"Oh the Tales We'll Tell" (Act/Scene Summaries)
Posted: Thu Oct 26, 2017 1:53 pm
Summaries for various Acts/scenes
Color coding:
Date: usually used at the start of a summary or in reference to future plans.
Area of Interest: usually a town, farm, dungeon, natural curiosity, etc
Location of Interest: usually and establishment or area within a community.
Important NPC: only for first chapter introduced, or when mentioned again after a long time.
Important Game information/item
Direct quote from an NPC: typically only used when tied to important information
Preludes and Solos: An Unexpected Foray into the Demiplane of Dread
-Artanis
-Cal
-Cross
-Jerry
-Mira
-Pyros
-Yasir
Act 1, Scene 1: "Together in Harmony"
Act 1, Scene 2: “Taking Care of Business”
Act 1, Scene 3: "Out of Harmony"
Act 1, Scene 4: "To Skald"
Dreams, like nagging insects, continue to plague the group. Perhaps brought on by tired minds and bodies from the defense of the Ontash farmhouse… This time the dreams take the form of hundreds of were-creatures assaulting the small homestead, crushing like a tide of fur and glowing eyes until the party wakes to the smell of…
Bacon.
The morning of Wednesday February 28th (736 BC) has finally come. Maria has prepared a splendid breakfast for the group and the group digs in while preparing themselves for the day. [Bacon apparently being a component of the ultimate summoning spell] Ontash is found outside tending chores with his newly healed leg (thanks to Elsa). Pyros goes out to brush horses and talk with the farmer, who thanks him gratefully but cautions him against the creature and many other things. Pyros takes the warning as any Kender would, in-stride with half a mind. Mira inspects her wound from the night before, but the injury is small and doesn’t appear to be infected. The party still has no real idea how or why one person might be affected over another. The only members to have encountered creatures like this in their homelands maintain that it is a gamble of odds that seem to favor transformation the more severe the wounding.
Last night the were-beast escaped, and the mood of the group is decidedly fixed; the creature must be stopped. Unquestionably. The party speculates that the creature only attacked when provoked or an opportunity presented itself outside of the farmhouse. Jerry questions Ontash about the nature of nightmares, but he seems to think of them as normal; though he admits they had been worse for him of late; attributing it to their personal troubles with the creature. In short order the group collects their spent missiles from the night before, and Artanis quickly catches up the trail.
Adran, the newcomer of the group, is hesitant to leave. He remarks that he has finally found a reference book he has been searching for over half a century. When he acquired it the object was impossible to open; but somehow, here in this strange place, he is able to do so. He stays at the farmhouse to study it while the party searches, not knowing whether the book will ‘seal itself’ again at any moment. He perhaps thinks the group will return once they track down the creature. Cal decides to stay as well in case the farmhouse needs defending again. He also plans to catch up on sleep and get in a little study of his own.
The group sets out along the trail, Artanis taking the opportunity to point out various markings to Pyros and guiding the curious Kender’s energy to the ways of tracking. The wolf-man tracks meet up with two sets of normal wolf tracks, likely the ones that escaped. The woods are incredibly thick, which makes tracking easy but travel difficult; though the ranger’s lead compensates for that. The blood from the trail peters out and the wolf-person tracks end where a pair of barefoot human tracks begin. The trail ends at yet another farmhouse, somewhat dilapidated compared to the Ontash homestead.
The party discusses their strategy for approach, finally deciding that Artanis and Pyros will circle around while Mira and Merrick use invisibility spells to approach the opposite side unseen. Elsa, Jerry and Cross will hang back until required to rush to wherever they are needed. The approach goes well enough, and the groups signal each other. Mira and Merrick attempt cantrips to cause the sound of dogs barking (though Mira fails, causing her a splitting headache). The sound causes some movement in an upstairs window. Quietly Pyros and Artanis approach the opposite side of the house, where the Kender unlocks the door. Artanis finds a hostile wolf inside and begins to try to calm it, just as Pyros throws open the door and begins barking and yapping at it like an aggressive dog! Another wolf is present and the pair quickly take the canines down.
Suddenly, the door to the kitchen practically explodes in a shower of flinders revealing the Wolf-Man from last night! Mira rushes headlong across to the door the Ranger and Kender went in while Cross, Jerry and Elsa approach the house; taking cover at the structures. The creature takes up an iron fire-poker and Artanis closes and begins to trade blows with the beast, finding too late that his silver weapon isn’t effective against the creature! Seeing the beast attack, Mira lets loose a stream of magic missiles while pyros employs his hoopak firing magical stones. Artanis takes the brunt of the attack, his wounds adding up and staggering him from the loss of blood. Elsa, hearing the conflict, breaks down the kitchen door and rushes in from the other side just as the bard sends another volley of magic; putting the wolf-man down. The body shifts and transforms, just as the one in the jail, into the figure of a human man with black hair. The three healers in the party quickly patch Artanis back up to a more stable condition. Artanis stabs the body in the heart with his magical sword, just in case.
A search of the farmhouse reveals many things including a mysterious stone vial, bloodstones, a large bag of more than 800 silver coins, a trail map (leading from the farm to Harmonia, Skald and a place marked by skulls), list of names (with some crossed out and others the party recognizes), a pantry stuffed with meat products, a hidden wall-safe and a quartet of wolf-pups! Artanis easily convinces the pups the party means no harm, and the application of food quickly endears them to the group. He determines that they are just old enough to take training if the group decides to do so. A discussion arises on how to deal with them, but for now the group decides to let it lie. Pyros investigates the safe, but somehow fails to open it! Merrick (still invisible) confesses that he has a spell capable of opening it, which he can prepare tomorrow.
Artanis and Pyros investigate the barn, finding many tools and pieces of equipment which they plan to leave for Ontash to collect. After much discussion, the party decides that Mira and Elsa will try the road to get back to the Ontash farm while the other spend the night in the new place so that Merrick can prepare the spell and open the safe. The two women leave and the rest of the group spends the evening with a fine dinner (thanks to Cross’ culinary ability) and some quiet discussion. Artanis takes some time to search the woods nearby and finds a few more items on his list of herbs for Rautant.
Mira and Elsa make their way along the road south. Along the way they share stories and chat about various things, including the fact that Akriel and Airand were on the list the group discovered. The road quickly leads past the Ontash place, and the pair find the family waiting for them but that Cal and Cross are missing! They relate their experience to Ontash, who is quite upset to learn that the creature was his neighbor! He muses that Jaconos was the lazy sort, who had taken advantage of his kindness many times and speculates that the creature wanted to drive the family off so he could take their farm. He is particularly upset that Joshua was killed over such a thing. The family again offer their thanks and a place to stay any time the group is in the area.
It soon comes out that Adran and Cal thought they had seen something in the forest and set out to investigate but never returned! Mira and Elsa take off along the same trail to find them, but quickly realize that they would just as easily be lost in the extremely dense forest. Returning while still able, they spend the night at the Ontash Farm; planning to wait to see if the others return by tomorrow. Maria cooks them a splendid meal and Mira sings for the family.
The next morning, Thursday February 28th (736 BC), the Gnome and Elf still have not returned so the girls say their farewells and set out to meet the rest of the party. Heading back Elsa teaches the bard a Halfling military song, [Tallfellow Spearmen song] with some of Maria’s cooking in-tow. The group is informed about Adran and Cal, and decides that the pair know the plan to reach Skald and the Broken Wheel and so leave the absent duo to find them there.
As they breakfast, Merrick uses a Knock spell to open the safe, revealing an impressive cache of Iron, Silver and gold weapons!!! The party divvy’s up what they can each use personally, and leave the rest with the tools in the barn for Ontash along with a note. Merrick, still invisible, decides it is better to drop the spell in the privacy of the farm than along the road. The party strikes out, once again, for Skald.
Along the road, the group releases the wolf pups into the wild; finally deciding that they would be too much of a risk in town. The town sits along a river, which borders to the NorthWest. A great white wall stretches from the water to high redstone cliffs to the East, atop which sits the well walled and protected Meistersinger’s Keep that overlooks the community below. Before the gates stands a ramshackle section of town called Out Town, where the less affluent and less law-abiding members seem to live. The foundation of the Old Fortress stands around the main gates, echoing the feel of ghosts and ancient history. The useable wall to the town itself is kept in good repair.
A quick conversation at the East gate directs them to the Broken Wheel, and their names are taken down. The party enters Upper Skald (the nicer area of town) where they can see the Clock Tower next to twin waterfalls against the cliffs NorthEast of town. The group quickly realizes that people are avoiding looking at them too long or passing too close to them, almost as if they carried some form of disease or strong odor. Soon they find the Broken Wheel, a smaller and apparently less successful establishment than the Wayfarer’s Rest in Harmonia, but still clean and in good order. Unfortunately, the proprietress Erris is nowhere to be found.
The group are expected, however, and rooms are arranged for. As the party takes lunch, they make note of the sparse patrons. One person in particular stands out, a dusky-hued woman wearing a rapier. Artanis jokingly asks Mira to find if the woman is single, and the bard promptly walks over to strike up a conversation; much to the Ranger’s embarrassment. Mira discovers that the woman’s name is Adrastia, and that she is obviously of Visitani stock (though more somberly dressed). The fighter warns Mira of the danger of impersonating the traveling people, and comments on the unusual nature of the group.
Mira explains that it is not meant to be offensive. The woman doesn’t seem to care either way, stating that she simply wanted them to understand it might make them targets to those who do not like the Visitani; also recognizing and admitting that the bard’s shawl is authentic and must have been a gift. Eventually they come to an understanding, and she gives Mira a brief rundown of the Nations and Tribes of the Visitani, for her own safety. She tells the bard “If any of The Blood ask you, say you are a Giogoto of the Naiat Tribe of the Boem people. Giogoto means 'trusted friend'.” Those things are not common knowledge away from the wagons. It will not help you with the locals, but if you run into a True Vistani, it may save your life.
Mira invites Adrastia to join the group for a time, and the dark-haired woman tentatively accepts, sharing that she is hunting “bloated, twisted, voracious... things.. They were once human...” and whatever controls them; though admittedly she has lost the trail. She recognizes the significance of silver in hunting the undead and shape changers. Through conversation everyone shares what they are hunting [undead, shape-changers, misshapen humanoids] and Adrastia gives some advice on what to use against shapechangers, those that Sing [Advising Iron] and those that don’t [advising silver].
The group shares their plans to meet Akriel at the Old Kartakan Inn on Sunday, regarding an item; the Crown of Soldiers, or perhaps Crown of Souls according to other information. Elsa suggests they check the place out tonight. The group discusses their plans for the rest of the day and split up; Mira, Elsa, Adrastia and Pyros in Group A / Artanis, Cross, Jerry and Merrick in Group B. Everyone makes their way to the East Gate, where the groups split up.
Group A follows the wall dividing Upper Skald from the Western portion of town, filling Adrastia in on The Crown and why they seek it. They soon come to a curios shop named the Glass Eye. The proprietor, a balding, middle aged man with spectacles named Chales Cordivan, seems the cheerful and helpful sort. Mira reveals one of the bloodstones she found and the pair haggle over it, eventually settling on the price of 150 gold and the blacksmith puzzle. After some other minor purchases the trio moves on to find the Old Kartakan Inn.
Group B follows Merrick into Lower Skald, the less affluent part of the town. He leads them off a side street past a local Park towards the river where the Lower and Upper Toll Bridges stand. The feeling of being avoided is stronger in this area of town. From here can also be seen The Wharves and an active Saw Mill. Artanis and Cross peel off to go fishing along the river, noting the lumberjacks on the waterway guiding massive logs to the mill. The impressive thickness of the surrounding woodlands eases the Ranger‘s mind about seeing so many trees downed; comfortable in the fact that the forest would not suffer. Meanwhile Jerry and Merrick quickly locate the Papermaker.
The proprietor, a man in his middle years with thinning blonde hair, recognizes Merrick; and Jerry inquires about learning something of the craft. Gradually Imer Porteau agrees since he has a large order to fill; free labor for a few days in exchange to “…cram as much about papermaking into that pretty little head of yours as it can hold.” The pair move off, briefly investigating a common workman’s inn called The Wooden Mug, before heading to the magic shop Merrick knows of named The Stone. Along the way, the pair discover that Artanis and Cross have moved on to fish The Wharves. The pair of fishermen seem content, but they remain observant of the comings and goings at the docks.
Back in Upper Skald, Mira leads Group A North then East along the riverside where they pass a well-to-do gated boatyard known as the High Wharves. Nearing the cliffs they see a breathtaking sight as the twin waterfalls cascade down around a small island hidden in the mist (and midst) of the churning waters locally known as The Cauldron. A lone structure stands upon that island, a grand construction known as The Old Kartakan Inn. The shroud of moisture gives it an almost supernatural look, and shapes can be seen moving nearby. Elsa explains what they know of the crown to Adrastia.
The inn proves to be large and well kept with a separate bar, multiple dining sections (for people of various means) and rooming accommodations. The party decides to take lunch rather than announce their presence. The food is fantastic and not terribly expensive (though there is a seat fee). They learn through their server Sabrina that Akriel is a waitress here, though she has not been seen for a few days. During the course of the meal, the group hears singing from the kitchen! Sabrina explains that it is the head chef, and he sings often when preparing food. Before leaving, Mira invites Sabrina to attend her performance at the Broken wheel tonight.
Jerry and Merrick make their way to The Stone; a magic shop that his cousin sometimes has dealings with. The shop is similar to the Silver Scale, and is run by a suspicious man named Germaine in his forties with short-cropped white hair. The pair rent some reference materials and search for any mention of a Crown. Jerry comes across some curious info about problems with summoning spells (creatures turning violently insane) and planar travel (being completely theoretical). The proprietor is suspicious and not very helpful, and Jerry decides to try reading his mind. He doesn’t notice the spell, and all she can determine is that he doesn’t trust the pair in the least. After they leave, Merrick tells her that casting spells on people without their permission is illegal, as is any mind-altering magic. The pair make their way back to the inn.
On the way back to the inn, Mira spots an odd mansion-like structure. Approaching it she learns it is called The Grand Hall of Song and Dance. The building is affluent, bordering on opulence, but the quality of the music the party hears is somewhat weaker than that of the Harmonic Hall. Mira approaches a group of young people, all of which leave except for a very self-assured young teenage girl named Charlise. She comments on the unusual nature of the group and some rumors about Mira; not bothering to be diplomatic in the least. She finally realizes she has gone too far when she angers Adrastia with half-insults. Mira calms the situation and invites the girl to attend the performance that evening. Meanwhile, Pyros heeds the call of an open window and finds himself in one of the practice rooms. Eventually they retrieve him and head back to the inn.
Group A and Group B reunite at the inn, and Mira finally finds Erris has returned. The proprietress asks about Yasir, which inadvertently throws the bard into a melancholy. She goes up to her room to practice, and Jerry follows. The two have a quiet conversation about the land and relationships. Eventually Jerry leaves Mira to finish her practice. The bard comes down and fairly fumbles the first song, but the remainder of the performance goes well enough. Sabrina shows up, enjoying the music, but Charlise does not. Some of the musical selections garner questionable responses, and Erris remarks that Mira may be getting herself a reputation she doesn’t want. Eventually the performance ends and everyone retires for the evening.
Color coding:
Date: usually used at the start of a summary or in reference to future plans.
Area of Interest: usually a town, farm, dungeon, natural curiosity, etc
Location of Interest: usually and establishment or area within a community.
Important NPC: only for first chapter introduced, or when mentioned again after a long time.
Important Game information/item
Direct quote from an NPC: typically only used when tied to important information
Preludes and Solos: An Unexpected Foray into the Demiplane of Dread
-Artanis
-Cal
-Cross
-Jerry
-Mira
-Pyros
-Yasir
Act 1, Scene 1: "Together in Harmony"
Act 1, Scene 2: “Taking Care of Business”
Act 1, Scene 3: "Out of Harmony"
Act 1, Scene 4: "To Skald"
Dreams, like nagging insects, continue to plague the group. Perhaps brought on by tired minds and bodies from the defense of the Ontash farmhouse… This time the dreams take the form of hundreds of were-creatures assaulting the small homestead, crushing like a tide of fur and glowing eyes until the party wakes to the smell of…
Bacon.
The morning of Wednesday February 28th (736 BC) has finally come. Maria has prepared a splendid breakfast for the group and the group digs in while preparing themselves for the day. [Bacon apparently being a component of the ultimate summoning spell] Ontash is found outside tending chores with his newly healed leg (thanks to Elsa). Pyros goes out to brush horses and talk with the farmer, who thanks him gratefully but cautions him against the creature and many other things. Pyros takes the warning as any Kender would, in-stride with half a mind. Mira inspects her wound from the night before, but the injury is small and doesn’t appear to be infected. The party still has no real idea how or why one person might be affected over another. The only members to have encountered creatures like this in their homelands maintain that it is a gamble of odds that seem to favor transformation the more severe the wounding.
Last night the were-beast escaped, and the mood of the group is decidedly fixed; the creature must be stopped. Unquestionably. The party speculates that the creature only attacked when provoked or an opportunity presented itself outside of the farmhouse. Jerry questions Ontash about the nature of nightmares, but he seems to think of them as normal; though he admits they had been worse for him of late; attributing it to their personal troubles with the creature. In short order the group collects their spent missiles from the night before, and Artanis quickly catches up the trail.
Adran, the newcomer of the group, is hesitant to leave. He remarks that he has finally found a reference book he has been searching for over half a century. When he acquired it the object was impossible to open; but somehow, here in this strange place, he is able to do so. He stays at the farmhouse to study it while the party searches, not knowing whether the book will ‘seal itself’ again at any moment. He perhaps thinks the group will return once they track down the creature. Cal decides to stay as well in case the farmhouse needs defending again. He also plans to catch up on sleep and get in a little study of his own.
The group sets out along the trail, Artanis taking the opportunity to point out various markings to Pyros and guiding the curious Kender’s energy to the ways of tracking. The wolf-man tracks meet up with two sets of normal wolf tracks, likely the ones that escaped. The woods are incredibly thick, which makes tracking easy but travel difficult; though the ranger’s lead compensates for that. The blood from the trail peters out and the wolf-person tracks end where a pair of barefoot human tracks begin. The trail ends at yet another farmhouse, somewhat dilapidated compared to the Ontash homestead.
The party discusses their strategy for approach, finally deciding that Artanis and Pyros will circle around while Mira and Merrick use invisibility spells to approach the opposite side unseen. Elsa, Jerry and Cross will hang back until required to rush to wherever they are needed. The approach goes well enough, and the groups signal each other. Mira and Merrick attempt cantrips to cause the sound of dogs barking (though Mira fails, causing her a splitting headache). The sound causes some movement in an upstairs window. Quietly Pyros and Artanis approach the opposite side of the house, where the Kender unlocks the door. Artanis finds a hostile wolf inside and begins to try to calm it, just as Pyros throws open the door and begins barking and yapping at it like an aggressive dog! Another wolf is present and the pair quickly take the canines down.
Suddenly, the door to the kitchen practically explodes in a shower of flinders revealing the Wolf-Man from last night! Mira rushes headlong across to the door the Ranger and Kender went in while Cross, Jerry and Elsa approach the house; taking cover at the structures. The creature takes up an iron fire-poker and Artanis closes and begins to trade blows with the beast, finding too late that his silver weapon isn’t effective against the creature! Seeing the beast attack, Mira lets loose a stream of magic missiles while pyros employs his hoopak firing magical stones. Artanis takes the brunt of the attack, his wounds adding up and staggering him from the loss of blood. Elsa, hearing the conflict, breaks down the kitchen door and rushes in from the other side just as the bard sends another volley of magic; putting the wolf-man down. The body shifts and transforms, just as the one in the jail, into the figure of a human man with black hair. The three healers in the party quickly patch Artanis back up to a more stable condition. Artanis stabs the body in the heart with his magical sword, just in case.
A search of the farmhouse reveals many things including a mysterious stone vial, bloodstones, a large bag of more than 800 silver coins, a trail map (leading from the farm to Harmonia, Skald and a place marked by skulls), list of names (with some crossed out and others the party recognizes), a pantry stuffed with meat products, a hidden wall-safe and a quartet of wolf-pups! Artanis easily convinces the pups the party means no harm, and the application of food quickly endears them to the group. He determines that they are just old enough to take training if the group decides to do so. A discussion arises on how to deal with them, but for now the group decides to let it lie. Pyros investigates the safe, but somehow fails to open it! Merrick (still invisible) confesses that he has a spell capable of opening it, which he can prepare tomorrow.
Artanis and Pyros investigate the barn, finding many tools and pieces of equipment which they plan to leave for Ontash to collect. After much discussion, the party decides that Mira and Elsa will try the road to get back to the Ontash farm while the other spend the night in the new place so that Merrick can prepare the spell and open the safe. The two women leave and the rest of the group spends the evening with a fine dinner (thanks to Cross’ culinary ability) and some quiet discussion. Artanis takes some time to search the woods nearby and finds a few more items on his list of herbs for Rautant.
Mira and Elsa make their way along the road south. Along the way they share stories and chat about various things, including the fact that Akriel and Airand were on the list the group discovered. The road quickly leads past the Ontash place, and the pair find the family waiting for them but that Cal and Cross are missing! They relate their experience to Ontash, who is quite upset to learn that the creature was his neighbor! He muses that Jaconos was the lazy sort, who had taken advantage of his kindness many times and speculates that the creature wanted to drive the family off so he could take their farm. He is particularly upset that Joshua was killed over such a thing. The family again offer their thanks and a place to stay any time the group is in the area.
It soon comes out that Adran and Cal thought they had seen something in the forest and set out to investigate but never returned! Mira and Elsa take off along the same trail to find them, but quickly realize that they would just as easily be lost in the extremely dense forest. Returning while still able, they spend the night at the Ontash Farm; planning to wait to see if the others return by tomorrow. Maria cooks them a splendid meal and Mira sings for the family.
The next morning, Thursday February 28th (736 BC), the Gnome and Elf still have not returned so the girls say their farewells and set out to meet the rest of the party. Heading back Elsa teaches the bard a Halfling military song, [Tallfellow Spearmen song] with some of Maria’s cooking in-tow. The group is informed about Adran and Cal, and decides that the pair know the plan to reach Skald and the Broken Wheel and so leave the absent duo to find them there.
As they breakfast, Merrick uses a Knock spell to open the safe, revealing an impressive cache of Iron, Silver and gold weapons!!! The party divvy’s up what they can each use personally, and leave the rest with the tools in the barn for Ontash along with a note. Merrick, still invisible, decides it is better to drop the spell in the privacy of the farm than along the road. The party strikes out, once again, for Skald.
Along the road, the group releases the wolf pups into the wild; finally deciding that they would be too much of a risk in town. The town sits along a river, which borders to the NorthWest. A great white wall stretches from the water to high redstone cliffs to the East, atop which sits the well walled and protected Meistersinger’s Keep that overlooks the community below. Before the gates stands a ramshackle section of town called Out Town, where the less affluent and less law-abiding members seem to live. The foundation of the Old Fortress stands around the main gates, echoing the feel of ghosts and ancient history. The useable wall to the town itself is kept in good repair.
A quick conversation at the East gate directs them to the Broken Wheel, and their names are taken down. The party enters Upper Skald (the nicer area of town) where they can see the Clock Tower next to twin waterfalls against the cliffs NorthEast of town. The group quickly realizes that people are avoiding looking at them too long or passing too close to them, almost as if they carried some form of disease or strong odor. Soon they find the Broken Wheel, a smaller and apparently less successful establishment than the Wayfarer’s Rest in Harmonia, but still clean and in good order. Unfortunately, the proprietress Erris is nowhere to be found.
The group are expected, however, and rooms are arranged for. As the party takes lunch, they make note of the sparse patrons. One person in particular stands out, a dusky-hued woman wearing a rapier. Artanis jokingly asks Mira to find if the woman is single, and the bard promptly walks over to strike up a conversation; much to the Ranger’s embarrassment. Mira discovers that the woman’s name is Adrastia, and that she is obviously of Visitani stock (though more somberly dressed). The fighter warns Mira of the danger of impersonating the traveling people, and comments on the unusual nature of the group.
Mira explains that it is not meant to be offensive. The woman doesn’t seem to care either way, stating that she simply wanted them to understand it might make them targets to those who do not like the Visitani; also recognizing and admitting that the bard’s shawl is authentic and must have been a gift. Eventually they come to an understanding, and she gives Mira a brief rundown of the Nations and Tribes of the Visitani, for her own safety. She tells the bard “If any of The Blood ask you, say you are a Giogoto of the Naiat Tribe of the Boem people. Giogoto means 'trusted friend'.” Those things are not common knowledge away from the wagons. It will not help you with the locals, but if you run into a True Vistani, it may save your life.
Mira invites Adrastia to join the group for a time, and the dark-haired woman tentatively accepts, sharing that she is hunting “bloated, twisted, voracious... things.. They were once human...” and whatever controls them; though admittedly she has lost the trail. She recognizes the significance of silver in hunting the undead and shape changers. Through conversation everyone shares what they are hunting [undead, shape-changers, misshapen humanoids] and Adrastia gives some advice on what to use against shapechangers, those that Sing [Advising Iron] and those that don’t [advising silver].
The group shares their plans to meet Akriel at the Old Kartakan Inn on Sunday, regarding an item; the Crown of Soldiers, or perhaps Crown of Souls according to other information. Elsa suggests they check the place out tonight. The group discusses their plans for the rest of the day and split up; Mira, Elsa, Adrastia and Pyros in Group A / Artanis, Cross, Jerry and Merrick in Group B. Everyone makes their way to the East Gate, where the groups split up.
Group A follows the wall dividing Upper Skald from the Western portion of town, filling Adrastia in on The Crown and why they seek it. They soon come to a curios shop named the Glass Eye. The proprietor, a balding, middle aged man with spectacles named Chales Cordivan, seems the cheerful and helpful sort. Mira reveals one of the bloodstones she found and the pair haggle over it, eventually settling on the price of 150 gold and the blacksmith puzzle. After some other minor purchases the trio moves on to find the Old Kartakan Inn.
Group B follows Merrick into Lower Skald, the less affluent part of the town. He leads them off a side street past a local Park towards the river where the Lower and Upper Toll Bridges stand. The feeling of being avoided is stronger in this area of town. From here can also be seen The Wharves and an active Saw Mill. Artanis and Cross peel off to go fishing along the river, noting the lumberjacks on the waterway guiding massive logs to the mill. The impressive thickness of the surrounding woodlands eases the Ranger‘s mind about seeing so many trees downed; comfortable in the fact that the forest would not suffer. Meanwhile Jerry and Merrick quickly locate the Papermaker.
The proprietor, a man in his middle years with thinning blonde hair, recognizes Merrick; and Jerry inquires about learning something of the craft. Gradually Imer Porteau agrees since he has a large order to fill; free labor for a few days in exchange to “…cram as much about papermaking into that pretty little head of yours as it can hold.” The pair move off, briefly investigating a common workman’s inn called The Wooden Mug, before heading to the magic shop Merrick knows of named The Stone. Along the way, the pair discover that Artanis and Cross have moved on to fish The Wharves. The pair of fishermen seem content, but they remain observant of the comings and goings at the docks.
Back in Upper Skald, Mira leads Group A North then East along the riverside where they pass a well-to-do gated boatyard known as the High Wharves. Nearing the cliffs they see a breathtaking sight as the twin waterfalls cascade down around a small island hidden in the mist (and midst) of the churning waters locally known as The Cauldron. A lone structure stands upon that island, a grand construction known as The Old Kartakan Inn. The shroud of moisture gives it an almost supernatural look, and shapes can be seen moving nearby. Elsa explains what they know of the crown to Adrastia.
The inn proves to be large and well kept with a separate bar, multiple dining sections (for people of various means) and rooming accommodations. The party decides to take lunch rather than announce their presence. The food is fantastic and not terribly expensive (though there is a seat fee). They learn through their server Sabrina that Akriel is a waitress here, though she has not been seen for a few days. During the course of the meal, the group hears singing from the kitchen! Sabrina explains that it is the head chef, and he sings often when preparing food. Before leaving, Mira invites Sabrina to attend her performance at the Broken wheel tonight.
Jerry and Merrick make their way to The Stone; a magic shop that his cousin sometimes has dealings with. The shop is similar to the Silver Scale, and is run by a suspicious man named Germaine in his forties with short-cropped white hair. The pair rent some reference materials and search for any mention of a Crown. Jerry comes across some curious info about problems with summoning spells (creatures turning violently insane) and planar travel (being completely theoretical). The proprietor is suspicious and not very helpful, and Jerry decides to try reading his mind. He doesn’t notice the spell, and all she can determine is that he doesn’t trust the pair in the least. After they leave, Merrick tells her that casting spells on people without their permission is illegal, as is any mind-altering magic. The pair make their way back to the inn.
On the way back to the inn, Mira spots an odd mansion-like structure. Approaching it she learns it is called The Grand Hall of Song and Dance. The building is affluent, bordering on opulence, but the quality of the music the party hears is somewhat weaker than that of the Harmonic Hall. Mira approaches a group of young people, all of which leave except for a very self-assured young teenage girl named Charlise. She comments on the unusual nature of the group and some rumors about Mira; not bothering to be diplomatic in the least. She finally realizes she has gone too far when she angers Adrastia with half-insults. Mira calms the situation and invites the girl to attend the performance that evening. Meanwhile, Pyros heeds the call of an open window and finds himself in one of the practice rooms. Eventually they retrieve him and head back to the inn.
Group A and Group B reunite at the inn, and Mira finally finds Erris has returned. The proprietress asks about Yasir, which inadvertently throws the bard into a melancholy. She goes up to her room to practice, and Jerry follows. The two have a quiet conversation about the land and relationships. Eventually Jerry leaves Mira to finish her practice. The bard comes down and fairly fumbles the first song, but the remainder of the performance goes well enough. Sabrina shows up, enjoying the music, but Charlise does not. Some of the musical selections garner questionable responses, and Erris remarks that Mira may be getting herself a reputation she doesn’t want. Eventually the performance ends and everyone retires for the evening.