19 Meloragift,4520: Arriving in Belhaim
Before we leave, Kuskin asks to speak with us. He gives us a gift - two pairs of (magical) boots made by Elanil, and the bag (of holding) they came in. We pick up our new horses - Blackstar and Fringey. As we leave, the town is organising itself. Essa wears armour and carries a mace.
Karth guides us toward Belhaim, stopping off to visit a small cottage in a hillside and grab his cloak and arrows - his house. We head into the forest. We run into two hobgoblins on oargs, fight and kill them, and take a large amount of money (gold, silver, copper) off them. Continue on until we see Belhaim, gates ajar. The tower looks like it is manned, and there is firelight inside the gates. But there is also damage to the tower, and smoke rising. Ditch around the walls. Arkomir and I sit and watch for a bit. Karth heads back to Oxenhalt.
We see two figures attempting to leave through the gate - worgs attack and drag them back inside. Not going that way. We head around towards the lake, find a small barn and settle the horses in. Meet a local hiding out down here - Daffyd. He offers to look after the horses and help us sneak into the city via the lake/docks. We hold on to pieces of wood, paddle to the docks and head in. Shops and houses have been broken into. Goblins, wargs and hobgoblins hanging out in the town square. One hobgoblin stands out - fancy red armour, standing on the top balcony of the 3-storey tavern.
We reach the tower walls and a dwarf drops us a rope. We meet Grunhild (Guard Lieutenant) and Tharsun Helmbreaker of the tower guard. They are stuck here, no healer. They take us to meet their lord and some of his associates:
Lord Advocate Gareth Vatevold
Judge Waltorn Vatevold
Castellan Westley Fremantist
Master of the Merchant’s Guild Ulfgar Cartwright
LA Vatevold is very self-righteous. Says he has sent to Battevold for reinforcements, whines about resources and refuses to get off his ass and fight. We leave. Grunhild doesn’t seem to like this guy either.
Meet some of the other tower staff:
Devlin Helmbreaker (also tower guard)
Alief Infernus, F tiefling (Lord’s servant)
Kezhar, F human (Tower Enchantress)
Aldon Dewfoot, M halfling (Master of Stores)
“We intend to not just sit around while we’re under seige… welcome to the resistance.”
The tower houses refugees from the city. They are running short of food, and sitting around doing nothing is a terrible plan. The invading forces are concentrated in two places - the main town square and the fish market, mostly hobgoblins and worgs. Aldon has seen the T sigil on a hobgoblin who always seems to stand next to the (red armoured) leader. The captain of the guard is bound by oath to follow orders but might be ok with us taking action. Access to the city via sewers in the dungeon. Kezhar has a raven familiar who can help with scouting.
Before bed, we head down to where the refugees are, wander around talking to them and helping. I do a bit of healing, sing a few songs. Arkomir gives some pointers to the cityfolk who are training with some weapons. We stay in Kezhar’s room for the night. She stays up summoning her familiar.