Session 32 — Ponterford: Membership Cards, a Freed Orc, and a Witch's Bargain
Session Recap
A slow, talky shopping-and-investigation day in Ponterford, the cursed sawmill village where children vanish and float back drowned. Per Silithane's recap, the party had spent last week sorting Caressa's hoard, travelled here, and begun poking at the child-snatching — meeting a farmer's murderous mechanical donkey ("Lonky"), a grief-broken father whose daughter was taken, and the Iceman who guards the trading company's workshops — with Lash floating a plan to pose as a child and bait the snatcher. This session picks up at the village riverside as a brick-sized hailstorm drives everyone indoors.
Most of the afternoon is spent inside the Northern Trading Company, Baelheim's monopoly trading house, run locally by the elven clerk Ragnar. The party offloads great chunks of Caressa's loot (trade-guild bars, rings, sacks of unwanted magic items) and climbs the company's absurd membership ladder — Fenric to bronze then silver, Thalia all the way to gold — while freeing a debt-bonded orc, Algrimmar, whose 62-gold contract Fenric simply buys and tears up. Lash strikes up a kinship with the company's craftsman Big Finn and agrees to apprentice under him for a week or two to learn woodworking, and Thalia bonds with the dwarven courier Sven Swiftfoot over the lost art of the postal "stamp." Nobody in the company, on the clock, will say a word about the missing children.
After the hail clears, the party works the village for leads — sawmill workers and a fingers-quote "Local Bard" who only rehash public rumour, an ancient pudding-selling couple, and finally the Church of the Witches in the town square, where a horse-folk witch-priestess lays out the bargain that defines the arc: she knows things about the snatcher, but she will not share them until the party proves itself with good deeds — too many adventuring groups have rolled through, burned a building or two, and died on the guards' spears. She hands them a first task (a frog-folk family near the lumber mill has lost something) and the party resolves to earn her trust. No combat; a pip for exploration and discovery; still level 6.
Key Events
- Hailstorm, and a homecoming smile. A roll on the Spring's End weather table drops brick-sized hailstones on the village (one brains a fleeing cow), stranding the party — and Salamandine — inside the Northern Trading Company. The fur-clad clerk Ragnar, geared up like a Baelheim winter, watches the storm smugly and welcomes them in.
- The orc in the cupboard. At the end of aisle one sits Algrimmar, an orc literally for sale — a debtor "put in the cupboard" to work off 62 gold at 2 gold a day after a failed adventuring loan. Fenric buys his debt and hands him back the deed to tear up, freeing him outright; Magra offers him an open seat travelling with the party to a new town. The gesture sparks a quiet party rift — Thalia and Jex argue it's unfair to undo a contract he agreed to, while Fenric and Magra call it a simple second chance.
- Climbing the membership ladder. The party turns Caressa's hoard into cash and status: trade-guild bars (17 gold each, the issuing guild defunct), 400 gold of rings (sold for ~320 + later batches), sacks of uncommon magic items (80 each), broken wristwatches, a Falconer's Glove (double money, on the watch-list). Ragnar quietly rings a discounted silver bar through her own platinum membership. Fenric reaches bronze then silver; Thalia hits gold (a real engraved-metal card) and unlocks the perk of a buyer's "watch-list" of items the company overpays for.
- Big Finn, and Lash's apprenticeship. Lash meets the company's craftsman Big Finn — a giant northern man who "+1's" nearly anything and whose specialty is woodwork, handles and balance (his mark: a big F followed by a tiny F). He praises her masterwork hammer and, rather than just do the work, insists on teaching her: she agrees to apprentice in the evenings for a week or two while adventuring by day. He reveals his granddaughter was taken by the snatcher (she was 12 when taken, would be ~15 now, and bald like him) and asks the party to bring him her body so he can pay to raise her — they promise to look, free of charge.
- Sven Swiftfoot and the lost post. A dwarven courier, Sven Swiftfoot, sings a four-minute song about his love of delivering — but admits he's only a "delivery agent" for the company because Laewendas outlawed the postal service. Thalia reveals her own Postmaster sigil, sending him into delighted terror; the two bond over old stamps (he calls them "stomps"), and she learns Ponterford's old postmaster was burned at the pyre along with the church-lady, the librarian, the schoolteacher, and the universally-hated Terry.
- The drowned children, as rumour has it. Pressed (off the clock) and via Sven, the party hears the snatcher rides in on horseback, takes anything "underage" — even, supposedly, a one-year-old building — and sends the bodies floating down the river. Thalia's Insight reads Sven as honest but repeating Chinese-whispered, distorted rumour. The river, which also floats the village's lumber, becomes the obvious thread to follow.
- The Speak Loudly. At the village's loud, sunlit tavern — the "Speak Loudly" (pointedly not the Aberforth Speakeasy the party is still hunting) — Eldrich the Elder's caravan is gathered (Squire Faethlyn, Liv and Viv). Silithane works the sawmill men and "The Local Bard" for snatcher leads and gets only the public story (and the bard's snatcher-song, which gets him thrown out the side door). The tavern's owner points them to the church as the place to ask hard questions discreetly.
- The sawmill is the war. The sawmill men explain Ponterford's whole economy: wood floated upstream to the capital Cathalon to be made into war machines for Laewendas, and downstream to the settlements. The GM flags it plainly — shutting down or turning the wood factory is the actual plot priority here (it feeds the enemy's siege engines), though burning it would violate the Coalition treaties the party is bound by.
- The pudding couple, and the pyre. An ancient couple working their second-ever day of a pudding business ("Ponterford Puds") feed the party custard cups and reveal they're saving to buy the orc (too late). From their stoop the party gets a clear view of the town-square pyre, where heretics, "Reclamationites" and post-people are burned about once a month.
- The witch's bargain. In the Church of the Witches, a horse-folk witch-priestess receives them. She quizzes Silithane on the religion (13 witches; "the island is the witches; the witches are the island") — a central stone statue worships all thirteen equally, ringed by woodcarvers' carvings of their favourite domains (two witches each), of which three are Crones said to have birthed the original witches (one or two witches are believed to have wings). To Lash, in the confessional, she lays out the deal: she knows things about the snatcher but will not help until the party earns the town's trust through good deeds, having seen too many groups burn buildings and die. As a first test she points them to a frog-folk family near the lumber mill that has lost something. Jex blurts "Goopo!" at the mention of frog folk.
- Resolved: do good, earn trust. The party agrees to stop conspicuously interrogating people about the children (which only breeds suspicion) and instead rack up good deeds — the frog-folk errand, Big Finn's granddaughter, helping where they can — to unlock the priestess's knowledge. They have a week or two in town anyway for Lash's apprenticeship.
Combat & Encounters
- No combat this session — pure shopping, roleplay, and information-gathering, the only "danger" being skill checks (persuasion, insight, perception) and a hailstorm. A near-miss gag closes it as Magra's misclicked "take aim" macro briefly threatens a churchgoer.
NPCs & Factions
- Northern Trading Company (new) — Baelheim's legally-mandated sole business, with a branch here in Ponterford; a postmodern membership-and-debt economy plonked into a 1300s village. The party becomes deeply entangled with it (members, sellers, a freed debtor, an apprenticeship).
- Ragnar — the company's local clerk; a fur-clad elven woman from Baelheim, a platinum member who bought her house through the company. Helpful within the rules (and willing to bend them for a gold member), but will not comment on the missing children while on duty — though she drinks at the Riverside Lodge after her shift.
- Big Finn (new) — the company's giant craftsman, an honourable woodworker who would rather teach than do; takes Lash on as an evening apprentice and asks the party to recover his snatched granddaughter.
- Sven Swiftfoot (new) — the dwarven company courier and former postman, kindred spirit to Thalia; mourns the outlawed post and treasures her gift of old stamps.
- Algrimmar (new) — the freed orc debtor; means to work an honest job (or take the party up on their open offer of travel and "adventuring experience").
- The Snatcher (new) — the unseen child-stealer of Ponterford, the session's central quarry; believed by Lash to be an agent of Laewendas's curse on the town.
- The witch-priestess — see Church of the Witches (new); a horse-folk priestess in a wide witch's hat, white forearm-wraps, and running red mascara, who gates her snatcher-knowledge behind the party proving its good intentions.
- Eldrich the Elder's caravan — parked in town; Squire Faethlyn, Liv & Viv seen at the Speak Loudly and the trading company. Faethlyn quietly checks that Lash is alright after the cave ("you are just a common craftsperson... you need me to rescue you?").
- The Local Bard — the tavern's resident performer (trademark name: "The Local Bard"), forever a song away from being thrown out for performing the snatcher ballad; knows nothing useful. Flirted at and gave Jex a "hit piece," costing Jax 1 honor (now 9).
- The pudding couple — an ancient husband-and-wife on their second day of business selling "Ponterford Puds"; desperate to buy an orc for the heavy lifting.
Locations
- Ponterford — fully explored at last: a dying sawmill village of saplings and stumps (the lumber mill has felled every grown tree), with a town-square pyre, marketplace, residences, an abandoned wizard's tower, and the witches' church. The river carries both its lumber and its drowned children; the sawmill is the war-critical industry feeding Cathalon's war machines.
- The Speak Loudly — the village tavern (a sunlit, riverside, deliberately-loud joke on the Aberforth Speakeasy the party still hasn't found); run by an elven barkeep with a lone waitress and the Local Bard. Eldrich's caravan drinks here.
- Northern Trading Company (store) — the company's Ponterford branch, where most of the session plays out; includes Big Finn's commission workshop behind a (fake) card-reader door.
- Marmoth — named again as the best lumber market, where "the giant tramples the buildings all the time" so everything is built cheap in wood (rendered "Marmouth" here).
Loot, Items & Rewards
- Caressa's hoard, liquidated. The party converts much of Caressa's trove into coin at the Northern Trading Company — trade-guild bars (~17 gold each), ~400 gold of rings (≈320 + further batches at ~45 each), uncommon magic items (~80 each), common rings (~20 each), broken wristwatches, and a watch-listed Falconer's Glove — split among the party (~66 gold 7 silver each from the magic-item sack, plus the ring money). Nico/Valmora's share is held back for next session.
- Silver bar — a 100-gold bar bought (discounted to 95 via Ragnar's platinum trick), enough to silver one weapon; the standing plan is to silver Thalia's thorn whip so it can double as a restraint (the silver-chain/manacle idea was floated for the snatcher).
- Membership cards — Fenric is a silver member (early-preview buying perk); Thalia a gold member (engraved metal card + the overpay watch-list). The company tracks buyer vs. seller memberships separately.
- The Ring of Milk Walking — Fenric's old joke ring, sold for 20 and immediately back on the company shelf for 25; declined.
- Pip — one pip awarded for exploration and discovery; no level-up (the party stays level 6).
Decisions & Open Threads
- Earn the witch's trust. The arc's spine: do good deeds for Ponterford — starting with the frog-folk family's lost item near the lumber mill — to unlock the witch-priestess's knowledge of the snatcher. Stop conspicuously interrogating townsfolk.
- Find Big Finn's granddaughter (taken by the snatcher, ~15 now, bald) — return her body, or her.
- The Snatcher. Follow the river (which carries the drowned children and the village's lumber) to find where the kids are taken; Lash still means to pose as a child as bait. Whether the snatcher is a person, a horse-riding monster, or a literal curse-agent of Laewendas is unknown.
- The sawmill / war infrastructure. The wood factory feeds Laewendas's war machines via Cathalon — the GM names shutting it down or turning it as the real strategic objective here, constrained by the Coalition treaties against simply burning it.
- The Aberforth Speakeasy. Still unfound — the Speak Loudly is explicitly not it (Caressa's Session 31 letter pointed to the Speakeasy).
- Algrimmar's open offer to travel with the party (a future farmhand/worker, or aspiring adventurer).
- Carryover: Otto's undelivered package and Thalia's oath; the red-candle tomb / 14-ft coffin (Session 24) and Valmora's dead-gods quarry; the missing mothers (Magra's Vianola Greysong, Thalia's Veilwood mother); the imprisoned Caressa and the cave's deferred loot split and prisoner decisions; Fenric's deferred silver claws; the Veilwood as the longer heading; and the eventual mass assault on Laewendas.
- Roster. On-screen: Thalia, Fenric, Silithane, Lash, Magra, Jex — plus Salamandine and Silithane's crow. Valmora is absent (Nico out — "stuck in a tree"); Ashlyn remains recalled to the Veilwood; Draak is gone (the party idly wonders if he died with some other adventuring group). No level-up; the party stays level 6.
Memorable Moments
- "You now own yourself." Magra to the freed orc Algrimmar, after Fenric hands him back his own 62-gold debt to tear up — and the table's genuine argument over whether mercy or contract-fairness is the moral choice.
- Thalia drunk on points, not power. Reaching gold membership, Thalia does "the opposite of let the power go to her head," hating the deferential "anything for the gold member" treatment — and waving the card at Fenric for "1 psychic damage."
- Sven Swiftfoot's four-minute courier song, his terror at being "outed" as a former postman, and his reverence for Thalia's old "stomps": "This would immediately become my most treasured possession." His first official delivery as her sanctioned courier: a thank-you note across the room to Ragnar.
- The herpes martyr. The one "good" burning the village ever did was Terry, who took secret bites out of every market apple and printed false allergy guides — "They killed a little boy with a nut allergy." / "Maybe the little boy had it coming." (Lash).
- The witch who guessed the crab god. Lash narrows her eyes at the priestess for somehow knowing about the great Stonecrab — only for Insight to reveal she just reasoned "tiny crab implies bigger crab" and accidentally bullseyed an entire secret religion.
- The Snatcher took a building. Sven's deadpan rumour that the snatcher steals anything underage — "He took a building last week... it's not there anymore, so I can't say what it was."