See if 20 crowns would change his mind.
[3+1] The Baron's eyes light up at the sight of the offered 'gift', though he quickly tries to hide the interest. He proves more willing to listen to your words - you suspect he is not making that much off his merchant friends in bribes. [5] A little careful persuasion later, and the Baron finally agrees to the premise, so long as he himself gets to hold the market and charge rents on stalls. No doubt merchants will gripe, but you have at least managed to get him to agree to stop blocking efforts. [2+1] With this agreement secured you are able to coax, cajole and in some cases outright threaten the rest of the sheep traders into line. The market at Lorvese has been centralised, at some cost to yourself.
[2-1] Unfortunately, the rents levied by the Baron reduce the merchant profits sufficiently that they prove unwilling or unable to pass on the bonus from selling the recent glut of livestock to Stormstead. [No ducat prize.] The benefits have certainly been passed on to the peasants of Drachengraab though, and your informants ensure that the merchants make sure the commons know that you assisted in their newfound prosperity.
[+1 Commons loyalty, +1 Commons power in Drachengraab.]"You're a liaison then? Well...the problem is, that Selenid bastard - excuse my tongue - left along that road over there as transactions were...taking too long. He is the only horse trader, as far as we know, that dares go into Windheath to deliver the animals.
[2] The road is a winding one, leading apparently to local villages rather than the main trade route, [6] though a little conversation in the fort later gets you more information. The track in question leads off into the fens at one point, and if one knew their way around one could use the path as a way to get to some of the old smugglers' coves on the coast or even across to Haegar lands without being seen. If one did not know their way around, though, they could easily get lost in the bog.
"I'm not sure our foe is Haegar so do not attack until this fact is confirmed, Tellard you come up behind them, keep low and stay hidden your attacks will come after me and Ardella fire the first volley. Darnell move towards the front of the group, but don't get in their sight and wait to attack until me, Ardella, and Tellard have fired upon them.
After that we move about them in circles, stay hidden and only fire from the most well hidden of locations, but keep moving so we can disorient them and pick them off one by one. As for you ally Woman, stay back and don't get in the fray unless they close on one of us then you can aid the one of us they attack. The signal for them being Haegar will be the standard call of the marsh crow, if they are not it'll be the sound of the marsh king's cry. Understood?"
Trent waited momentarily for each of them before turning and pulling the cloak close around him, dropping low to the ground he drew his bow, and notched an arrow on the drawstring as he began to pad towards the hunters.
Follow the above plan, if it is a Haegar hunting party follow the plan as stated, if it is not a Haegar hunting party signal the withdraw and circumvent them. Either way be wary where we travel.
[6] You and your rangers carefully move into position, leaving the woman in reserve until an opportunity arises. You discover that indeed, it is a Haegar hunting party, but you have the element of stealth, surprise and tactical positioning. There are [6] six of them, [4] lightly armed with [4] throwing spears and [5] thick cold-weather furs that provide little real armour protection. [3] They have [2] 2 hunting dogs with them, who sniff the ground hungrily.
The marsh crow's call cuts through the air, [2] and one of the dogs starts barking loudly. You draw your bows in unison... and release.
Hunters: 6/6hp, +1 Weapon, +1 Numbers (4 ranged attacks)
Dogs: 2/2hp, +1 Bite, (+1 to finding stealthers)
Trent/Rangers: 6/6hp, +1 Weapon (ranged), +1 Armour, +1 Numbers, Ambush (+1 Stealth checks)
Tiakath: 3/3hp, +1 Weapon (ranged, throwing knives), +1 Armour
(ranged attacks in italics)Surprise Attack![
3+2 vs 4] One of the hunters goes down with the first volley, an arrow through his throat. Another arrow grazes another's knee and they shout warnings that they are under attack! [5/6hp hunters]
[2+1 vs 1, 1 vs 2+1] The dog that started barking continues to stay still, barking into the night, but the second catches a scent and goes straight for Tiakath's hiding place! The dog bounds toward her for an attack, [
2+1 vs 2] only to receive a throwing knife smack between its eyes. The dog lets out a high-pitched yelp as it crashes to the ground, [6] but the hunters are aware of Tiakath's position! She has just enough time to make one attack with the element of surprise. [1/2hp dogs]
[
1+2 vs 1, 6+1 vs 4] Another arrow shoots into the clearing, striking the Haeger whose knee had been grazed clean through the other kneecap. He crumples immediately and starts screaming from the pain. The second dog ceases its barking as Tiakath steps out from the rushes, hurling another knife into its flank. It hits the ground with the force from the impact and whimpers. [4/6hp hunters, dogs eliminated]
[1+1 vs 2-1] One of the hunters seems on the verge of spotting Ardella when Tiakath steps into the clearing, and the distraction of the woman drawing the distinctive crested longsword is enough for the hunters to immediately launch their spears at her instead.
You recognise that longsword. You've seen it often enough at your liege's belt.
[
3+1 vs 1, 1 vs 2, 3+1 vs 4] Three of the Haegar launch their spears at Tiakath, who ducks and rolls - one scoring her leather armour as it scrapes past. The fourth is caught mid-throw by an arrow to his throwing arm, then a second, third and forth a moment later to his chest. Tiakath springs back up from her roll and makes a wild slash with the longsword that belies her lack of training; one of the Haegar parries it with a throwing spear. [3/6hp hunters, No numbers advantage]
[2] Seeing how badly things are going for them, the Haegar decide to make a break for it. [2+1 vs 1] Tiakath lunges forward as the Haegar she was engaging tries to run and gouges him in the back. He stumbles, giving her enough time to catch up and hamstring him, then break his neck with a clumsy swing of the blade. [
6+3 vs 6] The Haegar expertly weave into and out of the reeds, treading across the boggy swamp like professionals, which they are. Sadly for them, Trent's rangers were raised in these fens and some of their arrows fall true, striking and bringing down another hunter. [
3+1 vs 3+1, 1+3 vs 3+1] Both Tiakath and the rangers make parting shots at the final Haegar, but he flees into the murky fog beyond sight and thus beyond your arrows and knives.
[2] Only one of the Haegar survived the fight without dying quickly, and this one too shall pass soon. [1] You attempt to interrogate him, but he spits in your face rather than answer and tries to laugh as he gurgles to death on his own blood. So much for that. [2] The Haegar had little of value in their possession save some rations, which you take, and the cold-weather furs. You take the furs anyway; they should provide some warmth on your party's journey north.
We need to investigate that fortress. Let's go.
Investigate the fortress from a hidden position, noting things.
[4] You head on toward where you judge Adderkeep should be without further molestation or getting lost, [3] arriving after dawn has broken and is casting its dull light over the fens. [3] As you expected, Adderkeep is a formidable defensive post, if one of an older style. Only the lower walls were originally made of stone, with wooden high walls around the fortress and platforms upon which archers can stand. The heavy bier of packed earth is the only solid earth for miles, if you discount the raised
streat* leading further into the bog. There are signs that the streat once led through the marsh toward Northwatch, but the old road has either fallen long into disrepair or at some point was deliberately destroyed.
[5] To your surprise the keep shows sign of fire damage and even recent attack - there are heavy axe-marks all over the reinforced front gate and in one place you suspect it may have been hit by a battering ram. You nearly trip over an iron axe-head buried in the swamp. [4] One of Trent's rangers identifies the axe, and arrows buried in the swamp, as being of Haegar design, not Adranic. [3] For all this, you still see archers patrolling the ramparts and you can hear the early morning grumbles of men within the fort cooking breakfast and drilling. [2] Worse, there are supplies of stone left outside the walls (heavy ruts in the streat suggest carts brought them here) and signs that the lower walls are being not only repaired but extended - the Haegar who control Adderkeep might well be planning to reinforce the tower.
[? vs ?+1] One of Trent's rangers pulls your head down into the reeds. A raven circles overhead and one of the archers seems to be staring at it for a moment. He makes some sort of comment to a comrade within the fort that you can't hear. Then he returns to his post, gazing out at the horizon.
How will you proceed?
*A highway or road in Haegar lands and the north in general. Were favoured during early Adranic construction, often just consisting of raised banks of earth piled with rocks and gravel. Paved roads came into fashion somewhat later and the lack of central government in the Haegar lands always precluded that level of investment.