The Company of the Blue Sun revels in its wealth, pondering what to do with such a plethora of admittedly giant-sized coins. Portions of coins and valuable items are set aside for all of the Company, including their henchmen and hirelings, and for Mongo and Oaklock. The gem merchants of Loftwick are overjoyed to see so much of their wares going for so high a price, as the Company converts their coinage into more portable gemstones.
The Company accepts Oaklock’s service, agreeing to provide him with a spellbook and spells to go in it. Mongo, on the other hand, is unwilling to wait for the Company. Gravely he returns Cedrus’s hammer and departs Loftwick, heading towards the front lines near Farvale. Mongo tells the Company that he goes to rally the remnants of the Iron Chasm Delvers, and to strike at the giants within their own mountains.
The Company splits but agrees to return to Loftwick in two months to plan their next move. Adrienne goes to the Seven-fold Church and learns about meditation and prayer. While Lydia is not within the church, many of the techniques taught by the priests are applicable to Lydia’s priesthood’s approach of inner vision. Through much prayer and introspection, she is able to become enlightened. Because of the ongoing fighting near Farvale, now degenerated into a series of feints and thrusts between bands of men and humanoids, she puts her prayers to much use and also learns more conventional approaches to binding and stanching grave wounds. Along the way, she develops her skills with weapons as well, becoming quite competent with both A and B.
Cedrus wishes to return to the Knot, where he might commune directly with Ehlonna, but the timing doesn’t seem right. Snookums takes up much of his time and energy as feeding and training the great bear if a full time job. Snookums takes well to some aspects of Cedrus’s training, but not to others. By the time Cedrus prepares to rejoin the others, Snookums is still only partly trained. Cedrus contemplates traveling to Longspear, where he could at least hold rites at the shrine there, but the open nature of the shrine prohibits any long-term prayer or activities.
Otto also takes an opportunity for introspection and self-awareness. He rides south towards the farm country, down towards Dregmar. There, the pledgeholder confides that a druid of the Old Faith does bless the fields each season. A follower of the Green Man, the druid leads a grand celebration in each town he passes through. A several-day ride and a few days of tracking leads him to a small camouflaged hut, where the druid apparently lives as a hermit between seasons. Chardon Fircone is a jovial man, much taken with beer and its brewing. Lubricated by much barley, Otto struggles to understand the works of Phyton and the natural world at a more fundamental level than before. Chardon leads Otto through the fields, pointing out the subtle interactions of nature and collecting medicinal and edible plants. After a month’s time, Otto has learned enough to, after long meditation, understand Phyton’s work and use it to his benefit.
Otto can collect as many bind wound treatments as he thinks he can conveniently carry.Jasper, not knowing the location of any of his order in the Yeomanry, begins the long run back to Saltmarsh, where he knows Master Lynne can train him. Burdened with his share of the giant coins, he enjoys the simple pleasures of running while bearing heavy weights. His travels take him through the bulk of the Yeomanry, where much is astir. Men march to the northwest to shore up the militia near Farvale. The stout yeomen show little outward concern, but Jasper’s sharp ears regularly overhear muttered oaths and epithets about the paucity of crops and the strange weather. Along the way, Jasper donates to the shrines of Fharlanghn, assuring smooth travel for himself. Even when he crosses the Javan River by small boat, feelings of gloom and some panic permeate the populace.
Jasper is relieved to reach the monastery and speak with Master Lynne. Over the next few weeks, Jasper learns from Master Lynne, gaining more monkly skills and training. The events in Keoland seem strange and tumultuous, with riders from Lord Morgan and King Scotti often traveling through the area. Their announcements are confusing and don’t seem to apply to him, so he wisely absents himself from any such gatherings. When Jasper is prepared to leave, he donates to the monastery so that they can continue their activities and runs back to Loftwick, feeling lighter and faster.
Winthrop, Hugh, Diego, and Oaklock prepare to travel to Longspear. Oaklock, with Diego’s assistance, finds a sturdy horse capable of long travel, though not trained for combat, and purchases chainmail armor, a sturdy shield, and an assortment of weapons for the trip. Riding northeast towards the Little Hills, they find many militiamen and groups trickling their way to the northwest. It appears that the bulk of the Yeomen militia is slowly gathering by Loftwick. Patrols and riders pass them in both directions, often stopping them to ask questions of their intent and to find what information they know. The trip to Longspear is fairly quick and the Company arrives at the Hall of Blue Sun only to find it occupied by a large force of Keoish Regulars.
Upon riding into their home, the troop’s officer, a Captain by insignia, wearing a tabard with the image of a black lion rampant on a red background, approaches and asks if they are the Company of the Blue Sun, the famed mercenary band. Winthrop looks more than mildly confused and Diego quickly speaks up, saying that the Company of the Blue Sun and its leaders are somewhere in the Yeomanry. The Captain, Brendan Turris, frowns and then unrolls a scroll from a case at his side. He reads the scroll aloud.
Winthrop and the others decide to ride on to Longspear, as staying at the Hall would certainly tip their hand. Longspear is filled with fighting men, both militia and regulars, and finding a room in the city is hard. Winthrop finally hits upon asking the Colnets for lodging, and the Company’s previous service to the House nets them comfortable lodging.
As usual, the Company must wait for the appropriate day to meet with the Silent One, but in the meantime, Oaklock and Winthrop meet with Indom Falmuth, the alchemist, and arrange for his services. Indom is in great demand and only through agreeing to pay a premium does Winthrop gain timely assistance. Over the next four weeks, Winthrop and Indom brew potions and elixirs, with Winthrop learning much technical skill. Winthrop seems oddly compelled and interested in certain types of potion-brewing, namely those relating to necromantic control, regenerative powers, and water breathing and movement.
Winthrop can make 27 days worth of potions at twice normal cost, rather than 1.5X normal cost. The time requirement for a potion is still only 1.5X(xp cost/100). Tell me what potions you want to make.On the day that the Silent One takes visitors, Winthrop takes Oaklock to meet with the Silent One. The Silent One is firm on the prices quoted for earlier spells and offers the following prices for new inquiries: Comprehend Languages – 400 GP, Mirror Image – 400 GP, Rope Trick – 400 GP, Haste – not for sale, and Protection from Evil 10' radius – 1000 GP. The Silent One has not heard of a spell to detect scrying attempts or efforts and would be interested in any research done by Winthrop in this area. Oaklock and Winthrop also purchase ink and two spellbooks for Oaklock, a traveling and standard book.
Tell me if you want to purchase any of these spells. Oaklock pays for some ink and the traveling spellbook out of the 5,000 GP he received, but this taps him out. He’s planning on putting Magic Missile, Read Magic, Feather Fall, Detect Magic, Write, Knock, Melf’s Acid Arrow, Web, Strength, Slow, Fireball, Lightning Bolt, Protection from Normal Missiles, Fly, Minor Globe, Polymorph Self, and Wall of Ice in his standard and traveling spellbooks. Oaklock fail writing Minor Globe the first time. This fills 45 of the 48 slots available to him. The Company will have to pay an additional 3,300 GP for Oaklock’s spell materials.The Silent One is very interested, of course, in the Necton Fragments, again asking whether Winthrop is willing to part with the tome. Winthrop, again, is unwilling to do so, sure that more hidden knowledge can be pried from the research described therein. Winthrop does describe the strange amulet found under the ruins of Clan Mumatandin to the Silent One. The Silent One, as well as Oaklock, is very interested. Winthrop shows Oaklock and the Silent One the sketches of the amulet drawn by Hugh. In exchange for the location of the ruins, the Silent One provides Winthrop with a scroll of two spells, Burning Hands and Extension I. The Silent One also tells Winthrop that if Winthrop brings him the amulet, the Silent One will pay for it with another scroll of two spells, this containing Enchant an Item and Reincarnation.
Once outside of the Silent One’s odd abode, Winthrop ruminates on the Silent One’s offer. The two spells the Silent One is offering for the amulet’s return are remarkably powerful, possibly even violating the Silent Ones precepts of limiting the expansion of magical items. The amulet must be a powerful item of magic to warrant such a large fee. Oaklock also cautions Winthrop by saying that the amulet is obviously linked to a creature from the lower planes, since the protective circles repel summoned creatures, but that those circles can be crossed without harm by any creature native to Oerth. Oaklock thinks it would be easy for anyone to simply pick up the amulet, should they find it.
Oaklock retires to his quarters while Winthrop makes potions. It takes Oaklock five days to construct his spellbooks. Following that, Oaklock offers to Winthrop to write whatever scrolls might be needed, so long as the Company provides the necessary components.
Oaklock can write 22 days worth of scrolls. He has a base 75% chance of writing a 4th level spell, +5% per spell level below 4th. If you want him to write scrolls, tell me what spell scrolls and I’ll calculate cost and success.Hugh returns the Temple of Trithereon bearing enough gold coins for a bell! Unlike the others, Hugh has hauled his share of treasure entirely in gold coin, not converting it to other, more easily transported form. His horse, and the pack horse purchased to carry the rest of the giant-sized coinage, are relieved when their great burdens are taken from them. Arthurus, the high priest, is very pleased by Hugh’s success and says that Hugh’s contributions will go to build bells throughout Sterich, where people will be striking vengeance against the giantkind in Trithereon’s name. Arthurus is much interested in Hugh’s story of the Company of the Blue Sun and the accompanying sketches and drawings that he uses to illustrate his points. Arthurus is more interested in the events in the Yeomanry and Sterich than in the Hool Marshes, but does make time in his schedule for several days to have repeated meetings with Hugh.
Hugh spends most of his time training younger, less experienced priests and leading the lay followers of Trithereon in weapons practice. Many of the parishioners are planning on heading to Sterich with the militia to help relieve the King’s Vassal. Hugh realizes that even these better-than-average trained militia stand little chance against a giant, and questions the wisdom of King Skotti’s choice. The month in Longspear goes quickly, with little fuss, and Arthurus provides to Hugh holy water to refill what he had used in Nosnra’s steading. Arthurus also tells Hugh where the church of Trithereon, an unpopular church in the Yeomanry, meets in Loftwick: a small inn known as the Walnut Tree.
The others join up with Diego, who reminds Winthrop that two months wages are due him, and ride back towards Loftwick.
Who’s paying Diego’s salary?Raven, Al, Dell, and Pavel remain in Loftwick to interrogate the dead, translate the map, and investigate what’s going on in the area. Raven and Al haul the heads of the dead giants into the Seven-fold Church. The acolytes on duty are shocked by the rolling skulls and decayed scalps and immediately summon their superiors. Only some quick talking by Raven prevents the wrath of the church from descending on the two of them.
Once the priests understand the value of what has been brought before them, their attitudes change dramatically. Messengers are sent to the front lines requesting that a translator be sent to aid the priests in speaking with the dead. Raven and Al are told that they will be summoned when the questions are asked.
Dell visits the Academy and inquires into the purchase of spells and materiel. The stockrooms are somewhat depleted since the Academicians entered the fray near Farvale, but spellbooks, scroll material, and requisite ink are still available. Somewhat surprising to Dell though is the lack of availability of spells in the Academy library. One of the librarians explains to Dell that the ownership of spells and spellbooks is a personal matter for the Academicians. No spells are made freely available and all spells are traded at high price between individual Academicians. Dell grumbles somewhat at this outmoded and archaic way of handling simple commerce. After some asking around, he is able to locate a lecturer in thaumaturgy, Owain Powys, who is willing to trade comprehend languages for Melf’s acid arrow.
Spellbooks are available for Dell from the Academy at 1000 GP for a traveling spellbook and 2000 GP for a standard spellbook. Ink is available from the Academy for 110 GP/spell level. Pearls are also available from the Academy for 110 GP each.Dell begins making as accurate a copy of the map as possible. Pavel, it turns out, is relatively good at tracing, having a fine eye for shade and color and oddly fine hands. They spend three days copying Nosnra’s map, complete with minor marks and imperfections. Then Dell begins the arduous process of translating it. The
translated map is somewhat frightening. Once done, he sits back and ponders its implications.
Raven and Al attend to the Seven-fold Church when they are summoned, carrying with them Dell’s copy of the map. Three of the leaders of the church, Enid, Matriarch of Norebo, Rhosyn, Patriarch of Phaulkon, and Gruffydd, Patriarch of Kord, each surrounded by their underpriests meet with Raven, Al, Melodias Starson, and a strange man called either Garius or Brosingamene. Garius Brosingamene, tall and with ashen pallor, is heavily shrouded in gray clothes, but the most startling aspect of his appearance is his almost solid black eyes.
The high clerics explain that they have, with Brosingamene’s help, spoken with the dead, but they have questions of the Company. Apparently the clerics were unable to reach the spirit of the dead cloud giant, the one who summoned the demons, and they wish to assure that the Company has not done anything untoward with the giant’s corpse. Raven and Al assure them that they have not. Both of the warriors feel Brosingamene’s heavy gaze upon them and Raven feels as if he is being peered into, not merely looked at.
Garius says that Nosnra’s spirit was difficult to wrestle with, that the giant was a rare sort among the hill giants, and that much information was gained. Nosnra was a willing participant in a greater scheme. A leader of one of several legions of giantkind, Nosnra was charged with expanding into Keoland and joining forces with others already there. By slaying Nosnra and defeating his men, the Company has done a great service to the Keoish King, though King Scotti likely will never know or believe it so.
Nosnra’s spirit spoke of a powerful god that the giants worshiped, whose might would destroy all those opposed to the giants. Human priests of this god and humanoid shamans, thralls to the god, lead troops against mankind to retake the ancient giant lands. Nosnra’s spirit was unable to speak the name of the god, referring to it as dead, but it must be Grolantor, god of giants and ogres, that Nosnra speaks of.
Nosnra’s spirit spoke of three other giant leaders, the Jarl Grugnir to the north, the Lord Snurre Ironbelly to the south, and Mountain King Groorg nearby. Nosnra’s spirit spoke much of the forces to the west that would sweep the east, destroying all before them. Nosnra’s spirit claimed that the total number of giants he commanded were more than a hundred, and that many were in the field already.
Raven and Al are able to provide additional information. They unroll Nosnra’s map and point to it. The air around Brosingamene seems to take on a radiance of its own and as he stares at the two warriors. Gruffydd speaks up and tells Brosingamene that Raven and Al fight for the Yeomanry and are merely cogs. “Do not destroy the machine because you think a piece is misfit. Maintain Kord’s strength!” Gruffydd barks. Brosingamene stares at the map and announces that Greymouse will need this information. Light flares around Brosingamene and he disappears, but not before Raven, just for a moment, sees a broad silverish wing-like aura around Brosingamene.
The departure of Brosingamene seems to relax the three clerics. The air grows less tense. They are equally befuddled by Nosnra’s map and the strange writing on it. The clerics claim that they will bring Nosnra’s map to the Academy for translation.
Dell spends days writing explosive runes and identifying the magical items the Company has, purchasing the necessary pearls from the Academy. The
Large Earthenware Flagon appears to hold multiple doses of a potion allowing the breathing of water. The
Ceramic Flask appears to contain a liquid which will provide the drinker with enhanced strength. The
Pewter Flask appears to hold an elixir to make the drinker immune to physical blows, though still susceptible to magic. Dell believes that this may only be effective for fighters. The
Blue Ceramic Flask appears to contain waters that provide healing and the
Green Ceramic Flask has similar contents, though more powerful. The contents of the
Red Ceramic Flask are more complicated. At first Dell thinks that this is another love potion, but then he realizes that instead it will cause a hill giant that consumes the potion to fall under the command of a person who drank a small amount. The potion seems to control hill giants. Once Jasper returns, Dell identifies his halberd as being heavily enchanted, as heavily enchanted as Al’s axe.
The seamless obsidian box puzzles Dell significantly. It appears to be both a container and a device of some sort. The device seems to be activated by pouring large amounts of fresh blood over it and involves some sort of communication. Dell decides to set the object aside for now.
The cost of identifying items is 1,100 GP. Dell and Raven have about 10 days of uncommited time to write spells and whatnot. Pavel, like Diego, wants to be paid for two months salary.As the two month period winds to a close, the Company re-gathers in Loftwick. The news from Farvale is mixed, little has moved, much to everyone’s confusion. Vile rumors of undead sweeping Sterich have reached the Yeomanry though, as have rumors that Keoland is finally coming to the support of its vassals. No new discoveries have come from the Hole, but, with the entry of a force of men, plans are now being made to try to reach the end of the tunnel, however far back that might lead.