Silvanus Temple. He passes the spur back. "Bounty hunting?" he says, noting that Gunter has a sewn stripe on his shirt shoulder indicating some commissioning into Duchy irregulars.
Of course I immediately picture Gunter like this now.

Image

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Re: Helix: The Old Manse. (Lord Krothos)

#197 Post by Bluetongue »

Golgarth

Encouraged by Gunter's affirmation.

"I am not skilled in either blade or stealth, some might say I lack wit and wisdom too. But I know my duty to the Crown, to Cromm Cruach and my fellow man.

I will go to Ironguard Motte as you ask and put an end to this tributary of Nergal's schemes."


I am not so sure regarding any 'geas' and as far as I know, I am the Cromm Cruach elder here.

"Our word is our bond." he says, hoping to negate any vow or oath swearing before the Futurus patriarch.

He waits upon Krothos and Othar, knowing we might need an extra blade or two in the endeavour and all being well, will set off for the citadel the next day.

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Re: Helix: The Old Manse. (Lord Krothos)

#198 Post by Spearmint »

The Old Manse

Lord Krothos and Vicar Othar converse, discussing your comments and questions.
Are these actual Undead Shadows or an allegory for shadowy people?
"We do not know for sure. they say and share a few details that were drawn out of the interrogated Nergalites:
"Talos is of the Sons of Yannarg, he will have returned, God willing to the sanctum and his care of the flock. The sanctum is found by secret paths that only the Shadows know.

You learn that the runaway priest ministers somewhere in Ironguard and they had hoped to open a portal to the Barrowmaze from inside a barrow mound.

"Yannarg seeks a new Justicar to become Warlord over the Legion. A few commit to the Trails to attain such rank and honour. After he is appointed, he will lay waste to this place as one winnows chaff on the threshing floor."
Talos is the name of a priest of Nergal, resident in Ironguard who ministers in this secret sanctum. Yannarg seems to be a higher patriarch, resident in the Barrowmaze. The Justicar seems to be a warlord position which had been held by Magyar Varghoulis, the Death Knight who was vanquished back to the Abyss before he could assume material form and resurrect the undead Legionnaires.

So, you are to locate the sanctum, bring Talos to justice and disrupt the plans to militarise the Nergal cult.

For your efforts, depending on the measure of success you have, you gain an increase in 'reputation' which may lead to titles and land or some bestowment and comparative reward.

As far as present support, they will arrange horses for those who lack them, provide +100gp to cover living expenses and any 'tolls' (unofficial purchases, bribery, research). The Chapel of St Ygg's will equip each character with a vial of Holy Holy Water and script a scroll that has two healing provisions upon (scroll x 2 CLW's).

It will also furnish you with Nergal objects;
an unholy Caduceus, skulls over crossed roses, shields bearing alternate red & black quarters with demonic beasts or heads, a long tailed imp bearing a trident.
A staff, carved from black Oak and around it curls a two headed snake. "It may look a thematic Caduceus but it has been crafted so that the snake fangs contain a serum dosage that may be used as an anti-venom should you suffer a venomous bite." It is otherwise a standard Quarterstaff.

Two round embossed wooden shields, plain featured but painted into alternate red and black quarters.

A short stabbing trident, tri-tines with barbed points. "It has been imbued with an enchantment that allows the wielder to Comprehend Languages" the Vicar sats, fearing that the deeper into the cult mysteries you go, the more infernal the tongues used.

You can take these and share them out to colleagues as you go.

"Talos may use a pseudonym whilst in the Citadel. But we have reason to suspect he favours certain taverns. I suggest you start there."

Taking 'your word' as your Oath, unless you have further questions, then the audience is dismissed.

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Re: Helix: The Old Manse. (Lord Krothos)

#199 Post by Bluetongue »

Golgarth

Thanks Lord Krothos and Vicar Othar for the basic supplies, some seem more thematic than useful. He hesitates to ask if Nergal priests wander around with devilish tridents as implements, but takes it nevertheless.

I will post in the tavern thread to give stuff out.

I have no further questions. In regard to Ironguard, Gunter and I have had minor contact with 'The Last Dance' tavern and the "mobster' Ness Costner. So I figure he might be a good port of call too along with other recommended places. I wonder too about the lower Silvanus Crypts that Dalin saw but never investigated.

Anyway. I have no further questions here and will take my leave.

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