Kingmaker

Session 25
Cookies Crumble

The session begins as the council gives their report: Jubilost‘s absence has been felt, lowering the spirits in the kingdom, rumors of an island which hosts the souls of the damned have also been spreading, the overlapping duties of the council are beginning to worry and frustrate the populace, and Brevoy’s march towards civil war is on hold with Ihvon turning himself over to the King-Regent.

The first order of business was to address Tatzlford’s accidental incursion into Ubagug‘s land. The PC’s first met with the Loy and Latricia Rezbin who were just beginning on their endeavor to found Tatlzford. Loy was a little hesitant to relocate, since the spot was chosen for being centrally located for the nothern and southern hunters as well as next to a river, so the PC’s decided to discuss the issue with Ubagug. Arriving at Ubagug’s they find the place fixed up from when they were last there, and many of the crumbling structures had been repaired with mud, wood, sod, and leaves. Tracks of many boggards surrounded the structures, but no one was about. Walays decided to announce their presence through a greeting song, with no answer. After several minutes, a door slowly opened, revealing a boggard covered in mud and dirt. Tess cast a spell to allow the boggard to speak common, and he informed the party – in very slow drawn out speech – that they are hibernating and that Ubagug is probably in the spire. They apologize for disturbing him and decide it is best to return in the spring when the boggards awake from their hibernation. As they leave, several more boggards open their doors, only to see four people riding away from the area.

Led by Walays, the group decides some spy work should be done to see how the situation in Brevoy is panning out. Andrei writes a note to his mother, Nastya, as well as the interim leader of the Aldori swordlords, Jamandi. Tess writes a letter to Zan and Dragana, hoping to suss out where the church of Gorum stands as well as if there is any news about her lost sister, Eve.

As Walays head out, Walker accompanies him until he splits off towards his homeland, wanting to contact his family. As Walays comes into town he drops off the letters, and, upon meeting with Zan, is told that Eve is actually in jail awaiting trial. Walays makes contact with her and begins trying to find a way to help her escape. A meeting with Elya Lopatin, leader of the thieves guild, reveals it was them that got Eve arrested, but they were unwilling to help. Jamandi was much kinder and offered to break her out of jail in a few weeks if there isn’t a stay of execution of another captured swordlord. Finally, a meeting with Andrei’s mom has her giving Walays a rose, an unleavened cookie, and 10 GP, with orders to give the items to the most attractive of Andrei’s admirers.

Unfortunately, for Walays, the cookie seems somewhat irresistible, and he devours it on his way out of Restov. The cookie is enchanted with a love potion, causing Walays to fall hopelessly in love with the next woman he sets eyes on – and that lucky woman is a dwarven guard known as Nedda Jelinek. Nedda and Walays spend the night together in the Lonely Dragon and after the cookie’s affects are worn off, Walays departs, completely forgetting of his promise to wait for Nedda.

Walays returns to Tyg’s Landing and relays the information as well as a 15 page letter to Andrei from his mother. While Andrei is reading the letter, Tess reads over his shoulder, and as he discards the cookie which was enclosed, Tess decides to eat it instead. The love potion kicks in, and Tess begins professing her love for Andrei. Andrei, taken aback briefly, and then realizing this is his mother’s doing send Tess out of his room. Tess, not to be deterred by a door, begins throwing her weight against the door to open it. Andrei leaps out the window and as Tess breaks down the door, the potion wear off, causing her to raise the alarm as Andrei is nowhere to be found and she has no idea what is going on. Kesten arrives quickly and begins searching for Andrei, who is located quickly and explains the situation, much to Tess’ embarrassment.

Walays sets back out for Restov with money needed to bribe the guards to free Eve. A few days into the trip, the Royal Ambassador of Mivon, Hana Gujić arrives. She requests permission to march a good portion of Mivon’s army through the Shieldlands to support Rostland when the civil war gets hot, seeking to redeem the Mivon swordlords in the eyes of the Aldori for fleeing their homeland many centuries ago. Andrei and Hana practice their swordplay over the next few mornings – each trying to feel each other’s motive out. The session ends with Andrei calling a council meeting to discuss how the Shieldlands should respond to Mivon’s request.

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Session 24
Beldame's Burden

The session begins as our heroes head out from the abandoned keep, looking to explore the rest of the region surrounding the area. An uncomfortable night was spent out in the wilds, with Walker spotting Rigg Nimbleshanks watching them from out in the distance, almost as if he wanted to be seen.

After exploring the area, the PC’s head towards Old Beldame, a stop on their way home to see if they can reconcile the bad blood that has come between her and the party. The preserved body of the dancing lady is offered to Old Beldame, under the assumption she was the ‘queen’ that Nimbleshanks had talked about – but Old Beldame tells the PC’s she’s never seen her in her life.

A tenuous truce is come to after some apologies and a discussion over her experience with Nimbleshanks. Old Beldame tells the PC’s she had come upon Nimbleshanks after he had defeated Andrei‘s fathers party. She was able to get Nimbleshanks to back off in his weakened state, and gave a healing potion to Ihvon – the only person left alive. Upon awaking, Ihvon panicked, stabbing Old Beldame in the stomach and leaving her for dead as he gathers up the faceless body of Andrei’s father. Nimbleshanks followed her home, and began torturing her over the next several years – reminding her that good deeds are rewarded with nothing but pain.

While returning home, Walker spots a campsite that looks abandoned. Using his great tracking ability he is able to determine someone came to this camp bleeding, wrapped themselves in bandages and continued on in a hurry away from the campsite towards Tyg’s Landing. The party tracks the trail to Tyg’s Landing which is under assault by two hodag’s – led there by a woodcutter that had been attacked by one.

The party leaps to their village’s defense, but Tess is charged by the male hodag and is thrown against a wall of a nearby house. There is panic in the streets as the battle rages on. Walays puts up an illusory wall to protect Tess from being mauled as Andrei, possible still not mentally in the fight from the revelations in the past couple days is unable to take down a beast and is knocked unconscious for his effort. Walker brings down lightning to kill one, then Tess finishes the other off with her greatsword.

The session ends as the PC’s are heading into their first winter with their fledgling kingdom.

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Session 23
Nemesis: Nimbleshanks

The session begins as silence falls over the abandoned keep. Unsure if they should quickly leave for the Old Beldame‘s to warm her of Rigg Nimbleshanks’ desire to kill her and risk being attacked by her or continue on exploring the keep and let her deal with anything that comes her way. The PC’s decide to take quick look through the courtyard before heading out to warn Beldame.

The silence is broken as Rigg again decides to sneak attack Walays who had strayed away from the group. A game of cat and mouse takes place, with Nimbleshanks in the role of cat: slowly and methodically attacking then hiding while awaiting for another opportunity to pounce. Frustration boils over as Nimbleshanks uses a Shatter spell to destroy Andrei‘s fathers Androri dueling sword while it was in Andrei’s sheath.

Walays decides to climb the stairs to the upper levels of the keep where he sees, unbeknownst to him, a baobhan sith who is admiring herself in the mirror. Walays introduces himself and she demands he beg for his life.

While this is going on, Tess trips a trap, leading to the grand hall to be filled with a sickening purple gas. As the gas fills Andrei’s lungs, he begins laughing uncontrollably, a sound Tess is not sure she’s ever heard from Andrei before. Tess begins pulling him out into the courtyard.

Just outside the keep, also at the same time, Walker, in eagle form, has zeroed in on Nimbleshanks who has pulled a crossbow out to deal with the flying menace. Walker dives down and grabs Nimbleshanks and begins carrying him up into the sky all in one fell swoop. Walker climbs ever higher and released Nimbleshanks to fall to his death – but the constant thorn in the PC’s side has one more trick up his sleeve as his Ring of Feather Falling activates, allowing him to slowly fall to the ground. Walker is able to hit Nimbleshanks with lightning once, but misses his second shot as Nimbleshanks evacuates the area – swearing revenge on the party.

Tess is out in the courtyard with Andrei, trying to help cure the poison that has gripped him. Walays is attacked by the baobhan sith and begins trying to retreat back downstairs. Walker follows Nimbleshanks as much as possible, but turns back when he loses sight of him. The stage is set for a showdown in the grand hall as everyone is gathered there as the baobhan sith comes down the stairs.

Tess tries to blind her, but is unable to and then the baobhan sith begins seductively moving her body – a dance that grips Walays, Walker, and Whisper in its grips. Tess steps up and crits the dancing lady with her fey bane greatsword, causing massive damage. The baobhan sith lunges at Tess in order to grapple her and drain her blood – but Tess sees and opening and plunges her sword up behind her ribcage, killing her. With one defiant breath, the dancing lady tries to curse Tess, but her last vision is that of Tess resisting the curse and sending her regards from Gorum.

With the keep seemingly secured, our heroes begin looting the place. Many artifacts, gems, and riches are found in the dancing lady’s chambers. One of the towers contained skulls interwoven in the vines and creepers which grow inside the tower. The next contains skeletal remains and the less desirable parts, tossed here for vermin to feast. The PC’s also are able to find a statuette that Walays feels would appropriately impress Lily, though is unsure if her affections (and the +1 Cloak of Protection) is worth the value of the statuette.

The final tower is that of Nimbleshanks where the PC’s find the perfectly preserved full-faced scalps of over one hundred previous victims, each with their weapons nailing them to the wall. The faces encircle the entire inner walls of the tower, from the ground all the way to the rafters. Included in this was three Aldori dueling swords, two bearing the marks of the men who died alongside his father and the other bearing his father’s mark. Many of these scalps had gold, gems, sewing kits, wetstones, and other miscellaneous items in them, as if he was using their lower jaw areas as makeshift storage areas.

Andrei, overcome with grief and anger steps outside to deal with seeing his father’s face decorating a madman’s room. Tess goes into full “cleric mode” as she has the party start pulling down each of the faces and cut down a tree or two inside the courtyard. Everything not of value in the room is tossed onto a makeshift bonfire in the middle of the tower and is set alight.

The session ends as the tower is engulfed in fire and Andrei now faced with innumerable questions as to what exactly happened when his father was killed – as well as what his step father, Ihvon Sokolov, hadn’t told him and how Old Beldame was involved.

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Session 22
Puppy Power!

The session begins as Jhod comes to the council with Loy and Latricia Rezbin who tell the PC’s that the hunters, trappers, and other woodsmen have been pushed eastward by encroachment of bandits and the M’Botuu tribe. They request permission to join the kingdom and setup a forward outpost for people who are out in the wilderness to come together for mutual defense and safety. After a short discussion, the royal council approves this and the trio leave to get started on this outpost in the Narlmarches.

The November council meeting comes with the following findings: people are generally happy, but the lack of any military combined with Brevoy’s borderline civil war has cut off economic trade. The Shieldlands desperately needs to establish relations with its neighbors and the Old Beldame may become an internal threat soon.

Walays heads out to Varnhold and establishes a diplomatic relationship with them, there was also a verbal agreement of non-aggression treaty once they determine that both of their respective kingdoms were denounced by the King-Regent.

Andrei has spent the last few months really getting used to the Stag Lord’s bow, gaining proficiency with it.

Thomas, Rickard, and Harriet return to Tyg’s Landing, successfully destroying the trapdoor spider lair, and are rewarded with 50gp and are deputized by Walker. Shortly thereafter two horsemen from Brevoy appear, demanding Ihvon be surrendered to them – some quick legalese work by Walays seems to frustrate them into leaving though.

Walker decides with this late burst of warmth before winter it is the perfect time to take the six month old wolf pups out to test their mettle in combat. Luckily, Melianse had pointed Walker to some recent invaders headed towards town and the pack was off. Specter, Haggis, Scrappy, Dani, and Hopper met a group of Biloko and ravage them.

With a week of free time, the PC’s head out for more adventuring, only to discover an old abandoned keep. A quickling stalked them and used hit and run tactics to cause a bit of damage, though Tess, wielding her newly acquired fey-bane greatsword seriously injured the quickling. Before it fled the scene, it gave out some very interesting tidbits of information. It has claimed to recognized Andrei and killed Andrei before, and that he remembered the good times in the past where he tortured the Swamp Witch for her insolence when he has killed Andrei. He said he was going to get his queen and go finish off the Swamp Witch once and for all since the party was so boringly slow and not a challenge.

The session ends as the PC’s disable the portcullis trap that had injured Tess and wonder what to do with this information – and if any of it was true, or just a carefully laid out trap for them.

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Session 21
Friend / Foe

The session begins as the party helps dig Tess out from under a huge plant which pinned her to the ground as it expired in combat. As the tendriculos burns, the PC’s gather up the black rattlecaps that grow in the area for Beldame. They spend the next day traveling out to Beldame’s hut, who welcomes them in as repays their favor by mending the magic sword which was looted from the Lonely Barrow.

During the visit, Tess asks Beldame how she feels about Bokken’s request for a pinky from his brother Bonnek. She reacts quite strongly, telling Tess she cares very much for him – and even casts Charm Person on Tess, telling her to not harm Bonnek and tell her friends not to hurt him. The next day the party heads west, the location that Bonnek is known to inhabit.

During the night watch, a large four legged beast stalks the campsite, keeping the PC’s from sleeping well during the night. After a day spent exploring, the next night sees the return of the four legged beast again, this time with Whisper deciding to stalk the beast about 100 yards from camp. The stalker becomes stalked, as Whisper is set upon by Bonnek and his pet puma turns to join the fight. The alarm is raised in the camp, but the fight which sees Whisper and Walker fall before the party could engage. As the fight turns, Bonnek decides to take one of the PC’s horses and try and ride away, but Tess was able to knock him unconscious, causing him to fall out of his saddle, except for one foot which drags him – killing him.

Our heroes spend the next few days exploring some hexes, without much of anything being discovered before they head home to handle ruling business. The night they get back to Tyg’s landing, they discover Jubilost has enraptured the crowd with stories of his exploits. A “discussion” takes place between him and Walays wherein Walays claims the council would vote on him being given membership in exchange for his maps. Before the council can deliberate, Beldame sees Walker wearing the armor of her now deceased lover and demands retribution. Andrei demands she leave after she demanded one of their loved ones be given over to her – an eye for an eye. She swears vengeance on the party and storms out.

After much deliberation, the council summons Jubilost and offers him temporary status as a member of the council. Jubilost requests his offer be made public, which Andrei denies. After several back and forth exchanges over why he’s being offered the position if they are unwilling to admit to it publically, Andrei rescinds the offer and exiles Jubilost. That night Walays spies on Jubilost as he is saying his goodbyes to the town, never mentioning the council argument or offer. Jubilost and his group of gnomish hirelings leave the next morning to the west.

A mild start to the winter allows the kingdom to help stock up on their food stores and keep the economy running strong, but there is always the niggling fear of a long and harsh winter which could crush the fledgling kingdom.

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Session 20
Walays' Wager

The session begins as the heroes head twenty miles to the west southwest to explore undiscovered territory in their region. After almost a half of a day of exploration, the PC’s discover a long forgotten barrow that had been carved into the side of a hill. As the sun sets, the adventurer’s slowly head inside, arms at the ready. Walker and Andrei lead the party into the first chamber, when a massive cloud of bats are disturbed and begin flying towards the exit of the cave in a panic. Andrei runs out of the cave while Walker escapes further inside. Unable to react quickly enough, Walays gets enveloped in a colony of bats, which leaves him nauseated and bleeding.

After some quick patching of wounds, the party heads back inside the barrow, catching up with Walker who is waiting at the other end of the first chamber. Walker’s staff glowing like a torch uncovers four large faces sculpted into the sides of the central chamber, which Tess is able to recognize as depictions of the four winds, incarnated as malevolent elemental spirits. Walker is able to find a trap, which Walays carefully marks with chalk. As Walker raises his staff to search the easternmost chamber, he sees six skeletons which animate and begin to attack the invaders in their resting place. Six more skeletons arrive from the westernmost chamber. Tess, wanting to end these abominations, channels Gorum’s energy and destroys all of the skeletons in one radiant burst.

The celebration is cut short as a wight approached Tess from behind and begins sapping her energy. Andrei and the wight exchange blows while Walker calls lightning down on the wight and Walays casts blur on both Tess and Andrei. As the battle wages on, the wight finds itself positioned in front of one of the mouths of the four wind carvings. Walays, hoping to finish the fight quickly, triggers the trap – which unfortunately backfires as a ray of exhaustion seeks out living souls. While heavily fatigued, Walker is able to finish off the wight with a bolt of lightning which evaporates its essence

Sensing they’ve been significantly weakened, Tess and Andrei decide they need to head to Bokken‘s in order to get a restoration potion for each of them. The party rides through the night and most of the next day in order to get to Bokken’s in time. While there, Bokken asks them to bring him the pinky finger of his brother, Bonnek, as revenge for biting Bokken’s pinky off several years ago.

The party rides back to finish exploring the barrow, only to find the Narthropple expedition finishing up looting the burial site. Jubilost and Andrei trade pleasantries while Tess gives him the cold shoulder. The cavalier gnome offers the heroes some of his favored gnome wine while offering thanks to Cayden, much to Tess’ chagrin. The PC’s offer to escort them back to Tyg’s Landing, but the expedition took a very relaxed pace, forcing the party to charge ahead and have Walays spread the story of the battle in the barrow before Jubilost could offer his spin on the events.

After “setting the record straight”, the PC’s headed south to the location Old Beldame gave for where the Black Rattlecaps would likely be located. A muddy bog is the home to these precious fungi, and while gathering them, a Tendriculos arises from one of the bogs and begins to assault the group. Andrei and Tess are quickly grappled while Walker conjures a ball of flame and breaks the elemental gem to summon a large water elemental and Walays casts grease on the armor of his allies to help them slip out of the Tendriculos’ grasp. Tess is swallowed whole but is able to cut her way out of the beast’s gullet. Trying to help distract the huge plant, Walays creates an illusion of a dozen gnomes running around as an easy meal, but the plant is of single mind to destroy those who are assaulting it. Walker delivers the killing blow by striking the monster with lightning, though for the second time, a gargantuan tree comes crashing down on Tess. Walker runs over and begins setting the tree ablaze as Andrei and Walays help pull Tess out from under the tree, which is where the session ends.

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Session 19
Ally's Asylum

The session begins as the party recovers from the hard fought victory over the scythe tree. Cutting off a few of the largest branches in order to claim a tangible prize, the PC’s burn the rest of the tree before heading back to Tiressia.

Tiressia had already been informed of their victory through the “wind and leaves” and has already been celebrating with Falcos when the PC’s arrive in the evening. They partake in some of the celebration and Tiressia gives them the rest of the feather tokens she promised as well as saying she would be an ally for the newly formed kingdom.

In the morning the party goes to Melianse giving her the feather tokens. Whisper and Walker are also reunited, happy to see his wolf companion unharmed. Not to be outdone by Tiressia, Melianse also promises to be an ally for the kingdom.

After returning back to Tyg’s Landing for some relaxation, the party returns to rulership of their kingdom. The second month of fall comes and Ihvon Zupan visits the kingdom, bringing in a huge influx of people and money. Ihvon runs a tournament which Andrei performs middle of the pack. Near the end of Ihvon’s stay, word comes from Brevoy that the king-regent has declared Ihvon wanted dead or alive and that the Shieldlands’ charter is false. The PC’s are shell-shocked by this, but still grant Ihvon asylum. Walays and Ihvon work together to make a speech in which he thanks the rulership of the Shieldlands for their hospitality, but also has omninous words for the king-regent of Brevoy.

Still reeling from the news the party heads to the Sootscale kobolds in order to facilitate a trade for food with local hunters in order to prevent any further raids near the kingdom boundaries. A trip to Bokken‘s in order to get some potions as well as asking about his crazy brother and going to Oleg’s to get cake from Svetlana rounds out the day. Tess casts “gentle repose” on the cake, which they deliver to Old Beldame, who finds the desert above reproach and even softens her tone about being a hermit – leading to the PC’s to offer her a role of magister.

The third month of fall is less tense, but the party plans to push out and explore more of the Greenbelt before winter takes grasp of the area, which is where the session ends.

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Session 18
Terrible Tree

The session begins as our heroes spend what remains of the afternoon dressing the snapping turtle that had attacked them. A fine meal of turtle soup was had and a relatively peaceful night by a tranquil pond helped shake out the stresses of the last week.

Determined to continue to map out the surrounding area of Tyg’s Landing, the PC’s head out west and come upon a very tense situation wherein a Nixie named Melianse is in a standoff with Corax, the logger. Melianse is furious by Corax cutting down some of her prized Coachwood trees and has charmed two of them to help defend her home. Walker decides to talk to Melianse to get her side of the story and Walays talks with Corax, though with slightly more devious intent. Walker determines that Melianse demands the loggers leave immediately and also replace the five Coachwood trees that the loggers have already felled. Walays convinces Corax that they are lucky to be alive as the monster they face is a known terror of the land. Corax remains slightly skeptical and wants at least some compensation for losing the ability to chop these trees. Once the two parties come to an agreeable compromise, Andrei pays Corax who loads up the already cut trees and heads off. Unwilling to allow the party to just leave on their word they will return with the feather tokens, she demands Walker leave Whisper with her, promising she will keep him save until he returns – which Walker reluctantly agrees to. The party then heads off to the west to find a dryad named Tiressia who Melianse said may have some of the feather tokens they are looking for,

After searching for most of the day, the PC’s stumble upon a dryad softly crying into pond. They introduce themselves and find out that she is being hunted by a horrible tree who yearns to eat her, known as a “scythe tree”. Seeing that these strangers are least friendly on the surface, Tiressia’s lover, a satyr named Falchos emerges from the tree line and joins the group. After the party agrees to help Tiressia, Falchos decides to start with the merry making and begins playing his flute, and getting Walays and Andrei to enjoy some of the finer pleasures of the forest. The next morning, the party sets out towards where Tiressia said she had last seen the scythe tree.

Our heroes come upon a blighted hollow, they are set upon by the scythe tree. The massive scythe tree starts truly causing havoc, though Andrei is able to hit a vulnerable spot that weakens the tree a bit. Walker and Tess try and attack the tree with fire, though are knocked unconscious for their effort. Andrei tries to get Tess a healing potion, but succumbs to the beating that the tree dishes out. It all comes down to Walays, having decide between saving his own neck and risking it by trying to help Tess recover. Bravery wins the day and Walays is able to get Tess to drink a healing potion and then tricks the tree by creating an illusory fire on his fallen colleagues. A frustrated scythe tree tries to put out its meal by dumping dirt on them, only to have the fire grow larger. Walays distracts the scythe tree, allowing Tess to heal the rest of the party. The PC’s spread out and try to coordinate just what to do. Walker, not wanting to run and lick their wounds decides to attack the tree with more fire, only to be beaten into unconsciousness in return. Tess charges in, knowing that the battle is in Gorum’s hands now. The huge tree and Tess go blow for blow and as she is barely hanging onto life she is able to deliver the final death blow. The tree comes crashing down on her, pinning her to the ground and teetering on the edge of life, which is where the session ends.

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Session 17
Witch's Wishes

The session began as the party determined that the lands around their fledgling kingdom needed to be further explored in order to know what threats exist as well as creating a buffer zone around the Capitol village of Tyg’s Landing.

The PC’s headed west to investigate the forests near the delta of the Skunk River. Only a couple hours into their exploration, distant sounds of panic drove them to investigate the cries. An urgent situation greets them as a pony drawn cart is slowly starting to get swept down the river while two gnomes are trying, rather ineffectively, save it. Walker tied a rope to the crossbar where the ponies are tied while Walays wraps the rope around a tree to add an anchor point. Andrei and Tess begin pulling as Walker turned into a pony to help settle down the panicked ponies. The combination of everyone pulling slowly gets the wagon up out of the river.

The leader of the gnomes, Jubilost Narthropple, introduces himself and thanks the PC’s for their help. Tess asks if Jubilost would like help burying the gnomes that were killed in the raid, but Jubilost says they were servants and he doesn’t particularly care what is done. After some back and forth, Jubilost tells the party that he was trying to find a long abandoned Dwarven fort. The piqued their interest, but Jubilost was unwilling to share many details and the PC’s wanted to get this gnome away from them.

After a couple more days of exploring the heroes come upon a small hut in the middle of a fetid swamp. The yard is festooned with crude fetishes and a scarecrow. Walays tried to talk with the old lady who lives there, but she insists she just wants to be left alone. Eventually he tells her she just needs to sign a document and he’ll ensure she is left alone. This makes her relent, invites the PC’s inside, and introduces herself as Old Beldame. After producing the documents, she tells the party that she would like some black rattlecaps if they could find them. She also tells them of a “Mad Hermit” who lives out to the west, though he isn’t angry, he’s just crazy. They also tell her about a delicious dessert known as “cake” and promise to bring her some.

Having explored two hexes, the party heads to see the Sootscale kobolds. Chief Sootscale tells the party it was them they raided the gnomes, as they are in need of supplies. Andrei convinces them that trading is easier than raiding and even promises to help them facilitate their first trade next week.

The party the heads south to explore the region. They come upon a large pond with several sunk rowboats and skeletal remains. Walker finds a blue-green gem and while retrieving it, is set upon by a large snapping turtle. A short battle takes place, which is quickly ended when Whisper bit the neck of the beast off, ending the session.

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Session 16
Wailing Wolves

The session begins with the dead Kellid tribesman, Kundal, at the feat of the party. Tess inquires with Walays just what Kundal said it in his dying moments, but Walays sidesteps the question saying that he was caught up in the heat of battle. The PC’s haul the body of Kundal back to town, letting Wasley the barkeep know of the body and to keep it safe until the PC’s return for it in the morning.

The next morning, alarms are raised as yet another body is found, this time of Norben, a traveling linen and fabric salesman, killed just outside of town. The scene is frustrating familiar, a person ripped apart as if by a large dog. The heroes spring into action, getting their horses as Walker changes into a wolf and track down the culprit.

After a couple hours of traveling, the party comes across a wolf den built into the side of a hill. Walker, hearing the sounds of wolves and at least one worg inside, decides to instigate them by marking their territory. Moments later, the pack of wolves, led by the head worg, burst from the den to assault the PC’s. A furious fight ensues, with the wolves slowly being picked off before the party could concentrate on killing the worg. With the fight over, Walker goes to investigate the cave, and finds five young wolf pups and gathers them up to bring them home, along with the dead body of the worg.

When the party returns, Norben has been buried by some of the citizens of the the Shieldlands. Andrei and Tess visit the parents of Saki as well as the brother of Beven. Kundal is burned on top of a funeral pyre, as is the custom for the Kellid tribe.

Another month passes, as the kingdom continues to claim land to the north, but the economy has been rather stagnant.

Early in the last month of summer, trumpets blare to announce the arrival of a enclave from Mivon. Four guardsmen and one ambassador greet the leaders of the kingdom. Overall the meeting is a bit tense as it becomes a game of the Mivon ambassador trying to size up this kingdom he feels is intruding upon lands that Mivon has had eyes on for quite some time and Walays trying to convince them that this land is quite poor and not worth the effort of invading.

After seeing the charter given to the PC’s, the ambassador declares he will be seeing the King Reagent of Brevoy about this, but Walays directs him instead to Ihvon, leader of the Swordlords. As the envoy leaves for Restov, the session comes to a close.

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