Saturday, July 14, 2018

Senex Campaign 3: Sedition in Dachau

Not an accurate depiction of events

Delfig having asked the question about proof of the party’s honesty, Herr Meyer shows he has no wish to have anyone in the party to prove their word. He bristles, having already asked the party to get off his land. He continues to hold two hammers by their necks, expectant that the party will follow his instructions.

The afternoon has worn on some. The sun stands past the zenith, and the temperature has risen to full summer. While it may be moderately cool under the trees, out here on the meadow one can feel the 
sun hot on one’s shoulders, and sweat rising under one’s clothes in the mild humidity.
Crickets buzz. The stream continues to bubble, the water wheel continues to roll and creak.
Anshelm Helbelinc, the Thief: I let out a sigh and look to each of my companions. “Well, friends, I believe we should do as the man asks.”
Delfig Kôlhupfer, the Bard/Thief: I nod, as I turn and pick up my weapons and wait for the rest of my companions to join me. I whisper, “I think we should leave and head a little ways into the woods, and then discuss what we’re going to do next.”
Kazimir Kropt, the Assassin: I retrieve my weapons and nod in agreement.
Tiberius, the Fighter/Mage: I nod in agreement, pick up my weapons and follow the party into the woods.
Josef Mieszko, the Cleric: I gather my weapons and join the group.
Anshelm: I bring up the rear.
Delfig: [OOC: and thus, the party slinks off. “that’s not crying, that’s hysterical laughter ...”]
DM: Retreating, you follow the cart track and make your way to the highest ford upon the stream.
Delfig: Since this place isn’t visible to the main road, Delfig will look at his companions and ask, “Now what?”
Anshelm: Out of danger, I take a greedy pinch of snuff. “Do we tell Mizer what happened? And where is Ells?”
Josef: He ran off when things went badly. But he gave me his guild patch first. Let’s get off Meyer’s property, back to the road that got us here.
Delfig: I’m curious … will we have to pay a toll to get in Dachau via the gates? When Anshelm and I went out before, we didn’t, and the only tolls you’ve mentioned were over bridges on the way to the homestead.
[To the party]: “Let’s get to the forest that lies between the main road and the hills.”
DM: Since Josef has Ells’ patch, you can get past the tolls on the road by showing the it. You were able to get back into Dachau because the gate was open; there was no entry fee.
Tiberius: I have a writ of passage. Can that be used to bypass toll bridges?
DM: Yes it will.
Josef: How many toll-bridges did we cross? How long could we follow the road east before we came to the first of them?
DM: The closest of these toll-points would be about one mile along the paved road, from where the cart track meets it. You will remember the cart track climbed onto the Meyer hill from where you passed the 5-mile marker (from Dachau) on the side of the road. You crossed three toll bridges to reach the marker.
Delfig: “Let’s split up. Anshelm and Tiberius could take the road back to Dachau. The rest of us could hide out near Dachau, say near the blockhouse that was burnt, and wait to hear word from you two on Mizer’s disposition.”
Anshelm: “Agreed. You might even find shelter with the cotter and his family.”
Tiberius: I look worried. “Then, you should probably give me the gold that Mizer gave each of you, in case he demands it back because of our failure. When will we meet again?”
Delfig: “Let’s say that if we do not hear from you by tomorrow midday, we’ll head into Dachau to find out what has become of you.”
Josef: “Let’s meet tomorrow, just inside the North Gate - in the late afternoon.” I give the merchant’s patch to Anshelm.
Anshelm [taking it, nodding]: “I only hope Mizer doesn’t hold us while determining the veracity of our claims. How about mid-day tomorrow?”
Delfig: “I would suggest we meet up OUTSIDE of Dachau … to avoid any issues. Near the blockhouse.”
Josef: “Yes, yes.” As we go, I’ll keep my sling in hand, but hang my mace at my waist.
Tiberius: “I can simply tell Herr Mizer that I already had enough gold on hand to cover for our ‘fallen’ comrade’s initial payment, even though I didn’t have enough time to loot their bodies after the incident resulting in their deaths.” I agree with the plan.
Kazimir: Confirmed.
Delfig: Those of us cutting cross-country will take efforts to avoid any contact with others. Our intention is to get close to the blockhouse and then camp out for the night, obviously without a fire.

And so, Anshelm and Tiberius continue east towards Dachau, while the rest of the party move overland to the north. The land is dominated by low hills, surrounding the upper Danube Valley. Most of these hills are some two and three hundred feet high, and are collected in clumps and groups, separated by various small river courses ~ some of these flow south to the Amper, others north to the Danube. The woods on the far side of the Amper, to the south, are thicker than they are on the north, though there are patches of tilled land seen in the forest.

Anshelm and Tiberius do experience some difficulty returning to Dachau using the road. At each of the three tolls they encounter, when Anshelm attempts to demonstrate the merchant’s guild insignia, the guards question him at length. These guards are familiar with Ells, but they do not know Anshelm at all. Nevertheless, after some hard questioning, and partly because Tiberius has a writ of passage, the pair are allowed to return to Dachau by the time the town bells ring six o’clock.

Then, as Anshelm and Tiberius are let through the town gates, well before curfew will close the gates for the night, a conversation between two town guards is overheard.
1st Town Guard (npc): Another one?
2nd Town Guard (npc): Yes. Early this morning.
1st Town Guard: And hacked to death, just like before?
2nd Town Guard: Just like before.
1st Town Guard: Who was it this time?
2nd Town Guard: Johann Mizer. The bastard.
1st Town Guard: Serves him right.
Anshelm: When out of sight of the guards, I turn to Tiberius. “Did you hear that? Perhaps we won’t have to rely on a clever tongue to get us out of this. I suppose the Merchants’ Hall is the best place to discover of what it is they speak.”
Tiberius: I agree to go to the Merchants’ hall immediately.
DM: This takes very little time, as you know the way very well. However, as it is later than five o’clock, the Hall is locked.
Tiberius: How late is The Pig open? I think we want to try finding out some information on the recent murder there.
DM: The Pig is open until 10 bells.
Anshelm: Are there other inns, taverns or places where people might gather in the evening between here and there? Is there anywhere that might serve a more upscale crowd than The Pig?
DM: You recall Hornung’s beer garden.
Anshelm: I do. If we decide to go there, is it going to take us out of our way back to The Pig?
DM: Dachau has a population of about 3,900 people. No part of Dachau is more than 1200 yards from any other part of Dachau. I urge you to remember than an ale at the beer garden costed a gold piece.
Anshelm: So noted. I knew Dachau was small, just wasn’t sure how small. To Tiberius, “While Helmunt might appreciate our presence back at The Pig, perhaps we would have a better chance of finding out what might have happened to Mizer by having an ear out at the beer garden, where we took the job. Folk there might know him better than the crowd at The Pig.”
Tiberius: “Yes, and it might be better to stick together. To the beer garden!”

And so, a change of scenery …
DM: You find the beer garden is very much like you remember from last night. The place is much more full than it was, and the fire is less stoked. You’re each served an ale from a beautiful, compelling woman with dark eyes, who takes your gold piece with a disarming smile.
Tiberius: I smile at the server while handing her a gold piece. “I was hoping to meet a friend here, and I wonder if you’ve seen him? His name is Johann Mizer.”
Anshelm: I add a silver piece to my gold. “Have you seen him around this night?”
Mina (npc): “Johann? Not tonight.”
DM: She chuckles, taking your money.
Mina: “That poor bubbie works too hard.”
DM: With that, she’ll spin delightfully and return to her duties.
Anshelm: “Perhaps mixing with our present company will yield better results?” I rise and tries to look nonchalant, moving near the fire and making a show of warming my hands, while looking around. I make a circuit of the garden. He’s trying to pick out any conversation that might concern violence, murders, Mizer … or us! I’ll try to find someone who looks relatively well-to-do and speak with them.
Tiberius: I guess I will do the same, except I’ll concentrate more on the ladies.
DM: As you try to listen, you hear nothing of interest, except the goodness of the beer, some irrational humor among the patrons, the teasing of the barmaids, shouting, laughing and so on. Like any place of drinking.
Tiberius: I go up to one of the many beautiful women in the beer garden and strike up a conversation, mostly about harmless, everyday topics.
DM: One of the barmaids, Marras, will fall into a conversation with you. She seems familiar with Johann Mizer.
Tiberius: I’ll ask a question about his being murdered.
Marras (npc) [laughing]: “Murdered!? He wasn’t murdered! One of his horses was butchered in his stable, was all! There’s been someone in Dachau killing the poor beasts for weeks. Where have you been?”
Tiberius: I join the barmaid with a roar of laughter. “I must have misheard! That’s what I get for listening to gossip on the street!”

Anshelm, unable to start a conversation, overhears this and chooses to join Tiberius and Marras.
Anshelm: “Ah, thank goodness. We were very worried for our friend.” Feigning compassion, I continue, “The poor beast! Has anyone got an idea of who’s doing these awful things?
Marras [her expression darkening]: “No one knows anything! Whoever’s doing it, they’re invisible.”
DM: At that point you hear the deep male voice of a barkeep calling out.
Barkeep (npc): “Marras, where are you?”
DM: The barmaid will hear this and immediately skip away.
Anshelm: I wait a moment before saying, “Invisible attackers!” to no one in particular, but loud enough for someone at one of the nearer tables to hear. “Seems a bit fanciful, no? Someone should get to the bottom of it!” I make my way back toward the table Tiberius and I shared, swaying a bit to feign drunkenness. Does anyone seem to be watching?
DM: Not that you can tell.
Tiberius: I will approach another barmaid and try to start another conversation, meaning to learn something about Johann Mizer’s character, business and so forth.
DM: The barkeep will see Tiberius doing so, and will approach to ask if he intends to drink or to accost the maids.
Tiberius: I apologize and let the maid get back to work. I’ll rejoin Anshelm. 

That very same day, Delfig, Kazimir and Josef have more than a little trouble crossing the countryside to the north side of Dachau. They discover that it is impossible to travel through this part of Bavaria without drawing notice – the country is thick with farmers, herders, woodcutters and laborers, tending fields and building rock walls and the like. Still, the party realizes these villeins have little interest in them. Thankfully, the party does not encounter is a patrol, or a gamekeeper or any other person with authority.

The ground is soggy from yesterday’s rain, and more than once, the party takes a leap over a wall, only to land up to their ankles in sodden ground. Often they are forced to pick their way around the mucky edges of a deep-water pond, to reach solid ground again. When entering a wood, to avoid some keep or blockhouse they can see, they end up being lost, what with crossing gullies or following gullies, until reaching the open again to regain their bearings.

At last twilight arrives. The party is still some goodly distance from their destination, and uncertain about how far. As the sun sets, the temperature turns cool at first, then quite brisk with full dark. In spite of having no desire to starting a fire, it soon becomes apparent that without one, the group will freeze to death – what with their wet feet and having too little clothing to comfort them.
DM: Has anyone the means to light a fire?
Delfig: Okay … time to make a duff bed of some sort; a mound of leaves, even wet, will give us some protection from the ground. We should accept that we’ll need to sleep against each other.
Kazimir: I don’t have a way to light a fire. Are there any farms nearby? We’ve seen plenty of people living out here. I say to Delfig, “Perhaps we could give a few coins to a farmer if he’d let us sleep in his barn. Hay and dung would still be better than this.”
Delfig: “Perhaps we can try.”
DM: Any significant farms will be clustered around mills at the base of a castle or keep, as that is typical in this feudal land. Isolated homesteads like that belonging to Meyer are quite rare, as the country was not generally safe. Meyer being a free person paying rent is also fairly unusual. Keep in mind, entering a hamlet near a keep would risk encountering the local Reeve.
Without any means of starting a fire, I will have to start rolling health effects.
Josef: I have no means to make a fire. But I have a compass and a tent!
Delfig: What would we know about the possible ill effects of “encountering the local Reeve?”
DM: A Reeve would wonder why you’re there, what’s your purpose, why are you not on the road, how much money might you have in your pockets, how are you at repairing roofs since the keep needs some work done ... things like that.
Delfig: So, not instant death or dismemberment. Is there a keep or hamlet that we can see, or that we remember passing just before the sun set?
Kazimir: Would a fire attract a Reeve where we are?
DM: Extraordinarily unlikely. A Reeve would be no more anxious to investigate a strange fire in the back country than you would be – to the Reeve, you might be bandits. Any one would be sure to collect a strong group of combatants before digging out what might just be a random cotter caught after dark.
To answer Delfig’s question, there is a hamlet perhaps a half mile away.
Kazimir: “Well, what say you?”
DM: As you talk, it’s getting awfully cold. Kazimir has spent so many years sleeping on the street in cold weather, he can endure it fine, but Delfig is a little soft to such things. The bard is probably wishing for a few moments, at least, to have the bed in his father’s house tonight. So far, the members of the party have experienced no poor effects, but your fingers do feel a bit numb, which is worrying.
Delfig: “Kazimir, Josef - let’s go back to the hamlet we saw a little way back. The worst case is that we’re turned away, and we’re no worse off. We might be able to earn a corner out of the elements in exchange for work or a song.” I will turn around and head back in the direction that I remember seeing the hamlet.
Kazimir: I nod in agreement and gather my things.

So, the party makes their way back, until they are following a narrow track between fields, now long after dark. Ahead is a cluster of small buildings, perhaps thirty in number, showing you haven’t found a hamlet, but rather a small village. A running stream about twelve feet across flows alongside the houses. There is a flour mill at the front of the village. A wheel is turning with a weak movement, driven by a slow stream of water. In quality, it is far less than the wheel the party lately saw at the Meyer Homestead.
DM: You see not a light showing in the village. On a hill, a quarter mile away, you can dimly see a tower surrounded by a curtain wall, and the dim twinkle of torches burning atop it.
Josef: Will we have to go among the buildings to see if any are of better construction than the others? Are the all shacks? Is there a church? A common green or a well? Do watch out for dogs.
DM: You hear no dogs. The houses are built into the side of the hill next to the stream. Each house has a turf roof, which extends out of the hillside and over the house walls. All look equal to one another; no house is poor, or a shack – yet they are hovels, in that they are built of low-cost materials, and are small in size.
All three of you get a sudden sensation that something has approached you; it is nearby, perhaps ten or twenty feet away, and breathing regularly. But a quick scan around reveals nothing.
Josef: I drop my pack off my shoulder, and take my mace in hand, while looking around more carefully. I look specifically in the direction from which we came.
Delfig: I’m going to retreat quietly – as noiselessly as possible – away from the now-arming Josef and the noise, shaking my head.

As the group in the country set themselves to meet some new encounter, let us return again to Anshelm and Tiberius, as the evening departs from Dachau. The temperature grows brisk at the beer garden, too, and the fires are stokes to keep the garden warm. The barmaids eyes are falling uncomfortably upon Anshelm and Tiberius, suggesting it might be time for the two adventurers to stop nursing their ales and order a second one.

As well, some of the patrons are growing uncomfortable with these road-dusted strangers, who seem too anxious to make friends. A fellow approaches the table and addresses Anshelm and Tiberius.
Stranger (npc): “You were here last night, with Johann, were you not?”
Anshelm: I signal for another beer. I speak in a carefully neutral voice, not to be hostile; “Who might you be, friend?”
Tiberius: I will also order another beer.
Stranger: “Karl Ludd … and you are?”
Tiberius: “I am Tiberius. How do you know Herr Mizer, if you don’t mind my asking?”
Anshelm: I settle back in my chair and watch the crowd for now.
DM: He waves his hand, signalling the answer to Tiberius’ question isn’t important.
Karl Ludd: “I know him only in passing. I am the architect who rebuilt his house last year.”
Tiberius: “Herr Mizer helped me out of some legal trouble only a few days ago. Ah, where are my manners? Come, sit down, share a drink with us!”
Anshelm: “I’m sorry to hear of Johann’s recent misfortune, though my friend Tiberius and I are glad that we first heard the news wrong. We thought he was dead.”
DM: Karl grins.
Karl Ludd [to Tiberius]: “I don’t drink.” [then to Anshelm] “You don’t fool me. I saw your pleasure at the news when you heard it at the West Gate.”
DM: He leans in and speaks quietly.
Karl Ludd: “Would you like to know truly why horses are being killed?”
Tiberius: I’m puzzled by Karl’s tone.
Anshelm: I stop mid-swallow at Ludd’s response.
Tiberius: “Do you know something, friend?”
Anshelm: “We’d very much like to know.”
Karl Ludd: “It is a wind. “Those who have been struck at know this. It is not merely the killing of horses. These are messages, warnings to those who have grown fat and presumptive. And you, friends, have been watched. Your interests are known.”
DM: He looks directly at Anshelm.
Karl Ludd: “You did not see the innkeeper’s corpse hanging from its scaffold with much pleasure. True enough?”
Anshelm: I take a pull from my mug. “To be honest, I did not think it good or ill until I learned of the reason for innkeeper’s execution.” I take another drink. “Truth for a truth, Herr Ludd. How long have you been watching us? And might we know why?”
Tiberius: I look at Karl uncertainly, and wait for him to answer Anshelm’s questions.
Karl Ludd: “I have not been watching you. One other that I know has been; he has known you since you first arrived in Dachau. He is an associate of yours. What think you, then, of the hanged innkeeper? Does his death not put us all at risk?”
Anshelm: An associate of ours!?
“I think what was done to the innkeeper, if the tale I was told was true, is a grave injustice. It seems to bode ill for the residents of Dachau. But who, exactly, do you mean by ‘us?’ “
Karl Ludd: “All who are not in the guild, of course. The guild freely threatens every other person in the town.”
Anshelm [nodding]: “Of course. What happened to Jan and his family could happen to anyone at the mercy of those in power. It is a most egregious situation, and one that does not sit well with me.”
Tiberius [worriedly]: “I think you both need to control your tongues with a little more wisdom. This hardly seems the appropriate place to discuss these matters.”
Karl Ludd [looking about him]: “These patrons are too full of drink to understand us, and we already speak quietly, dear sir. But if you will be more comfortable elsewhere to speak freely, tell of the place and we will go there.”
Tiberius [with a measured look]: “Fine. If you are comfortable where you are, then so am I. I have nothing to hide.” I lean in closer. “What happened to the innkeeper is a tragedy, I will admit. I would not wish it upon my worst enemy. However, you have us at a disadvantage, sir. You know more about us than we do of you. Why don’t you tell us what you want from us?”
Anshelm: I raise my hand. “I don’t think we need to retire from this place. We’ve nowhere to go this late at night save The Pig, which is just as much in public view. However, Tiberius’ words have wisdom. We’ve been rather free with our words to you, but how do we know you’re not in league with the very merchants of whom you speak so lowly?”
Karl Ludd [nodding]: “What you say has merit. Let us not speak, then, until you have better reason to trust me. And I think it might be better if you and your other companions have a private opportunity to speak. In the meantime, I will give you this as a mark of my good will, and shall prove to me yours. Tonight, Johann Mizer’s stable will find another horse dead. It will happen after the tenth bell, and before the eleventh. You may choose to warn him, or you may choose to let him lose an animal worth more than a thousand gold coin. I leave the matter to you.”
DM: He stands up, and calls out a cheerful farewell to you and to those at the nearest tables, who wave in acknowledgement. Then, he does not give you time to speak with him again as he departs.
Tiberius: I look soberly at Anshelm. “Shall we go back to The Pig?”
Anshelm: “I could use a bed after the day we’ve had. I only hope our companions are faring well in the countryside.”
Tiberius: What time is it now?
DM: It isn’t quite ten bells.
Tiberius: I think we were planning on letting whatever comes to pass with the slaughter of the horse come to pass. None of us know where to contact Herr Mizer, or even where he lives, if we wanted to warn him.
Anshelm: Yeah, that’s the plan. We return to The Pig.

Meanwhile, back in a dark Bavarian wood …

[OOC: At this point, the player behind Josef chose to leave the campaign. At the same time, Kazimir explained privately that he would be unavailable for at least a week. This meant either suspending the campaign, both for Delfig and the others, or else somehow make the isolation of Delfig work somehow; I decided to repurpose Josef’s character, and temporarily remove Kazimir from the scene … as shown below]
DM: In light of the threat that is concealed in the dark, Josef suddenly turn and runs off, without explanation. Delfig barely has time to recover from this surprise, when Kazimir begins to back away. He has his own crisis of doubt, and he runs off as well.
In the inky blackness, Delfig senses more than ever that he has not been left entirely alone …
Delfig: I back away from the thing, as quickly as I can, reaching for the lyre strapped to my back.
DM: Backing away in which direction? While there is definitely something out there, you’re not certain where. It seems to be moving in a circle around you.
Delfig: I’m backing away towards the houses and the hill.
DM: A stone will thump on the ground and lightly bump the back of your heel. There is a paper wrapped around the stone.
Delfig: Do I still feel like something is there?
DM: Yes.
Delfig: I’ll reach over and pick up the stone if it doesn’t seem like I’m about to be attacked …
DM: The note reads, “Behind You.”
Delfig: Oh man, I am so being played with … I’ll groan, take three steps forward, then spin around. I still have my (now useless) lyre in my hand.
“Hello?”
DM: There will come the chortle of laughter from several voices around you – they are uncomfortably close, though you cannot see anything. One speaks, from somewhere in front of you.
1st Voice (npc): “Herr Kôlhupfer, you have nothing to fear from us.”
2nd Voice (npc): “We might have killed you at the farm.”
3rd Voice (npc): “It’s good that you let the Jew alone.”
Delfig: I gulp and slowly lower my arms into a non-threatening position. “I am … ahh … glad that I have pleased you enough that I’m not going to die for my mistakes. Who are you? Might I be allowed to gain shelter from the cold so that we can talk?”
1st Voice: “No, we will not give you shelter. We do not rest with humans. But we will ask a question: will you continue in the employ of those snakes who seek to swallow the people of Dachau? Or will you accept our coin?”
Delfig: Who are these snakes? The merchants? And who are you?
3rd Voice: “He’s not that bright, is he?”
2nd Voice: “He thinks we mean actual snakes.”
4th Voice (npc): “And he didn’t answer the question.”
Delfig: “I beg your pardons. I will answer. No, I do not wish to be a party to the merchants who would squeeze everyone dry of their wealth and then look for more. It’s the merchants who caused much of the bloodshed of recent past wars, and I have no small love for being played as a fool in a merchant’s game. I wanted to talk to Herr Meyer and find out what we’d gotten ourselves into. I count myself fortunate that Herr Meyer didn’t kill me.
I didn’t mean actual snakes – but as I am talking to the wind and darkness, who sound as if they are opposed to the merchant, I wonder what powers the merchants may also have. As for whether I’ll accept your coin, while I am in need, I am also wary of things I cannot see, that speaks to me from the dark and asks if I will get involved in something that may leave me in the same condition as the innkeeper, with a rope around my dead neck. Before I accept any coin, I would like to know more.”
DM: As an answer to your speech, you will see Josef reappear from the darkness. He has tossed away his weapons and his hands are empty.
Josef [as an npc]: “Do not concern yourself with the powers they have. Nor with the consequences that might await you. None can know their future. Forgive us for our distrust. It is not to threaten you that we remain hidden, but because we must protect ourselves.
DM: Saying this, Josef’s face will begin to transform, while his body will visibly shorten. Watching, you are quite mesmerized – and probably too stunned to make a move. In less than the count of twelve, Josef has transformed into Ells.
Josef/Ells: “I killed the dogsbody and left him in the underbrush. And I inspired your friends to change their minds about trusting Johann Mizer.”
DM: His visage shifts again, this time to a face you do not recognize. It is pleasant and unthreatening.
Josef/Ells/Other: “And now I approach you to ask you to do some small part in breaking the Merchant’s Guild in Dachau.”
Delfig: [OOC: Okay, that’s just damn cool]
I look in astonishment as the darkness shapes into Josef, then Ells, then to the stranger in turn. “I’m sorry, Josef … or by whatever name you have for yourself. I meant no disrespect with my answers. I did not know.
“I have felt uneasy about the goings on in Dachau since I learned of the innkeeper and his wife. I did not go with my friends in service to Mizer to fulfill his wishes. I have no particular loyalty to the Merchants Guild. I live for my art.” I break off, gulp nervously, and continue. “What would you have me, a single person, do against the Guild?”
Josef/Ells/Other: “You may call me Triskoon … when we are not in the company of others. In company, call me ‘Hans.’ And what I want is for you to take a journey. Not to any place in particular, except that it should be away from Dachau. If you will give me but a sample of your blood – and a single personal item – your disappearance from the town will make an excellent frame.”
Delfig: I shiver in the chilling air and rub my arms. ”Forgive me, Triskoon, but the air begins to affect me poorly. I was seeking shelter in these buildings, in order to make it through the night. Could I please have some shelter before we talk further?”
Triskoon [with pity]: “Come with me.”
DM: He leads you to a shed, a quarter mile from the village, where dry hay is stored. As you enter the shed, the two of you seem to be alone now.
Triskoon: “If you climb down into the hay, you may pass the night more comfortably. What say you to our bargain?”
Delfig: I thank him gratefully as I rub my arms and legs to get warm. Then I look at him curiously. “A drop of blood and a personal item. You say those will serve as an excellent frame. How will my blood, my essence, and an item of mine, give you a ‘frame’ - the murders of the horses seem to have already gotten attention enough. A drop of my blood won’t be so unusual.”
Believing myself warmed for now, I will slowly remove my pack from my back. Opening it, I remove my wineskin and some of my hardtack, and offer a share to Triskoon.
Triskoon [declining the offer]: “More than a drop – a small bottle I think. Identified by a cleric as blood spilled in violence, associated with Herr Mizer in the proper manner, so that he will be found guilty of your murder. We must bring the two of you face to face again, and we must raise Herr Mizer’s temper in public. Then we shall manage the rest.”
Delfig: My eyes widen. “That is an audacious plan and would indeed be a serious accusation against the merchant, especially with the involvement of a cleric. You have some powerful friends. I must admit reluctance at having that much blood taken from me. I have little wish to find myself sickened from an imbalance of my humours. How will you keep Herr Mizer or his companions from simply carting me off to the jail or worse?”
DM: Triskoon will change shape again … and Herr Mizer takes your wineskin from you and has a pull.
Triskoon: “Why would Mizer need to be involved at all?”
Delfig: I resist the urge to involuntarily make the sign of the Cross. I chew noisily on my hard tack instead. “Your point is well made, Triskoon. But as you, or one of the voices you created, stated outside, you haven’t answered all the questions … you mentioned coin?”
Triskoon: “It will be enough.”
Delfig: “I want to speak with my companions first. If you agree to that, I’ll meet with you to provide the blood.”
Triskoon: “I confess, I am somewhat squeamish. I would prefer if you would do the bloodletting yourself. More than that, it must happen soon, to be of any use to us. I have friends in town acting on a schedule. First thing in the morning would be the best possible time to set up Johann Mizer … otherwise the window will be missed.”
Delfig: “You seem to have avoided talking about the promise of payment. I would like to know what we will earn from this venture and when we’ll be paid.”
Triskoon: “Oh, I had not meant to avoid the payment. Will 100 gold be sufficient?”
DM: He will demonstrate a large belt pouch that jingles.
Delfig: I nod and take the small vial from Triskoon. I make a small incision in my arm and allow the blood to fill the bottle. Once full, I’ll stopper the bottle and wait expectantly for the gold.
DM: Triskoon will happily pay you.
Delfig: Then I inquire about remaining in the warm hay until prior to sunup, so I can leave without being harassed.

Triskoon consents to this and takes his leave. Once Triskoon has departed, Kazimir chances upon the same shack and enters, to find Delfig there.

When morning comes, we find the party in two places.

Delfig and Kazimir awake first, as the sun breaks the horizon on a bright, promising day. They quickly accomplish their ablutions and head towards Dachau’s North Gate, as arranged, hoping to be there in time. Feet damp from dew, they find now there are mostly fields to cross, with the forest behind them. All about, farmers and herders are moving out into their fields and pastures. These wave kindly to Delfig and Kazimir as they pass.

Sometime later, Anshelm and Tiberius awake in their rooms at The Pig Tavern, finding the inn to be entirely their own. This is nothing unusual for the middle of the week. Helmunt has their breakfast ready, and as each takes their turn in the dung closet out back of the building, the city has gotten itself awake.

Anshelm and Tiberius take their breakfast on the front porch. Inside, Helmunt is bleaching the barroom floor. A group of patron arrive and settle into a table near our pair, talking gossip. Another horse was killed last night. This one, again, belonging to the stables of Johann Mizer. Something must be done, they say. This is the seventh horse that has been brutally slaughtered.
As if in response, there suddenly comes the clanging of armor. In minutes, some hundred heavy and light infantry fill the square in front of the cathedral. They form ranks, standing at attention, as the Captain of the City Guard, Hans Frinkel, reads a proclamation. It continues for some time, but the key words of interest are,
Hans Frinkel (npc): “Until the perpetrators of this sinful act are caught and executed for their crimes, the town of Dachau has been placed under marshal law. Citizens and foreigners may continue to be about their business, but to leave or enter the town shall now require the signed seal of the Mayor’s office …”
Anshelm: I turn to Tiberius. “Well, I suppose this means Karl was telling the truth, eh?” I sigh as I watch the military assemblage in the town square. “Of course, now we need to contrive a way to find our companions again.”
Tiberius: “We didn’t meet with Herr Mizer last night, because the guild hall was locked. Shouldn’t we take the time to do that now?”
Anshelm: I nod at a suggestion. “We should make good use of our time.”
Tiberius: “That doesn’t mean I’m going to trust the man. I’d like to keep my head, after all.” I look at the guards gathered in the town square. “Come, our companions can wait a little longer. We still have yet to meet with Herr Mizer. I can’t imagine he’ll be in a good mood after this, and with the news we have …”
Anshelm: I grin at Tiberius’ words. “Perhaps it’ll mean our failure won’t be seen in such a bad light, comparatively,” I say as I follow. “Probably not, but this at least keeps our hope alive.”
DM: You may try to meet with Mizer if you wish. But no specific time and place was specified for the meeting. At best, you can try to contact him by presenting yourself at the Hall.
Tiberius: That was how I was going to do it.
DM: Quite out of expectation, you find that the Market Hall is still closed – but now, a dozen guards are posted at the massive main entrance, a giant double door. The guards will tell you politely, as they tell others who have also approached, that the members of the Hall are having an “emergency session” of the Merchant’s Guild. This has taken up most of the morning, at least two hours. The guards don’t believe the session will end before the sun sets.
This news elicits much discontent among the others who hear it.
Gentleman (npc): “It is unbearable that business should be run this way, over the question of a few horses! Must the whole town sacrifice its livelihood for men who can’t post a guard or two at their stables?”
Old Hag (npc) [wagging her finger]: “A few horses, do you say? A few horses! Seven horses, I say! Do you not know the meaning of Seven dead horses!?”
Anshelm: I say to Tiberius, “Well, it looks as if Herr Mizer’s other bad news will be delayed. All the better for him.” Turning to the old hag, I say, “I have an idea, lady, but pray tell, what do the seven horses mean to you?”
Old Hag [raising an eyebrow]: “Did your precious mother tell you no tales?” [Then, with great import] “And the earth boiled, and rose there the witch, and her chariot was pulled by seven horses; and with her she had seven dogs, and in her seven hands she held seven swords …”
Anshelm: I raise an eyebrow. “I know little of these tales. What could they possibly tell us about this situation? What, pray tell, do you think this portends?”
Old Hag [shrieking at Anshelm and others]: “Do you not remember!? The horses are gathered now! What will it be next? What will it be?”
DM: She asks the questions as though she knows the answers. But others begin to poke at her, raising their voices at her.
1st Man (npc): “Shut up woman!”
2nd Man (npc): “Push off, hag!”
DM: Using their canes, they drive her away from the doors and out into the square. Finally, she shuffles off towards the Cathedral.
Anshelm: I chuckle, spit, then turns to Tiberius. “Ha! Seven swords and seven dogs ... I’ve enough snuff for seven days; perhaps that’s what brought this ill wind upon us.” Looking around at the folk milling in front of the Market Hall, I continue. “Well, there’s not much more we can do here. P’raps we could see if there’s really no way out of Dachau without the mayoral seal.”
Tiberius [agreeing]: “I would prefer not to stir up any trouble. If we can obtain the means to leave Dachau legally, then we should try.” I follow Anshelm.
Anshelm: “To the mayor’s office!”

It is not long before word of this proclamation reaches the ears of the peasants outside of town, and as Delfig and Kazimir hove in sight of the front gates, from the proposed meeting place by the burnt out Inn, they see thirty soldiers posted there.
Delfig: I speak little to Kazimir about his flight into the dark, the night before. “It was a night to not remember and to not be believed.”
Kazimir: I eye the guards warily and say to Delfig “Now I don’t like the look of this, not one bit.”
Delfig: I suggest that we take some shelter in the groves that I had formerly explored, but avoiding the cotters. We will keep checking throughout the day for signs of our companions, or to see if the guards are continuing to stay at the gates. We’ll avoid any contact with anyone passing in or out of Dachau.
DM: Midday arrives.
Delfig: “Kazimir, the guards have not lessened and I am worried about our friends. I think that we should find out what is going on. I think it best that you simply ask if you may gain entrance to the city. If you do not return, or you gain entrance, I’ll wait another couple of hours, then I may confer with some associates that I know in these parts.”
Kazimir: “And where be these associates, should I need to find you later?”
Delfig: “They are some cotters in the groves near the blockhouse. Be warned, they are suspicious at first. You might want to return to this place, so I can look for you later. I will return here if and when I’m done speaking to the cotters.”
Kazimir: I head for the city gates.

As Kazimir approaches the gates, Anshelm and Tiberius will cover the distance to The Rathaus, the town hall of Dachau. This faces a small square called the Marktplatz, opposite the city fortress. The square is but sixty feet on a side, a widening of the principal road, the Mittermayer Strasse, as it passes beside the Fortress. The party enters the platz along the Rosster Strasse. There are two small lanes, each ten feet wide, that lead into the platz: Lane Brucker and Lane Krankenhaus. Two large buildings, besides The Rathaus and the prominent gate of the Fortress, appear to be warehouses.

At present, the platz is full of citizens, at least two hundred, many of them angry. The town guard and members of the private mayoralty guard, plus some sixty glittering plate armored soldiers of the duchy, are holding the crowd under control. The situation is dire.

Clearly, much of the crowd is seeking to gain access to The Rathaus – after a few minutes of watching, you can see that the guards are letting a few enter from the crowd. Then you chance to see one of the guards strike a man with his mace; the man seemed to have been dressed in travelling clothes, and might have been a Pole, judging from the way he was dressed. You don’t know why he was struck.
Anshelm: I push through the crowd toward the doors of The Rathaus.
Tiberius: I follow Anshelm.
DM: It is hard work moving through the crowd. You are both jostled and battered, but you do make steady progress. Eventually you push your way near the front.
Tiberius: I present my writ of passage to the guards, in hopes that it will get me through the door.
DM: One of the mayor’s private guards allows Tiberius forward … but he puts his glaive in front of Anshelm to deny his following his friend.
Anshelm: I tell them that me and Tiberius are seeking permission to pass the town gates.
DM: You don’t get an answer, Anshelm. The crowd has swelled to some three hundred, and although the guards are trying to pull the people apart and find the most aggressive, as they strike these people with gauntlet or mace or club, it is only antagonizing the crowd. While at the moment the objects being thrown are only large enough to bounce off the guard’s armor or helmets, there are signs of escalation. Anshelm will see someone pick up a large crockery pot, smash it on the street, then pick out a piece the size of his fist and prepare to throw it, before being pulled down and beaten by three guards.
Anshelm: Yikes! I retreat back into the crowd.
Tiberius: “I’ll meet you at the gasthaus!” I shout at Anshelm. Turning to the guard, I ask were to go to obtain the Mayor’s signed seal, to enable us to leave Dachau.
DM: The guard tells Tiberius to stand where he is and wait. There are eight other men pressed against the outer wall, near the door of The Rathaus, keeping as far back from the crowd as possible. Several members of the crowd are throwing small stones now, or bits of plaster and lumps of broken roof tiles, at the guards or those waiting by the door.
Anshelm: I retreat to the nearest side street and watch events unfold from the crowd’s edge, doing my best to remain unnoticed. I try to see if there’s a familiar face in the crowd, especially Karl’s.
Tiberius: Ducking any passing stones, I wait as patiently as I can for my turn to come up.
DM: Tiberius is struck with a lump of plaster the size of a plum, and a fair-sized piece of brick breaks against the wall near his head. The guards begin to move Tiberius and the others who are waiting into The Rathaus.
Anshelm, you note a close group of a dozen unarmored men, in cloaks tied with yellow ropes, moving along the Lane Krankenhaus. Upon entering into the square, they spread out, speaking oddly and making distinctive motions with their hands and bodies.
Anshelm: I’m taking that by their uniforms that these newcomers are members of a group. Do I know who they are?
DM: You’ve possibly noticed one such person dressed in like fashion, and known them to be a mage … but it has never entered your mind that it might be an Order. Do you take any action? They are within a few feet of you.
Anshelm: This smells of sorcery. I retreat a short way down the lane and watch what happens.
DM: The crowd sees the Order and some hurl rocks. One apple-sized stone strikes one of the spellcasters, spoiling his spell and tumbling his body at Anshelm’s feet. Anshelm can see a sizeable gash on the mage’s forehead.
Seconds after, the first of the spells is discharged. At once some forty people collapse into sleep. Three exploding puffs of smoke – stinking cloud spells – break out over various parts of the crowd. A fog bank abruptly rises from the stones of the platz and obscures a great part of the mob. The effect is profound. The crowd disperses, screaming, flooding in every direction away from the spellcasters. The distinct odor of the stinking clouds induces many of the crowd into vomiting, while stumbling and tripping over the prone bodies in the platz. Then one of the mages transforms into the shape of a hill giant, bearing a massive club. The giant roars for the square to be cleared. Nearby, one mage appears to have cast a spell and is now holding it, a crackling lightning ball sizzling between his fingers.
What does Anshelm do?
Anshelm: Is the unconscious caster close enough to grab? If so, I take a quick look around to see if any guards or mages are looking his way, then drag the body into a convenient alley. Please say there’s a convenient alley nearby …
DM: In the chaos, it is impossible to tell if someone might have seen you, but you do not catch anyone’s eye. There is no alley, but a glance indicates a door well leading into a warehouse, twelve feet away from you and the body.
Anshelm: I jump to the door and test it, to see if it is open before dragging the body.
DM: The door is locked, but with a fairly rusted padlock and chain. Your chance to open the lock is double, and will take you six seconds.
Anshelm: I’ll roll to open. d6? If it’s a normal open doors roll, just to move it along: I rolled a 2!
DM: Sadly, that doesn’t work. Remember that open locks is a percentage; your chance at 1st level is normally 35%. Double that makes 70%. This time, however, I will accept your roll, since a 2 in 6 is a 33% chance, less than the number you need. The lock opens, the door is accessible.
Anshelm: I drag the unconscious mage into the warehouse and shut the door behind me, leaving just enough for a sliver of light.
DM: As you look out through the slit, you see no one outside moving towards the door. Action?
Anshelm: I pat the guy down, looking for any valuables, papers, weapons, etc.
DM: The mage is a young man, 25 years old, a bit of a pudding in his shape and musculature, with a bit of a baby face. You’ll notice a large belt pouch with at least 70 coins in it, a 3-inch copper holy symbol, a pair of low leather boots, a embroidered woolen doublet with lace cuffs and collar, a silver ring, a meerschaum pipe and a small pouch with what appears to be opium. He had a staff; it’s fair to say you grabbed that, too, as you took him from the street.
The mage will groan, not quite gaining consciousness.
Anshelm: I grab the ring, pipe and pouch. I have rope listed in my gear. Are we assumed to be walking about with it?
DM: I’m judging that you have your backpack, so yes, you have your rope. It isn’t heavy waxed rope, like you see in films; the rope is a soft twisted hemp, like horse rope.
You find 37 g.p., 29 s.p. and 17 c.p. in the pouch.
Anshelm: I tie up the mage and kick the staff across the floor of the warehouse, out of reach.
DM: Presuming you’re not going to get it back, scratch the rope from your equipment list. Consider him tied up.
Anshelm: Keeping my back to the light, to hide my features, I slap the young mage to wake him. I try to alter my voice to something deeper and more gravelly than my normal speaking voice. “Who do you work for?”
DM: The mage wakes groggily; he’s in negative hit points. In something less than good shape. After some confused replies, and presuming Anshelm makes repeated inquiries, the mage eventually answers coherently.
Mage (npc): “Who … who do I work for? I’m part of the Mage’s Guild.”
Anshelm: I’ll mutter under my breath, “Useless flunky. This’ll go nowhere.” I shake the mage and say, “You may want to re-think your allegiance.” I gag the mage and blindfold him with strips torn from his clothing.
DM: Done.
Anshelm: I take a look outside to make sure no one is watching the door, then as nonchalantly as possible, I join the crowd and make my way back to The Pig.

And so, as Anshelm has completed his business, we follow Tiberius into The Rathaus with the others, as the door to the outside is slammed closed.
Tiberius: I look at the other men herded in with me to see if I might recognize one. Otherwise, I stay where I am inside The Rathaus, until I’m called upon.
DM: You don’t recognize anyone. The others speak of what’s happened and begin making predictions that this is only the beginning. Clearly the people of the town are quite unhappy.
An official approaches, announcing that everyone here may remain inside and safe until the crowd is dispersed, but that the Burghermeister will not be granting any permissions to leave the town of Dachau until the following day. There is much grumbling at this.
Tiberius: I wait.
DM: Let’s presume you’re free to step out now. You find the square almost empty, except for a few stragglers. Some who have been injured are being loaded onto two carts, but even that matter has nearly finished and the carts ready to leave the square. Aside from this, Tiberius finds that Karl is waiting for him.
Karl (npc): “My friend. Did you have any luck escaping the walls of our fair town?”
Tiberius: I view Karl with some suspicion. “No. No one can leave until tomorrow.” I gesture at the injured men. “Is this what you had in mind, when you went about whatever it is you’re doing? Civil disorder, crazed mobs, martial law?”
Karl [chuckling]: “Is that so bad? The merchants are off-balance, the measures being taken do nothing for their business, and our plan is fully in place.”
Tiberius [still skeptical]: “Sounds like you’ve got it all figured out. What do you need us for?”
DM: Karl stares at Tiberius for an uncomfortably long time.
Karl [tilting his head]: “Perhaps we don’t. Good luck.”
DM: He begins to walk away.
Tiberius: I follow doggedly after the man. “That’s it? How does your plan even keep the tragedy of the innkeeper from repeating? It seems to me that you’re only making things worse.”
Karl: “You think in such flawed terms, magician. Good. Bad. We do not make means to bring about happiness for innkeepers and the rabbling crowd. We will clean Dachau of the poison that possesses it, by amputation if need be.”
Tiberius: “Good, bad, that doesn’t matter to me. But who will pick up the pieces after you’ve spread your chaos? What comes after your day of judgment?”
Karl [waving his hand dismissively]: “What, do you fear change?”
Tiberius: “I do not fear change, but disorder. If you cut the purse strings, how will this town survive? Who will pay for the food? Who will pay the guards? Will you cut them free to feed on the countryside like parasites as brigands?”
Karl: “BAH! I don’t talk to Old Women!”
DM: Again, he turns on his heel.
Tiberius: “Wait!” I follow after him. “If change must come, why can it not come in another way?”
DM: Karl refuses to speak any further. He avoids you, getting away.
Tiberius: I will go my own way, back to the gasthaus to meet with Anshelm.

Let us return to Delfig and Kazimir, as the latter approaches the town gates, to learn what might be learned.
Kazimir: I slowly approach the guards, doing my best to look confused, waiting to be stopped, or for them to assume a threatening stance.
Guard at the Gate (npc): “Ho there. Be known the city of Dachau has been placed under martial law and entrance is not permitted.”
Kazimir: “Good sir, what is the cause of this martial law? I have walked the streets of Dachau recently and the streets seemed untroubled!”
Guard at the Gate: “A gang of murderers, sir, and rumours that deeper matters are afoot. It is said the gates will be opened at noon tomorrow.”
Kazimir: I nod and go to find Delfig.
Delfig: I am stunned by the news. I finger a recent wound on my arm absent-mindedly. “Well, I suppose we might try the cotters I met recently. They may know more than some simple guards with orders. Or not. Either way, we shouldn’t be loafing about around the woods.” I lead Kazimir towards the cotters.
DM: You make their way through the apple orchard, seeking the company of cotters. As you come in sight of the shanties, you hear a blood curdling scream--a scream that is distinctly not human.
Driven by a human compulsion, you rush forward, until you reach the clearing surrounding the small cotter settlement. Once there, you hear the scream repeated – and are able to locate it as coming from inside one of the shanty houses.
Delfig: Picking our jaws off the floor, figuring out what the hell to do … I wait for Kazimir’s response. Are there any cotters about in the fields or orchards that would have heard the scream, only to mistake us for the source?
I assume we have our weapons.
DM: You see no one else in the apple orchard, or indeed anywhere around.
Kazimir: I look to Delfig and heft my club and shield. “These friends of yours … you want to risk your neck for them?”
Delfig: I pull my crossbow off my back and load a bolt. “Do I want to die for them? No. Do I want to possibly help? If we can. Do I think we’re in the mess here now, and better to face one’s opponent rather than flee and be chased? Most definitely.”
I will shrug off my pack and lyre as quietly and quickly as I can and sneak and move quietly, and hide as best he can as I move upon the shack, listening. I’ll motion to Kazimir to wait.
DM: Inside the shack, you can hear voices talking. Then someone asks a question, with a deep, booming voice you haven’t heard before. There’s silence. Then suddenly there’s another scream. Let me emphasize again: it is definitely not a human scream.
Delfig: Is there any chance that this shack is shabby enough I can peek through a crack and see inside?
DM: No. The weather is too poor in southern Germany to allow open holes in the walls in the winter time. Holes would be filled with plaster, mud, bits of whatever could be found.
Delfig: Where is the door to the shack in relationship to where I’m at? Can I make out what is being said, if I’m right next to the shack?
DM: The nearest you can tell regarding what is being said is that apparently someone is being interrogated.
Delfig: I’ll wave Kazimir over to me, and put my finger to my lips to indicate he should be quiet.
Kazimir: I will move as quietly as I can toward Delfig. I will keep an eye out for anyone that might be approaching from our sides or rear.
Delfig: Aside from the deep voice and the screaming, you mentioned voices. Do I have a clue as to how many different voices? I’m trying to determine odds.
DM: There are maybe three people you can hear.
Delfig: And again, where are we in relationship to the door? Can we assume we’re opposite the door, or that we’re on the side of the shack with the door?
DM: You have time to be as near to the door as you wish.
Delfig: We are on the wall opposite the door. I’m going to hold up three fingers to Kazimir to indicate how many inside. I’m going to quietly lay my crossbow down after removing the bolt and draw my long sword. I’ll indicate to him, using hands, no voice, that we’re going to go around opposite sides of the shack to the door.
We’ll pick it up when you tell me if the door is closed and if we’ve made it that far without raising any noise.
[OOC: And I’ve been assuming I’m going to die since we burst out on those cotters. It’s a healthy way to look at a first level character, living in a world I’m not used to as a player]
DM: The door is closed. You raise no alarm.
For reference, the shanty hovel is about 15 feet square, so there’s enough combat room for about nine hexes. Assuming you both burst in the front door, normal reaction time would allow both of you to get into the interior. There would only be space for a maximum of four attackers against you. Presuming that the voices you hear talking all sound human, and the screaming is non-human, it is reasonable to assume that anyone you would have to fight would be human. The cotters are certain to be unarmored and their club-like weapons would do 1-6 at best. While conceivably they might have a weapon or two, they would be unlikely to have a strength or dexterity bonus. Finally, they know Delfig … and they like him.
[OOC: So while I appreciate the SWAT argument, it kind of assumes that someone other that the cotters would be inside and waiting for you. I can’t think of what I’ve said that would suggest that is the case]
Delfig: [OOC: My thoughts were that these are the Baron’s lands, he could be mixed up in whatever is going on, and there’s nothing to indicate that the cotters are the humans inside. You’re right, I have no basis for assumption, aside from wild speculation]
I’m assuming that the non-human voice might also be Triskoon or one of his compatriots, which I’m in for blood money with. I’m also figuring that we’re going to use the door as a choke point if we have to, let them come to us, if need be. It’s not a perfect plan, but it’s the best I have at the moment.
I take a deep breath and glance at Kazimir, who has been following me and is now on the other side of the door. I think, “What a strange place to be in right now …” and glance down at my wound. I listen one more time, to see if I can recognize the voices, and then I kick the door open to see the scene inside.
DM: Everyone inside is surprised. There are four men in the room, three of whom you recognize: Emmanuel and two others, whom you’ve met and we’ll name Igen and Heinke. The last man is a rotund, spartanly dressed friar, his robe tied with a belt and a large rosary of 168 greenstone beads. He is clean-shaven, with workman’s hands, a slightly balding pate and bright blue eyes.
These men surround a table, four feet long and two feet wide. The table has rope wrapped round and round itself and the body of – something – that seems to be tied to it. The body is difficult to see. I don’t mean that it is hard to look at, or ugly … I mean that it is virtually invisible. It is something of a man’s shape, but you find that some trick of the light makes it appear as though the rope is wrapped around nothing at all. You have to keep adjusting the position of your head a bit to catch a glimpse of the humanoid form, and then it is lost again. Now it appears as a part the table, now it appears as part of the ropes binding it in place.
No one here is holding weapons, but Igen’s hands are wrapped around where the creature’s throat ought to be. He’s not putting pressure on his forearms, but seems ready to do so.
Emmanuel (npc) [surprised]: “Delfig?”
Delfig: I fill the door with my bulk, keeping my eyes on the friar as I speak, sword held at the ready. “What in God’s name is that noise and what are you doing?! Who is dying in here?! We heard the most awful sound and feared the Devil himself was in this place!”
Kazimir: I lower my club and shield and stare in confusion at the semi-invisible form on the table.
Friar (npc): “It might well be the devil.”
Emmanuel: “We’ve caught something, that’s for sure. We’ve been learning things, friend, that would turn your heart to ice. Lower your sword – we’re not your enemy.”
Kazimir: “What in the blazes is going on?”
Friar [with much hushed fear]: “Dweomercraft.”
Delfig: I lower my sword, but I keep my eyes on the friar. At the first sign that he’s going to toss a spell at us and not the thing on the table, I’ll attack to do non-lethal damage to disrupt the spell. “What is that thing? Does it have something to do with the city being closed? And who are you, Friar?”
Emmanuel: “This is Father Jan. He is a close friend. We called him to help us – we caught this thing last night, and have held it fast since that time. It had been stealing food … we only chanced to trap it in the granary, and then only because we could see the impression its feet left.”
Father Jan (the friar): “It is a skulk. Sometimes they act alone, but not always. I suspected something when I was asked to come – and now I see that all our troubles begin with this loathsome thing.”
Kazimir [to Father Jan]: “It’s a devil, then? Some kind of spirit?”
Father Jan: “No, a humanoid … but an odd one. Alone, they are thieves. We have discovered that this one is not alone, but that it serves another master.”
Delfig: I listen to the friar and nod gravely. “What troubles, friar? Are you referring to the horse murders in Dachau? Do these things have a lair or some sort of place that they inhabit?”
Father Jan: “Yes, it is connected with the events in town. We have learned that something is being called upon, something which will be gated into the town tonight. We don’t know if the gate will remain open or not – but if it is …”
Emmanuel [blessing himself]: “Father! You raise the very hackles on my neck. You don’t believe that this thing can happen!”
Father Jan: “You have heard the creature speak, my son.”
DM: The father gestures to Igen, then speaks to Delfig, addressing the bard’s question about the horse murders.
Father Jan: “Hear it for yourself.”
DM: Igen will close his hands upon the creature’s throat, and the creature will let out an unnatural scream. Then it speaks, like a wind whispering through a hollow.
Skulk (npc): “The mounts have been found for Reekhova … The blood has been willingly given …”
Father Jan: “That is all it will say.”
Delfig: “What does it mean, Reekhova? What do you mean by a gate?”
[OOC: And thus, we now turn the screws on Delfig]
Father Jan: “Reekhova must be the name of the creature to be gated.”
Delfig: “Friar, do you know if this thing has a lair or home?
Father Jan: “I have not heard of the thing Reekhova before this day.
Delfig: Have you learned anything of that? And has it spoke about any particular person … perhaps named Triskoon?”
Father Jan: I do not know of any Triskoon that has been mentioned. Who is this person? Why do you think he might be mentioned?”
Delfig: I sigh a deep sigh. I drop my sword to the ground and push back the sleeve on my arm. “Forgive me Father, I think I have sinned and have been tricked by the Master of this creature here. I was assailed by a group of invisible creatures last night. I feared for my life. Their power seemed too great and they tempted me with gold and freedom. Fearing that they would kill me, I gave them my blood. They threaten to up-end the merchants. They are particularly interested in protecting a Herr Meyer – the silversmith a few hours travel from Dachau.
“The person who spoke to me, who could change his very shape and seemed unnatural in nature was named Triskoon. This very creature here might be one of those who were with him last night. He, or they, seem to be able to take many different shapes.
“Their plot seems centered around causing trouble to the merchants, and they seem intent on Herr Mizer, as my blood is to be used in a plot to cause Herr Mizer to be implicated in a murder he did not commit.”
“I fear that I am a fool and that my blood is to be used to summon this creature. What shall I do to make this right, Father?”
I fall to my knees upon finishing that explanation.

Continued in Part 4 …

Wednesday, June 27, 2018

Hook, Tale and Sting

I'd like to start by referencing events that I wrote about earlier, associated with the post, Who is Responsible.  One of the players foolishly attempted to cast an unknown spell inside a Merchant's Guild, which ended in his being taken off to prison.  Things looked certainly dire; the scene can be read on the first resource post from the Senex Campaign.

While the scene did not play out well for the player, as a DM I had no intention of executing the player for a simple mistake, which was reasonably a matter of not clearly understanding the rules.  Unless a player is deliberately obtuse, I consider it my responsibility to rebuild the situation into one that the player can rise out of ... and so I contrived a court scene that would end with the player character, Tiberius, receiving his freedom.

My perspective is that player foolishness is usually an opportunity for further events, which can set up a twist ... or, to see it another way, a sting.

In many ways, Dungeon Mastering is a confidence game.  The way in which con artists used to describe the process of fleecing their mark gives us the terms we still use in storytelling and in role-playing games.  The con's mark is given a "hook;" the hook is followed with a "tale" that baits the hook, encouraging the mark to want something so badly that they're willing to expose themselves. When the con artist takes advantage of that exposure, it is called the "sting."

For example, you're a mark; and you want to be very, very rich.  Being rich, however, is something hard to accomplish, so you're always looking for an easier way. This is what makes you a mark: your willingness to look for shortcuts.

The hook is the demonstrate that a short cut exists.  And the tale is the way that its revealed that you, if you're smart enough, and willing enough to break a few rules, can take advantage of this short cut.  And when you do try to take advantage ... I sting you.

That's what the Nigerian Prince is all about.  It's what most phishing scams are built around.  It's the tale behind Amway and most pyramid schemes.  "Do this, it's really easy, just get your friends to join, and once they get their friends to join, and so on, you'll be rich!  And in the meantime buy these products wholesale so you can make money off them, too!"

People believe because they want to believe.  Because they are desperate to believe.  Because the idea of not believing they can be rich fills them with angst and sorrow.

Role-players are excellent marks, because they have deliberately put their blinders on for the sake of enjoying the fantasy and taking risks that they wouldn't ordinarily take as real people.  They don't need much of a hook or a tale ... and though they are often doubtful, now and then they can be sweetly and beautifully stung ~ though personally, I like to do it in a manner that enables a continuing, satisfying and steadily profitable experience for the players.  This post is to explain how.

Of course, it's always possible to find some hook that can be baited for the player, but if we take a situation like Tiberius getting himself arrested, that's not necessary.  The player is already good and hooked, because the player is at the NPC's mercy.

I invented Johann Mizer carefully, on certain tried-and-true principles.  First, he had to be an important enough merchant that his word would be recognized by the Judge of the Court and be good enough to exonerate Tiberius:
Johann Mizer [known at this time only as a 'Gentleman']: “Your honor. I was present at the dinner in the Merchant’s Hall when this man’s honor was astoundingly and insultingly impugned by the action of the Hall’s concierge. The very idea that this man could stand in a public place and prepare to throw a spell in such a manner is utterly ridiculous and fully fantastical. This man is a well-known figure in the business world in Graz, in Syria, and is in the employ of the Baron von Furstenfeld, an upstanding gentleman and one of the Electoral College of the Empire, your honor. His faithfulness to the crown, to the well-being of his fellow man and to God is indisputable. I demand that compensation be made for this unforgivable attack!”

First and foremost, all of this is a lie.  The player behind Tiberius knows it is, but who facing a prison term would say so?  Obviously, if Tiberius did say so, as DM I would throw him in prison and ask him to roll a new character (for being deliberately stupid).  Secondly, the lie is ornate, excessive and full of names and details that I can advantage because my world is based on the Real Earth.  This is south Bavaria in the 17th century; Graz is an important trading city, there is an Electoral College in the Holy Roman Empire and Furstenfeld was a legitimate name of nobility.

Moreover, the details here took advantage of a background I gave to the character before the game started.  I did not create the background with this purpose; I didn't know the player was going to get thrown in jail so quickly.  But once I did know, I searched the background to find what I could exploit.  So that is Key: use the player's background, if there is one, to create a hook.
For Mizer's lie is a second hook, in that it leaves the player to wonder, "Why is this stranger lying for me?"

Connecting Tiberius to Mizer, as someone Tiberius knew once upon a time, helps create the hook we're going to tell.  The tale is this: Mizer always liked Tiberius, Mizer is rich, Mizer has power, Mizer has Tiberius' best interests at heart ~ and concordantly, the party's best interests also.  The virtue of the tale is that it helps convince the player, "1) If Mizer likes me, he'll help me. 2) If he's rich, he can help me with money.  3) If he's powerful, he can connect me with other people who can help me. 4) And he'll do all this because he likes me."

To make this work, we've got to be subtle and not heavy handed.  Mizer will help, but not now, because he's busy, he has to go talk to really important people.  Meet him tomorrow at a reputable place so we can talk about stuff.

Mizer's lack of availability sells point (3), as does the fact that the judge believed Mizer.  The importance of the people Mizer meets helps sell point (2). A public place suggests he has nothing to hide and helps sell point (1).  And 1 + 2 + 3 helps sell point (4).  We can do all of that with so little.

The story in the past that I gave was that once, Tiberius' master sold Mizer a blind horse; Tiberius was present as a stable boy.  Of course he wouldn't have dared, as a boy, speak up; and the player accepts that immediately, when Mizer says,
Johann: “You sold me a blind horse! Well, the Baron did. I think that’s the last time I did anything very foolish. Have you had a decent meal? Do you have somewhere to stay?”

The words are chosen very carefully!  He brings up the horse; he exonerates Tiberius in it, and Tiberius naturally assumes this was because Tiberius was just a stable boy.  And Mizer seems very content about it, blaming himself.  What a good guy this Mizer is!  And generous, too ... the generosity following immediately after the concept of blame/self-blame.  Look at Tiberius' response:
Tiberius: I laugh uneasily at Johann’s small joke. “My jailors treated me remarkably well. Food, water, a place to think. All well and good, considering.” Tiberius informs Johann of his accommodations at The Pig. “If I might ask, what brings you to Dachau? Besides helping an old acquaintance out of an unfortunate scrape?”

Hook taken.  Tiberius reveals his abode without hesitation.  Ask yourself as a person: how quick are you to tell near strangers where you live?  Tiberius the player trusts Mizer already.  As a DM, it is my role to figure out a way to transform that trust into a good game experience.

Johann does not tell Tiberius where he lives; he gives his point of contact as the Market Hall, also called the Merchant's Hall.  And when the party does see Mizer the next morning, he's rushed and puts off their meeting to the beer garden.  This helps sell further that Mizer is too important to be interrupted, which the party buys hook, line and sinker (also a con artist's phrase - the "line" is another name for the tale and the "sinker" is another name for the sting).

Johann and I, the DM, are playing the same game.  I've fashioned Johann as a con artist to play off the vulnerability of Tiberius' arrest.  But the con I'm playing here as DM is not to take the player's money; it is not even to put the players into trouble.  Let's ask ourselves: what does Johann Mizer know about the players?

Well, he's heard what happened at the Market Hall with Tiberius, so he knows Tiberius is a spellcaster.  He talks to the guards and they tell him how the spellcaster came in with another man, who tried to ask about hiring mercenaries: Josef.  Mizer asks around and figures out that people have seen them both in the company of a very extroverted bard, who stays at The Pig ... and learns about the other two, Kazimir and Anshelm, through that connection.  He learns this group don't have jobs, they've been able to pay their way up until now, they don't seem to respect authority very much and they are constantly asking people about some sort of adventure they'd like to be on.  It's pretty much exhausting how often this group harasses others on that point.

This is how I want to think as a DM.  NOT about what I know about the party, but what an NPC knows ... from the way the party acts.  Parties tend to think they move through a world like ghosts; that no one is watching them on an everyday basis.  But that's not how it would be, right?  Player characters, with their armor, their cavalier attitude, their tendency to wander about without giving a care about things like responsibility, working, being concerned about others and so on, must leave a pretty large footprint as they wander around.  It's a good thing to remember.

So Johann thinks, "I'll give them an adventure."  And does.  But when he meets the party at the beer garden, he is careful not to say so directly:
DM: 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.
Anshelm: “This silversmith ... what’d he do?” I inquire after a moment, keeping my tone as neutral as possible.
Johann: “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.”

Johann is generous again, he's apparently forthcoming as he talks about his "troubles" ... and he starts the ball rolling by inserting two words into his story: the word "silver" and the word "arrangement."

See?  Everything is absolutely legal, though the players wouldn't recognize legal if the face-planted into it (they don't care anyway, they only care that an illegality doesn't pursue them).  The key word is silver ... which, though not a single player makes a comment on the word for the rest of the adventure, I know as a DM that it hasn't been forgotten.

Anshelm takes the bait with his question ... and then shows himself to me that he's eager by telling me he's not eager.  A real Johann would identify the exact same message by the mere fact of Anshelm's question, picked out of everything else Johann says, accompanied by body language and the like.

In How to Run, I talked about how a magician guesses your card by holding the cards shown to you in a specific way that makes you pick the card the magician wants.  We think we're using our brains, that we're exercising our freedom of action ~ but the magician knows better.  The magician knows we're being manipulated.

Here is a real example of my doing that.  I want the player to ask the question that lets Johann answer with more information; the RIGHT information.  "Oh, I have this problem, I'm sure some bully boys can solve it."

Johann knows he's talking to bully boys.  The players also know they're bully boys ... but they think, somehow, that because Johann is a stranger, he doesn't already know this.  They assume that I, as DM, know it ... but surely, I'm playing Johann here, so I'm not acting on that information.

It is a weird sort of double-bluff, and to play it well takes practice and an awareness that this is what you're doing.  You're giving the NPC the information they're entitled to have; you're reasoning with yourself how the NPC knows it (in a way that you know you could explain the legitimacy of it if you had to) and you're giving the TALE to the players so they'll walk into the sting:
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?”

See?  They haven't got the job yet and already I'm explaining how easy it will be.  It's a total lie. When the players get to the Meyer's homestead at the end of this tale, it is far from a "shack" and a "flimsy wheel."  It is a monument to hard work and maintenance.  But the players don't pick up on this even when they're there.  In fact, until they actually find that Herr Meyer is prepared to fight them, they suppose he's absolutely a country bumpkin, just as Johann says.  So the tale was set deep in their heads; wasn't even that hard.

So the players try to sell themselves to Johann, and he asks if they've tried their hand at collections; and the players make the connection and accept the job, and there we are: the players are off on an adventure to throw someone they don't know out of their house: for 25 g.p. up front and 100 g.p. when they do the job.  Big whup.  But the party is sure, like all parties are, that this is just the beginning of their association with Johann Mizer.

Very well.  Onto the sting.

They're taken out to the Meyer house and mill, five miles west of Dachau.  Before they see the house, or learn anything about it, they have a big conflab about what to do and how to do it, and how many weapons they'll take and armor and equipment and on and on.  I'm never clear about these scenes; me, I'd walk up to the house, explain to Meyer what I've been told, assure him if he doesn't leave that I'll be back with more people and that is a promise.

This is what I expected from the party.  This is what Johann expected.  He didn't say, "Do you want a job threatening a man and his family.  He said, "I might have a look at his books, see if he's worth having as a tenant ..." That doesn't sound very threatening.  But he also says right after, "I'll send a group of hooligans if I must."

Players will convince themselves of the most absurd agendas, even when the original suggestion is written in text.  It is worse when everything around the table is spoken.  One of the players at the Meyer Homestead suggested burning the house down.  We should ask ourselves: if Johann were to see this immaculate mill and farmhouse, would he want them burned down?

Johann wants to scare the silversmith.  That's all.  He doesn't actually own the property (though he'd like to).  He isn't known by the name "Johann Meyer" to the silversmith.  The party learns both these things ... as they realize they never were given written proof of their right to do anything at all.  In fact, the party bumbles around like a bunch of buffoons as they slowly get it into their heads that, for whatever reason, Johann is playing them for fools.

That's a sting.  And the party's reaction was priceless.  They weren't hurt at all, not really, but it certainly buried them in the situation and they certainly came out of it with their faces red.

But that was supposed to be another sting ... which, to be honest, I don't remember if I ever got to play in the campaign or not.  It's a major reason why I've decided to rewrite the campaign out; I've forgotten more about what happened than I remember.

When the players get back to Dachau, they find out very quickly, by overhearing two guards, that Johann Mizer is dead.  Which throws the party for a loop.

What they didn't realize at the time was that the party had never met Johann Mizer.  Instead, they had met a doppleganger pretending to be Johann Mizer.  And now, the guards were talking about the REAL Johann Mizer, not the fake one the party had met.  That is why Herr Meyer at the mill in the country had never heard of Mizer.  And it was why the party had been sent there. The dopplegangers knew about the farm; they knew about the vein of silver under the mill, and the hidden mine the players never discovered, and the potential for funding themselves in order to go on looking like rich merchants, while killing real merchants ... and ordering the death of innocent innkeepers.  They knew about it as something they'd learned while being dopplegangers.

But, sadly, none of that came out until much, much later.  And a large part of it never came out.  Mostly, in this case, because the party could not get its shit together; and partly because I played the hand much too large later in the mystery (though that was to try to get the party galvanized, which proved near impossible, as they continued to bumble around like buffoons), and partly because it was played online and the players lost the thread of what was happening.

It was supposed to be a really great sting; at the very least, it was a good hook and tale.

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?”