Post by venger on Feb 15, 2012 13:49:44 GMT -5
week 2/12/12
Paavo: 59853 (6th)
Dan: 20200 (5th)
Friedrich: 60647 (6th)
Mary: 18446 (4th)
Trommer: 62604 (6th)
Colby: 78128|10746 (7th)|(5th)
Danakes: 41779 (6th)
Bolo: 45033 (7th)
Finnious: 12852/27882 (5th/5th)
Marcus: 50834 (6th)
Ingrid: 20364/25133 (5th/5th)
__________________________
The Silver Princess Argenta has an ethereal, almost otherworldy, aspect about her, and once released from the iron chains, seems none the worse for her imprisonment.
Following an escape from the palace, the princess leads you on a harrowing journey through the woods. Your trail is picked up by by the forces of Denagoth (200+ orcs) and despite the rangers' efforts you are unable to avoid them. To avoid a battle in your weakened condition, the princess disguises the party as a copse of trees until the danger has passed.
The elven camp is just that, a concealed camp in the deep forest of Lothenar. The amenities are all but non-existent. Most of the elves are non-combatants; wounded, refugees and the like. All of them show signs of hardship.
Two days pass while Ingrid and Friedrich are ministered to by the elven healers. Once recovered, Ingrid and Friedrich both go insane attempting to read the Libram of Silver Magic. The elven healers can only attribute this relapse to some kind of PTSD.
Danakes, during his time practicing with the elves, learns that there are way more bow & arrows than archers to fire them.
Finnious, grey elf of the Eastern Forest and cousin to these silver elves, is well received and gifted with a fine suit of elven chainmail for his efforts on their behalf. The elves of Lothenar are unaccustomed to dealing with mortals, however, and the rest of the party finds them aloof and off-putting.
Marcus behaves oddly, expressing patriotic sentiments about a fallen empire called Spartusia, presumably influenced by the magical ruby broadsword liberated from the Palace of the Silver Princess. When asked about the sword, the elves explain that it was entrusted to them after the fall of Spartusia to curtail further human imperialism.
When asked about the Fairy Road, the Silver Princess tells Colby that the Shadowlord holds the Border Ethereal and the way is too dangerous.
Rather than part with his black iron axe, Friedrich chooses not to pledge his service to the Faerie Houses of Whitefield & Rosewood. The party freely gives Winter's Harp to the Silver Princess, a distinction she makes before accepting. Argenta then plays a complicated melody on the crystal harp, causing the temperature to drop precipitiously. Ominous grey clouds pile overhead and snow begins to fall shortly after.
In small groups the elves abandon camp and flit like pale ghosts through the snowy forest.
Following the mountain range southwest, the Heroes of Willowsby make haste for Aldagmor. Deep shadows loom in the ancient forest of Lothenar and everyone is on edge at the slightest sound. Danakes, Finnious and Bolo scout ahead while Trommer leads the rest of the party.
Some hours into the journey, some distance ahead of the party, Finnious comes upon a coal-black horse grazing in a copse of trees. Its narrows blood red eyes and lowers a wicked looking horn. Finnious flees. Before he can reach the party the elf is impaled on the dark unicorn's horn and feels his very life essence drained. Finnious responds by burying the sword of Sylaire in the horse's flank, rivulets of oily-black staining the silvery blade. Marcus, Trommer and Friedrich rush in to finish the job and the evil equine explodes under their blades in a cloud of fetid black smoke.
The commotion draws the attention of the Shadowlord's minions and not long after a gaggle of gargoyles descend from the trees. Our Heroes are hard-pressed as witches on flying broomsticks exchange spells with Colby and Mary Tanner. Time slows for Trommer and some of the gargoyles, a bolt of lightning rips through the center of the party. Colby twitches and spasms as electricity arcs through him, the strange yuan-ti arm device emits smoke and sparks, the black crystal display going dim; the spiked collar of fire resistance pops off his neck, scorched beyond recognition. Before he can ready a spell in response Colby is lain low by the rending talons of a gargoyle. Oh the ignominy! Hearing the sounds of battle, the scouts rush back toward the party. Mary Tanner trades magic missiles with one of the witches and narrowly avoids a dagger of ice hurled by the other. The enchanted swords and axes of our Heroes eventually take their toll on the stone gargoyles and the witches are eventually slain by missile fire, magic and mundane.
The witches carry little of value: a potion bottle shattered in the fall, a scroll and a lantern that holds continual light. The broomsticks are taken. Several gargoyles are stripped of their horns.
Snow falls steadily throughout the afternoon and evening. Danakes and Trommer take considerable time searching for a campsite and wiping clean the party's trail.
In the morning, some nearly two feet of snow has fallen. There is some grumbling and everyone knows this will slow the group even more than they are already. All this stops as massive wingbeats sound overhead. Still and silent the party waits as something large passes overhead, from northeast to southwest. A decision is made to alter course and half a day's progress is lost heading south, deeper into the wood.
Loud angry voices carry on the wind and Trommer notes that a warband of giants is in pursuit of the party. Ambush plans are vetoed and the rangers redouble their efforts to cover the party's tracks. Combat is avoided. Smoke in the distance draws the scouts to a halt, investigation reveals a massive conflagration. Despite the snowfall, a large swath of the forest is ablaze!
Another detour is required and in the course of which the party runs into a group of refugee elves fleeing Lothenar. They share a camp that night and in the morning the elves depart.
As the party keeps on toward Aldagmor the fires continue to rage in the northeast. Of the flying creature or the warband of giants there is no sign. That night a strange black owl keeps silent vigil over the camp. It goes unnoticed until the final watch. Paavo is awoken to detect evil upon the creature. Despite his assurances it isn't evil, some wish to shoot it. Trommer's attempts to communicate with the owl are rebuffed until he uses the helm of telepathy. The creature identifies itself as a protector of the Good, and warns him that Evil abides in this place. Hoot hoot. As dawn breaks, the owl alights in a flurry of black feathers. The party presses on through the endless, snow-covered forest. The day passes without incident and everyone wonders if they've escaped the worst of it. That night, again, the black owl watches silently over them as they sleep. On the sixth day the trees begin to thin as they reach the edge of the forest. A horrible beast of shadow leaps from concealment, instilling fear in Dan and Ingrid, but not surprising the battle-hardened party. The shadow demon's last thoughts are ones of bewilderment as it is shredded into wispy bits by the party's magic weapons. Seizing their moment, the party leaves behind the sheltering branches of the ancient forest and enters the foothills of the Mengul Mountains. They press on through the moonless night, racing for distant Hadraith Tor, silhouetted against the mountains. Hot on their heels is a pack of shadow hounds, behind them the hosts of Denagoth. Horns blast, deep and sonorous as orcs, trolls and giants take up the pursuit. Ascending the hidden goat trail, the party destroys the rickety bridge crossing the Naga River. It clatters down into gorge some 400' below and is immediately swept away by the torrential flow.
The party is met by a well-armed force of Aldagmorons at the postern gate of Hadraith Tor, the commander of the watch is summoned and once their identities are established they are ushered into the Keep. Dawn breaks. The War Deacon Laramie leads a dozen warrior-clerics in prayer, swinging censors trailings blueish smoke and salting the battlements. Hadraith Tor is at near capacity, the ranks having swelled since its liberation months prior, with many soldiers bivouacked in the hallways. The Van Berghoff room is cleared and the party recovers from their long journey amidst the master artist's murals and fine inlays. Talk amongst the soldiers is that the Baron himself rides for Hadraith Tor. Ser Ambrose of the Enchanted Sword, still in command after the retaking of Hadraith Tor, debriefs the party once they're rested. The knight-commander assesses the battle plans and seems non-plussed, commenting that this is nothing he would not expect from the brutes of Denagoth. News of the elves and the fairy princess is met with a snort of derision. He is not entirely impressed with the idea of Fae allies. A raven is dispatched to the Castle Aldagmor bearing news of the assassination plot against the Baron.
Peasant levies occupy the plain south of Hadraith Tor; for the most part engaged in fortifying activities: digging trenches, laying wooden stakes and constructing earthen ramparts. A number of knights and more skilled soldiers train under various banners and standards: the black & white Fleur-de-Lis of Alderweg, the blue & gold Gryphon of Aldagmor, the Stag, the Boar, the Lion, the Falcon, a red cross blazoned on a white background that nobody recognizes, a black-checkered banner that Trommer vaguely recalls belonging to the Knight of the Black Lawns, etc.
The party departs for Willowsby. Along the way they run into a wagon train of cloth, wool and other bulk textiles bound for the war effort at Hadraith Tor. It's well after sunset when they arrive in Willowsby, but of course they receive a heroes' reception, peasants rousing from slumber and sleepily cheering. The village is festooned with garlic wreathes and jack-o-lanterns in anticipation of Hallow's Eve. The heroes' customary rooms at the Hungry Halfling are made ready. The comforts of civilization, such as it is, are most welcome: soft beds, hot food and booze. And of course everything is comped for the heroes of Willowsby.
A rough-looking, scarred man named Jarvek Spearbreak is in town, inquiring after Friedrich. He doesn't seem too put off when Friedrich admits he's never heard of him. He insists that he's a huge fan of Friedrich's after seeing him "take down that chump (no offense Trommer) in the 6th round" @ the Harvest Tourney, one of the few sporting events worth attending in the uncivilized North. He states that Friedrich is wasting his talents in this backwater barony, offering him an all expenses paid trip for him and his entourage to the Imperial City, where he guarantees the finest trainers, accommodations, etc. and a prize fight with a purse of 20,000 gold, just to start. Friedrich's enthusiasm for this idea cools somewhat when he learns just how far away the Imperial City is and how long it would take to get there... Jarvek seems disappointed that Friedrich is blowing this once-in-a-lifetime opportunity. He says he'll only be in town a week or two if the dwarf decides to change his mind, indicating that "[Friedrich] could be a contender!"
The fortification of Willowsby proceeds apace, with most of the palisade wall completed. Construction of the motte-and-bailey fortress has proven a bit slower, much to Ser Reese's annoyance. Douglas, now an acolyte of the Church, delivers a request for the party to meet with Father Thomas Amalric, the village priest. The goodly priest continues to hold sermons in the converted barn pending the completion of the new church. There are some meaningful glances at the collection plate and after Paavo tithes, somewhat surprisingly, Marcus, of all people, ponies up some gold.
Fundraising aside, Father Thomas expresses some concerns about the recent doings of the Church. The Abbot of Cinderham was replaced but, to Thomas' knowledge, not cured of his madness. They've got his friend Adano locked up in some tower, in some monastary, somewhere, still ranting and raving. With the apostasy in Averoigne and the rumors of a peasant uprising, Church soldiers & Inquisitors are arresting decent folk for heresy and worse. Finally, most troubling to him, is the fate of the Chalice of St. Krebus. The Bishop of Aldagmor has declared the chalice unearthed beneath the ruins of the church to be a fake and Father Thomas knows this to be patently untrue. He plans to write a strongly worded letter to the Archbishop of Dunthrane but he wanted to share this with the Heroes of Willowsby as well. Said Heroes exchange glances, not particularly interested in becoming entangled in Church matters.
Eager to get under way before more daylight is lost, the party bids farewell to Willowsby. The old stone road to Devonshire is, for the most part, free of travelers. Around midday they pass a colorful camp of gypsy wagons on the side of the road, but the gypsies seem uninterested in welcoming strangers and the party seems likewise uninterested in gypsies. Bolo's keen eye spies a somewhat familiar, moustachio'd man who disappears into a painted wagon. Further down the road the party passes a wandering tinker who offers repair services for a fee. Colby scoffs, indicating he can magically Mend anything, and the tinker continues on, muttering something about reporting him to the union.
The sun sets as the party reaches Lord Sherlane's manor on the hill overlooking Devonshire. The arm-master Kaerin ushers them in and the better part of an hour is spent waiting for Sherlane. The lord-mayor seems harried, but welcoming as usual. He explains that he is under no small amount of stress due to the imminent arrival of the Baron and a string of unusual murders in his peaceful town. The party compounds his problems with news of the assassination plot they have uncovered. He seems even more stressed and somewhat reluctant to approach the Baron with such allegations, especially considering the lack of evidence. Declining offers of assistance, he eventually takes ownership of the situation, thanking the party for their diligence and assuring them he will handle it. When queried about the murders he frowns, indicating that they are of a ritualistic nature, with the corpses drained of all blood, no doubt the work of a cult. People are afraid to walk the streets at night. He is skeptical when Paavo and Colby suggest it could be the work of a vampire.
Sherlane retrieves the book of advanced magic theory at Mary Tanner's request. She regards the worn book like an old adversary and spends the next several days failing to make heads or tails of it. Colby and Finnious are given full access to his lab but Sherlane regretfully cannot spare any time to assist them with the furtherance of their magical endeavors. Before leaving to attend to more pressing matters, Lord Sherlane tells Colby that they need to have a serious discussion about Colby's career once he has some time.
A fortune in pearls is crushed, identification rituals are performed: the glowing ring on the chain stores powerful healing spells, the red coral ring gives its wearer the ability to swim like a fish, the plain gold ring worn by one of the witches activates an Armor spell, the ivory-tipped wand has transformative polymorphing magicks if the command word could be divined, the wooden wand found in the dao's boudouir detects secret doors, but again the command word requires further divination. The large, ornate shield seems like a beneficial item that diverts missiles but further identification reveals that it diverts those missiles TOWARD the wielder.
Trommer and Danakes make daily forays from Sherlane's manor to scour the nearby woods for medicinal herbs with some success.
Dan Danberry hies off to the Church to further his insights into the divine. With a suitable tithe the doors of enlightenment are opened to him and he spends the next two weeks in quiet meditation and prayer.
Colby's research has him sequestered for 3 weeks, Finnious is likewise engaged but for considerably less time. Everyone else is left to their own devices.
Paavo: 59853 (6th)
Dan: 20200 (5th)
Friedrich: 60647 (6th)
Mary: 18446 (4th)
Trommer: 62604 (6th)
Colby: 78128|10746 (7th)|(5th)
Danakes: 41779 (6th)
Bolo: 45033 (7th)
Finnious: 12852/27882 (5th/5th)
Marcus: 50834 (6th)
Ingrid: 20364/25133 (5th/5th)
__________________________
Let's see how much we can get done. :)
The Silver Princess Argenta has an ethereal, almost otherworldy, aspect about her, and once released from the iron chains, seems none the worse for her imprisonment.
Following an escape from the palace, the princess leads you on a harrowing journey through the woods. Your trail is picked up by by the forces of Denagoth (200+ orcs) and despite the rangers' efforts you are unable to avoid them. To avoid a battle in your weakened condition, the princess disguises the party as a copse of trees until the danger has passed.
The elven camp is just that, a concealed camp in the deep forest of Lothenar. The amenities are all but non-existent. Most of the elves are non-combatants; wounded, refugees and the like. All of them show signs of hardship.
Two days pass while Ingrid and Friedrich are ministered to by the elven healers. Once recovered, Ingrid and Friedrich both go insane attempting to read the Libram of Silver Magic. The elven healers can only attribute this relapse to some kind of PTSD.
Danakes, during his time practicing with the elves, learns that there are way more bow & arrows than archers to fire them.
Finnious, grey elf of the Eastern Forest and cousin to these silver elves, is well received and gifted with a fine suit of elven chainmail for his efforts on their behalf. The elves of Lothenar are unaccustomed to dealing with mortals, however, and the rest of the party finds them aloof and off-putting.
Marcus behaves oddly, expressing patriotic sentiments about a fallen empire called Spartusia, presumably influenced by the magical ruby broadsword liberated from the Palace of the Silver Princess. When asked about the sword, the elves explain that it was entrusted to them after the fall of Spartusia to curtail further human imperialism.
When asked about the Fairy Road, the Silver Princess tells Colby that the Shadowlord holds the Border Ethereal and the way is too dangerous.
Rather than part with his black iron axe, Friedrich chooses not to pledge his service to the Faerie Houses of Whitefield & Rosewood. The party freely gives Winter's Harp to the Silver Princess, a distinction she makes before accepting. Argenta then plays a complicated melody on the crystal harp, causing the temperature to drop precipitiously. Ominous grey clouds pile overhead and snow begins to fall shortly after.
In small groups the elves abandon camp and flit like pale ghosts through the snowy forest.
Following the mountain range southwest, the Heroes of Willowsby make haste for Aldagmor. Deep shadows loom in the ancient forest of Lothenar and everyone is on edge at the slightest sound. Danakes, Finnious and Bolo scout ahead while Trommer leads the rest of the party.
Some hours into the journey, some distance ahead of the party, Finnious comes upon a coal-black horse grazing in a copse of trees. Its narrows blood red eyes and lowers a wicked looking horn. Finnious flees. Before he can reach the party the elf is impaled on the dark unicorn's horn and feels his very life essence drained. Finnious responds by burying the sword of Sylaire in the horse's flank, rivulets of oily-black staining the silvery blade. Marcus, Trommer and Friedrich rush in to finish the job and the evil equine explodes under their blades in a cloud of fetid black smoke.
The commotion draws the attention of the Shadowlord's minions and not long after a gaggle of gargoyles descend from the trees. Our Heroes are hard-pressed as witches on flying broomsticks exchange spells with Colby and Mary Tanner. Time slows for Trommer and some of the gargoyles, a bolt of lightning rips through the center of the party. Colby twitches and spasms as electricity arcs through him, the strange yuan-ti arm device emits smoke and sparks, the black crystal display going dim; the spiked collar of fire resistance pops off his neck, scorched beyond recognition. Before he can ready a spell in response Colby is lain low by the rending talons of a gargoyle. Oh the ignominy! Hearing the sounds of battle, the scouts rush back toward the party. Mary Tanner trades magic missiles with one of the witches and narrowly avoids a dagger of ice hurled by the other. The enchanted swords and axes of our Heroes eventually take their toll on the stone gargoyles and the witches are eventually slain by missile fire, magic and mundane.
The witches carry little of value: a potion bottle shattered in the fall, a scroll and a lantern that holds continual light. The broomsticks are taken. Several gargoyles are stripped of their horns.
Snow falls steadily throughout the afternoon and evening. Danakes and Trommer take considerable time searching for a campsite and wiping clean the party's trail.
In the morning, some nearly two feet of snow has fallen. There is some grumbling and everyone knows this will slow the group even more than they are already. All this stops as massive wingbeats sound overhead. Still and silent the party waits as something large passes overhead, from northeast to southwest. A decision is made to alter course and half a day's progress is lost heading south, deeper into the wood.
Loud angry voices carry on the wind and Trommer notes that a warband of giants is in pursuit of the party. Ambush plans are vetoed and the rangers redouble their efforts to cover the party's tracks. Combat is avoided. Smoke in the distance draws the scouts to a halt, investigation reveals a massive conflagration. Despite the snowfall, a large swath of the forest is ablaze!
Another detour is required and in the course of which the party runs into a group of refugee elves fleeing Lothenar. They share a camp that night and in the morning the elves depart.
As the party keeps on toward Aldagmor the fires continue to rage in the northeast. Of the flying creature or the warband of giants there is no sign. That night a strange black owl keeps silent vigil over the camp. It goes unnoticed until the final watch. Paavo is awoken to detect evil upon the creature. Despite his assurances it isn't evil, some wish to shoot it. Trommer's attempts to communicate with the owl are rebuffed until he uses the helm of telepathy. The creature identifies itself as a protector of the Good, and warns him that Evil abides in this place. Hoot hoot. As dawn breaks, the owl alights in a flurry of black feathers. The party presses on through the endless, snow-covered forest. The day passes without incident and everyone wonders if they've escaped the worst of it. That night, again, the black owl watches silently over them as they sleep. On the sixth day the trees begin to thin as they reach the edge of the forest. A horrible beast of shadow leaps from concealment, instilling fear in Dan and Ingrid, but not surprising the battle-hardened party. The shadow demon's last thoughts are ones of bewilderment as it is shredded into wispy bits by the party's magic weapons. Seizing their moment, the party leaves behind the sheltering branches of the ancient forest and enters the foothills of the Mengul Mountains. They press on through the moonless night, racing for distant Hadraith Tor, silhouetted against the mountains. Hot on their heels is a pack of shadow hounds, behind them the hosts of Denagoth. Horns blast, deep and sonorous as orcs, trolls and giants take up the pursuit. Ascending the hidden goat trail, the party destroys the rickety bridge crossing the Naga River. It clatters down into gorge some 400' below and is immediately swept away by the torrential flow.
The party is met by a well-armed force of Aldagmorons at the postern gate of Hadraith Tor, the commander of the watch is summoned and once their identities are established they are ushered into the Keep. Dawn breaks. The War Deacon Laramie leads a dozen warrior-clerics in prayer, swinging censors trailings blueish smoke and salting the battlements. Hadraith Tor is at near capacity, the ranks having swelled since its liberation months prior, with many soldiers bivouacked in the hallways. The Van Berghoff room is cleared and the party recovers from their long journey amidst the master artist's murals and fine inlays. Talk amongst the soldiers is that the Baron himself rides for Hadraith Tor. Ser Ambrose of the Enchanted Sword, still in command after the retaking of Hadraith Tor, debriefs the party once they're rested. The knight-commander assesses the battle plans and seems non-plussed, commenting that this is nothing he would not expect from the brutes of Denagoth. News of the elves and the fairy princess is met with a snort of derision. He is not entirely impressed with the idea of Fae allies. A raven is dispatched to the Castle Aldagmor bearing news of the assassination plot against the Baron.
Peasant levies occupy the plain south of Hadraith Tor; for the most part engaged in fortifying activities: digging trenches, laying wooden stakes and constructing earthen ramparts. A number of knights and more skilled soldiers train under various banners and standards: the black & white Fleur-de-Lis of Alderweg, the blue & gold Gryphon of Aldagmor, the Stag, the Boar, the Lion, the Falcon, a red cross blazoned on a white background that nobody recognizes, a black-checkered banner that Trommer vaguely recalls belonging to the Knight of the Black Lawns, etc.
The party departs for Willowsby. Along the way they run into a wagon train of cloth, wool and other bulk textiles bound for the war effort at Hadraith Tor. It's well after sunset when they arrive in Willowsby, but of course they receive a heroes' reception, peasants rousing from slumber and sleepily cheering. The village is festooned with garlic wreathes and jack-o-lanterns in anticipation of Hallow's Eve. The heroes' customary rooms at the Hungry Halfling are made ready. The comforts of civilization, such as it is, are most welcome: soft beds, hot food and booze. And of course everything is comped for the heroes of Willowsby.
A rough-looking, scarred man named Jarvek Spearbreak is in town, inquiring after Friedrich. He doesn't seem too put off when Friedrich admits he's never heard of him. He insists that he's a huge fan of Friedrich's after seeing him "take down that chump (no offense Trommer) in the 6th round" @ the Harvest Tourney, one of the few sporting events worth attending in the uncivilized North. He states that Friedrich is wasting his talents in this backwater barony, offering him an all expenses paid trip for him and his entourage to the Imperial City, where he guarantees the finest trainers, accommodations, etc. and a prize fight with a purse of 20,000 gold, just to start. Friedrich's enthusiasm for this idea cools somewhat when he learns just how far away the Imperial City is and how long it would take to get there... Jarvek seems disappointed that Friedrich is blowing this once-in-a-lifetime opportunity. He says he'll only be in town a week or two if the dwarf decides to change his mind, indicating that "[Friedrich] could be a contender!"
The fortification of Willowsby proceeds apace, with most of the palisade wall completed. Construction of the motte-and-bailey fortress has proven a bit slower, much to Ser Reese's annoyance. Douglas, now an acolyte of the Church, delivers a request for the party to meet with Father Thomas Amalric, the village priest. The goodly priest continues to hold sermons in the converted barn pending the completion of the new church. There are some meaningful glances at the collection plate and after Paavo tithes, somewhat surprisingly, Marcus, of all people, ponies up some gold.
Fundraising aside, Father Thomas expresses some concerns about the recent doings of the Church. The Abbot of Cinderham was replaced but, to Thomas' knowledge, not cured of his madness. They've got his friend Adano locked up in some tower, in some monastary, somewhere, still ranting and raving. With the apostasy in Averoigne and the rumors of a peasant uprising, Church soldiers & Inquisitors are arresting decent folk for heresy and worse. Finally, most troubling to him, is the fate of the Chalice of St. Krebus. The Bishop of Aldagmor has declared the chalice unearthed beneath the ruins of the church to be a fake and Father Thomas knows this to be patently untrue. He plans to write a strongly worded letter to the Archbishop of Dunthrane but he wanted to share this with the Heroes of Willowsby as well. Said Heroes exchange glances, not particularly interested in becoming entangled in Church matters.
Eager to get under way before more daylight is lost, the party bids farewell to Willowsby. The old stone road to Devonshire is, for the most part, free of travelers. Around midday they pass a colorful camp of gypsy wagons on the side of the road, but the gypsies seem uninterested in welcoming strangers and the party seems likewise uninterested in gypsies. Bolo's keen eye spies a somewhat familiar, moustachio'd man who disappears into a painted wagon. Further down the road the party passes a wandering tinker who offers repair services for a fee. Colby scoffs, indicating he can magically Mend anything, and the tinker continues on, muttering something about reporting him to the union.
The sun sets as the party reaches Lord Sherlane's manor on the hill overlooking Devonshire. The arm-master Kaerin ushers them in and the better part of an hour is spent waiting for Sherlane. The lord-mayor seems harried, but welcoming as usual. He explains that he is under no small amount of stress due to the imminent arrival of the Baron and a string of unusual murders in his peaceful town. The party compounds his problems with news of the assassination plot they have uncovered. He seems even more stressed and somewhat reluctant to approach the Baron with such allegations, especially considering the lack of evidence. Declining offers of assistance, he eventually takes ownership of the situation, thanking the party for their diligence and assuring them he will handle it. When queried about the murders he frowns, indicating that they are of a ritualistic nature, with the corpses drained of all blood, no doubt the work of a cult. People are afraid to walk the streets at night. He is skeptical when Paavo and Colby suggest it could be the work of a vampire.
Sherlane retrieves the book of advanced magic theory at Mary Tanner's request. She regards the worn book like an old adversary and spends the next several days failing to make heads or tails of it. Colby and Finnious are given full access to his lab but Sherlane regretfully cannot spare any time to assist them with the furtherance of their magical endeavors. Before leaving to attend to more pressing matters, Lord Sherlane tells Colby that they need to have a serious discussion about Colby's career once he has some time.
A fortune in pearls is crushed, identification rituals are performed: the glowing ring on the chain stores powerful healing spells, the red coral ring gives its wearer the ability to swim like a fish, the plain gold ring worn by one of the witches activates an Armor spell, the ivory-tipped wand has transformative polymorphing magicks if the command word could be divined, the wooden wand found in the dao's boudouir detects secret doors, but again the command word requires further divination. The large, ornate shield seems like a beneficial item that diverts missiles but further identification reveals that it diverts those missiles TOWARD the wielder.
Trommer and Danakes make daily forays from Sherlane's manor to scour the nearby woods for medicinal herbs with some success.
Dan Danberry hies off to the Church to further his insights into the divine. With a suitable tithe the doors of enlightenment are opened to him and he spends the next two weeks in quiet meditation and prayer.
Colby's research has him sequestered for 3 weeks, Finnious is likewise engaged but for considerably less time. Everyone else is left to their own devices.