Mind your Manors!

manorhouse

After looking over the maps of the area and getting a generic overview of the region’s history, Malchor tries to teleport the party to the edge of the Moonsea. In this he is successful. However, this particular edge does not seem to contain the manor house to which they have the deed, so after a bit of sightseeing, they teleport again.

That seems to have done the trick, for now they are on a gentle slope, some 2 miles from a manor house, complete with an untended vineyard, and a fair number of heavily armored types lounging about, watching a quartet to sweating, shackled laborers drag stones out of a nearby field into a rough wall. The latter details are revealed when the mages and druid do an avian reconnaissance mission.

Going for the gusto, the group walks into hailing range and announces their presence. Malchor steps forward to speak with the nominal leader – better dressed than his companions. Several bows are knocked and Elulyn prepares for mayhem, but Malchor is determined to end this peacefully. As he explains to the ‘leader’ that he indeed has a deed to this place, Goldpiece deploys a staff from his extradimensional quiver. That starts a flurry of events that begin with the leader trying to shank Malchor, and ends 20 seconds later with half the squatters dead and the rest entangled by the druid’s spell. The cowed survivors are marched into the courtyard and Malchor convinces the remaining occupants to come outside. The prisoners are fed and watered, and after collecting and burying the dead in the vineyard, they are stored overnight in rope tricks, which the rest of the party stands guard and prepares for the next day. One of the senior survivors is pumped for information and it is learned that this is a band of traveling caravan robbers. The group leader, mage and four bodyguards left for Hilsfar about 36 hours ago. They will be due to return in a tenday or so. The laborers are freed and given handsome bribes to keep quiet about what they have seen.

Keeping true to his word – and greatly amusing the Justicar – Malchor obeys the letter of the surrender agreement and teleports the prisoners to a distant city where they are free to start a new life. With that done, the group investigates the manor house and surveys the surroundings. After about a week, they begin deploying the druid in owl form to keep watch for approaching riders. One day, six riders are spotted as they travel across the rolling terrain, headed towards the manor house. The invisible party flies forth. As Justicar and Gutboy move to the rear to cut off retreat, Elulyn casts a cloudkill spell that slays the first four horses and two of the bodyguards. This is swiftly followed up by ice storms from Gutboy and Malchor. A dispel magic wreaks havoc on their magical defenses and a few seconds later, all are sprawled lifeless across the moor.
Looting and scooting follows. Then there is some identifying that goes on and a fair amount of fat-chewing regarding the ultimate disposition of the area. In the end it is decided that they will brave the ruins of Yulach to see if they can find an access point to the fabled tunnels.

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