Eccles
Ragged idiot in a trilby.
6th August
With the Ragesian garrison defeated and the fortress returned (no doubt somewhat temporarily) to the alliances control we prepare to leave, securing our prisoners and prepping for the arduous journey back. However Both Lembit and Urien believe themselves to be unfit to travel and will stay until their strength returns and catch the rest of us up. Kain, Silas and Ruby (along with the three prisoners) make their way through the snow to Gallo's nearest outpost, there they meet up with Cricket and are tended by the forts chaplains. The head Chaplain performs a small ritual of sending to inform Gallo's staff of our exploits and that we are returning with prisoners, and learn news that troops are being sent to reclaim the fort.
Back at Gallo's fend we are debriefed, fed and then sent into the Lord's campaign room where his staff are busy setting up and moving pieces upon the scale model that dominates the room. Gallo appears to have come to a decision about what to do regarding Steppingard's army that is slowly marching towards us and that it must be dealt with quickly before the Ragesians flood over the boarder and he finds himself fighting a war on two fronts. We are to escort his new Proxy, a man by the name of Machesson, to see the Dwarflord Dashkoban and Lady Timor, calling in old pledges of support so that he stands a chance against the kings army. We also have a second task, we must visit the town of Pitchwoodburg (near the Pitchwood Forest) and convince them to use their harvest of pitch to melt the river and slow down Steppingard's advance.
But as the village is within Dashkobans border we decide to visit the dwarf first and see if he himself will be able to aid our diplomatic endeavor so all that remains if to decide if we wish to travel through or around the Pitchwood Forest (rumored to be inhabited by a tribe of Fey called the Pitchlings, a competitive people who only speak elven) and it's decided that because time is of the essence we'll travel through, saving ourselves a few days of travel. Ruby recalls an ancient ditty whose lyrics suggest walking around with an unlit torch and if any pitchlings are near it will magically light itself and so armed with a few dozen of them we set forth into the forest.
Our mostly boring trek is eventually brightened as the torches each of us carries flares into life, Kain buckles a magical belt around his waist (that we found in the fire forest, it allows the wearer to communicate in elven but unable to use any other language) and greets them by shouting "I can see you!", all around us there is much chittering and conspiring in elvish and so begins a discourse that the rest of us are unable to understand, kain does much arm waving and gesticulating before removing a handful of shiney coins (tho in reality totalling less than about 10 gold pieces in change) and places them by a tree and starts walking on undoing the belt buckle and says "tribute, they'll less us pass now" in his best (and totally unconvincing) reassuring manner.
So we are not exactly surprised that our torches continue to burn (and relight after being doused) for the next few hundred yards as the rogue leads us onward with a confident whistle, nor are we surprised by the part of stick thin quilled covered oddities slathered in pitch with that block the path, crooked long bows in hand. We spy a couple tearing their own quills from their skin to use as arrows and notch them to their bows. Kain puts the belt on and attempts to talk to them but they only repeat "leave money and stuff or we burn you!".
Fight Highlights:
* Both Cricket & Kain are caught by twisted roots animated by the pitchlings trapping them on the road while another of their number sends a rolling wave of exhaustion along the road putting them both to sleep (with Ruby and Silas managing to shrug off the sleeping compulsion).
* Silas finds and exploits their weakness to cold, blasting them with magical frost.
* Ruby finds herself the ongoing target of a particularly accurate Pitchling who managed to find the chinks in her armour (critical hits) three times in a row.
* Finally the barbarian and rogue manage to get themselves into the fight and the pitchlings are routed and flee from the Warlocks icy touch, however Kain does manage to knock one out to take hostage.
With our captured Pitchling we manage to arrange safe passage through the rest of the forest, and at the edge we cut its bonds and watch it sprint back into the darkness of the forest. We make the rest of the journey to Dashkobans without incident and presenting Gallo's man at the gates of the fortress sees us ushered through without having to deal with too much red tape and are quickly in the presence of the Lord Dashkoban (a dwarf with a most beautiful beard!) and for once we meet a ruler who is happy to see us, he happily acknowledges Gallo's plight and pledges his support. The Troops that were to march to Steppingard will now join Gallo instead.
With that dealt with we also mention Gallo's plan regarding Pitchwoodburg and their harvest, he writes a letter addressed to a Father Albert the leader of the village that will hopefully make our own negotiations easier with the village but says he won't order them to do it.
So reaching Pitchwoodburg we quickly introduce ourselves to Father Albert and with Ruby's Silver Tongue and the letter from Dashkoban we do convince him to sell their crop, and as its not our money we pay slightly over the going rate for their harvest and throw in a little extra as a labor cost for actually laying it and setting fire to the river.
With two of our three errands done its time to head for Lady Timors lands, the quickest (and in reality the only option due to lengthy detours through hostile lands) is up the Glassteel Cliffs (and name that inspires a cheery jaunt on a mule i'm sure!), so gathering our climbing equipment and lashing ourselves together we start to climb. However some over ambitious yodeling attracts the attention of Cliff Harpies and we are attacked mid climb (while still lashed together).
Fight Highlights:
* As they swoop in a few of the larger harpies hang back, drifting in the winds and begin a most glorious song, one that few of us fail to be lured by and stagger towards them off the cliff edge, saved by a grisly death by being tied together with safety lines.
* The lure of the song becomes so great that in brief moments of clarity Kain tethers himself to the rock face to restrain himself, cricket meanwhile (the other person to be dragged off the ledge to the rocks below) simply holds on with grim strength until he manages to muster the will power to climb up (which takes quite a while, the mustering that is, not the climbing).
* Both Ruby and Silas however manage to hold their nerve and their own against the harpies and eventually they are driven away so that we can continue our climb to the summit, where handily is a short walk to Lady Timor's enchanted castle. http://tinyurl.com/3j4nojh
Much like Lord Dashkoban, Lady Timor is also get an audience but unlike she not so pleased to see us (nor does she have as soft a beard!) when she discovers that it was us that extinguished the fire forest, now that it no longer provides an unnatural barrier between her and Ragesia’s borders. However with a few barbed comments she seems to get it out of her system and also pledges her troops to Gallo instead of Steppingard supplying much needed battle mages and war wizards to bolster the regular foot troops.
She also entrusts to Ruby (much to our dismay) a magical Gem linked to an ancient Xorn (however after researching the thing and discovering it to be a beast with too many arms, mouths and arses it appears to be a the perfect playmate for Ruby). http://tinyurl.com/yf5a3br
Throwing the stone on the ground and repeating the incantation will call it to us, where she assures us it will attack our enemies for as long as its entertained and then probably walk off bored or come to the call of her other agents.
She also offers us accommodation for the evening and that some of her Acolytes would aid us returning back down the cliffs by aid of magic that will let us drop like a feather, saving us much time and hardship, we graciously accept her offer. The evening passes all too quickly and we once again find ourselves in the bracing cold wind near the cliffs ready to base jump over the edge as soon as the spells are cast. With much whooping and screaming we “enjoy” the quick descent, Ruby outstretches her odd wings in an attempt to glide but the fierce wind has other plans and rather than graceful mock flight she spirals out of control, until finally vomiting and passing out. She is woken up by the final drop into the powdery snow at the base of the cliffs and we go off in search of the horses we had left behind thankfully finding them all in one piece.
Back at Gallows Fend we find the place ready for War and the next few days are set preparing to march as Gallo’s forces assemble ready to move out and stake their chosen battleground and await Steppingard. Naturally we get caught up in this put in charge of a small division of troops and orders to hold the line and kill any one who tries to push passed. We arrange our men and prepare some defences with ditch digging and using the left over earth to make defensible walls.
Soon our little piece of ground is invaded by a mass of footmen and dragonborn berserkers backed up with two hulking trolls and a torrent of siege engine fire and the smoldering fire of a wizard atop a sphinx that circles the battlefield blasting all with his magic. It’s quite the desperate and bloody battle but we manage to come out on top, alas at the deaths of a large number of our troops, and many more wounded.
With the first push defeated we are recalled back to the commanders camp, it would appear that we are being reissued into “special duties” (either because our talents lend themselves more towards isolated butchery or because we really shouldn’t be put in charge of commanding troops!) and Gallo invites us to look at the War Table with him to plan our sortie.
With the Ragesian garrison defeated and the fortress returned (no doubt somewhat temporarily) to the alliances control we prepare to leave, securing our prisoners and prepping for the arduous journey back. However Both Lembit and Urien believe themselves to be unfit to travel and will stay until their strength returns and catch the rest of us up. Kain, Silas and Ruby (along with the three prisoners) make their way through the snow to Gallo's nearest outpost, there they meet up with Cricket and are tended by the forts chaplains. The head Chaplain performs a small ritual of sending to inform Gallo's staff of our exploits and that we are returning with prisoners, and learn news that troops are being sent to reclaim the fort.
Back at Gallo's fend we are debriefed, fed and then sent into the Lord's campaign room where his staff are busy setting up and moving pieces upon the scale model that dominates the room. Gallo appears to have come to a decision about what to do regarding Steppingard's army that is slowly marching towards us and that it must be dealt with quickly before the Ragesians flood over the boarder and he finds himself fighting a war on two fronts. We are to escort his new Proxy, a man by the name of Machesson, to see the Dwarflord Dashkoban and Lady Timor, calling in old pledges of support so that he stands a chance against the kings army. We also have a second task, we must visit the town of Pitchwoodburg (near the Pitchwood Forest) and convince them to use their harvest of pitch to melt the river and slow down Steppingard's advance.
But as the village is within Dashkobans border we decide to visit the dwarf first and see if he himself will be able to aid our diplomatic endeavor so all that remains if to decide if we wish to travel through or around the Pitchwood Forest (rumored to be inhabited by a tribe of Fey called the Pitchlings, a competitive people who only speak elven) and it's decided that because time is of the essence we'll travel through, saving ourselves a few days of travel. Ruby recalls an ancient ditty whose lyrics suggest walking around with an unlit torch and if any pitchlings are near it will magically light itself and so armed with a few dozen of them we set forth into the forest.
Our mostly boring trek is eventually brightened as the torches each of us carries flares into life, Kain buckles a magical belt around his waist (that we found in the fire forest, it allows the wearer to communicate in elven but unable to use any other language) and greets them by shouting "I can see you!", all around us there is much chittering and conspiring in elvish and so begins a discourse that the rest of us are unable to understand, kain does much arm waving and gesticulating before removing a handful of shiney coins (tho in reality totalling less than about 10 gold pieces in change) and places them by a tree and starts walking on undoing the belt buckle and says "tribute, they'll less us pass now" in his best (and totally unconvincing) reassuring manner.
So we are not exactly surprised that our torches continue to burn (and relight after being doused) for the next few hundred yards as the rogue leads us onward with a confident whistle, nor are we surprised by the part of stick thin quilled covered oddities slathered in pitch with that block the path, crooked long bows in hand. We spy a couple tearing their own quills from their skin to use as arrows and notch them to their bows. Kain puts the belt on and attempts to talk to them but they only repeat "leave money and stuff or we burn you!".
Fight Highlights:
* Both Cricket & Kain are caught by twisted roots animated by the pitchlings trapping them on the road while another of their number sends a rolling wave of exhaustion along the road putting them both to sleep (with Ruby and Silas managing to shrug off the sleeping compulsion).
* Silas finds and exploits their weakness to cold, blasting them with magical frost.
* Ruby finds herself the ongoing target of a particularly accurate Pitchling who managed to find the chinks in her armour (critical hits) three times in a row.
* Finally the barbarian and rogue manage to get themselves into the fight and the pitchlings are routed and flee from the Warlocks icy touch, however Kain does manage to knock one out to take hostage.
With our captured Pitchling we manage to arrange safe passage through the rest of the forest, and at the edge we cut its bonds and watch it sprint back into the darkness of the forest. We make the rest of the journey to Dashkobans without incident and presenting Gallo's man at the gates of the fortress sees us ushered through without having to deal with too much red tape and are quickly in the presence of the Lord Dashkoban (a dwarf with a most beautiful beard!) and for once we meet a ruler who is happy to see us, he happily acknowledges Gallo's plight and pledges his support. The Troops that were to march to Steppingard will now join Gallo instead.
With that dealt with we also mention Gallo's plan regarding Pitchwoodburg and their harvest, he writes a letter addressed to a Father Albert the leader of the village that will hopefully make our own negotiations easier with the village but says he won't order them to do it.
So reaching Pitchwoodburg we quickly introduce ourselves to Father Albert and with Ruby's Silver Tongue and the letter from Dashkoban we do convince him to sell their crop, and as its not our money we pay slightly over the going rate for their harvest and throw in a little extra as a labor cost for actually laying it and setting fire to the river.
With two of our three errands done its time to head for Lady Timors lands, the quickest (and in reality the only option due to lengthy detours through hostile lands) is up the Glassteel Cliffs (and name that inspires a cheery jaunt on a mule i'm sure!), so gathering our climbing equipment and lashing ourselves together we start to climb. However some over ambitious yodeling attracts the attention of Cliff Harpies and we are attacked mid climb (while still lashed together).
Fight Highlights:
* As they swoop in a few of the larger harpies hang back, drifting in the winds and begin a most glorious song, one that few of us fail to be lured by and stagger towards them off the cliff edge, saved by a grisly death by being tied together with safety lines.
* The lure of the song becomes so great that in brief moments of clarity Kain tethers himself to the rock face to restrain himself, cricket meanwhile (the other person to be dragged off the ledge to the rocks below) simply holds on with grim strength until he manages to muster the will power to climb up (which takes quite a while, the mustering that is, not the climbing).
* Both Ruby and Silas however manage to hold their nerve and their own against the harpies and eventually they are driven away so that we can continue our climb to the summit, where handily is a short walk to Lady Timor's enchanted castle. http://tinyurl.com/3j4nojh
Much like Lord Dashkoban, Lady Timor is also get an audience but unlike she not so pleased to see us (nor does she have as soft a beard!) when she discovers that it was us that extinguished the fire forest, now that it no longer provides an unnatural barrier between her and Ragesia’s borders. However with a few barbed comments she seems to get it out of her system and also pledges her troops to Gallo instead of Steppingard supplying much needed battle mages and war wizards to bolster the regular foot troops.
She also entrusts to Ruby (much to our dismay) a magical Gem linked to an ancient Xorn (however after researching the thing and discovering it to be a beast with too many arms, mouths and arses it appears to be a the perfect playmate for Ruby). http://tinyurl.com/yf5a3br
Throwing the stone on the ground and repeating the incantation will call it to us, where she assures us it will attack our enemies for as long as its entertained and then probably walk off bored or come to the call of her other agents.
She also offers us accommodation for the evening and that some of her Acolytes would aid us returning back down the cliffs by aid of magic that will let us drop like a feather, saving us much time and hardship, we graciously accept her offer. The evening passes all too quickly and we once again find ourselves in the bracing cold wind near the cliffs ready to base jump over the edge as soon as the spells are cast. With much whooping and screaming we “enjoy” the quick descent, Ruby outstretches her odd wings in an attempt to glide but the fierce wind has other plans and rather than graceful mock flight she spirals out of control, until finally vomiting and passing out. She is woken up by the final drop into the powdery snow at the base of the cliffs and we go off in search of the horses we had left behind thankfully finding them all in one piece.
Back at Gallows Fend we find the place ready for War and the next few days are set preparing to march as Gallo’s forces assemble ready to move out and stake their chosen battleground and await Steppingard. Naturally we get caught up in this put in charge of a small division of troops and orders to hold the line and kill any one who tries to push passed. We arrange our men and prepare some defences with ditch digging and using the left over earth to make defensible walls.
Soon our little piece of ground is invaded by a mass of footmen and dragonborn berserkers backed up with two hulking trolls and a torrent of siege engine fire and the smoldering fire of a wizard atop a sphinx that circles the battlefield blasting all with his magic. It’s quite the desperate and bloody battle but we manage to come out on top, alas at the deaths of a large number of our troops, and many more wounded.
With the first push defeated we are recalled back to the commanders camp, it would appear that we are being reissued into “special duties” (either because our talents lend themselves more towards isolated butchery or because we really shouldn’t be put in charge of commanding troops!) and Gallo invites us to look at the War Table with him to plan our sortie.