In a flash, the quickling was gone—disappearing into cover as quickly as it had arrived. The party were ready now, however. Orithur smashed it with the arcane power of his ring of eagle’s strike and then begun animating the surrounding vegetation to trap the creature in place (or at least slow it down). Another magic missile attack by Alice grievously injured the creature and eventually it transpired it had crept away in the confusion of combat. Warg—particularly—seemed angry at this event and dearly wished to slay the beast.Read More
Fighting the undead monstrosity in the tunnels, the party pushed their advantage. As Thangrimm, Genobar and Orithur kept the thing from escaping one way, the rest of the party rushed back around the shack and piled down the stairs into the cellar. Warg—lusting after blood—flanked the creature and struck it a tremendous blow, but it wasn’t until Grogor struck it a well placed blow with this rapier that the thing collapsed into a mass of putrified, rotting flesh and bone.Read More
Leaving Languard, the party headed south toward Wellswood and Don Galir to answer Borrin’s call. Of course, the party also had other plans. Instead of heading straight to Wellswood they decided to strike off the main trail and head south east toward Woodridge. Rumours of bands of armed men in the vicinity of the village had piqued their interest and this—combined with rumours of rising tensions around the currently lordless village of Longbridge-drew them onwards.Read More
The party pushed deeper into the bandits’ lair. As Warg hacked his way though the door that had so stymied his assault, Johann—shooting from the dark—fought a one-sided archer duel with two doomed bandits. As he did so, another bandit broke for the exit. With alacrity that surprised his companions Grogor took off after the fleeing bandit. He would not be seen again, until the party returned triumphant to Languard.Read More
With their preparations complete, the heroes were again ready to hunt bandits. Again Warg donned his tremendously cunning dwarven noblewomen disguise and as the party left the city through Duke’s Gate the wily warrior loudly scattered a handful of coins on the ground for the “peasants and poor people”. As he did so, he noticed two rough-looking fellows intently watching proceedings. One had a distinctive red beard and neither seemed particularly wholesome.
Travelling onwards toward Coldwater the bulk of the day was uneventful. In the late afternoon, a pair of mud-splattered riders thundered passed the party. Warg, who’d be watching out the back of the wagon, noticed a flash of a red beard as the two galloped passed. It seemed that finally—perhaps—the trap was set. After camping overnight, the party pushed on the next morning.
Around midday, the heroes happened on a scene of violence and death. Ahead on the trail, a small merchant’s caravan of three wagons had clearly been attacked. Bodies lay scattered all around. A plump, middle-aged man stood on the road in a daze holding a bastard sword limply in one hand. Behind him a muscular woman wearing banded mail slumped unconscious against a wagon wheel. Blood oozed from a wound in her belly and she seemed in a bad way.
Thangrimm trotted forward to see what had happened while his companions—suspecting a trap—immediately fanned out into the scrub bounding the road on either side. It transpired, though, that there was no trap. Rather, the party’s approach had put flight to a large gang of bandits who had been about to overcome the caravan. Five guards and eight bandits lay about the caravans; two of the guards yet lived. Thangrimm and Genobar used their divine magic to heal the surviving guards and the party learnt more about what had happened. The middle-aged merchant introduced himself as Unto Joutsi while the female warrior named herself Pritta Hirvi.
The two related the events of the recent ambush and using this information the party’s trackers—Orithur and Johann—easily picked up the bandits’ trail. After helping the survivors get their wagons off the road—for their horses had fled—the heroes set off after the bandits.
Several hours later, the trail the party were following combed higher into the hills and led the heroes into a densely wooded, steep-sided valley. Near the head of the valley, they discovered four cave entrances piercing the cliffs. The tracks led toward the caves and the party’s scouts—Grogor and Johann—were despatched to learn more. They discovered the four cave entrances all essentially led to the same large sunken cave. Worryingly, both scouts reported seeing multiple incredibly detailed stone statues scattered about the outer caves—could they have accidentally stumbled on Deszraul’s lost hold? With this information, Orithur argued strenuously for an immediate retreat, but braver—or perhaps more foolhardy—voices won out.
Bravely, the party advanced into the cave.
Immediately, forgetting the plan, Warg screamed a challenge and charged at the first group of bandits he saw. The four unfortunate, and surprised, men didn’t stand a chance. As the group rushed to support Warg, most of the bandits were quickly slain. One managed to escape up a narrow set of stone stairs all the while shouting for Venla and Deszraul. Unperturbed, the party gave chase.
Rushing through several chambers, the party’s progress was only halted by a stout wooden door which the enraged Warg began to immediately batter down. As he hacked at the door, Thangrimm reached passed him and tried the handle—it was unlocked but something or someone was holding it shut from inside.
At this moment, Johann who had lingered in the first cavern to make sure all the bandits were dead and not merely shamming death—suddenly shouted a warning. It seemed in the party’s headlong rush after the bandits they had overlooked a cunningly hidden secret door. This opened and a half dozen or so bandit archers tumbled out. As most of the party rushed back to help Johann, a blond-hair woman emerged from the door and shouted orders to the archers—who were clearly her minions.
As a savage, no-holds barred combat broke out the woman—presumably Venla—made a break for the exit followed by two of her followers…
After their heroics in Aleksandra Ihalempi’s crumbled tower, the party rested for a week in Languard. Several of the heroes were exhausted by their adventures and craved rest. Others sought to worship at their temples, sell their accumulated loot or simply drink in everything the duchy’s largest settlement had to offer.Read More
The party waited for the fetid air to clear from the shaft and finished their breakfast, which Thangrimm had cooked. Before they could begin their exploration of whatever lay beyond the shaft, Warg declared he was feeling unwell and wouldn’t be able to join his friends on the day’s delve. The party were crestfallen as Warg’s unique blend of unsubtle violence and barely restrained homicidal mania came in surprisingly useful in many of the situations in which they found themselves. The party’s spirits were substantially lifted, however, when Grogor arrived!Read More
With the owlbears slain and their nest comprehensively looted, the party prepared to enter the tower proper. Before they did so, however, Johann, patrolled around the tower to see if he could get a sense about what lurked in the upper levels. Worryingly, he caught a glimpse of a large white and gold feathered wing on one of the upper levels, but the angle was such that he could not make out more of the creature.Read More
With their preparations complete, the heroes were ready to get on with the important task of bandit hunting—specifically the hunting of Venla Koira and her band whose killing or capture was worth 200 gold crowns.Read More
Their heroic trials behind them, the party decided to rest in Languard for a few weeks. Many of the heroes had things they wanted to get done and so the party—to a certain extent—went their own ways for much of the month.Read More