Encounter 3.1.1 - Arriving in Karnstown

Whatever the party was doing before, they've now decided to visit the City of Karnstown deep in the Feywood. This is an interesting place with interesting characters and plenty of opportunity for adventurers to get recognized by the city folk - for better or worse!

Arriving at the North Gate

As you crest the last hill, you can finally see the city of Karnstown before you. The road is paralleling a river on the right. A stone wall cuts across the road, with a large gatehouse marking where you will actually pass into the city. On the left, another hill rises, but instead of sloping back gradually on its north side, it ends in a steep escarpment. The wall before you curves northward to meet the escarpment. Anyone with reasonable military training can see that this wall isn't particularly defensible... there don't appear to be any guards along its top, and you get the impression it isn't all that thick. But it is there, so you'll have to deal with the guards manning the gate.

When your turn comes, the guards ask you to identify yourselves and, since you are not Karnstown residents, to state your business.
Roleplay the interaction with the guards. They're not particularly belligerent; but they're far from over-polite. They're bored. They've got a job to do: ask the strangers their business, and they're doing it. There really are no "wrong answers"; the party won't be turned away unless they state that they're intending to wreak havoc and rob the city blind. The GM should have fun with this.

If the party asks about accomodations, the gate captain will first suggest that they stow any mounts and/or wagons at the livery which they have just passed; it's reasonably priced and reputable. As for inns and taverns, the guards will recommend the Riverside Inn, not far beyond the gate. The Tankard and Plate Tavern will also get a recommendation. If there are any Halflings in the party, the guards will also mention Almost Home - a tavern run by and for Halflings and other "smallfolk". If the party asks about "classy" places, the Karn Hotel will be offered. That's the extent of the advice the guards will give out.

If the party is traveling with Maretta, she will mention her family ties, and will be directed to the house "up the hill" where her relatives live. The guards will try to imply that she and her family - and NOT the rest of the party - should head up the hill to that house. But nothing will actually stop them.

The First Day in Karntown

It is presumed that the party arrives in town in the late afternoon.

The Riverside Inn is a nice enough place, as is the Tankard and Plate should the party decide to try that place out. If they ask around, they'll get some advice as to the layout of the city.

If the party chooses the Traveller's Hearth, they'll meet the innkeeper Dalfin Featherbottom, a Halfling, and Wolfram "Wolf" Turner, the bartender in the common room.

If they wish to do any shopping, they'll be told where "Market Street" is. This is the thoroughfare running from the West Market Well square to the East Market Well square (with Janric's Well square) in the middle. Shops of all sorts can be found, but the western end of the run is mostly common household goods; the central area is fancier stuff and imports from far-off cities and lands; the eastern market is focused on edibles. Townsfolk are proud of their East Market square street food, and the party will be recommended to try various delicacies such as the fried dough-rings; the Halfling-produced sweets, and even the "rat on a stick" - barbecued meat on a skewer; the meat may be, but probably - hopefully - isn't actually rat.

If the party followes Maretta to her relatives, they'll find that she's safely esconced in one of the upper class residences of the city - and there's no room for them. Maretta will be expressively grateful; her relatives will be much more terse (but polite) in their thanks, and will not do too much to hide their desire for a party full of "ragged, smelly adventurers" to leave and return to the lower city where they belonged.

The East Market Square

You were told to try the food at the East Market Square's open-air market, so here you are! From the descriptions you heard, you were expecting a loud, bustling marketplace filled with people moving every which way, while the sounds of bartering fill the air. As you enter the square, this is not what you find! It's busy - there are a fair number of people for sure. But everyone seems quiet - as if nobody has had their morning coffee yet. People are buying fruits and vegetables from vendors; other vendors are tending pots of stews and soups; one is ginigerly lifting and turning skewers of meat on a metal grate over a fire. Some people are moving in and out of the permanent shops that line the square; coming out onto the street with loaves of bread, slabs of cheese, and the like.

But the vibrancy you'd expect of such a marketplace is decidedly absent. People are talking, but nobody seems too excited about anything. It's as if everyone is simply going through the motions - doing their daily shopping because that's what they do. Even the vendors aren't "hawking" their wares. They're selling to customers that approach, but transactions are quick and emotionless. even the goblin working alongside the human at the "rat on a stick" stall seems to be bored with what they're doing - and you don't know if you've ever heard of a bored goblin!
The party will hopefully "investigate", but they shouldn't discover much. The folk will answer any questions (always truthfully, by the way!) They will carry on conversations as if nothing were wrong - as long as they don't have to initiate the conversation or topic of discussion. They won't initiate ANYTHING.

If asked "what's good today", a vegetable grocer may suggest the carrots, "but stay away from the lettuce; it's full of worms burrowed deep into the heads. I pulled the bad leaves so you don't see 'em."

The "Rat on a Stick" vendor will tell the party that today its actually cat. Catching rats is too hard, and who wants to go out into the forest to trap squirrels or rabbits? There's enough stray cats in this city anyway.

Almost everyone in the square is suffering from the Complacency Curse. (See Sidebar.) There may be an occasional person not affected - they'll be recognizable because it's almost certain that a slow-moving and overly honest vendor is going to invoke somebody's wrath. Once the party realizes that something is odd, read the following:

As you listen and watch your surroundings, you hear the following snippets of conversation:

A customer says, "3 gold for that cheese wedge? That's robbery!". The vendor replies, "Of course it is! I shouldn't charge more than one gold; and maybe not even that! It's not reallly aged two years - two months more like. But I've got a family to feed too."

Two passers-by are conversing. "So you are sleeping with my husband?" "Sure! He's pretty good in bed, too! But he keeps calling out the name "Clarietta". That's not you or me, so he must be bedding a third one too!" The wife's response shows the briefest flash of an angry, jealous countenance, but that quickly disappears and she continues a matter-of-fact conversation with the "other woman".


The Curse

If the party consumes any food obtained in the square - or if they should use the well to draw a drink of water - they may become affected by the curse as well. A Will Save (DC 18) is required to avoid the effects of the curse. Anyone affected by the curse will suffer those effects for approximately 24 hours. If they do not "refresh" the curse by consuming something else that has come into contact with the well water, they'll come out of the effects with full knowledge of what they said and how they behaved while under its affects.

Finding the Source

Give the party free reign in investigating the source of this curse. Let them decide where to go... who to ask... etc. except that they will NOT randomly come across the Witch that is actually responsible.

If they investigate the well when the sun is down (or low), peering into the well will show them a very faint, unusual glow. If they go down into the well (which locals will vocally discourage, but will not actively stop), they will discover the small sack of strange, viscous liquid that is oozing through its bag into the water. Removing the bag will cause the curse to dissipate in 24 hours - unless it is refreshed!

If the party does remove the curse bag, the familiar of the Witch will attempt to drop a new one into the well that night at around midnight. If the party stakes out the well, they'll discover this. If they don't, things will be just as strange the next day - and the party will discover that there's another bag of goo in the well.

Eventually, hopefully, they will stake out the well and will spy the familiar doing the deed. They should then attempt to follow the familiar back to its home - the home of the Witch - which is "up the hill".

They will have to avoid a small patrol of city watch if they go up the hill to the house. The patrol will not pay any attention to claims of poison or curses, or whatever. They will give the party a hard time for being in the wrong part of town, and will escort them back down to the lower city. If the party gets belligerent, they will fight - and will summon backup.

Confronting the Witch

The Witch's house is well warded. A goodly number of what looks like common houseplants will reveal themselves to be dangerous plants that will defend the house from intruders. Eventually, the party will find and face the Witch and its familiar.

If the witch is questioned after being subdued, he will admit that he had wanted to get even with a particular vendor on the street - the cheese vendor - who sold him spoiled goods that got him - and more importantly a number of his more important guests - sick at a recent party. His "patron" provided the instructions for the brewing of the curse sachet to drop into the well. He doesn't know who exactly his patron is -- he communicates with them via a crystal ball that permits clairaudience; he's never seen them or met with them face-to-face.

If the party turns the Witch over to the city watch, they will arrest and prosecute. In a week's time, the Witch will be free (owing to his relationship to the Karn!) But he will not repeat his bad behavior; and will no longer be a threat to the city. He may, however, hold a grudge against the party!

Aftermath

If captured alive, the Witch will make sure the party knows that he's "a cousin of the Karn", and that they better be careful what they do to him.

There are a few "loot" items that the party should have access to in the house. These need to be determined.


Cover image: The Inn from the Bridge over Daphinia's Stream by RPGDinosaurBob (with Flowscape)

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