Company of the Bere

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…in the town of Gentleham…

Following the uneventful night at the Two Burning Cocks inn, the Company of the Bere prepare for another day of travel. Now equipped with an ass obtained from the innkeep, they hope to make much greater progress, and when Dustan reveals that he has a spell that will allow them to quickly travel, they are all eager to get on the road, even if they have to wait to get started while he recovers from its casting. Ser Kenrick takes this time to assist the stableboy in recovering all of the animals freed from their pens by a mischievous Ser Magnus.

18 Earlispring, 1000AE. Stronghold, Generica.

Onto the road the Company goes and they make very good time thanks to Dustan’s spell. Near midday, Ser Magnus strongly urges Kenrick to mount up and the young knight foolishly does so; instantly, the destrier charges madly forward, almost surprising a local band of patrolling soldiers. Upon seeing the rapid approach of what looks like a mounted warrior thundering toward them, these soldiers hurriedly ready themselves for a fight. Fortunately, Kenrick manages to rein in the horse before something dire happens. These men-at-arms wear the heraldry of House Surrly, and demand to know what business the Company has on this road. Ser Kenrick has nothing to hide so he proudly announces their destination and purpose. Once satisfied that they are not bandits, the patrolling men-at-arms allow them to pass.

From Aidin during the trip, they have learned that the Heroes’ Guild did not have positive interactions with the previous lord, so this will be a learning experience all around. The Company reaches Nobleham long after the sun has gone down and, after a brief moment of discussion, opt to make for the castle itself. At the castle’s gates, there is some brief confusion as the guards initially do not know what to make of them, but an elderly Lady instructs the soldiers to let the Company enter. She leaves them waiting while she goes off to inform Arl Gudrik, and a few moments later, a servant appears and exclaims his confusion at their presence. Eventually, matters are sorted – the Company are provided temporary lodgings and baths for the night. Those familiar with castle life – Kenrick and Rayna, especially – cannot help but to notice that the normal finery and decorations seem to be absent.

Rather than simply retire, Lëodan wanders around the castle a bit where he encounters a well-dressed man and engages him in conversation, learning a bit about the state of the arl’s House; evidently, Lord Gudrik’s late father was exceptionally bad with his finances, which has left his son in a difficult position. At no time does this man actually identify himself and, still being ignorant of human customs, Lëodan does not think to inquire about.

Brother Maykew is also less inclined to simply bed down and seeks out a kitchen, wherein he finds several servants who he engages in some sexually-charged banter so as to learn more about the House. The old woman who helped them, he learns, is Lady Hagnes, the arl’s mother who evidently has something of a reputation as being a busybody, so much so that Gudrik’s father once exiled her. Further, he learns that the arl’s wife is bedridden with the sleeping sickness, which he takes note of for the future in the chance that he might be able to cure it.

19 Earlispring, 1000AE. Nobleham Castle, Northelderland, Generica.

In the morning, the Company are summoned to the Lord’s court where they are presented as Ser Kenrick’s company, sent from the Heroes’ Guild. There is a brief deviation as Lady Hagnes once more intervenes, but soon after, they are properly presented to his lordship. Prior to the arl’s arrival, Ser Kenrick gives the members of the Company about what to do and what to not do; in fact, it’s probably best if they keep their mouths shut. Once the arl> has arrived, he thanks the Heroes Guild for arriving so promptly but asks for a demonstration: Rayna is to duel with one of his men.

As this is only a spar, Rayna eyes her opponent and then glides forward. Once the duel begins, she expertly slides forward and taps her foe across the mid-section while simultaneously evading his strike. This greatly impresses the arl, but the warrior declares it to be beginner’s luck … they must cross blades again! She agrees and they return to their starting spots; this time, the guard gives a better account of himself, but even so, Rayna is able to easily parry his strikes and counter with little difficulty. Once more, she gets the touch upon him, confirming that their first exchange was not merely luck after all.

At this, Arl Gudrik claps his approval and then addresses the Company. His holding in Gentleham is about to raided by brigands and his troops are spread too thin across his holdings due to dealing with other banditry. He wishes the Company to march to Gentleham, deal with these brigands, and bring any captured back to him so he can make a proper example of them. When asked about numbers, he guesses ten to twenty, though a larger troop is not entirely out of the question; as to how he knows about when the strike is happening, the arl reveals that Gentleham sent a missive to him, seeking aid. At this, the arl has a boy fetched who ran all the way to Nobleham bearing word. This boy, Marthyn, will show the Company the way to his village.

The Company sets out soon after with young Marthyn leading the way. From the boy, they learn that these bandits are supposedly goblins, which no one truly believes because those creatures have not been seen in these lands for decades. Still, Dustan discreetly interrogates the boy, hoping to get a better understanding of their foe. Marthyn insists that they are goblins who come with the fog and have fiendish glowing eyes.

It is near dark when the Company reaches Gentleham and, as before, Ser Magnus encourages Kenrick to mount before they enter the village proper before racing forward into it and rearing majestically. This naturally draws all attention – much to Kenrick’s irritation – and the villagers all surge forward. They begin murmuring and complaining that the Company do not appear to have ‘brought the money’ which is a matter of some confusion and the visible lack of excitement that Heroes have come to deal with the matter is even more strange.

Once everyone is gathered within the church, the Company learns that Gentleham has been extorted by these ‘goblins’ for many years and always managed to buy them off before. This year, though, the harvest was poor so they did not have the money and sought the arl’s assistance; evidently, they expected gold, not adventurers, and more than a few of them express fear that the goblins will respond in bloodshed. Maykew steps forward and gives a stirring speech about the need to stand against bullies that sways some minds … but not all. He notes that the village patron gathers some like-minded men once the meeting has broken up and begins to scheme; Maykew briefly attempts to interject himself into this but is rebuffed.

Expecting the goblins to come late that night, the Company splits up to attend to various tasks. Lëodan scouts along the expected route as well as the spot where so many have seen the ‘glowing eyes’ as he expects this to be a trick of some sort. At the same time, Murdok and Ser Kenrick seek out the best tactical means to defend the village, while Dustan and Rayna seek out locals to quiz them on the enemy. In the end, the Company does not quite agree on the best spot to defend and resort to the traditional Heroes’ Guild way of deciding things: they flip a Coin. It is decided they will ambush the ‘goblins’ once they come into the village proper to pick up their tribute.

As night sets in and the Company arrange themselves in various hidden locations, Murdok is the first to note that the village patron and his fellow schemers are attempting to bundle a young girl to a specific spot. The girl is bound and struggling, which the dwarf does not take kindly to, and all of these schemers are so busy with her that they fail to even notice his stealthy approach. When he clears his throat, they overreact and panic, then insist that presenting a virgin girl to the goblins is the only way to assuage their fury. Murdok – and the rest of the Company present – are having none of this, and their simple presence (along with the implied threat of violence in defense of the young lass) is more than enough to send the schemers packing.

And of course, in that moment, Lëodan looses his signal arrow: the goblins are coming!


Player Notes:

  • Following last week’s realization that we move really slowly overland, Maykew (CommJunkee) spent his earned CP to buy a very low-point ally in the form of a donkey in the hopes of speeding our troupe up. However, Dustan (Herodian) promptly discovered within his spell list the Quick March spell which almost made that animal redundant. Maykew still picked up the animal though because I think he’s got his eye on having a wagon (which is kind of common with CommJunkee, now that I think about it…)
  • Related to the above, we did discover after the fact that Maykew really shouldn’t have been up and about. Quick March has a thing where the subjects just collapse once it wears off. Live and learn.
  • We livestream our games every Saturdays at 6:00PM Eastern; the live stream can be found at Ronnke’s Twitch channel. He’s also setup a YouTube Channel.

See the Daniverse Blog for the GM’s post-game debrief.