Faroth: Jail Birds in the Mansion 

Liam (DM) : Lothric; Dillon: Lord Baron Ultrapoor; Jesse: Grotto; Sunny: Zendra; Brendan: Laminon

The group awakens
and begins walking along the road towards the ruins. In the distance they see riders heading their way. Lord Baron leads the sprint towards the ruins. Lothric picks up Grotto and Laminon and breaks into a lop . Zendra is left to fend for her self, but she is running fast. Breathing hard, the group makes it safely to the ruins. The other members of the Singing Dragon scales met them in the coliseum.

Bildur tells his story. He was simply trying to get help at the mansion to save the citizens from the monsters. He was taken hostage after engaging in a fight, (he feels unjustly)and tied up. The group is so tired they take a long rest.

Upon awakening, the group hears hoof beats in the coliseum outside the Library. A single rider approaches.

“A Message! A Message” one of the town guards shouts from the coliseum. Lifting pictures of each of the group in turn, the guard declares that they are wanted for arson, murder, and freeing a prisoner. All the people start staring at the group. The group retreats to a small room in the back of the ruined library. They hear a knock on the door…

But the door is mostly splinters and is shoved open without effort. “What are we going to say we’re asked if we actually did the things we are accused of?” They all fumble about with a sad story. Then…sad silence: “We need to get a better story.”

The group decides to go find Bildur. They meet up with a band of rangers and are told that Bildur just left to go to the beach. They asked the rangers if the guards of the mansion are malevolent and get a noncommittal answer. The rangers also requests that they do not tell anyone what they said.

The group decides to go into the town. They run afoul the townspeople when Zendra ties to pick someone’s pockets…in the middle of the street in broad daylight. The mark spun around on her and immediately recognized Zentra from the recent news from the town guard. “GAURD!” the woman yells. Lothrick palm-faces in frustration. Lord Baron puts on the ring, becomes invisible and makes a run for it, escaping to the ruins. Laminon glances around for any route or exit. There is nowhere to go.

Gaurdsmen talking to Dovetail the carpenter right next door race out to the street and brandish their swords. The group is arrested for resisting arrest, murder, arson. The group protests and are told that refugees have no rights. Grotto cries “revolution” and he is struck down by a guard. The group is bound at the wrists and to a chain. The captured group is are led away to the Mansion. They do not enter the front door, they are taken around the back to a sunken stairway and marched down into dungeon. Lothric and Zendra go into one cell and Grotto and Laminon are placed in another cell.

They sit in their cells, cursing Zendra. Zendra curses Laminon for not being a bigger better fighter. They quiet down when they hard a scraching at an overhead cell window. They smell Lord Baron Ultrapoor. He passes his ring down to the prisoners imploring “keep it secret, keep it safe…”

Ultrapoor, now visible, turns the corner and bumps directly into the Captain of the Gaurd who is on him like a hawk. Grabbing him by the scruff of the neck, he spins the Baron right around and marches him into the dungeon, complaining about the stench.

The Door opens and in walks Lord Baron, escorted by some shamed guards just roundly cursed by the Captain. They shove him into the cell. Grotto casts a spell of silent image and Laminon casts mage-hand to steal the keys. Grotto pulls out his magic missile and shoots the guard in his chest and shoulder, making him very mad. The guard stabs at Grotto with his short sword. Grotto falters, losing half his health. The already irritated gaurd shouts and berates Grotto, “stupid little punk!” The second guard comes back down the stair with a crossbow and keeps it aimed into the cell as a warning. The group’s spirit falters and they sit in silence.

The following morning the group lead out of their cells, one at a time, and their hands are bound back on the prisoner chain. They are led up an interior stairway out of the dungeon and up a second flight of stairs into Ships Hall, the city hall chambers. Four gaurds stand above them with spears pointed down at the group, each above a corner of the gaoler’s pit: a sunken, gaurd-railed section near the right side of the room tucked beneath the bottom of the mayor’s transom.

Upon the transom, the Mayor, a tall, pale man with pronounced cheek bones and a skinny chin, small glasses and very short gray hair, stares down at them in disgust. “This lot…” He grumbles and waives his hand to proceed. The bailif loudly declares the charges. The captain of the guard affirms them. “And I cought one who was trying to escape, too!” The mansion guards involved in the incident at the burned guard house above the hidden prison entrance tell a story of being attacked. The town gaurds tell their story about capturing Zendra and the wife of the baker affirms it from the audience.

The “Sunken Dragon Scales” attempt to refute the charges. “We can show you the entrance to the prison! It’s not legal! We didn’t burn the house down, we were just trying to get back to town.” The Mayor motions to the Captian of the Guard to come forward. “Baidur, these people sound earnest. We will take two horses and a guard will take…that one, in chains, with him and myself to inspect those ruins. We shall return within the hour. The Mayor pointed at Laminon, who was sized by the gaurds, released from the chain and lifted out of the group.

The mayor leaves to retrace the path that Laminon describes and they arrive to see the evidence at the ruins. When they try to follow the path they took originally. When they arrive at the charred house remains there is no opening in the basement floor when they scrape the ashes away. “Losing a house is losing a large fortune in wood on this island. No native of Faroth would ever let this happen.” They mayor acts unconvinced of the groups story and they ride back quickly, in silence.

Marching back into Ship Hall, the mayor shouts, “Baliff! Proceed with sentancing! These people are time-wasting trouble-making criminals and I won’t have them set free by any means.” Lord Baron and Zendra are sentenced of 8 years hard labor in the iron mines. Grotto, Laminon and Lotheric are sentenced to execution. Stunned silence for a second. Then one of the towns people, probably the baker, mutters “good riddance!”

Back they went, and were all packed into one cell. The guard sits at the end of the stairway for a few minutes, then gets up to stretch, and then just leaves. Laminon casts mage-hand again and pulls their equipment bit by bit across the floor into their own cell. While this is happening, Grotto stands on Lotheric’s shoulders to pry a stone free with a dagger. By midnight, with a wrecked spoon of a dagger, a stone is quietly lowered to the floor, used as a step stool and the party squeezes out of the window.

They sneak out of the shrub ring and then, under the over of the trees scramble down the bluff to avoid being seen on the road. The docks are quiet, but out of the harbor-master’s office, a sea elf steps forward, calling good night to the harbormaster. It is Mon’Eu-lon, who Lotheric met two days before in the Axe and Sparrow. Mon’Eu-lon agrees to take them to South Faroth.

Shouts are heard from up in the town. “All aboard!” Mon whispers and points to his ship. The wind picks up and the clouds release hail. The Freezing Dragon Scales shiver on the deck for two hours while Mon and his first mate tack south to Bibbon bay. Arriving at the island the group breathes a sigh of relief and the hail ebbs as they tie up to the dock at Bibbon. What new adventures await them now?

Faroth: The Mansion

The town of Faroth climbs up the foothills between Dowarblad and the Wur Peaks. If you follow the road from the pier you climb a brief slope and curve along the remains of wrecked boat hulls coated with barnacles. Old anchors and over-sized net stones line the edge of the road. As the rounded stones of the rocky shore give way to bald granite slopes, the buildings of the town curve up the road as it begins a switchback path up a near cliff to the steppe where the town’s market square is set before the mansion. To the northwest, the few green fields in sight are the fenced acres of Drafter’s ranch. The tallest trees for miles encircle the market square and a giant mansion that overlooks the bay to the south.oxfordhb-9780199336005-graphic216-full

Faroth’s town council lives in the mansion. Once, it was mostly a large one-story building with tall windows and doors that the stone giant would have helped build for himself. The lowest 12 feet of the building are enormous foundation blocks only a giant would have had the strength to set. The first generation of Forge Dwarves drilled holes in them as wide as they were tall and twice their height for timbers made of whole fir trees.

When our refugees arrive, hundreds of years after the fire giant sacked the original city of Faroth, they saw a different mansion built opon the same granite stones. Among the charcoal colored fir posts of the mansion that framed huge arching windows,. the brittle tips of the timbers have been hacked to an even height and angular peaks framed brick and small granite walls holding windows much too small for a giant but adequate for Elves and Humans. Two floors and roof dormers are clearly visible. Instead of crimson bark half-redwood planks as a roof, gray slate tiles form a shallower roof.

Instead of the large above-ground parlor with a reflecting pool and imported mammoth bone chair that supported the giant, many thinner walls divide the space into offices and hallways. Thick, splintery timbers, gray and barnacled were used as the posts and joists from ancient freighters left after the giant’s battle. Every piece of wood that could be reshaped, re-joined, or re-purposed was made into the plainly functional furniture of the town mansion. In fact, so precious is wood on this island, that candles are discouraged and torches forbidden in the mansion. Sconces and lamps with magical glowing cave fungus or enchanted seaweed are mostly used to light the building.

Up a flight of polished granite stairs to the second floor, the quality of the wood is more of a relief to the eyes: oils and waxes have been been worked into the trim and the floor and the walls are stuccoed with mortar of ground seashells and pink feldspar picked from the granite fields. Door handles are made from crab claws ornately wound with green copper wire to iron latches. Maps stretched on wooden frames are placed regularly along the walls. Entering the council chambers, lightly veined gray limestone tiles lead to the preserved rudderless transom of a once-proud galleon, painted in slowly splitting black stain, with ornaments along the taffrail painted in gold and with brass tacked along the top. Upon it sits the mayor’s chair, besides half of an amber shellacked steering wheel. Just a foot over the standing height of a man, the bowsprit of the boat faces backwards, reaching out along the underside of the ridge beam of the roof: a wooden horse in front and a merman’s tail behind. A bell held from the wooden teeth is connected by a thin rope to a cleat on the brass taffrail.

On the chamber floor, which gets light from four windows on the walls, are seats for the town council. Even though there is a mayor’s seat above in the transom, the steep rungs of a ladder are not inviting to the series of aging mayors, who have sat for years at the floor for daily duties. Were you presented with the council today, you would meet:

  • Lord Lane Archanar, Mayor of Faroth, a thin human with short gray hair, who wares a deep red vest over a white billowy shirt but always clutches a gray cloak around his shoulders,
  • Dane Aurumfist, Treasurer, a constantly frowning dwarf with a curly brown beard streaked with sliver in contrast to his bald pate, who always has a rattling set of gem scopes around his neck that bounce of a dragonscale breast plate over a gray tunic,
  • Binova Lotrimur, Captain of the Guard, a thick chinned blond man starting to gray at the temples and growing worry lines around his dour lips,
  • Saichel Fenwood, Town Surgeon, a clear faced, sharp eyed forest elf in a plain green linen jacket with a velvet sash, who is quite pleasant in contrast to
  • Ranora Waveguide, Harbor-master of Faroth, a tanned, and wrinkled sea elf with a clipped ear and scar at the left rear of his chin, who has a glossy black mane tied back in a long braid that brushes his hips, swinging near to a pair differently sized daggers in cracked leather sheathes on a cracked wide-leather belt tooled with patterns of stars, holding in a paint stained shirt underneath a pale leather vest pinned with hooks, pliers pockets and a small brass telescope.

They look like they would never agree on anything, and they discussions they have are always strained, but never break out in shouting or threats. In town, they are only seen walking the street to the pier, or the Snooty Royal for drinks after session. Locals have seen them as a fixture of modest economic success for almost 20 years, yet no town events have ever been held: no celebrations of Elhonna or harvest festivals. The only real change in 20 years has been the slowly growing number of gnomes that visit near midnight and the growing smoke and bustle from the iron mines just southeast. Sloth Breakerbar has been the only openly happy member of this town, in fact.