I don't like to "march time forward" with a hand wave, instead playing out each day and seeing the party's choice and the organic growth of their adventure. So when I called for Marching time forward a few times this night, the party didn't trust me and wanted to play out each day - pointing out how this was not the norm and not in character to the game and DMing style they had been used to.
It's funny, but I just wanted to get to the "adventure" part of the adventure.
Write up follows:
The group went and spoke with the Bailiff, letting Youngston know about their thoughts regarding the K’Morat sightings and that they’d like to hold off on harvesting a few days as a possibility. The camp is in the black now – assuming we get 3-4 viable Firvin’s Caps back per day – we’re at this point running 8-9 days in the black – with the next 2 months and rest of the season a possibility to really ramp up the profits, so to speak.
The Bailiff was not keen on stopping the harvesting for now but the group had an alternative plan where we suspect the party might be watched all the time. So we should go out with a different number of people each time, eventually reducing it over the next 4 days until the following time the K’Morat were expected to show up we actually go out with the Randari and scout early and set up a few traps.
That was approved and we went to bed feeling proactive. On the 5th there were only 3 Caps found and Barb and Shim went out with the Randari, setting up a snare trap on the way. Nothing untoward happened and we returned the camp without issue. The next day was similar except we tried a different snare; this one that wouldn’t actually catch anything but had a pit dug nearby to trip up a few kobolds. We then wandered around south, exploring the area near the river as we looked around. After a few miles we turned back and returned to Base Camp.
The next morning saw Barb and Shim once again heading off with the Randari but a good 1,000 feet or so from the walls of the Camp, a boulder came sailing in and smashed Hornes in the chest, knocking the half-orcish leader down. The Randari looked about and in the dark another boulder smashed in – catching a Randari in the head and killing him.
Everyone dropped making the chance to be hit smaller; Barb was clipped and had a broken arm. Shim was dispatched to run back to Base Camp and get the Giant slayers. Meanwhile Barb could tell through the Ravenstone that the voices in the gloom were giants and they were laughing about hitting the orcs. Shim made it back to the Camp, the slayers were raised as well as the party, and some 15-20 people ran out and back to the Giants. The Slayers did their job and held the giants at bay eventually running them off while the rest of the party attended to the Rangers and brought them home.
Harvesting was put aside for today and Hornes lost ANOTHER Ranger. Anger was heavy, Spunifer came and healed up Barb and the entire camp stayed buttoned up for 2 days until the 9th when the group went out again. This time with was Barb and Darius who went out and set up a snare on the route back. Then they were working on another snare and a pit by the cut down point, sharpening some punji stakes when they were convinced they weren’t alone.
Glimpses in the forest, bits of signs something wasn’t right. Then there were the signs of kobolds and the two of them RAN – one of them getting clotheslined and Darius smashing one in the skull with a sling bullet. Realizing they were now surrounded by 30 of them and it looking grim, Barb managed to croak out a few words in their language thanks to the Ravenstone.
This caused the kobolds to pause. Food doesn’t talk, but she talks their language. Hence she isn’t food. They are an affront to the clan and need to leave or they will be eaten. Barb tries to get some information and hears something about “numerous as the trees on the mountain, as the stars in the sky” and figures out that the Base Camp has 5 days to disperse or the kobolds are going to fall on the stone walls (they actually made reference to the Camp, its location, and its makeup) and burn them down.
The two of them were allowed to leave and we ran up Furtham’s Peak where we joined the rest of the party and let them know what we had discovered and the kobolds. Holy crap – this was bad. We made sure not to let the Harvesters know what was going on and after 3 when the last of the Caps were gathered we began the trek back.
Around the same place where our traps had been set up (and now dismantled), was a K’Morat Fetish marking. A long stick festooned with skulls and feathers and scraps of cloth on a pile of rocks propped up bear a tree. The thought was to walk on by but Shimlagesh was offended by it and went to take it down. However he disturbed the rocks and three centipedes crawled out and up his legs. He danced back, fell over, and the fetish fell with him and there was a blast of black energy and he was knocked out.
We dragged him free, cut his pants leg open and killed the two centipedes there. However, healing spells seemed to stop at him and failed to work. Plus he was breathing shallowly and quickly, evidenced something was wrong. We wanted to get him back to Camp now.
So we kept going and saw another fetish. Darius spent some time slinging rocks at the damned thing, hitting the skulls until they were all broken and two of them had that same black energy look as what had hit Shimlagesh. We made it back to Base Camp by 5ish, filled the Bailiff on what was going on, and then had Spunifer come and try to help. Her own spells were stopped for some reason on healing the gnome and she was forced to use a Remove Curse scroll.
However, she wanted payment and Negan gave up his only 2 magical quills to the orcish druid who then removed the curse on the gnome and was able to heal him at long last. Shim awoke and we spent some time healing him properly and then discussed what happened and what it bodes for us.
Barb was adamant that the K’Morat she spoke to were serious about their 5 day abandon the place time limit. We were still under the belief that the Warren was on the other side of the Enderlyn River and based upon the time between K’Morat forays, most like 2-3 days away from Furtham’s Peak. That was a big area to look over and we still had not seen any obvious crossings of the K’Morat. The River was too fast to trust to swimming and the boats would have to start further upstream to account for the current.
This brought up Broken Tower Lake again. It is the only slow spot on the river anywhere near here, and Darius dimly remembered the Teamster Trentis mentioning seeing K’Morat on the Lake when we took our first trip up here a month and a half earlier. There was a slim but believable chance the K’Morat could be crossing there and it was worth a look. Plus, the Broken Tower was there and we suspected there would be some spell crystals we could snag for Avulstein’s upcoming transfer from wolverine to something else.
We went to the Bailiff and talked about us taking a detour to the lake to check it out. This gave us 4 days to go, check, and return before the K’Morat were expected to return.
This site is an online accumulation of the Post Reports for my current ongoing D&D Campaign - for anyone who might be interested in reading them.
Wednesday, July 18, 2018
Thursday, July 12, 2018
Youth Meet 17, Adv 2, 7/6/18
The fight on the Sea Ghost continued to rage on throughout this meeting, with most of the smugglers coming up top to trade blows with the group – we had some serious fighting back and forth, healing was dispensed, and some deaths. But the combat SEEMS to be over for now and the party was about to give the Ghost a once over to look for treasure and answers as to what’s going on at Dunwater.
Write up follows:
Valerie charged over to Veldryn and her skeleton who was barely held together after getting a nasty bashing from the lizardman there. Shield out, the Half-orcish druid tried to intersperse herself in the fight. Ned was hoisted to his feet, the assassin downing a fast healing potion and then growling, took out a poniard and dipped it liberally in poison. He glanced up the main mast and giving Darveig a nod, hoisted himself up the guide ropes and began to climb.
The Captain and his aide tore into the crocodile, blades slashing and dancing around the beast, hacking its thick hide but failing to drop it. Then the ship’s Bosun came out with a messenger bag around his neck looking wildly about. The Captain shouted, “HERE!” and the Bosun tossed him a glass vial which he upended and drank – healing his wounds! Bloody Bjorn did the same with a tossed vial his way and the wizard was thrown one, drinking it down and now pissed off as he stood up and snarled at Talion. From behind him a small dragon like figure emerged and swarmed towards Deja and the ranger – getting close enough to have the figure slash down and try to poison the two of them with the venomous stinger on its tail!
Bloody smashed Will Stoutly again, doing terrible damage to the sailor who was barely hanging on at this point. The battle was all over the place and finally the ship’s wizard fired another two magic missiles at Talion, the chaotic bolts ripping into the Ranger’s chest.
Veldryn hid behind Valerie and her skeleton who were working tag team against the lizardman, the necromancer needing to get the Bosun out of the fight. She called upon Hel and hit the smuggler with a black bolt – and he froze in place, Held by the powerful magics! Arrows were shot and Deja pegged the mage once and then critically hit the pseudo-dragon in the chest as it tried to wing away, flipping over and falling into the sea.
Magnus laid hands on Will, pouring all of Tyr’s healing into the sailor and straightening him up. Firing some scornful remarks at Bloody Bjorn, Will hacked at the First Mate with his broadsword, driving the man back to the deck wall. Darveig sported Will and the two of them held Bloody at bay, barely for now. The lone lizardman then collapsed to Valerie and the skeleton’s assault – just in time for the next two lizardmen to hit the stairs from the lower deck and charge up the steps. Val used her prodigious strength the smash the door closed and brace it with her shield and shoulder as the two scaled foes on the other side tried to batter it down.
The ship’s wizard shot a Gust of Wind spell at Deja, trying to blow the Halfling off the ship but she was gripping the capstan tight and refused to let go. More arrows followed and the wizard went down again...this time for the last time! The crocodile disappeared and before the Captain could hit Veldryn, Valerie leaned away from the door she was bracing and called out again – this time Frey dropping a Dire Badger onto the deck who ripped Captain Siggurd’s midsection open.
Talion and Deja were pissing arrows at this point, both of them running with near empty quivers as they shot indiscriminately into the battle at any target that was available. By now, Ned had reached the cross beam on the mast, ran across it, hit a rope and jumped, spiraling down, falling on Bloody Bjorn with a surprise backstab with his poisoned blade and dropped the giant of a man to the deck, killing him. Hurt and tired, Ned looked over at Will, Darveig, and Magnus and said, “I’m done, you guys hit the rest.”
The lone smuggler that was supporting Bloody tried to take Ned out but Darveig and Magnus turned their attention to him. As for the lizardmen, one of them had run DOWN into the hold and we heard running across the bottom of the ship, while the other had burst the door open and engaged Valerie there – the two of them shoving and pushing back and forth.
So – we had the Captain and a smuggler fighting the Dire Badger, the Bosun held in place, another smuggler fighting Darveig, Will and Magnus, a lizardman struggling with Valerie at the top of the stairs, Veldryn and the skeleton catching their breath and going to help Valerie, Talion and Deja on the Forecastle Deck with bows observing and shooting with a handful of arrows left between them, and another lizardman running across the bottom of the ship to most likely climb the stairs to the main deck from the Poop deck.
The Captain and his minion tore the Dire Badger apart in short order, dispelling the beast, and then moved to engage Veldryn. Before he could get there, the opposite door opened up and the lizardman there emerged, shooting Will Stoutly in the chest and the veteran seaman stumbled backwards and collapsed off the ship – dead. An exchange of arrows follows along with Veldryn trying to Command the captain (and failing) and after swords and axes and everything else flew…
Valerie had managed to shove the lizardman back into the hold and slam the door closed, the Captain hacked at Magnus, dropping the paladin, the smuggler tore into Darveig, slaying the young squire, and hit points were dropping like mad everywhere. The lizardman with the bow was killed and one of the lone smuggler’s was killed.
The Captain Siggurd and his smuggler companion jumped off the ship and tried to make it to the jolly boat while the group ran to heal Magnus and Darveig – saving one but failing to help the other as we had NO healing left – not even the paladin lay on hands. Darveig died in Magnus’ arms, whispering it was worth it and then left – dying in battle and we assume on his way to Valhalla.
We shot at the Captain who was knocking on the side of the boat while the lizardman down there was trying to pass a healing potion to him – but a final arrow last shot from Talion over the side of the Sea Ghost hit the Captain in the chest and the last 2 hit points withered away – and he sank at long last…dead!
Ordering the last smuggler back onto the boat we had three now with us: the smuggler, the Bosun, and the last lizardman. We dragged everyone to the Main Deck, spent some time tying them up, and then dispensed the Bosun’s sack of healing poitons he had (5 remaining) to the group. A few cure minor’s went out but the party was pretty beat up.
We questioned the three extensively for a time, made sure they were bound up tight, and then Deja, Talion, and Veldryn went to start looking over the ship – hitting the first room under the Forecastle which seemed to be the lizardman’s cabin. There were a few things in there but a locked wooden chest was the most appealing. Deja was sure it was locked and trapped and we went out to the lizardman to get the key from his waist. With careful fingers he turned it and unlocked the chest, hand rest on top as he tilted to cover back to peer inside.
Write up follows:
Valerie charged over to Veldryn and her skeleton who was barely held together after getting a nasty bashing from the lizardman there. Shield out, the Half-orcish druid tried to intersperse herself in the fight. Ned was hoisted to his feet, the assassin downing a fast healing potion and then growling, took out a poniard and dipped it liberally in poison. He glanced up the main mast and giving Darveig a nod, hoisted himself up the guide ropes and began to climb.
The Captain and his aide tore into the crocodile, blades slashing and dancing around the beast, hacking its thick hide but failing to drop it. Then the ship’s Bosun came out with a messenger bag around his neck looking wildly about. The Captain shouted, “HERE!” and the Bosun tossed him a glass vial which he upended and drank – healing his wounds! Bloody Bjorn did the same with a tossed vial his way and the wizard was thrown one, drinking it down and now pissed off as he stood up and snarled at Talion. From behind him a small dragon like figure emerged and swarmed towards Deja and the ranger – getting close enough to have the figure slash down and try to poison the two of them with the venomous stinger on its tail!
Bloody smashed Will Stoutly again, doing terrible damage to the sailor who was barely hanging on at this point. The battle was all over the place and finally the ship’s wizard fired another two magic missiles at Talion, the chaotic bolts ripping into the Ranger’s chest.
Veldryn hid behind Valerie and her skeleton who were working tag team against the lizardman, the necromancer needing to get the Bosun out of the fight. She called upon Hel and hit the smuggler with a black bolt – and he froze in place, Held by the powerful magics! Arrows were shot and Deja pegged the mage once and then critically hit the pseudo-dragon in the chest as it tried to wing away, flipping over and falling into the sea.
Magnus laid hands on Will, pouring all of Tyr’s healing into the sailor and straightening him up. Firing some scornful remarks at Bloody Bjorn, Will hacked at the First Mate with his broadsword, driving the man back to the deck wall. Darveig sported Will and the two of them held Bloody at bay, barely for now. The lone lizardman then collapsed to Valerie and the skeleton’s assault – just in time for the next two lizardmen to hit the stairs from the lower deck and charge up the steps. Val used her prodigious strength the smash the door closed and brace it with her shield and shoulder as the two scaled foes on the other side tried to batter it down.
The ship’s wizard shot a Gust of Wind spell at Deja, trying to blow the Halfling off the ship but she was gripping the capstan tight and refused to let go. More arrows followed and the wizard went down again...this time for the last time! The crocodile disappeared and before the Captain could hit Veldryn, Valerie leaned away from the door she was bracing and called out again – this time Frey dropping a Dire Badger onto the deck who ripped Captain Siggurd’s midsection open.
Talion and Deja were pissing arrows at this point, both of them running with near empty quivers as they shot indiscriminately into the battle at any target that was available. By now, Ned had reached the cross beam on the mast, ran across it, hit a rope and jumped, spiraling down, falling on Bloody Bjorn with a surprise backstab with his poisoned blade and dropped the giant of a man to the deck, killing him. Hurt and tired, Ned looked over at Will, Darveig, and Magnus and said, “I’m done, you guys hit the rest.”
The lone smuggler that was supporting Bloody tried to take Ned out but Darveig and Magnus turned their attention to him. As for the lizardmen, one of them had run DOWN into the hold and we heard running across the bottom of the ship, while the other had burst the door open and engaged Valerie there – the two of them shoving and pushing back and forth.
So – we had the Captain and a smuggler fighting the Dire Badger, the Bosun held in place, another smuggler fighting Darveig, Will and Magnus, a lizardman struggling with Valerie at the top of the stairs, Veldryn and the skeleton catching their breath and going to help Valerie, Talion and Deja on the Forecastle Deck with bows observing and shooting with a handful of arrows left between them, and another lizardman running across the bottom of the ship to most likely climb the stairs to the main deck from the Poop deck.
The Captain and his minion tore the Dire Badger apart in short order, dispelling the beast, and then moved to engage Veldryn. Before he could get there, the opposite door opened up and the lizardman there emerged, shooting Will Stoutly in the chest and the veteran seaman stumbled backwards and collapsed off the ship – dead. An exchange of arrows follows along with Veldryn trying to Command the captain (and failing) and after swords and axes and everything else flew…
Valerie had managed to shove the lizardman back into the hold and slam the door closed, the Captain hacked at Magnus, dropping the paladin, the smuggler tore into Darveig, slaying the young squire, and hit points were dropping like mad everywhere. The lizardman with the bow was killed and one of the lone smuggler’s was killed.
The Captain Siggurd and his smuggler companion jumped off the ship and tried to make it to the jolly boat while the group ran to heal Magnus and Darveig – saving one but failing to help the other as we had NO healing left – not even the paladin lay on hands. Darveig died in Magnus’ arms, whispering it was worth it and then left – dying in battle and we assume on his way to Valhalla.
We shot at the Captain who was knocking on the side of the boat while the lizardman down there was trying to pass a healing potion to him – but a final arrow last shot from Talion over the side of the Sea Ghost hit the Captain in the chest and the last 2 hit points withered away – and he sank at long last…dead!
Ordering the last smuggler back onto the boat we had three now with us: the smuggler, the Bosun, and the last lizardman. We dragged everyone to the Main Deck, spent some time tying them up, and then dispensed the Bosun’s sack of healing poitons he had (5 remaining) to the group. A few cure minor’s went out but the party was pretty beat up.
We questioned the three extensively for a time, made sure they were bound up tight, and then Deja, Talion, and Veldryn went to start looking over the ship – hitting the first room under the Forecastle which seemed to be the lizardman’s cabin. There were a few things in there but a locked wooden chest was the most appealing. Deja was sure it was locked and trapped and we went out to the lizardman to get the key from his waist. With careful fingers he turned it and unlocked the chest, hand rest on top as he tilted to cover back to peer inside.
Monday, July 9, 2018
Meet 54, Adv 4.2, 6/30/18
We added a person to our table for the first time over a year and a half. He's a good fit so far attitude wise and there will be the obligatory getting to know the campaign most likely death to follow at some point in the future.
Write up follows:
The Nightwoods sits on the far eastern limits of the Randari lands and is home to the Nightwood Gnomes who have lived there for as long as anyone can remember. Always a bit insular, they did help out the Gorokian Mountain Dwarves and the Jarlborrin Hill Dwarves during the collapse of the Randari Orcish Empire by trade and troops, devoting over 12,000 gnomish artisans, engineers, woodslingers, and spellswords to the 3 year fray. As the battle lines eventually moved west of the Borbuta Sea, the Nightwood Gnomes reduced their commitment to the active war and returned to their arboreal borders.
However, fruit was borne back during that period of time by a young missionary and follower of the old gods, horrified by the things he had seen and the atrocities dwarf, orc, gnome, and human alike had done. He came back with a simple mission, to preach peace and the expulsion of all negative things in one’s life. Tolerated at first, and then persecuted later, the young missionary, known as the Theocrat, grew slowly in age and power and influence. Bit by bit, his swelling control of the Nightwoods choked out his rivals and counterparts one by one. Some left their ancestral homes, others disappeared in the darkness. The borders of Nightwoods grew colder and there was malevolence to the trees that threatened anyone not born there.
Eventually, some 20 years ago, the Theocrat closed the trade roads from Bypass to the Nightwoods and had visitor and merchant turned aside. There was some wailing of displaced gnomes in the various towns and cities, but little was done and the caravans eventually stopped trying to stop in Nightwoods. There are those who still leave the Nightwoods and the Theocrat’s rule and reign, making their way throughout the Randari lands looking for a chance to belong to something larger than themselves.
Five years earlier, Shimlagesh, a young sorcerer, 4th in the family line of wizards and spellcasters, felt that he had exhausted any and all opportunities his narrow minded family had laid open for him. Eating the crusts from their tables so to speak, and seeing the very stratified society that the Theocrat had been building, Shimlagesh took the all-important step and left his family and ancestral lands behind and made his way by foot over a six day period to Bypass where he started the long journey of self-discovery.
Over the next five years Shimlagesh had traveled along the southern stretch of the Great Traderoads of the Reetersbeard Dwarves until some 200 plus miles later his journey had led to Sorton and eventually the employ of House Illytch. The young gnome, not as young any longer, was looking for a group, a family, someone to have his back and an opportunity to belong. Adventuring and mercenary groups abounded in the western lands of the Randari and Shim was hoping to join one.
House Illytch used Shimlagesh’s skill in herbalism and alchemy at first locally and then wanted to send him 3 days to the west, across the border to the Morata Mountains and eventually the Base Camp to help the two alchemists already there in their preparation of harvested mushrooms coming back to Sorton. He took the work, made the trip, and learned about the Randari Rangers, the mercenary group, the Harvesters, Firvin’s Cap and all manner of things at the camp.
Especially that the two alchemists here were sent here not because of their skill, but because of their recklessness and inability to learn from their mistakes. After a week of working for them, picking up countless pieces of busted glass and hating every moment of it, Shimlagesh was done. A visit to the Bailiff had Youngston Illytch give the gnome hope. The mercenary group who had tackled the first of three kobold warrens was due back today and if all went well, Shimlagesh could transfer his commission over from the alchemist potion of the Illytch operations to the guarding and hunting portion if the mercenary group would take him.
Luck was on Shim’s side as he sat down with Avulstein, Barb, Connal, Darius, and Negan. They had been discussing how best to find the next warren, how best to guard the harvesters and still do their job and with the desire NOT to take Bobkins out with them again, figured they were down a person or two. They talked about skills, capabilities, and what the end goal was to be.
The Base Camp was of low morale as there had once again been the sharing of duties, this meant that few Firvin’s Caps had come back over the last 2 weeks and the Base Camp was operating in the red once again. The party wanted to show the flag and support the harvesters so after talking with the locals and learning the K’Morat kobold sightings have been every 4-5 days, we were going to go with Thiklish and her Harvesters for a few days and see how that shook out.
Workmonth the 2nd was a rainy day, cold, and we were headed up to 5,500 feet on Furtham’s Peak to help guard the harvesters and their gathering of 5. We spoke with Hornes and Spunifer and then did what we had to, getting everyone back safely that afternoon. The 3rd was a repeat at 4,200 feet up on the western slope, more rain and warmer, but we did have a 4 count of brown bears in the area that we let pass and then returned to Base Camp. There was talk of intersecting the ursines afterwards and we did go back out, but it was to no avail and returned without issue.
Workmonth the 4th had us run into two simple traps – one was a snare that captures Thiklish and sent the matronly Halfling slamming into the bole of a tree, and a bit further downslope and along the same trail only 30 or so paces beyond was a deadfall pendulum of some roped up logs that would have brained someone.
Simple traps, kobolds were nearby. Their intention unknown but we suspected harassment at best; we got the Harvesters back and then talked about what to do. We didn’t SEE any of the K’Morat, but their presence had been noted. Do we try to appeal to the Bailiff about suspending operations? Do we wait for the rest of the party to return from their training? We suspected we had a few days still before the kobolds returned and would discuss plans and options then.
Write up follows:
The Nightwoods sits on the far eastern limits of the Randari lands and is home to the Nightwood Gnomes who have lived there for as long as anyone can remember. Always a bit insular, they did help out the Gorokian Mountain Dwarves and the Jarlborrin Hill Dwarves during the collapse of the Randari Orcish Empire by trade and troops, devoting over 12,000 gnomish artisans, engineers, woodslingers, and spellswords to the 3 year fray. As the battle lines eventually moved west of the Borbuta Sea, the Nightwood Gnomes reduced their commitment to the active war and returned to their arboreal borders.
However, fruit was borne back during that period of time by a young missionary and follower of the old gods, horrified by the things he had seen and the atrocities dwarf, orc, gnome, and human alike had done. He came back with a simple mission, to preach peace and the expulsion of all negative things in one’s life. Tolerated at first, and then persecuted later, the young missionary, known as the Theocrat, grew slowly in age and power and influence. Bit by bit, his swelling control of the Nightwoods choked out his rivals and counterparts one by one. Some left their ancestral homes, others disappeared in the darkness. The borders of Nightwoods grew colder and there was malevolence to the trees that threatened anyone not born there.
Eventually, some 20 years ago, the Theocrat closed the trade roads from Bypass to the Nightwoods and had visitor and merchant turned aside. There was some wailing of displaced gnomes in the various towns and cities, but little was done and the caravans eventually stopped trying to stop in Nightwoods. There are those who still leave the Nightwoods and the Theocrat’s rule and reign, making their way throughout the Randari lands looking for a chance to belong to something larger than themselves.
Five years earlier, Shimlagesh, a young sorcerer, 4th in the family line of wizards and spellcasters, felt that he had exhausted any and all opportunities his narrow minded family had laid open for him. Eating the crusts from their tables so to speak, and seeing the very stratified society that the Theocrat had been building, Shimlagesh took the all-important step and left his family and ancestral lands behind and made his way by foot over a six day period to Bypass where he started the long journey of self-discovery.
Over the next five years Shimlagesh had traveled along the southern stretch of the Great Traderoads of the Reetersbeard Dwarves until some 200 plus miles later his journey had led to Sorton and eventually the employ of House Illytch. The young gnome, not as young any longer, was looking for a group, a family, someone to have his back and an opportunity to belong. Adventuring and mercenary groups abounded in the western lands of the Randari and Shim was hoping to join one.
House Illytch used Shimlagesh’s skill in herbalism and alchemy at first locally and then wanted to send him 3 days to the west, across the border to the Morata Mountains and eventually the Base Camp to help the two alchemists already there in their preparation of harvested mushrooms coming back to Sorton. He took the work, made the trip, and learned about the Randari Rangers, the mercenary group, the Harvesters, Firvin’s Cap and all manner of things at the camp.
Especially that the two alchemists here were sent here not because of their skill, but because of their recklessness and inability to learn from their mistakes. After a week of working for them, picking up countless pieces of busted glass and hating every moment of it, Shimlagesh was done. A visit to the Bailiff had Youngston Illytch give the gnome hope. The mercenary group who had tackled the first of three kobold warrens was due back today and if all went well, Shimlagesh could transfer his commission over from the alchemist potion of the Illytch operations to the guarding and hunting portion if the mercenary group would take him.
Luck was on Shim’s side as he sat down with Avulstein, Barb, Connal, Darius, and Negan. They had been discussing how best to find the next warren, how best to guard the harvesters and still do their job and with the desire NOT to take Bobkins out with them again, figured they were down a person or two. They talked about skills, capabilities, and what the end goal was to be.
The Base Camp was of low morale as there had once again been the sharing of duties, this meant that few Firvin’s Caps had come back over the last 2 weeks and the Base Camp was operating in the red once again. The party wanted to show the flag and support the harvesters so after talking with the locals and learning the K’Morat kobold sightings have been every 4-5 days, we were going to go with Thiklish and her Harvesters for a few days and see how that shook out.
Workmonth the 2nd was a rainy day, cold, and we were headed up to 5,500 feet on Furtham’s Peak to help guard the harvesters and their gathering of 5. We spoke with Hornes and Spunifer and then did what we had to, getting everyone back safely that afternoon. The 3rd was a repeat at 4,200 feet up on the western slope, more rain and warmer, but we did have a 4 count of brown bears in the area that we let pass and then returned to Base Camp. There was talk of intersecting the ursines afterwards and we did go back out, but it was to no avail and returned without issue.
Workmonth the 4th had us run into two simple traps – one was a snare that captures Thiklish and sent the matronly Halfling slamming into the bole of a tree, and a bit further downslope and along the same trail only 30 or so paces beyond was a deadfall pendulum of some roped up logs that would have brained someone.
Simple traps, kobolds were nearby. Their intention unknown but we suspected harassment at best; we got the Harvesters back and then talked about what to do. We didn’t SEE any of the K’Morat, but their presence had been noted. Do we try to appeal to the Bailiff about suspending operations? Do we wait for the rest of the party to return from their training? We suspected we had a few days still before the kobolds returned and would discuss plans and options then.
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