Welcome to Karnstown - Group 3, Session 3 Report in The World of Cartyrion | World Anvil

Welcome to Karnstown - Group 3, Session 3

from the game session held on 02-Mar-2022

General Summary

M
orning came, and the group met in the common room of the Traveler's Hearth for another hearty breakfast. At first, Dhraanng and Gambit were showing the same signs of indifference or apathy that they had been displaying since the trip to the market square yesterday, but as the morning went on, the effects seemed to fade rapidly. Tom's magic confirmed by late morning that the effects were, in fact, gone. It was apparent that the effects of whatever this affliction is only last about a day. The half-orc and goblin remembered everything they said and did the day before, but didn't think too much of their behavior. Perhaps they were just a bit "off"? But Tom convinced them that they were definitely under the effect of some sort of Charm, though exactly what could not be said.

The group decided to head out into the city to see if the effects of whatever were wearing off everywhere, or spreading, or whatever. To their concern, they discovered that even more people around the East Market square seemed to be affected. Almost everyone in the market square was going about their daily routines, but they were doing so as if they were automatons. Travel further around the city told the party that the effects still seemed to be centered around the East Market square, though. There were a few that showed signs of affliction in other parts of the city, but not many.

Returning to the Traveler's Hearth in late afternoon, the group was immediately approached by a nervous Dalfin Featherbottom (the inn's proprietor). He was holding a note which he offered to Dhraanng, adding that one of the Karn's men had delivered it earlier in the afternoon. The note simply ready, "Tankard and Plate. Sundown."

Dalfin explained that the Tankard and Plate was a nice tavern/restaurant on the other side of town. "Sundown" was obvious, and was going to happen in less than half an hour. So, after briefly toying with the idea of ignoring the summons (Dalfin explained that this was a VERY bad idea), the group headed back out and across town.

The Tankard and Plate was indeed a higher-class place than the Traveler's Hearth or Almost Home (the two places with which they were most familiar). Polished hardwood and brass abounded. As they entered, they were greeted by a staff member who, after being handed the summons note, called over to a pair of well-muscled, but finely dressed folk leaning on the bar toward the back of the room. One of these - the Orc - looked over the note... and then the party, before grunting out a simple command: "Follow".

The four adventurers were led to the back of the main room, down a narrow hallway. The kitchen opened to the left, but they were directed to a door on the right. Upon being let into a smaller room, they were immediately stopped by two more large, well-muscled folk who simply commanded, "Weapons on the table. All of them." After each party member complied, and were patted down to ensure they had complied fully, they were directed to chairs at the only table in the room.

There was already one human sitting at the table, intently working on a plate of food and, thus far, not even acknowledging that the party existed. So... this was "the Karn"... the person behind all the power in this city.... As they sat, the man began to speak, though not yet lifting his eyes to make eye contact. He praised the plate of food he was working on - something he called "dough strings and red sauce". Finally he looked up at across at each party member in turn and began to explain why they were summoned.

In short, the Karn was aware of some sort of unusual goings on in the East Market district. He was aware that the party had arrived in town two days before, and had come from Spirit Lake, where they apparently played a major part in uncovering and dismantling a poahing ring. He explained that the city watch in Karnstown wasn't really equipped for "investigation" - all they were good for was "handling the occasional rowdy drunk, and collecting the rents from shopkeepers and residents. He wanted the four adventurers to investigate what was going on and, if possible stop it.

There were conditions, though. They needed to try and be as discrete as possible. They were given a few "code phrases" so that if they had any interactions with city officials, they could communicate that they were working under the Karn's direction. They were also told explicitly that any culprit needed to be returned to the Karn alive. He was concerned since so many of the city residents were relatives... "family". Having a group of outsiders kill a Karn family member would require that the Karn ensure justice (i.e. revenge) would be meted out. If the culprit was a family member, the Karn would have to deal with punishment himself.

The interview was over relativeely quickly, and the party was ushered back into the main room of the Tankard and Plate after having their weapons and other possessions restored to them. They decided to stay for dinner and try the doughstrings and sauce -- the Karn had suggested they do. Over dinner, they discussed their next moves.

The session ended here.

Rewards Granted

None, except perhaps a good plate of spaghetti and meat sauce.

Missions/Quests Completed

The party was summoned by, and met the Karn - the true power head of the city. They were tasked with investigating the goings-on around East Market Square and promised a handsome reward of gold if they were successful - though there was a significant string attached: the perptrator must be taken alive..

Character(s) interacted with

  • Dalfin Featherbottom, the innkeeper at the Traveler's Hearth
  • various townsfolk, shopkeepers, and street vendors.
  • The Karn's goons
  • The Karn himself.


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

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