Helix: The Old Manse. (Lord Krothos)

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

#121 Post by Cwreando »

Durgo

Durgo heads over to the Manse to see if he can find out a bit more about the shield the morning after the feast.
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Re: Helix: The Old Manse. (Lord Krothos)

#122 Post by Spearmint »

The Old Manse

Durgo, clutching his recovered shield goes to the feudal Lord's abode to enquire of any known history regarding the emblem emblazoned upon it.

He approached the warded Keep, the high walls looming large at the end of a tree lined boulevard. The main gates into the courtyard guarded by pikemen who cross weapons in front of his path.

"Who goes there? Friend or foe?", one guard asks rather obviously.

The others sizes up the young warrior which raises a squinting eye, "Look at the size of him. Make a good squire whaddya think Enry?" "Not sure Arthur. Looks a bit wet behind the ear, young in his breeches."
"Heard Ollis 'the orifice' likes em' young."

They debate between themselves in the merits of letting Durgo in. Not knowing you and not 'havin' an appointment' seems like they reject your advance then one has an idea.

Durgo at the Manse vs 12 Charisma [4d6]=21

"Fancy shield that. Reckon he's come for the tourney practice? That's round the back, in the martial drilling yard. That way."

Durgo, you can try to bluff or bribe your way through the main gates and ask to see the Chamberlain and enquire regarding the library or you can access the tourney practice in the rear courtyard.
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Re: Helix: The Old Manse. (Lord Krothos)

#123 Post by Cwreando »

Durgo

Durgo does a little bluff and a little bribe.

He smiles saying I’m pretty sure the lord will want to see this shield and when he finds out you didn’t let me in ……..well……Here this might help too.”

Durgo offers a gold piece each.
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Re: Helix: The Old Manse. (Lord Krothos)

#124 Post by Spearmint »

The Old Manse

Durgo reaches into his deep pockets, fairly clinking with coins. He tries a smile and a bribe, maybe not the wisest thing to do. The Old Manse has a barracks and cell and recently town gallows were erected for some public disemboweling entertainment.

Durgo tries to bribe Manse guards vs 12 [4d6]=10

"Ere' Enry, this young welt is trying to get the better of us!" one exclaims. "Yeah, who does he fink we are. Some gullible old geezers that can turn a blind eye."

"Gold though. A days labour. Looks a good lad though, probably got his father's shield and wants to swear allegiance to the crown."

The two guards discuss, just to keep you waiting and with a flip of 'heads, and we put yours on the chopping block and tails, we look the other way', the guards flip a coin.

Durgo: heads or tails [1d2]=2

You get escorted under the Barbican gates, past a tendered courtyard with flower beds and stables and up a flight of stairs to a reception lobby. There another guard attends to your enquiry and while you sit and wait, he locates a minister.

"You require assistance young man? You have an enquiry?" The Chamberlain addresses you, looking you over and then at the shield you bear.

"We have a small library. It contains rare books and parchments. Perhaps among them you may find some heraldry and nobility. Though we often get wastrels and ruffians appearing, swearing they are the son of so and so and wish to be taken under the wing of his Lordship."

The Chamberlain takes you to a dusty suite. You can bring your shield but all other arms are turned in at the gatehouse.

Ask any questions and make a [4d6] vs intelligence check please.
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Re: Helix: The Old Manse. (Lord Krothos)

#125 Post by Cwreando »

Durgo

"Thank you kind sir. I'm looking for specific heraldry information for the shield."

Owner - [4d6]=14 vs. 9

Shield properties - [4d6]=11 vs. 9

"I was wondering if the Lord could use an extra arm. I'm capable but rough around the edges. When I'm not adventuring, I could assist the Lord. I could use more training in skills and body conditioning and such. Dexterity, Constitution, Blind Fighting skills and such I'd could perhaps learn here?"
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Re: Helix: The Old Manse. (Lord Krothos)

#126 Post by Spearmint »

The Old Manse

Durgo sets his shield down and with Chamberlain Ollis, goes through a few books that give a history of noble houses loyal to the Crown. Knights of old who had landed titles, noblemen of honour and occasionally ill repute.

The shield has a distinctive design, four quarters in green and white with a red lion rampant in the centre. After several pages and what looks like a fruitless search, you find a note that details information on The Red Lion of Aerik, a name given to a paladin who led an expedition to the Barrowmaze some centuries ago. He was part of the first pilgrim templars who brought the St Ygg faith into the region and led an expedition against the evils stemming from the Barrows.

"Sir Guy de O'Veargne". the Chamberlain states and suggests that further research might yield more information at the church.

As far as enlistment goes. The Duchy has a conscript militia of not-so-willing volunteers and regular veterans. "Adventurers give up a life of adventure to serve the Crown not themselves". the Chamberlain states.

If you return to the Manse with information on the Barrow Mounds and labyrinth, perhaps getting a map of a certain area, bring back some relics, earn a reputation defeating a cult or slaying an ungodly knight; then certainly doors get opened for young knight wannabe's.

"Until then, you remain a lowly commoner"..

The Chamberlain is quite abrupt, but Lord Krothos favour and patronage comes at a cost.
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Re: Helix: The Old Manse. (Lord Krothos)

#127 Post by Cwreando »

Durgo

I have been to the Burrows, and I might be able to provide the Lord with some maps. Unless the maps needed are of specific burrows then that might take more time. I will make some inquiries at the church too. I'd also like to see if I can avail myself of some blind fighting training here? I can pay for the instruction and perhaps prove my desire to better myself and skills.
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Re: Helix: The Old Manse. (Lord Krothos)

#128 Post by Spearmint »

The Old Manse

Durgo is answered.

"Lord Krothos is well acquainted with the Barrows and horrors thereof. Many in the village despise those who go raid the tombs, bringing cursed things and revenants to walk among us in retribution.

I am just a humble administrator of the Duchy. I advise his Lordship. If you can map make, proper cartography. Noting architecture, geology, features; those learned skills would be of value to understand how and why crypts were built. For whom and why.

His Lordship has favoured a young explorer, a scholar. Mr Jolly, he is accompanied around town by a wolf though may be about his apprenticeship elsewhere. He would be of your age and could value map-makers in his archaeology among the Barrows.

As to improving your fighting skills. I suggest you speak to the the Captain of the Guard. He might enroll you as an extra in the tourney practises."


With that he takes your leave and you are ushered out into the courtyard.
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Re: Helix: The Old Manse. (Lord Krothos)

#129 Post by Cwreando »

Durgo

Durgo bows to Chamberlain Ollis, "Thank you.

Durgo decides to track down the captain of the guards in hopes of getting in some training.

Assuming he finds the captain of the guards he inquires, "Chamberlain Ollis sent me to you. I would like to train in blind fighting and was hoping to do so.
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Re: Helix: The Old Manse. (Lord Krothos)

#130 Post by Spearmint »

The Old Manse.

The guard captain is named Decimus, a stout man, a veteran of frontier skirmishes. He brooks no swagger from others and is known as a ruthless and merciless man.

He receives Durgo, appraising his height and girth and bearing. He names half a dozen women and villages, suggesting that you might be the fruit of his loins. "So, the pup wishes to play with the pack. Fair enough, our conscript cadets have little retort from wooden totes."

He will agree to you joining in to test your mettle. Blindfolded as you want, he sets a quartet of militia to cudgel you while you attempt to fend them away.

"Footwork, listen, remember your surrounds", encouragements get shouted, to move, weave like a butterfly, sting like a bed. You do well until a sneak batters you from behind. You parry, stab out at another, get clouted again.

"He shows promise." Decimus declares over your prone and unconscious body as the militia go to town to highlight your inexperience. -5hp
You take -10hp damage to knock you out, but as half is temporary, that is regained back by the hour. The other half, a few bruises, lumps and black eye you while carry over the next five days around town.

In the tavern a day later, Decimus at least buys you a beer as compensation and suggests that you have a hard head, meaning your didn't give up as much as being able to take physical punishment. He makes you an offer.

He can take you under his wing an extra week and at the end make a skill check. Succeed and you progress towards gaining 'Blindfighting' as a skill. Fail and you just need to rinse, repeat the training.

You might need to pass three skill checks to gain the benefit at a basic level, a decreasing 5d6 - 3d6 check. So it takes investment of time to earn the reward.
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Re: Helix: The Old Manse. (Lord Krothos)

#131 Post by Cwreando »

Durgo

Durgo goes over to the Old Manse to see Decimus. I was hoping to see Decimus about some training we planned to complete next week.
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Re: Helix: The Old Manse. (Lord Krothos)

#132 Post by Spearmint »

you can put the practise with Decimus on hold. Basically take a week of downtime in the future, say five mornings worth of practise and then I will get you to roll a basic skill check as you learn various skills.
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Re: Helix: The Old Manse. (Lord Krothos)

#133 Post by sastaz »

Gerdal approaches the gates of the Old Manse and addresses the guard there.

"How are you today young man? We have good weather at least, right? I am Gerdal and I ask to speak with the Chamberlain. Me and my associates have rid these lands of the scourge that was the snake men, responsible for desecrating the Herne shrine as well as transforming quite a few stout yeomen into vile snake creatures. The head of their former queen can be presented as proof, but I did not carry it all the way here (for obvious reasons) so a messenger would need to be sent to the site. Anyway, our companion, Raust the Druid of Herne stayed in the area for now to keep watch over the snake men, without their nefarious leader now only simpletons with animal instincts and intelligence. I hope the good Lord will look favourably upon our accomplishment."
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Re: Helix: The Old Manse. (Lord Krothos)

#134 Post by Spearmint »

The Old Manse

Enry and Arfur cross pikes as you approach to stiffening up.

Charisma vs 9 [4d6]=13

"A bit early for All Hallow's trick or treating aren't we madam?" says the moustachioed Enry looking at your extravagant cloak over your simple garb. "She's a charmer calling you young man!" "Maybe she has charmed you! Stop yer drooling and put yer tongue back in!"
The pair bicker while you shuffle feet then decide to let you in, escorted to the Manse reception.

Ollis the Chamberlain arrives, parchments and books in hand. "You have some news? Did not the church's envoy return with glad tidings?"
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Re: Helix: The Old Manse. (Lord Krothos)

#135 Post by sastaz »

Gerdal

"Charm?! Hrmph, I would never....never did that. Perhaps this one time I did, at least if we're talking my last trip.

She lets the guard escort her to the Chamberlain.

"My dear man, I speak for the church's envoy. We have returned with THIS" at which time she dramatically pulls the Naga Queen's severed head from the bag she was carrying.

"I present you the head of the vile queen who was behind the raids, the defamation of the chapel and also, I regret to say, the murder of brother Marcel. The threat towards our society has been removed and finally, the brothers and sisters of the faith and the stout peasants can go about their daily work again without fearing being killed, or worse, turned into a snake man."

After that dramatic monologue, she changes the dramatic pacing to a calmer tempo.

"This has come to a great cost for all of us. Our hopes are that the Duke will be grateful for our services rendered."
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Re: Helix: The Old Manse. (Lord Krothos)

#136 Post by Spearmint »

The Old Manse

The putrid and rotting Naga's head is a rather shocking sight, grimacing even in death. "Terrifying indeed. I am not sure such a grotesque will leer proudly among other trophy heads in the banquet hall."

Ollis the Chamberlain listens to your story, pressing you in details regarding the exploration in terms of where the Orphidian Caverns are and other regional features.

Do you tell him about the Runic Menhir, the zombie mammoth, the Hurtloam Cave?

He is sad (but not overly distraught( regarding the death of Marcel. He suggests the Duchy will raise a memorial in his honour at the church.
"This has come to a great cost for all of us. Our hopes are that the Duke will be grateful for our services rendered."
He doesn't correct you with noting that Duke Kell is in Ironguard and Lord Krothos, heir apparent is resident here. You can have an audience with him, so you can detail the expedition as concisely or as graphically as you like, though protocols what they are, "heroes and villains alike, all need to dress for the occasion.", pointing out that Moor scuffed boots, torn hems and a threadbare shawl only gets you a certain way.

so this is where you can commission that new gown and test how the necklace looked upon a fitting mannequin or dog. An evening or two later, more doled up, not overboard but, less commoner gear and more court-ware, you can return and talk directly with Lord Krothos.

Make you introduction and let me know what specifics you share and any requests you have.
Add a [4d6] charisma check with the post.
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Re: Helix: The Old Manse. (Lord Krothos)

#137 Post by sastaz »

Gerdal narrates the story, beginning with describing the fellowship, including Marcel who was originally commissioned for the task by the good Lord.

She will basically tell them what transpired more or less unedited. She'll recall the attack on the Herne statue, and what happened to those bitten, once in the hospital. About the Runic Menhir, but leaving out the part where the menhir granted spells. She will go through the fight with the zombie mammoth in some detail, just to point out how dangerous that creature was, and how the necrotic powers obviously extend quite some distance across the land. How we travelled along the banks of the Mesric. The sticky bee men, where Marcel was in mortal danger for the first time. The hurtloam cave and its healing properties. The attack of the Darkmantles and how Marcel finally drew his last breath. Then the foray into the caves and the final confrontation with the Naga Queen. Regarding Raust I think Gerdal will just mention that she "stayed" because she "had some things to see to".

"So you can see how we all put our lives at risk, but in the end prevailed and did this community a tremendous service. Just think about how newcomers and traders would have been scared away by the reptilian threat! All we ask for is recognition, and ehrm a suitable reward, if you find it in your heart to bestow one upon us. Of course, a lot of it will go directly to the memorial of brave Marcel."

She pauses for a while.

"Actually, there's one thing you could maybe do for me, as a token of your gratitude. I am in need of a servant of sorts, or even an apprentice, who can help me in administering healing salves to those in need and cure certain diseases and cases of poisoning. I have the skills and the tools myself but would be in great need of a set of hands."

CHA check vs 9: [4d6]=12 soooorta close
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Re: Helix: The Old Manse. (Lord Krothos)

#138 Post by Spearmint »

The Old Manse

Lord Krothos listens with ease to your telling, asking a few questions to clarify things.

You can tell he has less concern regarding the trek but takes details down regarding the approximate location of the Orphidian Caves.

The Naga's head is very convincing. He expresses some concern for Raust, that she might fail in her endeavour to civilize the tribe. "A good savage is a dead savage. Is that not what Captain Foxrell declared. And I am bound to agree. I can offer no mercy should they slither off the wilderness bogs." he asserts.

He takes interest in the mammoth story, surely a grandiose embellishment? He finds it difficult to believe that such ancients walk the earth in death as they once did in life. Though the Pteranodons are known, ancient flocks exist that fly down from the Moon Peaks, though attacking so close to the village is an alarming thought.

Vicar Othar is counsel is informed of the priest's demise. "The Duchy will honour him accordingly,. Perhaps the new hospice in the village may be named after the good friar." he says.

As to what kind of reward you look to obtain, he has a mixed reaction. Certainly the coffers are not overflowing with taxes, so cash is at a premium as far as rewards go. However he does reward those who put themselves in harm's way. He takes notes in the group and assuming here that in following days the NPC's respond to his call, Ricardo & Pasquel get seconded to Hendon the miller. (Hendon's backstory is he was a notable ranger before he settled down). In the light of ranger Basil and his apprentices being slain by lizardmen, a new scout group needs raising to protect the frontier. Dale Birgensen, takes a commission in the Duchy militia and Traeliorn can take his pick from longbows created by Valeron.

Of Isvand, he may make his request in person.

Regarding your request, for an apprentice, he considers. Most of the healing skills are retained with those who have taken clerical vocations. He chats and suggests that since the hospice burned down, perhaps one of the Sisters who took on the nursing roles might be seconded to your. Sister Cella from the church oversaw the administrations but more experienced staff might have acted as ward matron or chief midwife. He scripts a letter that is despatched and within a couple of days, Sister Flora, a novice cleric of the Arcantryl Futurus turns up to assist your research of herbalism and poison cures.

I will add a Flora thread to your forum.

"Conditional on the Duchy receiving a potion of each type you make for our own library and stores."
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Re: Helix: The Old Manse. (Lord Krothos)

#139 Post by sastaz »

Gerdal just nods silently when the Duke speaks harshly of Raust and the snake men.

As for the suggestion of naming the new Hospice after the deceased she simply replies "yes, perhaps."

After receiving the news about Flora, Gerdal bows.

"Very generous, your grace. I shall not let you down. You can expect reports on my progress shortly."

With that she leaves the Manse.
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Re: Helix: The Old Manse. (Lord Krothos)

#140 Post by redwarrior »

Isvand, a day or two after Gerdal reports back her experiences, will head over to the Manse and quietly address the guards, stating the Lord Krothos has desired his presence & report of his activities as soon as possible and request that they let him know that he stands ready to answer any and all questions the Lord may have.

Once admitted to Lord Krothos' presence, Isvand will speak My Lord Krothos, I understand that my companion Gerdal has outlined our experiences with the Naga and the Snakemen, as well as the excitement we had on our way there. I am happy to add any details that I may... Isvand will report accurately of what he knows, leaving out the details that Gerdal avoided, but emphasizing Isvand's contributions with fighting dino-thingies and snake-men. glossing over the inability to connect with the Naga!!! :D

When the conversation turns to favors or rewards, Isvand will say Well, your lordship, I find myself feeling rather overburdened with this armor, leather though it be, but going without the protection seems most unwise, as things keep trying to kill me. Would your lordship know where I might acquire magicked armor or other similar protections?


A CHR roll because Gerdal made one!
CHR Check target 11 [4d6]=13
missed it by THAT much!
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