The Stolen Lands|
Nowhere is the Rostlandic spirit more alive than in the Free City of Restov. The city owes its allegiance to the Brevic crown, and Lord Mayor Ioseph Sellemius must bend his knee before the Dragonscale Throne like any lord, but otherwise Restov belongs to no house, making it a haven for the lost glories of the Aldori swordlords and those who look back to the old days before the coming of the Conqueror.
Restov is a city of both refinement and rough-and-tumble manners, as only a colony can be in fondly recalling and imitating its motherland. The gentry of Restov consider themselves sophisticates, although a Taldan visitor would consider their ways quaint, and touched with no small amount of northern barbarism. The city is a bustling trade center along the border. Restov’s relative wealth supports no small number of idle and titled lordlings and merchants’ sons. They frequent the various Aldori and Taldan dueling schools, as well as the alehouses, and fight each other in street corner challenges at dawn and dusk. The schools, salons, and taprooms of Restov are also hotbeds of rebellious talk against the reign of King Noleski Surtova, with young firebrands in search of a leader to rally them to the cause.
Spurred to action in part by an increase in aggression among the bandits and barbarians of the Stolen Lands and by the building political tensions to the north, the
Wwordlords of Restov have sent out a call for agents to explore and settle the Stolen Lands. The establishment of four new puppet kingdoms, all beholden to Restov’s swordlords and the rest of Rostland, would not only bring freedom from banditry and raids along Rostland’s southern border, but also the resources and clout needed to make a play for a higher station in Brevoy’s complicated political scene. If all goes well, the just return of the Stolen Lands to Brevic control could well give Rostland the footing it needs to challenge the Surtova hold on the crown!
Be it so known that the bearer of this charter has been charged by the Swordlords of Restov, acting upon the greater good and authority vested within them by the office of the Regent of the Dragonscale Throne, has granted the right of exploration and travel within the wilderness region known as the Greenbelt. Exploration should be limited to an area no further than thirty-six miles east and west and sixty miles south of Oleg’s Trading Post. The carrier of this charter should also strive against banditry and other unlawful behavior to be encountered. The punishment for unrepentant banditry remains, as always, execution by sword or rope.
So witnessed on this 24th day of Calistril, under watchful eye of the Lordship of Restov and authority granted by Lord Noleski Surtova, current Regent of the Dragonscale Throne.
From the journal of Dindenion master magician
We need some intelligence about life inside the fort before we strike. So we could set out to ambush a group or we could try and parley with a group, though this latter course seems more risky. So we decide on an ambush at the ford with bear traps hidden underwater.
After 3 days a group of 6 bandits approach from the North on foot, we move to a hidden position behind the brow of a hill and wait for them to cross. Two cries go up as two folks step into a bear trap. We charge in on horses and it is soon over. We have one prisoner.
After considerable brow beating of the prisoner he opens up about the fort and the stag lord. Apparently there are only a handful of core people in the fort – about 7 or 8 including the stag lord and his lieutenants: Ox, Akiros and Doven. He tells us the current password – we hope.
After much debating we decide on the direct approach, riding up to the gate and give the password, and say Ronolph sent us. The gates open and four guards stand in front of us to question us. Tristan of the silver tongue talks to the sergeant and persuades him that we are new bandits for the cause. He believes us! We are directed to stable our horses. Then we wander round unaccompanied and check out the layout and inhabitants.
There is one bandit in each of the three watch towers and four sat at a table in the common room. So there are probably at least 11 bandits in total in the fort. Also off the common room is a cage containing an Owlbear – the stag lord’s pet. The bandits are Falgrim Sneag (from the wanted poster in Oleg’s), another is fat Norry, a shifty guy Jex, and Topper Red. We wait until they are chatting and then they are color sprayed and coup-de-gras’d! All without the alarm being raised!
We immediately head off to get the Stag Lord. Turning the corner the stag lords door is guarded by the man we think was described as Akiros. He shouts out as Denion moves in and Glitterdusts the area blinding him (and hopefully the hidden stag lord). Tristan charges in followed by Baldwin who lands a mighty blow killing him outright and the stag lord is then engaged.
From the room we just left we hear the sound of bars being raised. The owlbear is being released. Denion greases the entrance to the room and a bandit falls on his ass charging in. This gives Denion the chance to find cover.
After a long fight the stag lord almost escapes before being dropped by a flaming sphere and a magic missile. The owlbear is held up for ages scrabbling on the ground in the grease which gives us chance to finish off two other of the stag lords lieutenants and the third one legs it. Only then does the owlbear find its legs, stand up and lay into us. Too late as we concentrate on it and goes down quickly. Victory!
One lieutenant ran away and the three watch guards have also ran away. But the fort is secure. On surveying our new base we find lots of stuff.
On returning as conquering heroes we are given a new charter to rule the lands we have explored as our kingdom. The kingdom of Stoland is founded with Deepwater as our capital city built on the site of the stag lord’s fort.
I answered the call for adventurers to help tame the
stolen lands. I find myself before the mayor and his entourage with the
strangest bunch of misfits that you couldn’t imagine. The story of my life
really. We each read and accept the charter which gives us freedom of
passage in the greenbelt and authorises us to deal with banditry with
extreme prejudice. We are being offered no equipment up front though we can
keep what we find.
The group consists of:
After finding out what we can about the area we join up
with a caravan to Oleg’s Trading post – offering our protection in exchange
for food and transport. Our journey is largely uneventful and we arrive at
the old fort that is Oleg’s trading post. Oleg stays here with his wife
only. His wife Svetlana is a stunning beauty from Varisia and only half
Oleg’s age. She greets us all with a hug and a kiss on the cheek, seemingly
hugging Edwin a little bit longer. We note Oleg watching closely.
She asks us if we came to help with bandits. We
acknowledge and she and Oleg explain the situation. They are periodically
robbed by bandits on the first sunrise of the month. They are helpless to
resist, though fortunately this is the off-season so there isn’t that much
to steal. We plan our defence for the following morning.
We take our positions as the gates open and wait. We
don’t have to wait long as the bandits swagger through the gates and
approach Oleg. We spring our trap and surprise the bandits to limited effect
though my Grease spell deals with the front line. Though Edwin goes down to
a well placed blow almost immediately.
Then Denion steps in and drops two with a Color Spray.
Am I doing this all by myself? Ah, one of the bandits has run away. With
three down the fight quickly turns our way and two more are dropped. The
leader surrenders and asks for quarter. Unfortunately this happens just as
Raenari runs after the fleeing bandit and Ancillion jumps on a bareback
horse and rides him down. So the bandit leader is left with Edwin and
Malachi. When he fails to talk he is led up to the wall, a rope tied around
his neck and he is thrown off the wall without talking. Our first
Oleg wants to hang all of the bandits from the wall and
we concur. A standing reward of 400gold is available for six bandits. Oleg
says he will send word to Restov and our reward will follow.
Svetlana comes out, runs over to Edwin and gives him a
big hug, and then does the same to each of us in turn. Oleg thanks us and
tells us that we can stay here free of charge indefinitely. He tells us that when we track down the rest of the bandits that if
we recover Svetlana’s wedding ring he will give us 1000 gold of trading post
credit. He also gives us 3 potions which are immediately split according to
Our plan is to track the bandits back to their base
while the trail is fresh so we set off immediately. Tracking is slow work
and after a few hours we have travelled only a few miles but we come to
signs of their partially hidden campsite. Proceeding on, the grass is
starting to get longer and we can see a forest in the distance. The bandits
track of pressed down grass through the long grass is easy to follow and
heads towards the forest. We press on until we reach the edge of the forest
in late afternoon.
The majority of us set up camp while the others
cautiously follow the tracks a short way into the forest. They return a
short while later and we set watches for the night. During the night we hear
the baying of wolves but nothing comes close to the camp.
Next day we continue to follow the trail which is
skirting the woods. After five hours of tracking we lose the trail. So we
then have to hunt around for hours eventually picking up the trail again.
After a days tracking we set up camp again and cook more forest animals.
Wolves are again heard in the night, closer this time.
Another day tracking. This is getting tedious.
Ancillion draws an arrow and aims into the brush. Two boars emerge look at
us startled. Ooh look, dinner has come to us! Another camp another
uneventful night, not even the baying of wolves.
The forest here is made up of many young trees forming
a complete canopy. Possibly a forest fire ten to twenty years ago? The trail
is only faint now so tracking is time consuming with lots of backtracking.
After lunch we come to a clearing at the side of a stream. There is a
pallisaded section of the clearing. An alarm cry goes up as the guard spots
us as we spot him.
From the journal of Edwin Fitz Allen
We have found
the bandit camp. There is a tied up half elf on the ground. A fight breaks
out. Raenari stumbles out of the woods and fails to stab his opponent. Edwin
cuts the monks bonds. The monk charges the leader punching her in the face.
Raenari is injured on the ground. Ancillion slays the first of the bandits.
Malachi casts a fear spell and an axe wielding bandit flees. Edwin goes down
to a sword blow. Ancillion cuts the bandit leaders’ head off with his great
sword. Ancillion is cut down. The monk does a flurry of blows and knocks out
his opponent. Ancillion expires on the ground. Malachi chases after the
bandit cleric and slays him. He is charged by the barbarian. Malachi the
coward runs off leaving the monk to face the barbarian alone. Edwin expires
on the ground. Stuff is looted.
When they get
back to Oleg’s cabin they find two guards outside the gates wearing tabards
with the insignia of Restov. There are four tents. There are two more guards
with a leader. Sir Tristan a scarred warrior says he wants to join the
charter. He is joined by a ranger called Baldwin
who used to work on his father’s land. They are late because they were busy
wenching. Svetlana is sad to hear of the death of Edwin and Ancillion.
They have found
some greenish herbal liquor with a note saying it’s for the Stag Lord. Oleg
mentions a hermit that makes potions not far away to the south east. The
guards from Restov are here to protect the outpost. Kestin Garris their
leader is sat nursing an ale. He is told about the bandits that have been
killed. He has heard of a bandit leader called the Stag Lord who has been
rallying the local bandits. He is looking for a guy called Falgrim Sneeg. He
was a mercenary that served with them but robbed them. He is keen to get his
hands on him. He is going to be staying here indefinitely. He seems to be
morose and moody.
We decide to
explore the area near Olegs outpost. It’s rolling plain. We spot an old
abandoned cottage. It has started to rain. The cottage roof has a hole in
it. There is some rubble on the floor. We spot a trapdoor under the bed.
There is a strange rune on the trapdoor and some rusted lock stopping
anything getting out. There is a faint odour of magic coming from the rune.
We attach a rope to a horse and it pulls the chains away. Inside is a
skeleton warrior. Raenari is disrupting the undead creature. Sir Tristan
smashes the skeleton to pieces with his warhammer. We find a magical ring.
On the third day
we find an intact cottage with smoke rising out of chimney. An old man
appears. We converse with him. Bokken the hermit has some potions. He is
able to make some more. We ask him to make some more healing potions. He
needs some ingredients. He wants fangberries. They are a fair way to the SW.
He tells us that the East Cellon river is the major trade route through the
kingdom. There are reports of a unicorn living in the marches. There is a
haunted broken bridge. The bandits who wear stag amulets may follow a
We see a thick
white layer of what looks like bird droppings. As we head south we see some
herds. We come across an area littered with the skeletons. There may be some
large spiders around. In the middle of the area of skeletons is a trap door
spider. We hunt some rabbits and hang them around Frampton hoping to set off
the spider. We shoot at the spider. Frampton kills it.
From the journal of Dindenion, Master Magician
Continuing our mounted exploration of the greenbelt,
the path leads to an arrow shaped clearing. There are moon radishes growing
here, three baskets sit on the ground filled with them. As we enter the
clearing several kobolds stagger up from the grass grabbing their spears,
apparently gorged on moon radishes.
Dindenion shouts out in Draconic “Hail, well met
kobolds, we come in peace.” Then dismounts and walks forward. The response
is “leave now, or die”.
Malachi advances and tries to intimidate the leader
with open threats. The kobolds look at each other nervously. Dindenion tells
them it can end one of two ways, with them dead or as our allies. Their
spears come back up. Malachi continues to intimidate and converse with the
kobolds for several minutes. In the end they agree to us meeting their chief
here in a week’s time. Our plan is to buy many trinkets at Oleg’s to woo
Returning to Oleg’s the post is guarded as expected.
The bodies have been removed from the walls to be replaced by heads on
sticks, some way from the walls. A man approaches us and introduces himself
as Jed a cleric of Erastil. He
asks us if we have come across a ruined temple on our journeys. Apparently
he had a dream. If we find it he would like to know. He offers us his divine
services for free if we find it and help him rededicate it.
We retire to the bunk rooms to sleep. Oriel notices an
odd panel above his bunk. Opening it he finds a bottle and a letter. The
letter is dated 40 years ago from Bartholomew Aldemon addressed to Jonathan
Trentavoy. “If you are reading this I am dead. Let Ophelia in Restov know
that I love her and to name the first born after my father Eudorus”. There
is also a little map with an X on it. The bottle has a ring in it. Asking around yields no information.
Next day, having ordered horses, trinkets, food and
drink, we set out to explore some more of the greenbelt. As we only have
four horses, Dindenion has to walk along with Raenari, such ignomy.
While scouting ahead Raenari cries out - a bear trap
snapped around his leg. The fighters rush forward to prise it off. Searching
around we find another trap nearby. They are not marked with any warnings
for humans to see – which though not illegal is seriously anti-social. We
decide to take the traps with us. After
more investigation Raenari discovers another bear trap – the hard way – and
collapses unconscious. Another trap added to the collection. Later we find
one with a stick and collect that one too. No more are found that day.
Next day we come to a small lake blocked by a beaver
damn. A beaver lodge is visible 20ft out in the lake. The trail goes through
the lake. We decide to skirt around it rather than disturb the damn for now.
Continuing on we explore lots and lots of forest.
In the morning Sir Tristan’s picks up his sword and the
sound of an alarm bell goes off. Denion shouts out “Good morning Fey” in
Elven and Sylvan. No reply. So after checking around and finding nothing we
move off. Later that morning Sir Tristan falls off his horse, his saddle
undone. Faint giggling heard from above. Later water pours over his head and
his sword turns pink. At supper that night food flies off Baldwin’s plate and hits Oriel. Dim giggling again is heard.
Night passes uneventfully though Sir Tristan’s horse Fairfax is now painted as
a black and white cow. It is washed off in a nearby stream. Irritated we
head straight back to Oleg’s to get ready for the Kobold meeting. Loading up
our kart with all the trinkets, food and drink.
The Kobold lair
Three kobolds meet us “Natpick take you to see chief
Sutscale!”. We agree though. Baldwin
barters for a moon radish and eats it. Following them for three days through
hills finally coming to the kobold lair alongside a large river. Along the
way I overhear them talking about Tartuk with a hint of fear in their voices
and a statue. On questioning them about it they explain Tartuk is a shaman.
A faded sign “oak top silver mine” lies at the side of
a dark entrance. A small blue creature is sobbing in a wooden cage nearby.
Leaving our horses outside Natpick
leads us into the lair. We are led through very narrow tunnels to chief
“Greetings lord Sutscale we bring tribute and offerings
and seek an alliance.”
He replies “You help us, we help you”. “We are at war
with the Mites, they have stolen our holy statue, if it is not returned we
are cursed.” He introduces us to Tartuk and describes the statue to us and
tells us the Mite lair is under an old sycamore.
Malachi tries to interrogate the captive Mite, but
finds that he doesn’t share a common language – in fact none of us do – he
The Miteys are fallen
We prepare and set off for the old sycamore. A dark
narrow pit that is a tangle of roots descends into the darkness ten feet
below. Malachi goes first and finds himself between two Mites as Sir Tristan
drops into the room and joins combat. We all pile in as the mites are felled
and pushed back. Very narrow passageways lead off and we find ourselves
fighting on multiple fronts in very narrow passageways –hindered and only
one person can fight at once on each front
Raenari, Tristan and Dindenion approach some sort of
nursery room is encountered with giant centipedes being tended by a Mite.
The mite runs off while the centipedes attack, which prove difficult to
despatch due to the confined space.
Malachi, Baldwin and
Oriel set off in the other direction along a very long and narrow passageway
until they come to a room with a screaming kobold tied up and laying on the
ground - several mites torturing it with daggers. Three limp kobolds hang
from the wall. They pile in and
soon dispatch them all. Negotiating a narrow chasm they carry on and find a
large room with a mounted mite and several other mites.
From the Journal Of Baldwin
Oriel the monk bravely charges into the final cave.
Denion colour sprays the mites. Raenari foolishly rushes into the cave. He
is bitten by a huge spider and falls to the ground. Frampton is summoned and
smites a mite. Malachi and Baldwin attack the tick. Malachi is bitten by the
tick. Baldwin chops the ticks head off with his greatsword.
Denion causes the Mite leader to drop his trident. Oriel finishes him off.
In the centre of the room is a map. On top is the
statue we were looking for. Within a sack is some treasure. Malachi finds
another monster to fight. It looks like a giant centipede. Raenari (speedy
gonzalis) runs around the cavern to flank the creature. The monk jumps over
the pit. Ser Tristan points out the weak point. Malachi is bitten by the
centipede. Oriel swings on the rope bridge and kicks out at the creature.
Baldwin steps up. Oriel aims a kick at the centipedes head and finishes it off.
After some exploring we head back to the Kobold Lair.
We hand over the statue to Chief Sutscale. Surprisingly he smashes the
statue. He cheers and says that he has freed us from the curse. The kobolds
are stunned by this action. Sutscale shouts help me to kill the Usurper. We
charge in to fight the shaman. All of a sudden there appear to be six of
him. We whittle down the images. Raenari chops the kobold shaman in two. We
lift up Chief Sutscale on our shoulders. We find some bracers of protection,
a wand of magic missiles and the wedding ring, a journal. We discuss an
The treaty with the Kobolds is a non aggression treaty.
They will not attack humanoids. We agree to help each other in times of
need. They also have access to Olegs Trading Cabin. They can have the mites
lair if they wish.
As we are exploring the hills we see rabbits with horns
in their heads. They are known as blink bunnies. We cowardly run away. Later
on we find a ruined bridge. A sign post says Nettle’s Crossing ring for
service. Ser Tristan rings the bell. Nettles walks on the water. He looks
undead. He speaks in an eerie voice. He says “You are not my enemies throw
the head of the Stag Lord into the river or face me.” The River is called
The Shrike and Davik is the name of the undead creature. Naturally we run away.
We find an overturned boat in a lush area by the river.
There is a goat with some residual magic on it. Malachi talks to the goat.
It talks back. It is Jasper de Conroy. He says that he came to fish and
found a fey creature. Enraged she turned him into a goat. He hasn’t seen the
fay woman recently. He comes from Brevoy. We take the goat with us.
From a map with an X on it we find a tree. It’s a dead
old oak tree. The trunk is hollow and there is a stone. We remove it and dig
down. We find a rotten old leather satchel. There is a cloak, a silver ring
a spellbook and a dagger. Cloak of Elvenkind magical dagger,
Baldwin takes the Elven Cloak. The spellbook contains five spells.
We find a crevasse with bones – human and bear. The cave
walls are sparkling. Up on a ledge is a cave fisher. Denion greases the
ground causing it to fall. Raenari slays it. We see a vein of gold. We
disguise the entrance.
We head back to Olegs’ Cabin. We hand over Svetlanas
ring to Oleg and tell him of our alliance with the Kobolds. Malachi tells
the cleric and Oleg of the goat. The Cleric is unable to turn him back to a
From the Journal Of Baldwin
We arrive back at Oleg’s trading cabin and there are no
guards on the gates. We hear the sound of raised voices. There is a gypsy
caravan. Svetlana has gypsy origins. There are heated words in a language we
don’t know. There is a face off between the guards and the gypsies. There is
a fellow loudly demanding his food. We get rid of the gypsies by
intimidating them. We tell them that we will check Svetlana for charms and
entrancements. We find none.
Baldwin remembers that
Taxleworms are a primitive form of dragons. We meet Barandas who also has a
charter. Malachi orders a silver mask. We tell the gypsies what we have
found. They don’t believe us. We plan to go exploring and hope to find the
hidden temple. Some fey play tricks on Ser Tristan.
We find a large clearing with what look like stone
ruins. There is a ridge of rock. It has been carved in the likeness of an
Elk. There is a pool of water with algae floating on it. We recognise this
as a temple of Erathis. There is an aura of magic around
the pool. Malachi loudly moves in. He seems to think he is being stealthy.
A bear roars and charges out. Ser Tristan charges it and Baldwin looses an arrow which thuds into its chest.
Dandelion shoots an acid dart at the bear. Ser Tristans horse, Fairfax, proves its worth. The bear rends the
horse. The bear collapses and turns into an old man then turns into a
skeletons and crumbles to dust. . At that moment the pool becomes clear and
the temple seems to become brighter. Inside the cave is an alter.
Baldwin sees a chest
down in the pool. He swims down to it. When he touches it he feels
disoriented. He flails around in a panic. The wizard uses an unseen servant
to grab the chest. The rest weight a rope which Baldwin
eventually grabs and is helped up. He coughs and splutters for a while.
Inside the chest on a velvet cushion is a single arrow.
It is an undead slaying arrow.
Ahead of us a tree has fallen across the path and we
spot some fungi. Dandelion thinks it’s a slime mould which is a kind of
mould. For a change we decide to attack. Denion is engulfed by the mould.
Ser Tristan does the killing blow.
We tell the cleric the good news. We escort him back to
the temple and reconsecrate it. We find some abandoned buildings next to a
river. We hear a roar. We see some creatures. One is a toad and another is a
fanged toad. It cries out truce. They have a lair by the river.
We hear some barking from down a pit. Denion looks down
the pit at the animal and falls in when the earth collapses underneath him.
Malachi also falls in. Barandas keeps his feet. Later on we discover a
fangberry thicket. We spot chew spider webs. Malachi heads in to gather some
berries. He is covered in spiders. He runs out and Denion burns them. Denion
sends in a dog which dies from thorn wounds. The next day we collect the
In the forest we hear a roar and a dire boar charges
out at us. Fairfax
performs well again. He really is carrying Ser Tristan in more than one
respect. Baldwin steps up and cleaves its head off.
From the Journal Of Baldwin
We head off – it’s a nice day.Find a bridge. Barandas crosses safely.He comes back and crosses again, this time with his horse and both
fall off into the river. Baldwin
spots some tracks heading south to north. The group move downriver and find
a place where they can swim across the river, though Dandelion struggles.
Raenari lassos him. We pick up the tracks. We ride ahead and head up a hill.
Oriel focuses deeply and spots them in the distance.
We gallop towards them. They loose crossbow bolts. Ser
Tristan charges in lance lowered. At the end of the fight Barandas is dead.
The evil Malachi beheads him and mutilates the head. The leader of the troop
had a stag amulet and a magical longsword. We decide to rest where we are.
We head towards the hermit and buy up many healing potions.
We make our way back to Olegs. There is a dwarf there,
Thorgrimm, bearing the Holy Symbol of Torag. He seems to be a god of the
forge. He is approached by Ser Tristan. He seems to be a cleric and also has
a charter - there is much preaching to be done! We head north to the village
to hand in the boars head. We receive a masterwork bow as a reward. Robert
of Hamlet (Bob) the porter is hired by Ser Tristan.
We go exploring and find a barrow. We foolishly give
Bob a sword. We hack away at the brambles in front of the door. There are
very faint runes on the door. We push the stone blocks aside. There is a
narrow entrance. It’s dark and musty inside. A stone crashes down and Ser
Tristan jumps out of the way, though he and Malachi are both trapped on the
far side of a large granite block. Some skeletons animate in front of them.
The rest of us run around the passageway, seeking for a way to join them.
Raenari falls into a spiked pit. We find another secret door. Heading
through we find another room. There is a Wight! By the altar is a magical
morning star. We slay the Wight but find no way through to Ser Tristan and
Malachi who remain trapped.
From the journal of Dindenion, Master Magician
Rescue of the block heads:
The Wight defeated we stand in silence as a sense of
loss sweeps the party. Then we go back to the fallen block. It isn’t a
perfect fit and we can hear the others though not see them. They live!
I go outside to check the top of the mound. As I exit
the mound a kobold approaches and says “hello Denion” in Elven! Whoa. It is
Izzy the kobold we saved from the Mites. She explains she has been following
us and wants to be my apprentice! A kobold might be useful as they know
caverns and traps, so I invite her to take a look at the block.
Izzy explains that the roof and walls is made up of
large blocks of stone. The floor however is paved earth. So we start to
search our packs for tools to help us lift flags and dig earth.
Just as we are getting ready to dig a cry comes out
from behind the block. The skeletons have risen again and are attacking!
However they are soon defeated.
Soon after Izzy casts some digging spells, lots of
earth spreads out from the floor, the block falls into the hole and earth
pours down from above. More digging spells and
Malachi decides to stay behind to
research the reanimating undead. Izzy asks to come with us and we agree. A
kobold in the party. Female apparently – how do you tell with Kobolds?
The Izzy Supremacy:
Next day we set off south exploring once again. We spot
a rusty weapon sticking out the ground. Exploring the area we find more
rusty weapons and bone fragments. It appears to be an ancient battle site.
Another day.Another few miles. A crumbling stone hut is spotted in a hollow. Izzy
goes to check and we all follow. Entering the hut a skeleton is nailed to a
wall with heavy iron spikes. Izzy says the man was obviously tortured before
he died. Written on the wall in blood is: “He failed me. He is Guironas now.
I cannot afford delay my love I will travel south to the monastery in the
hills. I hope you will join me soon.” Tristan smashes the skeleton as a
precaution. We decide to spend the night here in the shelter of the hut.
Travelling east we enter a forest and come to some hot springs stinking of
bad eggs. The springs seem to feed a large pool of water about 150 foot
across. A river heads off southwards from the pool. Suddenly tongues lash
out at us. Denion is dragged off his horse, ow, and pulled towards the pool. There are 3 giant frogs at the edge of the
pool. A color spray, an attack from Tristan and a spell from Izzy and it is
all over. Teamwork. However the lack of a healer in the party means wounds
cannot be healed.
Moving on we find a patch of blood berries –
hallucinogenic berries that are potentially addictive. We gather a few for
Further on we find a 15ft tall statue overgrown with
moss and stained. Denion cleans
the statue off with a spell. It is of the god Erastil. We will tell the
cleric Jod when we see him.
Lots of forest is explored until we come across a
stagnant swampy pool in the middle of a clearing. A dead horse lies by the
pool and insects swarm about but not near the dead horse. On approaching the
dead horse is a unicorn with milky blind eyes! It’s horn has been removed.
No marks are visible on its body and no signs of poisoning. Possibly killed
by magic. A faint necromantic aura is discernible. Magic that leaves no
marks and kills and repels insects is likely very powerful. That stinks of
evil Fey. We edgily move away.
Later exploring the river we find a sandy ford and
several islands in the river making a natural choke point. Branches and
debris pile up against the islands and the bank. Two lizards are basking on
one the large islands. Tatzlworms?!
One charges Tristan and breathes on him. The other
grabs Denion and breathes on him. Izzy casts a grease spell on Denion that
allows him to escape the grapple. Izzy then casts an acid cloud on the other
worm and it goes down. Go Izzy. Tristan then finishes off the other lizard.
One of the worms heads is damaged by acid but the other one is undamaged. So
we chop its head off to take back with us.
We continue our exploration of our designated area and
complete it all before returning to Oleg’s vie the temple of Erastil.
The Tatzlworm head is cashed in with Oleg. Izzy buys a new outfit from Oleg
and a riding lizard from his tribe.
The Bandit Base
Once again we head off into the wilderness this time
looking explicitly for the bandits. Starting from the bandit camp we found
previously we work south following tracks when we find them. Eventually we
follow tracks and the river south until we come to a large lake in the
hills. Overlooking the lake, on top of a hill, is a large fort with wooden
palisade and stone towers. A single path leads up to it. Is it the stag
That is going to be one tough nut to crack. We need a
new plan. The old plan of “charge” hasn’t served too well so far.
Hiding up in the edge of the nearby forest we monitor
movements in and out for a few days. Every 1 or 2 days a group goes out or
comes in. Some mounted, some on foot. Mostly they head north. Our
preliminary plan is to take out the groups individually to weaken the
bandits and gather information.
From the journal of Dindenion, Master Magician
We need some intelligence about life inside the fort
before we strike. So we could set out to ambush a group or we could try and
parley with a group, though this latter course seems more risky. So we
decide on an ambush at the ford with bear traps hidden underwater.
After 3 days a group of 6 bandits approach from the
North on foot, we move to a hidden position behind the brow of a hill and
wait for them to cross. Two cries go up as two folks step into a bear trap.
We charge in on horses and it is soon over. We have one prisoner.
After considerable brow beating of the prisoner he
opens up about the fort and the stag lord. Apparently there are only a
handful of core people in the fort – about 7 or 8 including the stag lord
and his lieutenants: Ox, Akiros and Doven. He tells us the current password
– we hope.
After much debating we decide on the direct approach,
riding up to the gate and give the password, and say Ronolph sent us. The
gates open and four guards stand in front of us to question us. Tristan of
the silver tongue talks to the sergeant and persuades him that we are new
bandits for the cause. He believes us! We are directed to stable our horses.
Then we wander round unaccompanied and check out the layout and inhabitants.
There is one bandit in each of the three watch towers
and four sat at a table in the common room. So there are probably at least
11 bandits in total in the fort. Also off the common room is a cage
containing an Owlbear – the stag lord’s pet. The bandits are Falgrim Sneag
(from the wanted poster in Oleg’s), another is fat Norry, a shifty guy Jex,
and Topper Red. We wait until they are chatting and then they are color
sprayed and coup-de-gras’d! All without the alarm being raised!
We immediately head off to get the Stag Lord. Turning
the corner the stag lords door is guarded by the man we think was described
as Akiros. He shouts out as Denion moves in and Glitterdusts the area
blinding him (and hopefully the hidden stag lord). Tristan charges in
followed by Baldwin who lands a mighty blow killing him outright and
the stag lord is then engaged.
From the room we just left we hear the sound of bars
being raised. The owlbear is
being released. Denion greases the entrance to the room and a bandit falls
on his ass charging in. This gives Denion the chance to find cover.
After a long fight the stag lord almost escapes before
being dropped by a flaming sphere and a magic missile. The owlbear is held
up for ages scrabbling on the ground in the grease which gives us chance to
finish off two other of the stag lords lieutenants and the third one legs
it. Only then does the owlbear find its legs, stand up and lay into us. Too
late as we concentrate on it and goes down quickly. Victory!
One lieutenant ran away and the three watch guards have
also ran away. But the fort is secure. On surveying our new base we find
lots of stuff.
On returning as conquering heroes we are given a new
charter to rule the lands we have explored as our kingdom. The Kingdom of Stoland
is founded with Deepwater as our capital city built on the site of the Stag