Sir Kendrik
First Post
Hello regular and first time readers to the exploits of the intrepid heroes of the Misty Isles.
Date: Solday 8th Fieldtoiling 1353
When we last joined our heroes they had just cleaned out the headquarters of the halfling brigands. Unfortunately the head halfling Hesslewhite and his companion, a heavily tattooed dwarf had slaughtered their own men, realising that the heroes would be taking them back to Igham for trial. The two villains had headed south and were unaware that the rogue Callin was following them at a discreet distance.
Back at the cave entrance the remaining heroes were getting ready to follow the trail that the others had made. Sir Kendrik felt that the goods the party had collected would slow the party down ordered that they be secreted away. Jon offered to hide them in the undergrowth, which he did and the party headed in pursuit of the villains.
The heroes followed the trail for what seemed like forever, in fact it had been about an hour when they came across a curious parting of the tracks. The halfling print went straight ahead while the dwarf’s and Callin’s diverted to the right. Sir Kendrik decided that there must be a good reason for Callin to take that route so he ordered the party to follow his prints. A short distance further on the tracks joined again. The heroes continued along the track for another 30 minutes when they came across a stream. The track continued along the side of the stream and they continued following it.
A little way along this stream the party was attacked by 3 dire badgers that the party dispatched quickly before continuing their journey. Further ahead Callin is aware that he was being followed. He starts to drop back a little from the villains. The thing that was following him was a Huge Bugbear bounty hunter called Exeter. Callin had come across him in his travels to Baron Montombre’s lands. Callin has been spying for Baron Aldred on Montombre and now has a bounty on his head. Most likely the bounty was placed not because Callin was spying but because he had started a relationship with Montombre’s beautiful daughter, Ashleigh. The bounty was put on Callin’s head by Sir Bron, Montombre’s cruel son, the son that had been slighted by Aldred by refusing his offer of marriage to Lady Sharra.
Exeter is a mean but professional bounty hunter with his weapons of choice being 2 great axes, which he wields with great skill one handed. Exeter caught up to Callin and informs Callin that he should come with him as he was worth more to him alive than dead. Callin not surprisingly says no and runs. Exeter followed refusing to have his prey escape yet again. Callin started to pull away from Exeter when Exeter stopped and threw one of his great axes at Callin. The greataxe glanced Callin’s back leaving a nasty gash. Realising that Exeter was determined to capture him starts to sprint. Exeter dropped further behind and in his deep voice yelled to Callin “you can run but you can’t hide Callin”
After about 10 minutes of running Callin met up with his fellow heroes. He informed them of the bounty hunter which explained why there was a new set of tracks. They continued to follow the trail keeping a wary eye out for Exeter. Along the way they came across a tree that had very very lush greenery and soil around it for 20 feet around, much more than the area around that circle. The track also seemed to skirt the lush circle. Jon and Cain moved ahead to investigate. Cain spying something shiny heading into the lush undergrowth. Bad move, all of a sudden long needle like thorns shoot from the tree with unerring accuracy. On seeing this Wynn Tyr the Wizard points out that this tree is an Archer Tree and they use these thorns to kill animals, which then rot and feed the soil.
The party moved on from there and after about an another hour they came across a tree with a blaze on it. The tracks at this point differed too, wagon tracks and older footprints, about 5 days old. Cain suddenly realised that the party was at the point were Mendel, the dwarf and the Halflings had swapped barrels. The party was not far from the road to Hessard’s Ford and Igham. They followed the track to the road. The tracks then headed towards Hessard’s Ford. At this point Sir Kendrik mounted his war horse Valiant and told Callin to join him. He then told the rest of the party to continue to Hessard’s Ford as Kendrik and Callin would ride back to Igham to collect the other horses. Not far out of Hessard’s Ford Sir Kendrik and Callin joined the rest of the party. Wynn Tyr left his lion Zodiac outside the hamlet and the heroes rode in. Once in the hamlet Kendrik ordered the party to spilt into 2 and investigate the inn and the near by tavern. Sir Kendrik himself would head to the manor house and inform whomever was in charge there of their arrival and their intentions to capture/question the villains.
As usual being diplomatic isn’t Sir Kendrik’s strong suit. He entered the manor house and spoke to the Bailiff who informed Kendrik that the Knight of the manor would see him promptly. Sir Kendrik was led to the great hall where he waited for the Knight to arrive. When he did, Sir Kendrik (still with his helm on!!!) introduced himself telling Sir Bascomb that Kendrik and his party were in Hessard’s Ford to capture 2 criminals who were probably staying at the inn. Sir Bascomb blew his top at Sir Kendrik, telling him who the hell did he think he was riding into his village and making demands. Sir Kendrik quickly back-peddled and told him that they seeing that it happened in Baron Aldred’s lands and they were still in them they had every right to. Wrong again Sir Kendrik! Sir Bascomb informed the young Knight that the Bascomb family had owned these lands for several generations. Sir Kendrik apologised for his assumption and tried to smooth over a difficult situation. In the end Sir Bascomb told Sir Kendrik to deal with it but if there were trouble he would not be amused.
At the inn, Callin and Wynn Tyr had had entered while Jon scouted outside. Callin went up to the barkeep and asked him if Callin’s companions had arrived. Callin then described the two villains. The Barkeep kept quiet it till a few gold marks were slid his way. The Barkeep told Callin they were staying in 2 rooms upstairs. Jon had investigated the stables and found nothing. He decided he would enter the inn through the kitchen. Bad move, a crabby old woman, the size of a house blocked his path and insist he enter the conventional way. After a bit of a struggle Jon retreated to enter the correct way. He talked to Callin who told him that the villains were upstairs. Jon left to inform the others at the tavern.
He collects them and returns to the inn. Br Arton and Cain head inside while Jon headed around the back to keep an eye on the windows upstairs. Sir Kendrik then arrived he was stopped in his tracks by an older man who wanted to help. Sir Kendrik, not wanting to involve anyone else told the old man that he has to see his friends and he will get back to him. Sir Kendrik then headed over to Callin and Callin informed him of the villains whereabouts. Sir Kendrik told Callin that they had to do it quietly and to not cause trouble. The two friends headed up the stairs, Br Arton and Cain seeing this happen follow. Wynn Tyr heads outside and joins Jon. AS Sir Kendrik led the way a Halfling that looked like Hesslewhite but not like Hesslewhite, if you get what I mean, is heading down the stairs. Sir Kendrik not wanting to jump the wrong man let him pass.
At the top of the stairs Sir Kendrik and Callin are confronted with the sight of a heavily tattooed dwarf, no shirt on and with nipple piercings. Sir Kendrik told him to halt and that they were going to take the dwarf into custody for questioning over the murder of the halflings. The dwarf announced that his name was Deckard and that he would not be going with them. He said that he was acting a messenger for Baron Montombre and the party has no right to delay the work of a messenger. He then reached towards and into a pouch he had on his belt. Sir Kendrik fears that he had spell dust or a weapon and charged him. Deckard successfully dodged Kendrik and the knight fell flat on his face. Deckard then placed his foot square in the middle of the back of Sir Kendrik waving a scroll case around with Montombre’s seal on it. Sir Kendrik then got up and Br Arton told him that he was going to come with the party whether he liked it or not. Callin investigated Hesslewhite’s room as Kendrik investigated Deckards room, finding no sign of the halfling the bolted after the halfling that had pasted them down the stair. This halfling was now out the door. Br Arton decided to cast hold on Deckard and Jon who had now entered the inn tied him up.
When Sir Kendrik got outside he saw a halfling riding off with one of the horses from the manor. Callin, Cain and Kendrik ran to the manor and gave chase on horseback. They were catching the halfling, and Callin decided to take a different route that headed the halfling off at the pass. The halfling realised this and jumped from his horse and dissappeared into the darkness.
Back at the inn, the sound of footprints came up the stairs, it was Sir Bascomb and the town guard. Sir Bascomb demanded to know what the hell was going on. Br Arton informed him and the Knight wanted to know what Deckard had to say. Deckard told him that he was a messenger for Montombre and showed the scroll case. Sir Bascomb demanded the release of the dwarf. Br Arton said no, as did Jon. This continued for a bit and Sir Bascombe ordered the arrest of Br Arton and Jon. They were detained and taken to the stocks. Jon fought all the way and was about to hit the guardsman with his axe but changed his mind.
Back in the woods, the three heroes lit torches and searched for Hesslewhite, eventually Callin came across an old woman, halfling size. Callin stopped her and she begged to be left alone, Callin insisted and grabbed her arm, this made him see through the glamour and then started to grapple with Hesslewhite. Sir Kendrik and Cain joined him after they ran over. Just after they tied him up they noticed that there was a strange talisman around his neck. It was made of leather and it had no join on it. Cain tried to cut it off and it tightened around Hesslewhite throat, no matter how much the heroes tried to release the grip of the talisman it got tighter and killed Hesslewhite.
Back at the stocks the older man who identified himself as Hedger was asked to stand guard over the two heroes (Hedger is a new PC, played by the player who played Halbaen). A conversation ensued and Jon whined constantly.
The three heroes returned with Hesslewhite limp body. Sir Kendrik headed back to the manor where Deckard was standing next to Bascomb. Sir Bascomb demanded Sir Kendrik explain his parties actions. Sir Kendrik asked what had happened and informed him of the horse theft that Hesslewhite had done and his fate. Telling him that Hesslewhite’s actions where not the actions of an honest man. Sir Bascomb wasn’t interested in that. He told both Deckard and Sir Kendrik leave town at daybreak. Sir Kendrik asked what would happen to his men in the stocks. Bascomb said they were Sir Kendrik’s problem and asked that a suitable punishment be served. He informed Sir Kendrik that a room was made for him and Deckard in the manor. Sir Kendrik said he would return after seeing about his men.
Sir Kendrik arrived at the stocks and demanded an explanation to their behaviour. Br Arton told him and Sir Kendrik wasn’t impressed. Jon complained about how wrong that Deckard was free and he was in the stocks. Kendrik told him how lucky he was that he talked the Knight into letting them go tomorrow and that Bascomb had arrested them for disobeying his order not the arrest of Deckard. Callin informed the rest of the party that Hesslewhite was dead. Br Arton had a brainwave and suggested they use a commune with the dead spell. This spell allowed a Priest of Pelor to ask a dead person 4 questions which if they answer they would answer truthfully. Sir Kendrik headed back to the manor to ask if Bascomb would allow this to happen with Deckard and Bascomb present tomorrow morning. Kendrik laid on the diplomacy real heavy and convinced him. Kendrik told him about it being blessed by Pelor and the like and that the questions asked would be answered truthfully, therefore giving Bascomb the evidence he needed. Hesslewhite’s body was taken to the storeroom under the house. Sir Kendrik asked if a guard could be placed at the storeroom.
Sir Kendrik returned to the stocks and the questions had been formulated. Sir Kendrik headed back to the manor and rested. The next morning Sir Bascomb ordered everyone to the storeroom for the spell. Br Arton cast and after 10 minutes there was a blue light that entered Hesslewhite’s mouth and nose and his eyes opened. Br Arton then asked the first question. Where you one of a group that relieved people of their possessions outside Igham? The animated corpse moved and said YES! Next question, Did Deckard kill the Halflings? Again he said YES! Was Deckard involved in the brigandry? The corpse said NO! Were you trading weapons with Mendel? YES! Was the last answer as the blue light left the halflings body.
Sir Bascombe turned to Deckard who was standing next to Kendrik. Deckard who had been leaning on his dwarven axe took a battle stance and told that no one but him would leave the room alive. The tattoos on Deckard’s arms glowed and his body changed to appear like stone. Sir Kendrik drew his holy sword and hit him with it, it did nothing as did Cains blow. Deckard then attacked Sir Kendrik and knocked his sword from his hands, and tripped Kendrik to the ground. Br Arton then cast holy smite, which succeeded in injuring Deckard a bit but knocked unconscious Sir Bascomb and nearly Jon as well (I guess we need to do alignment checks before stunts like that in future). The battle continued with the blows not doing any damage for quite some time. Br Arton hit Deckard with a couple searing light spells. When Sir Kendrik realised the blows were doing appropriate damage he demanded Deckard yield. Jon everyone bar Jon held a blow till Deckard reacted, if he did attack they would attack him then. Deckard probably realised that Jon wasn’t going to stop so he continued fighting. Sir Kendrik critical hit him and dropped him. Kendrik wanted Deckard alive so he ordered Arton to heal him. He was tied up. Sir Bascomb fortunately didn’t die from the smite and told Sir Kendrik to get his party out of Hessards Ford as soon as possible and he left the room.
Jon stormed out, Sir Kendrik followed and called out to him. Jon stopped and let Sir kendrik know exactly how he felt about the whole incident. He would not be returning with the party and he might not return to the party either. Sir Kendrik told him a few things about his behaviour and that Sir Kendrik was hamstrung by the law and that he had no choice but to let Deckard go. Kendrik told Jon that he hoped he would change his mind. Sir Kendrik tried to give Jon an insight into the difficulties of being a Knight but he wasn’t interested. Sir Kendrik told him that he looked forward to seeing Jon in Clyster and shook his hand. Jon departed.
End of Session.
Date: Solday 8th Fieldtoiling 1353
When we last joined our heroes they had just cleaned out the headquarters of the halfling brigands. Unfortunately the head halfling Hesslewhite and his companion, a heavily tattooed dwarf had slaughtered their own men, realising that the heroes would be taking them back to Igham for trial. The two villains had headed south and were unaware that the rogue Callin was following them at a discreet distance.
Back at the cave entrance the remaining heroes were getting ready to follow the trail that the others had made. Sir Kendrik felt that the goods the party had collected would slow the party down ordered that they be secreted away. Jon offered to hide them in the undergrowth, which he did and the party headed in pursuit of the villains.
The heroes followed the trail for what seemed like forever, in fact it had been about an hour when they came across a curious parting of the tracks. The halfling print went straight ahead while the dwarf’s and Callin’s diverted to the right. Sir Kendrik decided that there must be a good reason for Callin to take that route so he ordered the party to follow his prints. A short distance further on the tracks joined again. The heroes continued along the track for another 30 minutes when they came across a stream. The track continued along the side of the stream and they continued following it.
A little way along this stream the party was attacked by 3 dire badgers that the party dispatched quickly before continuing their journey. Further ahead Callin is aware that he was being followed. He starts to drop back a little from the villains. The thing that was following him was a Huge Bugbear bounty hunter called Exeter. Callin had come across him in his travels to Baron Montombre’s lands. Callin has been spying for Baron Aldred on Montombre and now has a bounty on his head. Most likely the bounty was placed not because Callin was spying but because he had started a relationship with Montombre’s beautiful daughter, Ashleigh. The bounty was put on Callin’s head by Sir Bron, Montombre’s cruel son, the son that had been slighted by Aldred by refusing his offer of marriage to Lady Sharra.
Exeter is a mean but professional bounty hunter with his weapons of choice being 2 great axes, which he wields with great skill one handed. Exeter caught up to Callin and informs Callin that he should come with him as he was worth more to him alive than dead. Callin not surprisingly says no and runs. Exeter followed refusing to have his prey escape yet again. Callin started to pull away from Exeter when Exeter stopped and threw one of his great axes at Callin. The greataxe glanced Callin’s back leaving a nasty gash. Realising that Exeter was determined to capture him starts to sprint. Exeter dropped further behind and in his deep voice yelled to Callin “you can run but you can’t hide Callin”
After about 10 minutes of running Callin met up with his fellow heroes. He informed them of the bounty hunter which explained why there was a new set of tracks. They continued to follow the trail keeping a wary eye out for Exeter. Along the way they came across a tree that had very very lush greenery and soil around it for 20 feet around, much more than the area around that circle. The track also seemed to skirt the lush circle. Jon and Cain moved ahead to investigate. Cain spying something shiny heading into the lush undergrowth. Bad move, all of a sudden long needle like thorns shoot from the tree with unerring accuracy. On seeing this Wynn Tyr the Wizard points out that this tree is an Archer Tree and they use these thorns to kill animals, which then rot and feed the soil.
The party moved on from there and after about an another hour they came across a tree with a blaze on it. The tracks at this point differed too, wagon tracks and older footprints, about 5 days old. Cain suddenly realised that the party was at the point were Mendel, the dwarf and the Halflings had swapped barrels. The party was not far from the road to Hessard’s Ford and Igham. They followed the track to the road. The tracks then headed towards Hessard’s Ford. At this point Sir Kendrik mounted his war horse Valiant and told Callin to join him. He then told the rest of the party to continue to Hessard’s Ford as Kendrik and Callin would ride back to Igham to collect the other horses. Not far out of Hessard’s Ford Sir Kendrik and Callin joined the rest of the party. Wynn Tyr left his lion Zodiac outside the hamlet and the heroes rode in. Once in the hamlet Kendrik ordered the party to spilt into 2 and investigate the inn and the near by tavern. Sir Kendrik himself would head to the manor house and inform whomever was in charge there of their arrival and their intentions to capture/question the villains.
As usual being diplomatic isn’t Sir Kendrik’s strong suit. He entered the manor house and spoke to the Bailiff who informed Kendrik that the Knight of the manor would see him promptly. Sir Kendrik was led to the great hall where he waited for the Knight to arrive. When he did, Sir Kendrik (still with his helm on!!!) introduced himself telling Sir Bascomb that Kendrik and his party were in Hessard’s Ford to capture 2 criminals who were probably staying at the inn. Sir Bascomb blew his top at Sir Kendrik, telling him who the hell did he think he was riding into his village and making demands. Sir Kendrik quickly back-peddled and told him that they seeing that it happened in Baron Aldred’s lands and they were still in them they had every right to. Wrong again Sir Kendrik! Sir Bascomb informed the young Knight that the Bascomb family had owned these lands for several generations. Sir Kendrik apologised for his assumption and tried to smooth over a difficult situation. In the end Sir Bascomb told Sir Kendrik to deal with it but if there were trouble he would not be amused.
At the inn, Callin and Wynn Tyr had had entered while Jon scouted outside. Callin went up to the barkeep and asked him if Callin’s companions had arrived. Callin then described the two villains. The Barkeep kept quiet it till a few gold marks were slid his way. The Barkeep told Callin they were staying in 2 rooms upstairs. Jon had investigated the stables and found nothing. He decided he would enter the inn through the kitchen. Bad move, a crabby old woman, the size of a house blocked his path and insist he enter the conventional way. After a bit of a struggle Jon retreated to enter the correct way. He talked to Callin who told him that the villains were upstairs. Jon left to inform the others at the tavern.
He collects them and returns to the inn. Br Arton and Cain head inside while Jon headed around the back to keep an eye on the windows upstairs. Sir Kendrik then arrived he was stopped in his tracks by an older man who wanted to help. Sir Kendrik, not wanting to involve anyone else told the old man that he has to see his friends and he will get back to him. Sir Kendrik then headed over to Callin and Callin informed him of the villains whereabouts. Sir Kendrik told Callin that they had to do it quietly and to not cause trouble. The two friends headed up the stairs, Br Arton and Cain seeing this happen follow. Wynn Tyr heads outside and joins Jon. AS Sir Kendrik led the way a Halfling that looked like Hesslewhite but not like Hesslewhite, if you get what I mean, is heading down the stairs. Sir Kendrik not wanting to jump the wrong man let him pass.
At the top of the stairs Sir Kendrik and Callin are confronted with the sight of a heavily tattooed dwarf, no shirt on and with nipple piercings. Sir Kendrik told him to halt and that they were going to take the dwarf into custody for questioning over the murder of the halflings. The dwarf announced that his name was Deckard and that he would not be going with them. He said that he was acting a messenger for Baron Montombre and the party has no right to delay the work of a messenger. He then reached towards and into a pouch he had on his belt. Sir Kendrik fears that he had spell dust or a weapon and charged him. Deckard successfully dodged Kendrik and the knight fell flat on his face. Deckard then placed his foot square in the middle of the back of Sir Kendrik waving a scroll case around with Montombre’s seal on it. Sir Kendrik then got up and Br Arton told him that he was going to come with the party whether he liked it or not. Callin investigated Hesslewhite’s room as Kendrik investigated Deckards room, finding no sign of the halfling the bolted after the halfling that had pasted them down the stair. This halfling was now out the door. Br Arton decided to cast hold on Deckard and Jon who had now entered the inn tied him up.
When Sir Kendrik got outside he saw a halfling riding off with one of the horses from the manor. Callin, Cain and Kendrik ran to the manor and gave chase on horseback. They were catching the halfling, and Callin decided to take a different route that headed the halfling off at the pass. The halfling realised this and jumped from his horse and dissappeared into the darkness.
Back at the inn, the sound of footprints came up the stairs, it was Sir Bascomb and the town guard. Sir Bascomb demanded to know what the hell was going on. Br Arton informed him and the Knight wanted to know what Deckard had to say. Deckard told him that he was a messenger for Montombre and showed the scroll case. Sir Bascomb demanded the release of the dwarf. Br Arton said no, as did Jon. This continued for a bit and Sir Bascombe ordered the arrest of Br Arton and Jon. They were detained and taken to the stocks. Jon fought all the way and was about to hit the guardsman with his axe but changed his mind.
Back in the woods, the three heroes lit torches and searched for Hesslewhite, eventually Callin came across an old woman, halfling size. Callin stopped her and she begged to be left alone, Callin insisted and grabbed her arm, this made him see through the glamour and then started to grapple with Hesslewhite. Sir Kendrik and Cain joined him after they ran over. Just after they tied him up they noticed that there was a strange talisman around his neck. It was made of leather and it had no join on it. Cain tried to cut it off and it tightened around Hesslewhite throat, no matter how much the heroes tried to release the grip of the talisman it got tighter and killed Hesslewhite.
Back at the stocks the older man who identified himself as Hedger was asked to stand guard over the two heroes (Hedger is a new PC, played by the player who played Halbaen). A conversation ensued and Jon whined constantly.
The three heroes returned with Hesslewhite limp body. Sir Kendrik headed back to the manor where Deckard was standing next to Bascomb. Sir Bascomb demanded Sir Kendrik explain his parties actions. Sir Kendrik asked what had happened and informed him of the horse theft that Hesslewhite had done and his fate. Telling him that Hesslewhite’s actions where not the actions of an honest man. Sir Bascomb wasn’t interested in that. He told both Deckard and Sir Kendrik leave town at daybreak. Sir Kendrik asked what would happen to his men in the stocks. Bascomb said they were Sir Kendrik’s problem and asked that a suitable punishment be served. He informed Sir Kendrik that a room was made for him and Deckard in the manor. Sir Kendrik said he would return after seeing about his men.
Sir Kendrik arrived at the stocks and demanded an explanation to their behaviour. Br Arton told him and Sir Kendrik wasn’t impressed. Jon complained about how wrong that Deckard was free and he was in the stocks. Kendrik told him how lucky he was that he talked the Knight into letting them go tomorrow and that Bascomb had arrested them for disobeying his order not the arrest of Deckard. Callin informed the rest of the party that Hesslewhite was dead. Br Arton had a brainwave and suggested they use a commune with the dead spell. This spell allowed a Priest of Pelor to ask a dead person 4 questions which if they answer they would answer truthfully. Sir Kendrik headed back to the manor to ask if Bascomb would allow this to happen with Deckard and Bascomb present tomorrow morning. Kendrik laid on the diplomacy real heavy and convinced him. Kendrik told him about it being blessed by Pelor and the like and that the questions asked would be answered truthfully, therefore giving Bascomb the evidence he needed. Hesslewhite’s body was taken to the storeroom under the house. Sir Kendrik asked if a guard could be placed at the storeroom.
Sir Kendrik returned to the stocks and the questions had been formulated. Sir Kendrik headed back to the manor and rested. The next morning Sir Bascomb ordered everyone to the storeroom for the spell. Br Arton cast and after 10 minutes there was a blue light that entered Hesslewhite’s mouth and nose and his eyes opened. Br Arton then asked the first question. Where you one of a group that relieved people of their possessions outside Igham? The animated corpse moved and said YES! Next question, Did Deckard kill the Halflings? Again he said YES! Was Deckard involved in the brigandry? The corpse said NO! Were you trading weapons with Mendel? YES! Was the last answer as the blue light left the halflings body.
Sir Bascombe turned to Deckard who was standing next to Kendrik. Deckard who had been leaning on his dwarven axe took a battle stance and told that no one but him would leave the room alive. The tattoos on Deckard’s arms glowed and his body changed to appear like stone. Sir Kendrik drew his holy sword and hit him with it, it did nothing as did Cains blow. Deckard then attacked Sir Kendrik and knocked his sword from his hands, and tripped Kendrik to the ground. Br Arton then cast holy smite, which succeeded in injuring Deckard a bit but knocked unconscious Sir Bascomb and nearly Jon as well (I guess we need to do alignment checks before stunts like that in future). The battle continued with the blows not doing any damage for quite some time. Br Arton hit Deckard with a couple searing light spells. When Sir Kendrik realised the blows were doing appropriate damage he demanded Deckard yield. Jon everyone bar Jon held a blow till Deckard reacted, if he did attack they would attack him then. Deckard probably realised that Jon wasn’t going to stop so he continued fighting. Sir Kendrik critical hit him and dropped him. Kendrik wanted Deckard alive so he ordered Arton to heal him. He was tied up. Sir Bascomb fortunately didn’t die from the smite and told Sir Kendrik to get his party out of Hessards Ford as soon as possible and he left the room.
Jon stormed out, Sir Kendrik followed and called out to him. Jon stopped and let Sir kendrik know exactly how he felt about the whole incident. He would not be returning with the party and he might not return to the party either. Sir Kendrik told him a few things about his behaviour and that Sir Kendrik was hamstrung by the law and that he had no choice but to let Deckard go. Kendrik told Jon that he hoped he would change his mind. Sir Kendrik tried to give Jon an insight into the difficulties of being a Knight but he wasn’t interested. Sir Kendrik told him that he looked forward to seeing Jon in Clyster and shook his hand. Jon departed.
End of Session.