Meeting some of the locals

Gozran 26th – Sarenith 8th, 4714

The game opens with a vigorous debate amongst the inner council (PC’s) and the interrogation of the bard Grigori by General Quinn and the Baron. He stands by his claims that he hasn’t done anything wrong. He does admit that his act plays off of the council due to the popularity of the material. He says he receives enough tips from the Pandora bit alone to pay room and board. Quinn and Caelan do their best to reason with the comedian, going so far as to offer him a position in the kingdom. Grigori declines. Finally he is told in no uncertain terms that he is to cease his rabble rousing during his act or on the streets.

In response to the negative publicity caused by the whole Grigori incident the council erects a monument to “The People”. They also declare that the area surrounding the monument is a zone in which citizens and visitors enjoy complete freedom of expression. It is a soapbox for folk to give speeches, have debates, and preform oratory on whatever issue interests them. They also include a grievance box and stipulate that the Councilor is the only government official permitted to enter the area (so people truly feel free to express their opinions).

The group then head out to the SW for some exploration. They find Old Beldame, the fabled witch/hag of Tuskwater Loch. They stand at her gate a while, shouting in an attempt to get her attention. They finally decided to barge into her yard, only to be attacked by Old Beldame’s guardian scarecrow. The group destroys the scarecrow and discovers the witch in her hut making soup. She is deaf and had not heard the group. Caelan apologizes for destroying her guardian and asks her if she would mind the kingdom moving into the area. The old woman, whose name is Elga, is just an old hermit and sorcerer. She takes a shine to Caelan and says she would welcome a kingdom growing up around her. At her age she is having a harder time with keeping the local dangers away from her land, she only asks to be left alone except for the occasional person coming by with supplies. (She can also make magic items.)

A few days later the group comes across a mad hermit with a large cougar. He sings, dances, and talks to people who aren’t there. Out of nowhere he stabs Scotia and laughs hysterically. The group dispatches him fairly quickly. Continuing West they come across a strange, dark, and dieing patch of forest. They see bones strewn on the ground. Unexpectedly a huge blackened tree attacks the group. They later learn it is a Scythe Tree. They kill it and take it’s treasure.

They begin heading home. On the way the come across a delicate situation. A group of loggers (lead by a man named Corax) and a nymph named Melianse and her two charmed loggers. The group is able to get between the two parties and negotiate the emotions down. The loggers are upset that the fey are always in the way of their jobs, the nymph is upset the loggers chopped down some of her favorite trees (friends). The loggers are convinced to go work on a grove of coachwood trees to the North and Melianse is calmed by promises of replacement trees (feather tokens) and that the trees that were taken from her shore would be used for a noble purpose.

The group arrive home to discover that Grigori is back at it, but ONLY in the authorized area by the monument. While it is a nuisance, the rabble rouser’s influence is greatly reduced due to the good faith the rulers showed the populace by building the monument.

The game ends with the group getting ready for some kingdom building.

Rabble Rouser

Neth 30th, 4713 – Gozran 26th, 4714

During the past few months in Guinness Quinn hears a couple of rumors. First he hears of a giant snapping turtle called Old Crackjaw giving fishermen some troubles in Tuskwater Loch. Second he hears of a vegetarian hill giant roaming the South, he is told (by the old trapper that helped the group with the Shambling Mound so long ago) that a stiff drink will usually pacify the creature.

The game opens on New Years Eve. All of the characters but Eugene attend the New Years bash at the Duck and Wagon. The Baron schmoozes with the citizens and the entertainment of the night is fantastic. The night opens with the hilarious comic Grigori, continues with Quinn’s music, and culminates in a pyrotechnic display by Quinn.

The group focuses on their leadership roles for the remaining winter months. During that time there is an assassination attempt on the Baron and the bubonic plague hits Deepwater. The assassination attempt was conducted by the werewolf who promised Caelan that he would “see you later”. Quinn, up late one night due to bad dreams, noticed a window that had been busted open and snow tracked into the castle. Rounding a corner he saw a dead guard and the door to the Baron’s room slightly ajar. The werewolf, a cleric of Rovagug named Neill Mencer from Whitefield, was about to kill the sleeping Caelan when General Quinn rushed in to save the day. Scotia, Quinn, and some guards rushed to the scene. After a brief battle the werewolf was slain. The plague, when it hit Deepwater, was dealt with quickly and efficiently. Quarantines were set up and clerics dispersed, it was eradicated with minimal loss of life or disruption to the kingdom.

In the spring the group sets out to the hills to the East for exploration. After a minor battle with some brush thylacines and an encounter with a Worg named Howl-of-the-North-Wind (whom they intimidate and scare off) they eventually discover a strangely symmetrical hill (it is perfectly circular). After examining the hill they discover there is smooth stonework under the earth. The stonework is perfectly smooth with the density and hardness of steel, it also emanates abjuration magic. The group decides they wish to unearth the structure and plan to expand their kingdom in this direction as soon as possible so they may get a work crew out here.

The group strikes off NE, after some bad weather they come across a camp. Unfortunately for them the camp was inhabited by 3 trolls. After some running and hiding, and a clever ruse by the general using ghost sound, the group is able to survive the encounter. The group then heads South (more hills) and sees a Wyvern hunting in the area. They then head back West, they find a shallow area usable as a ford on the Gudrin River. Eventually they make their way to the shores of the Tuskwater. Looking down from a cliff they see a 6’ long snapping turtle swimming away to the South. Eugene throws caution to the wind and dives into the water to attract Old Crackjaw back towards the party, he is successful in his attempt. The party prevails by using Eugene as bait and raining arrows and spells down upon it.

The group then heads home. Once back they are surprised to find Chief Sootscale and a band of kobolds have made their way to the city to present an offering of dried, fresh, smoked, and salted fish. They accept the gift graciously. They are also surprised to be informed (from spymaster Dralt) that the bard Grigori has been rabble rousing in their absence. He has been attacking the party’s leadership on: their focus of large glorious projects over the needs of the people, the Pandora controversy, the Magister’s “deviancy”, the alliance with the Sootscale kobolds, and their occasional “vacations” wandering the land. As the group walk into the Duck and Wagon to confront Grigori they hear him say “Her blind brother is about the only one who hasn’t opened Pandora’s box!” Eugene charges. Scotia flares her power and orders the tavern to clear out. Grigori screams of repression. After a very short conversation Grigori is being lead out of the Duck and Wagon (through a group of onlookers) tied up and with a bloody nose.

The game concludes here.

Mistaken Identity

Arodus 4th – Neth 30th, 4713

After dealing with council business the group heads North to see why Tyg-Titter-Tut and Pervilash were acting up. They ride to the forest camp where the complaints are coming from (the same one they came through when tracking werewolves). The foreman tells them that the woodsmen of the area have always put up with a certain amount of pranks from the mischievous fey but recently their tricks are happening every day or two and some of them are downright dangerous. Bowstrings and ropes are being cut, horses are being released, weapons and equipment stolen and scattered in the forest, and (most concerning) traps are being moved (which caused a serious injury to a trapper). Strangely, sometimes the strings and ropes are discovered cut then tied and a few horses were discovered tied up to trees.

The next day the group sets out on foot to the area where Tyg and Pervilash are always found. On the way they discover some poor woodman strangled with a bowstring, they mark the area so they can pick up the body on the way back out and continue on. After the usual setting out of treats, playing music, and waiting a few hours the pair arrive. They are happy to see the group and even present them with a gift (a small silver raven they found when they were “back home”.) Discussion of their trip home reveals that the old sycamore has a special connection with the First World and that the healthier it gets the stronger this connection becomes. They also learn of a Nixie (Melianse) and a Dryad (Tiressia) and someone named Falchos living to the south. Between these creatures, the Mites, the new Twigjacks (keep reading), and Tyg and Pervilash it is clear that this forest is thick with fey.

After some questioning regarding the recent events it is soon apparent that Tyg and Pervilash are not responsible for the recent rash of pranks (in fact they’ve been trying to “fix” some of the pranks.) Tyg tells them a pair of Twigjacks have moved into the area and are based out of a briar patch South of the moon radish’s. Tyg and Pervilash are afraid of the newcomers and will not go near them. The group finds the briar patch the next day. The little twig creatures prove to be troublesome foes however. They avoided direct combat and were extremely hard to spot among the underbrush, on top of this they could shoot a spray of thorns and seemed able to teleport amongst the underbrush. Eventually the group was able to run them down, using tracking to follow their distinctive prints. Near the radish patch the little fey ran out of tricks and the group was able to kill them.

The group returns to attend to some more leadership responsibilities. A few months pass and the kingdom grows. Some bad weather passes through and Eugene’s sister Pandora is caught in a public scandal (which Eugene addresses most forcefully, threatening summary execution if it happens again). Near the end of Neth 4713 an institution of higher learning (Academy) is finished in Deepwater. To mark the event a famous friend of Deoryr Slyss teleports in to give some speeches and lectures (which gives the Academy some instant credibility.) It is the renowned Pathfinder Venture Captain and diviner Eliza Petulengro.

The game wraps up on New Years Eve day, the next day will be the first of 4714.

Innisfree ends this session with a town (the capital Deepwater) and a village (Guinness), it encompasses over 1700 sq miles, it measures just over 60 miles long (North to South), and has a population around 8,500 strong.

Oh say can you see?

Neth 18th 4712 – Arodus 4th 4713

The adventure begins in the clearing where the group battled the robed man and his werewolves. Tracking back toward Whitefield Adal is able to determine the robed man exited the forest just North of the village. The group report their findings to the village elder (Jacob) and then speed back to Innisfree (due to their leadership responsibilities).

Once back in Deepwater the group is shocked to discover that Eugene refuses treatment for his blindness. He insists that he is fine and that he just needs some time to get used to his condition.

The next month the group decides that clearing out the chew spiders in the fangberry patch would be easier in the winter. They smoke the vermin out and promptly eradicate them. During the battle Scotia demonstrates an impressive resistance to heat and flame. On the way home the group decides to explore the area East of Deepwater.

They explore the region successfully to find a river and forest. On their last day they come across a group of Gnomes in desperate trouble. One of their wagons is stuck in the cold waters of Skunk River. The group springs into action. Through the calming of the wagon’s pair of horses, hard work, and coordination the group eventually gets the wagon to the other side (just in time too!) Though the Baron lost his steed in the process the gnomes and the party came out unharmed (all but Eugene’s pride perhaps as he just sat on his horse the whole time.) The gnome’s leader introduces himself as Jubilost Narthropple, leader of the Narthropple Expedition. He says they are Gnomish explorers from the South, here to explore the wilds of the Greenbelt. The group invites them to Deepwater which Jubilost reluctantly accepts (though the rest of the expedition are overjoyed.) Once back the group talks with Jubilost, learning of many of the dangers and sites to the South. They learn of a green dragon, a tribe of lizardmen in a swamp near Candlemere Loch, a strange tower poking through some mist on an island on Candlemere Loch, a muttering madman with a cougar, and Jubilost also reports that he saw “Old Beldame” (a legendary witch/hag that lives rumored to be in the area with her scarecrow construct.) The expedition is invited to join the kingdom, the answer is noncommittal.

The next few months pass quickly as the group dig back into their leadership roles. During this time: a (up to that point) common artist unveils a masterpiece upon the ceiling of the throne room (“The Founding of Innisfree”), a VERY rich vein of gold is discovered, and Kesten Garess leaves for a month to attend to a dieing family member. A pair of murders spooks Deepwater, the group investigates and discovers that a barbarian werewolf named Kundal was responsible. Kundal was one of the missing security members from Whitefield and was new into town. He was seen (by Eugene and others) drowning himself in alcohol day after day at the Duck and Wagon. The group apprehends him, cures him of his curse, then executes him (without trial).

On Erastus 3 4713 (the holy day of Erastil: Archerfeast/Archer’s Day) the town of Deepwater finishes work on a grand cathedral, Innisfree Basilica. It is a day of celebration. The sprawling open design houses not only the clergy of Old Deadeye. The Eternal Rose Shelyn, The Lady of Graves Pharasma, and the Dawnflower Sarenae is also represented.

The session ends with the group learning of the problems the people in Northern Innisfree are having with Tyg-Titter-Tut and Pervilash.

Trouble in Whitefield

Neth 2nd – 18th, 4712

The group, anxious to get back out in the field, go to investigate the murder of a farm family SE of Guinness. Arriving on horseback they investigate the homestead to discover the family was slaughtered by 3 wolves. Strangely the neighbor who discovered the scene had heard no evidence of wolves and the wolves also carried off some chickens. With a priest of Erastil on the way to carry out the funeral rites the group left the scene to one of Adal’s men who had been guarding the site.

The group tracked the wolves straight West toward the forest. Along the way they noticed the tracks had changed from wolf to some sort of humanoid prints with wolf features. The group spend a night at a hunting/trapping/logging camp and leave their horses to continue following the tracks South. The discover evidence of a cold camp (chicken bones, etc) at the Thorn River Camp site once used by Kressle. Soon after crossing the river they lose the trail. Luckily the creatures had been traveling in straight lines and Adal was able to estimate that they were making for Tuskgutter’s old lair.

At the lair they found a camp site that had very recently been abandoned (the tea was still hot and a still burning cigarette lie on a rock near the fire.) Warily the party moves in. 3 werewolves break cover and attack. Despite their lack of silver weapons the party is able to defeat the creatures through Quinn and Scotia’s magic as well as Eugene’s grappling, leaving one alive for questioning. Adal was shocked to notice that the creatures (once slain and reverted to human form) were guardsmen from his old village of Whitefield. Arady, Lara, and Zak. Zak, the living one, was questioned. He was very much not his old self. It is discovered that the group of guards were abducted while on watch. They have no memory of being converted to lycanthropes but they recall a “robed man” that warned them of what they had become and what a danger they now were to their friends and family. They were also told that cures for lycanthrope were just desperate tales. Not willing to risk harm to those they love the trio headed South. Their new evil nature eventually consumed them and the hunger for human flesh won out in the end. In a desperate rage Zak transforms and snaps the ropes holding him, Eugene hangs the poor creature for it’s troubles.

The group carry the bodies to the nearby Temple of the Elk. Jhod is not there but his assistant Duncan is along with the reformed Akiros. Duncan seems to have fairly detailed knowledge of the curse of lycanthrope and passes his information along to the group. Arrangements are made to have the bodies transported to Whitefield via Innisfree and the group continues North, picking up their horses and heading to Guinness.

After procuring some silver weapons in Guinness they ride NW to Whitefield. Adal is greeted as a returning hero. The entire village had heard of his accomplishments and were very proud. After meeting with village elder Jacob (and little Timmy) the group learns that guards have been disappearing for the past 3 months. In total 7 have disappeared: 6 locals and a mercenary they were forced to hire on the last month. Currently the village is not being defended, their Erastilian pride and Rostish independence making them reluctant to call on the Brevic authorities for help. Jacob is horrified to hear of the fate of Zak and his colleagues. The group learns that there has been increased wolf activity in the forest to the West, though no trouble has come from that direction in some time. A loner named Neill Mencer now has Adal’s old job of patrolling those woods. They also learn the graveyard has been violated and a few bodies are missing. The group spends the night in the town hall. There is a bit of a feast and music (provided by Quinn), a number of local mothers and grandmothers do their best to interest Adal in various available young women from the village.

The next morning the group readies itself to explore the forest. Jacob dusts off an old silver greatsword the village had been holding on to and gives it to Caelan. Evidence of werewolves were all around in the forest (tracks, howling at night, the over hunting of local fauna) but tracking the creatures proved difficult. The forest Adal had spent so much time in during his youth seemed a different place. After much wandering and exploring the group finally makes it’s way to a hidden grove Adal had spotted from treetop. Heading through thick underbrush the group sees a man standing stock still amongst the bushes. As they approach they realize it is a zombie. Coming in on it from behind they are able to destroy it without a fight (along with the 4 others placed around the clearing.

In the clearing they discover a crude altar made of mud, logs, and rocks. It detects as evil to Caelan. Eugene desecrates it in his own unique way then the group tears it apart (finding a heart within it) and burns it. The group waits for whoever used the altar to return, knowing there is only one path into the clearing they watch it closely.

6 hours later they see a wolf trot down the path obviously on their scent. It retreats. A few moments later two werewolves rush into the clearing ready for combat. The fight is on. After a few moments a robed man walks into the clearing, pulling his hood back the group sees the face of the master werewolf in hybrid form. After a very difficult battle, made more difficult by the faulty greatsword Caelan was wielding and the robed man’s spells, the group was able to defeat the lycanthropes.

The robed man got away in wolf form, though not before telling Caelan that he would “see you later”, the other two were slain. Though this battle has ended it’s effects linger. There are unaccounted for afflicted werewolves (the first 3 guards), the master werewolf is on the loose and most likely unhappy with the rulers of Innisfree, and Eugene is blind.

The Founding of Innisfree

Lamashan, 10th 4711 – Lamashan 31st, 4712

The group gathers the rag-tag settlers and refugees and they head off to the site of the Stag Lord’s fort with intentions of kingdom building.

On the 21st day of Lamashan in the year 4711 the Barony of Innisfree is born. The first order of business is the founding of the capital city, Deepwater, and the construction of a castle upon the ruins of the Stag Lord’s fort.

A ruler and council is chosen from amongst the best and brightest of those assembled. Lord Caelan McCallan is chosen to lead as Baron. The potter and baker Mirrian Greenspinner is chosen as Councilor, the voice of the people. Quinn the Red Fox, with his golden voice and speeches of inspiration, is chosen as General of the fledgling armies. After some promises are made regarding the Duchy’s commitment to education the well traveled academic Deoryr Slyss is chosen as the Grand Diplomat. The intense Jhod Kavken is chosen as spiritual guide and educator in the title of High Priest. Scotia McFadden the fire sorceress is chosen as the authority in all things magical as the Magister. The woodsman and archer Adal Chadast was a natural fit to watch the borders and rural areas, he was chosen as Marshal. Eugene Lockwood, a passionate defender of the law and executioner of the lawless, claims the title of Royal Assassin. The skilled social butterfly (and lensecrafter extraordinaire) Dralt Stonebeard enthusiastically assumes the role of Spymaster. The crusty and wily old trader Oleg Leveton is happy to serve this group who has done so much for him as the Treasurer. And finally, the Rostish noble Kesten Garess kneels before his Duke to accept the station of Warden.

The next year passes quickly for our heroes as they, through hard work and community effort, build a kingdom up from nothing. Months are spent hammering nails and lifting stone, organizing a diverse people and keeping their spirits high, giving loans and making deals, etc. There is no area the heroes of Innisfree leave unattended in their efforts to make their mark on the map of Golarion. During this year: some extra spending is required to deal with the food shortages caused by missing the previous growing season, a caravan from Druma arrives in town and builds an Inn (The Duck and Wagon), a secret cache of copper ingots is discovered (along with a secret passage into the Castle), a terrible storm rolls through, and a tenement area is built within Deepwater. The Duchy grows quickly under the visionary leadership of the council, eventually coming in contact with the borders of Brevoy itself. The village of Guinness is founded at the former location of Oleg’s Trading Post.

After a year the kingdom has taken on a life of its own. The population has grown and responsibilities are able to be delegated more and more. As the Barony grows the value of the heroes leadership skills become increasingly important but their day-to-day direct involvement is becoming less necessary. They find themselves with some free time and the siren call of adventuring calls to them.

The game concludes with the group claiming the area surrounding the old sycamore tree where Quinn had his otherworldly dream. They also hear about the horrible massacre of a farming family in the Northern Plains of Innisfree. They ready themselves to investigate.

Innisfree ends this session with a town (the capital Deepwater) and a village (Guinness), it encompasses about 1500 sq miles, it measures just over 60 miles long (North to South), and has a population around 5,500 strong.

Assault on the Stag Lord's Fort

Rova 17th – Lamashan 10th, 4711

The session opens with the group updating Caelan on recent event and questioning him on a few things. Yet more settlers and supplies have shown up. Three more bandits give themselves up. The group learns that Sean was killed by the Stag Lord and that Akiros was the last possible turncoat within the Stag Lord’s fort. The group grills the ex-bandits for information on the fort; they learn of: the layout, the haunted hillside (buried zombies to the SE of the fort), the fact that there is a freak living in the basement and an Owlbear caged on the main floor, and that Akiros will help the group “when the time was right”.

The group plans their assault on the fort. After a quick stop at Bokken’s they head to the forest to convince their friend Tyg-Titter-Tut to help them. After some negotiation (and promises of candy and titles) they convince Tyg to help them. The next morning she arrives in her battle gear riding upon the fairy dragon Pervilash.

The group heads South to the fort.

During a very dark and windy night the group makes their move. Coming in from the South-East the group sneaks around the old graveyard then sends Eugene ahead to scale the wall in order to open the main gate while at the same time Tyg and Pervilash are sent in to release the Owlbear for a distraction. Eugene scales the wall and sneaks toward the gate, unfortunately he is exposed by some skittish horses along the way. Eugene opens the gates and the fight is on.

The battle ranges across the entire fort. There are some close calls but eventually the group stands victorious. The group immediately decides to clear out the basement. They meet and defeat the twisted old druid living there. They learn Akiros was once a follower of Erastil who has since “done some bad things”; he is looking for redemption.

After securing the fort they leave Akiros to protect the it and they give the Stag Lord’s body to the Shrike river as they had promised the spirit of Davik Nettles. They then head to the dead unicorn. They take a day to really investigate the area and unicorn, only to find no answers. They head back to Oleg’s, stopping at the Temple of the Elk along the way (to ask Jhod some questions and tell him about Akiros), to find an agent of Restov waiting for them. Upon showing the Stag Lord’s helm the group receives a 5000gp reward and a second charter.

And so begins the kingdom building.

Shamble On

Erastus 13th – Rova 17th, 4711

The session opens with Jacobi asking for a day off (his first in over two months), the group agrees. Caelan heads to the Temple of the Elk. During that day: they discover Deoryr Slyss is fixing a catapult, two of the Stag Lord’s bandits give themselves up, a new group of refugees arrive at Oleg’s (including Eugene’s sister Pandora), and Kesten Garess spills the beans on the Swordlord’s little secret.

The two bandits are named Sean and Erik. They tell the group that one of the Stag Lord’s lieutenants, one Akiros Ismort, may be willing to switch sides and perhaps even help. Sean is sent back with an offer to any other bandits, surrender now and save your life. Erik is put to work.

When the refugees show up Eugene is surprised to find his sister Pandora amongst them (with nothing more than the clothes on her back). She tell him that she fell madly in love with a gnome and followed him as far as Restov before he tired of her. Eugene sets her up looking after his shed, still, and “bar”.

After noticing Kesten Garess acting funny, especially after the group’s reaction to the new settlers, they decide to ask him what is going on. In a private conversation he expresses concern that the group is acting strange for a group of “kingdom builders”. Somehow he had heard of the plans of the Swordlords of Restov and he shares what he had heard with the group. He’s also wary of Caelan’s allegiances as Kesten knows that Callum Argyle (the man who gave this group their charter and the man who shared the knowledge of what was really happening here with Caelan) is a very ambitious man. It is discovered that Kesten is a minor noble who was involved in a scandal of some kind in Brevoy, he is here looking for a new life and a new liege.

Before leaving the group leaves Kesten Garess in charge, giving him a specific list of what they wish to be done in their absence.

The group sets out the next day, determined to finish off their exploration. Along the way they: discover a barbarian cairn, a strange dead unicorn lacking any signs of decay (with its horn taken), an old statue of Erastil (which they clean off and give offerings to), a natural hot-spring with two giant frogs (which they kill), found the dead trapper Tyg spoke of, discovered a boggard named Garuum living in some ruins along side the Skunk River, and find and kill a pair of Tatzylworms (and behead them for Oleg). Then death shambled upon the party.

While heading through a dense patch of brush two thick vines shot out of a nearby bush and slew Eugene before he had a chance to react. It was a shambling mound. Luckily the creature was an immature specimen of the species who was fresh off of another battle of some sort and the remaining party (along with a mysterious woodsman) was able to take the creature down. The group found the creatures lair and uncovered a staff of great power. The group made haste and pushed North to the Temple of the Elk hoping Jhod could help the slain monk. The group offered Jhod the staff they had found and he used what diamonds he had to cast the necessary spells to bring Eugene back to life. Eugene spend two weeks at the temple recovering.

The rest of the group returned to Oleg’s to see how things were progressing there. They returned and picked up Eugene and finished exploring the area. They found a trapped thylacine (which they killed) and a patch of fangberries infested with chew spiders (they picked three potion’s worth of berries from the edge). At one point they crest a hill to see Tuskwater Loch in the distance to the South, the Stag Lord’s fort could be seen at it’s edge. The group then presses East and finishes exploring the final bits required by the charter.

The game concludes with the group back at Oleg’s getting ready for their assault on the Stag Lord.

The group gains a level.

Bandits and Bears and Boars, oh my!

Sarenith 21st-Erastus 13th, 4711

Game opens with the group noticing Oleg is building some stables outside his fort. They also discover Kesten Garess is trying very hard to impress the party, evidently he is not nearly as obnoxious when the group is out in the field. Later in the day Adal sees a rag-tag group of mostly foreigners and demi-humans coming down the road towards Oleg’s (with supplies, oxen, chickens, etc). The group finds out that these folk have been refused citizenship or entry into Brevoy. They were personally expelled from Restov by the Swordlord Callum Argyle. It was suggested the group come to Oleg’s as it was the safest option.

Among these settlers were: an elven barbarian Verina Chanistasta, identical twin half-orc’s Rick and Quincy, a Absolomian human wizard/academic Deoryr Slyss, three Rostish ex-con’s, the dwarven lens-crafter Dralt Stonebeard, and the halfling family of escaped slaves (Lem, Rilla, and Tam).

The group spent time and resources ensuring these people would be okay in the short term.

The group then set off to deal with the Thorn River bandit camp. Along the way they stopped by the radish patch to tell Daral and his “Kobolds of the Radish Patch” that it was safe to head back to the Sootscale’s. They arrived just in time to save the creatures from a giant whiptail centipede. After sending the kobolds back to their tribe the group then made their way to the bandit camp. They made their assault in the dark of night and successfully killed the bandits. The only survivor was Kressle who they brought back to Oleg’s for hanging.

The party deals with the settlers a bit more then sets out for more exploration during a heat wave. The group makes for Tyg-Titter-Tut‘s home. They find her (with the aid of toffee and mint’s). While the group is asking about Tuskgutter Tyg mentions a hidden temple. Quinn bets her that she couldn’t actually lead them to the temple, she accepts the bet. Exploring along the way she leads them into the hidden grove where the old temple still stands. While at the temple the group sees a strange grizzly bear emerge, on the sight of Caelan the bear is enraged and charges. With the help of Erastil’s power Caelan and the party are able to defeat the bear (which turns into a man, then skeleton, then dust upon death).

The party checks back in on the bandit camp (no activity) then they turn south. They come across Tuskgutter’s lair and slay the creature. They then head back up to Oleg’s, repairing the rickety bridge just South of the gold mine along the way. The group then returns to Oleg’s with Tuskgutter’s head.

The Sootscale Kobolds

Sarenith 11th – 21st, 4711

The game opens with Quinn having a particularly vivid dream.

The group rests and heals up within the caves under the old sycamore tree. Adal explores a bit to discover that the trees roots have various bore holes in it (evidently the mites were feeding off of it or something.) He also notices a mite ambush waiting for them outside. The group charges out and finishes off the last of the mites and centipedes.

They question the kobold Mikmek for a time. They find out (again) that the kobolds live in fear of their shaman, a purple kobold named Tartuk. The group goes to make contact with the Sootscale’s, exploring along the way. When they get to the kobold caves (and old Ag mine) they are escorted in to see the chief (thanks to their possession of the statue and the fact that Mikmek was with them).

Once before the chief a battle of wills between the group and an invisible Tartuk takes place. Tartuk wishes the statue be given to him. Caelan is able to convince Chief Sootscale that he should no longer live in the shadow of his shaman and he hands Old Sharptooth to the chief who accepts it. A battle ensues with the kobold sorcerer, the group winning in the end.

The kobolds erupt in celebration (YUB NUB!). Eugene loots Tartuk’s belongings and gets drunk. Caelan, Quinn, Adal and Chief Sootscale hammer out a peace (and possible future trade) agreement. Adal explores the cave to discover there is indeed silver here. The group is made honorary Sootscales. After some questions and resting the night the group is on their way South-West. They discover the meeting place of the Thorn and Shrike rivers and find a natural shallow area where crossing is relatively easy. They then strike back up North to Olegs.

Game concludes with some trading at Oleg’s, concluding a few bits of business (Svetlana’s Ring, telling Kesten Garess of the kobold arrangement, etc) and distilling of Dwarvish Whisky.


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