Encounter 2.1.3: The Traveling Troupe
Preliminaries
The party has most likely chosen to travel to Spirit Lake by using established roads. Their first major stopover after leaving the Bugbear's Head Inn was in Feybridge Crossing; Dryad Falls is the next stop. It is an 5 day walk between the towns.About Dryad Falls
This is a much larger, better established settlement than Feybridge Crossing; it is a town with a population of approximately 25,000. Established almost 200 years ago as humans first started their current incursion into the Feywood, it is also the base of operations for the Traveling Troupe, a group of performers (most former adventurers) that travels a circuit route through the Feywood bringing entertainment to the various settlements deeper in the Forest. One of the members of this Troupe - Elannia the Songstress, is a key information provider for the adventure arc. The Troupe should therefore be present for this encounter.The town is built around a single large town square - a green space about a hundred yards (meters) on a side. A few small trees are planted near the edges, and a single large, spreading oak stands near the center. Town Hall, a large inn (one of three in the town), and several higher-quality shops surround the square. The main road through town runs north-south; this road is lined with shops close to the town center, and residences toward the edges. A west-running road leads from the square toward Spirit Lake. The entire town is on the northeast bank of the Dryad River; but all the main roads are on the town side of the river. The river is navigable between the town and Spirit Lake, so there is a small dockyard area of town.
You completed the seven-day journey from Feybridge Crossing to Dryad Falls without any difficulties. While this road is not crowded, it is sufficiently well traveled (and patrolled) that it is one of the safer routes in all the Feywood. There are well established overnighting spots along the road - small inns reminiscent of the Bugbear's Head Inn have sprung up at two of these. And there was at least one other traveling group stopped at each of these as you camped for the nights.
As you enter the town and approach the town square, it is obvious that there is some sort of festival going on. The banners hanging over the streets proclaim that it is Founder's Week. You can sense the happiness in the atmosphere. Even before you reach the square, you can smell the wide variety of wonderful foods that are being consumed by the townsfolk or being sold from small carts that line two sides of the square. Other vendors have set up temporary stalls along a third edge; these are hawking trinkets, small pennants, and cheap children's toys as well as other more common goods. Sounds of flutes, lutes, singing and laughter fill the air.
As you enter the large town square, you find clusters of people gathering around various performers, but most of the folk seem to be gravitating toward the large wooden platform in the center of the town's green next to the huge oak tree that dominates the space. It is decorated with brightly colored banners, pennants, and garlands. A cloth sign hung at the base of the platform announces that the Traveling Troupe will be performing at sundown - about an hour from now. There are already numbers of people gathered around that stage, most sitting on blankets with picnic baskets of food and snacks splayed out among themselves.
As you enter the town and approach the town square, it is obvious that there is some sort of festival going on. The banners hanging over the streets proclaim that it is Founder's Week. You can sense the happiness in the atmosphere. Even before you reach the square, you can smell the wide variety of wonderful foods that are being consumed by the townsfolk or being sold from small carts that line two sides of the square. Other vendors have set up temporary stalls along a third edge; these are hawking trinkets, small pennants, and cheap children's toys as well as other more common goods. Sounds of flutes, lutes, singing and laughter fill the air.
As you enter the large town square, you find clusters of people gathering around various performers, but most of the folk seem to be gravitating toward the large wooden platform in the center of the town's green next to the huge oak tree that dominates the space. It is decorated with brightly colored banners, pennants, and garlands. A cloth sign hung at the base of the platform announces that the Traveling Troupe will be performing at sundown - about an hour from now. There are already numbers of people gathered around that stage, most sitting on blankets with picnic baskets of food and snacks splayed out among themselves.
Let the party decide what they want to do. They could stay in the square for the show, or they could go get a room somewhere and come back. But at some point during their stay in Dryad Falls, the party needs to pick up some information, and what they might get will be determined by where they stay and what they do.
Finding a Place to Stay
If there is nobody in the party with knowledge of Dryad Falls, they'll have to ask around for places to stay and shop. If there is anybody in the party who is either from Dryad Falls, or who spent any time here on their way from points farther north to the starting point of the campaign, no knowledge check is needed. Otherwise, a Recall Knowledge (Society) skill check would be called for.
If the check succeeds or is not required, continue with the following additional dialog.
Dryad Falls is a decent sized town, with about 25,000 residents. There are many shops, and three inns to choose from. The Central Square Inn and Tavern is located right in the middle of town; it is the "classy" establishment located across the square from Town Hall. Rooms are a bit pricey there, but the ground floor tavern is large - and today rather busy, The First Stop Inn is located at the northern edge of town on the road that leads to Laketon. This inn caters to the merchant crowd that plies the road north to Laketon and beyond. The third option for an inn is the Satyr's Glade. This is a rather more raucous - even bawdy - establishment on the western edge of town along the road toward Spirit Lake. Rooms are cheap, and there are gaming tables and "personal entertainments" available there in addition to simple rooms and passable food and drink.
If the party fails the Recall Knowledge check, they'll need to ask around for a place to stay. The first person they ask will offer one of the following three recommendations; subsequent inquiries of other people will result in the additional recommendataions being provided.
"A place to stay? Sure... the best place would be the Central Square Inn. It's right over there... across from Town Hall. Might be hard to find a room there, what with the festival and all, but it's the nicest place in town!"
Need rooms, eh? Well... I'd stay away from the Central Square. Too expensive, and with the festival you're likely to get your pockets picked in the common room what with the crowds and all. You'd be best trying the First Stop Inn at the north edge of town. Might be a bit crowded there, too, but they're more reasonable price-wise.
Rooms? Sure! Best place in town is the Satyr's Glade, especially if you're looking for a bit of fun. It's on the west edge of town, along the road that heads to Spirit Lake. It's not the quietest place in the world, but hey... it's festival time! Likely the party'll be moving from the town square to their common room when night falls, if you get my drift!
If they go into the tavern at the Central Square Inn, they should be able to overhear the following items in the conversations going on around them:
You too? On my way here from Laketon, I was stopped and searched by them Elf Rangers or whatever they call themselves... Wouldn't say what they were looking for, but they didn't find it in my wagon. I could tell they weren't happy, though, I can speak a bit of Elvish, and it's clear they're not happy with so many of us folk... roundears they call us... being about.
I tell ya, whatever it is going on in Spirit Lake is gonna cause trouble here in Dryad Falls, too. Something about creatures living in the woods disappearing? Not the squirrels or raccoons, mind you... the fey creatures. Something's hunting them and they're none too pleased about it. The Elves ain't amused either. Word is they blame us humans for it.
Saw an Elf Ranger patrol on the road the other day. Don't like the way they look at us regular folk... scary like... like they don't think we belong here. I'd tell 'em, though... my folks have been in this town for a century and a half, so I'm not going anywhere. Got as much right to be here as them.
If they go to the First Stop Inn, they will overhear the following:
Didja see those Elves on the road about a mile north of town? They didn't seem to be botherin' with folk heading into town, but they were givin' a right hard time to the trader that was heading north to Laketon. Tearin' his wagon apart they were. Lookin' fer something, to be sure. I sorta lingered a bit seein' as how I knew i'd be heading back that way meself after the festival, but I didn't get any idea what it was they were lookin' fer.
Yeah... they're havin' a real hard time over in Spirit Lake... crops not doin' well - and it's not weather or anything like that as the farmers around here are just fine. Some are sayin' the Wasting is comin' back... yeah... the Blight from the Strife times... That'd be terrible it it be true.
Mention of the Wasting will allow characters that hear it to attempt a Recall Knowledge (Religion) DC15 in order to know what they merchants are talking about. On a successful check, provide the handout on the Blight to the character.
If they go to the Satyr's Glen, they will overhear the following:
I got stopped by a patrol of those Elf Rangers on the road coming in today. Nasty, they were... demanded to search my wagon. Apparently they weren't looking for spring onions, cuz that's all I had and they didn't bother with them.
Looks like I'm going to miss the best part of the fair this week -- Old Lady Girritrude's Strawberry Tarts! I saw her and old man Norbert riding in yesterday from Spirit Lake - apparently his strawberry crop didn't come in nearly like he expected this year. He muttered something about the crops not being the same since the bugs disappeared. I asked him, what he meant... he calls those pestery little Sprite things 'bugs'... The old lady and man came up for Founders' Week anyway, but all they're selling this year is some onion and potato pasties. I feel for 'em... said they'd be living out of their wagon for the week as they don't expect to earn enough to justify a room here. They're camped just outside of town.
The Traveling Troupe and Elianna Altuliel
Somewhere, somehow, at least one member of the party needs to have a discussion with Elianna Altuliel - one of the members of the performing Traveling Troupe. The Troupe has recently come from Spirit Lake, and Elianna has actually had a bit of friendly relationship with some of the Fey that lived around that area. (She has a friendly relationship with Fey all over the Feywood.) She is aware that something bad is happening in or around Spirit Lake... that the Fey are disappearing... and the remaining Fey are frightened.The best suggestion would be to have the party attend the performance the Traveling Troupe is putting on in the town square. (Any party member that has lived in the Feywood for any length of time will know that the Traveling Troupe is quite talented - and quite well-known. People in the villages along their regular ciruit look forward to their scheduled arrivals each year; some even set their festival calendars to coincide. If the party attends their performance...
If the party has waited for the Traveling Troupe's show to start, read the following. If they went to set up lodging and are now returning, skip this section and continue with the next.
Finally, it is time for the Traveling Troupe's performance. Eight performers - including a half-elf, a goblin, and a dwarf, take the stage to introduce themselves. Most then leave - only the tall, slender, half-elven woman holding a lyre remains. She begins singing a song - in Elven - as she accompanies herself on the lyre. After the first song - a lilting ballad telling of the tragedy of an elven woman whose human mate succumbs to the ravages of time far too quickly for her liking - she begins a second song that exalts the wonders of the Feywood and its inhabitants.
If the party arrives in mid-performance...
As you approach the stage, you can see a tall, slender half-elven woman on the stage. She is singing a song - in Elven - as she accompanies herself on a lyre. The audience is quiet - enraptured by the performance.
Regardless of how the party started listening to the performance, continue here...
Soon the song ends, and the woman announces that she will return shortly with more ballads from the Ancient elven woods, but now it was time to be amazed by the fantastic creatures of the Amazing Mystro. A middle-aged human dressed in symbol-covered robes and a black silk cloak steps up and takes center stage as the half-elven woman steps down.
While Mystro begins his performance on the stage - conjuring up some sort of Firedrake that breathes illusionary fire over the heads of the children nearest the stage, Elianna has stepped down and is having a discussion with a couple of townsfolk near where you are sitting/standing. You can overhear snippets of the discussion:
...little fey are disappearing...
...my forest friends near Spirit Lake... very worried... being hunted...
...very, very bad... Elven patrols investigating...
...Rangers investigating... stopping merchants...
...trouble between Elves and the town if it doesn't stop...
While Mystro begins his performance on the stage - conjuring up some sort of Firedrake that breathes illusionary fire over the heads of the children nearest the stage, Elianna has stepped down and is having a discussion with a couple of townsfolk near where you are sitting/standing. You can overhear snippets of the discussion:
...little fey are disappearing...
...my forest friends near Spirit Lake... very worried... being hunted...
...very, very bad... Elven patrols investigating...
...Rangers investigating... stopping merchants...
...trouble between Elves and the town if it doesn't stop...
Hopefully, one or more of the party will approach Elianna and explains that they have been tasked by Amalthea to investigate as well. If so, she will provide the following information:
- Two-Twist is a Satyr that can usually be found in a glen just west of Spirit Lake, a patch of high ground in the otherwise marshy area between the Dryad River and Little Spirit Lake. He is a rare Satyr in that he actually seems to care about the rest of the Fey in the region, and he might be willing to persuade his companions to at least keep an eye out for evil goings-on and report them to the party.
- Button and Bow are two Brownies that live in the town of Spirit Lake itself. They know most of the other "village Fey" that live among the villagers - mostly unknown to the humans. They know a lot about what's going on in the town, but they're childlike, and don't always understand the importance of what they know. Getting information out of them is like playing a guessing game with a child - but the odds are they or their fey friends in town have seen or heard something important. They just don't realize it. These two live underneath the Lakeshore Inn, and Elianna isn't certain the Innkeeper knows they're there. If you go to the back of the Inn, near the kitchen door and look around, you'll find their burrow entrance.
Other Activities
Shopping Opportunities
- Food: various stalls along the square for the festival selling all sorts of "festival food". There are three bakeries in town, one specializing in cakes and sweets. There is a cheese shop that features some "imports" from the northern Free Cities. There are several green-grocer shops away from the town square. There are three butchers and a poulter - all sell fresh (raw) and preserved (salted or smoked) meats.
- General Goods: there are three general stores - one near each exit of the town. These sell basic dry goods and adventuring gear, but do not sell armor or weapons other than knives (not daggers) and slings. Dried rations, backpacks, sacks, adventure-related clothing and storage items, paper and ink, chalk, rope, some ironwork such as grapples, etc. are all available in each of these.
- There are three armorers in town - one a blacksmith that deals in metallic armor, one leatherworker that deals in hide/leather/studded, and one that deals in padded/quilted armor and under-armor.
- There are smiths that can repair weapons and armor.
- There is an apothecary run by an Gnome alchemist. Permanent Level 1 and Level 2 common elixirs (not mutagens or poisons) are available.
- There are two church-like buildings. The one north of the square is dedicated to the Humanar gods and goddesses of the Humans and Halflings. The one south of the square is managed by a number of clerics of the various "minority" races in town: Elf, Dwarf, Goblin, Taxlatl, Felisean, and Chittiki. Healing and other cleric-related services are available in either.
- There are stables at each edge of town that rent or sell horses, ponies, draft horses, donkeys, and mules.
- There is a wagon/carriage maker that will sell carts (2 wheel), wagons (4 wheel), and covered carriages (for up to 6 people). The latter requires advanced order and takes three weeks to complete.
- Two sages make their homes in town, and sell their knowledge for the right price. One specializes in Arcane and Occult matters; the other specializes in the history of the Frontier Regions.
THIS ENDS THE CURRENT ENCOUNTER
NPCs/Statblocks Needed
- Norbert and Girritrude (farmers from Spirit Lake)
- Elianna Altuliel of the Traveling Troupe
- Proprietor names for three taverns/inns
- Proprietor names for various shops
Handouts
Maps Needed
- Dryad Falls town map
Plot type
Encounter
Parent Plot
Comments