Briefly: Wanted Dead or Alive

A Notice to All Sell Swords and Bounty Hunters and the Decent Peoples of Bolden,
Be you warned that our streets are plagued by vile and uncivilized foreigners,
who are both thieves and murderers of honest tradesmen, and eaters of horses.

Briefly: One Satyrday in Bolden

Hendy entered the study and cleared his throat.

The boss decided not to look up, but from the corner of his eye he could see the idiot bouncing on his heels. The damn fool had something to say and would stammer like an idiot for ten minutes before getting his thoughts and/or courage up. The boss decided he didn't feel like waiting to put him out of his misery.

"What is it?"

The Hospitality of Duke Havenar pt. 2

After the slaying of the leprechaun; Lord Budokai, Lady Mai and Lu-Chen are joined by Sir Jarvis, lately come from Wanderhalt; and a Ranger arrived to investigate the rumors of the cat on behalf of the mysterious White Robes. The group has little time for discussing their mutual interests before they hear another pedestrian coming along on the wooded path.

The Hospitality of Duke Havenar pt. 1

Having donated his portion of the mystery ore to King Aleyn (less what would be needed for the fashioning of a few items) Budokai purposes to leave Collonia and return to Menea and his wife. Lu Chen and Mai agree to go with him, at least as far as the Pass at Oromir.

Cache a Fallen Star pt. 7


A rescued Dwarf by the name of Hafgar identifies himself as a master smith and agrees to work the mysterious ore for the party in exchange for mere room and board.

Catching Up: The Further Travels of Ziek pt. 3

Fleeing the burning barn, Ziek and Ward made good time before the sun rose. They ate the last of their rations on the road and put in a full day’s travel, and then some.

Cache a Fallen Star pt. 6

The Frost Giant Shaman is somewhere in the complex. The party stands having defeated most of the Jarl's forces in combat. Two Stone Giants are captive and scores of dwarves come spilling into the courtyard from some unseen warren. The party decides to move with haste. Leaving Beleg behind to treat with his fellow Dwarves, they disregard the door through which the Shaman was seen retreating, and head into the manor from the side entrance. They immediately surprise another Frost Giant who works in the kitchen and dispatch him before he can beg for quarter.

Backstory: Lita

Lita grew up in a small village called Winston, on the outskirts of the Mistwood Forest. She came from an ordinary home. Her parents had a small house and garden, where they grew enough food to survive. Her father, who was rumored to be a Ranger in his youth, was a great hunter. There was always meat on the table for dinner. His name was Leonard, and his wife was Isabella.

Men Stomp Where Elves Fear to Tred

Two sell-swords, Bronn and Assaad find themselves in a public house in Rath and unemployed. Their waitress brings their latest round of drinks along with a notice from a person unknown.

Men-at-Arms Wanted
for a task most dangerous.
Rewards commensurate.

Inquire of Mr. Hobbes, 
at Penn Oyal's Inn

The Brothers Unprepared

Dunsmyr and Dinsmyr, twin brothers and half breed elves of the Mistwood are summoned to the Tower of their Wizard, the Llormaster of the Mistwood. There they find that Magister Sylvanus has taken leave of the tower and left his primus, Tuorwyn in charge. Tuorwyn has an offer for the two half-elves.

Briefly: Wanted Dead or Alive?

A Notice to Travelers and Bounty Hunters Alike

Attention Road Weary and Restless Souls the wood hereabout is haunted by a brigand
and a murderer of honest men.

Backstory: Samantha Rose

Balduren, City of the Horse Lords, is built on a narrow peninsula that juts into the Great Sea. It boasts massive walls, decorated with the graven images of the animal which is highly revered there. It is also a port city, from which many set sail to the strange Land of Southrun. It boasts tens of thousands of residents, and is the home of the Great Warrior King Belasarus and of Drawmij the Wizard.

Catching Up: The Further Travels of Ziek pt. 2

Finally, coming to the Lake of Mist, they made contact with Caelfa, a Great Druid, who spoke to them cryptically but truthfully. She finally revealed the history of Collonia as she knew it. For her predecessor was none other than Tersia whose writings had other details to spare. Thus armed with some hidden history, Ziek and his adept decided to journey to Peakshadow to visit the archives there. For they surmised that a true copy of the book might exist in the High King's library.

The Haunted Forest of Talir pt. 2

The Town of Umfreville is a logging community that provides valuable lumber to noble houses across all of the Eight Kingdoms. Said nobles use it to panel their manors and the interior walls of their halls. But, the wood harvested here is also highly prized by the finest boatwrights for its superior water resistance. The local Baron makes his living by using his serfs to harvest lumber and mill it. The party is not made of loggers, though, they have come to solve a murder at the behest of the victim's 12 year old daughter.

Apollo of the Creed pt 5: The Third Quest

Apollo found himself, along with the rest of his companions, in and around the City of Peakshadow, as the mighty horde of goblins besieged it. Many sorties were fought and there were many distractions of war, with heroes from around the realm flocking to the banner of humanity. This included the entire Peerage that Apollo sought to join, which brought itself to Wanderhalt to protect the women therein. So it was that, in the shadow of the salvaged city, Lunsford of Saklan released Apollo from his quest and declared it well-accomplished, thereby granting to him the authority to turn undead.

Endstory: The Passing of Thalwyn and Gurdand

Such an ignoble end for two storied adventurers -- Thalwyn, the elven thief who would not lie; and Gurdand, the dwarven Curate whose loyalties were sorely tested.


Briefly: In Peakshadow

At the conclusion of his training under Clem, Garland is set to receive another spell from his wizened master. He asks specifically for the spell called, Teleport without Error and he presents the magister with the Black Unicorn's horn as a gift. The two of them are in the richly appointed study of the master, situated as one of the top floors of his tower. It boasts a panoramic view of Peakshadow.

Cache a Fallen Star pt. 5

The adventure begins again in the great stone trough with Quin insisting that something isn't right about the construction. The party is weak and wounded from their last battle and know that more punishment is coming. They know they need respite. Still, Budokai looks to his faithful squire, the boy Jarvis, and informs him that his period of apprenticeship is over. Jarvis takes a knee before the old master knight who lays his sword upon each of the boy's shoulders in turn.

The Haunted Forests of Talir pt.1

While living off their fame in Glittermore, the party is joined by Ala the Sorceress who has come East in search of adventure more suited to her ability level. She, the Rangers Traven and Radolfo, and Fr. Brendan hear many rumors from the sailors and travelers through the Kingdom of Rath. They ignore most of them, but none are quite so intriguing as the rumors out of the Kingdom of Talir. These rumors indicate that the Sacred Forests are haunted by an unspeakable evil which has resulted in the loss of many woodsmen.

Endstory: The Death of Lucia Rijker, Paladin

Lucia Rijker knew the smell of the ocean. She had grown up in the Provinces and visited its sea ports often enough. The others in her company thought the town picturesque, but Glittermore was just another sea port to her. As with all sea ports, it was filled with ne'erdowells and mischief makers -- the sort of people who blow into town to drink away their wages and have their way with wanton women. Lucia knew them, too, and she did not approve.

Grim Tidings in Glittermore

A group of mercenary travelers stops over in the picturesque town of Glittermore on the South shores of the Kingdom of Rath. The populace of the town proves to be as friendly to visitors as the town is scenic. Glittermore relies heavily on merchants, pilgrims and travelers who are seeking respite from the road. All is good until the party mentions that they might be staying through the weekend, suddenly their reception turns a bit chilly.

Apollo of the Creed pt 4: The Second Quest continues

When last we left the tale, Apollo of the Creed had been challenged by Lunsford of Saklan to find someone "who is naked and to clothe them with nobility." Apollo interpreted this to mean the restoration of the so-called Scarlett Hood to the throne of Collonia. To do so, he purposed to find the sword of Rigel, son of Rigel, last King of Collonia.

Cache a Fallen Star pt. 4

Once again, the party stands on the field of recent battle... the twenty feet wide paved and walled "trough" that has been cut into the ridge of the Malochan Mountains. It runs to the West from this scene and toward the enclave of the Frost Giant Jarl. It also runs to the East toward the Mistwood Forest.

RETCONNED: Using scrolls while invisible

There is nothing I hate worse than getting hoisted by my own petard, except perhaps to have to retroactively adjust the continuity of a session. It always leaves a bad taste in my mouth to have to fix a session after it has been played. Now, it is true enough that Robby pointed this out during play, but I had to do some reading afterwards to check my own writings on the subject before I could make a ruling. I blame the fact that Steve doesn't have WiFi and my laptop was useless to me in his basement.

Bookkeeping: Help with the Halls

I have been working on my fighter's guilds. I have done a great deal of work on the other professional associations, but not much in this department, at all. So, I am looking for help. Experience awards are available for those who want to do some work in this area.

Briefly: In the Shire of Hillsdale

Freja and Budokai, along with Nor Nidrah the dwarven geologist were leading the company's mounts when they found themselves entering an area of rolling foothills. The narrow footpath from the quarry road slowly began to wind back and forth to avoid the hills rather than going overtop them and the way became unnecesarily long and tedious. So, instead of following it, the party of three and their beasts kept the wildly winding path to their left and walked along the tops of the hills in the straighter path.

Endstory: The Death of Oghren, House Ironbeard, Dun Balnolmor

From the Journal of Gneelix, Apprentice Illusionist

In the Year 5823, The first Week of the first Moon of Harvest, a Wavesday.

Master is having a bad week. I think he has eaten Gnostwick and Gnarlsley just as he has always threatened he would eat all of us. When these black moods come over him none are safe. We try to remind him that he is a vegetarian, but he seldom seems to hear our objection. Surely he must be jesting about the ignoble deaths of his own apprentices. But still, where are Gnostwick and Gnarlsley? To be invisible from Master is punishable by death. So even if it were true that they did not die under Master's hand (fork?) surely they will for this.

Cache a Fallen Star pt. 3

The party stands on the field of recent battle... a twenty feet wide paved "trough" that has been cut into the ridge of the Malochan Mountains. It runs to the West from this scene of battle and toward the enclave of the Frost Giant Jarl. It also runs to the East toward destinations unknown.

Apollo of the Creed pt 3 -- Second Quest

After leaving the presence of Yanlong of Shu, Apollo was instructed to find Lunsford of Saklan, also of the Order of the Sword and Rose, who had a three day head start from Peakshadow. Apollo raced after the Champion and received the command to, "Find someone who is naked and clothe them with nobility."

Backstory: Fung Lee Nan Mai

Here I sit in the damp and dark hold of this foul smelling merchant ship. I stowed aboard several days ago after fearing capture as a horse thief. The boat keeps rocking and listing. I’m not sure if it will ever stop and I cannot take much more of this. I have not been able to eat anything that I stole and I am running low on water. At least it is quiet on the decks above me.

Backstory: Beleg, House Marblefist, Dun Dynkyr

The peninsula of Dynkyr, land of the dispossessed Sundered Dwarves is prone to bitter in-fighting and viscious back-biting over genealogies and the precedences of succession. These struggles go back two thousand years to the untimely and heirless death of Regn Banalar. While the nobility argue and scheme and plot, most of them act like they have given up for lost, the cause which should be foremost in their minds. It is a cause which still manages to capture the imaginations of patriots. That is, the Dun.

Endstory: The Death of Bjorn, House Tokill, Dun Balnolmor

I was there the day he died. I managed to be set free later by his servants and sought shelter among the halflings who live near the foot of those mountains. Mya and the Valkauna bear witness, I tell you what I saw with my own eyes, and heard with my own ears. I hold the hammer that bears his symbol for I secreted it when he was slain.

Cache a Fallen Star pt. 2

The train arrives to assist the van... well the first part of the train, anyway. Quin and Sabretooth arrive at the quarry in time to intimidate the cave bears from leaving the plateau. Father Patrick arrives without fanfare some time later, his report is that Beleg and Mourning Elk may be behind them still.

Backstory: Rumors Abound

The end of the organized conflicts on the Northern Marches has meant that one-time Scarlett Hood, now King Rigelson of Collonia, has been slowly but surely consolidating his power across the provinces. The mad High King in Peakshadow has frozen them out so one after another, the nobles are slowly coming in line with their new kings authority. He has the will of the people. He commands the respect of the armies. He has the friendship of heroes. He wields the sword of the kings of Collonia from centuries past. And, he defeated the goblin hordes once and for all, in a series of decisive battles. Its hard not to call him king and be taken seriously.

Apollo of the Creed pt 2 -- First Quest

The first righteous quest of the aspiring Apollo of the Creed was given to him by a Champion of the Holy Order of the Sword and Rose named Yanlong of Shu. Yanlong demanded that Apollo, “Find someone who was hungry and feed them with eternal food.” With that vague direction, Apollo returned to Peakshadow and attempted to buy all the groceries and non-perishing stores he could for the nearest peasant child -- a lad named Hugo.

Bookkeeping: Beleg's Time

925. That is the number of days between when Beleg was last at Wanderhalt and played by you a few years back, and then picked up by you to play again as you were going North to ask the Regn of Dun Balnolmor to pledge men, materiel or money to the liberation of Dynkyr.

Cache a Fallen Star pt. 1

After a week layover, first observing then selling a dragon hatchling, plus outfitting a party, and hiring Tireo -- a man-at-arms and veteran of the Battle of Wanderhalt -- the party sets out for the Malochan Mountains. The Dwarven geologist which has accompanied them hither and yon across all Westrun can scarcely believe the news. Addled though he was from his constant recourse to human wine, he still only had to be pointed firmly in the right direction for motivation. They leave in two groups with Mai, Budokai, Ohgren, Freja and Bjorn in the van. They believe they are followed by Quin, Beleg, Mourning-Elk, Patrick, Sabretooth in the train.Time will tell which of those heroes make it with them to their destination.

Dragon For Sale. Sold!

The newly hatched dragon, named Dave for the creepy feelings it aroused in its owner, was the source of growing unease for Budokai's henchmen. They were quickly reduced to drawing lots for the privilege of feeding it each day. At just a little under a foot long, with a disproportionately lengthy tail, the hatchling was already a source of fear. It went from mimicking vague vocalizations to parroting complete sentences in the exact tone and timber of the person overheard!

Bookkeeping: Bjorn's Hammer?

Bjorn would have picked up a hammer in Wanderhalt before leaving with the party going South. I had a flag that said it was done about two weeks before y'all left. Also he owes about two months worth of living expenses to catch up and account for.

*edited to change Biorn to Bjorn 3/3

Backstory: Apollo and Apollo of the Creed pt 1

Apollo was a commoner warrior from Peakshadow that met up with the nobles Quin and Mai and the rest of their retinue in the Eastrun metropolis of Shu. He was recruited as a replacement after the party lost its monk and another fighter. Apollo seemed handy with a sword and a bit hardier than the men who had fallen, so he was invited to join for a full share of treasure, plus funeral expenses as necessary.

Briefly: In Wanderhalt

While Budokai has been away, his students have been tending to the mysterious gray and white mottled egg he brought back from the plains. The geese he bought to sit on it in shifts have had to be kept in stupor to prevent them from pushing it from their nest. At last the long wait paid off, when an orange-eyed reptilian beast emerged from the egg and ate one of it's adoptive mothers. Since then it has consumed a goose a day at the expense of 5 bits.

Bookkeeping: A Mottled Dragon Egg?

I need information on the "mottled dragon egg" that Budokai has. Where it came from, which adventure, what happened about that time? I have the notes that says he has it, but for the life of me I have no recollection of the events. Leave me a comment. It could be worth your while, eh?

Briefly: Also in Peakshadow

In Peakshadow, Garland Green undergoes rigorous training from the Man in the Tower, Clem the Wizard. He spends several weeks doing so and before immersing himself in this training, assigns his lieutenants the task of moving his secreted stash of magic items from his old digs to the new compound that was constructed over the last year.


Wanderhalt by way of Peakshadow

After convalescing for a few days in Farrun, the party declines to assist Ferraganno the Provincial seaman's purser in the recovery of his daughter from the pirates of Free City. The desperate man attempts to sweeten the pot, offering them information regarding a stash of loot left behind by other adventurers, including the location of a magical flail -- the description of which is familiar to Mai from ancient legends, but the party cannot be moved.

Briefly: In Peakshadow

In Peakshadow, the Patriarch has received some word from Eamon, Prefect of the Provinces. The issue concerns church polity but he wants a missive returned by the hand of those "in the church's bosom." He commissions the Paladins Almonroka and Brumbar to deliver it.

*edited to change Almonroca to Almonroka 3/4

The Children of Sashelas

After being feasted and celebrated by the people of New Farrun, the party finds respect for the curious inky wine of that people. They are each given sets of silk pajamas, a blue steel dagger with mother of pearl inlaid grips, and a nautically themed item of jewelry.

Patrick refuses any gifts in lieu of spending several days locked into a room with a penitent curate who seeks more information about the ecclesiology of the church of Westrun.

This rewards do not slake their thirst for loot, so the party purposes to look for the lair of the beast they slew. Once again using the enchanted water-breathing shell, the party ventures back into the deep. Beleg announces to the party that he has the ability to find silver. Mai says she can do the same with magically enchanted items. The journey takes some twelve hours of searching spread across two days, but they come at last to a submerged reef. Just as they approach, the party is pulled off its feet by some sort of netted snare.

When they recover, they find themselves in the company of the Children of Sashelas -- elves who appear to have gills and webbed fingers. Mai, half-elven songstress, recognizes the name of Sashelas as one of the Sedarine of old.

The Children of Sashelas are led by Sazoralan, captain of a war party in search of an evil creature. They have journeyed three days by mount to track a beast which matches the description of the party's tentacled former foe. When the party parleys successfully through Mai, the Children of Sashelas are relieved to discover that the beast is dead. Sazoralan agrees to allow the party to enter a lair they have claimed to remove an item in reward for their labors.

The items taken include a turquoise jewel, a pearl, a curious statue of a dancing elephant sporting a broken tusk, a bizarre eye sculpture set with a ruby, a shrunken human head with crystals for eyes, a crystal decanter and a single platinum piece -- this latter piece Budokai agrees to hold for his intrepid manservant.

The party makes several attempts to establish enduring trade routes with the Sea Elves, who seem little interested in commerce. They explain that they are scavengers and pillagers who take what they find as gifts from the surface world. They raid and make war upon the Sea Devils to help sustain themselves and aren't much for carrying goods across distances just to sell them. The party invites Sazoralan to New Farrun, but while he expresses an interest in seeing the Mines of Dwarves that he has heard in song, he is still too far from his much warmer home. He tells the party that should they ever come to the Island of the Tortoise, in the south, he will be glad to converse with them again.

The party again attempts to make some overture of commerce and Sazoralan finally relents, making a gift of a blue steel trident which has been in his family for three generations. Beleg returns the favor by handing him an axe of quality made at his forge in Bolden. The trident is a gift for great warriors who were able to slay such a fell creature as the many eyed, many tentacled beast. The Sea Elf admits that it entertains him to think of the Dwarf with the trident and that entertainment value alone is worth the apparent disparity in trade. The Children of Sashelas scoop up the rest of the beasts possessions in their netted bags and make all due haste for the South.

The party puts aside their commercial dreams and heads for shore. They aren't a half hour from this meeting, however, when they are set upon by fifty Sea Devils -- infantry backed by archers and further aided by a school of tiger sharks and two giant megalodons. Mai's magic makes short work of the Sea Devils infantry. The sharks and megalodons appear unwilling to enter the sphere of airy water projected by the Magical Shell and suddenly seem to obey the mental command of Beleg to disperse. The Sea Devil archers fall back.

When the party breaks water the remaining Sea Devils set upon them with curious short swords and nets. The nets serve to pull party members off their feet and out into the deep with alarming speed. Most of the party avoids this fate with handy blade work, but Sabretooth isn't so fortunate. He is dragged a half mile deeper out to sea before he can secure his own release and is promptly chewed on by one of the Megalodons. After slaying it, more from the inside than out, he finds himself half swallowed by the second, but makes even shorter work of that.

Meanwhile on shore, the martial prowess of Quin, the fire-based spell of Mai, and the uncanny leaping ability of Budokai the Aged have slain the Sea Devil prince and put his minions to flight. After several minutes, the party is reunited, wet, cold and bloody in the pounding surf. They return to the warm hearths of New Farrun where the populace is only too eager to hear tales of their latest exploits.

After five days of rest, relaxation and general wound-tending, the party is approached by a man who claims to be purser aboard a Provincial trader and given a sad tale of woe regarding his daughter and a pirate prince of Free City. The party is conflicted about their next course of action and a rift threatens over aiding the innocent or pursuing untold personal wealth in areas elsewhere.

*edited to replace Samantha with Patrick 2/18
*edited to replace Sabertooth with Sabretooth 2/27

Catching Up: The Further Travels of Ziek pt. 1

After their many adventures together, Ziek took his leave of Mai and Quinn at the Standing Bear in Bolden. He went to seek out his master, Evard the Magister, who lives in Haven. The rest of the party left for the City of Peakshadow to see what the Patriarch might do about a dead comrade.

Just outside of Woodbye, Ziek used his acquired skill at arms to overcome three brigands intent on waylaying him. He took their horses and other equipment as a form of frontier punishment, but left them alive. Later, in the Town of Woodbye, Ziek encountered a hedge knight from Wanderhalt, whipping his Page in frustration. After some words, the knight agreed to release the young apprentice in exchange for one of Ziek's newly aquired horses.

The boy Ward then swore himself into Ziek's service, admitting that he was quite useless with a sword and shield, but quite handy with a pen. He needed to learn a trade, he said, and would cook and clean in exchange for learning how to Read and Detect Magic. Ziek agreed and with his adept in tow, continued toward Haven through the pass at Oromir. This last leg of the trip brought still more brigands -- this time the brigands have the upper hand as it was those in the service of the Scarlett Hood. A much chagrined, but greatly outnumbered Ziek, surrendered a horse and 10% of his carried wealth.

Ward was apologetic, "I fear I failed another master. Had I only been swifer, Master Ziek, and we might not have been caught."

The bad taste of brigands was finally washed away by the hospitality of the Golden Goose in Haven. The two travelers enjoyed some frothy beverages overlooking the river. Ziek took the time to explain his master's eccentricities and ill temper, before attempting to take Ward onto the famed Magister's island, but he need not have bothered. Ward was forbidden entrance and returned to the Golden Goose to inquire about honest work.

Once in Evard's tower, Ziek was treated coldly until he recounted his adventures across Westrun and in the Goblin Kingdoms. Suddenly, Evard seemed quite interested in all that Ziek said. When his tales were finished, Ziek presented his case to Evard to receive further training in the magical arts. Suprisingly Evard relented and the two of them spent countless hours pouring over scrolls and bits of arcane lore. Ziek couldn't help but notice that every time the conversation lulled, Evard was asking indirect questions about the Ziggurat of the Goblin Kingdoms.

As the weeks passed, Evard also began receiving visitors at odd hours. He also took to peering out his windows and taking to the roof of his tower to use his scrying glass. Those odd visits reached their climax with one from a strangely clothed fellow who never revealed his face. That visit culminated in a loud argument that spilled out of Evard's study and into the rest of the tower -- one man stalking while the other paced, and vice versa. The whole time, each man shouted imprecations back and forth. But the last word went to the visitor who ominously intoned, "Because I will it!"

Ziek found this most curious. Before that moment it never occurred to him that anyone as powerful as Evard, might have to answer to someone. After that event, Evard's questions to Ziek became increasingly pointed. Ziek was forced to tell and re-tell every moment he could recall in the Goblin Kingdoms. He was asked to describe the creatures and beings he had met. The procedure was exhausting for the student, but finally came to an end when Ziek's training was complete.

Evard then approached Ziek and requested a boon. He asked him to seek out the society of sages in Wanderhalt and with a letter of introduction, attempt to gain access to the royal library there -- a storehouse of knowledge second only to the bookcases of the one in Peakshadow. Evard was especially interested in the bloodline of the King of Collonia and who the distant relations to the vacant throne might be. He asked Ziek to find out which nobles among those competing had the strongest legitimate claim and make a formal report upon his return. So Zeik lefts Haven with Ward in tow and the two of them ventured to the walled City of Wanderhalt.

In Wanderhalt, Ziek discovered the Histories of the Kings of Collonia. He learned the sad betrayal of Rigelson, last king of Collonia, whose kingdom was thereafter ruled by stewards and councils of nobles. But, as that king died childless, Ziek was forced to visit the tale of that King's father, Rigel. Like many scholars before him, he concluded that no heir existed. Then Ziek aided by Ward, his loyal adept, Ziek noted that the ink of Rigel's history was stronger than the entries of the Stewards which followed it and the slant of the hand which wrote it was different.

Then Ziek made inquiry as to all the sages in the area and discovered that among the humans there were none greater than those which resided with the royal library in Collonia, yet among the elves, there was one called Caelfa who was rumored to live on a Lake of Mist with some knowledge earned by her long life. So Ziek and Ward made haste to the Lake of Mist.

Backstory: Ziek pt 2

There are two ways into Westrun from the Goblin Kingdoms. To traverse the Southern Marches, a traveler must make his way through a narrow mountain pass, while skirting the domain of the Dwarves of Festog, and then cross the veritable sea of grass before coming to Balduren, city of the Horse Lords. Whereas, the Northern Marches will take a traveler toward Wanderhalt via rolling hills and forest groves. The way is plainer but there is always the risk of running afoul of the wild Elves of the Darkwood.

Ziek chose the Southern way as he sped afoot toward safety.

His time in and among the goblins had taught him that they feared few and respected even fewer. Even their foul deity and his demigods commanded little respect in their eyes. Their chieftains rose quickly to prominence and were just as quickly put down -- for in-fighting, regicide, and constant challenges plagued the hordes. Despite that, there were two superstitions they long held in awe.

One, the ziggurat he had discovered, was a place of sacrifice and pilgrimage for the hordes. It was a touchstone to dark forces and they universally feared its might, but only for a distance. Ziek learned that no goblin would fight within a days journey of it. Newly minted chieftains often sent sacrifices to be made upon its blood red steps.

Two, some strange curse that the goblins called the Grey Death stalked the hordes. It was feared because it was always lethal and yet still unknown. Rumors abounded that it was a disease, still others claimed it was an invisible predator of great power. Regardless, blood-soaked grass and decomposing bodies were all that remained of its victims. By the hated light of day, or the comforting dark of night, no goblin felt safe. The curse struck suddenly and laid waste to groups in a matter of hours, often even defiling the coarse grass or rocky sand about the corpses.

On his last day of travel before entering the Southern Marches, Ziek was seized by the Grey Death and discovered its true nature. The Grey Death were the avenging sons of Brilandere -- an Elven Queen from ages past. Upon their winged steeds they visited their vengeance upon their mother's enemies -- without mercy or quarter. Their long lives were dedicated to the eradicating as many of the goblins as they might, by whatever means they could muster. Masters of fighting and spellcraft, they had each killed their thousands, but key to their survival was the secrecy with which they operated.

Some among the seven sons of Brilandere were tired of war and had long considered returning to the forest home that they had abandoned in their youth. Others were resolute about remaining to continue their bloody work. About Ziek they were conflicted. Some thought he should be killed to protect their secret. Others felt that the first part of regaining their civilized nature would be to let him go. Their debate waged on and it was the youngest of the sons who finally freed him.

When Ziek finally left the Goblin Kingdoms there were few in Erenth who could match his knowledge and experience, except perhaps Gilderspine. He eventually fell in with Mai Fung Lee and Quin Rhal, along with the ranger sisters, Ivey and Evista. His travels with them are told elsewhere.

The Beast from the Deep pt 2

Beleg discovers that the half cooked fish of the Farrunish people does not agree with him. He is sick as if unto death and finds himself incapacitated for many days. Patrick is still missing in action. While Sabretooth, hearing tales of combat missed, throws aside his wine bottle and seeks to join others before more glory escapes him. Naught is heard of Mourning Elk, who arrives safely in Heltorun and is quickly reminded why he hates cities, crowded places and politics in general.

Back in the town known as New Farrun, Budokai and Oghren prove to be quite difficult to hold in a common, let alone crude prison. Though without arms, armor or equipment, the two slip their cell and look to fulfill the wishes of their new best friend from the Deep, starting with the death of Quin Rhal.

Meanwhile, Quin, Mai and Sabretooth have met again with the King to discuss their misgivings about his Curate. Their thoughtful supper is provoked by the arrival of Oghren. Sabertooth stands to face his charmed friend and dispatches him after a few minutes of combat. Their hostile companion is tied securely and placed under close watch. Then, realizing Oghren's escape probably signals Budokai, the three adventurers leave the King and consult the sorcerous powers of Mai to discover their aged friend.

After rousting a family in the middle of the night from their home and spending hours searching that domicile, to no avail, Sabretooth, Mai, and Quin discover that Budokai has hidden the magic items he owns in a common rain barrel to throw off pursuers. Fearing that such an accomplished thief would be able to do them damage no matter what precautions they took, the party decides to leave Farrun and travel back through Menea proper toward Heltorun, hopefully drawing Budokai after them.

The ruse works. After a few days on the road, the night is rent by the gutteral warnings of Sabretooth. He almost too late discovers their camp has been infiltrated and that Quin is under a strange woman's knife. The attacker is quickly subdued and discovered to be Budokai in disguise. He is tied and bound alongside Oghren.

The party then makes haste for Heltorun and the ministrations of the local cleric. The cleric is able to remove the magical charms, heal the wounded party and preach an unwelcome sermon to the sellswords all in one swoop. With a rejuvenated and reunited intact party, a decision must be made. Oghren presses his fellows to join him on a quest for his fallen star, but Budokai thinks only of his wife back in New Farrun and the danger she faces if the Beast from the Deep is unchecked. The others are determined to accompany their friend.

Before leaving Heltorun, they stop in the shop of the infamous Swanson the Broth-er. There the apothecary confirms that the potions of nightshade given them by the Curate were not of a healing, but poisonous character. They quickly ascertain that Swanson to has some skill at detecting and distilling poisons for various "rats" of all sizes. They buy some of his deadliest stock and return to the town of New Farrun with a single-minded purpose.

A fortnight later, in New Farrun, the party discovers that the Curate has slipped the hold of the charm spell and deeply apologizes for his part in their previous misadventures, as does the town butcher. He presents the party with their priest, Patrick, who looks bedraggled and pale from many days ministrations at the hands of the local curate. The party then hatches a scheme to use one of the deceased Diviner's horses as bait for the Beast from the Deep. After slaying and quartering it, they carry the first part of the carcass to the place where the Beast's former charmed minion had dropped-off slaughtered pork.

After nightfall, when the bait was taken, they prepped another hunk of horsemeat with a vial of the poison sold to them by Swanson the Broth-er, and waited. An hour later they found what appeared to be blood, vomit and horseflesh floating in the sea. The party waits for daylight and when it arrives, Sabertooth flies out on his hippogriff combing the water for more evidence of a poisoned sea beast.

He soon discovers its seemingly lifeless carcass floating about a mile offshore. The party borrows a fishing boat from the town and sets out after it to be sure. This time, Quin remains on shore, ready to test any charmed and returning members of the party. Mai flies over the waves, as before. Oghren, Sabretooth and Budokai row out into the deep for the recovery.

Looking over the side of the boat, the tentacled beast appears lifeless, so Oghren and Sabretooth dive into the depts to fix it with harpoons -- the better to tow it to shore. Once within striking distance, however, the beast comes immediately to life and strikes out at the Dwarf and Half-orc party members. They fight valiantly and are soon joined by Budokai, who abandons the boat. From up in the sky, Mai uses her sorcery, but finds herself locked in a sphere of invisible force, just as before. Down in the depths the battle rages poorly for the party, that is they are slowly being crushed by dozens of grasping tentacles. They manage to sever many, but the battle is surely going to the beast, when Sabretooth suffers an uncommon stroke of genius -- for a Half-orc.

Foregoing any attacks against the tentacles and allowing them to continue to squeeze, he measures his opponent carefully and throws his two foot darks at his bulbous head. The airy water provided by the magic shell serves him well and his missles strike home. The beast is dispatched at long last, with three fifths of the party near certain death, one rendered ineffectual, and the last member on shore, alone.

They then secure the beast with the harpoons and tow it ashore to present to the King of New Farrun. There its carcass is burned in a giant pyre and the people come out to celebrate and throw accolades. It seems the sellswords are heros, yet again.

A healthier appearing Beleg wanders out from the crowd anxious to congratulate his fellows, but unwilling to stray too far from the privy.

*edited to changed Samantha to Patrick 2/18
*edited to change Sabertooth to Sabretooth 2/27

The Beast from the Deep pt 1

Moved by the heroism and nobility of Lord Quin and his august company including Baroness Fung Lee, Sir Budokai and others, the King of New Farrun asks them to consider removing a scourge which haunts his kingdom.

The King explains the Farrun is made of people who have settled on the shores of Menea after fleeing the cataclysm of their homeland. They have spent five generations traveling across the Seas of Certain Death and only making landfall on whatever islands and atolls they discovered.

A year ago, they discovered the mega continent of Erenth and began sailing the Inner Sea. Their first port of call was in a jungled area of Southrun. There the "Mariners from Old" encountered elves of surpassing cruelty and tribes of dark-skinned humans, with who they were forced to make war.

Moving on, they sought relief further up the coast and came to an area rich with wild fruits and much game. They determined to settle down near a lagoon of blackened water, which despite its appearance was good to drink and bathe in. One by one, however, Farruners began to go missing with no clue as to their fate. After repeated attempts to discover their fate, the nomads decide to move on again.

With a greatly reduced host, the "Mariners from Old" finally came to the shores of Menea and found them abandoned save for a freeholder who was determined to move on and who offered them title to all the lands they could see. Taking this to be a sign of their fate, they established New Farrun and began trading across the water with the Provinces, while sending emissaries to the established kingdoms round about, and to the court of the High King in Peakshadow.

Things went well, except that fishermen continued disappearing as they had near the Back Lagoon of Southrun. Since then, the Farruners considered moving farther inland many times, but their Curate has convinced them of the wisdom of settling and awaiting a hero to help them solve their quandary. Given the generosity of Quin Rhal and his demonstrated prowess with a blade, the King believes he is the hero to come.

The King only adds that the people seem to go missing in rain storms. In particularly violent storms they have found fishing huts smashed, bodies squeezed into jelly and raving madmen who remember nothing of the events they saw. The sole lucid witness after all these attacks is a 6 year old girl who drew a picture in the dirt of a bulbous, many tentacled thing.

King Echinom says he holds a particular magic item in a large shell which will allow anyone within twenty feet of it to breathe water as though it is air, and give them complete freedom of movement, as though they are on dry land. He will let the party use it to go into the deep, if necessary. Intrigued, Oghren negotiates the shell as payment for the slaying of the creature. The King quickly agrees.

Most of the rest of the party agrees to help, with the exception of Mourning Elk, Sabretooth, Patrick, and Beleg. Mourning Elk does not believe that the Farruners are all they claim to be and is leary of entering the deep, shell or no. He departs quietly for Heltorun to make contact with whatever Menean nobilty he may encouter and that still remain after the zombie scourge. Sabretooth, seized with the usual melancholy of his nature, continues his weeks long withdrawal into wine. Patrick has been missing for days, but is believed to be prosyletizing the populace according to the assurances of the town Holy Man. Beleg, incredulous that the party would even consider helping the King who just tried them (in his mind unjustly), sits with arms folded and brow furrowed. Mai advances the idea that the party merely ambush and subdue Quin and carry him away unconscious, so that the party is not captive to his lawful tendencies. Quin will return to a more manageable state once he is removed from these people's plights, she claims. No one takes her seriously.

A fortnight passes. The party waits for a storm or reports of the Beast from the Deep. Finally the sky darkens and lightning flashes in the distance. Quin, Oghren and Budokai assemble on the beach, some half mile from the town proper and waits. Mai remains on a grassy hill some safer distance away and watches her brave and foolish friends on the sand. Suddenly, Mai spots something black and bulbous 100 yards into the sea. Unprovoked, but certain it is the beast spoken of, she fires a lightning bolt and watches her friends charging headlong into the water after it. She waits a few minutes and then follows them, flying over the waves and not going into them.

The intrepid sub-mariners quickly find themselves stalked by a bulbous head with twenty foot tentacles. It fights each of them with five grasping and squeezing appendages, while holding a sixth aloft. The sixth is beset with rows of small eyes and horror compounds as these eyes have a strange charming effect on both Budokai and Oghren. Quin is unmoved by the sixth which confronts him, and manages to sever multiple tentacles in his usual fashion. He is unaware that his former friends have turned against him and are apparently now allied with the beast.

Oghren and Budokai attack Quin who realizes the truth in time to flee. Only his awesome strength saves him as he pulls the beast from the deep and is followed by his former friends. Meanwhile, Mai unleashes her magic on the beast which ends up withdrawing, but not before seeming to lock her in an invisible and impenetrable sphere of force. Too late, she realizes that the beast is no senseless killing machine, and may be her arcane match, spell for spell.

Quin drags himself upon the sand pursued but not beaten by his charmed companions. After a brief battle, he subdues both of them and has them tied securely. Mai joins him on the beach in the driving rain as they retreat to the town to do a little more investigating.

Once there, they decide to interview the raving madmen mentioned earlier and find out that there are three who are still alive: a prisoner locked in the town gaol, a butcher who keeps strange hours, and a fisherman that few have seen or heard from since his boat was destroyed many weeks ago. The prisoner proves useless as he only vows to "feed his friend", the butcher they determine is carrying pigs into the deep by night, and they do not manage to make contact with the fisherman. However they do come to suspect the town curate as a person of some evil after he makes a gift of some nightshade to them for its "curative" properties.

The night promises to pass uneasily as the party ponders its fate.

*edited to change Samantha to Patrick 2/18
*edited to change Sabertooth to Sabretooth 2/27

Three Astologers pt. 3

The game begins in New Farrun with a trial. Mai asks the only one schooled in the laws of Farrun, besides the King himself, to represent them -- Prince Echinar. The Prince explains that the accused have the right to petition the crown for the trial of their choice: by ordeal, by combat, by inquisition or by jury. A jury trial will be the most popular with the people of Farrun. A trial by inquisition will please the King. A trial by ordeal or combat will likely be most favorable to the party.

Patrick is still missing in action and none have seen him since his arrival.

Mourning Elk takes stock of the people of New Farrun and notes that their farming skills are not very good. The town seems unable to raise a decent crop and are living hand to mouth from what they can draw from the Sea. He rides up and down the coast with a young Farruner named Joniab who explains in halting common what the people are doing to survive. He also comes to wonder what right these people have to settle here and set up their own kingdom in the vacuum left by the zombie attacks in Menea.

Meanwhile, Budokai has begun to notice the preponderance of marriageable young women in New Farrun and sets about with a Provincial named Ilario to meet as many of them as he can. It isn't long before he settles on a mildly comely lass and makes a proposal to her father. The father is put off by Budokai's advanced age and his apparent wanderlust, but makes the bride deal when Budokai promises to keep his household in New Farrun for the space of 10 years, or to give 10 children to be raised in New Farrun, whichever comes first.

Beleg is put off by what he sees as the airs and pretenses of the King of New Farrun. He and Oghren, along with Oghren's companion -- the dwarves in the party -- spend the next few days drinking and feasting under the hospitality of the people of the town, figuring it is the least they have coming. They are heard conspiratorially speaking and occasionally arguing about lost thrones, forgotten kingdoms, men, dwarves, and adamantite. For his part, Sabertooth, spends the next few days in his cups and platters, not at all concerned with the party or its developments.

For a few days, the town is gripped in the preparations for both a wedding and trial. The wedding comes first and is a big to do. The King himself is pleased with Budokai's agreement to marry the Farrunish yeoman's daughter. He gives a land grant for the raising of children of an abandoned farm, located some miles distant, but still along the coast.

Mai and Quin opt for a trial by ordeal, but their request is rebuffed. So, the Prince rises with a glowing defense of those who brought the Fire Newts and his rhetoric manages to save the day. The King decides that they are not guilty but straightaway reminds them of the losses incurred by the widows and orphans of those killed. Mai is singularly unmoved, but Quin pledges an amount equal to 30,000 crowns to compensate the townspeople's losses. His generosity is well received by both the King and the People.

*edited to replace Samantha with Patrick 2/18
*edited to replace Sabertooth with Sabretooth 2/27

Three Astrologers pt 2

Mourning Elk, who spent some time "cleaning up" goblin enclaves after the Battle of Wanderhalt, journeys with a fellow Ranger to seek out the famous Ranger Gray Woodcutter. Finding three to be a crowd, he sets out for trouble in the freshly made wilderness of Menea.

Budokai, also fresh from the Battle of Wanderhalt, spent some time in the city walls regaled as a hero. Upon his reputation he is hired as an escort by 10 brother merchants to deliver them to Menea safe and sound. A falling out among the brothers leaves Budokai and his squire free to pursue other employment.

By the strangest of coincidences, both Mourning Elk and Budokai find themselves stumbling across old friends and allies just over the border into Menea. The party is on their third day of travel with three Diviners from Southrun. No sooner do the two swordsmen join the party, than it is attacked by 10 Fire Newts.

At battles end, the Diviners are thankful for the arrival of the newer warriors and offer to pay them 500 Brass Bushels apiece to join the band -- 250 now and 250 upon their sucessful arrival at the village they seek. The Diviners recount the previous information and the two reinforcements agree to join.

The next day, however, the party is set upon by 20 Fire Newts. A rather fierce showing by the company puts the attackers to flight, but not before one of the Newts is captured and questioned in his native Fell Speech. The Fire Newt knows only that "He Who Dwells in Eternal Flame" is angry and that they will all soon feel his wrath. HWDIEF is also known as Flrggflk or "Fire Face" in the evil tongue.

Armed with this information and the knowledge that the attacks seem to be growing in numbers: 5,10,20; the party hurries toward their objective, a village on the shores of Menea, just opposite the mountains. First, however, they spend the night in the burned and ruined manor of a former noble of Menea, from before the Times of Trouble.

While spending the night, Quin becomes aware, as he normally does, of a secret door. This prompts he and Mai to go exploring as Budokai and Mourning Elk keep watch and the others sleep. They find a wine cellar, and below that, a root cellar. Huddled in the root cellar are the skeletons of a man, a woman and two children. The man's skeleton holds an ornate box with a family crest of the letter R on it. The box is of obvious quality and is locked. Despite a good part of the night spent searching, the party does not find the key. Mai does detect magic behind an earthen wall in the root cellar, but there seems no way back there.

The next morning the party sets out again. On day five of the adventure the party is assailed by 40 Fire Newts. This battle takes a bit longer, but they are near enough to journeys end to have no fear. Indeed the end of the day finds them on the otherside of the mountains and within site of a curious village that appears to be made from the remnants of dozens off oddly shaped ships. The party is greeted by a human with a strange accent who welcomes them to the unlikely Kingdom of New Farrun.

Just as they are making introductions, all of them are set upon by 80 Fire Newts, which with the help of the guards are turned away or slain. The party is asked if they have brought the Newts. They respond that they have not and the attacks seem random, but growing. The party is admitted into the village of New Farrun on the condition that they leave their weapons sheathed and hidden while in the peaceful enclave. New Farrun, they learn, is made of recent emigres from the exiled and nomadic people of Farrun, who escaped their homeland three generations ago -- before a cataclysm. The party agrees.

Patrick sets off to find the local church and ecclesial authorities. He is not heard from after entering the city.

At once, the three Diviners make for their objective. The nobles Mai and Quin are invited to sup with the Farrunish King who has questions regarding Peakshadow and the Eight Kingdoms. Before they can settle in, however, 80 Fire Newts attack the town, seemingly springing from the very earth. Mourning Elk and Budokai attempt to follow the Three but lose them in a marketplace with four routes of egress. Meanwhile the village militia manages to kill or imprison the Newts. But within the hour, they are attacked again. This time by 160 Fire Newts. Finally, casualties among the Farrunish militia begin to stack up and they are reduced to a single company of foot and a section of archers.

Using her magical spells, Mai is able to find the three Diviners in a barn in the seedier part of New Farrun, which seems to be peopled by these Farruners and a large number of Provincials from just across the Sea. Upon entering the barn, they see the Three offering gifts to a clearly shaken old man and a woman holding a swaddled baby. This family does not seem to desire these gifts, at all.

Just then, the barn and those outside of it is attacked by 320 Fire Newts. Rallying 40 of the town guard, Quin manages to fight them off, but not before awesome losses are faced. Some 250 townspeople are killed in the chaos.

Mai binds two of the Diviners, who will not relent, and tosses them into the Well of Many Worlds, along with the gifts they came to offer. The last sound she hears is prehistoric roaring before the Well is Closed. Sometime later, the third Diviner and his gift finds his way into the Well.

The evening ends with a sullen King Echinom. He recognizes the nobility of Mai and Quin and holds them responsible as leaders of the party. After some questioning, he determines that they brought the Fire Newts which killed so many Farruners. He asks the nobles to submit themselves to his judgement. The night falls with Quin having agreed and Mai pondering her fate.

*edited to replace Samantha with Patrick 2/18
*edited to replace Sabertooth with Sabretooth 2/27

Three Astrologers pt 1

While in the area around the Standing Bear tavern, the party meets with three Diviners of Southrun (see "Diviner" in Priest section). The Diviners say that they are looking for traveling companions who will serve as guides and possibly bodyguards as they make their way into danger area of Menea. They have been beset by brigands and theieves intent on the gifts they bear. They are bearing gifts they say, to present to a ruler whom the stars have foretold will be born. The party agrees on the condition that the Diviners give them each a reading, at journey's end, to determine their future.

Before leaving the Standing Bear, the party takes on a local man who says he has walked to and fro in Menea for many years. He knows its wilderness like the back of his hand. He is skilled in the science of survival and in the art of finding his way. Not having another Ranger with them, the party agrees to bring him along.

It is soon apparent to even the least skilled outdoorsman that the Ranger has no idea where he is, or what direction he is traveling. Despite the clues given from the rising sun, the Ranger is unable to seperate East from West. His incompetence laid bare, they soon part company with him. They also discover that the Diviners are carrying three different types of gifts from Southrun: Gold, Frankinscense and Myrrh.

During that first day of travel, the party is assaulted by 5 man-sized salamanders capable of breathing fire. Though they are quickly dispatched, questions remain. Those in the party who have been to Southrun and in the Khard specifically, identify the creatures as Fire Newts. All party members can tell by their appearance that they are definitely not indigenous to Westrun.

Upon questioning the Diviners, the party obtains admissions from the three that they have been doggedly pursued by the Fire Newts since arriving in Westrun. These are the brigands and thieves that they alluded to earlier. Despite the coincidence of their origin in the lands they call home, the Diviners insist they have no reason to believe that the Fire Newts have anything to do with them or their plans, specifically. They blame the Newts presence on the general inhospitable nature of Westrun.

Using his holy faculties, Patrick the Priest is able to inform the party that there are more fire newts in the area. The Diviners then ask the party if they would like to turn back as the previous company had. This would be a shame, they say, because they took this party for a more experienced, and more powerful group. The party relunctantly continues with the Diviners. Though grumbling is heard from some quarters.

On day 2 of the Journey the party is surprised by 10 Fire Newts which are somewhat less easily dispatched. The battle ends when 4 of them are put to flight and 6 are killed.

For their part, the Diviners can only grin sheepishly and shrug. The party decides to question the three more closely about their objectives, as well as about the group that previously protected them.

The Diviners relate that the previous company was a true company, in other words, 100 armed men, who were put to flight by these self-same Fire Newt brigands and theives. They insist that their intentions are only to honor the newborn king.

When pressed they admit that they were poor men in Southrun and resorted to stealing the gifts they intend to give the king from some old building they found in the desert -- quite abandoned. They later admit that the building was a former temple of sorts to some petty god among the 10,000 Southrun gods (see Southrun Pagan Deities under religions) -- a red lizard fellow wreathed in flame.

The party passes the night ill at ease and wondering how quickly they will be able to push the 2 week long journey into Menea.

*edited to replace Samantha with Patrick 2/18
*edited to replace Sabertooth with Sabretooth 2/27