Summary of Amulet Team #2: The Murder of Maury Miller ----------------------------------------------------- ADVENTURE NOTES--Day #1--04/06/07 Let's Be Briefed: The call finally came one spring afternoon. Grif Calhoun strutted into the briefing room to find the four of them waiting. He congratulated them on completing training and welcomed them to their first mission briefing. As their first mission, they were being given something that should be routine (as if any mission worth hiring adventurers for was really routine!). The client, Baron Cobbish, was hiring them to stop an arson in the village of Lowick. The village is located north of Brandmore, the capital city of the barony. They are to go to Brandmore and get the details from Administrator Barney Hern. The group would be paid 2,500gp minus expenses (or 500gp each) for the mission. As they knew from their training, the briefing is a chance to get as much outside perspective on the mission as they can. Once they deploy to the actual area, they'll be on their own. Knowing this, the group learned the following about Cobbish: - The baron is a halfling, as is about 1/3 the population of the barony. Most of the rest of the population is human, but there are also some centaurs. - The economy is based primarily on raising cattle and growing grains. File It Under Hero: After the briefing, the team made their way past the quartermaster's office where they requisitioned healing potions from Buck. Then they went to the tele-pad, where the travel mage was waiting. From there it was a short "poof" to Brandmore. Once past security, they were greeted by a young halfling named Snags that was sent to bring them to Administrator Hern. Snags was excited to meet real heroes and asked endless questions of Moose (the obvious leader for the group), such as "When was the last time you fought a dragon?" ("it's been a few weeks"). An economy built on cattle and grain requires a lot of logistics to operate. And large scale logistics brings in large scale bureaucracy. Snags led them to Hern's office in the midst of paper-pusher heaven. They found him at his desk reading then stamping papers and placing them into baskets on his desk. After complaining about how long it took them to show up, Hern described the problem. The baron's representative to the village of Lowick, Rander Felwithe, sought help for a string of fires set by an arson in the area. They started about 3 months ago and have been getting bigger and more frequent. Apparently there's a fire nearly every night this past week. The team is to go out there and make the problem go away. Through additional questioning, the team learned that Hern is a grain administrator and is not happy with having this kind of responsibility placed on him, but he made the mistake of reporting to the Baron who then pushed the job of solving the problem back on him. Normally the Baron would assign some of the military to the problem, but the military is tied up fighting off a bugbear incursion to the south, which flared up about 3 months ago. Hern nearly fainted when the team claimed they needed not only horses, but feed for the horses, but he gave in when they pointed out that the problem goes away faster if they can get to Lowick and back faster. He gave in, but he still insisted on the proper paperwork being filed, which took even more time. They also secured paperwork signed by the Baron granting them the rights of deputies to carry out the job. They also learned that the grain output from Lowick has been going down for the last 9 months. Snags escorted them from there to the stables to get their horses. Along the way, Diggs used a minor spell to make Moose's armor sparkle, which Snags applauded. Moose was heard to exclaim as he walked down the street, "Look at me. I'm a hero!". Camping Out: The team got directions from the stable hands, then made their way out of town on the road north to Lowick. The travel took them through farmland, hills, and woods. The land was mostly tame. As night came, the group had a choice to make. They could push on into the night and make it to Lowick in darkness, or camp and arrive in the morning instead. They decided to set up camp at a site Grieves picked out for them, which was praised by all as a great location. Grieves called his other bloodhound dog, Old Blue, to be on watch along with Doc. Victor got the first watch as the others decided to get some sleep. Sticky Business: In the middle of the first watch, Old Blue began to bark and Victor heard something to the south. He used a Message spell to wake Moose, then cast a Dancing Lights to light up the area so he could see what was coming. It was a group of four bugbears! Diggs was the first to act, using his wand to drop a Web spell over the four attackers, blocking them from sight. With no time to put on his armor, Moose grabbed his sword, set the webs on fire, and made his way into combat in his underwear, while Grieves summoned a crocodile to assist in their defense. The bugbears were strong enough to break free of the webs and as each one emerged, they were engaged by the team. The first one out fought the crocodile and then was put down by a Magic Missile from Diggs. The second one out sparred with Moose before being slain in a single blow. The third and fourth ones out teamed up against Moose and Victor. Victor was knocked unconscious in the scuffle while Diggs fired Magic Missiles into the fight. Doc defended Victor's limp form while Moose mowed the two remaining bugbears down with his great sword. The fight over, Grieves healed Victor and the team worked together to keep the fire from the flaming webs from spreading. ADVENTURE NOTES--Day #2--04/20/07 Spoils of Victory: In the morning, the team searched around and discovered that the bugbears had dropped a set of sacks a short distance from the camp. They searched them and found an odd assortment of shiny household items (like candlesticks and metal plates) and food (like a half-eaten loaf of bread). They decided to take these with them. They dickered a bit about searching the mutilated bodies, but did that as well, finding only a few coins and some poor equipment. They decided to bury the bodies, but to put the four bugbear heads in a sack to deliver to a magistrate as proof for their story. With the dirty work done, they packed up and got on their way. First Contact: They made it into Lowick late in the morning. The village was nestled in some rolling hills and meadows up against a small lake. The morning air held the scent of woodsmoke as they passed by a series of small farms. They occasionally caught glimpses of the lake with several small fishing boats out on it. The first building they stopped at had the look of a store and a sign "Stump's Trading Post". Four elderly halflings were sitting on the porch in a way that made you think they had probably been there for years. Victor gave Diggs the deputization papers and sent Diggs over to find out where they might find Rander. Diggs bounced up and asked for directions. He was told that Rander lived about four miles out of town back the way they came. And to turn left just past where the Johnsons used to live and go a ways up that road. Can't miss it. Diggs explained that he didn't know the Johnsons, and Stump proclaimed "But e'ryone knows the Johnsons!" Figuring he wasn't going to get more info, he retreated to the main group. Moose then tromped up and into the store, looking to see what was there, then asked about furniture. Stump watched him stomp around, then showed him some halfling sized pieces. Stump and his crew were growing a bit more sarcastic in their tone toward the group as time wore on, so they decided to move on. They passed several other shops on the way to the lake shore where two fishermen had just arrived. The two men greeted them warmly and welcomed them to Lowick. Grieves stepped forward and said they were here on the Baron's mission and the two men got quieter. He then asked for directions to Rander's. One man said it was about 4 miles out of town, about 100 yards past the oak that was split by a lightning bolt. Turn left and follow that up into the hills. Grieves asked why Rander lived out there and got a cold "It's not our place to question our betters" in response. Victor spoke up saying that they defeated some bugbears and wanted to report this. The fishermen suggested talking to the mayor and pointed to the big house on a nearby hill. Music and Revelations: They arrived at a lovely home set on a hilltop overlooking the lake and the town, with the sound of harpsichord music. William pulled out his clarinet and played along. The tune was a popular one a few years back so he was familiar with it. The serving woman, an older halfling, invited them into the parlor and served tea and cakes, then inquired as to their business. While she was away, Victor reclaimed the deputization papers from Diggs and informed Moose that when the time came, Moose should ask Victor for the papers. A short time later, the music wrapped up and in came a well dressed halfling who introduced himself as Mayor Shepton. The Mayor looked the group over and addressed Victor as the leader of the team (which was a little bit of a surprise since everyone else always singled out Moose). He also praised William's skill. Then they talked business. The team never mentioned Rander and merely said they were sent by the Baron to solve the arson problem. Mayor Shepton provided them with information that the arsons started about 3 months and confirmed what the group had learned so far. He added to this that so far no people had been hurt and that some of the farmers claimed to see a living scarecrow at the scene of the fires. The Mayor considered this unlikely. Perhaps someone was dressing up as a scarecrow, however. They also told the Mayor that they had encountered bugbears. This surprised him since there had been no word of them this far north. The group showed him the four heads (yuck!) and also the bags of loot. Shepton said that he recognized a couple of the items from households to the south (where the group had come from). He had not heard from them in a while, and perhaps they were in trouble. Everyone agreed that it would be best to get out there in a hurry, so the Mayor invited them to lunch. The group was a bit surprised to see the Mayor stall, but he explained that no one could be expected to handle an emergency on an empty stomach! Out and About: Once they had fed, the serving woman gave them packed meals for the afternoon and they headed off back along the way the group came in. Along the way Shepton shared his tale of how he was an adventurer for a short while himself, but retired and came back to his hometown to become Mayor. They asked him about Rander, but he uncharacteristically said little. Only that Rander had started about 10 months ago. At the first farmhouse, the group found the family cleaning up the damage to their home. They hid in the storm cellar while the bugbears raided the place. They got a warning from the dog. The dog did not survived. The Mayor gave them back some stolen belongings. At the second farmhouse, the family lost a farmhand, but they had killed one bugbear of the five that attacked. A little more riding and they found a third farm that had been raided. It looked like just the three farms before the party wiped them out. All the people were happy to know that the Baron's men were protecting them. Investigation: On the way back into town, they stopped at the site of the most recent fire. A barn burned down two night back. Grieves summoned up Old Blue, his bloodhound, cast a Speak with Animals and asked Blue to sniff for unusual smells... and in particular oil. Old Blue located the remains of a broken lantern on the outside of where the barn wall would have been and said it reeked of oil. The team guessed that the fire was started by the lantern being thrown at the barn. They then questioned the household. They wanted to know if grain was stored there? Yes. How much? Just enough to feed the animals. They didn't really find much evidence along the lines of fraud or that people might be burning grain to lower the output. Diggs used his power to speak with a nearby spider but didn't learn anything that they hadn't already learned. The lady of the house said that she knew who did it. The Scarecrow! She saw it herself standing on the edge of the firelight as the barn went up in flames. The group rode out and around the farm to check out the various scarecrows. There was no sign of anyone being near or tampering with the ones on this farm. They discussed the possibility of a more thorough search of scarecrows in the area, but it was getting late so they made their way back to Mayor Shepton's place. Stake Out: After a nice dinner with the Mayor, the team set up a watch for the early evening. So far all the fires had been between dusk and midnight. They kept the horses saddled and had a boy handy who could run to the town bell and ring it. They they waited. And waited. And waited. They must have dozed off a bit because the barn across the village was bursting into flame before they noticed it. The team leaped on their horses and charged to the scene. They arrived and didn't see any sign of the culprit at first, then Victor spotted a Scarecrow at the edge of the firelight. He cast a Dancing Lights over it to light it up. Diggs and Grieves came on one horse and Grieves dropped off at the site of the fire. Diggs, Victor, Moose, and William began chasing after the Scarecrow while Grieves stayed behind to summon a small Water Elemental. He then cast a Faerie Fire spell on the Scarecrow, making it glow. Grieves then had the Elemental quench the flames. By the time the townsfolk arrived the fire was already out. The barn was damaged but was not lost. The Final Straw: While Grieves was doing that, the other four began a wild chase through the night after the Scarecrow, which managed to move almost as fast as their horses. Diggs cast a Magic Missile at it, blasting its right arm off. Then he cast a second one, blasting its head off. After this, the Scarecrow sped up dramatically and moved out of range. William stopped his horse to pick up the Scarecrow's decapitated head, which he found to be normal in all ways (other than the Faerie Fire glow). He then waited for Grieves to arrive. Grieves summoned up a horse for himself, caught up with William and the pair of them trailed behind the other three in the chase. The Scarecrow led them on a pretty straight line across the land, staying out of range of their spells and leading them on at full speed for a while before it slowed down and came to a stop in front of a dilapidated mill. The team came to a stop about 100 feet from the Scarecrow until everyone was there. Diggs summoned a 3 foot long Centipede behind it and had it attempt to grapple the Scarecrow, but the Scarecrow ignored it. So he had it climb up and into the mill's window, hoping to get a reaction. Nothing happened. Then the summoning spell wore off. William was wary of the Scarecrow head, thinking it might re-animate but it did not. Victor went left and Moose went right in a circling action around the mill to see if anything looked amiss and found nothing. Moose climbed off his horse and advanced on the scarecrow with his greatsword in hand. It just stood there as he hacked it in half with one swing, leaving a pile of straw and clothing at his feet. The night was very still. Milling Around: The front door of the mill was boarded up with a notice on it saying that the mill was closed 4 months ago in the Baron's name on account of the owner not paying their taxes. It was signed by Rander. Diggs pulled a crowbar from his pack and got the boards loose so the team could look inside. Grieves had Old Blue sniff the Scarecrow's remains and around the mill but got no useful information. The ground floor of the mill was the actual milling area. The second floor was a storage area. It was nearly empty except for a severed rope which Victor found shortly after getting a creepy feeling while checking out a trap door down to the ground floor. The third floor was a living area that had been quite obviously trashed by someone. Furniture was broken and things were tossed about. With careful searching, they found the owner's journal and ledger. The journal showed that on the night before the building was boarded up that there was a big meeting where someone was supposed to arrive. "When he did, we told him off. Ha! It was priceless! He slunk off like a dog with its tail between its legs. Finally! It looks like we won't have to worry about him anymore." Then it noted that he played games with his friend Anord for a bit. After Anord left, it ended with an ominous "Have to go. Heard a noise downstairs.". The ledger showed that the owner made about 115gp in income the previous month on 35gp of expenses. But that he also paid 15gp to "Baron's Tax" and an additional 245gp on "PD Tax". His savings were totaled at 515gp. Something Stinks Around Here: They noticed that there was a trap door in the ceiling going to the top floor, but no ladder. The ladder that fit here was actually down on the second floor. Moose climbed up and opened it to find a windowless room with a terrible stench. There they found the remains of a man, months old, with a noose around his neck. The frayed end of the rope matched the rope found on the second floor. There was very clearly some foul play at work here. ADVENTURE NOTES--Day #3--05/04/07 Rumors in the Night: While the team was discussing the murder scene, a crowd of villagers was slowly growing outside. By the time they noticed, there were more than 10 people in a clump nearby carrying torches and pitchforks. They had seen the mad chase across their farms, and followed behind (after a little wait) to see what happened to the glowing scarecrow and the horsemen that followed. They found the trail ended at the mill with some horses, fragments of a scarecrow, and the broken seal on the mill door. They were scared and not sure what to do when Victor emerged from the door. Victor's first sight was a halfling boy poking at the scarecrow remains with a stick. He joked that the boy didn't need to worry about the scarecrow any more. They destroyed it. The boy stepped back both surprised and with a hint of awe. Victor asked who lived here and the boy said it was Maury Miller, but he disappeared months ago. Victor addressed the crowd and told them that the scarecrow had lit the fire, but his team had destroyed it. That the scarecrow was animated by some unknown force. And that since it led them to the mill, they felt the need to investigate it, which is why they broke the seal. He then went on to tell them that a body had been found inside. Additional people were arriving as he talked, but they all looked shocked at the mention of a body. At this point Victor informed the crowd that he was part of a team sent to stop the arson. That they were the Baron's representatives, and that Maury Milled was dead. The boy said "Maury's Dead?!" and ran off into the night. The rest of the villagers were talking amongst themselves and were quite animated by this news. Moose stepped out and added that while the scarecrow was stopped, the fires may not have been stopped. Mayor Shepton finally arrived and began working to disperse the crowd by telling them to get some sleep and come to the town green tomorrow for general discussion. He was not pleased to hear the rumors flying as people interpreted Victor's and Moose's information. A Strawman Report: Once the townsfolk had been sent home, the tired Mayor made his way to the group. His first act was to thank Grieves for putting out the fire. The town was very grateful for his quick and thoughtful action. The Mayor was accompanied by the same two fishermen the group had met that morning, Pogo and Dunn. He then asked about the fate of the scarecrow. The team showed him the broken, headless remains on the ground (they did not show him the head they had set aside). The also explained that they had broken the seal because they suspected the scarecrow had brought them here for a reason. And that inside they had found a body. Diggs escorted Dunn upstairs to have him look at and identify the body. Dunn confirmed it was Maury Miller and Diggs heard him angrily say under his break "Those damn thugs!" as he came back down. Diggs and William asked Dunn if Maury had any enemies. Dunn said that everyone knew Maury. He was the miller. No townsfolk would hurt him. While they were upstairs, Shepton asked if the fires would stop now. Grieves gave a definitive "No". Victor explained that he felt that the scarecrow was formed by the spirit of Maury seeking justice and that it likely would continue until his murder was solved. No, they did not have evidence of this, but he felt the circumstances matched. Victor then showed the journal and ledger to the Mayor, who read them with a deadpan expression and handed them back. Victor explained that he also felt Maury was robbed, as the money mentioned on the paper was not present. Grieves and Moose wanted to know what the Mayor thought of the papers and he said that it was late and not the right place to talk. His place in the morning would be better. Putting Maury to Rest: Diggs, William, and Dunn came down and explained that Maury had been hung. The Mayor and Pogo were very unhappy. They decided that Maury should be buried tonight. Before that, Grieves used his medical skills to study the remains. All he learned is that Maury had suffered several broken ribs prior to death, so he was probably beat up badly. Moose and Grieves brought the body down after wrapping it in a blanket. Pogo and Dunn worked on digging a grave under an old willow, next to the grave of Maury's wife. Moose helped dig and learned that Maury's wife had passed away 4 years ago. Moose said "I wonder who did it". Pogo replied "We won't have to look very far". Then Moose asked "Were you at the meeting?" and got a cold "So what if we were!" response. Apparently they didn't want to be reminded or asked about that topic. The rest of the digging was done in silence. William played a dirge and Mayor Shepton said a few words for Maury. Grieves blessed the grave site. Before leaving, Diggs used Mending on the seal to re-close the mill. The group rode back to town and went to sleep. It had been a long evening. Sharing Food and Information: As breakfast wrapped up with Shepton, he shared a lot more detail with the team. They had proven their worth and that they were not sided with the arson or with Rander. He said that Rander came to the area 10 months ago, and then about 9 months ago he began raising taxes. The taxes went up every month until about 4 months ago. Since then they have been stable. He revealed that the extra taxes were called the "Private Defense Tax", which the group noted was basically extortion of protection money. The Mayor nodded, then said that Rander Felwithe has 6 men that work for him and that enforce the rules. The townsfolk did not have the ability to stand up, and in any case Lord Felwithe is the appointed Baron's Representative and tax collector in the area. The Mayor noted that Rander was the third son of Baron Felwithe. The Felwithe barony on the northern border of this barony (the Cobbish barony). At this point the team was determined to confront Rander, so they saddled up and headed out. Before going, they collected all the facts they had into an official letter to the Baron and asked the Mayor to send it if they didn't return. First Impressions: Rander's estate was set in a meadow up a ravine, so it was difficult to approach any way other than via the road. At the entrance to the ravine, the group met a scruffy looking man who told them to halt. Grieves said they wanted to see Lord Felwithe, but the man said the Lord didn't talk to common adventurers and they better move along, as he is one of the Baron's men. The scruffy man pointed out that he was wearing a dirty tabbard of the baron. He looked happy with himself as if "that oughta scare 'em off!". Victor pulled out the deputization and waved it in the man's face saying that they were sent by the Baron to talk with Lord Felwithe and they were going in no matter what. Davrick (the scruffy man's name) looked unhappy and walked over to his things. He pulled out a horn and blew it, then told the group to follow him in. He led them up the ravine. At the end of it, two men in scale mail with axes were there to meet them. Finkle and Crabbin questioned the group some more, but with quite a bit more tact and intelligence. Finkle sent Crabbin to the house to see if Lord Felwithe would speak to the team. It wasn't long before Crabbin waved that it was okay. Finkle led them to the stables, then over to the house. Inside they met two more men, Trout and Shaber. They were dressed in finer clothing, wore chain mail, and carried swords as if they knew how to use them. They apparently functioned as bodyguards for Rander. The team was led into a sitting room where Rander joined them. William did the talking for this first meeting, informing Rander that they were sent by the Baron in response to Administrator Hern's report from Rander. Having just arrived, they were looking for information on the fires. Rander provided a poor subset of what the team already knew. It was clear that he was not connected with the populace and didn't know that the team had already been in town for a day. They did learn that Rander sent for help after his men failed to identify which village was the culprit. He provided them with a list of names of suspects... which incidentally matched a similar list they saw earlier from the Mayor of people that had fled the town in recent months. William then asked if there was someplace for the team to stay. This caused Rander to pause, then he offered up the guest cottage on the property to the team. Trout left the room during some small talk that followed, then came back and led the team over to the "cottage". Apparently, the 4 men (Davrick, Gissip, Crabbin, and Finkle) normally lived there and had to move into the stables as a result of Rander's decision. This gave the group happy smiles, watching the thugs get put down another notch. The Incompetent Thugs: The group settled in, then got back on their horses and headed for town to "investigate". They waited until they were well out of the compound before discussing what they had learned. They surmised that Rander was a fool and was disconnected. They also noted how rich Rander lived. He had a large estate with well managed grounds. He had a new, highly defensible home with stables and cottage. And the interior was furnished with the finest of items. He was definitely taking a cut off the top of the taxes at least. As they talked and rode on horseback, Diggs dropped one of the muffins he borrowed from the Mayor's table. When trying to catch it, he noticed another horseman well behind the group. They were being tailed! A short conversation later, they came up with a plan. After going over a rise, Grieves dropped off his horse and hid. The rest of the team hurried forward, putting extra distance in so the follower would have to move faster as well and likely miss Grieves. The rider turned out to be Crabbin. After he passed, Grieves made his way on foot back to the compound. He snuck through the rough terrain and surveyed the area from the surrounding hills. Grieves found the compound on alert, but it was very poorly defended. None of the men knew how to do a good patrol. They were clearly thugs and not military. After collecting as much information as he needed on how things worked inside the compound, Grieves moved out to where he could watch for his friends to return. Up In Arms: The group arrived in town, hoping the shake the tail, but instead they found the townsfolk gathered in the green just like Mayor Shepton had promised them the night before. The people were angry and worked up and the Mayor was trying to keep the mob from violence. It was clear that many people wanted to go out and take down Rander and his men. Others, however, wanted to know what was going to be done about the army of flaming scarecrows that were going to attack. The Mayor couldn't be heard over the crowd. Diggs used a Ghost Sound spell to make a roar of a lion near the Mayor. This got the crowd's attention and the Mayor argued that it would be suicide to attack Rander. Moose stepped up on stage and backed up the Mayor's story. He promised that his team would take down Rander in a proper way. The two of them wove a convincing story, especially considering that this same group had put out a fire, caught the scarecrow, and discovered the murder the previous night. They were clearly from the Baron himself and not agents of Rander. This was important, because up until this point the group was generally viewed as being an extension of Rander's group of thugs. They had repeatedly said they were "representatives of the Baron", which the people didn't understand was different from being people following Representative Rander Felwithe. The crowd had been calmed. Victor looked around and noticed that Crabbin had moved close in all the commotion and had heard all that happened here. Crabbin jumped on his horse and began to gallop off. Victor tried a Sleep spell and William tried a Lullaby spell, but Crabbin shook them off. Diggs had to resort to a Magic Missile at the horse to stop him. The horse stumbled, tossing Crabbin off (the horse got healed later for those ASPCA members that might be reading :). Victor closed on the Crabbin, jumped off his horse and while holding his blade told Crabbin his was under arrest. The already worked up crowd got to see one of their enemies here and a small pocket of the violent ones split off to go take care of Crabbin themselves. William used a Lullaby spell to cause them to lose their focus and become very drowsy. Moose and the Mayor held the rest of the crowd in check. Crabbin considered fighting for it, but he realized that with Victor over him and Diggs standing there with another Magic Missile ready, that he had no chance. He surrendered. Crabbin in the Box: They put Crabbin in the salt shed, a very solidly built building with no windows and only one heavy door, which made it easy to guard. Crabbin demanded to know on what charge they were holding one of the Baron's men on. William told him, "murder!". Crabbin seemed surprised by this and shut up for a while. The team discussed how to get information out of Crabbin. Victor wanted a turn at him, but wanted to wait until the people in the area thinned out so people wouldn't hear Crabbin scream if it came to that. William and Diggs were strongly opposed to any torture. William went in and spoke first. He told Crabbin that he knows about the murder and extortion. He offered that if Crabbin turns on Rander and provides information, that they would ask for clemency for him. And maybe he wouldn't hang. He added that he's sure Rander didn't do the dirty work himself, and that Rander would likely blame it on Crabbin anyway. After making his case, William left to let Crabbin think it over. Moose added that there was an angry crowd out there as well. That if he cooperates, he'll stand a better chance of even making it out of the town alive. All the while Diggs sat by looking dangerous. It didn't take long for Crabbin to give in. He told them that they did indeed shake down the populace for tax money, but that Rander never trusted anyone but himself to collect the actual coin. That Finkle, Gissip, Davrick and himself were only sent out when people were reluctant to part with their money, then Rander went for a second visit. It never required a third visit. He also admitted a role in the murder. Rander ordered Finkle, Gissip, and himself to kill Maury Miller following an attempted uprising the miller had led. They were supposed to get rid of the body, but got lazy and just hid it without telling Rander. Eyewitness News: They then asked Dunn (one of the fishermen) what happened at Maury's mill on that night and got the story of Maury bringing the angry folks together to refuse to pay Rander and how they sent Rander off. They asked about Anord and Dunn volunteered to take them out to Anord's farm. Anord had been staying out of town for months now and was very touchy. It would be best to have someone he knows introduce them. After Dunn's introduction, Anord was happy to see them. He stayed to play games with Maury after the meeting and had just left before Crabbin, Finkle, and Gissip arrived. He heard the screaming but was paralyzed with fear. He saw the men leave. He thought one of them saw him and he had been hiding out ever since in case they decided to come kill him as well. Anord knew of the scarecrow and felt very strongly that it was Maury's restless spirit looking for justice. The group didn't know if they should believe this. Some of them suspected Anord or even the other villagers, but they had no proof. No matter what story you subscribed to, however, it was likely the fires were not going to stop until Rander was brought to justice. They sent a man on a fast horse with a pile of information and signed by the team and the Mayor to Brandmore to get the Baron's cavalry out to Lowick. Second Impressions: The team met up with Grieves on the road to Rander's compound and shared the news. They brought along Crabbin's tabbard in case they needed it. They rode up to Davrick at the entrance as if nothing unusual was going on. Davrick blew the horn, then they went on through to the stables. Then they asked to talk with Lord Felwithe and a short time later were in the sitting room again, with Trout and Shaber present as Rander came in. With Moose making a distraction using his loud armor, William used a Mage Hand spell to lower the bar on the front door so help could not come in. Grieves led the discussion with Rander. After exchanging pleasantries, he informed Rander that they knew who is starting the fires. It is Maury Miller's ghost. Then he cast Heat Metal on Trout and Shaber, and Victor cast Sleep on Rander. Rander fell unconscious and Shaber stepped in front of Rander and defended him even as his armor heated up and began to smolder. Victor sparred with Shaber asking him to surrender. Diggs summoned a Giant Centipede behind Shaber to flank him. And Grieves offered Shaber a pitcher of water to cool his red hot armor. It didn't take long for Shaber to realize he was fighting a lost cause and surrender. In the meantime, Trout made it out one door and was running down the hall. Moose chased him, tried to tackle him, then grappled him. William came out the other door to cut off Trout's route and hit him with a Daze spell. Moose used this time to throw Trout to the floor. William disarmed him. A few minutes later Rander, Shaber, and Trout were tied up and gagged. Then Victor disguised himself as Trout, opened the front door and waved Finkle in. The unsuspecting Finkle was quickly overwhelmed and joined his fellows. Gissip and Davrick were even easier to catch. While the others discussed what to do, Victor searched the house looking for information that might tie Rander to his father or to other activities. He didn't find anything incriminating, but collected a few papers in case they might come in handy. Dotting the I's: They walked the six men from the compound to town, where they were locked up and guarded through the night and the following day. The next day Rander kept complaining that a scarecrow attacked him during the night. No one is sure if it really happened, but there was some straw and dirty clothes in the shed that morning. The cavalry arrived before nightfall led by Captain Colten. The Captain questioned them closely and was pleased with what he heard about the team's performance, behavior, and efficiency. The cavalry took responsibility for getting the prisoners back to Brandmore. The Captain was also informed of the promise to Crabbin. The team said goodbye to the Mayor the next morning over breakfast then rode back to Brandmore. They returned the borrowed horses exactly as well fed as when they borrowed them. The boy Snags found them. Grieves gave Snags a miniature scarecrow and Moose told the story of their brave battle against the fearsome scarecrow creature. Administrator Hern was greatly relieved to have the situation under control. He was also depressed by how much work would be ahead of him in getting a new miller out there and straightening out the paperwork. With all the job done, the team teleported back to Alpha-Z headquarters and got a good night's sleep. Epilogue: A week later a gift arrived from the Baron for each of the five adventurers. They each got a magic candle created by the court mage in Cobbish. You can clap your hands to light it or put it out. The Baron's note claimed they would soon be sought after items. Trout, Shaber, Finkle, Gissip, and Davrick were all hung for their crimes. Since they were officially deputies of the Baron as granted by Rander Felwithe, they were subject to military justice and not civil law. Shaking down the populace is not tolerated by the military. Crabbin was sentenced to time shoveling the immense amounts of manure that the cattle can generate. Rander Felwithe, being the third son of a neighboring Baron, was exiled from Cobbish and sent home to his father with a huge black mark on his public record. (The public record is maintained by the Emperor as a body outside the domain of any Baron.) In reaction to the smear on his name, Baron Felwithe stripped Rander of his inheritance and his family name. He was given his mother's name, Asper, instead. This may not be the last we see of Rander Asper.