Chapter 1
Captain
James asks the characters to ride towards Norek, find the dwarf and provide a
description of both them and the caravan, ride back to Norek with all haste and
report. The
PCs ride out on borrowed horses, a few of them lacking the skill are riding
pillion. They pass through a couple
of villages, looking for the dwarf but find no sign. Finally, as they arrive in Tharp late that evening, they spy
a cart outside the Tavern. It is
missing a wheel and in the doorway of the blacksmith across the road, the smith
is hammering replacement spokes for it. After
brief inquiries the PC's discover that a dwarf paid him more than double to have
the wheel ready within the hour. He mentions that they went for a bite to eat and a drink in
the tavern. Raal
decides to investigate the caravan, Asheren stands watch on the corner and the
rest of the PC's entered the tavern. The
pub is full of local townsfolk celebrating a birthday and is very lively.
Lysar waits by the door, Ferox joins the throng at the bar and Biryn,
Sira and Ulrich spy the dwarf and two men in a rear alcove.
Their bluff to try and delay them backfires terribly and the three men
are pummeled into the woodwork. In
the ensuing combat a stray bolt from Ulrich’s crossbow shoots Jack, the
birthday boy and the townsfolk begin to panic.
One of the dwarf’s men rushes to the front door to check on the caravan
and Lysar tackles him just outside. Biryn,
Ulrich and Sira fight inside with the dwarf and the heavyset man, while Ferox
lends his assistance with some well-timed spells. Meanwhile
Lysar is losing the battle outside, but as she is about to be beaten, the
townsfolk rush to her aid. Asheren
hears the commotion and rushes to let Raal know that he is in danger.
Raal has already heard the commotion and readies his bow.
Just in time he recognises Asheren at the gate to the courtyard and
motions him to stay on guard. Raal
can only find empty packing cases full of straw and mud-bricks, but as he digs
deeper he finds a copper urn with something sloshing around inside.
Dipping in his dagger he draws it out to find that it is covered in a
thick, metallic liquid. Dabbing some to his tongue his entire body enters full
shutdown. After
the battle is concluded, with the characters smarting but winning, Lysar and
Asheren revive Raal by using a bucket of water. As
they drag the culprits outside, the townsfolk begin to gather in greater
numbers. Jack is having his wound
dressed by a couple of townsfolk ladies. The
grumbles from the townsfolk grow louder as the dwarf and his men are being tied
up by the PC’s. As the PC’s
look around they realise that they are completely surrounded by the men of
Tharp, armed with makeshift weapons. Jack
staggers up, freshly bandaged, climbs atop a barrel and gives a rousing speech,
condemning the PC’s actions. Biryn
attempts to calm things, but there is no reasoning with them. Just as things are about to turn ugly, there is a galloping
of hooves and seven men ride into the town-square. The
leader of the men, dressed in the uniform of an officer of the Norinth
introduces himself as Captain William Peel of the Norinth.
His men surround the PC's and the dwarf & co and train loaded
crossbows on them. Jack and some of
the other townsfolk explain their side of the story first, and Biryn & Lysar
explain theirs. Captain William
looks doubtful, but when the drug shipment is mentioned, he orders one of his
men to escort Lysar to the caravan where she shows him an empty space!
The drugs are gone. While
Asheren is watching this scene unfold he scans the crowd looking for a friendly
face, there is a flicker of unusual movement at the back of the crowd, towards
the Tharp Wayrest, but when he looks again it is gone. Soon
Captain William makes his verdict. The
PC's and the dwarf and his men are all to be locked up, weapons confiscated and
he will ride to Norek to fetch a magistrate who can address the townsfolk's
grievances. He will also check with
Captain James on the PC's story. There
are small holding cells beneath the pub and it is down here that the PC's are
led. Down a trapdoor set in the
back of the bar and down a small ladder, there are two steel cages. The PC's are all placed in one, while the dwarf and his men
are in the other. Each party is
looking at the other without fondness and there are some harsh words exchanged. As
night falls the PC's all catch some shut-eye.
Ferox is on watch and notices the lamp on the window suddenly blow out.
There is the faint rattle of keys in the lock of the other cage and Ferox
begins to wake the other PC's quietly. As
soon as Asheren is awoken he casts a spell which illuminates the dwarf and his
men climbing the ladder and opening the trapdoor.
How they got their cage open is a mystery.
Still fast asleep in the corner is Raal, who when woken remembers his
emergency lockpick kit hidden in the folds of his cloak.
All the PC's gather round him as he attempts to pick the lock. Asking them to move out of the light, they reluctantly step
backwards and Asheren brings the beam of light closer to his work. Suddenly one of the PC's smells smoke and as Asheren shines his light on the trapdoor, Raal curses in frustration, they can all see wisps of smoke coming through the boards above. With renewed vigour they finally spring the lock and the gate swings open. Biryn,
furious about the whole situation charges toward the ladder, literally throws
himself up it. Bang, into the
trapdoor, bang again. Definitely
locked from the other side. With
each charge the hinges in the door begin to give a little. Lysar
and Raal begin looking for another way out.
Searching the floors and walls for any cracks, they are beginning to get
desperate. Smoke is pouring down
through the floorboards now and the air is getting thinner.
There is no other way out!. Finally
Biryn charges the trapdoor for the final time and it bursts from it's hinges.
A wave of heat hits him and he falls back down the ladder.
They can all see the flames and hear the creaking of stressed timbers
above them. "We'll
have to make a run for it!" shouts Ulrich. Asheren
steps forward. "I may have
something to help. I can cast a
spell which will make you run faster." There
is a crash from above as part of the inside wall topples. "Well,
get on with it then." shouts Lysar. After
much drama, some of it painful, the PC's escape the burning Inn and assist the
townsfolk with extinguishing the blaze. The
PC's are the informed that the dwarf and his men killed Jack and a couple of the
townsfolk, stole a cart and drove off towards Norek.
They offer a barn as a place for the PC's to rest and attend to their
injuries and the farmer's wife brings them hot broth and a loaf of bread. Chapter 2 |