Sir Kendrik
First Post
Welcome everyone to the latest in the quest for Deckard by gallant Sir Kendrik and a posse he had mustered.
When we left the party the last time they were investigating the manor house at the ruined Legion fortress. While the two city guards, Gerath and Laren were making camp, Sir Kendrik, Marban and Themis the tracker went off to see if the manor house held any threats. The manor house was in very bad repair with most of the wooden upper storey rotted away and collapsed. Strewn on the dilapidated floor were vines and dried leaves. After a search of the house no clues, threats or items were found so the three heroes returned to the makeshift camp. Sir Kendrik decided that the manor house proper would provide a warmer and drier place to camp so the party moved their things into the manor house.
During the night, while Gerath was on watch, the young guard crept over to Sir Kendrik and informed him that he had heard noises. Waking the others Sir Kendrik, only clothed in his quilted under suit, brandishing his shield and longsword moved towards to the courtyard, where the horses were restless, stamping their feet. Moving carefully making sure he kept his eyes to the darkness in case of an attack, Sir Kendrik walked to his warhorse Valiant, patting him on the neck trying to settle him. Marban’s dog was staring into the darkness, hackles raised and it’s ears pinned back with a deep growl emanating from it’s throat.
Sir Kendrik got his armour on and the party headed slowly and warily out of the manor, and after and search of the area nothing was found. Marban’s dog had settled by this time and Kendrik, surmising that the danger had passed, instructed the party to return to the camp and bring the horses in from the courtyard. The night passed without further incident.
Joshuaday 10 Greening 1353
It was heavy going the next day as the party followed the dwarf’s faint tracks. The hilly terrain conspired against the heroes, causing Marban on occasion to lose the tracks and time was lost as he and Themas searched for them again. It appeared that Deckard had to backtrack many times as the terrain had many dead ends and blind bluffs. The party travelled but 4 or 5 miles that day, and all indications pointed to Deckard had travelling at least 10 miles a day. During the night, two large wolves, black, nasty and with red eyes attacked the camp. Fortunately, the creatures where dispatched without loss and the rest of the night past without further incident.
Lonnaday 11 Greening – Freeday 12 Greening 1353
The next two days were again hard going, as the rough Hourla Hills again worked against the heroes. On the second night, Sir Kendrik and Marban discussed the lack of progress they were making. Marban informed Sir Kendrik that it appeared that Deckard was pretty well travelling in a southwestly direction. At the rate the party was going they would never catch the dwarf before he made it to safety in Baron Montombre’s lands. The two heroes came to the decision that they would force march in a straight route to the southwest hoping that they would make up the time lost that had been lost.
Solday 13 Greening – Lunaday 14 Greening 1353
The next two days proved to be good travelling but Marban’s heavy horse was starting to fatigue badly. The party were confident that they had done the right thing as they had come across one of Deckard’s camps as they travelled. The party had reached what appeared to be the end of the Hourla Hills, with the plains of Baron Althor’s lands now in view. In the distance the party saw what appeared to be an abbey. Sir Kendrik ordered the party to head for the abbey as they would be able to tell if they were in Baron Montombre’s lands or not. Sir Kendrik had decided that he would not pursue Deckard into Montombre’s land lest he and his party cause a diplomatic incident that Baron Aldred would not be pleased with.
After an hour’s travel the party arrived at the abbey gates. The abbot met Sir Kendrik at the gates and Kendrik asked in whose lands they were in. The abbot told him that the party was in Baron Althor’s lands. Althor is Lady Elanor’s father and a good friend to Baron Aldred. To Sir Kendrik’s dismay the abbot continued saying that they were also very near the border of Baron Montombre’s lands. The party was running low on horse feed so they restocked at the abbey and also shared a meal with the brothers.
Whilst eating, Sir Kendrik told the others that the pursuit was over as it was clear that Deckard was now in Montombre’s lands. Kendrik was downhearted that the elements had conspired against him and his party in their quest. Young Gerath asked Sir Kendrik why he would not continue after Deckard. Sir Kendrik relayed to his men his fear that as a knight of Baron Aldred, Sir Kendrik and his men could be charged with spying on Montombre if they were caught in his lands. Gerath and Marban convinced the young knight that they should risk that and go after him anyway as, Deckard was on the run and it would be doubtful that he would be heading back to the man he had failed. Sir Kendrik agreed and the party would ride back to the hills and follow the tracks again. This time Sir Kendrik would only break off the pursuit only if Montombre’s men stopped Sir Kendrik.
The party returned to the point where they had turned off to go to the abbey. The party then continued their ride to the southwest. The heroes were able to travel for another two hours before darkness settled over the land. The party found a clearing in which to set up camp. Again they had reached the edge of the hills as the clearing gave a clear view of the valley below and the road running through it.
The party enjoyed their rest and set watch with Sir Kendrik sitting first watch. Just as his watch had come to an end and he was handing the watch over to Marban, the forest creatures that had made a constant chorus of calls and howls suddenly fell silent. This in itself put the two heroes on edge but what followed defied description. Almost immediately the party’s horses and Marban’s dog began to panic, even brave Valiant was showing signs of fear. The racket that the animals were making woke the rest of the party. They woke in time to hear the sound of heavy but muffled footsteps crashing through the undergrowth coming directly towards the party. All of a sudden the footsteps burst out of the forest and charged through the camp. The heroes expected to see some hill giant or other fearsome foe, but nothing made itself known. All they felt was a strong gust of wind as the footsteps rushed past. The heroes looked at each other dumbfounded not believing their eyes.
Marban, visibly shaken spoke to Sir Kendrik and asked, “What was that?”
Sir Kendrik, instantly replied, “Don’t ask me!”
Sir Kendrik went over to the horses and did his best to settle them down. A few minutes later an ear piercing, blood-curdling screech was heard from the direction of the valley road. Kendrik surprisingly had a thought. He turned to Marban and asked what direction did the intruder head. Marban told Kendrik that it was heading southwest. Sir Kendrik thinking quickly said that maybe it was after Deckard also. Marban also thought it was more than coincidental and they decided that the next morning they would follow the fresh tracks to see if they were heading after Deckard. Slowly, as their nerves settled the party went back to the task of getting some sleep.
Marday 15 Greening 1353
At day break the party awoke and quickly headed off down the hill. They tracked down to the road and found that the invisible creature had paced the side of the road as if it was looking for something. The tracks of the creature then headed westerly over the road and into the moors. With closer investigation the trackers found that Deckard’s tracks led the same way. Sir Kendrik hoped that the party could catch up to Deckard before this new menace got to him first.
After a day following the tracks through the moors, the party came across another dirt road. After a short discussion, Sir Kendrick decided to set camp at a suitable place and continue the hunt on the morrow. Surrounding the road were dangerous bogs that had trapped many a careless traveller. As Marban and Themas were checking to see if the tracks led over the road or continued along it, Sir Kendrik and the two soldiers heard the call of someone lost in the bog. They called out asking for help, and that they had lost the road. Looking into the fog that was beginning to rise, sir Kendrik spied a torch, or lantern light, moving some distance in to the moor. Sir Kendrik called to them to walk towards his light. The travellers claimed that they didn’t see the light, so Sir Kendrik again called out to them. This was frustrating Sir Kendrik no end, so much so he started to head towards the lost traveller, Gareth and Laren in tow. The traveller started to move toward the light for a little bit and Sir Kendrik moved faster towards them but eventually the traveller turned away again. Sir Kendrik had been suspicious that it may have been a bog light and this was confirmed when it started it’s story again. After following the light for a short while further, Sir Kendrik stopped the group just before they stumbled into a mud trap. Once more the traveller called out that it couldn’t see Sir Kendrik’s light, and the knight answered that they could go no further as they’re way was blocked by a mud pit. The light wavered for a moment and then disappeared. Sir Kendrik told the others that the bearer of the light was beyond help now and they reluctantly turned back towards the camp. Fortunately, they had not travelled so far that Marban’s lantern could not be seen and they returned back to the road safely. The rest of the night past without further incident.
Pelorday 16 Greening 1353
At dawn, as the party was rising for the morn, a young peasant approached, leading a cart full of produce pulled by an oxen, presumably to market. Sir Kendrik, not yet dressed in his armour or tabard just nodded and greeted the peasant while Marban called out to the young man and struck up a conversation. They chatted about where they were exactly and the peasant informed Marban that the party was near a thorp named Bogdale. Whilst the conversation ensued, Sir Kendrik used this time to make sure he look decent by putting on his tabard. He joined in the conversation just as the peasant was working himself into a state of anxiety over what had occurred the night before in Bogdale. He ranted about a 12-foot tall demon with glowing red eyes that had walked into the thorp the previous night. He feared that it was the Dark One, Shiatan himself. Sir Kendrik hoping to settle the poor man’s nerves but only served to fuel his fears further. Sir Kendrik said that it was not the Dark One but more likely one of his minions. Sir Kendrik really had no idea what it was, but he wanted to stomp on any hysteria that might have developed in the area. Unfortunately, regardless of the young knight’s good intentions, discovered that he was only fanning the flames of a deep-seated fear and superstition. He asked if the peasant had seen a dwarf come through the thorp. The free man replied that indeed a dwarf had and that the thorp had given him shelter two nights ago. The freeman described a dwarf in the rags of a begger and Sir Kendrik said that the creature was after him. Much to Sir Kendrik’s frustration the freeman panicked further by fearing that the creature would punish the thorp for helping this dwarf. He asked how bad must this Dwarf be if a minion of the Dark One was after him. Sir Kendrik, realising his fellow was not going to hear sense, told him to go on his way.
Heading through to Bogdale the heroes got confirmation of Deckard’s appearance in the thorp but succeeded in discovering little else, so they rode on down the road. After several miles the roadside become wooded and the tracks deviated from the road into the woods. The heroes naturally followed the tracks and after several more hours set up camp deep in the woods as the light about them began to fail.
Little did the heroes know that they were heading into the fearful Jewelspider Wood, full of dangerous creatures and dark as pitch, even in the day light hours.
End Session
What do you think everyone, looks like the tide may be turning the heroes way.
What do you think this invisible creature is?
Should Sir Kendrik take diplomacy lessons?
The conclusion to the Hunt for Deckard should be posted for you all very soon. We played it last night and it was a real blast to play. Expect some real surprises!
When we left the party the last time they were investigating the manor house at the ruined Legion fortress. While the two city guards, Gerath and Laren were making camp, Sir Kendrik, Marban and Themis the tracker went off to see if the manor house held any threats. The manor house was in very bad repair with most of the wooden upper storey rotted away and collapsed. Strewn on the dilapidated floor were vines and dried leaves. After a search of the house no clues, threats or items were found so the three heroes returned to the makeshift camp. Sir Kendrik decided that the manor house proper would provide a warmer and drier place to camp so the party moved their things into the manor house.
During the night, while Gerath was on watch, the young guard crept over to Sir Kendrik and informed him that he had heard noises. Waking the others Sir Kendrik, only clothed in his quilted under suit, brandishing his shield and longsword moved towards to the courtyard, where the horses were restless, stamping their feet. Moving carefully making sure he kept his eyes to the darkness in case of an attack, Sir Kendrik walked to his warhorse Valiant, patting him on the neck trying to settle him. Marban’s dog was staring into the darkness, hackles raised and it’s ears pinned back with a deep growl emanating from it’s throat.
Sir Kendrik got his armour on and the party headed slowly and warily out of the manor, and after and search of the area nothing was found. Marban’s dog had settled by this time and Kendrik, surmising that the danger had passed, instructed the party to return to the camp and bring the horses in from the courtyard. The night passed without further incident.
Joshuaday 10 Greening 1353
It was heavy going the next day as the party followed the dwarf’s faint tracks. The hilly terrain conspired against the heroes, causing Marban on occasion to lose the tracks and time was lost as he and Themas searched for them again. It appeared that Deckard had to backtrack many times as the terrain had many dead ends and blind bluffs. The party travelled but 4 or 5 miles that day, and all indications pointed to Deckard had travelling at least 10 miles a day. During the night, two large wolves, black, nasty and with red eyes attacked the camp. Fortunately, the creatures where dispatched without loss and the rest of the night past without further incident.
Lonnaday 11 Greening – Freeday 12 Greening 1353
The next two days were again hard going, as the rough Hourla Hills again worked against the heroes. On the second night, Sir Kendrik and Marban discussed the lack of progress they were making. Marban informed Sir Kendrik that it appeared that Deckard was pretty well travelling in a southwestly direction. At the rate the party was going they would never catch the dwarf before he made it to safety in Baron Montombre’s lands. The two heroes came to the decision that they would force march in a straight route to the southwest hoping that they would make up the time lost that had been lost.
Solday 13 Greening – Lunaday 14 Greening 1353
The next two days proved to be good travelling but Marban’s heavy horse was starting to fatigue badly. The party were confident that they had done the right thing as they had come across one of Deckard’s camps as they travelled. The party had reached what appeared to be the end of the Hourla Hills, with the plains of Baron Althor’s lands now in view. In the distance the party saw what appeared to be an abbey. Sir Kendrik ordered the party to head for the abbey as they would be able to tell if they were in Baron Montombre’s lands or not. Sir Kendrik had decided that he would not pursue Deckard into Montombre’s land lest he and his party cause a diplomatic incident that Baron Aldred would not be pleased with.
After an hour’s travel the party arrived at the abbey gates. The abbot met Sir Kendrik at the gates and Kendrik asked in whose lands they were in. The abbot told him that the party was in Baron Althor’s lands. Althor is Lady Elanor’s father and a good friend to Baron Aldred. To Sir Kendrik’s dismay the abbot continued saying that they were also very near the border of Baron Montombre’s lands. The party was running low on horse feed so they restocked at the abbey and also shared a meal with the brothers.
Whilst eating, Sir Kendrik told the others that the pursuit was over as it was clear that Deckard was now in Montombre’s lands. Kendrik was downhearted that the elements had conspired against him and his party in their quest. Young Gerath asked Sir Kendrik why he would not continue after Deckard. Sir Kendrik relayed to his men his fear that as a knight of Baron Aldred, Sir Kendrik and his men could be charged with spying on Montombre if they were caught in his lands. Gerath and Marban convinced the young knight that they should risk that and go after him anyway as, Deckard was on the run and it would be doubtful that he would be heading back to the man he had failed. Sir Kendrik agreed and the party would ride back to the hills and follow the tracks again. This time Sir Kendrik would only break off the pursuit only if Montombre’s men stopped Sir Kendrik.
The party returned to the point where they had turned off to go to the abbey. The party then continued their ride to the southwest. The heroes were able to travel for another two hours before darkness settled over the land. The party found a clearing in which to set up camp. Again they had reached the edge of the hills as the clearing gave a clear view of the valley below and the road running through it.
The party enjoyed their rest and set watch with Sir Kendrik sitting first watch. Just as his watch had come to an end and he was handing the watch over to Marban, the forest creatures that had made a constant chorus of calls and howls suddenly fell silent. This in itself put the two heroes on edge but what followed defied description. Almost immediately the party’s horses and Marban’s dog began to panic, even brave Valiant was showing signs of fear. The racket that the animals were making woke the rest of the party. They woke in time to hear the sound of heavy but muffled footsteps crashing through the undergrowth coming directly towards the party. All of a sudden the footsteps burst out of the forest and charged through the camp. The heroes expected to see some hill giant or other fearsome foe, but nothing made itself known. All they felt was a strong gust of wind as the footsteps rushed past. The heroes looked at each other dumbfounded not believing their eyes.
Marban, visibly shaken spoke to Sir Kendrik and asked, “What was that?”
Sir Kendrik, instantly replied, “Don’t ask me!”
Sir Kendrik went over to the horses and did his best to settle them down. A few minutes later an ear piercing, blood-curdling screech was heard from the direction of the valley road. Kendrik surprisingly had a thought. He turned to Marban and asked what direction did the intruder head. Marban told Kendrik that it was heading southwest. Sir Kendrik thinking quickly said that maybe it was after Deckard also. Marban also thought it was more than coincidental and they decided that the next morning they would follow the fresh tracks to see if they were heading after Deckard. Slowly, as their nerves settled the party went back to the task of getting some sleep.
Marday 15 Greening 1353
At day break the party awoke and quickly headed off down the hill. They tracked down to the road and found that the invisible creature had paced the side of the road as if it was looking for something. The tracks of the creature then headed westerly over the road and into the moors. With closer investigation the trackers found that Deckard’s tracks led the same way. Sir Kendrik hoped that the party could catch up to Deckard before this new menace got to him first.
After a day following the tracks through the moors, the party came across another dirt road. After a short discussion, Sir Kendrick decided to set camp at a suitable place and continue the hunt on the morrow. Surrounding the road were dangerous bogs that had trapped many a careless traveller. As Marban and Themas were checking to see if the tracks led over the road or continued along it, Sir Kendrik and the two soldiers heard the call of someone lost in the bog. They called out asking for help, and that they had lost the road. Looking into the fog that was beginning to rise, sir Kendrik spied a torch, or lantern light, moving some distance in to the moor. Sir Kendrik called to them to walk towards his light. The travellers claimed that they didn’t see the light, so Sir Kendrik again called out to them. This was frustrating Sir Kendrik no end, so much so he started to head towards the lost traveller, Gareth and Laren in tow. The traveller started to move toward the light for a little bit and Sir Kendrik moved faster towards them but eventually the traveller turned away again. Sir Kendrik had been suspicious that it may have been a bog light and this was confirmed when it started it’s story again. After following the light for a short while further, Sir Kendrik stopped the group just before they stumbled into a mud trap. Once more the traveller called out that it couldn’t see Sir Kendrik’s light, and the knight answered that they could go no further as they’re way was blocked by a mud pit. The light wavered for a moment and then disappeared. Sir Kendrik told the others that the bearer of the light was beyond help now and they reluctantly turned back towards the camp. Fortunately, they had not travelled so far that Marban’s lantern could not be seen and they returned back to the road safely. The rest of the night past without further incident.
Pelorday 16 Greening 1353
At dawn, as the party was rising for the morn, a young peasant approached, leading a cart full of produce pulled by an oxen, presumably to market. Sir Kendrik, not yet dressed in his armour or tabard just nodded and greeted the peasant while Marban called out to the young man and struck up a conversation. They chatted about where they were exactly and the peasant informed Marban that the party was near a thorp named Bogdale. Whilst the conversation ensued, Sir Kendrik used this time to make sure he look decent by putting on his tabard. He joined in the conversation just as the peasant was working himself into a state of anxiety over what had occurred the night before in Bogdale. He ranted about a 12-foot tall demon with glowing red eyes that had walked into the thorp the previous night. He feared that it was the Dark One, Shiatan himself. Sir Kendrik hoping to settle the poor man’s nerves but only served to fuel his fears further. Sir Kendrik said that it was not the Dark One but more likely one of his minions. Sir Kendrik really had no idea what it was, but he wanted to stomp on any hysteria that might have developed in the area. Unfortunately, regardless of the young knight’s good intentions, discovered that he was only fanning the flames of a deep-seated fear and superstition. He asked if the peasant had seen a dwarf come through the thorp. The free man replied that indeed a dwarf had and that the thorp had given him shelter two nights ago. The freeman described a dwarf in the rags of a begger and Sir Kendrik said that the creature was after him. Much to Sir Kendrik’s frustration the freeman panicked further by fearing that the creature would punish the thorp for helping this dwarf. He asked how bad must this Dwarf be if a minion of the Dark One was after him. Sir Kendrik, realising his fellow was not going to hear sense, told him to go on his way.
Heading through to Bogdale the heroes got confirmation of Deckard’s appearance in the thorp but succeeded in discovering little else, so they rode on down the road. After several miles the roadside become wooded and the tracks deviated from the road into the woods. The heroes naturally followed the tracks and after several more hours set up camp deep in the woods as the light about them began to fail.
Little did the heroes know that they were heading into the fearful Jewelspider Wood, full of dangerous creatures and dark as pitch, even in the day light hours.
End Session
What do you think everyone, looks like the tide may be turning the heroes way.
What do you think this invisible creature is?
Should Sir Kendrik take diplomacy lessons?
The conclusion to the Hunt for Deckard should be posted for you all very soon. We played it last night and it was a real blast to play. Expect some real surprises!