Passen Tor

Session 4
Into the Earth

The party spend the morning after the Great Demon Attack in the abbey licking their wounds and waiting for Father Ulric to finish his ministrations and return to speak to them. After some hours he rolls up looking strained and exhausted, and asks the party to join him shortly in his chambers.

They arrive, and Ulric begins by thanking them for their help so far. He says there is little that the town can offer them other than its thanks, but that they have that in spades, and would be made honored guests and given free good and lodging any time they chose to visit.

He goes on to say that, of course, the group are free to do what they want from this point, but that he still had great concern about the threat to the village. Should they decide to probe further in the quest for the location and cleansing of Castle Vyn and the Demon gate they would be welcome to keep everything they find within. This perks up the ears of various party members.

After some hemming and hawing the party generally agree that looking for the castle would be the right thing. There is some concern for the safety of the village while they’re away, so they head off to Konnar’s to see if they can find anyone from the Wilder Company. Konnar’s is a total disaster when they arrive, looking as though everything had been torn from the walls and rafters, with the worst stink of alcohol and vomit anyone had ever encountered handing in the air. It seems as though some patrons reacted to the events of the night prior by going on legendary binges. There aree several customers slumped over tables around the perimeter, and one very tired looking barmaid continuing to over-serve the few who were still moving.

The ask her if any of the Wilder Company are about; she says that most of them are upstairs in various states of insentience, but that the big harry lump in the corner that’s moving ever so slightly is Wergen. They attempt to prod him out of his drunken stupor to enlist his help in protecting the village, but only manage to get a slurred commitment out of him to defend the town. They figure this is the best they will be able to get and leave.

They return to Father Ulric to let him know they are about to head out, and beseech him for any extra help he can give them. After some contemplation, he grudgingly leads them up into his chambers where he dives into the secret compartiment in his footlocker and hands them five items: 3 potions of Cure Light Wounds and 2 Scrolls of Detect Evil. He tells them this is all he has to give.

The party head up towards the bluff to attempt to find traces of the castle. As climbing it directly would be too monumental a task (yuk yuk), they decide to head about an hour north, following the spine of the ridge as it descends. They get to where the ridge meets ground level and begin their ascent back up the ridgetop. As they climb, the vegetation goes from pine forest, to scrub, to mostly barren rocks. From near the top of the ridge they can see for miles around the rise and fall of the Meres, including several plumes of smoke rising in the distance.

As they examine the terrain, Edmund and Gwannyn put their heads (and knowledge of mapping and geology) together and come to a realization: they had been steadily climbing, but the party have now descended into what appears to be a broad depression. This causes the party to look around at the scenery in a new light, and they realize that the ground around them i slittered with very large rocks that do not appear to have gotten there naturally.

Edmund pieces this together and comes to the conclusion that they are standing in a large caldera formed at some point in the past by a massive explosion that essentially blew the top of the mountain off.

Thinking that they’re perhaps beginning to figure out what had happened here the party keep their climb up the ridge going; by this point the width of the ridgetop has narrowed, and the terrain becomes increasingly rugged. The gang decide it would be best at this point to tie off to each other as they continue their explorations. They reach the point where they’re standing over Arwell’s worksite. From here, the bluff falls off steeply into a loose jumble of stones.

Seeking to avoid falling off loose footing to their doom the party tie themselves off to trees now and let the more dextrous members of the group continue to explore down the steepening face. After some few minutes, they notice what appears to be the top of a parapet sticking out from the rocks. They all draw close to the site, and determine that someone had previously been here and worked on clearing rocks from what was, up close, clearly the top of a tower of some sort.

There was enough of the tower top exposed to present an opening to the interior through a window. A torch thrown in showed a circular stone room, about 20’ across, mostly featureless aside from arrow slits, a trap door in the floor leading downwards… and a giant, smooth stone arch with eldritch writing carved into it. I believe we have found the demon gate.

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Session 3

The party resume their adventure in the depths of Garan’s Tomb after their unsettling discovery of the artwork that casts doubt upon Saint Garan’s true nature. They decide to head back to the village and regroup. They spend a little time looking over the materials that Yarl stole from the tanner’s workshop. He managed to claim a scroll of Charm Monster, and a small journal. The journal contains lots of rambling: Vyn has been exposed… Arwell’s activities have set in motion terrible things… Demon Gate must be found… Charming a demon might help show the way… Father Ulric knows things….

The party go to see Father Ulric and visit his library again. Upon arrival, they tell him about their run-in with the 9 orcs back in Monument Canyon. He asks to see the amulet they recovered, and confirms that it is the insignia of the Blood Moon Orcs. He finds this troubling, and expresses concern about them having regrouped and formed a stronghold nearby.

Gwannyn looks around for some of the older books in the library. She finds An oral History of Garanton, A Study of Demons and Their Summoning, and a tome on the rules of gambling.

The first details the early history of Garanton. It was originally a small fishing village — much predating the abbey — which grew larger as traffic to the mines in the nearby hills and mountains increased. Villagers searching for new mining locations found the tomb, but could figure out no way to enter it. Over the years they collect carvings and scraps of ancient books about the area, all of which are incomplete and hard to decipher. What they manage to piece together is a tale of Castle Vyn and the blight it brought across the land, until Garan managed to lead the army that brought about its destruction. Since then the village has mostly seen peace. The book goes on about the Cycles of History, the Dalvin and the dominant role they had in the last cycle, and sinister forces that brought about the end of that cycle and downfall of the Dalvin race. It implies that this may be tied to whatever happened at Castle Vyn.

The book on demonology is written in a very old style that the party cannot decipher with ease. It appears to be written by an author known as Mir who refers to himself in the third person, but beyond that they can glean little in the time available.

The tome on gambling is greedily snatched up by Edmund, who learns the rules to several new dice games that he hadn’t heard of before but which he thinks could be easily taught to people… to his own advantage, of course.

Enough of the morning has passed in this research that it is time for lunch and the Test of the Blade. At lunch Annamar attempts to come on to Edmund, but he repels her advances claiming tiredness.

The Test starts, and each competitor has to attempt to best three increasingly tough opponents in non-lethal combat. Yarl totally sucks at it, but Desmond manages to beat two, and Gwannyn three. Havad and Annamar, who were tied at 9 points each overall, both do poorly, but Annamar’s 1 point from this event gives her 10, to the 9 Havad retains after losing in his first fight.

The villagers prepare for the ceremony honoring the winner of the games. Annamar is called forth to accept her accolades, when a cry of “Bullshit!” rings through the assembled crowd. Havad rushes forth from the mob and charges Annamar with his sword in hand. He rushes past Desmond, knocking him to the ground. Desmond picks himself up and throws himself at Havad, tackling him from behind. Wergen launches himself into the fray. A general melee between Havad and various members of the party and the Wilder Company erupts, with Havad eventually being subdued before storming off. Desmond goes off after him to attempt to calm him down, and manages to convince the raging warrior to not do anything drastic to himself or others. They then go off to Konnar’s for a couple beers and a nice dose of chill the fuck out.

Edmund takes advantage of the general chaos to slip into Father Ulrics bedroom while he is away. He finds a moderately sized but comfortable bed chamber. There are various paintings on the walls of groups of warriors in front of the abbey; these appear to be previous work of Brant Arwell, true to his earlier descriptions. There is also a comfortable looking four-poster bed with a large chest at the end of it. Edmund attempts to open this chest, but cannot. There are several books resting on it, including a recent history of Insecar and the father’s personal journal. A scan of the journal shows comments regarding concern over the demon attacks; mention of a group of mercenaries who have made themselves helpful; and a hope that this group will be able to locate Castle Vyn and defeat the forces within.

As he’s digging around he hears footsteps coming up the stairs, and sequesters himself behind a curtain. The door opens and in walks…. Dierdre! She does some poking around, then turns to the footlocker. Unable to open it, she forces the lock, reaches inside, and pulls out a black velvet cloak. Edmund decides to step out and challenges Dierdre about her actions. Dierdre starts talking about the concerns she has about the town and that something might be off about the church. She says she’d been reading Brant’s journal, and that it contained his tales of uncovering Castle Vyn on HIldor Bluff, and that various things he was seeing made him question the Garan orthodoxy. She says he also noted, in his last entry before he disappeared, that he thought he may have inadvertently opened a portal of some sort.

Edmund has a closer look at the cloak, and finds it to be of a fine quality, with a collar that has the coat of arms of Saint Garan. Dierdre tells him that this looks like the cloak that it supposed to be used at the ceremony for the new Champion. fall

Meanwhile, back with the mob, nightfall has come. Father Ulric is rounding up the procession of celebrants; it is tradition that all will proceed to Monument Canyon and, once there, at the entry to the Tomb of Saint Garan, the mantle will be bestowed upon the new Champion. The villagers and visitors all head into the woods on their way towards the canyon.

Edmund and Dierdre decide at this point that it would be wise to catch up with the procession. They hop on horseback and gallop towards the procession. In said procession, various rounds of Detect Magic and Detect Evil have gone off and the party have learned that Father Ulric has a magic sword, Annamar has a magic weapon, and a villager has a small magical knife, but none of it is evil. This is of small comfort to the party, who have grown increasingly suspicious of everything going on.

Just as Edmund and Dierdre catch up with the group a fusillade of arrows sails out of the woods about 60’ to the forward left of the head of the procession. All parties man battle stations, and the warrior types charge into the thicket the arrows came from, to find a small party of archer orcs reeling backwards. Blows are traded back and forth, and several of the orcs fall. As the odds begin looking good for the party a large ogre comes out of the underbrush to the aid of the orcs. He takes a giant swing at Annamar, who falls. As Desmond and Ralauren put on a comedy routine with a pebble, a spell of Light, and throws at each others heads, Gwannyn strides towards the front of the melee and heals Annamar. This enrages the ogre, who strikes with a renewed fury. Yorl takes a giant chunk out of him, and Annamar finishes the job. Edmund and Desmond finish up the remaining orcs and he good guys regroup.

The good guys present on the scene then dash forward towards the canyon, where the non-combatants had fled when melee broke out. Once there, they are relieved to find everyone safe. As everyone sits down the party demand some answers from Father Ulric about… all the general confusion and shady dealings. Gwannyn casts Detect Evil again and finds an aura of evil coming from Dierdre. She reveals the cloak she found in Ulric’s chambers… which looks like a precise copy of the one he had borne this far to use in he coronation. That one was not evil.

As Ulric begins to talk, everyone sees a large flock of demons fly overhead towards the village. The more physically able begin a hell-for-leather race towards town. They get in to town to find various buildings aflame and dead villagers and demons scattered about. As they’re passing Konnar’s a demon raises his bloody face from the feast he was making of a dead villager and runs toward the party, only to be felled. Looking about, the party then see a large melee happening at the abby, where a handful of human figures appear to be in a pitched battle with a number of demons.

The party run in that direction, with Edmond, sitting on Desmond’s back MasterBlaster style, launching arrows as they run. Several demons fall, and the party enter melee with the remainder. One of the human combatants is Sir Havad. As this round of demons get slain, another lands behind the party, but they are also quickly defeated.

With the immediate threat over, the remainder of the shattered procession return to town. Father Ulric tells the party that he wishes to speak to them at length the next day regarding their next actions, especially in regards to something Arwell had told him about Castle Vyn, but that first he wanted to tend to his town, remove the dead, and comfort the living.

Fin.

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Session 2
... in which Edmund gets lucky.

We resume our activities right where we left off, with the bulk of the party now standing before a pile of bodies that appears to consist of one dead wizard, one dead demon, and one dead random villager. The group search the wizard and find one very nice dagger (+1) and a lovely gold necklace. As they file these things away the intrepid halfling rifles through the pockets of the random villager — he finds 6CP, and his hands come away smelling like fish. This time it is not thanks to an encounter with Big Annamar.

They poke at the dead demon a bit, while Gwannyn searches her memory to see if she can recall anything about a creature matching this description. After some thought she remembers reading about a creature known as a night stalker, not seen since the time of Tormic Garan, which seems to be a fit. The night stalker is recorded as having been a fairly minor demon, but one which often presaged the appearance of other, nastier beasties. Little more comes to mind at this point.

The party return to the abbey and report their findings to Father Ulric, who looks understandably disturbed and dispatches several of his acolytes to go retrieve the bodies. Attention then turns to Kees and Irun, who had previously been sent to the southeast of the village to follow a small flight of demons that had passed over the town. Desmond runs off in their general direction, and Yorl is soon after dispatched whilst the remainder of the party are asked to help haul the bodies of the recently deceased back to the abbey.

Yorl makes haste through the pastures on the south side of town, eventually hearing what seemed to be the sounds of a desperate combat. He veered in the direction of the combat and soon came within view of two human figures fighting three night stalkers. As he came closer he recognized Desmond and Kees as the human figures. He also saw another human form laying lifeless on the ground; it was no large leave of induction to determine that it was likely Irun on the wrong end of a demon.

Yorl launches himself into the fray, during which Kees proves himself — either through skill, or simple blind rage at the death of his brother — a formidable foe to the demons. The three men manage to slaughter two of the three and grievously wound the third, who flies off. Yorl and Edmund hoist the body of Irun and begin guiding the now-shellshocked Kees back to the abbey; as they depart, they make note of the fact that the fleeing demon headed towards Hildor Bluff.

Edmund, who had stayed behind at the scene of the previous combat with the wizard, attempts to track where said wizard comes from. He is able to determine that his immediate origin was in the direction of the heart of the village, but with all the traffic for the Feast he is unable to get any more precise than that.

The party reconvene at the abbey and generally heal, rest, and prepare for the next day’s festivities. In the morning they rise and discuss their plan for the day. They decide to head to the Vetters’ to express their condolences to the family. On their way to the Vetter homestead they come across a wandering elf that no one had previously seen in town. He introduces himself as Ralauran, a travelling scholar, and ingratiates himself into their company, whereupon he spends the rest of the morning following them around and scribbling feverishly.

They make it to the Vetters’ and find the family in roughly the state one would expect. The lady of the house tells the party that they are more than welcome to stay if they need lodging, but she hoped they would understand if the family preferred to have solitude at this time. The party, being gentlefolk and paragons of virtue to the very last, agree and make their farewells. Edmund has a sudden pang of conscience and hands over 2GP and 6CP to cover burial and other expenses. Desmond volunteers to stay behind and assist the family as they may need, to which they gratefully agree.

They remainder of the party leave and return to the abbey, where they catch up quickly with Father Ulric. He tells them that the wizard they had encountered was one Rellum, the village’s tanner. He lived at the edge of town, a bit isolated due to the unpleasant odor of his labors, but until now he had been known as a quiet but honest and hard working citizen. Ulric further says that the murder victim was a local fisherman name as Norri. In other news, the Wandering Lords and Ladies had this very morning informed Ulric that they would be wandering along, as things in town were getting just too weird for their freakshow to deal with. Yes, that is ironic.

Ulric asks the party to keep as much of the recent happenings under their belts as possible, to minimize the further alarm that the most recent events are certain to cause in the assembled throngs. He then asks one of his acolytes to follow him upstairs, and excuses himself from the group. Edmund gets sneaky and follows him, listening at the door they passed through, but he’s unable to hear shit other than the name of the acolyte: Brother Firth. He rushes back downstairs before he gets into any trouble. The party are growing increasingly suspicious of Father Ulric and his involvement in recent happenings.

When Father Ulric returns, Raluaran asks him if he may spend some time in the abbey’s library; Ulric agrees, and instructs Brother Firth to accompany the elf to the library, muttering to him sotto voce, “you know what to watch for.” This does little to alleviate their suspicions. For his part, Ralauran thumbs through some old tomes and finds reference to a “Castle Vyn”, which was built by the three evil brothers, and is located near the Tomb of Saint Garan. The castle is recorded as having had one tower which contained an unholy portal known as the Demon Gate, through which night stalkers and worse things are said to have passed. The legend is that Castle Vyn was destroyed during the battle with Tormic Garan, and that its ruins were somewhere near his tomb.

The morning passes without to much more event, and the village gathers for the daily noontime feast. The meat and bread is delivered; there is still no alcohol provided, but as with previous days many people are providing their own. Some way through the meal voices get raised a few benches down from the party. It would appear that two of the members of the Wilder Company, Kyl and Wergen the Axe have come to a heated argument. Wergen challenges Kyl to a duel and some suspense ensues as Kyl determines the terms. Many around him counsel caution, and, while his hand hovers briefly over the red dagger indicating a duel to the death, he instead draws the white one for duel to first blood.

When lunch is complete, the setting is cleared and preparations made of the Test of the Bow. This comes in the form of an archery contest, shooting three arrows at three successively distant targets. Big Annamar comes in looking the best (especially to Edmund) with three points. The increasingly impressive Kyl scores two. Sir Havad harrumphs at having scored only 1 point. The party fare no better, with Yorl scoring 0, and Desmond and Gwannyn 1 each.

Upon completion of the Test, Wergen and Kyl prepare for their duel. As the onlookers gather, Kyl looks paler and paler. However, he rapidly gets the better of Wergen once blades are loosed and is declared the winner after drawing blood with a slash of his sword. Wergen, who is not seriously injured, huffs off looking slightly abashed, and the assembled cheer Kyl and his surprising martial prowess.

While this is happening, Yorl slips away and heads towards Rellum’s home and shop to do a bit of snooping around. He finds his way to Rellum’s workshop and, whilst poking around there, discovers a trap door on the floor. He lifts this and drops down into what appears to me a small magician’s workshop — there is a desk with candles and various small trinkets on it, and a built-in bookshelf with a couple of tomes. In the drawers of the desk are a few scrolls that appear to have had spells transcribed on to them. Yorl pockets these and hurries back to the rest of the group.

With the days festivities complete the party huddle up to discuss what they’re going to do with the afternoon. They reflect upon what Ralauran learned earlier about Castle Vyn, and think a good next step would be to locate the Tomb of Saint Garan and investigate that. Its location is readily determined, as all the villagers seem to know where it is. The party gird themselves and head into the woods at the foot of Hildor Bluff.

After a brief search they find their way into a box canyon that meets the location and description given by the local yokels. It is roughly a hundred feet across and several hundred wide. One end holds the ruins of a small stone building, the other has a large plaza with several crumbling statues and a door carved into the side of the mountain. Directly ahead is an open area leading to a field of boulders that have fallen from the walls above.

The party begin circling towards the ruined building when they are winged by several arrows coming from the jumble of fallen rocks. A brief combat ensues with several clusters of orcs hiding behind the boulders; the party are quickly victorious, and pillage the orc corpses, finding 9 rusty short swords, 6 short bows, 9 leather armor, 18 copper, 3 silver, and 70 arrows. They poke around the area and find a crude campsite. Edmund studies the remains and says that the thinks the orcs had been present for a little over a week. All notice that the orcs wore a red, circular pendant which Ralauran identifies as the sigil of the Blood Moon Orcs; these orcs are thought to be the descendants of grunts for the three evil brothers.

The party explore more. The ruins turn out to be that of a small tabernacle or other meaningful place. It has what must once have been a nice tiled floor, and in the middle is the crumbling statue of Saint Garan.

They cross the canyon towards the large plaza, where they find several more statues. The plaza itself focuses attention towards the carved doorway. Two large, tightly sealed doors with what the party recognize as the seal of Saint Garan are situated therein. There is a carving above the door which the resident scholars are able to translate as “Come ye humbly in the dark, for night brings entrance.” The party briefly discuss matters, then decide to wait until nightfall to attempt entrance to the tomb.

Night falls, and the party attempt to convince the tomb to open; no amount of kneeling before it in the dark is successful until someone utters the word “night”, at which point the doors slide slowly apart. The party enter. The tomb smells musty and moldy, and has quite obviously not been entered in a very long time. There is a circular stair downward which ends in a rectangular chamber about 50′ × 70′ with a hall passing out the other side. There are a number of alcoves on each side; each alcove has a statue above it and a bench at the foot large enough for two or three people to sit on. The statues are all of Saint Garan, dressed as a warrior.

On the walls are paintings representing scenes of cataclysmic battle. Upon studying these, they notice something interesting. The paintings all show battle between two large forces. One is always presented in tones of darkness and shadow, and clearly meant to be presented as the malignant force. The other, though almost always shown outnumbered and slightly bedraggled, is painted in tones of lightness and virtue. It is this army that contains demons and other unholy looking creatures. The party are not quite sure what to make of this, and begin to perhaps question their perspective.

Regardless, there is little for them to do but press onward, so onward they plow. They enter the next room, a round chamber with a very large effigy of Saint Garan in the middle. Around the perimeter of the room after 6 other statues of Saint Garan; all are made to look slightly older than the statues in the previous chamber, and he is dressed more as a leader than a warrior.

As they look around, a light comes from the large statue in the center. He has opened his eyes, and the light is beaming from them. I low, rumbling voice says “Show me the sign.” Thinking fast, Ralauran hands Edmund a scrap of parchment on which he had drawn the crest of Saint Garan. Edmunds presents this scrap and, thankfully, the large statue seems satisfied. He closes his eyes and returns to his long repose.

The party find the room to be empty aside from this and have no apparent other exists, until the dorf looks more closely and find a hollowed-out section of wall on the far side of the room. It’s a small matter for her to find and trigger the switch. Beyond, a circular stairway again leads down. Gwannyn is very impressed by the quality of the stonework.

At the bottom of the stairs is a room about 25’ wide and 15’ deep. The back end becomes a slightly raised, hemispherical section, in the center of which is a large, back sarcophagus with numerous gems embedded in it. Gwannyn begins working on a Detect Undead. The first round confirms the presence of undead near the sarcophagus; the second identifies it as being of moderate (2-4HD) strength. Edmund has been approaching the sarcophagus and, as he gets near, it slides open. Out of it rises a shadowy figure representing a human warrior. Edmund, not realizing he’s facing a wight, attempts to run it through with his rapier, to no effect, but his dual-wielded +1 dagger does make an impact.

The wight takes a massive swing at Edmund, who manages to escape being level-drained to death by only the tiniest of margins. Ralauran casts Magic Weapon on Yorl’s sword. Edmund, continuing to be oblivious to the mortal peril he’s in, and the very narrow margins by which he escaped death last round, takes another swing with his dagger, and makes contact once more. Yorl runs in with his now magical sword…. and makes brutal contact, dissipating the wight. Edmund flexes his small muscles and writes legends about this in his own mind.

From the wight the party claim a magical suit of plate mail, decorated with the coat of arms of Saint Garan. His sarcophagus is relieved of 15 onyx (5gp each), 10 emeralds (15gp each), 5 rubys (50gp each), and one diamond worth 150gp.

As they look about the rest of the chamber the party find a large mural done as a triptych. Each painting shows a battle similar to the previous paintings upstairs, but set before a castle on a cliff that looks much like the descriptions of Castle Vyn. From the top of the castle’s tower shines a light illuminating the scene below. Each of the three panels shows a different figure leading the army of demons: one is in the robes of a wizard, one is dressed as a cleric, and the third is a figure in familiar looking armor… bearing the crest of Saint Garan.

End.

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Session 1
Welcome to the Old School

Scene: Town of Garanton, located in The Meres, a northwestern territory of the kingdom of Passen Tor. This place is all mountains, forests, and lakes. All the meatheads from the region have gathered for the annual Feast of Saint Garan.

The four adventurers, Yorl, Gwannyn, Desomnd, and Edmund all meet while staying in the stables of Mikail Vetter, since Konnar’s Inn is completely run over by the Wilder Company assholes. Mihail’s two sons, Kees and Irun, keep Yorl, Gwannyn, and Desmond occupied with stupid questions and adoration. After a night of rest, the four, Edmund, Desmond, Yorl, and Gwannyn, decide to investigate the town a bit. Edmund looses a gold piece to Lady Ayla Paksan throwing daggers. Yorl, Desmond, and Gwannyn check out the Abbey of Saint Garan, and run into Brant Awell. Brant’s a kook who promises to pay each of them 3GP for posing for a portrait. Deidre, his beard, introduces herself as his assistant. Father Cowl Ulric, the town’s head pedophile, also introduces himself. The contest begins with feats of strength. All strain to pick up the heaviest of the three stones, except Sir Havad Quinn, alpha male for hire and general douche. The rest of the Wilder company have a go, with mixed success. Yorl, Desmond, and Gwannyn can’t get past the lightest stone. Edmund considers joining the Wilders. The nightly feast is attended by all four of the adventurers.

After a quick breakfast, the adventurers happen upon Deidre. She states that Brant has not come back from his nightly work on the carving of Saint Garon, located Northwest of town, atop a vertical stone mountain side. Desmond and Edmund join the search party. It takes 30 minutes to get to the location of the carving. Edmund climbs a series of ladders, finding Brant’s tools and belt abandoned at the top. On the return trip, the search party fans out and sweeps the area around the foot path. No clues are found. Desmond and Edmund return, and while talking to Yorl and the Dorf, Deidre informs them of an overnight slaughter of cows at a nearby farm. Desmond is able to make it back for the feats of dexterity, where he, Gwannyn, and Yorl suck it up. Sir Havad Quinn looks more dexterous than a ballerina. Afterwards, the town gathers for the nightly feast. While waiting around for food, a giant beetle charges through the crowd, heading right at Yorl. While the ragtag adventurers beat the crap out of the beetle, Havad Quinn charges in an effort to claim all the glory. However, he trips over Edmund, who clumsily attempts to leap at the beetle. Edmund is crushed under the weight of Sir Douche planting his face into the ground. The poor bug is finally squished by Gwannyn, covering all nearby with its guts. Egan waddles to the scene and apologizes for the trouble. He is also saddened by the death of his pet and source of income. After the feast, Yorl visits Konnar’s Inn in the hopes of getting friendly with the Wilder group. He tries to hook up with Big Annamar, but is friend-zoned. She expresses her interest for Edmund. Dejected, Yorl spends the rest of the night trying to piss off Sir Havad, who downs many, many pints. At dusk, Edmund stealths himself, just outside Konnar’s Inn, but does not see anyone leave, nor enter, the inn.

In the morning, father Cowl Ulric tells the Party – The scribe is sufficiently convinced that the Gods have joined the faiths of these four, by now. So, they are henceforth known as the Party. Amen. – that there has been another attack on the same farm, overnight. The Party is now pretty sure that the Wilders are not werewolves, at least not the werewolves that attacked the farm. – Fuck that. The scribe proposes that the Party come up with a cool name for itself. “Wilderer Company”? The scribe may be stoned at the moment. – The Party investigates, finding that the farmers were attacked by flying green-eyed creatures with sharp claws and teeth. Back in town, the competitors start the feats of skills; equestrianship. Sir Havad looks like shit, and performs just as well, falling off his horse on the first attempt. Gwannyn aces the three trials, as does Big Annamar. Upon completion, the massive Aruki rides over to Edmund and abducts him. They ride off to the local Red Roof Inn, for an afternoon of staining the linens. The halfling returns just in time to set up watch in the town’s steeple, alongside Gwannyn. Yorl and Edmund take up positions on the ground, along with other volunteers. After some waiting, a large creature is flying South of town. Edmund follows it. A minute later, screams are heard in town, and another flying creature is seen lading. Edmund and Gwannyn race towards the commotion, as does Yorl. The three arrive to witness one human stab another. The stabber has company, in the form of a demon. Team Shortass drop the human caster from range, while Yorl plays a good meatshield and eventually wrestles the demon to the ground. Desmond arrives at the scene just as Edmund drops the demon with an arrow.

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