-Several months have passed since the party had explored the northern and eastern sections of their kingdom-
It was two days before the summer solstice and a warm summer morning which was soon interrupted by a visit from one of
the Stag Lord's ex-bandits, Auchs, the powerful yet simple minded man who had been living in the village of
Ravenmoor, located in the north-west, populated with around 200 weird Stirge-loving yokels.
Let through by the castle guards, Auchs
had brought Wyvernshore's ruling council a message from Ravenmoor village. Vaneer immediately suggested leaving the village alone as after all they were only
strange yokels! But the rest of the group insisted that Ravenmoor was
part of their kingdom and should be treated with the same respect as any
other part of the kingdom and so Otto opened up the message
and inside it simply read "Help Applesauce". Vaneer sighed at that and rubbed his eyes in frustration... 'Applesauce' was the name of the pet stirge that had been owned by a young lad named Ornigaard Korzha, whom the group had met when they first got to Ravenmoor.
[As you may recall, Stirges are usually killed on sight due to being blood-sucking giant insects - however the village of Ravenmoor had them domesticated as pets! The party had also been a little bit taken aback by Ravenmoor due to it's backwards ways, old traditions and strange dialect]
A debate
took place amongst the council about what actions should be taken and it was eventually agreed that the group would ride to Ravenmoor the following morning and discover what assistance the village required.
The tabletop RPG adventures of a small group of friends as they attempt to tackle the "Kingmaker" campagin publised by Paizo.
Tuesday, 29 December 2015
Gozran 16th 01 - A Mud Pack and a Facial
The group rest uneventfully and once ready they cross over the rope bridges and head west into a hilly area, but they are able to see that much further to the west is the start of the forest area known as the Narlmarches.
The Narlmarches has an area span of over 350 miles, most of which runs through the western side of their kingdom. It is in the very northern parts of these woods that they encountered the Temple of the Elk, the Giant Frogs, the two mischievous fey and the boar known as Tuskgutter but there was still very much to explore and discover in these ancient woods, but that would be for another day. The group decide that they will reach the edge of the woods and then head north and north-east, skirting past the two interconnecting lakes (Lake Tuskwater and Lake Candlemere) that are south of their capital before they head home - this would result in them having explored the entire eastern half of their kingdom and the northern third of the Narlmarches.
Travelling across the hills near to the forest the party spy a herd of Elk running towards them and in the distance, giving chase, was an lumbering green hulk of teeth, flesh and muscle, which after some time became obvious was a troll - a powerful and evil creature with long arms, enormous teeth and a huge appetite, trolls are capable of regenerating, overcoming almost all injuries, unless they are dealt fire-based damage.
Miro hides in wait and successfully sneaks up on the green giant as it followed after the elk and manages to time his blow perfectly to critically injure the creature. Now that Miro had the troll's attention Otto moves in and launches a flask of oil all over the giant whilst Kyrander fires off a flaming arrow at the oil, setting the troll alight and killing it. The humans, halfling and half-elf stick around to make sure that the creature is completely destroyed before they start to head north-east into an area of plains and hills.
Travelling past the eastern banks of Lake Candlemere they can see a light layer of fog that covers part of the lake and Kyrander's sharp eyes are just able to make out a large island that sits in the center of the lake. There are many legends and rumours regarding the evil things that lurk on that island, but the group refrain from exploring it for the time being.
Not too far from the point where the two lakes interconnect they discover an 200-foot pool of shallow bubbling mud, heated by geothermal activity. The edges also contain large varieties of fungi and mushrooms, some common and some of which are quite rare. But upon getting close to the mushrooms both Kyrander and his companion Spot begin to vomit from inhaling the fungus spores, which incapacitates them. This occurs just moments before a huge fungus covered mound rises out of the mud to attack the remaining party members.
A huge carnivorous plant creature, the Tendriculos feeds on living prey, doing so by using its long-reaching tentacles that are capable of paralysing anything living, before it then eats them alive.
A long drawn-out combat ensues, with Vaneer getting grappled by the Tendriculos which then tries to stuff the cleric into its giant maw on several occasions, but fails to do so as the cleric resists the paralysing agent in the tendrils of the plant creature and struggles enough that the creature can't quite swallow him down. Both Natalia and Otto shoot fire-based spells which are very effective in damaging the overgrown hillock, whilst Miro jumps onto the mossy back of the creature and repeated slashes it with his special-made custom-sized elven blade. After several minutes the creature finally collapses into a mess of mud and plant-matter and Vaneer is freed the stickly vine-like tendrils.
After some respite Vaneer heals up and Kyrander is finally able to function normally again. Other than some delicious mushrooms and a relaxing mud-bath, the group discover nothing of value other than the useful resource that this mud bowl might bring to their kingdom and it's citizens they continue to explore to the east and the north. Though they do not discover any further treasures or valuable resources, they are also able to determine that there are no further dangers in this part of their kingdom and return to Wyvenshore.
The Narlmarches has an area span of over 350 miles, most of which runs through the western side of their kingdom. It is in the very northern parts of these woods that they encountered the Temple of the Elk, the Giant Frogs, the two mischievous fey and the boar known as Tuskgutter but there was still very much to explore and discover in these ancient woods, but that would be for another day. The group decide that they will reach the edge of the woods and then head north and north-east, skirting past the two interconnecting lakes (Lake Tuskwater and Lake Candlemere) that are south of their capital before they head home - this would result in them having explored the entire eastern half of their kingdom and the northern third of the Narlmarches.
Travelling across the hills near to the forest the party spy a herd of Elk running towards them and in the distance, giving chase, was an lumbering green hulk of teeth, flesh and muscle, which after some time became obvious was a troll - a powerful and evil creature with long arms, enormous teeth and a huge appetite, trolls are capable of regenerating, overcoming almost all injuries, unless they are dealt fire-based damage.
Miro hides in wait and successfully sneaks up on the green giant as it followed after the elk and manages to time his blow perfectly to critically injure the creature. Now that Miro had the troll's attention Otto moves in and launches a flask of oil all over the giant whilst Kyrander fires off a flaming arrow at the oil, setting the troll alight and killing it. The humans, halfling and half-elf stick around to make sure that the creature is completely destroyed before they start to head north-east into an area of plains and hills.
Travelling past the eastern banks of Lake Candlemere they can see a light layer of fog that covers part of the lake and Kyrander's sharp eyes are just able to make out a large island that sits in the center of the lake. There are many legends and rumours regarding the evil things that lurk on that island, but the group refrain from exploring it for the time being.
Not too far from the point where the two lakes interconnect they discover an 200-foot pool of shallow bubbling mud, heated by geothermal activity. The edges also contain large varieties of fungi and mushrooms, some common and some of which are quite rare. But upon getting close to the mushrooms both Kyrander and his companion Spot begin to vomit from inhaling the fungus spores, which incapacitates them. This occurs just moments before a huge fungus covered mound rises out of the mud to attack the remaining party members.
A huge carnivorous plant creature, the Tendriculos feeds on living prey, doing so by using its long-reaching tentacles that are capable of paralysing anything living, before it then eats them alive.
A long drawn-out combat ensues, with Vaneer getting grappled by the Tendriculos which then tries to stuff the cleric into its giant maw on several occasions, but fails to do so as the cleric resists the paralysing agent in the tendrils of the plant creature and struggles enough that the creature can't quite swallow him down. Both Natalia and Otto shoot fire-based spells which are very effective in damaging the overgrown hillock, whilst Miro jumps onto the mossy back of the creature and repeated slashes it with his special-made custom-sized elven blade. After several minutes the creature finally collapses into a mess of mud and plant-matter and Vaneer is freed the stickly vine-like tendrils.
After some respite Vaneer heals up and Kyrander is finally able to function normally again. Other than some delicious mushrooms and a relaxing mud-bath, the group discover nothing of value other than the useful resource that this mud bowl might bring to their kingdom and it's citizens they continue to explore to the east and the north. Though they do not discover any further treasures or valuable resources, they are also able to determine that there are no further dangers in this part of their kingdom and return to Wyvenshore.
Gozran 15th 01 - A Sweaty Climb for a Lovely Bite!
The group rest surprisingly uneventfully.
Kyrander looked slightly less pale over breakfast as they ate thanks to the cleric's healing skills and potent spells.
The group decided to ride south back towards where they found the salmon carcass at the shallow river crossing and then turned south east into an area of hills and large rocky outcrops. Otto and Natalia were taking notes on the landscapes in their kingdom and concluded that whilst building farmland for their kingdom's expansion in the north had been an easy and inexpensive affair, trying to capitalise on the rich land and fertile soil to the east and south-east of their capital would be more difficult and more costly due to the more rugged and varied landscape that they were encountering.
As the group ride across the region exploring and mapping, they begin to hear a female voice shouting in the wind. After a little searching the group finds an attractive woman whom appears to be stuck upon an rocky outcrop asking for assistance due to a nasty fall that has severely injured her.
Kyrander, Otto and Natalia dismount and climb up the rocks whilst Miro and Vaneer look after the horses (whilst Vaneer would have been best able to assist and heal the wounds of an injured traveller, his climbing ability was utterly appalling and would have been far more likely to result in him breaking his own leg in the attempt). What the three climbers didn’t expect was that their lady in distress was actually a magical beast which attempted to bite Otto as he reached the top of his climb.
The leucrotta is an intelligent creature that has stags hooves, a lion's body and a badger's head and uses its mimicry to lure unsuspecting travellers into its clutches.
The leucrotta's bite hits, dealing a massive amount of damage that causes Otto to half fall and half jump off the outcropping, luckily he has a ring of feather falling which prevents further damage when he lands. Vaneer quickly heals the wounded sorcerer as he retaliates with a magic missile spell, whilst Natalia and Kyrander both shoot at the creature with a volley of shots. The beast charges at Natalia and knocks her into a pile of rocks but further damage from Kyrander and the injured Natalia kills the creature before it can kill her. Taking the ranger's hand, the druid manages to stand up and they both evaluate a nearby lair that contains some interesting finds.
Once Natalia and Kyrander had finished chucking down the loot atop the rocky crop and successfully climbed down the outcropping the group came together for some more healing from Vaneer. Amongst the items recovered they identify a magnificently crafted blue dragonhide breastplate and matching blue dragonhide shield which fit Natalia perfectly!
Carrying on southwards, the party found a region of plains which contained numerous little holes and burrows which belonged to large prairie dogs. Travelling several miles south to the edge of their kingdom, the group then started heading west past a series of hills with vines and a waterfall and continue to encounter prairie dogs. The druid and ranger conclude that there must be an enormous system of tiny caverns passages below them belonging to the herbivorous burrowing creatures and that this may one of the largest systems in the world!
Continuing west the group find some empty rotting wooden buildings, not far from a 't'-junction of rivers which run through gullies some eighty feet deep and forty to sixty feet in width. A small network of sturdy wooden bridges criss-cross where the 't' junction of gullies occur below. Finding no other signs of life, and no signs of danger the group sleep in the old wooden buildings.
Kyrander looked slightly less pale over breakfast as they ate thanks to the cleric's healing skills and potent spells.
The group decided to ride south back towards where they found the salmon carcass at the shallow river crossing and then turned south east into an area of hills and large rocky outcrops. Otto and Natalia were taking notes on the landscapes in their kingdom and concluded that whilst building farmland for their kingdom's expansion in the north had been an easy and inexpensive affair, trying to capitalise on the rich land and fertile soil to the east and south-east of their capital would be more difficult and more costly due to the more rugged and varied landscape that they were encountering.
As the group ride across the region exploring and mapping, they begin to hear a female voice shouting in the wind. After a little searching the group finds an attractive woman whom appears to be stuck upon an rocky outcrop asking for assistance due to a nasty fall that has severely injured her.
Kyrander, Otto and Natalia dismount and climb up the rocks whilst Miro and Vaneer look after the horses (whilst Vaneer would have been best able to assist and heal the wounds of an injured traveller, his climbing ability was utterly appalling and would have been far more likely to result in him breaking his own leg in the attempt). What the three climbers didn’t expect was that their lady in distress was actually a magical beast which attempted to bite Otto as he reached the top of his climb.
The leucrotta is an intelligent creature that has stags hooves, a lion's body and a badger's head and uses its mimicry to lure unsuspecting travellers into its clutches.
The leucrotta's bite hits, dealing a massive amount of damage that causes Otto to half fall and half jump off the outcropping, luckily he has a ring of feather falling which prevents further damage when he lands. Vaneer quickly heals the wounded sorcerer as he retaliates with a magic missile spell, whilst Natalia and Kyrander both shoot at the creature with a volley of shots. The beast charges at Natalia and knocks her into a pile of rocks but further damage from Kyrander and the injured Natalia kills the creature before it can kill her. Taking the ranger's hand, the druid manages to stand up and they both evaluate a nearby lair that contains some interesting finds.
Once Natalia and Kyrander had finished chucking down the loot atop the rocky crop and successfully climbed down the outcropping the group came together for some more healing from Vaneer. Amongst the items recovered they identify a magnificently crafted blue dragonhide breastplate and matching blue dragonhide shield which fit Natalia perfectly!
Carrying on southwards, the party found a region of plains which contained numerous little holes and burrows which belonged to large prairie dogs. Travelling several miles south to the edge of their kingdom, the group then started heading west past a series of hills with vines and a waterfall and continue to encounter prairie dogs. The druid and ranger conclude that there must be an enormous system of tiny caverns passages below them belonging to the herbivorous burrowing creatures and that this may one of the largest systems in the world!
Continuing west the group find some empty rotting wooden buildings, not far from a 't'-junction of rivers which run through gullies some eighty feet deep and forty to sixty feet in width. A small network of sturdy wooden bridges criss-cross where the 't' junction of gullies occur below. Finding no other signs of life, and no signs of danger the group sleep in the old wooden buildings.
Gozran 14th 01 - Bones Underhill
The night passed uneventfully for the group and they awoke fully refreshed
from their sleep.
Once the camp was all packed up and the group were ready to go they set off to the north-east, progressing into an area of hills and grassy knolls. As they explored the area the group noticed an easy-to-miss opening in the side of one of the hills where the rocks and soil had formed a crack.
Kyrander dismounted his horse first and looked into the crack and with his half Elven eyes was able to see that beyond there was a passageway which led into some sort of chamber after 20ft. Curiosities raised, the group leave their mounts and decide to follow the passageway which indeed opened up into a small chamber from which another passageway sloped out of the chamber.
Just as he started across the chamber Kyrander then noticed above him clinging to the chambers ceiling were thousands of sleeping bats all tightly packed. The ranger stealthily crosses the chamber as quietly as possible without disturbing the sleeping mammals above and notices that the passage leading away from the chamber also lead on into another chamber.
As Kyrander started to head down the new passageway he motioned for the party to follow, attempting as best they could both Vaneer and Otto just weren't quiet enough as the bats wakened from their sleep and startled by the intrusion flew out of the cave, attacking the party as they flew past, forcing the group to run through the bat swarm into the same chamber that Kyrander now stood in. This chamber was just like the previous one except that there were three more short passages leading out of the chamber, one to the north, one to the south and one to the east. Oh! and there is a single skeleton laying face down in the exact centre of the chamber.
Both Miro and Kyrander slowly approach the skeleton and determine that it died from attacks consisting of claws and a sword wound, but also make sure to carefully search the surrounding area to ensure there were no nasty traps. Miro quickly spotted a trigger that would released poisonous gas that would severely weaken living creatures and succeeds in disabling it. But time for celebration was short, just as the trap had been disabled, scuffling noises could be heard from the northern and southern passageways as the sounds of bone on stone could be heard as things started heading towards the central chamber that they were standing in.
After a couple of moments ten human shaped skeletons appeared in the room from the two opposing directions and shambled towards the group. Vaneer acting quick of the mark casts a healing burst which not only heals Miro of some minor damage caused by the bats but also dispatches eight of the skeletons in one swoop of positive energy. Bob the badger charges at another and kills it whilst Otto uses a magic missile to kill the remaining skeleton.
As Miro was literally picking through the bones another scrapping noise could be heard coming from the eastern passage and Kyrander scurried off to investigate the noise before the rest of the group was ready to back him up. The eastern passageway lead into another chamber but this chamber was decorated with arms and armours from ancient times (decorative but worthless) and tattered banners. Whilst resting in the middle of the chamber was an open coffin and standing next to it was something that was once human but was now a skeletal creature with taunt flesh, ancient armour and a powerful ancient cold iron longsword, though the sword's tip and edges were damaged. The creature's lips parted, possibly forcing a grin, before leaping at the intruding ranger.
In a matter of seconds the rest of the group could hear the sounds of combat down the eastern passage and hurried to aid Kyrander.
As the group entered the chamber Vaneer automatically knew Kyrander's foe! He shouted to the ranger that he was fighting a Cairn Wright and should avoid being hit by the creature due to it's ability to drain energy out of living creatures. Alas Vaneer's warning was too late as just as the advice had been given the wright managed to hit the ranger with it's sword and through that was able to suck some of the human's life force right from him before it then continued an onslaught of powerful slashes. Quick off the mark the group jump into action as Vaneer casts his bless spell to aid his comrades in the fight whilst Otto fired a volley of Scorching Ray attacks, Miro used flanking to harry the creature as it continued to attack Kyrander. The battle against the Wight took sometime, but with Vaneer nearly exhausting his healing bursts to help keep people fighting the battle is eventually won with an combination of Bob charging the creature and Natalia throwing an ball of flaming fire into the creature's face. The combined damage destroys the undead menace before it is fully able to take all of Kyrander's life force.
After a short rest to check over the weakened Kyrander and provide some spells that restored some of his energy, the group continue to check out the remaining chambers to find nothing new and nothing threatening whilst Miro took inventory on what they found on the Cairn Wight; whilst it's armour was damaged and mundane, the sword it had wielded was a great find; it was a very powerful magical longsword that not only bypasses the damage resistance that some creatures have due to it's composing material, but it is also capable of dealing huge amounts of extra magical damage against fey foes. They then leave the chambers under the hill and head look for a place to rest.
(Over the next few days the group's spellcasters would utilise mending and repairing spells to restore the +2 fey bane cold iron longsword to its full glory which was then given to Kyrander as he was the only party member capable of wielding it).
Once the camp was all packed up and the group were ready to go they set off to the north-east, progressing into an area of hills and grassy knolls. As they explored the area the group noticed an easy-to-miss opening in the side of one of the hills where the rocks and soil had formed a crack.
Kyrander dismounted his horse first and looked into the crack and with his half Elven eyes was able to see that beyond there was a passageway which led into some sort of chamber after 20ft. Curiosities raised, the group leave their mounts and decide to follow the passageway which indeed opened up into a small chamber from which another passageway sloped out of the chamber.
Just as he started across the chamber Kyrander then noticed above him clinging to the chambers ceiling were thousands of sleeping bats all tightly packed. The ranger stealthily crosses the chamber as quietly as possible without disturbing the sleeping mammals above and notices that the passage leading away from the chamber also lead on into another chamber.
As Kyrander started to head down the new passageway he motioned for the party to follow, attempting as best they could both Vaneer and Otto just weren't quiet enough as the bats wakened from their sleep and startled by the intrusion flew out of the cave, attacking the party as they flew past, forcing the group to run through the bat swarm into the same chamber that Kyrander now stood in. This chamber was just like the previous one except that there were three more short passages leading out of the chamber, one to the north, one to the south and one to the east. Oh! and there is a single skeleton laying face down in the exact centre of the chamber.
Both Miro and Kyrander slowly approach the skeleton and determine that it died from attacks consisting of claws and a sword wound, but also make sure to carefully search the surrounding area to ensure there were no nasty traps. Miro quickly spotted a trigger that would released poisonous gas that would severely weaken living creatures and succeeds in disabling it. But time for celebration was short, just as the trap had been disabled, scuffling noises could be heard from the northern and southern passageways as the sounds of bone on stone could be heard as things started heading towards the central chamber that they were standing in.
After a couple of moments ten human shaped skeletons appeared in the room from the two opposing directions and shambled towards the group. Vaneer acting quick of the mark casts a healing burst which not only heals Miro of some minor damage caused by the bats but also dispatches eight of the skeletons in one swoop of positive energy. Bob the badger charges at another and kills it whilst Otto uses a magic missile to kill the remaining skeleton.
As Miro was literally picking through the bones another scrapping noise could be heard coming from the eastern passage and Kyrander scurried off to investigate the noise before the rest of the group was ready to back him up. The eastern passageway lead into another chamber but this chamber was decorated with arms and armours from ancient times (decorative but worthless) and tattered banners. Whilst resting in the middle of the chamber was an open coffin and standing next to it was something that was once human but was now a skeletal creature with taunt flesh, ancient armour and a powerful ancient cold iron longsword, though the sword's tip and edges were damaged. The creature's lips parted, possibly forcing a grin, before leaping at the intruding ranger.
In a matter of seconds the rest of the group could hear the sounds of combat down the eastern passage and hurried to aid Kyrander.
As the group entered the chamber Vaneer automatically knew Kyrander's foe! He shouted to the ranger that he was fighting a Cairn Wright and should avoid being hit by the creature due to it's ability to drain energy out of living creatures. Alas Vaneer's warning was too late as just as the advice had been given the wright managed to hit the ranger with it's sword and through that was able to suck some of the human's life force right from him before it then continued an onslaught of powerful slashes. Quick off the mark the group jump into action as Vaneer casts his bless spell to aid his comrades in the fight whilst Otto fired a volley of Scorching Ray attacks, Miro used flanking to harry the creature as it continued to attack Kyrander. The battle against the Wight took sometime, but with Vaneer nearly exhausting his healing bursts to help keep people fighting the battle is eventually won with an combination of Bob charging the creature and Natalia throwing an ball of flaming fire into the creature's face. The combined damage destroys the undead menace before it is fully able to take all of Kyrander's life force.
After a short rest to check over the weakened Kyrander and provide some spells that restored some of his energy, the group continue to check out the remaining chambers to find nothing new and nothing threatening whilst Miro took inventory on what they found on the Cairn Wight; whilst it's armour was damaged and mundane, the sword it had wielded was a great find; it was a very powerful magical longsword that not only bypasses the damage resistance that some creatures have due to it's composing material, but it is also capable of dealing huge amounts of extra magical damage against fey foes. They then leave the chambers under the hill and head look for a place to rest.
(Over the next few days the group's spellcasters would utilise mending and repairing spells to restore the +2 fey bane cold iron longsword to its full glory which was then given to Kyrander as he was the only party member capable of wielding it).
Gozran 13th 01 - Something Smells Fishy
After a year of overseeing their fledgling city's construction (which they named Wyvernshore) the group
grew restless and decided to travel outside of the city boundaries and explore
the surrounding areas that lay to the east south and west of their base.
As they left the city the group headed south-east and soon encountered a fisherman whom seemed rather disgruntled. Through conversation the group discovered that the fisherman was having issues with his nets being damaged by a large bad-tempered turtle.
Obviously as this dwindling supply of fish could affect the trade within the city, so the group agreed to aid the fisherman and were directed down a nearby path to a lake where the creature dwelled. It didn't take long to spot the large turtle which also seemed unhappy to see the party and charged itself to the shoreline to attack the group, only to narrowly miss biting Miro's hand off. The ensuing fight was short even though the year away from adventuring had taken more of a toll on the party's abilities than they had thought, with a lot of their attacks missing their mark, but eventually the turtle was wounded and slaughtered with a few minor scruffs to a couple of the party members. With the turtle dispatched and the fisherman now happy that he can fish with no more risk to his nets the group head east.
After four hours the group came across the deep and mighty Gurdrin River and in following the river they soon find a part of the river where it was shallow enough for the horses to cross over. As the group reach the other bank they find the carcass of a large fish. Natalia took a closer look at the large carcass and even though it was 2ft long it was only a portion of the original fish! Consulting Kyrander, they both decide that what they were looking at the remains of a dead salmon of approx 7ft in length!! It had been rumoured that there were fish this size that swam this length of river and both the ranger and druid noticed that there were nearby tracks and entrails which suggested that a number of owlbears had feasted here, killing and consuming a large quantity of these magnificent salmon.
They continue to travel through the area for a further couple of hours before setting up camp for the evening.
As they left the city the group headed south-east and soon encountered a fisherman whom seemed rather disgruntled. Through conversation the group discovered that the fisherman was having issues with his nets being damaged by a large bad-tempered turtle.
Obviously as this dwindling supply of fish could affect the trade within the city, so the group agreed to aid the fisherman and were directed down a nearby path to a lake where the creature dwelled. It didn't take long to spot the large turtle which also seemed unhappy to see the party and charged itself to the shoreline to attack the group, only to narrowly miss biting Miro's hand off. The ensuing fight was short even though the year away from adventuring had taken more of a toll on the party's abilities than they had thought, with a lot of their attacks missing their mark, but eventually the turtle was wounded and slaughtered with a few minor scruffs to a couple of the party members. With the turtle dispatched and the fisherman now happy that he can fish with no more risk to his nets the group head east.
After four hours the group came across the deep and mighty Gurdrin River and in following the river they soon find a part of the river where it was shallow enough for the horses to cross over. As the group reach the other bank they find the carcass of a large fish. Natalia took a closer look at the large carcass and even though it was 2ft long it was only a portion of the original fish! Consulting Kyrander, they both decide that what they were looking at the remains of a dead salmon of approx 7ft in length!! It had been rumoured that there were fish this size that swam this length of river and both the ranger and druid noticed that there were nearby tracks and entrails which suggested that a number of owlbears had feasted here, killing and consuming a large quantity of these magnificent salmon.
They continue to travel through the area for a further couple of hours before setting up camp for the evening.
Sunday, 6 December 2015
Gozran 11th to Gozran 12th 01 - Montage Time...
After nearly a week of fine dining and wining from the various nobles and religious organisations that were keen to make a mark on the new kingdom the group had confirmed in their minds and with a large amount of assistance from Lady Aria, who they would align themselves with [see Kindgom Funding for a complete list who the group aligned themselves with]. There were several noble houses and organisations that were very keen to pledge support to a kingdom that had refused the steely trap that House Surtova had placed in front of them and with Aria's assistance the party managed to acquired more funding and labour than previously anticipated due to some in-depth negotiations.
As a result, the group take a year out from adventuring to ensure things get started correctly.
Though this didn't mean the year went easily, oh no! The biggest dilemma was where their capital should be build and what it should be called. After some debating the group settled on "Wyvenshore" and decided to start building around the stag lord’s fort due to it's central location in the greenbelt with ample supplies, close water supplies and convenient lakes and rivers for shipping. Of course there was just a tiny matter of the cursed undead monks that inhabited the hill around the fort, but this was soon dealt with by Vaneer and a small army of priests.
The next big decision; who should be King?! Or Queen! Miro was quite adamant that he should be the king until Kyrander pointed out that the deal made with the Priests of Bolka and House Medvyed both came with the criteria that whomever the ruler is, they would need to be married within two years of the kingdom being established. The halfling soon retracted his stake on rulership, stating that it wouldn't be fair to the kingdom if his attentions were always focused on those of politics and that he should be better suited for a more hands-on role.
Eventually the ruling positions were all agreed [see Kingdom Leadership Roles for a complete list] with Otto being made ruler of Wyvenshore.
Begin the Kingdom Building Montage!
As a result, the group take a year out from adventuring to ensure things get started correctly.
Though this didn't mean the year went easily, oh no! The biggest dilemma was where their capital should be build and what it should be called. After some debating the group settled on "Wyvenshore" and decided to start building around the stag lord’s fort due to it's central location in the greenbelt with ample supplies, close water supplies and convenient lakes and rivers for shipping. Of course there was just a tiny matter of the cursed undead monks that inhabited the hill around the fort, but this was soon dealt with by Vaneer and a small army of priests.
The next big decision; who should be King?! Or Queen! Miro was quite adamant that he should be the king until Kyrander pointed out that the deal made with the Priests of Bolka and House Medvyed both came with the criteria that whomever the ruler is, they would need to be married within two years of the kingdom being established. The halfling soon retracted his stake on rulership, stating that it wouldn't be fair to the kingdom if his attentions were always focused on those of politics and that he should be better suited for a more hands-on role.
Eventually the ruling positions were all agreed [see Kingdom Leadership Roles for a complete list] with Otto being made ruler of Wyvenshore.
Begin the Kingdom Building Montage!
Gozran 10th - The Deed, A New City and More Politics!!
The morning soon came and the group were reluctant to leave the comfy beds
of the Laughing Fox inn, but eventually some form of clothes shopping had
to be done before attending the palace.
The palace was a grand affair, if you overlook the mess that Miro made over the banqueting table. The group were each commended by King Noleski Surtova and rewarded for their involvement of cleaning up the greenbelt and then as a group were presented with a charter declaring them the official rulers of a new kingdom, to be established in the greenbelt as they see fit. The only clause was that they must seek funding and assistance to start the kingdom.
After the palace events the group were directed to the hall where they would meet all the possible "partners" for their kingdom's development, though they would not be alone in this endeavour as there were two other groups who were also in the same position, having received charters for land to the east and the west the greenbelt. The first visitor encountered was a familiar face as Aria glided through the door in a long flowing gown with smile on her face. "My darlings! How lovely you all look in those outfits - you seem almost at ease" as she greeted them whilst taking a seat, "So I made sure I was first to see you and to find out if you have made a decision regarding my offer?”
Vaneer shifted uneasily on his feet before saying "Well it wasn't easy as this is all new to us but...we've discussed it at length and we'd like to accept to your offer".
"Excellent!" She exclaimed, "Trust me, you will not regret it. Now go forth, talk to these bloaters and contact me here regarding those people you would like me to do some digging up on." With that she got up from her chair and glided back out waving farewell to the group.
Very shortly after Aria's departure another lady quickly stole into the room to talk to the new rulers, her name was Lady Jamandi Aldori and she was the representative of the swordlords - the group who had first persuaded Restov and then the country of Brevoy to send out enterprising groups to conquer and potentially colonise the 'stolen lands'. Being very upfront, Lady Jamandi informed them that the Swordlords would be providing a small amount of support upfront regardless of allegiances made here today, but they would be willing to give a greater amount of funding if the group stayed neutral and did not align with Brevoy's ruling house, Surtova!
The rest of the day dragged for the group; one person or group after another came and went. Each person talked about why they should be allowed to help build the new kingdom, what they could offer and the terms that they would have in providing said support. By the end of the day it all started to sound the same to the fledgling lords.
The group then headed back to their Inn and over supper talked through all the "bloaters" as Aria had accurately put it and what they thought of each of the offers. Everyone at the table wanted to talk about one offer in particular and that was House Surtova; the offer they had put forward was tempting! Very tempting as it was by far and away the largest pledge of support and monetary offering that had be brought to them, but what they wanted in return... well that was another story.
Vaneer turned to Miro, "Look I'm tired of dancing round this subject. Miro, we know you are part of Surtova, some very small part... but would you have any issues if we turned them down?"
Miro smiled "Nope, I hate the buggers anyway."
With that the atmosphere became relaxed and through the evening the group picked the offers they liked and decided which groups they would have Aria look into and those that the group themselves would try to do some digging on before confirming each offer.
With those decisions made the group then settled down for another night in the city.
The palace was a grand affair, if you overlook the mess that Miro made over the banqueting table. The group were each commended by King Noleski Surtova and rewarded for their involvement of cleaning up the greenbelt and then as a group were presented with a charter declaring them the official rulers of a new kingdom, to be established in the greenbelt as they see fit. The only clause was that they must seek funding and assistance to start the kingdom.
After the palace events the group were directed to the hall where they would meet all the possible "partners" for their kingdom's development, though they would not be alone in this endeavour as there were two other groups who were also in the same position, having received charters for land to the east and the west the greenbelt. The first visitor encountered was a familiar face as Aria glided through the door in a long flowing gown with smile on her face. "My darlings! How lovely you all look in those outfits - you seem almost at ease" as she greeted them whilst taking a seat, "So I made sure I was first to see you and to find out if you have made a decision regarding my offer?”
Vaneer shifted uneasily on his feet before saying "Well it wasn't easy as this is all new to us but...we've discussed it at length and we'd like to accept to your offer".
"Excellent!" She exclaimed, "Trust me, you will not regret it. Now go forth, talk to these bloaters and contact me here regarding those people you would like me to do some digging up on." With that she got up from her chair and glided back out waving farewell to the group.
Very shortly after Aria's departure another lady quickly stole into the room to talk to the new rulers, her name was Lady Jamandi Aldori and she was the representative of the swordlords - the group who had first persuaded Restov and then the country of Brevoy to send out enterprising groups to conquer and potentially colonise the 'stolen lands'. Being very upfront, Lady Jamandi informed them that the Swordlords would be providing a small amount of support upfront regardless of allegiances made here today, but they would be willing to give a greater amount of funding if the group stayed neutral and did not align with Brevoy's ruling house, Surtova!
The rest of the day dragged for the group; one person or group after another came and went. Each person talked about why they should be allowed to help build the new kingdom, what they could offer and the terms that they would have in providing said support. By the end of the day it all started to sound the same to the fledgling lords.
The group then headed back to their Inn and over supper talked through all the "bloaters" as Aria had accurately put it and what they thought of each of the offers. Everyone at the table wanted to talk about one offer in particular and that was House Surtova; the offer they had put forward was tempting! Very tempting as it was by far and away the largest pledge of support and monetary offering that had be brought to them, but what they wanted in return... well that was another story.
Vaneer turned to Miro, "Look I'm tired of dancing round this subject. Miro, we know you are part of Surtova, some very small part... but would you have any issues if we turned them down?"
Miro smiled "Nope, I hate the buggers anyway."
With that the atmosphere became relaxed and through the evening the group picked the offers they liked and decided which groups they would have Aria look into and those that the group themselves would try to do some digging on before confirming each offer.
With those decisions made the group then settled down for another night in the city.
Gozran 9th - Politics!! What a Headache!
The group rested uneventfully and woke up in good health albeit a little hung
over, after breakfast the group gathered their belongings and started the ride
towards the city.
The ride took most of the day and by late afternoon they had arrived in the city and were able to acquire accommodation and stabling to see them through the palace visit and what ever lay before them afterwards.
News soon started to spread that the Stag Lord's slayers had arrived within the city and heroes they must be to be summoned to the palace. Though free drinks didn’t flow freely there were plenty of ears clamouring to hear the dramatic tale of the bandit kings death.
As the night went on an Elven women by the name of Aria Vellara introduced herself and sat at the groups table, she ordered them all a drink and wished to discuss a business opportunity with them. As the conversation unfurled she informed the group that she was of sorts a "Broker of Information" and that she would like to assist them in their upcoming ventures simply in exchange for some land.
The group looked a little puzzled, "What? We don't have any land! Are you sure you're talking to the right people my lady?" retorted Otto.
Aria smirked, "Of course, I'm sorry you don’t know yet, how silly of me. Please allow me to explain." The Elven lady explained that when the group arrive at the palace tomorrow they will be praised for clearing the greenbelt of its bandit issues and in return will be presented with another charter that will instruct them to begin construction of a new city in the greenbelt and a great deal of land, which they will rule.
Vaneer laughed, "You’re crazy Lady! Why would we want to start a city for someone else if they can't be bothered to do it themselves? We're not exactly political people, as you can tell".
"Indeed!" replied Aria, "And this is where my offer to help comes into play". She went on to continue "You see, you will be given rulership of the city between the five of you, as you see fit. Now obviously you can't just build a city overnight. You will need supplies and finances and after tomorrow's announcement you will be approached by many houses and merchants all wanting to ‘offer’ their support of finances, materials, labour, etc in return for something later down the line. I am very skilled at finding those dirty little secrets that these people like to hide and what I'm offering to you in return for a portion of land is my ability to find what secrets a number of these potential partners have and are keeping from you. Point me at the person or groups you want to have investigated and I will do just that."
The group sat in silence for a moment trying to take all the information in, Aria smiled before finishing, "You don't need to give me an answer today, I want you to think about and discuss this together as a team. But you will soon be up to your necks in politics and the two face backstabbing that comes with it. I am just after a plot of land to retire to, so my offer is genuine. Think it over, I shall be at the palace tomorrow, so you let me know either way." and with a smile she finished off her wine and said her farewells.
"Soooo what the crap do we do now?" asked Vaneer
"I'm going to be a KING!" Smiled Miro
Vaneer smacked the Halfling across the head, "Quiet you idiot! Besides you can't be king you wouldn’t know responsibility if it bit you on the backside!, No I meant with what she said, I can't help but feel we're being played."
"Agreed" muffled Kyrander from the bottom of his pint as Otto nodded.
"Either way, I think we need some help in this coming madness and she's at least been up front with us" mentioned Natalia.
Reluctantly they all agreed to that statement, they knew nothing of this Elven woman but yet she may give them a fighting chance in this game of politics.
With that in mind the group settled down for the night thinking that maybe they should get some clothing more suited for tomorrows events.
The ride took most of the day and by late afternoon they had arrived in the city and were able to acquire accommodation and stabling to see them through the palace visit and what ever lay before them afterwards.
News soon started to spread that the Stag Lord's slayers had arrived within the city and heroes they must be to be summoned to the palace. Though free drinks didn’t flow freely there were plenty of ears clamouring to hear the dramatic tale of the bandit kings death.
As the night went on an Elven women by the name of Aria Vellara introduced herself and sat at the groups table, she ordered them all a drink and wished to discuss a business opportunity with them. As the conversation unfurled she informed the group that she was of sorts a "Broker of Information" and that she would like to assist them in their upcoming ventures simply in exchange for some land.
The group looked a little puzzled, "What? We don't have any land! Are you sure you're talking to the right people my lady?" retorted Otto.
Aria smirked, "Of course, I'm sorry you don’t know yet, how silly of me. Please allow me to explain." The Elven lady explained that when the group arrive at the palace tomorrow they will be praised for clearing the greenbelt of its bandit issues and in return will be presented with another charter that will instruct them to begin construction of a new city in the greenbelt and a great deal of land, which they will rule.
Vaneer laughed, "You’re crazy Lady! Why would we want to start a city for someone else if they can't be bothered to do it themselves? We're not exactly political people, as you can tell".
"Indeed!" replied Aria, "And this is where my offer to help comes into play". She went on to continue "You see, you will be given rulership of the city between the five of you, as you see fit. Now obviously you can't just build a city overnight. You will need supplies and finances and after tomorrow's announcement you will be approached by many houses and merchants all wanting to ‘offer’ their support of finances, materials, labour, etc in return for something later down the line. I am very skilled at finding those dirty little secrets that these people like to hide and what I'm offering to you in return for a portion of land is my ability to find what secrets a number of these potential partners have and are keeping from you. Point me at the person or groups you want to have investigated and I will do just that."
The group sat in silence for a moment trying to take all the information in, Aria smiled before finishing, "You don't need to give me an answer today, I want you to think about and discuss this together as a team. But you will soon be up to your necks in politics and the two face backstabbing that comes with it. I am just after a plot of land to retire to, so my offer is genuine. Think it over, I shall be at the palace tomorrow, so you let me know either way." and with a smile she finished off her wine and said her farewells.
"Soooo what the crap do we do now?" asked Vaneer
"I'm going to be a KING!" Smiled Miro
Vaneer smacked the Halfling across the head, "Quiet you idiot! Besides you can't be king you wouldn’t know responsibility if it bit you on the backside!, No I meant with what she said, I can't help but feel we're being played."
"Agreed" muffled Kyrander from the bottom of his pint as Otto nodded.
"Either way, I think we need some help in this coming madness and she's at least been up front with us" mentioned Natalia.
Reluctantly they all agreed to that statement, they knew nothing of this Elven woman but yet she may give them a fighting chance in this game of politics.
With that in mind the group settled down for the night thinking that maybe they should get some clothing more suited for tomorrows events.
Gozran 8th - New Stetven Calls
After a grueling two weeks of looting the Stag lords fortress the
group finally return to Olegs with the last cart load of goods.
As they deposit the last of the items into Oleg's storehouse and rider gallops into the courtyard of the trading post proclaiming to bring a mesage for the adventurers that brought down the stag lord. The messenger carried an invitation or as most of the party saw it an order for them to appear at the palace in New Stetven in 2 days time.
The group grumbled thier agreement to the invite back at the messenger and confirmed that they would leave tomorrow morning and arrive in New Stetven later that day. After eating thier belly full and drinking twice as much they eventually fall alseep for the evening.
As they deposit the last of the items into Oleg's storehouse and rider gallops into the courtyard of the trading post proclaiming to bring a mesage for the adventurers that brought down the stag lord. The messenger carried an invitation or as most of the party saw it an order for them to appear at the palace in New Stetven in 2 days time.
The group grumbled thier agreement to the invite back at the messenger and confirmed that they would leave tomorrow morning and arrive in New Stetven later that day. After eating thier belly full and drinking twice as much they eventually fall alseep for the evening.
Thursday, 3 December 2015
Pharast 27th - Stags Fall
Along with a stopover at Oleg's, during
which time they retrieved some of the loot they had obtained over the last few
weeks, the group also purchased some potions from the hermit-like alchemist;
Bokken and benefited from a peaceful night’s sleep in preparation for a day
full of bandit berating.
Miro tried his hand at using his neglected
disguise skill upon himself and the rest of the group, attempting to make them all
appear more dishevelled and wilderness-hardy, akin to bandits rather than the
average adventurer.
Once they were ready, our bandit bashers
saddled up with the "stolen goods" they had retrieved from Oleg’s and
made their way south east, taking a slight detour before approaching the stag
lords’ fortress in case they were being observed. Whilst travelling the indirect route to the
fortress, the group spy a large cave in the distance, but before they were able
to investigate it further, a number of wolves plus a very large jet black wolf
appeared out of the mouth of the cave and begin to sniff the air. Otto and Kyrander advocated that the group
hold fire on taking the offensive as the large wolf was actually a Worg, an
intelligent supernatural wolf, although usually evil in intent, and the group
had no time to take on this fight and then get to the Staglord’s abode that
evening in good health. The group unanimously agreed that the downfall of the Staglord
should take priority over everything else and continue their way west to the
fort.
As they had been forewarned by Akiros, there
was one path that led to the fortress which was located on top of a hill that used
to be a monastery many decades ago. The
path sloped up the hill and on either side of the path were fields of grass
leading all the way up to fort, though these fields were reported to be home to
the ravenous undead who once resided here and were now cursed to attack anyone
not approaching via the obvious path. Not
wanting to risk overplaying their hand just yet, the group decide to keep to
the path and slowly begin to make their way up towards the fort. As the group head up the path they soon notice
a head peering over from a watchtower, followed by a shout of "Men
Approaching!!!". As they approach
the gates to the fort are still obviously closed and bared as another figure shouts
"Identify yourselves or be killed where you stand!".
Kyrander shouts out the pass phrase that
Akiros supplied to them and fervently hopes that their trust in the staglord’s
second in command had not been misplaced. After a tense moment of waiting in
silence they could hear a creak of wood as the doors to the fort open, followed
by "Welcome friends!".
Making their way into the fort’s courtyard,
the adventurers in disguise are greeted by around a dozen bandits, each uglier
than the last. Akiros, the third
strongest bandit in the camp is present, along a thin dark-skinned man sporting
cultural tattoos, wearing tight leathers and a flashy rapier. Next to him is a simpering hulk of a man that
could have been nearly seven feet in height if he were not partially stooped
over. In both his hands were little toy soldiers whilst a nasty looking club of
immense size with giant nails embedded into it rested on a simple belt. The most notable presence was that of a tall imposing
man, in green and brown clothing and leather, brandishing a powerful bow that
is aimed at the group and wearing a helmet made from a stag’s skull which
covers most of his face "And! What do we have here? You're not part of my
group!! ANSWER!! NOW!!!" the man demanded.
Vaneer quickly responded with "Great
Staglord! We have come to join your clan
and have brought stolen items and fine wine as a gift and a demonstration of
our abilities".
"Wine? WINE! Let me see"
exclaimed the Staglord as he pulled out a bottle and pulled the cork with his
teeth and chugging down a couple of mouthfuls, "Indeed! This is good stuff!
The best I've had in a while! If you
keep bringing bottles like this then WELCOME!" he announced to a cheer that
went up from around the courtyard.
The staglord scooped up an armful of
bottles and proceeded to disappear back into the fortress leaving Akiros to
order some of the bandits to put the rest of the loot with their stash. Akiros approached the group and welcomed them
to the fort with a wink.
The next four hours was spent with Akiros
talking to Vaneer and Otto about the "rules" of the bandit group and
the territories and domains that they had staked out, whilst Miro, Kyrander and
Natalia innocently scouted the fort’s layout and talked to some of the bandits.
Miro strikes up a conversation with
Craggers, one of the bandits that displays similarly gifted/sticky fingers and
a disposition that nearly mirrored Miro’s own.
Through this, Miro is able to persuade Craggers to side with his group
when the time comes and is also able to get information on the other bandits
regarding habits and the likelihood of them being persuaded to join the winning
side.
During the scout Natalia hears a strange
hooting sound from a nearby reinforced pen only to discover that the Staglord
has recently caught an owlbear and is trying to tame it, but is currently
without success. This leads Vaneer to come
up with a plan that involves releasing the owlbear once a signal is given in
hopes that it would provide a distraction and help drop the number of bandits
present. To this end Natalia manages to
loosen the cage door’s latch slightly.
Eventually as night falls and the staglord
has emptied out the supply of wine that the group had brought with them Akiros
gives the signal that the group had been waiting for and the fight for the
staglords fort begins…
Kyrander manages to subtly fire a shot
from his bow at the latch of the owlbear's cage, successfully hitting the latch
and unlocking it. As the cage door
slowly swings open there was a low whirling noise followed by a shriek as the
owlbear charges out of the cage causing the desired chaos as the bandits
suddenly rush to get control of the owlbear.
Miro and Craggers both quickly dispatch an
unnamed bandit mook that they had persuaded to join them for a drink, away from
the main group.
Otto casts a sleep spell upon a couple of bandits up on the fort watchtower,
which takes hold.
The Owlbear gets its claws on one of its
captors and rips the unfortunate human apart.
One of the bandits attacks Vaneer but
fails to hit the cleric.
Kyrander shoots at the bandit attacking
Vaneer, injuring the bandit in the back who then shouts at another bandit,
ordering his to take care of the archer.
As ordered, the bandit shoots at Kyrander but misses the ranger.
Another bandit rushes to attack Kyrander
and like his partner in crime completely misses.
A nearby bandit has no choice but to slash
at the Owlbear and hits the creature causing it to shriek out in pain.
Akiros attacks the bandit attacking Vaneer
and scores a killing blow.
Miro and Craggers discuss their shared
interest in looting the fort whilst sitting out the rest of the ongoing brawl.
Otto casts another sleep spell taking out a bandit shooting at Kyrander.
Natalia shoots at a bandit and misses
whilst Bob charges a bandit target, successfully biting his ankle and drawing
blood.
The Owlbear slashes out at Vaneer but narrowly
misses.
The bandit that had attacked the owlbear
tumbles through the fray and makes a run for the front door. Akiros chases after the fleeing bandit and
kills him before he can reach the door.
Another bandit has the idea to run to the front
doors and opens the doors up in the hopes that the owlbear might leave.
The bandit with a Bob attached to his
ankle takes a swing at the Badger but misses.
Another rather overweight bandit, named
Norry, seems quite content to sit on the edge of battle and munch on a turkey
leg rather than get involved.
Otto casts magic missile at the owlbear hurting the creature.
Natalia shoots at the bandit attacking Bob
and lodges the arrow into the bandit’s shoulder.
Bob continues to gnaw at the bandit’s
ankle.
The Owlbear attacks Vaneer and hits the
cleric.
Kyrander shoots at the bandit at the front
door, his arrow killing the bandit and pinning his lifeless body to the wooden
door.
Akiros uses himself as bait in an attempt
to bait the raging owlbear out of the fort’s front door.
The bandit manages to free himself from
Bob’s grip and with nowhere else to go attempts to jump out of the fort
watchtower in order to escape Bob and Natalie in a spectacular acrobatics display
only to kill himself by blowing his landing at the bottom.
Otto and Akiros throw a couple of bandit
chunks down the hill which is enough to tempt the owlbear out of the fort, as it
dispatches another bandit in a single hit and then shrieks and runs after the
easy morsels, disappearing out of the door and down the hill path. Just as the remaining combatants breathe a
sigh of relief at the departure of the owlbear, from behind a curtained doorway
an arrow flies out and lodges itself into the back of Vaneers back, dropping the
cleric to the ground with just one hit!
Kyrander runs over to the fallen cleric
whilst trying to retrieve a potion of
cure moderate wounds from his backpack.
Akiros runs through and past the group and
straight behind the curtained door where suddenly the sound of fighting can be
heard.
Miro decides that with the majority of the
bandits now deceased that it is a good time to get involved with the combat and
throws a flask of alchemist’s fire at the curtain covering the doorway into the
Staglord’s chambers. Akiros stumbles
backwards through the flaming remains of the curtain and then rushes back into
the fight beyond the doorway but the group notice the arrow protruding from his
chest as the Staglord seems to have the upper hand in the fight.
Only just able to move thanks to the
potion of cure, Vanerr he wastes no time in aiding Akiros by rolling towards
the doorway and casts a healing burst to help keep their ally going and can now
see that the final opponent is of course the Staglord!
Kyrander moves into position opposite the
doorway and attempts to shoot the staglord, only slightly grazing the bandit
king.
Natalia sets out to summon forth two
stirges (blood-sucking flying insects) to attack the staglord which is
successful and manages to reduce the bandit king’s constitution, weakening him
slightly.
Otto throws a magic missile into the fight.
The Staglord turns his attention to
Kyrander and critically injures the ranger on his first shot and luckily misses
Kyrander with his second shot.
Vaneer casts another healing burst to keep
his party members from falling.
Kyrander tries to shoot back at the
staglord but misses his target who is too fast for him.
Akiros takes another swing at the bandit
king but also misses.
One of the remaining bandits decides to
shift allegiances and makes an attack at the staglord but also misses.
Miro breaks out his highly-prized magical flaming
arrows and shoots at the staglord successfully hitting and causing a good
amount of damage to the big bad boss.
Otto casts another magic missile at the staglord, inflicting constant damage that
slowly weakens him.
The Staglord attacks Kyrander again and
hits the ranger almost bringing him to his knees.
Akiros takes the opportunity of the
staglord’s back being turned enters into a rage, hitting and critically
wounding the bandit king.
Sensing the staglord weakening the group
make one last final push against the villain of the piece,
Miro manages to hit the bandit king and
injures him further.
Vaneer attempts to cast hold person but the staglord’s will
proved too strong and he overcame the effects of the spell.
Akiros deals the fatal blow and brings the
staglord to his knees just as Bob charges at the falling man, finishing the
job.
After taking a brief moment to regain
their breath the group soon find themselves at a standoff with the remaining
bandits, Otto and Akiros both step forward arms raised and attempt to convince
the other bandits to drop their weapons and join with the party.
The discussions are long but eventually
the bandits agree to leave in peace and some head to the village of Ravenmoor. With the bandits now gone the group feel like
they can relax for a minute and deal with wounds before looting the fortress of
all it spoils.
As the group are looking around the place
they discover in the staglords room a trap door with stone stairs leading down
into the bowels of the fort and so they decide to make their way down the
stairs to see what lies below.
The basement is a very large stone room
with a spiral carved into the floor of the chamber. This also appears to be the bandit groups
stash room as there are many items of value for the group to rifle through. Whilst taking account of the items they had
found they suddenly notice a strange looking naked old man standing nearby who
threatens the group should they not leave promptly.
Miro, trying to be threatening, mentions
to the old man that the group will do to him what they had just done to the
staglord upstairs. This of course angers the man who is the staglord’s father (a
druid who blamed his son for the death of his wife and so tortured and scarred
the lad for many years until the man who would turn into the stag lord grew
strong enough to overpower his father, turning the tables and now delivering sound
beatings on a regular basis to the man that abused him so many years ago.) and
uses a druidic spell to merge with the basement ceiling so that only an stone
face could be seen, he then starts throwing out spells at the party, attacking
them.
Otto decides to throw a magic missile at the face hitting it
square on.
Miro shoots an arrow at the ceiling and
manages to hit where the rest of the party fail to.
From the ceiling the strange man summons
forth an Earth elemental to battle the group and it just barely misses scoring
a hit on Otto.
Natalia creates a magical flame and throws
it at the ceiling shouting to the party that if they take out the caster then
the elemental should return from where it came from. In the meantime Bob decides to test the
strength of his teeth and bites the elemental to little effect.
Otto casts another magic missile at the face in the ceiling.
Kyrander and Miro also manage to hit the emerged
face in the ceiling and the combined effort causes the old man to fall out of
the ceiling and strikes the floor dead.
The summoned elemental vanishes into thin air.
Now exhausted from the evenings battles
the group decide to close the doors to the fort and set up camp for the night.
Sunday, 22 November 2015
Pharast 29th - Hands on the Horn
The group sleep soundly and are up early as planned.
As requested Oleg had prepared the wagons for the group so that they could get on the road.
The first stop was not to be the fortress though for firstly they had another errand to complete first. The group headed to see the two fey creatures that the group has come to know.
After a short search of the forest the fey are soon located and seem pleased to see the group as talk has already spread through the forest of the bandit kings demise. The group thank them for their kind words and praise but announce that they are here on greater business.
As Vaneer explains the situation, Otto begins to unwrap the unicorn horn that they had found amongst the staglords possessions. Vaneer mentions that they believe that the horn belongs to the poor Unicorn that died to the south west and wanted to seek guidance on what to do with such matters.
The fey creatures spoke to each other for a couple of minutes but they were unable to help but they knew of a fey in the far south that has greater knowledge in these matters and that the group should seek her out when they can.
Vaneer thanked them for the help and they bid their farewells and started to leave when the fey creatures shouted for them to come back, they had remembered that if the group was to approach the fey in question with an unicorns horn she may not believe their story so they gave the group an token of proof of friendship which should help ease over discussions.
With the horn still in possession the group mounted up with the wagons and spend the next two weeks travelling back and fort from the fortress dropping off goods at Oleg’s to trade at a later date.
As requested Oleg had prepared the wagons for the group so that they could get on the road.
The first stop was not to be the fortress though for firstly they had another errand to complete first. The group headed to see the two fey creatures that the group has come to know.
After a short search of the forest the fey are soon located and seem pleased to see the group as talk has already spread through the forest of the bandit kings demise. The group thank them for their kind words and praise but announce that they are here on greater business.
As Vaneer explains the situation, Otto begins to unwrap the unicorn horn that they had found amongst the staglords possessions. Vaneer mentions that they believe that the horn belongs to the poor Unicorn that died to the south west and wanted to seek guidance on what to do with such matters.
The fey creatures spoke to each other for a couple of minutes but they were unable to help but they knew of a fey in the far south that has greater knowledge in these matters and that the group should seek her out when they can.
Vaneer thanked them for the help and they bid their farewells and started to leave when the fey creatures shouted for them to come back, they had remembered that if the group was to approach the fey in question with an unicorns horn she may not believe their story so they gave the group an token of proof of friendship which should help ease over discussions.
With the horn still in possession the group mounted up with the wagons and spend the next two weeks travelling back and fort from the fortress dropping off goods at Oleg’s to trade at a later date.
Pharast 28th - Heads or Tails
The night passed uneventfully for the group though as they woke the aches
and pains for the battles of yesterday reminded them that it wasn’t such an
easy ride.
During breakfast Vaneer spent time healing what wounds Erastil would allow him before the then tackled the decision of what the plan of action today would be after taking out the staglord and freeing the greenbelt of his grasp.
“Well what about Nettles crossing?” mentioned Ott, reminding the group of the promise they had made to the undead corpse that haunted the river there.
“What so we just through this body in the river and we get loot!? What we waiting for!!” gasp Miro as he stood kicking the now lifeless body of the staglord.
“Wait!” sighed Vaneer, who reminded them that they needed to bring proof of the staglords demise to claim the reward of ridding him from the living world.
Miro could suddenly be seen slumping into a sulk at the thought of loosing his loot as he mumbled “So what do we do then?”
The group sat and thought it through and Kyrander came up with a suggestion, “Well only the river creature wants to confirm the identity right? So why don’t we just give him the staglords head and then send the body and helmet to the city as proof?”
“Sounds a plan!!” chuckled Miro as he had already set to work at severing the staglords head from his body.
Later that morning the group gather their equipment and head to nettles crossing where they find the now demolished ferry crossing. As the group stand there they notice the reeds begin to move again as previously as the drowned corpse of the ferryman begins to rise out of the water.
Kyrander throws the head of the staglord in the direction of the ferryman who drags the head underwater with a gurgled thank you, shortly after a number of items appear to wash ashore near the group to Miro’s delight.
The group then decide to ride fast to Oleg’s where they present the body of the staglord to the city guards stationed at the trading post whom agree to take the body to the city of Restov as representatives of the group for claiming the reward.
Before sleeping for the night the group make arrangements with Otto to borrow a couple of wagons the next day to start transporting the stash at the staglords fortress back to the trading post.
With plans made the group head to sleep ahead of another busy day.
During breakfast Vaneer spent time healing what wounds Erastil would allow him before the then tackled the decision of what the plan of action today would be after taking out the staglord and freeing the greenbelt of his grasp.
“Well what about Nettles crossing?” mentioned Ott, reminding the group of the promise they had made to the undead corpse that haunted the river there.
“What so we just through this body in the river and we get loot!? What we waiting for!!” gasp Miro as he stood kicking the now lifeless body of the staglord.
“Wait!” sighed Vaneer, who reminded them that they needed to bring proof of the staglords demise to claim the reward of ridding him from the living world.
Miro could suddenly be seen slumping into a sulk at the thought of loosing his loot as he mumbled “So what do we do then?”
The group sat and thought it through and Kyrander came up with a suggestion, “Well only the river creature wants to confirm the identity right? So why don’t we just give him the staglords head and then send the body and helmet to the city as proof?”
“Sounds a plan!!” chuckled Miro as he had already set to work at severing the staglords head from his body.
Later that morning the group gather their equipment and head to nettles crossing where they find the now demolished ferry crossing. As the group stand there they notice the reeds begin to move again as previously as the drowned corpse of the ferryman begins to rise out of the water.
Kyrander throws the head of the staglord in the direction of the ferryman who drags the head underwater with a gurgled thank you, shortly after a number of items appear to wash ashore near the group to Miro’s delight.
The group then decide to ride fast to Oleg’s where they present the body of the staglord to the city guards stationed at the trading post whom agree to take the body to the city of Restov as representatives of the group for claiming the reward.
Before sleeping for the night the group make arrangements with Otto to borrow a couple of wagons the next day to start transporting the stash at the staglords fortress back to the trading post.
With plans made the group head to sleep ahead of another busy day.
Sunday, 4 October 2015
Pharast 25th - The Three Wyrm-Amigos and an unexpected Ally
The group awaken fresh from
an uneventful evening.
Kyrander, using another Dragonbane arrow, scores a critical shot to the third wrym's eye, killing it outright.
After eating and collecting their
items the group break camp and head south west.
Amongst a small clearing the
group stumble across a small cave entrance protruding from a small rocky
outcropping, an closer inspection of the cave reveals it to be a lair of sorts
and Natalia spotting tracks was able to ascertain that the creature was an owlbear but the tracks were weeks old at best.
With nothing of interest to
keep them near the cave the group continue the exploration of surrounding area,
after another hour of travelling the group come across a small lake. The lakes
waters crystal clear and fresh they take the chance to refill their water skins,
Miro then notices the corpse of a white horse on the far side of the lake.
As the group approach the
fallen steed it soon becomes apparent that the corpse is actually a dead
unicorn, the once majestic creature was lying on the lake shore in a pool of its own
blood, felled by a number of arrows. Taking a look at it's status, Vaneer could tell that it had been dead for several days. Not only had someone killed
a unicorn but the person or persons responsible had also removed its horn as well. Saddened at the sight before them, the group agree to
build a burial mound for the unicorn and promise to try and track down the
culprits and bring them to justice (wilderness style justice!)
After a short rest the group
continue their journey and head east, eventually finding themselves standing at a forge
along the river skunk. Protruding from the river were two small islands that were closer in appearance to sand banks, with debris or rocks and wood from a collapsed bridge in between the islands, making it possible to cross. Kyrander's keen eyesight also notices a body laying face first in the sand of the second island and typically Miro
notices next to the body is a small coin purse with several coins having spilled out of it and glinting temptingly in the sunlight.
Hungry to investigate the pouch, Miro went to rush across to
the coin purse only to be stopped by Kyrander’s forearm, who told the half
pint miscreant to wait, as something didn't feel right... a fresh corpse would be a temptation for a hungry carnivore, whilst the money pouch was certainly a good draw for two-legged beasts. Suspecting a trap Kyrander
drew an arrow and shot at the body, the arrow landed close to the body and the
group waited in anticipation... but nothing happened...
After a short period of
standing around and waiting for nothing to happen, both Vaneer and Miro make
their way across to the first island and then over to the second island with the slumped body; the debris serving as a solid place to cross between islands without the cartographers getting wet. As they approached the body an explosion
of water erupted from the river followed by a fierce roar -yep, it's a trap, baited for various types of prey-
Standing before the two
adventurers was a Tatzlywrym, a less intelligent flightless dragon, 8-feet long, with teeth and claws, capable of setting up ambushes and handily able to breath in water as well as on land. The creature plunged downwards towards them on the attack, only just missing Miro but inches. Not wasting a second Miro races back towards the river
bank where the others stood in amazement leaving Vaneer to face the creature
alone.
Just as Miro runs over the bridging sand banks two more Tatzlywyrms appear out of the water and debris and attempt to chew
the rogue but with his turn of speed and acrobatic skills the halfling was agile enough to avoid both their gaping jaws.
Otto tries to help by firing
off a couple of magic missiles at the middle wrym.
Vaneer attempts to command
the first wrym, only to fail at the casting as he slowly tries to make his way
back to the group.
Kyrander sensing an
opportunity pulls out a Dragonbane arrow and shots at the third wrym (which is only 15 feet away from the rest of the group), hitting it
in the chest and doing it a hefty amount of damage
The third wrym once again attempts to
bite the halfling's head off but misses whilst the first wrym dives back
under the water leaving Vaneer to try and move back towards the group, but he is cut off by the second creature although he successfully fend off its attacks.
The next minute of combat blurred past as neither adventurer nor Tatzlywrym were able to land a
blow on each other, each missing or dodging. Meanwhile our heroes readjust their positions to try and get closer to Vaneer, with most moving from the river's edge on to the first island.
Moving closer Miro finally manages to land
a crippling blow on the second wrym, leaving the creature seriously injured, just as
the first wrym re-erupts from the river after swimming between islands and manages to bite a chunk out of Otto! Keeping the focus on taking down the most injured creature, the injured sorcerer casts a
spell at the second Tatzlywrym and succeeds in causing it to laugh uncontrollably. Seizing the opportunity, Veneer smacks the laughing wrym with his mace, killing the chuckling creature
instantly.
Kyrander, using another Dragonbane arrow, scores a critical shot to the third wrym's eye, killing it outright.
Seeing that it is last one remaining, the first wrym dives back
under the water out of sight, so both Miro and Otto prepare themselves for when the wrym
reappears by keeping a close eye on the water and readying their actions. Vaneer casts a Bless spell
over the party hoping that it will aid his comrades with dealing with the
remaining Wrym.
After a tense few seconds the wrym erupts from the
water once again near Miro and attempts to bite him, succeeding and successfully grapples
the Halfling in its mouth.
Kyrander takes his time to
draw another of his Dragonbane arrows and aims carefully so not to hit Miro. The arrow flies through the air hitting the wrym and kills it; the beast collapses on the sandy island with Miro still between its jaws, who soon manages to pry his way out and makes his way over to snatch his prize, the pouch of gold!
As the group recuperates
from the fight, Vaneer moves amongst the group healing what wounds there are.
Once all the wounds are healed up and the group feel ready to continue exploring they severed the heads
off the wryms as proof (and to fulfill a quest, asking for them to bring the head of a Tatzlywym to be hung up in an inn as a talking point) and head easterly.
As the group travel east
they can hear the sound of a dog yapping in the distance and upon investigating it they soon learn that the noise was emanating from within a 20 foot deep pit. Within the pit a
single Thylacine hound (a marsupial creature the size and shape of a hyena with distinct red stripes across its chest) could be seen staring up from the bottom of the pit
yapping and whining as it unsuccessfully tries to climb out.
Not wanting to risk another
encounter the group decide to push a large fallen branch into the pit to give
the Thylacine a way to get out off the pit.
After a tiring day, the
group decide to head back towards Oleg’s with the Wrym heads so they don’t have
to keep lugging them around with them.
The trip back to Oleg’s was
going to take another day at least so along the way the group set up camp and
get ready for an evening of rest when a shadowy figure approached the camp with
his hands in the air shouting “I come as a friend with an information you seek
and an offer of aid!”.
Cautiously the group stood
as the stranger approached their hands twitching on the hilt of their weapons
ready for what the fates bring them next.
The stranger slowly sits
down on front of the group’s camp fire and begins to talk. He introduces
himself as Akiros the right hand man to the Stag lord! The group instantly
becomes edgy and restless,
Akiros quickly tries to
convince them that he means no harm and he is here to talk to the adventurers
as he wishes to no longer work for the Stag lord and needs help to do so.
Akiros tells the group that
he was a poet once a many moons ago but got bored and thought that banditing
would be a romantic ideal but in reality it was a horrible choice. Akiros no
longer wants to be a bandit but the only way out of the Stag lords group is
death unless the Stag lord himself can be killed and he wants to ask the group
for their aid in dispatching the bandit tyrant.
The bandit and the group
spend a couple of hours talking between them discussing the layout out of the stag
lord’s fort and the men stationed there. Akiros in painstaking detail went
through the Stag lord’s daily movements and the men that are kept at the fort,
apart from himself there are two other lieutenants Auchs and Dovan.
Then there are the general
bandits Topper Red, Jex the Snitch, Fat Norry (who always eating something),
Jeb Megesen, Cragger Kench and Ayles Megesen. Out of the bandits 2 are always
in two of the three watchtowers whilst the Stag lord gets drunk through out the
day.
There is a path leading up
to the fort and the group are warned to keep to the path for anyone that
ventures off the path the undead surrounding the fort will soon make short work
of them.
The group decided that they
would head back to Oleg’s as planned and then return to the fort in 2 days time
with some “stolen loot” to pose as bandits looking to join the Stag lord’s crew
and when Akiros gives the signal they’ll attack from the inside.
Happy with the plan Akiros
stood up and began to make his way out of the camp only to stop in the dim
firelight, “Oh!! Before I forget I best give you the pass phrase to get in,
when you get to the gate shout.. By the Bloody Bones of St. Gilmorg, who wants to
know?”
And then the shadowy figure
disappears from the fire light, and then his voice rings out from the darkness
“And brings plenty of booze!”
After that the night returns
to quietness and the group rests uneventfully before heading back to Oleg’s the
next morning.
Sunday, 20 September 2015
Pharast 24th - Today is a very dull day
The group awake feeling fully refreshed from an uneventful night, sleeping in relative luxury (with a roof over their heads).
After a large breakfast the group leaves Oleg's and head west to collect the batch of potions brewed by Bokken. A very jittery and wired Bokken dances over the place in sporadic movements and making very little sense before eventually handing over the goods - it would appear that the hermit was busy making potions all night, along with a special fruity chemical brew for himself which was clearly aimed at securing the hermit the number one spot on 'most likely to be a wacky mascot NPC'.
Turning back the way they came, the party ride east and south-east on their valiant steeds, spending their day riding all the way to the calm clearing surrounding the previously discovered statue of Erastil. An event-less journey, the only point of note was a moment when Miro fell off his riding dog and smacked his head against a tree stump as a result of falling asleep due to a lack of things to steal, kill or threaten.
Once at the statue the group set up camp for the evening.
After a large breakfast the group leaves Oleg's and head west to collect the batch of potions brewed by Bokken. A very jittery and wired Bokken dances over the place in sporadic movements and making very little sense before eventually handing over the goods - it would appear that the hermit was busy making potions all night, along with a special fruity chemical brew for himself which was clearly aimed at securing the hermit the number one spot on 'most likely to be a wacky mascot NPC'.
Turning back the way they came, the party ride east and south-east on their valiant steeds, spending their day riding all the way to the calm clearing surrounding the previously discovered statue of Erastil. An event-less journey, the only point of note was a moment when Miro fell off his riding dog and smacked his head against a tree stump as a result of falling asleep due to a lack of things to steal, kill or threaten.
Once at the statue the group set up camp for the evening.
Pharast 23rd - A Bandit in the lap
The night passes pretty uneventfully, apart from the small
incident of Falgrim Sneer trying to break free from his bonds during the night. However without a dedicated 'Use Rope' skill that he wouldn't have invested points into anyway, Falgrim's incompetence at escaping was overshadowed by Kyrander's ability to tie excellent knots. This resulted in the captive bandit rolling down the hill into the thicket of fangberries and spending several minutes trying to lie very still as the party, in no particular hurry, retrieve him from his predicament.
In the morning the party head north, back to the hermit Bokken, in order to hand over the quantities of fangberries that he had asked for. Delighted with the fragrant batch of fruit, the herbalist offers a couple of freebie potions along with a permanent discount on his stock and so the party take advantage of this by placing an order for a number of cure light wounds potions which they will come back to collect the next day.
As the group enter into Oleg’s trading post, Kyrander throws the tied up Falgrim almost into the lap of Kesten Garess [who as you may recall is a knight belonging to House Garess. Kersten and a small group of soldiers had arrived in response to Oleg's request for aid, after our party had taken care of the problem. Kersten had also promised a reward of the group could locate one Mr Falgrim Sneer]. Kesten almost chokes on his afternoon ale, as the tired and beaten Falgrim lands on him and starts begging to be taken away from the bunch of Neanderthals.
In the morning the party head north, back to the hermit Bokken, in order to hand over the quantities of fangberries that he had asked for. Delighted with the fragrant batch of fruit, the herbalist offers a couple of freebie potions along with a permanent discount on his stock and so the party take advantage of this by placing an order for a number of cure light wounds potions which they will come back to collect the next day.
As the group enter into Oleg’s trading post, Kyrander throws the tied up Falgrim almost into the lap of Kesten Garess [who as you may recall is a knight belonging to House Garess. Kersten and a small group of soldiers had arrived in response to Oleg's request for aid, after our party had taken care of the problem. Kersten had also promised a reward of the group could locate one Mr Falgrim Sneer]. Kesten almost chokes on his afternoon ale, as the tired and beaten Falgrim lands on him and starts begging to be taken away from the bunch of Neanderthals.
Shortly
afterwards, Kesten and his men gather their steeds along with their prisoner
and leave for Restov so Falgrim can be brought to justice (and will bring back the cache of weapons that the wanted man's bounty promised).
Taking
the advantage of having comfy beds reserved, the group decide to spend rest of
the day in rest and sleep at Oleg’s.
Friday, 18 September 2015
Pharast 22nd - The Sleeping Bounty
The group awake, feeling refreshed after an uneventful evening and after finishing off the remaining pork, the 6-strong team (Ranger, Rogue, Cleric, Sorcerer, Druid and Badger) decide to explore to the south east, a location that lies just west of the Sootscale Kobold's lair.
After a number of days travelling through thick woodland with scattered streams, occasional marsh patches and dense foliage, the group enjoy spending several hours on horseback, riding through plains and low hills. In a weird way it was a nice change for the group to travel and explore a wide expanse unblighted by ruins and lacking hidden caches of treasure. Beyond natural creatures, there is also very little in the way of threats both to them and the common traveller - however that peace soon threatens to end when from atop a hill Natalia spots three figures off in the distance, dressed in recognisable bandit gear (they all seem to have a certain look about them, regarding their apparel) and travelling on foot in a direction leading away from the group.
Otto rolls up his sleeves and shouts "watch this!" to the others; with a wave of his hands and a mutter of words his sleep spell hits all three of the figures and they fall to the ground asleep.
Miro draws his bow and aims at the sleeping figures with the intention of despatching them before they wake from Otto's spell (after all, the bandits could be faking it - over the course of the last week everything else seems to have been able to shrug of Otto's sleep spell). Just as Miro lets an arrow fly, Vaneer shout notices and shouts for him to hold fire, too late.
Arching high all eyes watch the arrow as it plummets towards the sleeping bodies, fortunately for the three prone men, the city-raised Miro hadn't calculated for the spring breeze and the arrow misses one of the men by half a foot.
Confused, the group look at Vaneer for an explanation and so the Cleric of Erastil reminds them that they had been asked to keep an eye out for a rogue mercenary named Falgrim Sneer, who was hiding in the greenbelt and that seeing that all the bandits in the area apart from those at the stag lord's keep had been dealt with, this left them with two possibilities....
1 - These bandits have travelled directly from the stag lord and could provide valuable information for the group.
2 - One of them could be the mercenary they need to bring in for justice.
A moment of silence sits over the group as they take in Vaneer's words and they quickly realise that they may have been a little hasty, so they agree to inspect the slumbering figures before deciding on their fates.
Everyone but Miro (who continues to harbour a desire to fire on the sleeping men) rides down the low hill towards the tangle of three men and on closer inspection find that one of the bandits does look like a wanted poster they had seen at Oleg's Trading Post; Falgrim Sneer, their quarry! Kryander sets about tying Falgrim up, whilst the other two bandits are executed as per the group's remit.
Atop the hill Miro notices a glimmering light caused by the sun reflecting off something metallic, several miles to the south. Once the group are finished with the task at hand and start to load up their prisoner and recover the bandit's ill-gotten goods, Miro descends (after determining that there was no immediate threat in the vicinity) and subtly conveys to the others that they are being watched from afar by someone with a telescope.
Trying to act "normally and unaware" whilst being watched, the party head west with Miro and Kyrander attempting to cover the group's tracks as they move. After a little while Falgrim eventually wakes up and spends the next couple of hours trying to bargain with his captors for his freedom, but to no avail - his bounty is worth more than he could hope to offer them! The party also question the bandit regarding his activities and locations in the Stolen lands, but Falgrim has little more to tell them than they already know.
Heading west, the party finally locate another bounty as they come across a large spread of bushes, full of plump pink berries, nestled in a small valley between two hills. Natalia and Kyrander quickly confirm that these are indeed the fangberries that they had been asked to collect. Otto, wondering why the berries were given such a ridiculous name, narrows avoids being prickled all over when going to pick a few of the berries; the bountiful fruit bushes sport many tiny sharp fang-like thorns all over the bush, which explains why the rare fruit hasn't been eaten by the local bandits and animals.
Sensibly, Vaneer suggests that the team begins setting up camp for the evening whilst he casts Barkskin on himself, granting the cleric a layer of protection which is enough to fend off damage from the tiny sharp bushes of terror which would have otherwise ripped into him. Vaneer manages to harvest a good amount of berries for the potion-brewing hermit who had asked for these and also some for the group to enjoy after they finish off the night's rations. Before the night's watch begins, Miro gags the pleading bandit, who hasn't ceased his bargaining for a good many hours, and threatens to throw him in to the fangberry bushes if Falgrim disturbs the halfling rogue's beauty sleep!
[In more peaceful lands and in less troubled times the actions of the party could be considered chaotic, going on evil. However in lawless wilds with a remit that allows the group to explore and put bandits to the sword, their actions are justified as they try to bring peace and order to an uncivilised land. Adventurers, cartographers, explorers, executioners and mercenaries - the group is a force to be reckoned with and can be called many things, but 'heroes' isn't such a word, yet...]
Sensibly, Vaneer suggests that the team begins setting up camp for the evening whilst he casts Barkskin on himself, granting the cleric a layer of protection which is enough to fend off damage from the tiny sharp bushes of terror which would have otherwise ripped into him. Vaneer manages to harvest a good amount of berries for the potion-brewing hermit who had asked for these and also some for the group to enjoy after they finish off the night's rations. Before the night's watch begins, Miro gags the pleading bandit, who hasn't ceased his bargaining for a good many hours, and threatens to throw him in to the fangberry bushes if Falgrim disturbs the halfling rogue's beauty sleep!
[In more peaceful lands and in less troubled times the actions of the party could be considered chaotic, going on evil. However in lawless wilds with a remit that allows the group to explore and put bandits to the sword, their actions are justified as they try to bring peace and order to an uncivilised land. Adventurers, cartographers, explorers, executioners and mercenaries - the group is a force to be reckoned with and can be called many things, but 'heroes' isn't such a word, yet...]
Tuesday, 15 September 2015
Pharast 21st - Troubled Bridge Over Water
The pork-fueled evening passes uneventfully for the group and after a reluctant pork based breakfast the group slowly collect their gear together, whilst Vaneer busily applies more healing to his travelling companions, making sure that there are no lingering wounds from yesterday's epic boar fight. After this, the budding cartographers head east into more forest region.
After a couple of hours of travelling and with Miro constantly moaning about his over-porked belly, the group move from forests into plains once more. After spending several hours thoroughly investigating the local flora and fauna they come across the 40ft. wide Thorn River cutting off their path through the plains, into which Vaneer almost fell, whilst leaning over the bank to refill his waterskin.
Not wishing to risk the currents whilst crossing the river the group opt to travel south along the bank to see if they can find a bridge or a point where the river narrows, because it was deemed the sensible thing to do and no-one wanted to end up damp for the rest of the day. After an hour of traipsing along the bank, the party of six (including Bob, the team's ferocious fighter, who is also the druid's badger companion and possibly the strongest member of the party) come upon an old wooden bridge stretching across the river. On closer inspection, they could see that the bridge was indeed very old and ill maintained. Not seeing another option the group decide to use the bridge to cross the river.
Miro, boasting as the most nimble of the party (and being a halfling is also the lightest), steps up first, with his riding dog close behind and slowly makes his way across the rickety bridge, losing only two planks of wood to the river as he crosses.
A smug Miro could be then seen on the other side of the river, daring the next person to come over. Vaneer leaves his horse to graze whilst he steps forward. With a grin Vaneer looks over at Otto and asks the sorcerer to repeat what he was about to do...
Vaneer steps up to the bridge and nervously tests its structure as it creaks under the weight of his gear and breastplate armour. Vaneer then shouts over to Miro that he could run across the bridge on horseback and not fall in or lose a plank!
Laughing at this, Miro is more than willing to wager 5 gold on both the cleric and horse would falling in.
Vaneer then steps back from the bridge and before retrieving his horse takes a second to cast a couple of applications of the Mending spell on the bridge. Chuckled, Otto also casts a few Mending spells to stabilise the bridge's structure, as Vaneer climbed his horse whilst Kyrander and Natalia chuckled at the now annoyed Miro on the other bank watching Vaneer successfully race across the bridge.
After Miro begrudgingly hands over the agreed wager, the group continue to head east until the evening, when they set up camp for another pork filled evening.
Friday, 11 September 2015
Pharast 20th - Out Baconed by the Bacon
In the morning, leaving the statue behind, the party head further east and continue through large swathes of forest, noting the geography and various wood types, fauna and flora on their comprehensive maps.
Mid-morning, the group stumble across an number of ruined buildings in a boggy area deep within the forest. Whilst debating on the best way to explore the ruins (for charting purposes), Kyrander notices a large humanoid-frog-like creature skulking around the ruins and jumps straight into action, notching an arrow and shooting at the creature (known as a Boggard; primitive muscular toad-men that are taller than humans, usually evil in nature due to their penchant for sacrificing other humanoids to their demon lord deity) only to miss it. Kyrander then notices that one of the creature's hands appears mangled and deformed and reconsiders his actions, but at that moment Otto joins the fray, casting a Sleep spell which fails to take effect.
Vaneer joins the combat, shooting at the Boggard and wounding it.
Kyrander decides to move around the two ruined buildings in an attempt to flank the Boggard, but spots a larger creature lurking with one of the larger buildings.
The Boggard decides to charge in the direction of Vaneer and Otto, but is luckily still quite far away from the pair that the Boggard's weapon couldn't yet reach them.
The larger creature within the ruins (a Slurk; a large toad-like reptile with sabre-tooth teeth and vast quantities of mucus) shoots a stream of slimy-snot-mucus at Kyrander, which the ranger is fortunate enough to dodge.
Miro attempts to sneak up on the Boggard from behind, but the frogman had already spotted the Halfling. However, the creature's injuries make it too slow to avoid the halfling's attack which strikes severly and deep (thanks in part to Erastil's magic blessing from the previous day), killing the Boggard.
The Slurk moves into melee range and attacks Kyrander, seriously injuring the ranger with it's two great teeth.
Otto fires off a magic missile spell at the Slurk and Miro moves to stab it, in a successful attempt to distract the creature whilst Vaneer was able to get close enough to heal the injured Kyrander.
The slightly healed Kyrander pushes himself up and swipes at the Slurk, dealing the killing blow to the large creature.
After a quick rest, a bout of healing for Kyrander and a spot of self-congratulations, the group explore the small section of ruins and uncover a small nest of ill-gotten gains and shiny gems which they 'claim'. They then gather themselves and their gear together before heading further east.
It is mid-afternoon, as the party of explorers/adventurers travel through the forest when Kyrander notices large distinct animal tracks. On closer inspection, both he and Natalia confirm that the tracks are of a large boar. Remembering that they had a mission to track down and end a mean, cunning veteran boar named Tuskgutter who had killed many a huntsman, the group cautiously follow the tracks. As the afternoon nears its end the team find that the trails splits off into two different directions and so Natalia and Bob, her Badger, follow one track, whilst Kyrander, Otto, Miro and Vaneer follow the other.
This eventually leads to a clearing, in which there is a large fallen pine tree and a slightly larger-than-average boar beside it, enjoying a couple of common white-frilled truffles.
Hoping to get the drop on the boar Vaneer shoots from his bow, but misses his target and instead hits the fallen tree, startling the target. In synchronisation, Miro fires an arrow and manages to hit the boar just as Otto casts another sleep spell, unfortunately the stoic boar managed to resist the enchantment and with it's single injury retreats to a den dug under the fallen tree.
With the boar now out of sight, both Vaneer and Kyrander move closer to the tree so as to get a line of sight on the boar and shoot it.
Vaneer misses yet again, blaming his lack of skill on sub-standard physical training due to his intensive clerical duties that he had previously carried out back in Restov. Meanwhile Kyrander is in his element, as the ranger scores a bulls-eye on the hiding beast, dealing a quick, clean kill with an arrow.
As the death squeal of the boar echoes out of the den, Miro, who stands at the rear of the attack alongside Otto, drops his guard for less than a second. This is the moment that a larger, meaner, more cunning boar has been waiting for.
The scar-adorned boar charges out of hiding from nearby foliage and mows into the Halfling. Completely impaled upon the boar's tusks, the rogue takes near fatal levels of damage and is then thrown into a tree, unconscious and near death.
Tuskgutter shows himself to be a far more deadly opponent than the group had anticipated, with uncanny levels of intelligence, the boar made sure to use another of his kind as a distraction so that he could move behind the group and take out those utilising ranged attacks. An effective technique, as the surprised group were about to find out!
The new fight begins with a standoff between Otto and Tuskgutter....
Otto makes the first move with a Sleep spell, but the aged and battle-ready boar shakes the spell off without effort - Otto lets out a curse; the spell seems very capable at taking out bandits but hasn't served him very well over the last few days against the various denizens of the forest.
Vaneer wastes no time and casts a Stabilise spell in the hopes that it isn't too late to save Miro's life, Kyrander judges the situation and surprises everyone by making a beeline for the nearest tree and climbs it hurriedly!
Being smarter than the average boar (and some humans), Tuskgutter ignores Otto and charges at the party's cleric, hitting Vaneer square-on and knocking him into unconsciousness. Otto takes advantage of the boar's diverted attention by rushing past him to more substantial cover, whilst firing off a Magic Missile.
Otto then begins a deadly dance with Tuskgutter as he moves around the large tree that Kyrander has climbed up, firing off several Magic Missiles, as the boar gets to make the occasional attack with his dangerous tusks constantly catching the Sorcerer in his side as they circle round nearby foliage and cover.
Up in the tree Kyrander has been able to stabilise his position and finally starts firing arrow after arrow at Tuskgutter, with various degrees of luck. As Otto begins to weaken and near his end, Kryander desperately pulls out several magical arrows which contain a flaming ability and starts to use these to much greater effect - his aim and damage output notably increase as he scores hit after hit on the stoic beast below.
Firing off another Magic Missile at the boar, Otto is unable to move out the way in time as Tuskgutter deals a fatal blow to the spellcaster, knocking him to the forest floor and very close to death's domain. The boar then looks up at the last remaining party member up in the tree, lets out a snort and prepares to charge the tree! Evaluating the situation, the ranger surmises that this boar is fully capable of felling the tree in one-to-two hits and in his sudden panic misses the boar with his next arrow. However, as the boar rushes in, Kyrander fires off another flaming arrow and strikes the boar in a critical spot, enflaming the creature and finally killing it.
Although the ranger would prefer to stay in the tree for a minute or two to ensure that the boar is actually dead, his fallen comrades don't have that much time left in them and so Kyrander dismounts from the tree and hurriedly pours a cure potion down the cleric's throat, reviving him, before quickly ushering Vaneer to let out a surge of healing over all of the team which even manages to pull Otto back from the very edge of life-death.
Although the ranger would prefer to stay in the tree for a minute or two to ensure that the boar is actually dead, his fallen comrades don't have that much time left in them and so Kyrander dismounts from the tree and hurriedly pours a cure potion down the cleric's throat, reviving him, before quickly ushering Vaneer to let out a surge of healing over all of the team which even manages to pull Otto back from the very edge of life-death.
The team come together and Vaneer exhausts all of his healing magic in order to heal the group back up to full health. They check and ensure that both boars are dead, take Tuskgutter's head as proof of their deed and meet up with Natalia and Bob before returning to harvest boar meat for their supplies.
Kyrander and Natalia work together to find a safe and secure location to make camp early that evening and rest up.
The whole group had come very close to death at the tusks of a 'natural' creature, which showed them just how unpredictable and deadly the land that they were exploring could be!
The whole group had come very close to death at the tusks of a 'natural' creature, which showed them just how unpredictable and deadly the land that they were exploring could be!
Subscribe to:
Posts (Atom)