Post by Dead Greyhawk on Nov 4, 2007 23:25:45 GMT -5
The Company chooses to ride for the keep. Either they will reach the trail up to Oytpass Keep before encountering the ghouls or they will meet the ghouls in battle before Oytpass itself. The ghouls chasing the Company seem to be fast, faster than expected based on the ghouls fought before. "I think we've got ghasts chasing us," shouts Adrienne, getting a good look at the massive forms angling to cut off the Company's path. The ghasts come on strongly and at an angle to intercept the Company before reaching the pass itself. Where the Company has had to wend through trails and cross trenches and ravines that were new to them, the ghasts appear to know the land and the best ways through it.
The lands approaching Oytpass Keep are filled with debris and the detritus of battle. Decaying leather and cloth, the remains of unlife, and broken weapons and armor are strewn over the land. Whatever happened here in the past, it involved large numbers of people, all fighting for their lives. In the midst of the battlefield, the Company reigns in and prepares to meet the ghasts.
The ghasts, unlike the ghouls, seem to not be consumed by their ravenous hunger. They stop well outside of the Company's range and survey the field. Snarling at one another, they spread out in a great arc until they flank the Company on both sides. The Company's mounts stand, placid and stoic, as the Company readies their protections and their weapons. "Horsemen closing on us from the north," says Winthrop, who has taken out his spyglass to survey the situation.
The ghasts charge with horrible cries, spreading their forces so that no single spell or effect can grab them all. Indeed, Hugh banishes many of their souls to their final resting place, destroying by Trithereon's might the bonds that kept them in unlife. Adrienne is not yet so pious and is only able to cause them to flee before Lydia's all-seeing blindness. Antonus wishes heartily that Dell had graced him with a single offensive spell, any offensive magics, as Winthrop sends bolts of magical energy out among the unlife. Antonus's protective circle seems weak in the face of the onrushing unlife. Eig, Otto, and Herbert all cause the Oerth to rise up against the ghouls, grasping and clinging to the charging creatures, and Eats Salmon and Jasper, hidden among the curves of the land, rush forth to slay those that the grasses have bound. Raven, even though the range is long, sends arrows winging into the charging ghasts.
In a matter of moments, what was a fearsome charge by a mass of unlife is turned into pile of dead corpses. Those ghasts surviving the initial onslaught of magics, piety, and arrows quickly turn and flee, gibbering in fear. Winthrop slays more of them as they flee, sending first bolts, then fire, and then lightning into the survivors. The Company stands on the battlefield, unscathed and the victors.
Once the last of the struggling ghasts is put to rest, the Company reforms to face the horsemen that close on them. The horsemen unfurl the standard of the Earl of Sterich as well as the Grand Duke of Geoff, and the Company's concerns are put somewhat to rest. The Company is well aware that things are not always as they seem though, and they stand ready to destroy the horsemen the same way they did the ghasts. Winthrop puts his spyglass up to one eye, and then he grunts in surprise. "That guy I almost killed with magical bolts near that forest, did we leave him here?" he asks. "Because the leader of those men looks really familiar."
At Raven's gesture, Winthrop hands over the spyglass, and Raven peers at the approaching men. The leader does appear very familiar, and Raven thinks he was one of the prisoners taken from the White Crow. His name escapes Raven, but Raven is certain they'll hear it in a moment. The horsemen stop within shouting distance of the Company and, unsurprisingly, begin to shout. "Know you that you trespass the lands of the Earl of Sterich and near those of the Grand Duke. A state of war exists; the militia has been called. Name your allegiance and the cause you serve," shouts out a herald.
"I suppose saying we're wine merchants isn't going to work," mutters Raven as he begins to take a deep breath.
"We are the Company of the Blue Sun, destroyers of unlife, liberators of the shackled, doers of great deeds!" yells Antonus, his voice projecting easily over the battlefield, almost as if he has had training in doing so. "We come to aid the people of Sterich in overthrowing the dark yoke that has been laid upon them by these evil men. Are you friend or foe? Know you that our foes do not last long, but our friends are bosom ones." Antonus brandishes his staff, the top of which glows brightly, at the horsemen as he finishes his declaration.
"Doers of great deeds? Bosom friends?" chides Raven. "You need better lines. Get back with Eig and Herbert while we talk with these men."
The horsemen move up to the Company, the leader of the horsemen resting his hand on his broadsword. The man spits on the ground as he eyes the Company. "The Company of the Blue Sun, so it is. Have you papers and passes to leave Sterich and those necessary to enter Geoff?" says the man with malice in his eyes. "I think not, perhaps you should turn now and rejoin the unlife, those cold-hearted ones that are more your ilk."
"If you wish to live another moment, Corvis," says Winthrop, coming up with the former mercenaries name, "you will keep your rattling tongue still. Bring us to the Castellan immediately, under your jurisdiction and protection, or I will personally boil your brains in your skull." The Company turns and looks at Winthrop, who appears very serious. "I have had a bad few weeks, and your prattle will be the final straw. Do not make me more annoyed than I already am," finishes Winthrop, an ominous twitch appearing on the side of his face.
Corvis, who has turned white as snow, appears cowed, and he brusquely orders his men to surround the Company and escort them back towards Oytpass. Even then, his orders are widely ignored, if not flaunted. Eats Salmon is not frightened of the guardsmen and crowds their horses, causing them to shy, and Giuseppe, and to some extent Cyfael, muscle the smaller horses of the guardsmen aside, asserting their dominance. Neither Raven nor Otto attempt to more strongly control their mounts, sharing their horses disdain for Corvis and, through him, his men.
Oytpass appears much different than before. While a garrison has always been present in the shadow of the Keep above, a tower has been constructed in the pass itself, and a second tower is being built as well. Corvis's troop of men is one of many that stand watch in Oytpass, prepared to ride into immediate battle. Both the banners of the Grand Duke and of the Earl are present among the troops, but those of the Earl are only marginally more common, a surprising fact considering that Oytpass Keep is within Sterich itself. Corvis settles the Company and his men at the entrance to Oytpass, and then he goes to confer with, presumably, his superiors. Whatever conversation or decision needed to take place happens quite quickly, and the Company is escorted up the winding trail that leads to Oytpass Keep.
The trail, with its numerous switchbacks, has seen battle often and recently. Burn marks from where the dried grasses had caught fire from burning oil are common and small garrisons of men armed with boulders to drop onto the trail below are regularly found. Eats Salmon draws stares and all give him a wide berth, but Jasper and Eig help guide him after the rest of the Company, soothing his fears and feeding him magical berries to assuage any possible hunger. "Sheep, they must have sheep here," growls the brown bear. Even Oytpass Keep itself shows signs of combat both in front of it and on the walls themselves. "The bear and the deader stays outside," says Corvis. "No living dead within the walls."
"The bear comes inside," says Winthrop, brow furrowing. Corvis begins to glare at Winthrop, a glare that likely cows merchants and the like. Winthrop glare back at Corvis, a glare formed from facing demons and dragons, and Corvis blanches again. "Our well-liked compatriot in his current, temporary state as well," pushes Winthrop.
"No wild animals and no corpses within the keep," is Corvis's reply as the Company and Corvis's men wait outside the barbican. "You want to enter the keep, you follow the Castellan's law. The dead rise and wild animals cause havoc. The law is the law, and it applies to all, mighty and small alike."
The Company weighs their options, and the druids choose to stay outside Oytpass Keep with Eats Salmon and the corpse of Diego. Armed with Hugh's skin of holy water, they can keep Diego's body from rising, and the berries will keep Eats Salmon quiet, if not sedate. "That bear of yours better turn out to be a bosom buddy!" barks Raven at Otto. "You two make sure it doesn't eat anyone, or Diego's body."
Otto frowns at Raven, thinking how unlikely it would be that Eats Salmon would stoop to eating a human, at least if unprovoked. "Just don't walk a sheep past him," is Otto's retort.
Now prepared, they ride into the barbican of Oytpass Keep. The barbican is fiercely scored with black soot and marks along the floor and walls. The great outer portcullis drops down behind the Company, but the inner portcullis does not rise, nor do the gates open. Instead, murder holes in the ceiling slide open. "Now we see if you are what you claim," grins Corvis sickly.
Apparently the Company is, as the murder holes are closed again, the inner portcullis raised, and the inner gateway opened. The outer bailey of the keep is much more crowded than the times the Company visited before, but unlike in Flen, no one sits begging for alms. Even those with the appearance of being a refugee have the demeanor of one hard at work.
At the direction of the Company, Corvis escorts them to the Red Gargoyle Inn, where they have stayed previously. After assuring himself of the guard placed by his men, Corvis heads for the inner bailey, for more orders. Otto speaks with the guardsmen left by Corvis, finding them to be a mix of men from Sterich and Geoff. They explain that their duty is most important, meeting of those coming out of Sterich and escorting them into the keep. It is a most vital duty because of the vast number of creatures of strange and horrific mien that attempt to sneak into the north and bedevil the troops there. Only last week, exclaims one of the younger, more starry eyed guards, a whole patrol was lost when one of the men being escorted into Oytpass Keep was revealed to be some powerful undead, and the whole barbican was set aflame.
Inside the Red Gargoyle Inn, Raven continues to argue with the innkeep, a new owner that Raven did not deal with before. The innkeep wants nothing to do with a large company of mercenaries, especially those not serving in defense of the keep. Raven, now angry, continues to berate the innkeep about service and price, offering increasingly higher amounts of gold for lodging. Finally, with the price almost ludicrous in nature, the innkeep relents and heads to the stables, planning to relocate the steeds within.
Castellan Orman Cahoun arrives in the company of Corvis and more guards, all clearly prepared for some sort of altercation. They are somewhat perplexed by the appearance of the Company, shedding their burdens and sitting down to a warm meal for the first time in days. Raven and Winthrop, who have dealt with Orman Calhoun before, go to speak with him. Corvis must have miscommunicated their identity, because when they approach the Castellan, they are warmly welcomed. The Castellan disburses all but five of his guard and chastises Corvis for his alarmist report.
Orman joins the leadership of the Company for a brief meeting, wishing his time not to be for naught. Orman explains how little of an organized force remains in or near Sterich. The mercenaries hired by the Earl were found lacking once the oversight of the Earl was absent. The Earl did not stir from his home in Istivin, and the Warlord was unable to direct the nobility without the Earl's imprimatur. When it was discovered that the Earl was trapped within some sort of foul sorcery, the fight left the Earl's army. Even the addition of aid from the Kingdom of Keoland was not enough. After some lightning successes, the Keoish Army was rolled up all the way back to the Javan River in a series of catastrophic defeats. The loss of life was, and is appalling. The fall of Istivin was clear to all who paid the least bit of attention, and many folk who could afford to escaped to the north or east. Still, those who waited until it was too late found themselves either trapped by the still expanding bubble that now consumes Istivin or under siege by humanoid armies augmented by undead.
Orman, with the assistance of the Grand Duke, has rallied those troops that came through Oytpass into an army. Billeted in Geoff at the far end of Oytpass, it provides some security for the Duchy against the awful creatures that now roam free in the lands of Sterich. The Duke and his elven allies have stationed a strong force in Oytpass Keep to liaise with Orman, who, while not a high ranking nobleman, seems to have the Duke's confidence. Oytpass Keep is prepared for siege, as are the two towers being built in the pass itself, but they can not secure the border with Sterich. Too many ways over the Stark Mounds are passable to undead, who need not water or food to make their trek. Already he has heard rumors of grave battles in the Oytwood itself, and he fears that the Grand Duchy faces the fate of Sterich.
The Castellan tells of a strange surcharge that is a requirement for lodging and boarding in Oytpass Keep. All silver coinage must be turned in to the Castellan, who will provide a promissory note for it. In exchange, the Castellan has revoked the levying of a tariff on all other goods and coinage. The Company, who only travels with silver coin as a matter of habit, is willing to do so, even though they doubt the promissory note will ever be of value.
Orman also tells the Company that their compatriots have arrived safely, appearing in the midst of Oytpass, much to the chagrin of those charged with watching the pass. Oaklock was able to give all of the proper signs and countersigns to those on guard, and he and Dell have been in the keep for many a day now, recovering from their ordeal. Raven turns a purple color, so angry that he is unable to speak for fear of bursting a blood vessel in his skull, but Winthrop is much more sanguine. "We'd like to meet with them as soon as possible," he says, looking at the dirt encrusted under his fingernails.
The Castellan rises to leave, drawing his guardmen around him. "Beware the shadows," he warns the Company, "the keep is secure, but only in the grossest sense. Assassins and magical beasts infiltrate the walls, and a constant guard is necessary." As he turns to go, Alouicious makes a grunting sound and gets up, stumping across the room towards the Castellan. His guards move to fend the dwarf off, but Al is not afraid of them.
"We've got a dead one that needs being brought back," says Alouicious, sticking his thumb outside towards the barbican. "Do you have a priest that can do that, or do we need to traipse across the countryside again?" Discourteous as usual, Alouicious draws a sneer and a curt response from one of the guardsmen, who informs him that the Church of Heironeous is well manned. A Heironasar would be best suited to answer his question. With that, the Castellan returns to his work.
The Company splits into groups. One waits for Dell and Oaklock to arrive at the Red Gargoyle. The Company wishes to give them a warm welcome. The second goes to speak with a priest from the church of Heironeous, in the hopes of bringing one out to where Diego's body lies and revivifying him. The third begins unpacking and sorting the items in the chest, to identify those items that bear magical auras.
When Dell and Oaklock arrive, they are given a warm, an unpleasantly warm welcome. The Company is quite displeased with Dell's and Oaklock's behavior and lets them know it in no uncertain terms. Oaklock's response is very different than expected. He thanks the Company for their efforts in freeing him from the hill giants' stockade and has, mostly, enjoyed fighting alongside them. Unfortunately, the teleportation of the leader of the Company, Dell, out from danger, is his last service to the Company. For months now he has received messages from his kin, telling him of the death and devastation occurring along the borders of his homeland. Now that he is here, he must remain to aid his kith and kin rather than travel with a band of mercenary adventurers.
Dell is equally unabashed. He explains, as if it is the most reasonable thing to think, that his actions were to prevent the Company from falling to an obviously superior foe. The creature tracking the circlet is dangerous beyond the abilities of the Company to handle, and his quick teleportation, long planned with Oaklock, saved the Company from facing a dire fate. "Winthrop died," says Raven. Dell seems somewhat stunned by the revelation, as if perhaps the story he was telling was actually what he believed. "Plus you stole my lucky stone," says Raven.
"Oh, you lost your lucky stone? How horrible. I wish I could help you, but I don't have your lucky stone," says Dell. Raven turns several dark shades, growing nearer and nearer to apoplexy as Dell grins at him.
"Hugh, can you give me a hand here?" mangles Raven, struggling to pronounce his words through his grinding teeth. Hugh comes quickly over, having discussed this with Raven beforehand. "I'd like you to locate a small stone, slightly indented on one side, grey, smooth, and shaped like an egg. You've seen me worrying it in my hands before," says Raven, a rictus on his face as he looks at Dell.
Hugh nods and invokes Trithereon's might. Hugh slowly turns away from Dell towards Oaklock, who stands off to one side. Hugh points at Oaklock, who is chatting amiably with Alouicious, and says, "It's over there."
Raven stomps over to Oaklock, the former associate of the Company, and demands his lucky stone from him. Oaklock draws himself to his full height and speaks with great hauteur. "What stone do you mean? I carry a number of felicitous stones whose appearance pleases me. I collect them and polish them in my spare time. Do you accuse me of purloining an equivalent stone of yours?" asks Oaklock with a certain chill. Oaklock pulls out a bag of random stones, some worn smooth, others jagged, and displays them.
"You've got my stone right there," snaps Raven. "I want my stone back, and I want it now! Hugh, see if that's a magic stone. If it is a magic stone, it's got to be mine!"
Hugh invokes Trithereon's might and stares at the stones, the rest of the Company gathering near. "They are all enchanted," says Hugh, with a slight smirk.
"Of course I polish those stones I want polished and clean those stones I want clean," says Oaklock pointedly. "I certainly would not demean myself by doing it by hand. My magical abilities are certainly great enough to polish a river pebble! If you want one of my favorite pebbles, you'll need to provide me with recompense, something that is equally as attractive, and, since you've brought others into this, one that has the same auras that my favorite stones have."
"You want me to give you an enchanted item to get back the stone you stole!" bellows Raven increduously. "Have you lost your mind?"
"No, have you?" replies Oaklock, his fingers flexing ominously. The Company sees a potential danger here, with the archer and the wizard about to come to blows. While Raven is an accurate archer, Oaklock most certainly prefers spells of mass effect and will endanger everyone.
"Just give him something," says Winthrop. "Something old that you don't ever use."
Raven reaches into his belt pouch, a grimace on his face, and searches through it, pulling out an engraved jade ring, carried ever since the pirate lair near Wrighters. "Here, take this," spits Raven, thrusting it into Oaklock's hand.
"Choose your pebble," says Oaklock, holding forth his pouch of rocks. Raven selects what he believes to be his lucky stone and puts it carefully in a triple-tied pouch. Then, in a huff, he strides off. As he goes, Raven reminds himself to have Winthrop check to see if the stone is correctly enchanted before leaving Oytpass Keep.
The others return from the temple of Heironeous. The temple had previously only a Curate, but with the advent of combat and the localization of so many forces in the area of Oytpass, more powerful priests have arrived. A high priest is now present, one Abhainn Varman, and he is willing to invoke the power of his god for a price. The price is high, but the Company is flush with funds, or at least with valuables that can be converted into funds. Alouicious agreed to the price and arranged to escort them to Diego's body when the Company provides payment later in the evening.
Adrienne again turns her inner vision onto the objects found in Durnick, picking out from them those that are imbued with some magical powers. These the mages of the Company identify, and many of them contain such auras. Otto joins in on the identification process, to help speed it along. The ceramic and glass flasks bearing potions are easily identified and contain a variety of magical liquids within, with effects ranging from providing additional impetus to weapons dipped in them to changing the shape or size of the imbiber. The other objects are more subtle and require greater subtlety and experience to discern. The number of pearls that will likely be consumed is greater than those carried by the Company.
Alouicious and Diego, when he returns from the temple of Heironeous, commiserate about death at the hands of ghouls and set about converting their valuable assets first to coin of the realm and then to pearls for the Company to use. The exchange rate is horrible, and the Company is brutally gouged at each purchase. The Company limits their purchases and sales as best they can, hoping that their next destination will serve them better.
With pearls now at hand, the more complicated objects are researched. The amulet worn by the evil priest provides some sort of protection from unlife. The musical instrument seems multifaceted and with hidden powers, but a careful playing of its three strings causes a creature, usually a target, but sometimes the caster, to glow with orange light. The boots worn by the evil priest and hidden in the show-shaped house, provide for stealthy movement. The gnomish armor is mildly enchanted, but the elvish chain is heavily enchanted, possibly the most deeply enchanted item seen by the Company. "Glad Oaklock told us he was leaving before we showed him this," mutters Winthrop to Otto.
The Company divides the magical items between them, each taking several of the potions. Otto obtains the amulet, while Herbert and Winthrop each take the boots. Antonus, who has had some musical training, collects the string instrument. Dell has a strong yearning for boots that would make him silent, and he hounds Winthrop to trade them to him. Eventually, Winthrop agrees, trading the boots for the staff that casts thunder and lightning.
The lands approaching Oytpass Keep are filled with debris and the detritus of battle. Decaying leather and cloth, the remains of unlife, and broken weapons and armor are strewn over the land. Whatever happened here in the past, it involved large numbers of people, all fighting for their lives. In the midst of the battlefield, the Company reigns in and prepares to meet the ghasts.
The ghasts, unlike the ghouls, seem to not be consumed by their ravenous hunger. They stop well outside of the Company's range and survey the field. Snarling at one another, they spread out in a great arc until they flank the Company on both sides. The Company's mounts stand, placid and stoic, as the Company readies their protections and their weapons. "Horsemen closing on us from the north," says Winthrop, who has taken out his spyglass to survey the situation.
The ghasts charge with horrible cries, spreading their forces so that no single spell or effect can grab them all. Indeed, Hugh banishes many of their souls to their final resting place, destroying by Trithereon's might the bonds that kept them in unlife. Adrienne is not yet so pious and is only able to cause them to flee before Lydia's all-seeing blindness. Antonus wishes heartily that Dell had graced him with a single offensive spell, any offensive magics, as Winthrop sends bolts of magical energy out among the unlife. Antonus's protective circle seems weak in the face of the onrushing unlife. Eig, Otto, and Herbert all cause the Oerth to rise up against the ghouls, grasping and clinging to the charging creatures, and Eats Salmon and Jasper, hidden among the curves of the land, rush forth to slay those that the grasses have bound. Raven, even though the range is long, sends arrows winging into the charging ghasts.
In a matter of moments, what was a fearsome charge by a mass of unlife is turned into pile of dead corpses. Those ghasts surviving the initial onslaught of magics, piety, and arrows quickly turn and flee, gibbering in fear. Winthrop slays more of them as they flee, sending first bolts, then fire, and then lightning into the survivors. The Company stands on the battlefield, unscathed and the victors.
Once the last of the struggling ghasts is put to rest, the Company reforms to face the horsemen that close on them. The horsemen unfurl the standard of the Earl of Sterich as well as the Grand Duke of Geoff, and the Company's concerns are put somewhat to rest. The Company is well aware that things are not always as they seem though, and they stand ready to destroy the horsemen the same way they did the ghasts. Winthrop puts his spyglass up to one eye, and then he grunts in surprise. "That guy I almost killed with magical bolts near that forest, did we leave him here?" he asks. "Because the leader of those men looks really familiar."
At Raven's gesture, Winthrop hands over the spyglass, and Raven peers at the approaching men. The leader does appear very familiar, and Raven thinks he was one of the prisoners taken from the White Crow. His name escapes Raven, but Raven is certain they'll hear it in a moment. The horsemen stop within shouting distance of the Company and, unsurprisingly, begin to shout. "Know you that you trespass the lands of the Earl of Sterich and near those of the Grand Duke. A state of war exists; the militia has been called. Name your allegiance and the cause you serve," shouts out a herald.
"I suppose saying we're wine merchants isn't going to work," mutters Raven as he begins to take a deep breath.
"We are the Company of the Blue Sun, destroyers of unlife, liberators of the shackled, doers of great deeds!" yells Antonus, his voice projecting easily over the battlefield, almost as if he has had training in doing so. "We come to aid the people of Sterich in overthrowing the dark yoke that has been laid upon them by these evil men. Are you friend or foe? Know you that our foes do not last long, but our friends are bosom ones." Antonus brandishes his staff, the top of which glows brightly, at the horsemen as he finishes his declaration.
"Doers of great deeds? Bosom friends?" chides Raven. "You need better lines. Get back with Eig and Herbert while we talk with these men."
The horsemen move up to the Company, the leader of the horsemen resting his hand on his broadsword. The man spits on the ground as he eyes the Company. "The Company of the Blue Sun, so it is. Have you papers and passes to leave Sterich and those necessary to enter Geoff?" says the man with malice in his eyes. "I think not, perhaps you should turn now and rejoin the unlife, those cold-hearted ones that are more your ilk."
"If you wish to live another moment, Corvis," says Winthrop, coming up with the former mercenaries name, "you will keep your rattling tongue still. Bring us to the Castellan immediately, under your jurisdiction and protection, or I will personally boil your brains in your skull." The Company turns and looks at Winthrop, who appears very serious. "I have had a bad few weeks, and your prattle will be the final straw. Do not make me more annoyed than I already am," finishes Winthrop, an ominous twitch appearing on the side of his face.
Corvis, who has turned white as snow, appears cowed, and he brusquely orders his men to surround the Company and escort them back towards Oytpass. Even then, his orders are widely ignored, if not flaunted. Eats Salmon is not frightened of the guardsmen and crowds their horses, causing them to shy, and Giuseppe, and to some extent Cyfael, muscle the smaller horses of the guardsmen aside, asserting their dominance. Neither Raven nor Otto attempt to more strongly control their mounts, sharing their horses disdain for Corvis and, through him, his men.
Oytpass appears much different than before. While a garrison has always been present in the shadow of the Keep above, a tower has been constructed in the pass itself, and a second tower is being built as well. Corvis's troop of men is one of many that stand watch in Oytpass, prepared to ride into immediate battle. Both the banners of the Grand Duke and of the Earl are present among the troops, but those of the Earl are only marginally more common, a surprising fact considering that Oytpass Keep is within Sterich itself. Corvis settles the Company and his men at the entrance to Oytpass, and then he goes to confer with, presumably, his superiors. Whatever conversation or decision needed to take place happens quite quickly, and the Company is escorted up the winding trail that leads to Oytpass Keep.
The trail, with its numerous switchbacks, has seen battle often and recently. Burn marks from where the dried grasses had caught fire from burning oil are common and small garrisons of men armed with boulders to drop onto the trail below are regularly found. Eats Salmon draws stares and all give him a wide berth, but Jasper and Eig help guide him after the rest of the Company, soothing his fears and feeding him magical berries to assuage any possible hunger. "Sheep, they must have sheep here," growls the brown bear. Even Oytpass Keep itself shows signs of combat both in front of it and on the walls themselves. "The bear and the deader stays outside," says Corvis. "No living dead within the walls."
"The bear comes inside," says Winthrop, brow furrowing. Corvis begins to glare at Winthrop, a glare that likely cows merchants and the like. Winthrop glare back at Corvis, a glare formed from facing demons and dragons, and Corvis blanches again. "Our well-liked compatriot in his current, temporary state as well," pushes Winthrop.
"No wild animals and no corpses within the keep," is Corvis's reply as the Company and Corvis's men wait outside the barbican. "You want to enter the keep, you follow the Castellan's law. The dead rise and wild animals cause havoc. The law is the law, and it applies to all, mighty and small alike."
The Company weighs their options, and the druids choose to stay outside Oytpass Keep with Eats Salmon and the corpse of Diego. Armed with Hugh's skin of holy water, they can keep Diego's body from rising, and the berries will keep Eats Salmon quiet, if not sedate. "That bear of yours better turn out to be a bosom buddy!" barks Raven at Otto. "You two make sure it doesn't eat anyone, or Diego's body."
Otto frowns at Raven, thinking how unlikely it would be that Eats Salmon would stoop to eating a human, at least if unprovoked. "Just don't walk a sheep past him," is Otto's retort.
Now prepared, they ride into the barbican of Oytpass Keep. The barbican is fiercely scored with black soot and marks along the floor and walls. The great outer portcullis drops down behind the Company, but the inner portcullis does not rise, nor do the gates open. Instead, murder holes in the ceiling slide open. "Now we see if you are what you claim," grins Corvis sickly.
Apparently the Company is, as the murder holes are closed again, the inner portcullis raised, and the inner gateway opened. The outer bailey of the keep is much more crowded than the times the Company visited before, but unlike in Flen, no one sits begging for alms. Even those with the appearance of being a refugee have the demeanor of one hard at work.
At the direction of the Company, Corvis escorts them to the Red Gargoyle Inn, where they have stayed previously. After assuring himself of the guard placed by his men, Corvis heads for the inner bailey, for more orders. Otto speaks with the guardsmen left by Corvis, finding them to be a mix of men from Sterich and Geoff. They explain that their duty is most important, meeting of those coming out of Sterich and escorting them into the keep. It is a most vital duty because of the vast number of creatures of strange and horrific mien that attempt to sneak into the north and bedevil the troops there. Only last week, exclaims one of the younger, more starry eyed guards, a whole patrol was lost when one of the men being escorted into Oytpass Keep was revealed to be some powerful undead, and the whole barbican was set aflame.
Inside the Red Gargoyle Inn, Raven continues to argue with the innkeep, a new owner that Raven did not deal with before. The innkeep wants nothing to do with a large company of mercenaries, especially those not serving in defense of the keep. Raven, now angry, continues to berate the innkeep about service and price, offering increasingly higher amounts of gold for lodging. Finally, with the price almost ludicrous in nature, the innkeep relents and heads to the stables, planning to relocate the steeds within.
Castellan Orman Cahoun arrives in the company of Corvis and more guards, all clearly prepared for some sort of altercation. They are somewhat perplexed by the appearance of the Company, shedding their burdens and sitting down to a warm meal for the first time in days. Raven and Winthrop, who have dealt with Orman Calhoun before, go to speak with him. Corvis must have miscommunicated their identity, because when they approach the Castellan, they are warmly welcomed. The Castellan disburses all but five of his guard and chastises Corvis for his alarmist report.
Orman joins the leadership of the Company for a brief meeting, wishing his time not to be for naught. Orman explains how little of an organized force remains in or near Sterich. The mercenaries hired by the Earl were found lacking once the oversight of the Earl was absent. The Earl did not stir from his home in Istivin, and the Warlord was unable to direct the nobility without the Earl's imprimatur. When it was discovered that the Earl was trapped within some sort of foul sorcery, the fight left the Earl's army. Even the addition of aid from the Kingdom of Keoland was not enough. After some lightning successes, the Keoish Army was rolled up all the way back to the Javan River in a series of catastrophic defeats. The loss of life was, and is appalling. The fall of Istivin was clear to all who paid the least bit of attention, and many folk who could afford to escaped to the north or east. Still, those who waited until it was too late found themselves either trapped by the still expanding bubble that now consumes Istivin or under siege by humanoid armies augmented by undead.
Orman, with the assistance of the Grand Duke, has rallied those troops that came through Oytpass into an army. Billeted in Geoff at the far end of Oytpass, it provides some security for the Duchy against the awful creatures that now roam free in the lands of Sterich. The Duke and his elven allies have stationed a strong force in Oytpass Keep to liaise with Orman, who, while not a high ranking nobleman, seems to have the Duke's confidence. Oytpass Keep is prepared for siege, as are the two towers being built in the pass itself, but they can not secure the border with Sterich. Too many ways over the Stark Mounds are passable to undead, who need not water or food to make their trek. Already he has heard rumors of grave battles in the Oytwood itself, and he fears that the Grand Duchy faces the fate of Sterich.
The Castellan tells of a strange surcharge that is a requirement for lodging and boarding in Oytpass Keep. All silver coinage must be turned in to the Castellan, who will provide a promissory note for it. In exchange, the Castellan has revoked the levying of a tariff on all other goods and coinage. The Company, who only travels with silver coin as a matter of habit, is willing to do so, even though they doubt the promissory note will ever be of value.
Orman also tells the Company that their compatriots have arrived safely, appearing in the midst of Oytpass, much to the chagrin of those charged with watching the pass. Oaklock was able to give all of the proper signs and countersigns to those on guard, and he and Dell have been in the keep for many a day now, recovering from their ordeal. Raven turns a purple color, so angry that he is unable to speak for fear of bursting a blood vessel in his skull, but Winthrop is much more sanguine. "We'd like to meet with them as soon as possible," he says, looking at the dirt encrusted under his fingernails.
The Castellan rises to leave, drawing his guardmen around him. "Beware the shadows," he warns the Company, "the keep is secure, but only in the grossest sense. Assassins and magical beasts infiltrate the walls, and a constant guard is necessary." As he turns to go, Alouicious makes a grunting sound and gets up, stumping across the room towards the Castellan. His guards move to fend the dwarf off, but Al is not afraid of them.
"We've got a dead one that needs being brought back," says Alouicious, sticking his thumb outside towards the barbican. "Do you have a priest that can do that, or do we need to traipse across the countryside again?" Discourteous as usual, Alouicious draws a sneer and a curt response from one of the guardsmen, who informs him that the Church of Heironeous is well manned. A Heironasar would be best suited to answer his question. With that, the Castellan returns to his work.
The Company splits into groups. One waits for Dell and Oaklock to arrive at the Red Gargoyle. The Company wishes to give them a warm welcome. The second goes to speak with a priest from the church of Heironeous, in the hopes of bringing one out to where Diego's body lies and revivifying him. The third begins unpacking and sorting the items in the chest, to identify those items that bear magical auras.
When Dell and Oaklock arrive, they are given a warm, an unpleasantly warm welcome. The Company is quite displeased with Dell's and Oaklock's behavior and lets them know it in no uncertain terms. Oaklock's response is very different than expected. He thanks the Company for their efforts in freeing him from the hill giants' stockade and has, mostly, enjoyed fighting alongside them. Unfortunately, the teleportation of the leader of the Company, Dell, out from danger, is his last service to the Company. For months now he has received messages from his kin, telling him of the death and devastation occurring along the borders of his homeland. Now that he is here, he must remain to aid his kith and kin rather than travel with a band of mercenary adventurers.
Dell is equally unabashed. He explains, as if it is the most reasonable thing to think, that his actions were to prevent the Company from falling to an obviously superior foe. The creature tracking the circlet is dangerous beyond the abilities of the Company to handle, and his quick teleportation, long planned with Oaklock, saved the Company from facing a dire fate. "Winthrop died," says Raven. Dell seems somewhat stunned by the revelation, as if perhaps the story he was telling was actually what he believed. "Plus you stole my lucky stone," says Raven.
"Oh, you lost your lucky stone? How horrible. I wish I could help you, but I don't have your lucky stone," says Dell. Raven turns several dark shades, growing nearer and nearer to apoplexy as Dell grins at him.
"Hugh, can you give me a hand here?" mangles Raven, struggling to pronounce his words through his grinding teeth. Hugh comes quickly over, having discussed this with Raven beforehand. "I'd like you to locate a small stone, slightly indented on one side, grey, smooth, and shaped like an egg. You've seen me worrying it in my hands before," says Raven, a rictus on his face as he looks at Dell.
Hugh nods and invokes Trithereon's might. Hugh slowly turns away from Dell towards Oaklock, who stands off to one side. Hugh points at Oaklock, who is chatting amiably with Alouicious, and says, "It's over there."
Raven stomps over to Oaklock, the former associate of the Company, and demands his lucky stone from him. Oaklock draws himself to his full height and speaks with great hauteur. "What stone do you mean? I carry a number of felicitous stones whose appearance pleases me. I collect them and polish them in my spare time. Do you accuse me of purloining an equivalent stone of yours?" asks Oaklock with a certain chill. Oaklock pulls out a bag of random stones, some worn smooth, others jagged, and displays them.
"You've got my stone right there," snaps Raven. "I want my stone back, and I want it now! Hugh, see if that's a magic stone. If it is a magic stone, it's got to be mine!"
Hugh invokes Trithereon's might and stares at the stones, the rest of the Company gathering near. "They are all enchanted," says Hugh, with a slight smirk.
"Of course I polish those stones I want polished and clean those stones I want clean," says Oaklock pointedly. "I certainly would not demean myself by doing it by hand. My magical abilities are certainly great enough to polish a river pebble! If you want one of my favorite pebbles, you'll need to provide me with recompense, something that is equally as attractive, and, since you've brought others into this, one that has the same auras that my favorite stones have."
"You want me to give you an enchanted item to get back the stone you stole!" bellows Raven increduously. "Have you lost your mind?"
"No, have you?" replies Oaklock, his fingers flexing ominously. The Company sees a potential danger here, with the archer and the wizard about to come to blows. While Raven is an accurate archer, Oaklock most certainly prefers spells of mass effect and will endanger everyone.
"Just give him something," says Winthrop. "Something old that you don't ever use."
Raven reaches into his belt pouch, a grimace on his face, and searches through it, pulling out an engraved jade ring, carried ever since the pirate lair near Wrighters. "Here, take this," spits Raven, thrusting it into Oaklock's hand.
"Choose your pebble," says Oaklock, holding forth his pouch of rocks. Raven selects what he believes to be his lucky stone and puts it carefully in a triple-tied pouch. Then, in a huff, he strides off. As he goes, Raven reminds himself to have Winthrop check to see if the stone is correctly enchanted before leaving Oytpass Keep.
The others return from the temple of Heironeous. The temple had previously only a Curate, but with the advent of combat and the localization of so many forces in the area of Oytpass, more powerful priests have arrived. A high priest is now present, one Abhainn Varman, and he is willing to invoke the power of his god for a price. The price is high, but the Company is flush with funds, or at least with valuables that can be converted into funds. Alouicious agreed to the price and arranged to escort them to Diego's body when the Company provides payment later in the evening.
Adrienne again turns her inner vision onto the objects found in Durnick, picking out from them those that are imbued with some magical powers. These the mages of the Company identify, and many of them contain such auras. Otto joins in on the identification process, to help speed it along. The ceramic and glass flasks bearing potions are easily identified and contain a variety of magical liquids within, with effects ranging from providing additional impetus to weapons dipped in them to changing the shape or size of the imbiber. The other objects are more subtle and require greater subtlety and experience to discern. The number of pearls that will likely be consumed is greater than those carried by the Company.
Alouicious and Diego, when he returns from the temple of Heironeous, commiserate about death at the hands of ghouls and set about converting their valuable assets first to coin of the realm and then to pearls for the Company to use. The exchange rate is horrible, and the Company is brutally gouged at each purchase. The Company limits their purchases and sales as best they can, hoping that their next destination will serve them better.
With pearls now at hand, the more complicated objects are researched. The amulet worn by the evil priest provides some sort of protection from unlife. The musical instrument seems multifaceted and with hidden powers, but a careful playing of its three strings causes a creature, usually a target, but sometimes the caster, to glow with orange light. The boots worn by the evil priest and hidden in the show-shaped house, provide for stealthy movement. The gnomish armor is mildly enchanted, but the elvish chain is heavily enchanted, possibly the most deeply enchanted item seen by the Company. "Glad Oaklock told us he was leaving before we showed him this," mutters Winthrop to Otto.
The Company divides the magical items between them, each taking several of the potions. Otto obtains the amulet, while Herbert and Winthrop each take the boots. Antonus, who has had some musical training, collects the string instrument. Dell has a strong yearning for boots that would make him silent, and he hounds Winthrop to trade them to him. Eventually, Winthrop agrees, trading the boots for the staff that casts thunder and lightning.