The * Frilond * Campaign
Adventure 33: Old Brown's Gifts
Continued from Sir Aleck's Guests.

While Mendelor scouts the occupied lands around Lownell, a few consortes decide to investigate stories of the mysterious Old Brown, stories that are common near the village of Mattin, the home town of St. James and Dale. Sir Garnfellow begs off on making the journey, citing his concerns about leaving Upchurch practically defenseless. Despite this egregious loss, St. James and Dale—accompanied by Sir Hamral, Renton, Valerius, and Mot—travel south from Upchurch. The consortes bring along both Bear and Sir Hamral's new war-horse. Once on the road the party notices that Sir Hamral's new status as a knight has a profound effect on the reaction of strangers, who now treat the consortes with deference and respect.

The fall weather is quite favorable for traveling, and the group makes good time. After several days the party decides to make a side trek to Antace, where there is said to be fierce fighting between Lord Charles's forces and the rucks. To corroborate these reports, every group of men that the party meets on the road is accompanied by heavily armed bodyguards.

Nearing Antace Castle, Noxumbra spies the corpses of some human soldiers lying in the middle of the road ahead. A startled Valerius reveals that, through some sort of arcane connection, Noxumbra provides fleeting glimpses of the last moments of the dead soldier's lives. The soldiers, Valerius learns, were ambushed by Black-blades who waited in the heavy thickets on the side of the road. Upon closer investigation Noxumbra spots a dozen or more rucks still in wait for their next victims.

Hoping to turn the tables on the rucks, the consortes tether their animals and move off the road and into the woods, stealing up behind the rucks. The consortes dig in and then launch their attack: arrows streak into the ruckish ranks, surprising and confusing the enemy. Renton's aim is exceptional, and most of his arrows strike true. After taking a pounding, the rucks soon regroup, form a single line, and then charge through the woods toward the waiting consortes. More rucks fall to arrows before they can reach the party. What's more, Valerius conjures up several horrific creatures that suddenly appear both before and behind the ruckish ranks.

A pitched battle ensues. Although several consortes are wounded, none are hurt seriously. Between skillful sword-work, conjured monstrosities, and more magic from Valerius, the rucks are soon wiped out. A search of the area locates the rucks' campsite, and there St. James discovers a buried iron chest. Once dug out, the chest is found to be covered with strange ruckish glyphs that seem to act as a warning. When St. James is unable to pick the lock, Valerius uses a magic spell to open the strong box.

Inside the box the consortes find what appears to be the rucks' payroll: piles of iron ruck-coins, but beneath these lie some silver pennies. St. James also discovers a false bottom to the chest, and hidden within are several pieces of fine silver jewelry.

The consortes determine that the dead human soldiers on the road were wearing the livery of Sir Charles. After burying the luckless soldiers—and with the night coming on—the party continues on to Antace.

At the gates Sir Hamral introduces himself, and he and his friends are received with all of the courtesy due a wandering knight and his retinue. Inside the walls of the castle the consortes learn that the men of Antace are on high alert, having battled fiercely of late against Prince Busirane and his rucks. Even a siege of mighty Antace itself is not altogether out of the question. The consortes also learn that the Ruck-Prince who was killed by Lord Charles was named Proteus, and he was said to have taken great pleasure in seizing Pentian women as slaves to fulfil his foul lust. The consortes hear that Lorn Abbey is still very much a place to be feared by both men and rucks—several months past a company of rucks sent by Proteus to refortify Lorn Abbey disappeared without a trace.

The group debates staying in Antace and assisting Lord Charles, should Busirane's army attack. In the end the consortes decide to continue on to Mattin. After a couple of more days on the road, the party arrives at its destination. Mattin is a small but prosperous town, located on an active trade route on the shores of a large lake called the Shannon. Once in town, St. James leads the group to a tavern called the Shannon's Cup, owned by a friendly gentleman named Pat Keating. Pat instantly recognizes St. James, but much to the confusion of the party, Pat hails St. James as "Destin Waller." It soon appears clear that most villagers in Mattin know St. James quite well, and are suspicious of being swindled.

After introductions are made, St. James inquires about Old Brown. Pat is a bit taken aback, explaining that some strange fellows had been in town a few weeks earlier, asking similar questions. One man was described as tall, thin, and bald—while the other man was short and wiry. Further investigation reveals a few more details about this pair: both men were rather mysterious and aloof. The shorter man went by the name "Thorus." The two men bought a boat from a local merchant named Ollis. The men did not stay in town, but rather camped on the shores of the Shannon, a mile or so away from town. The taller man disappeared several weeks ago, and the smaller man has not been seen in Mattin in several days.

While in Mattin the party also hears many curious and occasionally contradictory stories about Old Brown. Some villagers assert that Old Brown is a demon or a ghost. One persistent story holds that a terrible hag dwells on Owl Island, and in the past she was said to have dragged small children down to their deaths in the cold waters of the Shannon. One story states that a pagan shrine, dating back to the ancient Brynns, is located somewhere on Owl Island. Another story claims that a few years ago a brave priest once ventured to the island, but never returned. Many sources say that the fruits and nuts on the island often have strange and wondrous properties: a fellow once brought back from Owl Island some enchanted chestnuts that restored health to his sickly father. All of the stories agree on a couple of points: first, anyone venturing to the island must bring some sort of tribute to Old Brown; and second, one should never be caught on that island after nightfall.

St. James brings his friends to the Wellstone, a fine pub owned by his parents. St. James's mother is surprised to see her long-lost son returned after so long—and she is also a little suspicious. St. James offers her a silver brooch as peace offering, but his mother immediately assumes that the jewelry is stolen, and begins berating her son. St. James denies the charge, but to little profit. On the other hand, his mother seems genuinely pleased to see Dale, and implores him to keep St. James out of mischief. Annoyed at this reception, St. James leads his friends from the Wellstone to spend the night elsewhere.

The next morning the party heads out bright and early to explore the camp of Thorus and his friend. The camp appears abandoned—the consortes find some equipment, but no signs of the two men. While searching the camp St. James discovers a sack containing a strange, leather-bound book, apparently enchanted: no one is able to open the book's cover to read its contents. Also in the sack are four hazelnuts, each carefully wrapped in cloth. The consortes leave the camp and taken this find back to Mattin so that Valerius can investigate further. Repeated attempts to open the book are unsuccessful, but Valerius does determine that both the book and the nuts are magical.

The party arranges to rent a small boat from a local merchant named Ollis, and the next morning the group loads up the boat and heads off to Owl Island. The day is grey and overcast, and a heavy fog rolls upon the still, night-black waters of the Shannon. After passing through thick banks of fog, the consortes come ashore.

Owl Island is dark, damp, and mysterious, heavily forested and shrouded in fog. Further, time seems distorted in the fog, and Owl Island appears far, far larger in size than it did from the shore. The whole place is eerily still, without any sounds of animals or insects. Mot is strangely enthralled by the place, but the rest of his friends feel rather uneasy. St. James and Dale lead the party inland to a massive and aged oak tree, where tribute to Old Brown is traditionally placed. After leaving a fat trout at the base of the tree, the group proceeds to scout out the island.

Returning to the shore, the consortes discover that someone—or something—has staved in the bottom of their boat, and the vessel is now damaged beyond repair. The party members are extremely distressed by the thoughts of being stranded on this creepy island overnight. In the muck near the boat, the party discovers a few prints—prints made by a man's boot. The party also has the definite feeling of being watched.

Returning to the tribute tree, the consortes discover that their first offering has disappeared. Anxious and confused, another trout is left by the tree and the group continues on into the interior of the island. After travelling for what seems to be a long time, the party is suddenly beset by a magical assault. Valerius freezes stock-still in his tracks, completely unable to move or utter a sound. Soon after, a weird fog suddenly encircles the party, and disconcerting, half-distinct shapes form and dissipate in the swirling vapors.

A mysterious voice appears from out of nowhere, commanding the consortes to leave Valerius behind and return to the shore. The voice claims to be Old Brown, and asserts that Valerius will be unharmed and the entire group will be allowed to leave unmolested—provided that the instructions are obeyed promptly. The party debates what to do, and the voice intimates several threats. Eventually the consortes obey the voice's commands and leave Valerius behind—but not before St. James pockets Valerius's spellbook.

Once the consortes have left Valerius behind, a small figure dashes from out of the woods. The figure is a man fitting the description given back at Mattin of the stranger, Thorus. After riffling through the belongings of the helpless Valerius, the man reclaims the mysterious book that had been found the day before at the campsite. He waggles a disapproving finger at Valerius, then runs back into the woods. Soon after he leaves, Valerius finds that he is again able to move freely.

Valerius is about to yell for his companions when a blood-curdling scream breaks, coming from the woods in the direction in which Thorus disappeared. Valerius calls for help and then immediately plunges into the woods after the scream.

Valerius comes upon a place in the woods where the undergrowth has been trampled flat, as if something of great bulk had recently stood there and then—completely disappeared. A quick search of the immediate area turns up no sign of Thorus—except for a single, empty boot, which seems to match the print found by the sabotaged boat. Aside from this lone boot, Thorus has vanished utterly.

The rest of the consortes arrive and puzzle over the situation—it appears that the mysterious voice was only Thorus, using some magic to impersonate Old Brown. But who or what screamed? Did the real Old Brown arrive and do something to Thorus? Unable to answer this riddle, the group then debates the next course of action. The boat is damaged beyond repair, and the group is reluctant to gather any wood from the island without Old Brown's permission. It is too far to swim. But no one wants to be stuck on the island after dark. The party decides that the only thing to do is to seek Old Brown out and respectfully request an audience. Valerius then explains that the entire island radiates powerful magic.

The group turns inland, and the forest grows larger, darker, and stranger the farther they travel. Time still seems disjointed, and after a long, hard march the party comes upon a titanic oak tree, larger even than the Seeker's Redoubt. At the base of the tree is a huge, dark cleft in the trunk, large as a castle gate. Taking a collective deep breath, the group advances into the tree.

Beyond the cleft is a dark and narrow passage that spirals up and up, eventually opening into a gigantic natural chamber, as large as the great hall of any king. On the other side of the chamber the consortes spy a massive archway that reveals the open air, and the chamber itself is filled with piles and piles of fruits and nuts.

And standing in the center of the chamber is a sight—a terrifying, majestic, awe-inspiring sight. As completely still as stone, a monstrous owl, well over ten feet tall, stands and stares at the consortes with its jet-black, emotionless eyes, eyes that are ancient, alien, and intelligent.

Valerius warily approaches the creature and kneels before it. All of the other consortes follow suit, except for Sir Hamral, who refuses to bow before Old Brown.

As fast as lightning and with less warning, Old Brown leaps forward and snatches up Dale in his terrible beak. In mere heartbeats, the horrified consortes watch as Old Brown completely devours the hapless man whole. Hamral cries out and draws his sword, but Old Brown only stares back impassively as if nothing has happened, a fleck of gore on its beak the only evidence that Dale had ever lived.

Old BrownThe consortes swiftly flee back to the tunnel, which appears to be too small for Old Brown to enter. A feverish debate ensues. Everyone is still dazed by the horror just witnessed. It seems impossible to attack such an obviously powerful creature, but no other choice seems clear. No one wants to simply wait around the tree until night falls. At last Valerius steels himself and emerges from the tunnel to again face Old Brown. Valerius humbly asks the creature if they may leave the island: in response, Old Brown simply spreads his wings and flies away in silence, leaving the consortes alone in the great chamber.

The party discusses whether or not they should take some of the fruits or nuts, but in the end each man takes a gigantic owl feather, of which there are many lying around the chamber floor. The consortes then rush back to the shore, hoping to find the boat repaired—only to find that the boat is just as wrecked as it ever was. But before the group can give in to despair, Mot discovers a small boat hidden in the rushes not far from where the consortes came ashore. The consortes immediately shove off and paddle away as fast as they can from Owl Island. At St. James' request, the group does not return to Mattin—thus avoiding any painful questions about Dale's fate.

Once back on land, the consortes realize that they all enjoy some sort of beneficial effect from the visit to Owl Island: Valerius, Mot, Renton, and Hamral all feel more confident and assertive, while St. James feels considerably more robust and healthy.

Continued in The Tide Turns.
Experience: Old Brown's Gifts
  Obstacle Story RP Other Total
Hamral 500 750 3,750 0 5,000
Mot 500 750 0 0 1,250
Renton 500 750 3,750 0 5,000
St. James 500 750 3,750 4,000 9,000
Valerius 500 750 3,750 0 5,000