Tuesday, 18 August 2015

Pharast 18th – Err!! You’ve got a Stirge on your shoulder!

The group rests uneventfully in the temple area.

As they leave the temple clearing the group decide to head west. After a couple of hours travelling the group come across two hot springs, the surrounding area was filled with the distinctive odour of rotten eggs.

The group notices some large frogs within the bubbling springs and remember that they fey had said there were giant frogs to the west which were hostile should they be approached, the group decide to leave the frogs alone to their bathing.

The following day, the group continue to head further west to the fringes of the greenbelt and discover what appears to be a small farming village.

As they approach the village through some wheat fields they hear a young voice call out “Applesauce, here boy!!!” 

Just then they notice a flying creature with an elongated nose heading towards them. 

Natalia tells the group the flying creature is a stirge and that they shouldn’t let it get too close, otherwise it would suck the blood from them.  Knowing this, the group prepare to attack.

“Noo!!! Wait!!” the voice shouts as a young barefoot boy with freckles, unkempt ginger hair and ragged third-hand clothing emerges from the wheat field.  The stirge amends it's flight and lands on the boys shoulder, nuzzling against him.

Confused the group ask what is going on with the stirge and the boy, named Ornigaard, responds “He’s my pet sir! Why?”, even more confused the group slowly introduce themselves and explain that they’ve never seen a stirge being kept as pet before, the boy seemed confused in return saying “But, we all have them as pets in the village?!” before Applesauce flies off again with the boy running back off into the wheat field after him "Applesauce!! come back!!!".

The group slowly head towards the village unsure of what they are about to find, as they approach the village a small river sits between them and the village, but further along the bank is a ferryman.

As they greet the grizzled ferryman he engages the group with the story of the wolf in the river that eats children and informs the travellers that the skull attached to his hut is a skull of a baby river wolf!! (Natalia whispers to the group that the skull is actually more likely a deformed stillborn Ox).  These river wolves are a reminder to all that they should use the ferry to cross into  the village of Ravenmoor.  The ferryman asks for a payment of 15cp each to allow the group to cross the river, reluctantly they agree so they can map this strange village.

Making their way across the river the party can see that the village is a small one with less than 300 people, all of whom are human in race.  There is very little that is exported and no importation of goods.  Fully self-sustainable with a large number of pigs and a great deal of fields and crops tended to by villagers (most of whom are farmers by trade), Ravenmoor is pretty insignificant in every detail.  Whilst there is a smithy, local shop, tanners, weavers and a mill, there are no pubs or inns of any kind.  Visitors had better bring their own camping gear, lest they want to end up sleeping in a field looking up at the naked sky.

Along with a ruined church there is a small field of stone megaliths overlooked by a crude depiction of Desna (Goddess of Freedom and Luck); a large butterfly made from wicker and corn-husk with canvas wings nearly six feet wide.  Not far from this religious site is a large fenced off flattened field which is kept clear for a month festival.

Traversing through the village the group do indeed see various villagers that carry stirges, though most are confined to a cage.  The locals are busy but seem curious at seeing travellers, some of them offering greetings to the group whilst others just nod or watch.  Otto decides to stop at the weaver's so he can buy some local spun clothing to try and fit in with the locals and passes several silver coins to the grinning crone he finds inside.  The clothes are very plain and consist of a dun-coloured tunic and canvas breeches and a single butterfly-shaped figure made of woven dried leaves.  This small totem of Desna is carried by the majority of adults in the village and is believed to promote a good night's sleep.  Otto decides not to change into the local garbs and that the clothing would probably be better suited for using to help start the night's campfire.

Speaking to several villagers, the group are pointed towards the mayor's manor, a more impressive building than most.  Outside they find a surly fat-faced man cleaning the yard named Leonard Kriegler, the mayor's brother, who isn't particularly welcoming.  However they are quickly welcomed inside by the mayor, Andretti Kriegler, who is a more friendly face, tall and lean, with more knowledge and understanding about the goings on outside the village than any other local due to having ventured beyond the village boundaries in his youth, visiting several of the closer cities to better understand the workings of civilisation.  When asked, the group inform a relieved mayor that they weren't here to collect taxes but are in fact surveying and mapping the area as per their remit.  The group chat with the mayor for a little while and have a couple of drinks (with a choice of water or a herb-based liquor) before they decide that they have to carry on with their duties and leave the village.  Andretti wishes them luck on eradicating the bandits that plague the greenbelt and see's them out.

As the group leave the village Vaneer looks back towards the village and remarks to the group that “that village is soooo full of crazies!! Lets never go there again, hey?” Miro nods in agreement and they make their way back towards the ferryman and over the river crossing before setting up camp at the forest edge.

Pharast 17th – Miro loves a Bear Hug

During the night Vaneer dreamt of a strange looking temple and a bear with a human face roaring in a courtyard with a large pool, whilst the rest of the group slept uneventfully.

Once the group was ready in the morning they gathered their gear and headed to the south west.

Following the directions that the fey creatures had given them the group come across a forested area with a wall of overgrown brambles.

After some hacking the thick tangle of brambles gives way into a large clearing in the woods, the western face of the clearing is dominated by a looming, upthrust ridge of rock and on carved into the side of the towering boulder facing the clearing is the likeness of an immense elk, its antlers drooping down from its weathered face to frame a 50-foot-wide cave entrance. The elks face feel quite old and is thickly encrusted with layers of moss. A 50-foot-long oval pool sits in the middle of the clearing, its waters thick with algae.

As the group approach the temple a large brown bear roams out of the cave mouth and roars at the group before charging towards them.

With a large fuzz-ball rushing towards them, Vaneer holds up his holy symbol and announces his presence under the mighty Erastil and that the group mean no harm only to have the bear swipe at him and luckily miss him.

Vaneer decides to take his Morningstar and smacks the bear across his muzzle.

Miro attempts to creep up on the bear but misses landing a successful blow against the creature.

The bear swipes at Miro and manages to pin the rogue to the ground just as the rest of the party enter the fray.

Kyrander shoots at the bear managing to lodge an arrow into the animal's back.

Miro manages to wiggle free of the bear's embrace.

The bear swipes at Miro and catches him enough to knock him unconscious allowing the bear to pin the defenceless rogue again.

Kyrander shoots at the bear, lodging a second arrow into the creature, providing an opening for Vaneer to finish off the bear with a final blow from his morningstar.

The group take a minute to catch their breath from the fight before Vaneer focuses on healing the downed rogue.

Whilst Vaneer deals with Miro, Otto looks at the pool and discovers that it has changed from brackish colour water to crystal pure water that heals wounds when drunk.

Otto places some fruit at the entrance to the temple in offering to Erastil before the group set up camp for the evening.

Monday, 17 August 2015

Pharast 16th – Vaneer! You Eediot!!


The evening passes uneventfully for the group as they wake early in preparation for their raid on the bandit camp.

Kyrander and Miro set off ahead of the group and in an attempt to sneak attack the closest watch tower.

After taking their time, the stealthy pair was soon in a position to shoot at the bandit guard sitting in the nearby watch tower.

 Both Kyrander and Miro took their time to aim their bows and shoot at the guard, miraculously both arrows connect with the intended target killing the guard. Unfortunately for the two another guard on the ground happened to look up at the same time to see the guard collapse, and begins to climb up the tower to investigate what happened to his comrade.

Miro shoots at the climbing guard critically killing in time before he could sound any alarm.

Kyrander attempts to move closer towards the other guard tower and manages to kill the tower guard.

With the guard towers killed the rest of the group rush at the bandit camp where the remaining 2 guards on the ground notice the group charging at the camp and shout to raise the alarm stirring the rest of the camp.

Natalia starts the fray by using the flame spell and slings the ball of flame at one of the bandits,

Bob charges with a flame spell on his paw and swipes at the same bandit that Natalia had attacked killing the goon.

Otto casts a sleep spell which successfully takes out 2 guards that had just joined the battle with their bandit leader, a woman of stanch stance, fiery red hair and wielding 2 hand axes.

The bandit leader rushes at Vaneer and strikes the cleric three times almost dropping him to the ground.

Miro tumbles into the combat and flanks the red haired fighter and stabs her in the back critically and instantly dropping the axe wielding manic to the ground dead.

With the only remaining enemy around being happily asleep, Vaneer takes the opportunity to cast an area healing spell and only just after he mutters the last word realises the error he just made as he accidently heals the red headed axe wielding leader.

As the bandit leader begins to stir, Miro sighs and stabs the woman again which luckily kills her a second time. Miro then turns to Vaneer and threatens that he will do the same to the cleric should he try that trick again.

The group tie up the two sleeping guards before waking them up and quizzing them over the bandits activities.  The group learn where the stag lord may or may not be hiding out before they dispatch their prisoners.

The group then head back to Oleg’s Trading post to hand over some of the items they have collected in exchange for store credit, whilst there they notice that an new wanted posted had appeared for the stag lord which they promptly took for their little quest portfolio.

The group then heads back to area where they met the fey creatures to leave them with a gift of a bottle of wine and liquor for an evening of merriment before setting up camp for the night.