Kantor S1E4 Rest & Ramble

Their assignment finished, the party makes their way back to the town of Welton to report on their findings, get paid, and reflect on the lasting effects of these events and what their future holds.

Player Characters Present
Viago, Nessa, Gino, Art, Thea, Veil

Synopsis
Having set off as the sun was rising, the party arrived at Welton to find the village still rustling awake. Finding the Council Chamber empty, they send Avey to rouse and assemble them to be briefed on the fate of the wolves. While waiting the party identifies a few men who seem out of place, wearing heavy  well crafted armors and weapons and dark red cloaks. Gino tries to speak with them and learns they are Hell Knights heading North to deal with a rift that is opening up to the Hellish Planes. After some time the Council of Welton eventually arrives and ushers the party in where they begin to discuss the events that transpired since the party had originally left Welton. They told the council of the kobold costumes, and how the den was led by Malkrik, a kobold of muscular proportions. They told the council Malkrik was attempting to poison the people of Welton in hopes of weakening the town for some other purpose. Gino offerened to concoct an antidote and as he and Thea left to do so, the party began negotiations to increase their wage. Tensions rose and the party grew suspicious of Tillus Merrion leading to threats but resulting in the party leaving to allow cooler heads to prevail. Gino cleverly laid a trick of his own for Tillus after giving him a fake version of the poison and the antidote. While Art, who made Tillus’ shoe earlier that day, watched with delight while Tillus tried to figure out what was wrong with it.

Avey, trailing the rest of the council, appeared with the party’s pay and the party began to break up to go about their own devices. Thea to visit Father Rast Merrikson to learn more of faith. Gino and Viago went to the stables to deliver some goods to be sent across the continent. Veil, suspicious of the Merrikson Brothers infiltrated their home and stole a letter. And last but not least, Art crafted some items and visited Gertrude who took away his pains for the heft price of him joining the pyramid scheme of tonics, salves and dodads that help get rid of different ailments. Deftly escaping Gertrude, Art and the others joined together in the Shepherd’s Crook for an evening meal and some rest. As the party reconvened they and started to make their way in they noticed a caravan coming into town. Gino, recognizing from the as merchants from the town of Drisden to the East. Over dinner, Gino and Art chat with these folk and learn that a plague has spread from the ruined city of Morloch and the dead have found their way to the town. The caravan master is heading with those who wanted to leave for Deepwell to seek better opportunities. When all was said and done the party went to sleep, and as the party fell into slumber Thea was met with a dark vision, a light in the darkness she could not reach despite how much she ran to it.