Showing posts with label Senex Resource. Show all posts
Showing posts with label Senex Resource. Show all posts

Monday, August 13, 2018

Senex Campaign 4: Approach of the Gate

Delfig’s confession causes all within the room to go silent; the first to respond, however, is Father Jan, who as a Christian cleric seeks to forgive Delfig at once.
Father Jan (npc): “My son. You must make an act of contrition. This gold you received should not remain in your possession, but should be tithed to your church, as a lesson. We should not gain from the doing of evil, but from doing good works. And as regards this Triskoon: he very well might be the master of this creature here on the table. I said that it must serve some other creature – and clearly you have proved that, by revealing a doppelganger, plotting to destroy the city. These are evil creatures, who will invent whatever reason they can to destroy humans.
“The story the creature gave you was a lie, to trick you into giving your blood willingly. You are right in your guess. The blood is needed to raise Reekhova. It must come from a bard and it cannot be taken by force, if the dweomercraft is to be successful. This is an old legend, but perhaps not one that is known outside the circle of some clerics. I cannot say now what we must do, to make it right. Someone in authority must be told – but it is perhaps too late.” The cleric will go to the doorway. “See? A storm rises. It is a sign.”
Emmanuel (npc): “Who? Who must be told?”
Father Jan [after consideration]: “There is only one who might listen. You must tell the paladin, Eberhardt Hornung. But first we must find some way of getting you past the gates and into the town.
Kazimir Kropt, the Assassin: I shake my head and look at Delfig. “This is what happens when I leave you alone a moment, hey?” I bark out a short laugh. “Whatever you’re in, I s’pose I’m in it with you, lad. It’s sure to beat harassing Jews and sleeping in hay, I’ll wager.”
Delfig Kôlhupfer, the Bard/Thief: I bow my head and nod, accepting the task of contrition given. I glance sorrowfully at Kazimir as if to apologize for having to give up the most amount of loot we’ve made in awhile. Then I open my pouch and spill out all 100 gold at the feet of the Friar. “It is blood money, evil and tainted. I will not have any part of it.”
DM: As the coins hit the floor, Emmanuel will seem to take the sight of it in stride; but Igen and Heinke will goggle at the wealth. Father Jan will direct them to pick up the coins, perhaps wondering why they had to be thrown on the floor, before accepting your penance graciously.
Delfig: “You speak of an old legend ... what is this legend? You said you had not heard of Reekhova, but you’ve heard of a legend concerning the blood?”
Father Jan: “The legend tells of how the thing is done, but not of what will come through the gate. I cannot guess what the creature might be, I have no knowledge of such things. My father superior in Augsburg would know better than I…but then they have reason to know. I do not.
Delfig: “This Triskoon might have a lair at a small hamlet not far from here. It is where I encountered the skulks and Triskoon. Perhaps this Hornung would be interested in that. But my friend,” I point at Kazimir, “has said that the gates of Dachau are closed and the guards do not allow anyone to enter. We will either have to enter by stealth or perhaps by your good offices, Friar. Would a pass by you, given to us to allow us to enter on authority of the Church, be enough? If so, we can make the attempt. If that does not work, we’ll have to gain entrance perhaps by some sewer, or gap in the wall, or some other means to allow us to get into the city unseen. Do you have any thoughts?”
Father Jan: No doubt this Triskoon has a way to slip into the town, probably as a guard or someone familiar. We can not get in so easily. And, Hornung will be inside the town. I have no means of entering in mind. I know of no sewers or open doors.
I know only doors that cannot be opened from the outside. And the river, I am told, I full of wards.”
DM: Jan is describing the Amper, which flows past the walls and through the town, protected by magical runes and glyphs.
Father Jan: Still, you must try. I cannot give you the authority of the church, as I have no such authority. I am only a common friar, hardly associated with the church. I attend only to the poor. But I can offer you this …”
DM: He holds out a gold crucifix, worth perhaps as much as the coin you just gave him. It is of an odd shape, carved from a knotted tree, and therefore unique.
Father Jan: “I once did Herr Hornung a favor. Perhaps he will remember this cross.”
Delfig: “And do you think this silversmith, Herr Meyer, he might be a doppelganger or in league with this evil plan?”
DM: He shakes his head. He doesn’t know.
Kazimir: I furrow my brow and look at the captive skulk. I will motion Delfig and the good Friar off to the side and say, “Perhaps this captive skulk could be used to set off the wards, hey? It would serve him right, and we’ll be able to sneak into town with nary a scratch to show for it.”
Father Jan: “And how would you compel the creature to do that?”
Kazimir: “The river runs between the wards, yes? We simply tie the thing to a crude raft and let it go between the wards. Delfig and I can follow in a raft of our own. Once the wards go off on the skulk, we raft into the city.” I think a moment, then say, “Do bards have any charms or spells they can use to cloud the mind?”
Delfig: I shake my head at Kazimir’s question. “My friend, it’s not a bad idea, but I would not willingly go anywhere with that evil thing.
DM: The wall above the river is unmanned. The river is controlled by guards with boats, who would seize anyone encroaching without license upon the walls, in a raft or any other vehicle.
Delfig: I may have to simply climb the wall in a favorable place and slip into the city. I will then see if I can find a door or place to allow you to come in, or fix a rope (if either of us have one) and allow you to climb over. I believe we have to act quickly and that we must do something direct.
“I would also suggest a more direct approach to attempt first. We can declare to the guards that we have been summoned by Hornung and rely on his reputation, hoping that the guards will at least inquire with him and show him this cross. That might gain us an audience. What say you, Kazimir?”
Kazimir: “You’ve a point, friend. If we try your plan and it fails, the guards simply turn us away. My plan won’t work; we’d get blasted to bits by the wards, or we get caught sneaking in and it’s off to jail or worse. I’ll give it a go.”
Delfig: “Agreed.”
I have a question – what about the walls around Dachau? Would I know of any weak points, or any possible spots that I might have a better than 50/50 chance of sneaking past. Is there any place I’ve heard rumored or spoken about during the months prior to this?
DM: There wouldn’t be many weak points in the town’s fortifications. Your best chance would be any place where a tower, usually rounded, met with a curtain wall, as this creates a “shadow” which can be climbed through with the least amount of detection. As a thief, any part of the wall would be comparatively easy to climb. Keep in mind that the walls are about 40 feet high; which means that a climb failure and a fall would cause 3d6 damage. Once successful, however, a rope could then be dropped, enabling Kazimir to climb. Kazimir’s chances of climbing without a rope is only 40%.
Getting off the wall again would depend upon your ability to move silently and hide in shadows, and Kazimir’s luck (as he’s unable to do either). Otherwise you’ll alert any guards.
[OOC: when playing in 2009, my game still employed the old thieving abilities]
Delfig: “Friar Jan, do you have any words of wisdom that might help us with the guards? Anyone in the church that I could use to help speed us to Hornung’s attention? And your dealings with Hornung, can we tell him the full story?”
Father Jan: “Hornung will know the cross. That is enough.”
DM: As an aside, a friar is someone who by definition would have none of the connections you suggest. He is a sort of ecclesiastical outsider “ who works for the church but is not part of the church hierarchy. This is similar to a typical adventurer cleric, who may be of the religion but is not directed by religious leaders.
Delfig: Here’s my puzzler - I want to cast the spell Friends before talking to the guards. Logically, I have no chance in hell of doing this for an area of effect without causing problems with 30 guards; I’d give myself away. I’m thinking that’s not a good idea. Ideally, what I’d like to do is approach the gate so that I could somehow find an isolated guard – they do have to take leaks sometime – and cast Friends, so I can approach him to appeal for help. Time is of the essence, so if I can’t find an isolated guard, we’ll do the attempt without the help of the spell.
DM: Looking at the Friends spell I gave you, I see there is an error in the description; it should read a duration of 5 rounds per level; I don’t know if that helps. As a further note, you won’t find an isolated guard. They won’t go for a leak outside the walls and they would do so in pairs, and only when relieved.
[OOC: the Friends spell has been corrected]
Delfig: “Please bless us in our endeavors, Friar – I fear that we are all in for a rough time.”
Father Jan: “I am happy to bless you both.”
Delfig: “Thank you Friar Jan. I don’t know if I’ll succeed, but I will do all that I can to make this right.”
I will pick up my sword and sheathe it, leave the shack, go fetch my crossbow, put it on my back and with Kazimir, go to the gate as quickly as we can.

So, while these two start out from the cotter’s hamlet, Anshelm and Tiberius will both make their way back to The Pig gasthaus independently. Matters in the square have reached something of an impasse. The armed guard has begun pushing people (insistently but not threatening) off the streets. Attempts to have a message sent anywhere will be denied. An attempt may be made surreptitiously, but the guard have become quite wary.

The sky is beginning to show signs of a storm coming. Somehow this seems linked to the general mood of the city.


Anshelm the Thief: We exchange stories about what has happened. “I am now not sure it was wise to doubt your insistence on honoring our obligations to Mizer. No choices in this conflict seems to be easy, but I am made uneasy by Karl’s speech.” Scratching myself absently, I say, “What can we do? Mizer is unreachable at present, and asking questions might raise suspicions.”
Tiberius, the Fighter/Mage: I speak my intention to go out in the street and speak with the guards. We’ll say that we work for Herr Mizer, and that we must speak with the gentleman immediately. We’ll say that we have information regarding the recent murders, that is for Herr Mizer’s ears only.
Anshelm: “I’m with you Tiberius!”
DM: Helmunt, overhearing, will stop you from doing this. He will tell you that if you wish to speak with Herr Mizer, or anyone, you’ll have to circumvent the guards and find the man at his private house. He probably won’t be there, but the servants at the house would be able to advance any message you would make.
Helmunt (npc): “I can get you in touch with a guide who can take you to the right house for just 3 s.p. Normally, this would cost only one, but the streets are dangerous…”
Tiberius: I thank Helmunt for this, and I pay the local guide when he arrives.
DM: The guide is in the gasthaus. Before you can leave the gasthaus, the guide will explain that there’s bound to be difficulty, as you can’t just walk across the square to the right avenue. You’ll have to bypass the soldiers who are turning people trying to walk the streets back into their homes
Guide (npc): “We will have to go out the gasthaus’s back door, through the stable, and onto the roof tops of the foreign quarter, to reach a place where we can cross to the merchant’s quarter. Then we will still have to hide ourselves as we move along. Do you still wish to go?”
DM: Outside, just to add fun to this, the storm has gathered. There is no rain, but the metallic odor of a pre-storm is in the air, and sheet lightning is beginning to range through the clouds.
Tiberius: Sounds fun. Let’s do this. If I haven’t already, I will cast Armor before going.
Anshelm: I heave a heavy sigh. “Were this matter of less import, I’d be content to wait here, but we must.” I turn an eye outside and watch the coming storm for a moment. “Miserable weather,” I mutter, and gather up my belongings.
[OOC: Despite Anshelm’s misgivings, yeah, this does sound like fun!]
DM: You learn that the guide’s name is Udo. He quickly shows you the way to the stable. You climb after him into the loft, and Udo opens the shutters on a side window. They open with a bang. There’s quite a wind blowing; the sky is blue-black with storm clouds, flashing with lightning. The window is about 25 feet above the street. A fall would hurt. Udo demonstrates how, by sitting on the window sill with your back towards the street, you can reach up, grab the eave, and pull yourself up so your feet are on the sill. Then he scrambles up onto the roof and out of sight.
Tiberius: Despite my misgivings, I scramble after Udo.
Anshelm: I chuckle at Tiberius’ discomfort and follow the other two.
DM: I’ll need a climb check; Tiberius should roll a d20, while Anshelm needs to roll a d100.
Anshelm: Yikes! 83.
Tiberius: Rolled a 7.
DM: Tiberius climbs out and confidently pulls himself onto the roof. Anshelm does the same. [Both made the required success rolls, 85% for the thief and 40% for the fighter/mage]
On the roof, Udo shows the passage you’ll take. He’ll point at the city wall, about two hundred yards away. “We should keep low,” he shout over the wind. “In this coming storm, I doubt anyone will see us.” Some of the roofs look fairly steep, but the spaces between are typically only three or four feet apart. Not much distance to jump. Udo begins to lead. As you go, he points out places where the tiles are loose and should be avoided. He knows these roofs very well.
As you go, you can both see guards in the streets below, typically a 30 foot drop. The guards are moving in groups of four or five. Many are hassling residents. It’s become clear that house to house searches are underway, but for what reason you can’t guess.
After crossing about a dozen roofs, you near the avenue that heads to the East Gate: Schleissheimer Street. At this point you will have to drop to the ground and make your way across; the gap is about ten yards. Udo will indicate an iron frame protecting a pottery waterspout, as a means of getting down. I’ll need Anshelm to roll a d100.
Anshelm: 32.
DM: The roll was not for the climb; but Anshelm hears or senses that there is someone or something else hereabouts on the roof with you.
Anshelm: I pause, throwing a glance over my shoulder, to either side, even upward. I tap Tiberius on the shoulder and say, “Something’s … near. I don’t know what and I don’t know where, but I feel that we’re being watched. It might have been following us. I’ve had these feelings and have been right before. Have you a way to find out who or what they might be?”
Tiberius: Is there a good place to set an ambush on anyone who might be following us? Preferably on the ground?
DM: Not that you can see. Do you want to make your way down the pipe’s iron frame? There is a fair wind blowing along the street below, and the guards may be expected to be somewhat distracted; Udo suggests that this is the time, as no guard is right now within sight of the pipe’s base.
Anshelm: “If this is the only chance we have to surprise who – or what – is trailing us, I say we’d do best to take it.”
Tiberius: “Let’s get down first.” I go down the pipe as Udo directs.
Anshelm: I’ll follow next.
DM: I need a d20 from Tiberius.
Tiberius: Rolled a 5.
DM: And now a d100 from Anshelm.
Anshelm: 75.
DM: Tiberius drops to the ground at the corner of the building – the building you’ve climbed down seems to be some kind of warehouse. There is a narrow lane which enters the street beside you, that’s no more than six feet wide. Tiberius would be wise to conceal himself in the shadows as Anshelm descends. Anshelm does so safely, followed by Udo.
Looking in both directions, the guards you can see are still distracted with their business. Udo points at another lane’s entrance, some forty feet away, across Schleissheimer Street. About a hundred yards away you can see the East Gate. The Merchant’s Quarter begins on the other side of the street facing you. Udo doesn’t wait … he scampers quickly across the street, not bothering to keep low, and soon pops into the far lane.
Anshelm: I glance at Tiberius, take a quick look up and down the street, and follow Udo.
Tiberius: After a glance both ways, I follow after the pair.
DM [rolling dice]: You seem to have accomplished the run unobserved.
This new lane is eight feet wide and divided into two raised block sidewalks, about a foot above the street and 18 inches wide. This makes a drain down the middle, that reminds you of the rain that has not yet started. There hasn’t even been a splatter yet, though the wind is enough to grab at your body whenever you’re exposed to it.
The lane is smooth on both sides, curving steadily to the right, with several doorways. Udo begins along the right side. He slips a dagger out of his cloak.
Anshelm [unsheathing my sword]: “Expecting danger, Udo?” I ask in a low voice.
Tiberius: “You did say you felt you were being followed, didn’t you, Anshelm?” I unsheathe my sword as well.
Anshelm [with a raised eyebrow]: “Indeed.” I follow Udo, sticking close to the walls, doorways and any other cover or concealment offered by the lane. I’m trying to hide in shadows.
Tiberius: I follow closely after the pair, keeping an eye behind me.
DM: I’ll need Anshelm to throw a d100.
I’ll need Tiberius to throw a d6.
Tiberius: Rolled a 1.
DM: As background, houses in this period were sold according to their frontage, and not according to their overall square footage. For this reason, houses were often as narrow as 13 to 17 feet wide, but up to 50, even a 100 feet deep. The doors you are passing are about 18 to 22 feet apart, on both sides of the lane, each door representing an individual property.
Anshelm: ARGH! Rolled a 56. I should know better at 1st level…
DM: Anshelm does not hide in shadows, and Tiberius’ roll indicates that the party is surprised.
As Tiberius pulls up the rear, he is nearest to the door when it opens. Two watchmen [these are private guards, hired by guilds and paid in part by the town] come tumbling out of a door. They are wishing person in the house well as they come out – and are suddenly face-to-face with the fighter/mage. For a moment, both groups stand in the swirling wind and gawk at one another.
Unlike the party, they react quickly and without hesitation. They point their weapons, 8 ft. fauchards, at Tiberius’s throat and demand to know who you are, and what is your business. The party can act now.
Tiberius: I take a moment to recover from my surprise, then identify myself and my companions, explaining the nature of our task. I tell the guards that I am delivering a message to Herr Mizer, a merchant who lives in the quarter.
Anshelm: Well aware I’m not a charmer, I hold my tongue.
DM: These merchant-paid guards do not care at all about your personal needs; they do not recognize you, not as any person who might have the right to be here. They look at your drawn weapons and fail utterly to believe you.
1st Watchman (npc): “Oh yeah? Then why ain’t we seen you before?”
2nd Watchman (npc): “Looks like you’re a looter to me!”
DM: Tiberius, roll a d6.
Tiberius: Rolled a 3.
DM: The guards thrust at you, but you have initiative. You have just a few seconds to do as you will.
Anshelm: Is it even worth trying to get them to listen, or are we engaged at this point?
DM: They’ve decided to engage you. I can’t say at this point whether or not they intend to fight to subdue yet, but that is probably their intent.

[Errata: Since writing this part of the campaign, I’ve done away with “subdue” in my game; the rules always were imprecise. I solve the problem with negative hit points now. I believe that in any battle, both parties have to fight as hard as they can … and that until a combatant is reduced to zero, no critical physical damage is sustained. Above zero hit points, there’s no rule that allows one combatant to knock another unconscious knocked unconscious with a sword. An enemy can surrender, but that is up to them. It can’t be forced on them, by any rule except the attack die. Below zero, however, there is a chance of unconsciousness; subduing, then, is to bring an opponent into the negatives and not kill them]
Tiberius: I want to move a safe distance away, with Anshelm between me and the guards.
Anshelm: I move in front of Tiberius, keeping his blade down as the guards stand by. “We can explain all of this if you’d allow us. We’ve important information about the horse killings.”
DM: Tiberius, you are being attacked by two guards with 8’ polearms, in a lane that is six feet wide. You are face-to-face, I said. And a round lasts just six seconds and you have half that time. There is no “safe distance.” You have time to defend yourself, be cut to pieces. I interpret your statement as an attempt to withdraw from combat; as such, they have an opportunity to attack before you do.
Anshelm, again, you have three seconds. You have enough time to move forward and get out the words, “we can explain all of this if you’d—” and that’s it, before the guards attack.
The two guards will [rolling dice] both attack Tiberius. One rolls a 9, and the other a 19. The latter hits, causing 4 damage. Tiberius is reduced to 7 hp and is stunned [stun-lock] for one round. He can take no action.
Anshelm has one round to respond.

[Errata: Since writing this part of the campaign, I have reconsidered the combat round. I have lengthened it to 12 seconds, enabling each side to enjoy six seconds; this time period is threaded together – so that, in effect, Anshelm would have time to say his piece, but he would be saying it while deflecting the guard’s attacks – as they would absolutely attack two strangers on the street caught moving against curfew.

[In addition, Tiberius should not have been stunned. He had cast armor, which I’d forgotten and which he failed to assert at this time. The armor would have taken the damage and Tiberius would have been free to respond. This was not discovered until later in the fight]
Anshelm: I strike back. To subdue only. My attack roll is a 15.
DM: A 15 will hit. Roll damage.
Anshelm: Damage roll, 4 hp.
DM: You cut your opponent across the top of his thigh and he falls back, stunned. The other guardsman shouts out, but in the wind and the thunder, the sound is lost. He swings – and with terrifically bad luck, he rolls a natural 1, a fumble. He rolls to see if the weapon breaks, a 1 in 6 chance, and it does break.
Anshelm and Tiberius may take action.
Anshelm: I advance on the stunned guard. Again, striking to subdue; I don’t want a death on my hands. I roll a 3 on my attack die.
By the way, where is our guide?
DM: That’s a miss. As far as your guide, what guide? He’s nowhere to be seen.
Tiberius: Furious at getting hit, I will strike to subdue at the guard with the broken fauchard. I roll a 14 to hit.
DM: The butt of Tiberius’s sword connects with the watchman’s jaw and he spins around before dropping to the ground.
Tiberius: I cause 6 damage.
DM: He’s not subdued, but he is stunned.
It becomes the watchmen’s round; only one can attack. He rolls to hit and does [the number was not recorded], catching Anshelm with a glancing blow and causing only 1 damage. Anshelm has 12 hit points and is not stunned.
Both Anshelm and Tiberius can act.
Anshelm: Udo! Where’s Udo? I grimace and take another swing to subdue. Cripes, a 2.
DM: Misses.
Tiberius: I swing to subdue again. I roll a 12 to hit.
DM: That also misses. It is the enemy’s round.
The unarmed watchman dodges back, now that he’s recovered, and slips a hand axe off his belt as he regains his footing. He assesses the situation and does not attack.
The watchman with a fauchard attacks Tiberius, butting him with the end of the polearm. He rolls a 13. Tiberius is AC 10 and is hit. The polearm causes 6 damage, leaving Tiberius with 1 hp.
Tiberius: Earlier, I had cast armor, making my armor class 2 better.
DM: I’d forgotten. The blow still hits, but you’re not stunned. Still, I’ve done 10 damage now and the armor spell is gone. And you take 1 damage personally. That leaves you with 10 hit points.
Anshelm and Tiberius, it is your round.
Anshelm: I try for the fauchard-armed guard, attempting to get between him and Tiberius. My attack roll is 8 … [sunnava …]
DM: That will miss.
Tiberius: I attack to subdue the guard.
DM: The one now armed with an axe.
Tiberius: I roll a 16 to hit. A 14 hit earlier. I roll a 2 for damage.
DM: Your guard wheezes out a last grunt and goes down, unconscious. The other guard [rolling dice] maintains his morale and decides to attack. [rolling dice] He decides Tiberius is the greater threat and he whirls to attack with his Fauchard. The attack is very real. The guard is not attacking to subdue. Unfortunately, he rolls a 1. It does not break, but it strikes Tiberius’ sword and falls out of his hands. He is unarmed and facing two opponents.
Anshelm: I menace the unarmed guard with my sword and say, “Surrender now!” If he does, I’ll restrain him.
Tiberius: I also shout at the guard to surrender.
Anshelm: I quickly tears strips from the guards’ clothing and uses them to bind and gag them both.
DM: He surrenders and will submit to being bound.
[OOC: How was the first combat?]

X.P.:  The combat went fairly well, only 1 real point of damage each, and two fairly clumsy watchmen who couldn’t hold onto their weapons. Anshelm, 60 x.p. (66 with 10% bonus); and Tiberius, 90 x.p. (94 with 5% bonus)]

[Errata: Since writing this part of the campaign, I have adjusted my experience rules. In my present game, Anshelm would get 187 x.p. and Tiberius would get 409 x.p., after percent bonuses]
Tiberius: [OOC: The first combat was exciting, I felt. Especially, since it seemed to go our way and then their way one round after another. I was not really sure who was going to win. The stun rules seem to add to the tension, and makes what would normally be a back and forth hitting contest very exciting indeed]
Anshelm: [OOC: Great combat. I had initial reservations about your d6 system, but I actually like the uncertainty it brings. Stunning adds an interesting wrinkle, and the fumble and breakage rules are cool]
DM: Meanwhile, during this single minute of fighting, something has changed. The wind has shifted … whereas before it was sweeping from every direction, as in a storm, the wind has now begun blowing steadily through the alley, from the direction that you’ve come.
Anshelm: “An ill wind blows,” I say to Tiberius, without a hint of irony. “I’ve a feeling we need to get to Mizer quickly … shall we go onward?”
Tiberius: “Yes, I feel you may be right.”
DM: You see Udo step into sight … he’s been hiding in a doorway. He is looking at you both with new respect.
Tiberius: Once I’m sure the guards are secure where they are and not going anywhere, I’ll he’ll ask Udo to continue taking us to Herr Mizer’s house.
Anshelm: Before we set off, I knock out the one conscious guard, using the pommel of my sword.

With one obstacle out of the way, we return to Delfig and Kazimir at the North Gate, where the two are seeking to converse with the guards there. The apparent storm and wind is much the same; what follows occurs at the same time of day as the fight above ends. There is still no rain, but it promises to start at any time.

The guards are concerned mostly with the sky, and pay little attention to Delfig and Kazimir.
Kazimir: “You’re better with words, Herr Bard. After you …”
Delfig: I will have the crucifix very handy. I’ve made sure that my weapons are well behind me and that I’m as non-threatening as I can be, given my general look. “Guards! Please, I must speak to whoever is your captain. I bring tidings of this evil storm that the paladin Eberhardt Hornung must hear about! Please, I’ve been sent by the Friar, Father Jan, to seek Herr Hornung to prevent darkness from coming upon us all! We are all in danger! This is no ordinary storm, but an evil that will descend upon us all! I bring proof that Hornung would want to see!”
DM [rolling dice]: The guards don’t seem very moved by your entreaty; while they are not unduly rude about it, you are told, effectively, to shove off.
Leader of the Guard (npc): “I’ve got my duty. And it doesn’t involve running errands. And while I don’t like rain, I see nothing unusual in this sky. Move on – the gates are closed!”
Delfig: Any chance of a charisma-based effort that I could persuade them to at least send someone for Hornung? Or is that just wishful thinking?
DM: The reaction adjusted roll did not go that well.
Delfig: I glance at Kazimir and that, “Oh crap, Plan B” look comes into my eyes. Okay, we’ll leave the gate and start scouting for an appropriately covered, quiet and unguarded spot along the wall – say a junction of a tower as you described, as quickly as we can get there.
One additional question: you mentioned the doors that are in the walls. Is it known if they are warded from the inside? Or are they simply locked? Are they guarded and patrolled?
DM: Typically such doors are 2 ft by 4 ft in size, made of iron, recessed and lacking in outside handles or locks. One could not be opened without a knock spell. They are probably warded, but you can’t know without first attempting to detect traps.
Delfig: I confer with Kazimir very quickly, as neither of us have a rope. ”We’ll climb separately. I’ll climb first, gain the top, go down the other side and find a convenient hiding spot. I’ll wait for you to make the attempt. Worst case, if you do not, then I’ll go seek out Hornung myself and we’ll try to meet up at the North gate.”
I seek out a convenient location and attempt to climb the wall.
DM: What is a convenient position? I’ll need you to be specific.
Delfig: We’re looking for a place that doesn’t have guards on the wall or tower, preferably in shadows.
DM: As the wall is about twenty feet wide, it’s not possible to see if anyone is up there from the ground. But having selected the place, you’ll note plenty of hand-holds for a thief. The tower rises about thirty feet higher than the wall. Beginning about twenty-five feet above the ground, there are several arrow slits, staggered to the top of the tower. Roll a d100.
Delfig: Rolled an 11.
DM: Climbing the wall successfully, Delfig reaches to the edge of the curtain wall. Kazimir, if you want to make an attempt to climb, you must be unarmored.
Kazimir: Even in leather? If so, I won’t try. I don’t like the idea of stashing my armor outside the wall.
DM: As you are an assassin, I think leather won’t keep you from climbing – so long as it isn’t studded leather.
Kazimir: I’m feeling lucky. My armor is just plain cowhide leather, not studded. I’ll attempt to climb inside the shadow of the corner.
DM: Holding off on your roll, I’ll describe what Delfig sees. Once atop the wall, Delfig realizes there are three guards, about ten feet away.
Delfig: Hehehe ... of course there are guards.
DM: They are relaxed, hardly concerned with thieves climbing the walls, and quite distracted at the impressive sight of the lightning over their heads. One of the guard’s backs presents a fairly nice target. It is easy enough for Delfig to slip between the merlons atop the wall, or into an arrow slit you can see about twenty feet further away from the guards, and five feet down. Your hands are getting cold; but you could probably hang, hidden under the rampart of the curtain wall, long enough for Kazimir to climb next to you.
Delfig: I’ll move towards the slit. Is there a door I can see that provides access from the top of the wall and into the tower?
DM: There is a door like that. There is also an arrow slit above that door, which might have a guard watching. You cannot see if one is there. The arrow slit you’re moving towards looks outward away from Dachau.
Delfig: Once I reach the slit, I’ll stuff myself through and deal with what’s on the other side.
[OOC: *gulp*]
DM: Kazimir, you’ll be climbing as you see Delfig disappear into the slit. I will need you to roll a d100.
Kazimir: My die roll is 10. I want to follow where Delfig is going.
DM: With some difficulty, and some concern, Kazimir steadily makes his way up the wall without falling. It takes about two minutes to ascend 30 feet.
Meanwhile, Delfig learns that the tower wall is ten feet thick; the arrow slit possesses a small space behind it for the archer to stand in, giving a good view of the ground and all around. This space is unoccupied. To make your way out of this space and into the tower, you have to climb a short slope, about two feet up.
The tower is 40 feet in diameter, which makes a circular room inside the walls about 20 feet across. There are three possible ways out of the room. There is a trapdoor in the floor with a short, ten foot ladder laying atop the door. There is another trap door in the ceiling, with no apparent way to enter it. And there is a small, 2-foot by 4-foot heavy reinforced door about three feet above the ground, that would correspond with the top of the curtain wall outside. In all there are three arrow slits, including the one you entered.
The room is sparse. There is a bed with a person asleep in it. As well, there are various household items, such as a table, cups, plates, a wooden candlestick, a bucket on the floor, a lantern hanging from the ceiling, and three heavy crossbows hanging along the wall; each has a full quiver next to it.
Delfig: One arrow slit facing out, yes? With one arrow slit facing the curtain all, does the third slit face the town or does it correspond to the other side of the tower, on the further curtain wall?
DM: The slit that faces the curtain wall has access from the room above you. All three of these arrow slits face outwards at potential attackers.
Delfig: Does the door have any obvious lock or mechanism barring it?
DM: The door appears to be barred on your side.
Delfig: I move to the door, quietly, drawing my long sword. I pause to listen, to hear if there’s a commotion from anyone seeing Kazimir climbing the outer wall.
DM: To hear anything, roll a d100.

[Errata: Since the time of this game, I’ve eliminated all old school rules regarding hear noise and detection, replacing them with my stealth rules. These rules also help replace some of the content immediately below, with regards to moving silently]
Delfig: I roll an 86. Is the sleeping person a guard?
DM: You can’t know if the sleeping individual is a guard or not, but although there is a small pile of clothes at the foot of the bed, in a tray-like box, there is no evidence of a uniform.
After listening for a round, you do not hear anything through the door.
Delfig: What are my chances for succeeding at a coup de grace, knocking the person out, say with my sword pommel?
DM: Depends on your level. You approach him by moving silently. If you fail, you will surprise the sleeper 4 in 6. If you surprise, you are +4 to hit the sleeper, and +4 by virtue of being a thief, or +8 overall. A successful hit will cause double damage. If you cause more than a quarter of his hit points, you’ll stun him, which will give you a second chance to hit at +4. This applies each time you stun. If you do sufficient damage to bring him to zero, he’ll be ‘knocked out.’

[Errata: Also since the time of this game, I’ve replaced this rule with my rules described on my wiki applying to Helpless Defenders]
Delfig: Then I’ll quietly approach him and hit to knock him out.
DM [rolling]: You don’t move silently, but he doesn’t wake up. Roll a d20 to hit.
Delfig: I roll a 6.
DM: 6 plus 8 makes a modified 14, which hits. Damage?
Delfig: I roll a 4.
DM: That becomes an 8 with double-damage. It is clear he isn’t going to wake up soon.
Delfig: Awesome. Something finally went right. I’m going to use a bedsheet to make a crude gag, then make crude ropes with the clothing to tie his arms and legs.
DM: Kazimir crawls in the window as you are halfway through the process of tying up the sleeper; together you make fast work of it. Delfig can take 30 x.p. for the action.
Delfig: Is there a way to prop up the ladder so I can reach the trapdoor in the ceiling? Is there some sort of hook to hang it?
DM: There’s nothing to lean a ladder against. It’s built deliberately to keep anyone from entering from below; the watch has to be changed by opening the trap door and lowering a ladder from above. Your trapdoor works the same way. As long as it’s closed, it very hard to come at you from below.
Delfig: Then I put my fingers to my lips to tell Kazimir to remain quiet. I point to the crossbows and make a cutting motion to indicate that Kazimir should cut the strings to disable them. I then turn my attention to the trapdoor in the floor and listen for noises. I’ll scout the surroundings and make a quick check of the sleeper. The doors feel pretty safe.
DM: Within the bedclothes you’ll find a small pouch with 2 s.p. and 14 c.p. You hear nothing coming up from below [using the same roll you made already].
Delfig: A small prize, but I’ll take the pouch and smile at Kazimir. Does a heavy crossbow takes a separate proficiency versus a light in your campaign?
DM: A crossbow is a crossbow.
Kazimir: Am I correct in thinking that an assassin can use any weapon? If so, I take a crossbow and bolts if they are available, before disabling the other crossbows.
DM: Yes, an assassin can employ any weapon, though you must be proficient in the weapon to avoid the non-proficiency penalty. Each of the quivers next to the crossbows holds 20 bolts, for a total of 60 bolts.
Delfig: I take one of the crossbows myself, as well as a quiver of 20 bolts. We’ll disable the third one. “I suggest we get to the street. Since this trapdoor leads down, and the ladder gives us a way to descend, I suggest we take use of it. Cover me while I take a peek, please.” I lift the trapdoor to see what’s below, as slowly and quietly as I can.
DM: It is nearly pitch black. Even with the light from the room you’re in, because the storm has made the sky very dark, you can see little except the floor immediately below. There seem to be no windows or arrow slits in this room. You’ll need a light source. You do detect a musty smell.
Delfig: I’ll shut the door and look at the wooden candlestick. Is there a candle about?
DM: There are several candles in the box under the bound man’s clothes. There’s a flint also, and after a few practiced flicks you manage to get a candle lit.
Then a strange thing happens as the candle lights. About 8 inches to the left of the candle’s wick, a puff ball of dense smoke suddenly appears, only to dissipate at once, blown apart by the ambient wind seeping through the arrow slits. It was about the size of Delfig’s fist.
Delfig: “Kazimir, did you see that?” Whatever his response, I’ll reopen the trapdoor and peer in, keeping an eye out for more puffs of strange smoke.
DM: Below appears to be a considerable amount of storage. Sacks, large barrels and crates. You’d guess about ten to fourteen tons worth of goods. The walls are clearly thicker here; the store room before is only about fifteen feet in diameter. The floor is fifteen feet below, but the ladder would reach to the top of a large square box immediately below you. There are no exits you can see.
Delfig: I’ll shut the door and sigh. “Perhaps another day...” Keeping the candle lit, I’ll shove the rest of the candles in my pack.
DM: There are ten candles altogether.
Delfig: I nod to Kazimir. “I’m guessing we’re doing this the hard way. I’ll remove the bar and open the door. You be ready to shoot or bluff whoever or whatever is on the other side. It seems to be our best chance for an exit.”
Kazimir: I nod and ready the crossbow.
Delfig: I carefully lift the bar on the door and open it, if it will open.
DM: As you reach for the door, putting your hand on the bar, another smoke puff appears right in front of your nose, this one about the size of a cantaloupe.
Delfig: “Kazimir! There’s another smoke puff. Sweep around with your hand and see if you feel anything, perhaps invisible!” What does the cloud do when I blow at it? Is there a smell?
Kazimir: I lash out with my arm, taking a few steps around the vicinity of the smoke.
DM: You feel nothing invisible or anything solid; the smoke puff acts exactly like smoke … except that it appears as though from thin air.
Delfig: Does it seem to be coming from the candle or just around me? I’ll move my hand around it to see if I feel anything invisible.
Kazimir: I look to see if there are any suddenly appearing footprints, depressions in the floor boards, or anything that might indicate a skulk or other invisible creature.
DM: As an assassin, you feel quite certain with your instincts that no one is in the room besides yourselves.
Delfig: “Very odd,” I mutter, after being reassured by Kazimir. I’ll continue to lift the bar on the door.
DM: Outside, the wind has begun to roar with a terrifying sound. And now you feel a great increase in electrical static in the air, as in a tremendous thunderstorm.
Just as Delfig lifts the bar on the door, the sound quits. All movement of the air stops.
Kazimir: “Deviltry,” I mutter.
Delfig: I look wide-eyed at Kazimir. “Get ready!” I shout. I open the door.
Kazimir: I cover Delfig with my crossbow.

At the same time, we must look in to see what is happening with Anshelm and Tiberius, as the moment reaches this crescendo. Udo has led them on through lanes and alleys and they have met no more guards. Being outside, however, they have detected the increase of electricity in the air long before Delfig and Kazimir. The hairs on their arms and on their necks is alive with the static. As they stare at it, Udo shouts into the wind, “COME ON!” The players can barely hear it, as much of the sound is carried away. Udo picks up his feet and starts to run through the lane. Then, Udo stops in front of a fair-sized merchant’s property, with a courtyard, a large double-doored gate 8 feet and 14 feet wide; stopping in the wind at his back makes it difficult, and Udo has to grab the gate handle to steady himself.

The wind’s roar has climbed several levels. It is difficult to talk, while a throbbing has grown between each person’s ears as the pressure drops. made of solid wood. It stands separately from other houses around it. The house beyond rises three stories and is about 40 feet by 35 feet in size.
DM: Udo shouts something, but it is lost in the wind.
Tiberius: Sheathing my sword, I try to push against the gate.
Anshelm: I sheathe my blade as well, but keep my hand on the grip as I take a quick scan up and down the street. I move to Udo and shout, “What!?”
DM: Udo indicates by hand gestures and mouthing the words that this is Mizer’s property. The gate is barred from the inside. The wind is blowing at almost gale force now, at fifty miles an hour. Tree twigs are breaking from the trees. The occasional roof tile is being caught and brought to the ground, where they break (pottery) or tumble along the lane (wooden). There is a lot of dust.
Tiberius: Shielding my eyes from the loose debris, I gesture at Anshelm to ask if it’s possible for him to climb the gate.
Anshelm: I nod and look around for a decent place to climb. I make a climb roll – 94.
[OOC: damndamndamndamndamndamndamndamndamn]
DM: Anshelm gets atop the gate, and a gust of wind (along with a piece of wall-plaster) will snatch him into the courtyard on the other side, , where he’ll tumble until he comes into contact with a stable door some 20 feet along. The damage taken from this fall and tumble will be 5 total.
It will take a good ten seconds for Anshelm to shake his head clear, and then longer for him to get up and fight his way back to the gate, against the wind. Around him, the courtyard is empty, except for the large branch from a horse-chestnut tree, which has fallen, and other general debris.
[OOC: Normally, I wouldn’t accept an unprompted roll for anything from a player, but I have had to make some small concessions for a play-by-comment format]
Anshelm: I lift the bar from the gate and let Tiberius and Udo in.
DM: Just as you lift the bar, the sound stops. All movement of the air stops.
[OOC: Coincidentally, as Anshelm lifts this bar, and Delfig lifts the one in the tower, the same effect occurs. I never intended this; and your characters couldn’t know that you’re both lifting a bar at the same moment. In either case, let me assure both parties that lifting the bar has nothing whatsoever to do with what is happening]
All characters, in both places, feel the world as if they are caught in a dream – it is virtually impossible to move, to push one’s hand forward or upwards, or to change position. It is as though time has stopped.
Anshelm very, very slowly finds himself looking back over his shoulder. Tiberius straightens, very, very slowly, and lifts his face towards the sky. An enormous blue-green column, much like a great pouring of clouds down to the earth, than like a tornado funnel, appears in the center of Dachau.
Anshelm’s hand is part-way through lifting the gate – it’s still moving, but it will take perceptually a full minute for him to lift the bar out of it’s place. Anshelm’s speed of thought – indeed, that of everyone in both parties – does not seem to act in tandem with time.
Anshelm: I swallow and try my damndest to get the gate open as soon as possible.
Tiberius: I am very concerned about this phenomenon of time and what it could mean. Upon seeing the blue-green column, however, I cry out in fright and say, “What is that!?”
DM: Tiberius cries out in fright very slowly. Time continues to pass.
Anshelm: We have no idea what’s happening?
DM: You haven’t the knowledge background to guess, no.
Tiberius: After my shouting is done, once the gate is open, I want to make my way into the courtyard with Anshelm.
DM: All at once, time returns to normal. However, at the same time, a shock wave begins in the center of town, centered on the blue-green column previously mentioned. Anshelm is knocked back from his place by the gate; Tiberius and Udo find themselves pressed against the far side of the lane, where they were standing. There is no damage.
Above, the clouds continue to roil and flash with lightning, but there’s no wind. It is unnaturally still. The cloud column slowly retreats into the sky.
In the stillness, the party sees hundreds of puffs of smoke appear, spattered through the air. These range from apple-sized to pumpkin-sized.
Anshelm: After picking myself up from the ground, I swipe at a few of the puffs. I motion Tiberius and Udo to follow me as I run to the front door of Mizer’s home.
[OOC: Wow! Awesomer and awesomer]
Tiberius: Stunned and gathering my wits about me, as I follow to Mizer’s house, I ask Udo, “Are you all right?”
DM: A series of screams breaks the silence all around you, presumably coming from the surrounding properties. Amid the many smaller puffs, a very large puff of smoke appears near the gate about eight feet from Anshelm. A similar puff appears only half a foot of Udo. These puffs, larger than man-sized, coalesce into two unnaturally large slugs, each about four feet in length, weighing perhaps 50 lbs. They are eyeless, pure white in color, very translucent and they smell … well, awful. I’ll need Anshelm to roll a d6.
Anshelm: Argh. Got a 2.
DM: This is for initiative. They take long enough to transmogrify that I’ll dispense with a surprise roll. The slugs roll a 4 for initiative. Anshelm has +2 on his initiative die roll for his 17 dexterity, so he and the slug act simultaneously. The slug will move about 5 feet towards the thief, which isn’t sufficient to be within reach of striking.
The slug in the alley will strike at Udo. It will roll a 14; hitting Udo. Udo will scream. A sizable burn will melt away the guide’s clothing, and his skin will erupt into horrid purple-black necrosis. Udo’s only response is to collapse in agony on the stone pavement.
Tiberius: I look aghast at Udo’s crumpled form. Fearing that nothing can be done for the man, I will withdraw and run towards the gate.
DM: [OOC: wow, coward! Sure, let the guide die]
Tiberius: I thought he was already dead? Is that not the case?
DM: I said he collapsed in agony, not in death. I did not mean every inch of his skin exploded in necrosis – just where the slug touched him.
Tiberius: In that case, can Tiberius stay and attack whatever this thing is?
[OOC: Oh. I seriously need to start reading these at least three times. I keep missing important details]
DM: I’ll accept the change in plan. Roll to hit.
[OOC: Yes, please read the posts carefully. And please resist giving more than one action at a time, such as saying what you mean to do and then, before getting confirmation that it is time to do so, rolling to hit]
Anshelm: My jaw is literally hanging open right now. I beat my feet toward Mizer’s house. How far away is it? If I can reach it, I’m going to start hammering on the door.
DM: Anshelm can reach the door in one round, just – it is about 25 feet across the court. Hammering on the door will require another round. There’s nothing to stop you doing that. The slug turns as you run by, but only travels five feet in a round (1 hex) and is 20 feet away now. Before pounding on the door, Anshelm is partially sheltered by the corner of the stable.
Tiberius: Rolled a 14 to hit.
DM: That hits the slug.
Tiberius: I cause 3 damage.
DM: Its body recoils from the blow of your sword, which cuts into its soft membrane. This spills out a milky fluid that smells worse, if you can believe it. Please roll a d20.
Anshelm: Anshelm will pound at the rear door next round, hoping someone inside hears. Would it be another round to pull out the sling, or could I have the sling out and ready to fire the round after knocking?
DM: It will take one round to get the sling ready, with stone or bullet, so that you’ll be able to fire on the second round. Pounding on the door and listening for a response will take a round as well.
Tiberius: I roll a 20. That would have been cool if I’d rolled it to hit.
DM: The roll saves against acid, so that your sword is discolored but otherwise unaffected by striking the slug. The slug is stunned.
Anshelm will begin the next round with his action to hammer on the house door (he jumped the gun a little), while the slug moves closer. Tiberius will be able to take an as-yet-unidentified action.

Let us return again to Delfig and Kazimir, as the effects of the descending blue-green cloud are felt. Inside their tower room, however, the pair cannot witness all that Anshelm and Tiberius can see – but they, too, feel the strange time effects as they speak aloud. Kazimir’s pronouncement of “Deviltry” and Delfig’s warning to “Get ready” end in coming out very, very slowly. Kazimir moves to lift his crossbow, but the weapon comes into line with agonizing slowness.
DM: Six puffs of smoke randomly appear throughout the room, each the size of a large watermelon, and dissipate very, very slowly.
Delfig: I continue, however slowly, oddly, to try and open the door and ignore the smoke puffs. I want to get the hell outta the tower now.
[OOC: Really very cool stuff]
DM: Time continues to pass slowly.
Kazimir: I move my head, slowly, and watch the smoke puffs. I am ready to follow Delfig out the door as soon as possible.
DM: As we’ve seen before, time suddenly returns to normal. The already described shockwave passes through the walls of the tower, so that Delfig and Kazimir find themselves thrown against the far wall, tangled up on the bed and on top of the bound man. The bar is still in its place, as it proved too heavy for Delfig to lift in the time he had.
Amid many smaller ones, two large puffs of smoke near the floor coalesce into physicality. There are, suddenly, in the room with you, two slugs, just as described already.
Delfig: “Kazimir! Are you OK?!” I lift myself and try to pull Kazimir up.
[OOC: Wow ... that’s really simply awesome]
Kazimir: “I’m fine!” I say to Delfig. “Do we slay them?”
Delfig: “Yes, for God’s sake! I can’t believe that these aren’t but evil things from the gate! I’m going for the lantern ... maybe there will be oil that we can use to burn these things.”
DM: The room is a circle about 4 combat hexes across, and because the party was thrown back from the direction of the center of town, the slugs are between the players and the door. It won’t be possible to reach the door without risking being struck.
Delfig: Thanks for the clarification. Here’s what I’d like to do. If we have the possibility, I’d like to reach the lantern on the ceiling and get it. My thinking is to toss the oil within on them, then toss the candle that’s lit on them. Escargot flambé. I’m going to move so that the bed is between me and slugs (even if it means jamming my legs between bed and wall and standing with my back to the wall) and shoot the things with my shiny new heavy crossbow. Any of that feasible?
DM: The flambé is practical, provided there is any oil in the lantern. Can’t say at the moment if there is or not. I’ll be generous and say that Kazimir’s crossbow string is drawn, and his bolt still in his hand, as he was ready to use it. But Delfig never indicated his crossbow was loaded – and to do so will take three rounds. However, as long as we’re going for miraculous effects after magic, we’ll say your candle is still burning.
Delfig: Right about the crossbow.
DM: Kazimir, roll initiative with a d6.
Kazimir: Rolled a 6.
DM: I roll a 1 for initiative, so it goes to the party.
Delfig: I’ll go with getting the lamp down this round. I’ll try to use the longsword to get to it if needed.
Kazimir: I get to my feet and aim the crossbow at the slugs. Are they moving toward us?
DM: Yes, Kazimir. Roll a d20 to fire. A heavy crossbow does 2d6+2 damage [errata: since changed to 2d6+1]. Please remember to specify left or right slug.
Delfig, it will take a round to get the lamp and it does have oil. You can light the oil in the lamp with the candle.
Kazimir: I fire at the left slug. The d20 roll is an 8, which is doubtful to be a hit.
DM: I’m afraid that is a miss.
The two slugs will move towards each of you. The bound fellow is still on the bed, blessedly unconscious and unaware of any of this. Delfig is on the bed, which served to help him reach the lantern, and his boots have caused a point of damage to the unconscious fellow.

Continued in Part 5 …

Monday, June 25, 2018

Senex Campaign 2: The Meyer's Homestead

Having not as yet settled on what action to take, the night catches up to the party and they settle down in their beds to sleep. In the cold light of morning, they awake to find a gentle falling rain. It is Monday, May 6. The Pig tavern quickly empties of guests, as those who spent the night in Dachau, visiting the market and seeing the performance, pull out before sunrise to return to their homes and to the small mills outside of town. The party wakes, having the Inn to themselves, as most time.

As the party’s board has been paid up until the end of May, Helmunt has a breakfast prepared and waiting for you: duck’s eggs, boiled sausage and porridge. You eschew the porch, for while there is an awning over the outside tables, the cloth leaks. So, you find yourselves inside, finishing your breakfast and wondering if the rain will end before the evening.
Josef Mieszko, the Cleric: Paid through ‘til May! Then we’re in no rush - I thought that we were in much more dire straits than this! OK guys, what to do today?
Anshelm Helbelinc, the Thief: I only takes a bit of porridge to break my fast, as the cotters’ meal from the night before has left me uncomfortable. “It would appear the locals are in a state of agitation. That might be a situation we could use to our advantage; of course, it could also mean our heads...from either side! P’raps we should see what Tiberius’ friend has to offer us in the way of work and wage.”
Delfig Kôlhupfer, the Bard/Thief: Being the late sleeper, I will grumble and groan, stand and stretch, nod appreciatively at Helmut. “I agree, we should see what becomes of Tiberius’s friend.”
Tiberius [Adelbert Volkmann], the Fighter/Mage: I agree to go visit Johann at the Merchant’s Hall, once I have broken my fast.
Josef: Is Dachau divided into “quarters” – are the low and high class areas of the town physically separate? And if such sections exist, which are we in?
DM: There would be “quarters” of the town--specifically, there would be four quarters: a) the wealthier, merchant and noble’s quarter; b) the impoverished quarter; c) the Jew’s quarter; and d) the foreigner’s quarter. These are not the same size.
If you imagine a clock face, with the Cathedral, and The Pig across the street at the center of the clock, with 12 o’clock pointing north. From 9 to 12 on the face would be the merchant’s quarter. Extending outward from the Merchant’s hall on the main square are several walled estates; the mayor’s hall, the arsenal and the town bath. Past this are larger merchant’s houses, with artisan’s shops on the main floor and living quarters above, some of them four floors high. There are also half-timbered houses possessed by private clerks, city officials and independently wealthy persons. This area is built on a flat plateau above the Amper bottomland. The center of this plateau is dominated by a fortress, occupied rarely by the Duke of Bavaria, usually held by the Duke’s steward and occupied chiefly by soldiers and those town members who serve the soldiers: cooks, lamplighters, servers, stablers and so on.
Between 12 and 4 o’clock, the poor live in a wide, ramshackle circle, mixed with open gardens and cropland, scattered along the bottomland, below the merchant homes. The further away, the greater the poverty, descending from those living nearest the merchant quarter outwards, from strong laborers, to rat catchers and gong farmers, and finally to beggars.
Between 4 and 6 o’clock would be the Jew’s Quarter, strictly separated from the rest of the town by a wall built within the city. For other residents of Dachau, free passage is not denied; but the Jews are not permitted to freely roam into the remainder of the city.
Finally, between 6 and 9 o’clock is the foreigner’s corner, which is not as deep as the other quarters of the city, though it is an elongated neighborhood extending a third of the town’s circumference. It includes the largest monastery in the town, and the customs house.
The North Gate would pass between the Castle and the poor district, at 12 o’clock on our clock. The South Gate would come at 6 o’clock, between the Jew’s quarter and the foreigner’s quarter.
Delfig: After waiting for awhile, I comment to Anshelm, “Perhaps we should put our knowledge together, as we have had bits and pieces of conversations. Although we’ve been here awhile, we’ve just now learned that the merchants are squeezing the locals, and perhaps enforcing old grudges to clear them out of the way. This may be leading to some unknown end, as I overheard some of the higher class speaking of an unknown purpose to the building, perhaps for more soldiers. This leads me to believe that there will be a period of unrest coming. Tiberius and the cotters both spoke of the merchants looking for more soldiers. I noticed you were asking questions that seemed to annoy the patrons. Do you wish to share something that you’ve learned? You didn’t say much last night after the performance.”
“And Josef... have you anything to add?”
Anshelm: I agree with Delfig. “You have good sense for a mummer,” I say while reaching for my snuff. “I wasn’t able to glean all that much from the locals; they’re a suspicious lot and didn’t like me prying, asking about the recent unpleasantness around here.” I mention my overhearing from the coachmen about the four killings. “I, for one, am curious about these murders ...”
Delfig: I’m not going to get involved in fomenting rebellion unless there’s a damn good reason for me to risk my neck doing so.
Josef: I believe that the activities of the merchants and leaders of the town are common and will be the case in most of the market towns we come across in the Empire - and just as likely were we to go west. If the issue came up, I know which side I would favor - but I fear that the merchant-lords and bishop-brokers have the upper hand. They have the means to declare their will and then enforce it. However the commons resist, the money is entrenched. Perhaps there is a smaller village nearby that we could base ourselves, then come back here once we’ve somehow acquired some wealth.
Delfig [to Josef]: “I don’t know enough. The lay of the land feels quite treacherous with the murder of the innkeeper and now talk of other murders. We don’t have a good source of coins yet, so my belly tells me to take care of local business before I consider travelling abroad.”

Nothing else is said and the DM moves the game along.
DM: Let us presume the party’s meal is done. Rain continues to fall, steady and drearily, a bit more than light and less than heavy.
Tiberius: Any who wish to come with me to meet with Johann may do so. Otherwise, I will go out into the rain, cloak pulled tight around me, and see if Johann is in the guild hall.
Anshelm: I will accompany you.
Delfig: I am with you.
Josef: I will stay at The Pig, but I appreciate the offer. I’m afraid I don’t make a good impression on the upper-class.
Kazimir Kropt, the Assassin: Kazimir will stay at the Pig with Josef, having no desire to go out in the rain when there’s sausage to be had.
So we follow Tiberius, Anshelm and Delfig as they head out into the rain to cross the square. The group is somewhat damp as they poke in the front door of the Merchant’s Hall. It is quite different today. While there lingers a bit of the barnyard odor, you can also detect the strong smell of vinegar and lye that has been used to scrub the Hall’s floor and some of the walls and pillars. The hall is quite empty, except for a long, narrow table where sits a single gentleman, the insignia on his cloak identifying him as a clerk of the guild. An open book showing pages partly covered with signatures waits in front of him.
Tiberius: I step up to the clerk and ask politely if Johann Mizer is available.
Clerk (npc): “You are Herr Volkmann?”
Tiberius: “Yes. These are my companions.” I motion to the others.
DM: The clerk produces a bell from his tunic and a boy appears from behind a pillar; the boy then runs to fetch Mizer. When Johann appears, he will seem somewhat rushed. But he will reach out for your hand and greet you warmly. He asks after your companions and waits for you introduce them.
Tiberius: I return Johann’s warm greeting.
Johann Mizer (npc): “I did think we would get together, Adelbert,” says Mizer, “but not in the day. Tonight perhaps? I know an excellent beer garden near the baths.”
Tiberius: “Yes, that’s fine. We can meet with you later tonight.” I get the name and location of the beer garden and leave with my companions.
With no one speaking to the contrary, the group leaves and return back to The Pig. There, they find that Kazimir and Josef are already off.
Josef: Should the rain lighten, I would like to go wander the Foreign Quarter looking for vendors, bars, etc., looking perhaps toward Bohemian or Polish neighborhoods.
Kazimir: I will go with Josef to the Foreign Quarter.
DM: The rain is not that heavy at the moment. You head out, and soon see a sign hanging on the front of a building showing the word, “Gospoda.” This is a common description in Silesia for a tavern that caters to soldiers.
Josef: As it is early in the day, I would consider coming back to the Gospoda in the later evening.
[OOC: Perhaps when others go to meet Johann at the beer garden?]
And so that was a short journey. The rain seems to cut short the players’ interest in doing much of anything, at least until the evening.
Tiberius: Not wanting to catch pneumonia, I will stay out of the rain for most of the day, taking the time to dry out at The Pig.
Anshelm: I will be accompanying Tiberius to the beer garden.
Delfig: I will be with him too.

We wait with the party. The rain ceases to fall in the early afternoon, though the weather remains gloomy for the remainder of the day. The high hills to the southwest of Dachau retain a shroud of fog into the evening, with no sign that it will lift before sunset. It is, altogether, a dreary day.

In the afternoon, a message arrives from Johann Mizer as to the location of the beer garden, and an indication that Tiberius and his friends should meet him there at six bells. It is not a great distance; Helmunt, ever eager to please, offers to send a boy with the party to show the way, if only a copper piece is given. One way or another, through the wet streets the trio find their way to the garden, which at first glance is unfortunately in the out of doors.

No Medieval image could be found.
Stepping through an arch constructed of latticework and holly branches, the party finds a group of wet wooden tables and benches. The latticework extends over their heads, and weaved into the frame are more branches, not quite thickly grown with holly leaves—this will take a few weeks yet. In the sunshine it would be a beautiful shaded recluse.

To the group’s delight, however, it is discovered that half the beer garden is roofed, and a solid structure built on three sides. On the fourth side is a roaring fire, fully eight feet wide and four feet deep, in which burns hemlock and yew. Stepping between a few puddles still filling the hollows between the exposed benches, Tiberius, Anshelm and Delfig join the hearty throng of forty people sitting in the warm comfort provided by the fire.

Mizer is there; he happily greets each one of you; introductions are made, and Mizer pleasantly insists that he buy the first round. The day did not begin too well for him; but an arrangement has been made and a silversmith is to be ousted from his rented property a few miles out of town, so that it will be put under Mizer’s ownership.

While hearing this tale, the trio cannot help noticing that the barmaids are exceptional - all beautiful, all quite young and with remarkable ashen skin and near-perfect teeth. This last, of course, would be quite rare to their experience, and Mizer will laugh when he sees his companions noticing it.

He’s quite happy to explain the happenstance. The beer garden is in part owned by an adventurous young fellow, who a few years ago took part as a mercenary in the recent 30 Year’s Holy War, in Saxony. He made his fortune in silver. This young fellow, a paladin, Eberhardt Hornung by name, has since become the darling of the town, and this beer garden is a contribution to his fame. It is true, adds Mizer discreetly, that Hornung also manages a string of harlots … the “cleanest” harlots in Bavaria, since none ever suffers from any disease, not even in their teeth. But Mizer suggests not spreading such rumours that one might hear in a beer garden.
Anshelm: I chuckle to myself as Mizer tells Hornung’s story. “This silversmith ... what’d he do?” I inquire after a moment, keeping my tone as neutral as possible.
Johann (npc): “Oh nothing, I suppose. But it’s not his land, is it? I might have a look at his books, see if he’s worth having as a tenant ... but I’m thinking I’d like to turn the land over to cattle. There might be some trouble, depending on what sort of man he turns out to be - but I’ll send a group of hooligans if I must.”
Anshelm: “Indeed. Sometimes you just need to crack a few skulls when tenants become insolent.”
Delfig: I will be very pleased to see the eye candy and indeed, I will wink and nod and flirt as would best befit a place like this. I’ll try to blend in with the general mood and feeling. Are the two gentlemen who I overheard at the play yesterday here at the garden?
DM: There’s quite a lot of flirting all around - the wenches seem fond of it. But no, you don’t see the gentlemen here.
Delfig [to Johann]: “Why would there be trouble?” I ask rather innocently.
Johann [choosing to answer Anshelm]: “Oh, these country bumpkins, they think they have rights because they pay their money. They never understand that these shacks and flimsy waterwheels they slap together hardly substitute as privileges of land.”
Anshelm: I lean forward. “Yes, the folk ‘round these parts seem the petulant type. Have you had trouble before?”
[OOC: Do we recognize Hornung’s name, by the way?]

In the campaign text, Johann never does answer this question; we should assume that he shrugs.
DM: [OOC: I don’t know ... do you?]
Delfig: If it seems appropriate (and if no one else is playing), I will take out my lyre and begin strumming and continuing to enjoy pleasant conversation. The type of music will be quiet and celebratory, meant to make people feel at ease and enjoy themselves.
DM: There seems less pleasure at your playing here than there would be at The Pig, or gratitude like that given by the cotters. A few of the patrons scowl at you. It is likely they are used to a bard who is at least a member of a College (which you wouldn’t be at 1st level).
Delfig: Then at the first sign showing of lack of appreciation, I will stop playing and choose to ask a question of Johann. “Has there been much unrest from the commoners recently? We encountered quite a shocking sight as we entered the city through the North Gate, recently. We wondered if there had been an uprising.”
Anshelm: I nod at Delfig’s question and wait to hear an answer.
Johann: “Oh yes, the matter of the north blockhouse. Very similar to what I was only just saying. That was nothing more than Von Asper invoking his family’s rights. The inn was never on private land ... and for the defense of the town against the valley bandits it was voted six months ago that the blockhouse be converted into a defensive fortification. I understood there was some resistance to the law, and matters came to a head ... I think the innkeeper was hanged?”
Delfig: I listen impassively and shrug. “Was it the innkeeper who was hanging next to a woman in front of the blockhouse? I didn’t know and thought it best not to ask. Is it normal for the good Baron to take such an involvement in matters like this to where a vote was needed?”
Johann: “That would certainly be the Baron’s privilege.”
Anshelm: I make an impatient gesture. “Yes, yes. Very much the baron’s privilege, and you’ve got to make an example of the rabble, else they all get it in their heads that they can defy the word of law, eh?” I say with a forced smile.
“So, what is it you’d like to speak with our friend Tiberius about? You need someone to provide another example for you, then?” Again, said with the best smile I can muster.
Johann: “Who is Tiberius?”
DM: We'll have Tiberius explain to Johann that it is the name he uses now, rather than Adelbert. Johann signals that he understands.
Anshelm: Understanding that Adelbert wanted to inquire about work with Johann, I say so and add that we have skills of various sorts that could be useful to him.
DM: Johann seems amused. It has to be explained to him that Tiberius is no longer working for the Baron in Friesing, where Tiberius is from. Johann will answer Anshelm, explaining he has no ‘soft work’ that needs doing.
Johann: “You have ‘various’ skills? Have you tried your hand at collections?”
Anshelm: I scratch my chin and look to Delfig and Tiberius for a moment, trying to gauge their reactions. “Collections, eh? I’ve not had the pleasure myself, though I can’t speak for my compatriots. You’ve a pressing need for such employment of late, I take it?”
Johann: “Yes, of course. Someone will have to explain my rights to the silversmith we were just talking about.”
Tiberius [rejoining the campaign]: “I think you’ll find us to be very persuasive men, Johann. And we’re not above a little hard work.”
Johann: “Very well then. Come around to the Guild in the morning and I’ll pay each of you 5 g.p. up front, and up to four other men besides. I’ll send a dogsbody along with you to find your way, and a flat sum of 100 g.p. for all of you once I have proof the action is taken and Herr Meyer is off my land … and since you’re now in my employ, allow me to get the next round, too.”
DM: Revealing that ‘Meyer’ is the name of the silversmith.
Tiberius: I grin. “You’re a very generous man, Herr Mizer. I hope this will be a fruitful relationship for all of us.” I lift my mug, salutes my new employer, and down the beer.
Delfig: As they negotiate, I just pull on my beer and listen.
Anshelm: I take a sip on my beer and nod. I reason that it’s employment.

As the conversation at the beer garden turns to less business matters, Josef and Kazimir choose to return to the foreign quarter, in the evening now. And as I did not give a longer description, I’ll include one now.

The Foreign Quarter is a mashing together of temporary housing and tents staked out on open land, culture-focused taverns and shops, offices for obtaining privileges to begin business in the city or to own land as a foreigner, and people who tend to spend much of their time waiting between opportunities to do casual labor.
Josef: What time is it? Evening, yes?
DM: Yes. You hear the cathedral striking six bells.
Josef: I would like to loiter in the general vicinity of the Gospoda to see if it is very active. Kazimir and I stand outside and talk casually.
DM: The Gospoda has become quite active by this time. However, as you’ve chosen to loiter instead of entering, you’re harassed after a short time by both the town watch (made up of local landlords and their kin) and by one of the tapmen of the tavern. Neither demands that you move on your way, but that is coming. You are able to tell that Gospoda seems to be a meeting place for foreign (largely Silesia and Polish) mercenaries.
Josef: We enter the Gospoda.
DM: You find some forty men inside, equal to your stature, familiar in their behavior - some of them remind you of your taskmasters when you were trained at the use of weapons ages ago. There is much more noise than at the Pig: much pounding of tables, much more rough-housing. You must jostle yourself to the bar to get something to drink - a bottle of ale will cost you a s.p.
Josef: I’ll reach in to my belt pouch and pull out 6 coppers and my holy symbol, and open my hand to the barkeep. I turn to Kazimir and say, “Ach! Silver! Will you buy this round?” while replacing my coins. I turn back to barkeep. “Perhaps you have some simpler fare?”
DM: [OOC: Kazimir does not seem to be watching just now]
The bartender seems about to tell you to leave, when a patron being struck in the face behind you lets out a bellow. You’re just able to get out of the way before the same patron slams face first into the bar. He lifts himself up again, looks towards the fellow who’s hit him and shouts.
Patron (npc) [in pain]: “Criminy, Leo! You’ve broken my tooth!”
Josef: I will leave the Gospoda. Are there sounds of fighting coming from inside?
[OOC: I feel a little hesitant to get into it, without some input from Kazimir]
DM: No.
Josef: Well, what’s done is done. Perhaps I can come back tomorrow and offer my services as unskilled laborer.
Kazimir: I feel restless and leave the Gospoda after Josef, somewhat reluctantly. Kazimir is feeling restless and leaves the Gospoda with Josef somewhat reluctantly. Are there any places in the foreign quarter that might contain places of interest for someone of my ancestry?
[OOC: Curses. I missed the opportunity for fist-a-cuffs]
Josef [before the DM answers]: Of course, we could engage in a little practice-bout, between friends, you and I, and I could then heal whichever of us came-off worse for the wear. I’d wager that would be me, had I the means to back a wager. Maybe then, we should instead wander off to the beer house that our companions occupy?
Kazimir: “Aye. To the beer gardens, then.”

And so, having accomplished little if anything at all, our two players retreat a second time from the foreign quarter. There is little happening there, however, and as the evening winds down the members of the party find their way again to The Pig. The only new agreement that’s been made is that someone should collect their front fee from the Merchant’s Hall, after breakfast.

That night it rains again, more heavily this time, with lightning shaking the tavern’s rafters with its force. As the sun rises on Tuesday the 7th, the sky is clear. It promises to be a beautiful day. In many places on the street and in the square, where the drainage is poor, there are large ponds left from last night’s rain. As the party emerges from the Pig to eat on the outside porch, the temperature is already warm but comfortable. There are three kittens licking at the puddle just a few yards away.
DM: Who will go to the Merchant’s Hall for 5 g.p.?
Anshelm: I will go.
Josef: I’ll go to collect my share.
Kazimir: I’ll go along.
Delfig: I will go, but I continue to be very quiet, as I’m troubled.
Anshelm: “Delfig, have you a thought you’d like to share? I’m not terribly happy at being Mizer’s brute squad, but it’s money. Who knows, we may even find a way to help our silversmith and put the sting to our new employer.
Delfig: I shake my head at Anshelm’s words and whisper to him, “I have a sense of ill wind about this. I think we are getting into the middle of something quite larger than ourselves. I have no wish to ‘sting’ a powerful merchant, neither do I have a wish to be marked by the common men as a lackey to the greedy. It’s a bad situation all around.”
Josef: “I will think no less of you, friend Delfig.”
Anshelm: “My friend, I would think that you, of anyone. would know that life often puts one in such a situation. I’ve no love for greedy merchants, but I’ve no particular loyalty to the folk of this village, either.” I scratch my head thoughtfully before continuing. “Besides,” I say with a grin, “If we manage to come out of this situation alive - and believe me, I feel some of the foreboding you do - think of the songs you’ll spin about it all!”
Josef: “Besides, it is only through action that we experience life and better understand it, after the fact.”
DM: The party, save Tiberius, heads off to the Merchant’s Hall to accept their starting fee. Does anyone have any misgivings?
Anshelm: I definitely don’t. I’m the type to put aside moral considerations for the money if necessary. I’ve learned to live with past misgivings before.
DM: Then, at the Hall, the money is given over by Ells, the dogsbody mentioned the evening before. Ells is 20 years old, a somewhat unkempt fellow, whose body seems to function poorly. He moves with a strange amble towards you, his left leg seeming a good deal shorter than his right. His face hasn’t been cleaned in a few weeks, and he has a distinct body odor.
The party may add 5 g.p. to each of your pouches, which Ells induces a clerk to hand over. Ells expresses Mizer’s apologies for being absent, for he is in a conference with the Lord Mayor’s chief tax farmer this morning. Nevertheless, Ells knows the way you must go. He expresses in a few words, uttered with difficulty, that it will take until mid-day to reach the silversmith’s homestead.
Josef: “What direction? Do you have a cart, Ells? If not, this will be a slow walk.
Ells (npc) [haltingly]: “The vess rudd. No kert.”
Delfig: I take the 5 g.p. without comment. I dress in my leather armor, with my sword lashed to my belt and my crossbow on my back with bolts in a quiver. I look rather impressive in my bulk, but I also stay to the rear of the group, my cloak ready to pull up to mask my features.
Anshelm [watching Delfig]: Good point about the armor and weapons.
DM: You can assume you’re suiting up at The Pig before you get started.
Josef: I’d like to do a bit of shopping before we leave.
DM: Being Tuesday, the market is not open. It will not be until Sunday. You can buy things from the Innkeeper’s table [shown on the overall equipment table].

Ells leads the party through the town, through the edge of the Merchant’s quarter. The West Gate is a good deal smaller than the rather impressive North or South gates. Out of the town, your feet soon fall onto a narrow road, barely wide enough for a wagon, as you drop down into the valley. The Asper river is on your left and there a series of cow and sheep pastures on your right. You note that, while the Asper is perhaps twenty yards across as it passes through the town, where both sides of the river have been embraced by stone walls, here the river is much wider. It is also somewhat shallow and grown with reeds. Numerous sand bars follow its banks. From place to place, as you travel, you find deep ruts crossing the road, where for centuries cattle have been led from the pastures to the river.

The day grows warmer. By ten bells (you can hear the distant toll of the bells of Dachau for a good four miles), to keep from growing very uncomfortable, you will need to doff your cloaks. I cannot remember if anyone has a hat; but if they do, it is greatly appreciated. As you walk, you notice that peasants are rare, and there are no travellers approaching along the road. You see many farms growing rye and other crops, mixed with pasture land. Now and then there are streams, with bridges and guards asking for tolls, but Ells demonstrates a patch of embroidered cloth and metal baubles and you’re exempted from paying. From time to time, where you have climbed a low rise in the road, fifty or a hundred feet, you’ve been able to see extensive, forest-covered foothills rising to the south, perhaps four or five miles away, and purple mountains beyond that; even at a distance of eighty miles, they look impressive, with glaciers visible on their high slopes.

You walk a good five miles to reach a small stone marker, two feet high, describing the distance from Dachau. By then, both sides of the road have grown thick with a mixture of elm and pine trees, with small forested patches falling into darkness on the side opposite the river. There are no longer any farms, nor inhabitants to be seen. Ells points at a much narrower track, hardly wide enough for a cart. As you follow it the track climbs the isolated hill group rising three hundred feet into the hills south of the road. All is forest. The track crosses, then re-crosses a stream as you climb. The plank bridges that you cross show signs of maintenance, and the road is in good condition.

Finally, Ells indicates you are near the silversmith’s house. What preparations do you care to make?
Delfig: I do not have a hat; and by this time I will have removed my cloak. I’ll add explicitly that I have all of my equipment with me.
DM: Whatever weapons and equipment you own, believe that you have them with you.
Anshelm: “Ells, how far are we from the silversmith’s home?”
DM: Ells doesn’t understand what ‘distance’ means. And you’ve learned by now he finds it difficult to speak, so he will mostly answer with one or two words when asked questions. He will not speak unless asked a question. Right now, he points ahead of where you are.
Ells (npc): “Tere.”
Delfig: I will find a convenient tree and stash my pack behind it. I’ll have my lyre hanging under my left arm, as I fight with my right hand. I’ll hold my crossbow in my hand with a bolt notched. I’ll mention to the others: “If any of you have missile weapons, perhaps we should form two groups and check out things ahead, evenly dividing up our long range weapons?”
Anshelm: “A good idea.” I scabbard my sword and pull my sling from my belt pouch.
Kazimir: My sling is ready with a stone in it.
Josef: I’ll have my sling ready and two lead bullets in my off hand. “Let’s stop here for a moment - leaving the packs behind with non-essentials is a good idea.” Or perhaps we should stay in the trees and observe the place, to try to assess how to approach this. We don’t know if it’s a hovel or a manor house. You’d think that a silversmith might take some steps to guard his raw-materials, if not his finished products.
“Ells, does the smith have guards?
DM: Ells will shake his head at Josef’s question. Then he moves to Delfig, clearly discouraging the bard from stashing any stuff.
Ells [emphatically]: “Beets.”
DM: If asked, the dogsbody will only repeat himself more emphatically, saying the same word over and over.
As you look around, you can see that the deadfall and the thickness of the forest will make it difficult to move through. It would be quieter to progress along the cart track.
Josef: I will keep my pack on me. “Ells, why do you come with Tiberius and me, to try to convince him that he must go … while the others circle around and set his place on fire or some such …?” (just making suggestions)
Anshelm: I take Josef aside. “I’m not sure if Ells could convince the smith; it rather seems he’d end up confusing the man! What does he mean by ‘beets,’ anyway?”
[OOC: Not that my confusion about “beets” keeps me from picking up my gear again!]
Josef: “Maybe the beets of this wood are baby goblins that steal unattended goods. We could dig one up and see.” I turn again to Ells. “What’s the beets, hundemann?”
Ells: “Beets!”
DM: As I said, Ells is unable to explain what he means by ‘beets.’ It seems self-evident to him.
Delfig: I pick my pack up again. “Could mean ‘bats,’ could mean ‘beasts.’ “
Josef: I think that the stealthiest of us should go up the path and try to see what’s what up ahead. I’m not sure that I can count myself among the stealthiest present today.
Delfig: “Although I’m large, I could attempt to sneak quietly forward. I can try to be quiet.”
Anshelm: I say to the group that I can attempt to scout ahead, but can’t guarantee I won’t be seen, especially as the woods aren’t conducive to stealthy movement. “Then again, p’raps it’s best to take a direct approach, eh?”
Josef: I’ll watch anyone’s pack that goes ahead, if they need to lighten up.
Anshelm: “Well, if you’ll watch it, Josef, I’ll leave my backpack.” I say to Delfig, “We can scout ahead together, perhaps splitting to either side of the home when we approach it, eh?” I have a sudden inspiration: “I think it’s ‘Beasts’ he’s trying to say, maybe?”
Kazimir: I’m ready to proceed.
Delfig: Yes, I’m moving ahead.
Tiberius: Can I cast Armor before going?
DM: If you want.
Josef: I’ll shift my sling to my left-hand and pull my mace from my belt. “If you encounter trouble, yell and we’ll come.”
And so, four go forward, leaving Josef waiting.

As the party fails to specify, it’s assumed they continue on the cart track, which rises up and over a small spur, a mere thirty foot climb. From the top, the three can look down into a small meadow a hundred yards across, on both sides of the stream on the way up. From where you are, you can see varying structures are on the opposite bank … but the stream is quite shallow, and filled with stones to fashion a wide ford.

At one point a channel has been cut into the stream, and above the channel a well-placed dam across the stream creates a substantial pool, thirty yards across - this feeds into the channel, creating a rushing flow before the water is restored to the natural stream bed. The rushing water powers a waterwheel, by all appearances built by a master craftsman. It connects to a cylindrical structure twenty feet in height and twenty feet in diameter. The shingles on the roof of the cylinder have been replaced in the last three years, and the building appears to have been painted the previous fall - it is a bright forest green in color.

Near this structure, to the right, is a low, flat stone and plaster house, crystal-white in color, with glazed glass windows set into expertly fitted frames, quite symmetrical to the eye. A stoop, with a wooden awning to protect the main door from the weather, extends in a cobbled stone half-circle ten feet from the house, to a graciously tailored yard where chickens and three piglets are at the moment feasting. A woman is assiduously cleaning the house’s windows. Further to the right is a barn, smallish but much in the same condition as the mill, also painted recently and in the same forest green. Between the barn and the river is planted an extensive vegetable garden, showing a smudge of green to suggest the first shoots rising. Squinting your eyes, you can see four children, on their knees, appearing to weed the garden.
Delfig: I’ll move along behind the others as we approach. I motion quietly that we should stay in the woods and observe for a moment, behind trees.
Anshelm: I agree with Delfig. We should check out the physical area first, see what we can see, then split if need be from there.
DM: Surrounding the buildings I’ve just described, there is little else, except meadow and the thick forest. Upon closer examination, you may see a small, indefinable collection of wooden frames on the stream below the house; and twenty yards beyond a hefty sawhorse.
Tiberius: I wait for Delfig and Anshelm to complete their observations of the area.
Delfig: The meadow is 100 yards across. Assuming 20 yards for structure in the middle, we should be able to circle around and observe what else is behind it, staying in the forest. I’ll quietly confer with the other two, suggesting that one of us makes a slow circle around the place, staying in the woods, walking quietly, to observe and see what we can see.
Anshelm: I offer to reconnoiter. “I’m not sure how successful I’ll be; the undergrowth is quite thick here, and there are several ears in the meadow that might hear. I can only hope they’ll be preoccupied with their work to notice a stranger thrashing about in the brush!” Taking a look at the meadow again, I take a bit of snuff before saying, “I’m not sure if we could ford the stream while in the woods, either. At the very least, I’ll be able to get a closer look at the homestead.”
DM [rolling dice]: Although you move far from the edge of the meadow, it becomes clear to the observers hidden near the cart track that the residents of the homestead can hear something moving in the bushes. The mother calls her children to come to the door of the house, and goes herself to collect the three-year-old from where it continues to sit in the vegetable garden. Beyond peering into the woods, the mother seems unconcerned.
Anshelm, you will find there is nothing special to be seen on the far side of the homestead, except that the house has no back door and the door to the mill is on that side.
Delfig: Do we hear any sounds of smithing or other metalwork coming from the structure?
DM: If there were any sounds coming from within the mill, they would be drowned out by the sound of the wheel going round and round and the gushing of water.
Delfig: “Hmm. Nobody else about and the lady of the house appears to be watchful. But she did not call for her husband. He may not be home. I suggest we send one person to act friendly and inquire as to his whereabouts.”
Anshelm: I work back to where Josef is waiting. When I get there, I’ll say, “I don’t think they’ll be surprised to know someone’s about. However, it doesn’t look like we’ll be surprised by anything, either.”
DM: It could be that the residents think you’re a beet.
Delfig: I repeat my suggestion about sending one person up to inquire to the smith’s whereabouts. “If we go up there like an army, we’re liable to get a bad response. One of us goes up there, inquires if he’s about, then asks to speak to him on behalf of Mizer. Bring him over here, and we can have a discussion. The rest of us can be waiting for him to arrive.”
DM: Apparently, no one answers.
Delfig: Sigh. I’ll take the reins, and march my bad-feeling-about-this butt up to the house and greet the woman.
DM: As you approach, more detail becomes clear. Some twenty yards from the house, you’ll notice for the first time a small Cross of David over the door, indicating that they’re Jewish. The woman sees Delfig and raises her hand in greeting.
Frau Meyer (npc): “Good day, Sir.”
Delfig: “Good day Frau. Is Herr Meyer about?”
Frau Meyer: “Herr Meyer is in his shop. Will you wait while I fetch him?”
Delfig: “I nod my assent. “Of course, Frau.”

While he waits, Josef, without explanation, decides to take it upon himself to act very strangely … from the DM’s perspective, parsing out that which makes sense, it seems as though Josef loses his mind:
Josef [to himself, as no one else is present]: Perhaps we should use our Ells to show the silversmith what’s coming his way … who doesn’t get the message of a body in his yard at sundown? I think that’s a good idea; among some other ones …
The beet-lover [Ells] holds a pass [his merchant guild’s patch]. I could don his robe and use it to speak with the doorman … I apologize. I was speaking to characters not present with me. It is difficult with splitting the party, and also never knowing when the other players are going to contribute. I’ve been trying to think of some strategies to deal with this…
I cast my command spell at Ells, using the word, “Sleep.”
DM: Ells makes no move to disrupt the spell before it is cast, and conks out. The spell lasts only 2 rounds.
Josef: I’ll wait 5 seconds. If no one else makes a move I’ll attack him.

[OOC: Conscious of what Josef is doing, several members of the Player party mistakenly attempt to converse with Josef … but in fact they are all too far away to even see what is going on, much less be heard.]
Josef [to himself]: “He is a werewolf” I smash him with my mace.
DM: Suddenly, Josef puts Ells out of the misery that is his life. 10 x.p. to Josef.
Josef: Okay. I’ll start dragging the body into the woods. I take the patch he showed to the toll-takers, and then sit and pray for 10 minutes to help guide his soul through the roots, into the ground.

[OOC: Attached to these events were a series of miscommunications, mixed with DM complicity and a failure to properly identify who was where, much of this due having played D&D by blog for a short while. These were exacerbated by several errors on my part, discussed in this post, Messing Up.]

Let us return to the Meyer homestead and yard, where Delfig watches Frau Meyer walk away towards the mill, to fetch her husband. So, Delfig finds himself waiting in front of the house door, where the various children of the house watch him. The three older children, two boys and a girl, all younger than ten, seem somewhat fearful. The girl in particular watches Delfig with large, worried eyes. The three year old boy sits against the door jamb and plays with a blade of grass he’s just found. He blows on it again and again, watching it dance as he grips it.
Delfig: While waiting, I’ll smile at the children. The sun feels nice on my back and a part of me wishes that I could be successful at my music and dance so I could afford a place such as this.
DM: Soon Frau Meyer returns, with Herr Meyer. Delfig sees them coming across the grass towards him. A chicken steps daintily out of their way.
Delfig: I’ll gauge Herr Meyer as he walks up.
Herr Meyer (npc): “Yes?”
DM: He seems just curious or normal.
Delfig: I’ll smile and nod. “Herr Meyer, I am Johann. I come from Dachau and I would like to speak to you a moment about business ...” I’ll motion him to walk with me towards the party.
DM: Meyer will come forward a couple of steps at Delfig’s urging, but then he will stop.
Herr Meyer: What is this about?
Delfig: I smile again. “Herr Meyer, I’ve been asked to discuss a matter with you of some importance. I can assure you that I mean you no harm, I only wish to talk to you. My assistant has lagged behind me and I am waiting for him to join us. Please, it’s a lovely day and I believe you will benefit from the talk.” I motion and walk slowly.
DM: He doesn’t move. He clearly doesn’t trust you.
Herr Meyer [to his wife]: “Melanie. Go into the house.”
Delfig: (OOC - Scheiß!)
“Herr Meyer, you are not in any danger. Please, come talk with me. If I wanted to harm you, I would have done so without regard.”
Herr Meyer [his voice rising]: “What is this? Who are you?”
Delfig: I sigh and shake my head. “Please Herr Meyer, do not yell at me. I am Johann Keschel and I come on behalf of a mutual business partner. I was sent to inquire as to your living arrangements and your use of this land.”
Herr Meyer: “What?”
Delfig: “This land, Herr Meyer ... is it your land, or do you indeed rent from a merchant in Dachau? I was sent to inquire if you were leaving the homestead or not.”
As the conversation continues, the player characters standing at a distance cannot help paying attention.
Tiberius: I curse. “Looks like Delfig has his hands full. Should we go and help him?”
Kazimir: Can we clearly hear the conversation between Meyer and Delfig?
DM: Not very clearly, no. You’re about 50 yards away, half the width of the clearing. But you can see from their positions it is not going well.
Kazimir: “We’ll give Delfig a bit more time to wag his silvered tongue, and then if it don’t work, we make it nasty and quick and sort the rest out later.” How far apart are Delfig and Meyer standing? I’m considering a shot with the sling if things start to really go south … for instance, if Herr Meyer should suddenly produce a weapon.
DM: About 10 feet apart.
Tiberius: The situation is not going well. “Let me give our friend Delfig some help.” I hand my weapons to my companions, so as to appear less threatening and walk toward Herr Meyer and Delfig. I’ll cast charm person as soon as I’m in range, counting on Meyer not being able to react in time.
DM: Delfig will see Tiberius emerge from the trees, as he can’t help keeping a watch for the others.
Delfig: Seeing Tiberius, I’ll motion him over, waving at him. “See, there is my assistant now. Helmut! Over here!”
DM: Herr Meyer is now keeping his eyes on both Delfig and Tiberius. He will speak to Delfig.
Herr Meyer: “I rent from the Baron von Asper. This is HIS land.”
Delfig [to Meyer]: “Ah, my apologies. I was under the impression that Herr Mizer and you were in negotiations regarding the status of this land.”
Herr Meyer: “Who in the name of Moses is Herr Mizer?”
Delfig: I hold back my instinct to do a doubletake. “Herr Meyer, Johann Mizer is a merchant of no small reputation in Dachau. It was my understanding that you and he were negotiating for the use of this land. Are you saying that you deal directly with the Baron?”
DM: To remind Delfig, Mizer’s words at the beer garden were, “...an arrangement has been made and a silversmith is to be ousted from his rented property a few miles out of town, so that it will be put under Mizer’s ownership.”
Herr Meyer: “Of course with the Baron. I have no idea who this Mizer individual is.”
DM: Tiberius should consider himself close enough now to join the conversation.
Tiberius: “It doesn’t matter whether you know him or not,” I say impatiently. “He knows you, and you’re on his land. That needs to be corrected. Take any grievances you have with your patron, but you will leave here today.” I signal for the others to approach.

The signal is seen by those in the trees, resulting in action from the remaining two characters.
Anshelm: I sigh as I see Tiberius motion the group forward. “Well, we’d best present a united front, eh, friends?” I say, replacing my sling from my belt pouch and unsheathing my sword.
Kazimir: I advance with Anshelm. I have put my sling back on my belt, and am carrying my club and shield. I don’t have them raised yet.

As they begin to move, the tension between Delfig, Tiberius and Herr Meyer escalates.
Herr Meyer: “What? What are you talking about?”
Tiberius: “I mean that you, your wife, your children, everyone, have been to commanded to leave on the authority of the owner of this land, Herr Mizer. If you do not do so, there will be consequences.”
DM: Meyer will back up, putting ten feet between himself and Delfig or Tiberius. “Where is your writ of seizure?”
Delfig: At Tiberius’s words, I hold up my hands. “Now, we don’t need to be so hasty, good Helmut. I’m sure Herr Meyer here is a reasonable man and doesn’t need to be threatened so.”
Tiberius: Did we ever get one from Herr Mizer?
DM: No, you never got one from Mizer.
Tiberius: Then I will pull my writ of passage from my backpack, relying on the fact that silversmith cannot read. Either way, I will say, “See? We have the right of law on our side, Herr Meyer.”
DM: Meyer might be willing to step forward to see Tiberius’ writ of passage – but more likely he would insist on you opening it up and showing it. However, just then he sees Anshelm and Kazimir coming over the hill, armed. Meyer leaps and runs towards the woods.
Tiberius: I curse. I shout over at Anshelm and Kazimir, to run after Meyer. I turn to Delfig. “Let’s go and secure the wife and children. Perhaps we can use them to force Meyer to be reasonable.”
Delfig: I look at Tiberius sourly. “Excellent job. Now you’ve scared him away. I’m not going to ‘secure’ women and children, and to suggest that is abhorrent.”
I take off running after Meyer. “Wait! Do not let my associates scare you away. We mean you no harm!”
Anshelm: Gah, why’d I pull out the sword?! I’m face-palming for real right now. I curse and run to cut off Meyer’s escape.
DM: Delfig is fairly close on Meyer’s heels, perhaps twenty-five feet behind. Meyer jumps through a patch of hawthorn bushes and goes cutting off between the trees, making no attempt to look back over his shoulder at the house. He pays no attention to Delfig. His path is straight as an arrow.
The terrain and vegetation, as I said, is full of deadfall and quite dense, but Meyer’s path is fairly open, suggesting that a patch of the forest has been managed. At any rate, Delfig has a little trouble keeping up only because Delfig is in leather armor, while Meyer is unarmored.
By the time Anshelm is able to reach the edge of the woods, he has no idea where either Delfig or Meyer is.
Anshelm: I curse and sheathe my blade. “Well, at least we’ve got five gold to show for our troubles,” he says.
DM: Kazimir pulls up behind Anshelm, in the same circumstance. Both have no idea where Delfig and Herr Meyer are.
Tiberius: Having no weapon, I will stay where I am.
Anshelm: “Tiberius, where’d they go!?”
DM: To clarify, Tiberius is some thirty yards away, having remained by the house, while Anshelm and Kazimir ran to the edge of the homestead clearing before losing track of Delfig and Meyer. Let’s say Tiberius can barely hear Anshelm’s question.

As the realization that they’ve lost track of their friend, let us leave Anshelm, Kazimir and Tiberius behind for a moment, and follow Delfig as he chases Herr Meyer.
Delfig: Can I put on a burst of speed and tackle him?
DM: You’re having trouble just keeping up!
Delfig: At some point, I’m going to realize that I’m not not going to catch him.
DM: Saying that, as Delfig is about to give up, both he and Herr Meyer burst into a small clearing, about eighteen feet across. Between two trees in the clearing is a cross-pole, about seven feet off the ground, which has hanging on it a line of rabbit skins, long dried out. Meyer leaps for the pole, sweeps off the skins and turns to face Delfig, holding the pole like a quarterstaff.
Delfig: I draw my sword and drop into a fighting stance. “Herr Meyer, I do not wish to kill you, or even harm you. My companion was too overbearing and intent on fulfilling a task that I do not agree with. Please, let’s talk before we have to shed blood.”
DM: Apparently, Meyer is too concerned about his family to have a chat. Roll initiative.
Delfig: I grab dice and roll a 3.
DM: Meyer rolls a 5, winning initiative. He attacks with his quarterstaff, rolling a d20 and missing.
Delfig: “Scheiß!” I turn and run, yelling out for help.

The sound carries through the forest, so that the rest of the party hears Delfig cry out. It should be understood that the sound is too far for Tiberius to have heard it.
Anshelm: I take off toward the sound of Delfig’s voice.
Kazimir: I will hesitate for a second, look to see if Tiberius is coming, and then head after Anshelm.
Tiberius: Not without weapons.
DM: Within just three combat rounds, Anshelm and Kazimir will see Delfig running towards them, alone.
Kazimir: I will call out to Delfig.
Delfig: Once I see that Herr Meyer isn’t in pursuit, I’ll stop and catch my breath. “I chased the smith to a clearing a short ways behind me. He grabbed a stave and swung at me. I don’t know if he’s skilled or not, but he showed no fear at me holding a sword. With the three of us, he might be more easily dealt with or negotiated with. However, he might also have run the other way. I think we should approach cautiously and slowly, to see if he’s still there or run away again.”
Anshelm: “Just lovely,” I say. I agree with Delfig.
Kazimir: “Wait a minute, lads ... I have a point of discussion to bring up. Something is amiss with our having no writ of seizure. Perhaps we need to re-evaluate the situation before we try to confront Meyer again. I think we’re played for fools by Herr Mizner.”
Delfig: I’m still sucking wind after that long chase, and then flight. “He certainly did not seem as I had pictured him when Mizer sent us to rout out a ‘silversmith’. He almost shoved his stave up my nose. I can still hear the whistle.
“Herr Meyer’s a Jew, for one thing. You know what that means. He claims to be renting from the Baron and that he has no clue of Herr Mizer or any arrangement. We have no writ and now we look more like thugs, which gives Meyer a reason to distance himself from us. Mizer spoke of an arrangement, but I don’t know any more than that.”
I’ll pause for a minute to see if Meyer comes back through the woods.
“Well, he either is off to get help, or he’s waiting for us to make the next move. Safety in numbers. We should go back and investigate the house and shop.”
Anshelm: “It does appear we’ve been played for fools. Mizer certainly knew what he was dealing with when we asked him for work.” A bit dejected, I look at my companions. “We have to try to right this situation somehow, to keep our skins if nothing else. So: are we with Mizer or Meyer? Myself, my sympathies lie with the smith.”
DM: There’s no sign of Herr Meyer; however, for Tiberius’ benefit, there is now smoke rising from the chimney of the house.
Anshelm: “Well, let’s not stand here waiting for the ‘beets’ to get us. I doubt we’d be able to speak with Frau Meyer at this point. Do we just wait for the smith to return?”
Delfig: “Let’s rejoin our friends and see what they have found.” I head back to the farmhouse.
Anshelm: I nod and follow Delfig.
Delfig: When we rejoin Tiberius, I’ll relate the same info from before: the smith backed me up with a stave and I wasn’t ready to fight someone who might be better prepared than we thought. I’ll point to the Star of David and note that we seem to have stumbled into something way over our heads. “So, do we remain here and perhaps face a mob of angry Jews or do we hide in the trees and skulk about a bit to see what occurs? Or do we check out the mill? If we agree to pull back, let’s at least get into the trees a bit away before we discuss where to go next.”
Kazimir: “Maybe travelling to Augsburg just now would be good. We should lay low until we can get this figured out.”
Anshelm: I nod in agreement with Delfig. “Kazimir, I believe you’ve mentioned the only option available to us at this point: lie low.” Scratching an itch, I continue. “I’ve no idea what motives lie behind this misadventure, and could care less to be truthful, but I will not risk my life for one such as Mizer. And we’re past being able to reason with Meyer.” With a sardonic smile, I finish, “We’ve been looking for a way out of Dachau for some time now. It appears that we’ve been granted our wish.”
Delfig: I am now overtly moving away from the house and into the woods, motioning to the others to follow. “We can explain later, if needs be. I agree, we need to be cautious and make sure we’re not pursued ... let’s get going, NOW!”
Anshelm: “You’re right, best to move now.”
Delfig: I will move along the track back towards the main road for a few minutes then move off to the left and find a decent spot to rest a minute and discuss.
Anshelm: I follow.
Tiberius: I agree with lying low for now. I move with the rest of the party.

Taking steps to bring the party together again, at last, Anshelm, Delfig, Kazimir and Tiberius meet Josef, climbing up the other side of the rise, to the point where everyone can see the homestead below – where before the party waited, while Delfig went to talk to Frau Meyer. Josef seems flushed and anxious. Quickly, the party makes Josef aware of the high points of what has happened, explaining that they’ve made a terrible mistake with approaching the Homestead too aggressively.
DM: While talking to Josef, Delfig catches sight of Herr Meyer crossing his front yard and entering the mill, opening a door near the waterwheel, presumedly informing the rest of the party.
Josef: I run to shouting distance of the house, keeping an eye on the windows for signs of attack. If I see any, I’ll stop. When I’m close enough, I shout, “A man in Dachau, named Johann Mizer, wishes ill of you! He would have had us come to kill you! We are sorry to have troubled you – we will never trouble you again!”
Herr Meyer [from inside the mill]: “If you are sincere, throw aside your weapons and step away from them.”
Delfig: I listen. I’ll take a glance at the woods, to see if there’s anyone who might be watching from the woods, as Meyer’s ally. If it seems safe, then I’ll move to join Josef.
Josef: I toss my weapons five or six feet, towards the mill. “We don’t know what his motives were. He hired us as ruffians.”
Delfig: I glance at the rest of the party and see if they are of a similar mind to disarm. I’ll toss my weapons out of immediate reach, but close enough that I can grab them at a run.

As other members of the party speak as if they had followed Delfig, we will treat them as though that was the case.
Anshelm: If I see the others do so, I carefully set my sword on the grass and move to stand by Josef.
DM: You see Herr Meyer emerge from the shop, and stand about twenty yards away from Josef and the others, including Tiberius and Kazimir. Herr Meyer will be carrying four war hammers. He drops two in the grass at his feet, but continues to hold one in each hand. He will suggest that Kazimir and Tiberius also disarm themselves.
Tiberius: “I don’t have any weapons.” I gave them to Kazimir, to hold for me.
Herr Meyer: “I’m waiting.”
Anshelm [eyes on Meyer]: “Kazimir, weapons down, man!”
Kazimir: I will also disarm.
Herr Meyer [to Tiberius]: “You. What made you think you had the right to threaten me or my family? Who is this merchant you mentioned? This supposed landlord of this property?”
Tiberius: I shrug. “All I know is what my employer told me. He told me to deliver the news to the current occupant and to see that he leaves. If my words threatened you, it is because I am a zealous worker.
Herr Meyer: And this Johann Mizer sent you to push me off my land, which I rent from my Lord the Baron. Without papers! I do not recognize your authority. Why would it not be the Baron himself? With armed guards and his written seal?”
Tiberius: Very well. You are correct, we do not have a writ of seizure. I had hoped to trick you earlier, because I had believed you to be a simpleton. It is apparent that this is not the case. And that you are a man that is not easily intimidated.” I eye the warhammers. “Still, we have our job, although it seems some of us are less than enthusiastic about it. Divided as we are, it seems we will be unable to complete it.”
Herr Meyer: “Then I suggest you return to your employer and tell him that you’ve failed. Get off my land.”
Anshelm: I clear my throat. “Herr Meyer, we’ve little inclination to return to our employer. To be honest, we had little heart for removing a man from his rightful lands. And it’s clear that Mizer played us for fools, and played us well, at that! I tell you, it leaves a foul taste in my mouth, and I’d like nothing more than a chance to return his insult.
Delfig: I nod in response to Anshelm’s speech.
Anshelm: “I would think that, even if we were to leave and never return to Dachau, Mizer would try again to remove you from your home. Perhaps there is benefit in our working together against a common enemy.”
Herr Meyer: “What can you show me that I may trust your word?”
Delfig: “There is probably very little we can show you something to prove our word, and you have every right to be suspicious of us. You have only our actions, in that we’ve agreed to lay down our weapons, and the fact that we’re telling you all this, to perhaps assist you. We do not understand what is going on here, aside from that your ouster and the deaths of an apparently innocent Innkeeper seem a bit too coincidental. Our fates are sealed. We are unable to return to Dachau now. What would you have us do to prove our word?”