Thursday, February 17, 2022

The Heroes of Brackleborn -- Game-Play Report (Sessions 9 and 10)

I took on a big writing project last week, so my work on the Deep Vaults has slowed to a crawl (although I completed my hazards table and am pretty happy with it...I will likely post that next). I’m getting jazzed about resuming my Wednesday night campaign, which is moving to Thursday nights every other week. Scheduling five adults for an entire evening on a regular basis is near-impossible, so I feel like we’ve really accomplished something. We’re also going to try to have at least one longer weekend game session each month. It warms my heart that the girls can’t wait to get back to slinging some dice.

After the last session’s light-hearted adventure (which I ended up naming “The Right Stuff”), I was ready to hit the players with a major shake-up to their reality. At this point in the campaign, we’d been playing a little over over three months and they got “the game.” Now it was time to show them what playing in a “campaign” was like.

To now, the setting’s background consisted mostly of rough bullet points, some of which I gave to the players at the start of the campaign—just some hooks to create points of recognition later. As I started prepping for this session, I added some details for the players to begin making choices. I knew they wanted to be closer to Emelia and her family, so I expanded on that portion of the setting for the players to explore.

I love to world-build, but whenever I start a new campaign, I immediately start looking for ways to subvert what I’ve presented and shake up the status quo. I’m not sure why I do that, but D&D needs dynamism, and the historical eras it emulates were certainly dynamic ones. Dungeons & Dragons could easily have been named Cash & Conflict, and both of those things come to the fore during these next  sessions.

This game-play report covers sessions 9 and 10, which occurred on 7/15 and 7/22, 2020.

Previously...

The girls lent a hand to the bakery moms, who needed help gathering ingredients for a feast to be held that night—an order commissioned by Lord Ferril, himself. Not only did doddering old Mr. Mulberry forget to place the order in a timely manner, as requested by the lord,but he also forgot to give the girls invitations to the feast, which is being held in their honor!

Despite the screw-ups, the heroes gathered the ingredients, the moms made the food, and everyone, along with Mr. Mulberry in tow, arrives at Brackleborn Keep on time.

Session Events

Master Olivar, Lord Ferril’s seneschal, greets the party in the keep’s courtyard. He apologizes for an oversight and invites the moms to the feast to celebrate their daughters’ heroism. Flustered, the halfling moms accept, hastily fixing their hair and dusting the flour from their clothes.

Lord and Lady Ferril welcome the party and their guests to their hall, as Emelia fawns over the wood elf ranger, Armolas, who freed her from the hobgoblin’s cage. The party recognizes several notable villagers also in attendance: Mayor Zander, Sheriff Bart, the merchant banker, and a half-dozen or so local VIPS whom the girls recognize but don't really know.

Dixie’s mentor, Murph, is also present as Lord Ferril’s guest, as the noble is fond of the dwarf brewmeister’s golden ale. During the reception, the girls are introduced to a pair of gruff dwarf nobles. Despite a shared culture, the dwarves seem to want nothing to do with Murph, who quietly tells Dixie the nobles are from the Umberling clan that rules the dwarves in the mountains to the northeast. Murph explains that he once ran afoul of an Umberling clansman, which is why he’s getting the cold shoulder.

As the feast commences, Lord Ferril toasts the heroes and their rescue of his daughter. The diners all raise their glasses as servants enter bearing platters and plates brimming with morsels. The main event is the boar pie, but all the food is well received by Lord Ferril, particularly the berry cake. His adulation makes the halfling bakers blush.

During the dessert course, the head dwarf noble rudely interrupts and demands to know when he and Lord Ferril can “discuss our matter.” Curtly apologizing to Armolas, the dwarf goes off on a rant about the wood elves of The Reach and their queen, Aethelwyn, loudly complaining that her “saboteurs” are hampering progress on construction of the rail line.

Lord Ferril angrily demands that the ambassador show respect in his hall, and insists that he will address the matter with the elves in good time. The dwarf sits down in a huff. Sensing her mother’s discomfort, and desperate to change the hall’s mood, Belba steps forward in her lovely dress and regales the feasters with a song, quickly defusing the tension.

At the conclusion of the feast, Lord Ferril stands and toasts the girls once more. He gives a thoughtful speech, in which he reminisces on his rise to leadership 10 years ago after his predecessor, the (unpopular) Lord Angus MacTavish was killed on the battlefield while repelling an invasion by a hill giant and his army. Everyone drinks to his fine speech, but when Lord Ferril lowers his cup, he seems to lose his balance.

Dixie’s well-honed warrior’s instincts kick in and—as Lord Ferril slumps back in his chair and the audience gasps—she notices four suspicious men dressed as keep guards enter the feast hall and bar the chamber doors. ASSASSINS!

Dixie shouts a warning and the girls leap into action as the assassins attack. Two of the killers take out the surprised guards in the hall while the remaining two close on Lord Ferril, shouting, “Death to the usurper! Death to the traitor!

The heroes and remaining guards quickly kill the assassins, with Dixie separating the lead assassin’s head from his neck, but not before Lord Ferril is gravely stabbed. Dixie lays hands on the stricken lord and feels her righteous power burning away much of the poison coursing through his body, but a lot of damage was already done. After the brief skirmish, more keep guards break through the barred doors and rish into the hall to defend their lord. 

As Master Olivar and several guards carry Lord Ferril’s bloody, motionless body away, Lady Ferril whisks Emelia out of the chamber. The other guards escort the rest of the stunned feasting party out of the keep and safely back to the village.

The girls see the halfling moms to the bakery and then head to to the brewery with a somber Murph. Dixie wonders whether the dwarves could have done this, but Murph shakes his head, insisting that the argument with the Umberlings was just bad timing on the dwarf noble’s part. He gives them some background on the dwarves and their situation.

Umber Hall is a subterranean dwarf enclave about 50 miles to the northeast of the village, in the foothills of the Ironblood Mountains. The settlement lies along an underground highway that runs for hundreds of miles beneath the mountains, from north-to-south. The Umberlings are the clan in charge; they are wealthy and wield a lot of power among the dwarf-folk.

Murph’s clan has a minor beef with the Umberlings (whom they serve), and a “problem” between Murph and an Umberling superior forced him to leave his home and family, and come to live among the humans. The dwarves plunder the nearby forest for timber, angering the wood elves (Armolas’ folk) who dwell therein.

Armolas chimes in that the dwarves are building a steam train from their enclave at Umber Hall to the city of Leptos on the coast of the Middle Sea, several hundred miles southwest of here. Their work impinges on the wood elves’ realm and there is much tension between the two societies in that region. For now, the route cuts through the wood elves’ forest, which they obviously oppose.

When Dixie points out that the assassins were accusing Ferril of being a “traitor” and a “usurper,” Murph believes that means the MacTavish clan must be behind the attack. Angus MacTavish—the former lord of Brackleborn—was a brutal tyrant and widely despised, but the MacTavish clan has a strong claim that Ferril’s seizure of power after the lord’s death in battle was illegitimate (because it was). 

Elaborating on Armolas’ details, Murph explains that, if this attack was the MacTavishes trying to depose Lord Ferril, then Ferril has to be careful not to alienate the Umberlings and drive them into his enemy’s arms. The Umberlings don’t much care about the human clans and their in-fighting; they will deal with whomever is in charge.

The final route this steam train will take is still uncertain, and there is much negotiation going on behind the scenes. A lot of money rides on this project, for it would enable fast and easy transport of goods and people all along the line, and open up lots of trade between the dwarves and the kingdom of Leptos. This new political conflict will put a lot of pressure on Lord Ferril to bend to the dwarves’ demands, or otherwise risk losing their support (which could even swing to the MacTavishes).

Full of new information, the girls retire to their homes to rest and ponder the future. The following day, it is clear that the attempted coup has failed. It turns out there were a total of eight assassins who somehow infiltrated the keep. Their leader—and the killer who savagely stabbed Lord Ferril—is Liam MacTavish, the younger brother of the former lord (but now a man in his late 30s) and a clan chief in the neighboring province of Durnley. The rest of the assassins are Liam’s sons, nephews, and cousins.

Though the heroes and keep guards blunted the assassins’ attack, Lord Ferril suffered multiple stab wounds (one of which was a critical hit). Had it not been for the party’s intervention (and Dixie’s healing hands, specifically), then Lord Ferril would have definitely died. The lord is currently attended by the keep’s doctor, but his condition remains unknown outside the inner circle.

The attack (particularly in front of dignitaries) is an embarrassment to Lord Ferril and a direct challenge to his rule. A day or so later, word of the assassination attempt has spread, and the village is abuzz as all eight assassins swing from Hangman’s Tree. Liam’s head (which Dixie chopped off) sits on a pike staked in the ground beneath his dangling body. There is much disquiet in the village over the incident, and many townsfolk are fearful that the MacTavishes might return to power. The guard presence in town is heavy as soldiers keep a close eye on those passing through.

Late in the morning, Armolas is visited by a fellow wood elf ranger named Selwyn Silverhair. Over tea, the pair discuss the dwarves and the attempt against Lord Ferril. Selwyn confirms the rising tensions in the north between the wood elves and the Umberlings and agrees to send word to Queen Aethelwyn of the recent troubles in the human village. She also asks Armolas to keep an eye out for a third ranger—Fiona—who has gone missing in the nearby Gloomy Forest

Not long after Selwyn departs, Armolas’ relaxation is again interrupted by the halfling, Mr. Mulberry—her landlord. Some colleagues of his have come upon a huge burl of black oak in the forest and he wants to commission her woodworking skills to build him a wardrobe, if she and her friends will fetch it. She accepts his handsome offer, but when she asks him where the burl is located, he instructs her to come by his home when she is ready to retrieve it and he will give her a map to the spot.

In the village proper, the Half-baked Bakery is packed with customers, mostly curious commoners begging to hear the halfling moms recount the crime in lurid detail (although the moms are careful not to be disrespectful). Orders for boar pie and berry cake come pouring in, and both Belba and Ellie-Mae have to work full-time to keep up with the demand. Even Mr. Mulberry—feeling guilty over his terrible mix-up—pops in to lend a hand (although his “help” is questionable). Belba’s weekly performance at the inn also draws a bigger crowd than usual, with many requests for the song she played for Lord Ferril just before the attempt on his life.

Later that night, the party assembles at Madame Enorca’s cottage to tell her the tale and seek her wisdom. The old crone is troubled by the attack, saying she warned the Ferrils that the MacTavishes were not to be taken lightly. By the fire, she gives the party some history about the MacTavish clan, who ruled over these lands for centuries.

The MacTavishes are mostly farmers and hunters from the northern highlands of the region. Some of the clan members worshiped old gods, however, and practiced witchcraft and evil magic. One in particular was a powerful warrior-sorcerer known only as “The Blackheart” (a name the heroes recognize from a message they recovered in the hobgoblin’s hideout.) 

The original Blackheart ruled these lands with an iron fist for hundreds of years, but he died over a century ago and was buried in his now-ruined castle in the heart of the Gloomy Forest. In those days, the woods were known as the Gloaming Forest, but after The Blackheart’s reign, locals said the forest became too “gloomy for decent folk,” and the name stuck.

When the other girls leave for their homes, Enorca invites her apprentice, Ellie-Mae, to the window. She points down the hill to the hangman’s tree and instructs Ellie to “Check around the base of the tree every day at dusk to see if a mandrake root is growing. If you find one, dig it up and bring it to me, and I'll teach you how to make an homunculus.”

A few days later, the heroes are summoned back to Brackleborn Keep. When they arrive, the girls notice a somber mood among the soldiers, and every incoming visitor is checked carefully; all weapons must be turned over. The heroes are escorted into the great hall, where they are asked to wait while they notify Lady Ferril of their arrival. Also present are the sheriff and the merchant-banker, who both quietly nod to the party as they enter. Several other members of Ferril’s court (scribes, attendants, etc.) are here as well.

Soon, a side door opens and a herald enters, shouting: “Presenting Lady Emelia Ferril of Brackleborn!” The girls watch incredulously as Emelia enters the hall, followed by her mother and Master Olivar. The young girl is dressed in court finery: a cream-colored dress of linen and silk, with a fox fur-trimmed cloak and a garland of flowers on her brow. At her belt hangs her father’s ceremonial short sword. The guards all snap to attention as Emelia steps up to Lord Ferril’s throne and sits upon it.

Emelia seems like a different girl. It’s obvious she has been watching and listening to her father in  court, because she affects many of his mannerisms, body language, and tone. Addressing the party, she says: “Friends...I beseech you to aid my father in his time of need. Enemies seek his death—and mine—and we cannot let that stand. You have proven yourselves honorable and capable heroes, and worthy of my trust… Will you help us?

The party members all agree enthusiastically. Smiling, Lady Emelia stands as Armolas, Belba, and Ellie are each called forward in turn. On each of them, Emelia places a sash stitched with the Ferril livery and clasped with a bronze badge of station, and says: “For your heroic service in defense of our village, I name you, 'Warden of Brackleborn,' and I invest you with the full legal authority of the lords and ladies of this keep.”

Finally, she says, “Dixie Dawn, step forward!” and then commands her to: “Kneel.” Drawing her father’s sword (which she can barely lift, prompting one of her guards to assist her), she taps it upon each of Dixie’s shoulders.

For your heroic service in defense of our village, and for saving the life of my father—the Lord of Brackleborn and chieftain of Clan Ferril—I name thee a knight of Brackleborn Keep. Arise, Sir Dixie!
Emelia places a tabard over her shoulders embroidered with the Ferril livery.

As tears well up in Dixie’s eyes, thoughts of the blood family that rejected her and her new family of friends fill her mind. After brief applause from the assembled few courtiers, Emelia orders the court cleared save for the party members, her mother, Master Olivar, and the sheriff. She then conducts a meeting about the current situation. To bring the party up to speed, she asks Master Olivar to give them some background.

Ten years ago, when the hill giant king attacked in the north, Lord Angus MacTavish was the ruler of Brackleborn and Canton Ferril was his major domo. During the battle to repel the hill giant’s goblin army, Lord MacTavish was knocked from his horse and crushed by a giant’s boulder. He lingered for several days in the keep (as Lord Ferril does now). His aides summoned Lady MacTavish and their 7-year old son, Raph from the capital city of Leptos where they had been sent for safety.

Before they could arrive, however, Lord MacTavish died and Ferril was tasked with leading the attack against the giant. He was victorious and hailed as the hero of the conflict, and by the time Lady MacTavish and the “rightful” heir arrived, Lord Ferril had already assumed power with the approval of the former lord’s shield-men.

Humiliated, Lady MacTavish was forced to retire to her country estate in the highlands. She attempted an early (bloodless) coup against Ferril in the first year of his rule, but the attempt failed and she was placed under house arrest. She hasn’t made a peep since and still lives there with her now-teenaged son.

Nevertheless, the MacTavishes maintain that Ferril stole the clan’s title and lands. Liam MacTavish and his assassins were obviously prepared to die to restore the family honor and return the clan to power. In addition, the bandit whom the party captured while rescuing Emelia turned out to be a member of another clan closely allied with the MacTavishes.

Based on all the information the party has uncovered, the current belief among the keep’s leaders is that the MacTavishes are directly connected to the forest bandits, who are obviously working with the goblins to undermine Lord Ferril’s rule. Lady MacTavish might be involved in this plot, but there is no evidence of that yet.

The identity of the “rat-man” and his connection to the plot remains a mystery. The goblins are an added threat; while “gobbos” are common throughout the Wilderlands to the north, there is real concern that the hill giant king might be part of this somehow. The involvement of the cult of Khoss is also troubling, because their evil cult was thought to have been vanquished in these parts more than a century ago.

To counter this growing threat, Lady Emelia dispatches the party to return to the Gloomy Forest, where she commands them to…

  • Investigate the locations on the map they found.
  • Discover the identities of those mentioned in the message.
  • Find the bandits’ hideout and destroy the gang if possible.
  • Uncover any connection between the MacTavishes and the forest bandits.
  • Find out what they can about the goblins’ presence in the forest.

The heroes accept their mission, but ask about Lord Ferril’s condition. Lady Emelia explains that her father remains comatose from his wounds, but the doctor doesn’t know why. He insists the lord will recover, but can’t say how long it will take.

As the party leaves the keep, Emelia’s mother pulls Ellie-Mae aside and hands her a small bundle, imploring her to: “Please give this to your mistress.”

Later, back at Madame Enorca’s, Ellie watches the crone unwrap the bundle, which contains a small phial of blood and a note from Lady Ferril that describes Lord Ferril’s injuries as “…not healing properly.” Lady Ferril suspects poison and has asked for Enorca’s advice.

Enorca tests the blood and confirms the presence of a rare poison—an extract from a toxic mushroom that only grows in goblin caves. Enorca can make an antidote if Ellie can find some of these mushrooms (perhaps if she can locate the lair of the villains who made it). Otherwise, Lord Ferril will eventually succumb to the infection and die.

The session ends here...

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