(So I fancied some extra experience…)

(So I fancied some extra experience…)

Adelard Pictor – Captain of the Mercers Guild Guardsmen and appointed observer for Starchy’s Boyz mission to clear the Kobolds. Grey eyes, with matted brown hair. He has a distrust of magic and a love of poetry.

Baewin – Captain of the Mercers Guild Guardsmen. A woman with a short sword.

Pelgax, Filthas, Arus, Hengest, Barmyr, Brygard, Bungle, Dorn, Marton, Wart, Baldin, Wordric, Wergash, Scar, Ackerley, Kalidor, Guy, Wormore – Assorted Mercers Guild Guardsmen that accompany Starchy’s Boyz. (But these all together since we just have names and weapons right now)

Phillip Vigor – Jewelseller who Finklemur hoodwinked with enlarged gems. Tracked us down and demanded recompensation.

Jaharis Fronk – Innkeeper of the Twelfth Night.

Emery Longstirap – Female Elven Trader from the Crimson Caravan. Spokesperson of the Merchants sponsoring Starchy’s Boyz in clearing the ford.

Fulchard Dalknotle – Dwarven Merchant

Walter Watford – Merchant from the Blue Bell Tradesmen.

Albin Morshank – Merchant from the Independant Trading Coster

Anise Thwayte – Merchant from Anise’s Wagoneers

Eldred Finster – Merchant from the Finster’s Wagon Teams.

Odard Brevomen – Leader of the Mercers Guild and member of the Council of Ten. Provided extra reward money and manpower.

Godfreed La Petite-Smith – General Store Owner in Vargan.

Mane Joledir – Owner of the Money Changers in Vargan that was attacked by the ‘gremlins’. Middle-aged woman.

Reinholdus Tactin – Captain of the Flying Jackal. A beat up looking ship that carries Chiq and Rowley back to Midmark with our message.

Tilly – A sailor fishing at the Vargan Docks.

Sweeting – A grizzled sailor who enjoys telling stories in exchange for drinks.

Reinhold Van Waybeck – Clothier in Vargan’s Hightown. Reclothes most of the party with woodland gear and Finklemur with his fancy new purple robes.

Session 29 – Oct 15, 2014

Session 29 – Oct 15, 2014

Just before dusk, 20th of Laureldon.

After leaving Joeldia the money changer, we see a couple of city guardsmen talking to a young man on the street to the 12th knight. The young man notices and obviously recognizes the party. We approach remembering the young man as one of the 12th Knight’s patrons. He nods at Axel as the guardsmen are carefully not paying attention to what’s going on. The young man asks for Finkelmur , smiling at our old mage when he catches Fink’s attention. 

He asks us to follow him. His employer would like to speak with Finkelmur. We follow him into an enclosed garden down the road from the 12th knight. Orion, Axel, Chuq, Finkelmur, Thorfus follow into the garden. A man is sitting under a tree accompanied by a tough looking dwarf with a battle axe, he is Philip Vigor the gem merchant. The guardsmen block the doorway. 

“Come closer, its safe” he says. “Your wizard might have tampered with a business transaction. You are from Midmark and have a rep. Finding you was not too hard since your staying at the 12th knight.” He demands the cost of the gems plus 50% interest, about 180gp. Or he wants the Enlarge spell removed from Finkelmur’s spell book. To settle his grievances, Axel agrees that Philip Vigor gets first appraisal rights on all our gems up to 180gp. After Philip suggests we will have a blank slate for any future gem dealing. Philip promises not to smear Finkelmur’s reputation in town but has refused to do any future business with Finkelmur.

Later at the 12th knight the innkeeper, Jahares Frank, has heard about our time in the jungle. He congratulates us on our Merchant’s Haven rescue and treats us to diner. Tastes better than Grade D but edible!

5 people arrive while we are eating. Four of them are refugees (Bess, Clarice Higgen, Averal, Millie) from Merchant’s Haven. Aelf’s brother in law Almeris Griffeth confirms our identity. Thanking us for our good work, he rewards us with 600gp.

Almeris knows that Gerrai Pevral has mentioned other merchants want the fjord kobolds taken care of. When discussing the gremlins, Almeris attests to the veracity of Arnold the unlucky Guardsman. 

Finkelmur decides to pay off Vigor with his own money (Ashton contributes his share of the reward) on the next day (21st of Laureldon).

Gerrai Pevral enters the 12th Knight with 7 other people. He speaks with Jahares first then asks us to join us in a private room for a conference with his companions. They are Emery Langstirap, a female Elf of Crimson Caravan; Wulfriche Cartwright, a human man of Cartwright Tradesmen; Anise Thwayte, a human woman of Anise’s Wagonneers; Alvin Morshank, a human man of Alvin Morshank’s Independent Trading Coster; Fulchard Dalknotte a dwarven man of Twin River Caravans; and Walter Watford human man of Blue Bell Tradesmen. Each are willing to pay 150gp to free the fjord of kobolds. Plus Gerrai’s original bounty of 300gp for his missing employees is also on the table. This job could net a total of 1,350gp! 

Fulchard wants to know about our history and is most impressed some of the group have dealt with Automatoms. Emery negotiates the specifics of freeing the fjord of the kobold threat and records all the riders into a contract. Starchie’s Boize all individually sign the deal.

After signing, Emery stays behind to talk to us privately. She represents another party interested in clearing the fjord. This person needs strict confidentiality; we agree to meet this person. Gerrai enquires if everything’s OK, we allay his concerns. We all enter a shaded carriage which travels for some time. At a stop, the carriage is told to go the back way. 

Exiting the carriage, we are at The Lone Barrel, a nice little tavern in high town. Here are Phyllis Chombaire, and Odard Breverman of the Council of Ten. They want us to open the fjord and foil the punters (Bargemen’s Guild). One of the Dwarfs (or is it Dwarves?) tells them of the Punters offer of 400gp to disregard the fjord kobolds. We learn the Punters are trying to gain a voting majority in the Council of Ten. Fens Edge, the Sink, East, West and Far Harbors will likely have Punter representatives in the Council after the next year end election. Freeing the fjord can hold the electoral divide at a stalemate. They are looking for proof of collusion between the kobolds and the Punters. Their deal is more money and some help. 

Odard suggests doubling the reward by matching the merchant’s offer (about 1,350gp); and the Mercer’s Guild bonus: free training and discounts with associated traders. 

We learn more about the punters. They are strongly suspected of being involved in slavery. Unlike Merchant’s Haven, the town of Caligan, an odd little town, is the home of several captains that don’t seem to bring any goods into town. They have steady business witnessed by frequent coming and going of naval trade but do not trade with any businesses in Vargen. 

Phyllis offers 20 guild guardsmen as support. They will be under our command. Composed of a mixed group. Avalard Pichter will serve double duty as the guardsmen captain and observer for Perval’s consortium. He has grey eyes, medium brown matted hair to his chest, and likes to stay clean shaven. 

We leave after verbally agreeing to begin the campaign on the second day hence (22nd of Laureldon)  then return to the 12th Knight to prepare our Gremlin ambush.

At the intersection by the money changer, we searches for new construction, illusions and traps. Nothing is found. We assume ambush position. The monk keeps overlook atop the city wall, Finkelmur is the “mark’ and loiters in the intersection. Everyone else flanks the intersection covering with swords, crossbows or spells. Our wagon is positioned close to the intersection for cover and a higher casting position for Ashton and Orion. Axel covers the two nearby. We all keep vigil for a several hours after midnight. During our stake out, Wall District guardsmen patrols saunter by us, typically verbally ribbing our efforts – “Any Gremlins yet?”, usually precedes a snicker.

From the city wall, the monk can see that the copse abuts the city wall here and runs from the Wall District gate to the next tower about 100 yards wide in total. 

After the third hour, Chuq hears laughter from the copse. Figures dash over the wall seeming to defy gravity by running up the vertical wall as if standing on the ground. Near Finkelmur they halt. It appears like 3 males and 1 female 2 foot tall people in forest colored clothes. After a brief moment, they move to pass Finkelmur. The trap is sprung!

Dashing about in blur, the ‘Gremlins’ dodge our spells and missiles. Their little swords flashing almost faster than the eye can follow. Then, Finklemur is struck but stays on his feet after resisting some sort of poison. He then falls to the ground when struck a second time! Ashton also falls to a Gremlin’s melee attack. Things are not going the Starchie’s Boize way!

 

Chuq runs along the city wall to the city gate for help. There, Ellisondro the guards man answers Chuq’s plea for help, he leaves his subordinates at the gate. At the same time, in the intersection, Axel lands a blow on a Gremlin. It breaks their morale and as a group they flee the way they came. All four escape without any other injuries. Ellisondro arrives with 5 other Wall District guards and can see how difficult a time we had. After another 5sp tip from Chuq, Ellisondro offers to fetch a healer from the temple of Merendur after his shift ends at 6am. Typically, the other 5 guards don’t believe we actually fought anyone.

Jahares Frank at the 12th knight hears our story and has no clue what we faced from out account of events. We hear a whisper from Finkelmur in his delirium. It sounded like “Quickliiiiinnng” Those that can, rest.

After sunup, 21st of Laureldon 

Fink and Ashton are healed by Sister Huget of the Temple of Merendur. Fink has lost the use of his right arm for three weeks. He questions his worth to the group. The Starchie’s Boize won’t hear it, once a Starchie, always a Starchie! Sister Huget suggests Father Maurice can help with his injury.

Thorfus and Chuq had gone off to the temple. Chuq heading for the Ark, Thorfus, the temple of of Meredur, laden down…

Thorfus and Chuq had gone off to the temple. Chuq heading for the Ark, Thorfus, the temple of of Meredur, laden down with the late Virgil’s belongings.

The sounds of melodic and droning chanting of multiple choirs led them easily to Temple Square, where the two split to visit their respective temples. Meredur’s Temple was a little less fancy than others in the square, but easily recognisable for it’s Trident symbol. As he approached, Thorfus could see numerous acolytes working hard to scrub clean the entrance to the temple, supervised by a slightly older cleric.

Approaching the supervisor, Thorfus gains entry, asking to see the leading priest. An acolyte is sent, and he is soon met by Sister Huguette. It is to her that he breaks the news of Virgil’s death, presenting the holy man’s belongings in offering. Saddened, Huguette accepts the gold, remarking on the traditional nature of Virgil’s gear, a trident, net and scale mail.

Feeling there should be some reward for the bringing of such news, sad that it is, the Sister offers Thorfus some of the gold back. Politely declining, the dwarf instead barters for the healing services of the temple, should it be needed in the future.

Whilst there, he takes the time to ask about some of the leads we have, gathering information on the Kobolds, Newton, Lizardmen, Dragon and Gremlin. It is here we learn that the Gremlin may just be a story of drunken guardsman.

Meanwhile, across town, the rest of the party follows Wall Street through Hightown, making for the harbour and a blacksmith. They are greeted somewhat cordially by some passing guards, but they continue to watch us suspiciously, even to the point of following us. Now keeping a wary eye, the party reaches an open area at the end of the street, centered by a huge, filthy obelisk. There is a tavern nearby, the Starving Dragon, and next to it is the tell-tale signs of a blacksmith.

Finklemur stops a passing sailor, a grizzled man known as Sweeting, who agrees to exchange some stories for a drink or two. Whilst Ashton and Faldspar head to the smith to purchase the militiaman some new weapons, Axel and Finklemur sit down with the sailor.

Finklemur purchases the drinks (with some embarrasment and difficulty), and Sweeting proceeds to tell us about an area full of shipwrecks, infested with the undead. Apparently, there is a large treasure haul just waiting to be grabbed, but remains due to treacherous waters and zombies.

He believes he once saw a winged dragon as boy, flying past the moon, but knows nothing of vampires. There are Elephants in Curabl however.

He tells us of a crazy old man, Alfa Fishwick who was laughed out of town after claiming to have received a heavenly visit. Then, he tells of Water Elementals, how he was once on a ship that was sunk by them, and also how they are less dangerous at sea, where it’s harder to force a crash or beaching.

We leave, arriving as Ashton is finishing up, and getting information on a Clothier. Axel sells the gnoll battleaxes and hands over FaceCleaver for repair.

We leave, meeting Chuq and Thorfus outside, exchanging the information we had gathered, before heading up to the Clothier, wherein Ashton exchanges his worn out militia uniform for a more ranger-like garb, and Orion also purchases some ‘city-clothes’. Finklemur gets extravagant, buying himself some fancy new purple robes.

Next, the bowyer, where Ashton and Thorfus purchase new bows, and we get Sturloc’s crossbow repaired. The tanner is next, bumping into a less-than-reputable seeming Alchemist on the way, where Ashton finishes off his rearming with a set of studded leather armour, a backpack and a set of tools, he himself being a tanner by trade. Whilst the work is done, we discuss dragons again.

Axel slips into daydreams here, realising how close he his to home for the first time in months, remembering that he knows of one of his father’s old associates living over in Farharbour. What little he hears of the discussion points to the political situation of Vargan and the makeup of the Council of Ten.

The Gremlin rumour is again pointed out to have come from a drunk, but there is also news of numerous thefts and pranks, notably of which was the break in of a money changer and the loss of hundreds of gold.

We also learn the effects the Kobolds are having on trade, and just how much that is profiting the Punters Guild, giving them strength and votes enough to begin muscling in on the Sink.

At the harbour, we arrange passage for Chiq and Rowlie to Midmark so they can carry our message to Thornton. For 15g each, Reinholdus Tactin ferries them on his Flying Jackal, insulted that the cost would be any less, despite advice from a fisherman known as Tilly.

From there, we visit a Tinkerer, all the way over in Long Market, to purchase a spyglass for Finklemur. Following the Bargeman’s Road and getting directions, we the Tinkerer’s dilapidated home. Conversing at the door, we Orion sucessfully haggles him down from a price of 150g to just 100g, but Finklemur accidently insults the weird old dwarf in trying to pay with a cracked emerald, that it ends up as payment as well. The old man also offers him a carrot.

Returning to the blacksmiths, we once more pass by the alchemist, who believe to be something of a snake-oil salesman, and manage to sell of the Bubrie beaks for 50g each by hyping them up as aphrodisiacs. Finklemur also sells a potion for another 100g, along with jungle herbs and powdered silver for a little more.

After reunited Axel with his axe, we return to the Twelfth Night to talk to Peverell, but he is out, so after sorting out lodging, we decide to begin investigating the gremlin.

At the gatehouse, we meet with Elisandro, the guard who charged us extra to enter and has a guilty concience, who gives us directions as to where we can find his captain. We follow this to talk with Captain Adalune Beamsly, who is leading the investigation and offering reward, and also Arnold LaPoundmaker, the gremlin victim.

Other guards present seem to think it’s a big joke, but the Captain fills us in on the various crimes occuring in the area, and that the gremlin, or rather gremlins, some small, impossibly fast blur have been seen nightly and maybe responsible for the disappearing cats.

Arnold describes the creatures the same way, saying he encountered childish giggling during a late night patrol, and following the sound, was beset by numerous gremlins from an alley. They poked him repeatedly with needle-like objects until he passed out, stealing his clothes and leaving him in the gutter.

Shown the scene, we decide to set an ambush later that night. In the meantime, we check out the most high profile incident by visiting the money changer. Mane Joldir runs the establishment, accompanied by some very burly guards, and she describes the event to us, how that the guards didn’t even notice what had happened until it was done.

She also shows us the room the money was taken from, the floor of which is now covered in a circle of symbols and shapes of language unknown even to Finklemur. As we leave, the mage advises she hires a wizard who knows the ‘Comprehend Language’ spell in order to translate it.

With that, we return to the inn to wait on Peverell.

As mentioned last night, Ray handled his visit to the Ark Cathedral via chat in between sessions. Here is the…

As mentioned last night, Ray handled his visit to the Ark Cathedral via chat in between sessions. Here is the transcript of that encounter:

 

DM: Okay … So, after entering High Town, you set off to look for the Temple Plaza. A few blocks in, you see an alleyway with a makeshift roof to your right as described by the innkeeper at the Twelfth Knight. Passing through the narrow passage with Thorfus, you can hear a low murmur from the apartments above that sounds like various overlapping (but fortuitously complementary) chants. When you come to the end of the alley, you are in a large plaza with a large fountain in the center and several religious edifices around the perimeter. Thorfus parts ways with you, pushing past the gaggles of pilgrims and acolytes in search of the Temple of Merendur. You set off towards the largest building, which has an elaborate anchor (the symbol of Baldric Evenkeel) carved above its wide doors.

Upon entering the cathedral, you find yourself at the foot of the shank (the central area that runs lengthwise up the anchor-shaped building). There are more pilgrims and clerics here and you stand for a moment unsure where to go. As you stand, a middle-aged priest with thinning hair and a tall, lanky frame approaches and greets you. “Welcome to the Ark, traveller. Do you require assistance?”

You ask after the Order of the Celestial Dragon and the priest thinks for a moment. “Let me check with Patriarch Galen. Please wait here.” With that, he sets off towards a door at the end of the right-hand fluke and disappears. You wait fifteen or so minutes until he returns.

“My apologies for keeping you waiting. Patriarch Galen is indisposed currently but wishes to extend the Ark’s warmest welcome to one of the followers of the Celestial Dragon. He would like you to know that one of your brethren, Rostom the Immaculate, was recently in Vargen but left to investigate rumors about an old imperial fort above Giant Falls on the southern branch of the Khelwater. Patriarch Galen asks that, per your Grand Master’s instructions, you leave an address where you can be located in the city by others of your order unless your intention is to move on immediately.”

Ray/Chuq: “It was no bother to wait, thank you for taking time away from your duties to help. Please send my regards to Patriarch Galen. My plans are as of yet uncertain, but for now I am staying at the Twelth (K)Night in the Wall District. Before I leave, is there anything you can tell me about the rumors Rostom is investigating or about the Giant Falls area?”

DM: “I’m afraid Rostom did not say much about his plans or what inspired him to head upriver to that old fort. My guess would be that your Order’s longstanding interest in imperial matters had something to do with his choice; although I suppose it is also possible he considered the location a candidate for your new monastery. You could try asking at his former lodgings … a place called ‘The Badger Club’ located in the Sink. Please be careful if you inquire after him there — while I’m not familiar with that particular establishment, the Sink has a bad reputation and not without reason.”

Ray/Chuq: “I’ll be careful. You are most helpful. I am new in town and have heard of some interesting happenings. Have you heard of the Gremlins in Wall District, the Kobolds loitering about the fjord or graves emptying in Newton?”

DM: “My apologies, but the ‘Gremlins’ are only a vague rumor to me and I have not heard tell of these kobolds. Regarding Newton, however, we have received an urgent message from a priest of our order reporting that a fissure has opened northwest of town where new fields were being cleared. Apparently some restless corpses have issued forth from this opening and are threatening the hamlet’s citizens. We have sent a more experienced cleric and some acolytes to investigate and put the tortured souls to rest … although I’m sure she wouldn’t mind aide if you decide to visit Newton.”

Ray/Chuq: “Many thanks, I will take my leave now” If their are no further encounters, Chuq will exit the Temple and look for Thorfus around the temple of Merendur.

Session 27:

Session 27:

Bargemens Guild – known derisively as Punters, operates a ferry in abandoned Vargen

Havlin Flowerknave – portly chief boatsman of the Punters, offers 400 gp to ignore the kobolds around the fjord

Sirrae Breewood – palisade guard of the punters

Gary Pevral – caravan operator who was ambushed by Kobolds trying to travel to Midmark, offers a bounty for his missing employees and wagons, suggests possible 500gp reward for clearing the fjord of kobolds

Vicenciences Noneaton – caravan operator who hires most of the militia from merchant’s haven as an escort to Midmark

Chick and Rowlie – half-elf militia that stay with the party

Rotho Waterman – lives in Fen Edge, knows about mermen and wingless dragons

Ellisondro – human Wall District guard that shakes down the party for 10gp to enter Vargen at night

Penelo – runs the Winking Swordsman

Aelth Griffith – human merchant liberated from Merchant’s Haven, wants to reward the group if she can

Urien Lancaster – weaponsmith/armorer in Vargen

Patriarch Galen – head cleric of the Ark Temple

Immaculate Rostrom – ranking member of the Order of the Celestial Dragon staying in Vargen, investigating rumors about the Imperial Fort above Giant Falls

Fens Edge – western district of Vargen

Wild copse – lonely clump of trees surrounded by cleared land near Vargen

Winking Swordsman – Wall District inn run by Penelo

Twelth Knight – Wall District inn favored by Saunders

Starving Dragon – inn in Vargen near Urien Lancaster’s place

The Sink – Vargen district the floods often

High Town – district in Vargen where a former Imperial Temple has been repurposed for the current faiths

Temple of Merunder – sea deity shrine in High Town

Community House – shrine in High Town

Temple of the Ark – Baldric Evenkeel shrine in High Town, largest temple in Vargen

Imperial Fort – former imperial stronghold above Giant Falls

Giant Falls – water feature on the southern branch of the Khelwater

The Badger Club – former lodgings of Rostom in the Sink district

Newton – a town on the way to Xelum Kel, the Ark Temple has sent clerics and acolytes to investigate reports of undead erupting from a fissure and threatening the citizens

Session 26:

Session 26:

Ealdred &  Tesco – human militia liberated from Merchant’s Haven

Seral – Dwarf liberated from Merchant’s Haven

Tyranah – gnoll party leader of the True Fang pack

Grimtooth – flind leader of all the gnoll packs fleeing the Dark King

Dark King – leader of the undead threat to gnoll packs 

Rena & Myrna – only survivors of Tyranah’s party, escaped during Su-Monster attack

Haldor – human militia officer turned slaver/bandit/traitor, partnered with Grimtooth and betrayed his entire command

Walter & Percival – human militia liberated from Merchant’s Haven

Basewin and Elisota – human militia liberated from Merchant’s Haven, kidnapped by su-monsters

Cromwell, Basewin, Virgil, Aymeri Griffyth, Gebldus Buckland, Waldive Pesyngton and Orsolla Cartwright – Merchant’s Haven survivors kidnapped by Su-Monsters

Abandoned Vargen – west end of the Midmark – Merchant’s Haven road, place of the Bargemen’s Ferry guild

Session 27 – Oct 1, 2014

Session 27 – Oct 1, 2014

Evening, the 18th of Laureldon.

After inspections by Ashton and Chuq, the group approaches the Ferry Guilds’ palisade. Sirree Breewood the guard welcomes us and explains the guilds rules of conduct.  He ushers us into the palisade, we see other trader caravans with leather armored guardsman wandering through the area. Saunders parks the wagons in a vacant location, his attendants help him unhitch the teams.

Thorfus, Ashton and the refugees enter the inn/commissary where the chief ferry guildsman, Havlin Flowerknave is supping. The group is politely greeted by some of the patrons as they enter. Thorfus magnanimously treats all the refugees to a night in doors with a hot meal, it sets him back 50sp. The common great reminds everyone of Grim Tooth’s court in Merchants’ Haven. 

Ashton extols the tale of Talon’s heroic sacrifice, which draws general attention. Some of the patrons worriedly ask about the loss of Merchant’s Haven. Ashton advises against travelling east to Midmark and suggests the militia survivors escort any traders back to Midmark. 

Havlin Flowerknave asks about the bands destination and freely offers advice. He casually mentions Lizard Men to the north keep things clear. He explains the ancient noisey building in the compound has something to do with the ferry and warns that it is off limits because of delicate machinery. He politely refuses Thorfus’ request for a tour. After Havline exits, Finkelmur plays a few bars on the lute to quiet applause.

Axel mingles with the other caravans telling of the risks along the Midmark road. Gary Pevral’s caravan explains they couldn’t travel east due to about 20 ambushing Kobolds. He has lost two wagons and two employees when last trying to travel east. He wants someone to hunt the kobold and rescue his people. 

Ashton heals Chuq, Axel and Starchie. Finkelmur, Axel and Starchie spends the night outside with Chuq and Saunders’ team. After diner, the refugees call it a night in the great room. 

A watch is set for both groups, the only happening of note is that during the 1st watch, Thorfus is approached by Havlin. Apparently word had gotten back to him about Gary Pevral’s offer to drive out the Kobolds. After some haggling, he offers 400gp to Thorfus, who holds out.

The next morning, the 19th of Laureldon, Sirrae Breewood invites everyone to breakfast. Axel splurges for the refugees again. Axel and Thorfus discuss the kobold offers privately and start a bidding war. Gary Pevral offers 150 gp for each of his missing men and suggests enlisting sponsorships from other caravan traders, perhaps for as much as 500 gp. 

The group hears of several possibly lucrative rumors: Gremlins in the Wall District, people are being scared away from Giant Falls and Undead in Newton.

After Havlin last offer is requited, everyone boards the ferry. On board, Vincention Noneaton extends an invitation to guard his easterly caravan to Midmark. Ashton suggests hiring on the militia men in our group. All but Chick and Rowlie the Half-Elves head east. Saunder pays the toll for his caravan and Axel foots the bill for the remaining 17 merchant refugees and the two Half-Elves. Before making way, Havlin plugs the Ferry guild’s candidates in the upcoming Vargen general elections. 

The ancient building makes a loud grinding noise and belches clouds of smoke as the barge gives way. An ancient chain rises out of the water! The bargeman are untying from the jetty. Her the river is wide and the depth is indeterminate in the turgid waters. Devil fish are not known in these waters but Kel water is known to have wingless dragons, even a lair is thought to be under the river. We learn of Rotho Waterman near Fens Edge knows about merman and wingless dragons in the area. Fans Edge is on the western edge of Vargen.

Less than a 1/2 hour we are greeted by another portly fellow on the other side. He also plugs the Ferry guild’s candidate. There is an ancient building here also. We are welcome to camp and are told there are meals and sleeping available in the other building within the palisade. 

Saunders is ready to leave straight away. The road is in better shape here but the land is more treacherous than the jungle on the other bank. It is mostly bog like fens. By midday the day is a scorcher. We are all fine and travel into the evening. Before midnight, we sense that verge has increased and to the north fields can be glimpsed. 

We first see lights, then walls, a stone tower west of the fields and others to the north. The towers are well made as well as the walls. The buildings are not as advanced as those in Midmark. The road skirts a copse as we approach Vargen. The copse appears wild and the surrounding land has been deliberately cleared. Saunders explains this is the Wall District and he suggests the 12th Night Inn for the night. A city watch challenges Saunders for wanting to enter after dusk. The guard asks if the people are for sale. When challenged, he says he’s joking. Chuq doesn’t buy it and looks sideways at the guardsman. He tells us Fen’s Edge is where to go to people willing to hire on help. He wants 10gp to let us in tonight. After some discussion, Saunders pays the price and the guardsman plugs different businesses. He strongly encourages the Winking Swordsman on Wall Street and says we should say Ellisondro sent you. Penelo runs the Winking Swordsman. 

The roads are well paved. Saunders takes us to the 12th Night, a large establishment. We have passed through a large archway, past a walled garden then arrive at a cul-de-sac. As we approach, stable boys offer to take the wagons. Saunders elects to care for his animals himself. The party does the same.

The refugee dwarfs express their appreciation for emancipation, returning the battleaxes. With that we part ways. Aelth Griffith promises to send a reward if she can if a few days. We tell her we can be found at the Twelth Knight. Chick and Rowlie need to return to Midmark, they agree to report the Haldor situation to Thorton. Thorfus will arrange passage and send them with a letter addressed to Thorton. Ashton plans to include his testimonial.

The Twelth Knight innkeeper offers us a free meal when he sees our condition and Finkelmur springs for drinks all night. Saunders then settles accounts, agreeing to pay for the guards that died on the job (we will get the money to any survivors). Chuq asks for his share of the coins and the party spends the night in the inn (Saunder’s treat).

Morning, the 20th of Laureldon. 

Feigning wanting to find a jewel for an elf maiden, Finkelmur enquires about a precious stone dealer. Axel and he visit Philippe Vigore’s jewelry shop. Finkelmur is offered 400gp for the moonstone and the pearl. They leave quickly after settling accounts.

Axel writes a letter for Chic and Rowlie. The letter is addressed to Thorton, reporting the Gnoll rescue and that other militia are travelling from Vargen. Ashton wants to include a chronicle of his whole experience (his testament). 

Ashton will shop for clothing, armor and weapons. 

Thorfus and Chuq visit the temple plaza, entering High Town cost 1sp a head. Chuq will patronize the Temple of the Ark , Thorfus will visit the Tempe of Merendur. 

Session 26 – Sep 26, 2014

Session 26 – Sep 26, 2014

On the 18th Lauredldon, after the Long Night’s march and a quick repast, our band of refugees encountered a lone man. He burst from the northern verge and introduced himself as Orion, a Shaman from an Islander community not too far from where we are resting. After some discussion, it was learned that after a surprise militia raid upon his village, a “golden panther” lead him to us. We were sadden and angered to learn that he is thought to be the only survivor from his entire community. Even more disappointingly, not a soul among the refugees hail from his home. We offered him succor and were blessed with a steady and stalwart companion.

Our band determined to rest in place a few watches so that our arcane might would replenish, it would not come to pass.

During the first watch manned by Axel, Ealdred, Tesco (two former militia under the command of Haldor the Vile) and Seral the Dwarf, a party of gnolls were espied by the rearguard Chuq. The gnolls were forcefully marching westward. 

Alerted, Axel and the watch organize an armed response. The gnoll leader exclaims “There he is!” when Chuq is seen ducking into the northern verge but his group doesn’t take the bait and continues to threaten the refugees. Ashton mirrors Chuq by slinking into the southern verge while the dwarfs form an archery line and Axel anchors a melee front.

Finkelmur attempts a parley. The Gnoll leader yells “Tyranah does not get fooled!”, a fight is inevitable.

Blows and arrows are exchanged, our band is hard pressed but holds! Ashton delivers an artful backstab but his target fights on. During the fracas, a second fighting line of militia was rallied by Chuq but their flanking maneuver doesn’t break the Gnoll’s line and an attempt to rally the more peaceful refugees into a third charge falls on deaf ears.

As Chuq and Starchie are felled, Finkelmur spins a spell of friendship upon Tyranah. The Gnolls stop to talk. 

Ashton aids Starchie and Chuq while Tyranah demands the slaves. His mission is to return with Grim Tooth’s rustled cattle and he isn’t taking no for an answer. Apparently frustrated by our wrangling, Tyranah gives an order in gnollish to kill everyone except Finkelmur. Ashton overhears and raises the alarm, the melee resumes!

Emboldened, Axel takes down Tyranah in short order. Then our newest friend, Orion, entangles all but one gnoll in twisting, creeping grasses and weeds. A few of our militia were caught by the spell, but survived the fight unscathed, only Ealdrid is unconscious after. Two of the gnolls lived beyond the fight, they were bound hand and snout then secured to one of the wagons.

From our foes, we reaped: a long bow with 12 shafts, a morning star, two battle axes, a two-handed sword, two halberds, 10 long swords, 20 gp, 530 sp. Tyranah had militia symbols in her kit. The long swords were dolled out to the militia and the battle axes handed to the dwarfs. The dead gnolls are beheaded and their heads lofted onto shafts posted into the ground. Perhaps other raiding gnolls will pause when they see our totems.

The surviving gnolls are Rena and Myrna of the True Fang pack. Finklemur strongly interrogates a Gnoll and learns Haldor discovered our party’s ruse and sent this group to capture the escapees. We learned that Grim Tooth left with most of the packs and other slaves. The Shadow pack stayed behind in the fort. The gnolls talked of a Dark King (possibly human) driving the Gnolls and Flinds into the lands of civilized men. The Dark King’s soldiers fight without feeling, don’t bleed and never yield. Tales of the Dark King were heard from Grim Tooth but our prisoner has never seen the Dark King himself. Grim Tooth lead several packs from the Dark King’s threat then partnered with Haldor to escape the militia patrols and earn some wealth. 

For some, persistence is everything. The group decides, again, to rest in place for at least 4 more hours. Sturloc and two militia keep the first hour’s watch. Thorfus, Walter & Percival (militia) keep the 2nd hour – they feel they are being watched but do not investigate. 

Cromwell, Basewin and Elisota keep the 3rd hour. Cromwell’s blood curdling screams wake the group! Basewin and Elisota lie bloodied on the ground. The camp is beset by large tailed simian creatures, several stand over Basewin and Elistota, within the camps’ perimeter. Without pause, Axel attacks!

The grounded simians toss the bodies upwards and we see more hanging by their tails from over hanging branches. 6 of the foul beings drop to the ground and tackle members of our group. Refugees are being tossed kicking and screaming from the ground up into the waiting “hands” of more of these base treacherous monsters. This is happening in broad daylight! 

Desperately, Finkelmur releases our captive gnolls after they agree to fight on his behalf. He arms them, then they flee with the weapons as soon as they can. Lost! Before a true interrogator could wring all they knew about Haldor, Grim Tooth and the Dark King from them. Tragic.

Axel encourages the refugees to fight in a tight formation, to shore up our defense. When he can, Chuq flees westward, yelling “Keep your hands off me you damn sticking apes!” From afar, he watches about four minutes of furious fighting, the monsters begin to withdraw, absconding with their prey. Valiant efforts score against one of these Su-Monsters, which drops his captive to the ground. Unfortunately the falls kills him… 

All is not lost, Finkelmur magically webbs three Su-Monsters and a refugee held by a fourth. The fourth releases his victim and flees.

The three held are abandoned by their troop.

Cromwell, Basewin, Virgil, Aymeri Griffyth, Gebldus Buckland, Waldive Pesyngton and Orsolla Cartwright are lost to the Su-Monsters. Those that can be are buried off the road away from the gnoll totems. 

About an hour before midday, everyone loads into the wagons (except Chuq) and the march continues west to Vargen. Later, the clouds open and rain falls most of the day.

Near sunset, we arrive at the ruins of abandoned Vargen, the original settlement to have this name. In the distance a giant stone Dwarf stature can be seen. Among the ruins, we find a wooden wall with a maintained building behind. A match to the first giant Dwarf statue can be seen further in the distance. Saunders explains the Punters control the ferry launch at this point on the river and warns that kobolds have harassed travelers near the fjord  that is further up the river.