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Softwind's Tale: Companions of the Valley (upd 04/01/04) - REALLY!

Softwind

First Post
In June of 2002, a band of intrepid Players set forth to begin a journey of my devising. As with many storytellers, the original concept behind the story changed as the players add their own twist to the adventure. What follows is my view on events that transpired. My players may view things a little differently, being on the other side of the screen, but I believe I am recounting the gist of the story. I freely give them leave to correct, admonish, and outright correct me - I do on occasion tell something that I *thought* I said, rather than what they heard. If this is so, forgive me dear readers, but bear with me. In all things, I wish to entertain, to recount, and to let others experience, at least in some small part, the enjoyment and excitement I have with my players.

Having said that, let the story begin!!!

Edit: Still adding material as I find, create, or recreate it. Keep watching this thread!

New edit: Posting in a different fashion. Hope you like it.
 
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Adventure background, as told to the players.

Setting: A high mountain valley, surrounded by sizable, forested hills, carpeted in rich grass and bushes. Mountains streams run through the center of this tranquil setting. The mountains hold a small fortune in stones and metals, both precious and functional.

Small bands of halflings, gnomes and dwarves have settled in a remote part of this land, far from when they originally lived. Few now remember why or exactly when the exodus occurred, and those that do seldom talk about it. Perhaps they fled something? Were they driven out, or running for their lives? Or perhaps just wished to raise their families in a new environment?

You have only known this land as your home, and none other. Your kin make no mention of why they had come here, and refuse to even when pressed. They also speak rarely of the place they came from, far to the North. Older members of your generation, who have spoken of leaving this land and seeking out their roots or their fortunes elsewhere, usually end up being brought before the elders. When they return from the meetings, they speak no more of venturing forth, nor even of the meeting itself. Instead, they content themselves working the crafts of the people; mining, smithing, tinkering, woodcrafts, and the like.

The dwarves have claimed the under mountain as their own, calling it Stonedeep. The gnomes set up shop in the outer caves, and upon the surface; in each, they have access to the materials and supplies needed for their constant tinkering and craft building, and have named the place Stoneside. The halflings live amongst the gnomes, although some have set up their own village along the creekbanks at the base of the mountains and foothills. (Called Tumbledown Stoneside, an in-joke amongst the elders).

Visitors from outside the valley are exceedingly rare; you can think of only a few times in your life that you have seen an outsider. Most times, the stranger is greeted politely (if distantly) by the elders, and then whisked into their chambers. The strangers departed quickly after the meeting with the elders was concluded. They rarely stayed longer that their business took to conclude. And even those rare visits tapered off as raids from the surrounding goblinoid & orcish tribes increased.

Lately, after many mostly peaceful years in the valley, the rate of attacks has increased. The creatures, mainly orcs, have been raiding more frequently, often carrying off not only gems and precious metals mined by the dwarves and gnomes, but also the citizens of the somewhat scattered villages and warrens. The old and the weak are left behind, if not killed outright. The able-bodied adults are always killed. Only the older children and young adults are taken, never seen again. The raids have been gaining in precision, occurring at random times and locations, and usually are in and out before the local militia can be gathered to repel the attack. Many a family has been bereft of members. And in the past few months, the raids have been coming much more frequently and viciously. Quite a few outlying defender posts have been nearly overrun lately.

And this is where the party comes in....

(Story will continue as I "polish" what I have, and post it. I also want to allow my players to comment between posts if they want to. Thank you for your patience, it will be rewarded.)
 
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First Session: (June 02)

An effort has been made to determine why these raids are occurring, where the hordes are coming from, and how to head off or stop the flow. Towards this aim, the tri-cities council has issued Wanted posters for information about the various tribes, and also called for volunteers to man the outposts that ring the valley. Perhaps by relieving the soldiers in these outposts, they can help track down the reasons behind the mounting attacks.

Brynn Oakenshield (Dwarf Ranger) finds a young member of Stonedeep, obviously deep within his cups, plastering the posters upon anything and everything, miles from the town. Being a Ranger, he is rather put out by the lad as he gathers posters from rocks, trees, even the occasional deer.

Genoa Redstone (Dwarf Druid) is likewise taken aback by the forest “graffiti” and accompanies Brynn to town, to, at the very least, complain about the litter.

Tombit Pithopper (Halfling Rogue), looking for free food, spies the posters upon the bulletin boards within the Tumbledown Stoneside town square, and thinks that it would be a lark.

Athena Teabottle (Gnome Cleric), somehow dissatisfied with life at the Garl Glittergold cloister, seeks a little excitement, and replies to the posters.

Taylan Nybright (Halfling Rogue/Sorcerer), always one to experiment and explore, eagerly heads to the Guardhouse to seek out ways in which to assist.

Ellywick Nackle (Gnome Druid) has her own reasons to follow up on the request for help. Perhaps it is the effect upon the forest that the orcs and goblins have…

So, for their own reasons, these individuals head to the offices of Captain Ensu Tamble, Leader of Tritown’s Guardmen, to seek fame, fortune, right wrongs, or scarf free pie.

+++++++++++++++++++++++

A grim-faced gnome, clad in banded armor and wearing a frown unlike the normal countenance found on his kin sits behind a heavy oak desk in the small office of the Guards Hall. The room is cramped with other townsfolk who, like the party, have come at the beck of the reward posters. Or perhaps out of curiosity. The murmur of voices continues awhile, before the guard standing beside Captain Ensu Tamble raps his halbard against the floor, calling the gathering to order. The armored gnome stands up, and addresses the crowd. “Most of you here have heard of the escalating predatations of the goblinoids on our farther borders, and have come share what information you have, or to volunteer help. For the former, the guard clerk will take your statements, and we thank you in advance“. At this, several people leave to head towards the clerk’s office. To the remainder, he continues, “For the later, we give you thanks now, and promise of reward should you be successful in what we ask.”

He picks up a sheaf of papers, and raps them upon his desk, then waves them at the crowd. “Here we have reports form various guard posts at the outer edges of our domain. They detail increasing attacks by goblins and worgs, the beasts they ride. What is worse, they apparently have joined forces with the wandering bands of orcs that share this valley. While we hold no love for the orcs, they have not before bothered us in great numbers. What we need now are people to help man the outposts, and also to find out the root cause of these raids. If this continues, our towns may soon be under attack!”

At this, Captain Ensu asks for volunteers for each task.

+++++++++++++++
The individuals come together as a party for the first time, as they all volunteer to assist in any method considered suitable. It is notable that not a one of them is very well known within the town as a “hero”. And this is how such tales usually begin…
+++++++++++++++

Guard Captain Ensu’s face lights up as the party indicates their desire to defend the outlying outposts from the marauders. “Excellent, my young friends. Speak to my Lieutenant in the office outside. She will tell you what we require of you, and arrange for transport to the outposts we need help with, if any is required. She will also direct you to our armory for equipping.” He clasps some of them on the shoulder. “Thank you.” He says simply, and then turns to another group of young people to talk to them.

The party exits the office in search of the Lieutenant. She is quickly found with the assistance of several guards in the hallway.

++++++++++++++++

The Lieutenant, Annikko Tamble, is a kindly gnome with a stern look about her, who eyes the party carefully. She takes down their names, and issues equipment as required, before describing the needs of the outpost, Rivenwall. The current defenders are seeking watchers to be on the lookout for signs of orcs or goblins as well as people who can fight off the attacks, whether by blade, bow, or magic. She confirms that all members of the party do desire this task. Gaining confirmation, she takes a map of the valley, and points out where the outpost lies. She informs them they will be outfitted with transport and supplies to take to the various stations along the route to Rivenwall; their first role to be guards for the caravan.

Upon being asked if the party is in need of any supplies themselves, and getting a resounding Yes, she directs the party to the Guard quartermaster. She admonishes the party that they should take only what they need, as supplies are becoming scarce. Most of the party takes on bedding, camping gear, perhaps a secondary weapon. They are also equipped with a large supply of low powered healing potions. The halfling rogue Tombit is unique in his request for a ball of wax…

The next morning, the newly created caravan guards head to their first assignment, guarding a train of 9 wagons, pulled by mules, lead by a dwarf, Berend, with almost the same amount of personality. He quickly warms up to the party, as he determines they are not quite as green as they make themselves out to be. This impression is underscored at the quick action on the party’s part to defend the caravan from occasional attacks by small groups of goblins.

At each stop along the way, supplies are handed out to guardsmen at the outposts. Fresh weapons are exchanged for battered, broken ones, and new stocks of food replace the depleted larders of the battle-weary folk. The mood in the caravan grows grimmer the further along the trail they move.

(continued shortly)
 
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Second session: (June 02)

When at last the party of new adventurers reaches the outpost of Rivenwall, they find it under siege already, by a band of orcs. The stone walls surrounding the small tower and outbuildings are chipped and fire scarred from previous forays. The east wall where the largest invading force entered is mostly rubble. The gates to the south are likewise damaged, the wall on the southeast side no longer holding up the gate at the side. The stable is no more than a smoldering pile of ash, timbers, hay and assorted other burnables. The barracks still retain a roof, though the walls are charred and chipped (wood and stone, respectively). The mess hall was destroyed, torn down for use as a barricade at some point in the fight. Nothing remains but piles of rubble, the odd iron cooking implement, and the oven chimney. The tower, with its attached office, still stands firm, although scorched. The only building seemingly untouched is the stone storage shed to the northwest. The attackers had not gotten that far in.

Devising a plan to sneak into the fort and take by surprise the invaders, the band runs through the fields leading to the outpost, and clambers up its walls, to drop down on the other side and reclaim the keep. The battle waged showed the mettle of the new recruits, as, with the help of the fort defenders, they decimated the band of orcs in a matter of moments.

The newly forged heroes are greeted warmly as they arrange for the caravan leader to bring in the remaining wagons bearing supplies for the beleaguered forces of Rivenwall. Berend unloads the wagons with the help of the party, and bunks down in the courtyard as night falls upon the Keep. The party, still excited from the battle, chooses to stay awake in shifts as the rest of the defenders get some much-needed rest.

They are informed that seven defenders have gone missing over the course of the past several days. They were sent out as scouts, and never returned. The dwarven sergeant of the outpost, Grimnyr, recently made lieutenant by the death of the previous commander, keeps them company. Come morning, the group focuses on repair to the outpost, clearing rubble, rebuilding damages walls, removing corpses of the enemy to be burned later, and lying to rest the bodies of the fallen defenders. Guards are posted while people work to avoid being surprised by the orcs and goblins. The work is hard, but honest, and there is a sense of satisfaction at a job well done when the night comes once more.

The next morning, they are asked to scout the area to see if more orcs or goblins lurk nearby, as Berend and his remaining guards head back to the Tritowns to again gather supplies and disperse them. With him are some of the more injured defenders, and he leaves behind some caravan guards as replacement. The caravan has not been gone more than a few hours when the next band of orcs arrives, with goblins at their sides. Alarm is rung as the defenders rush to man the walls and repel the attacks.

Much to their dismay, they see the massed group bringing to bear two ballistae as well! The recently repaired walls suffer from the bolts as the goblin winchmen repeatedly fire upon it. The party soon puts an end to the threat, first by clearing the area around the weapons with archery, then setting the equipment on fire, with alchemy, spell, and flaming arrow. However, the damage is done – the walls, previously weakened, crumble as the massed goblins charge the wall and fling up grapples and ropes. The quick-thinking druids of the party call upon the grasses and weeds below to halt the progress of the enemy, and feel them respond. Cries of anger and jeers aimed at the defenders turn to dismay and horror as the goblins and their orkin counterparts find themselves easy targets to the arrows, sling bullets, and spears of the defenders on the wall.

The party slaughters the entangled creatures with no mercy, having seen that the orcs and goblins had shown none to their victims before. Within minutes, the last goblin falls beneath the blows of the Rivenwall watchers. Exhausted, the party slumps down to bind wounds, and count the dead.

Realizing their position, the guardsmen request the party return to scouting the area, in hopes of finding where these bands were coming from, and perhaps stemming them before they were over run. The party agrees to explore the surrounding woods, for signs or clues to this ever-increasing danger. They discover several camps, some recently abandoned, others cold a week, where signs of large groups are evident. One particular camp was gruesome, and showed them just what kind of beasts they were dealing with.

Several forays were made, some as a group, some as individuals. (Ask Tombit someday about his daring rescue of prisoners at an orc camp. But be prepared for a long tale, with plenty of “And then”s)

The last scouting trip they make is to be the most informative, and scary.

From ahead on the trail, the smell of carrion, charred flesh and wood permeates the air. Following a well-worn trail, they soon come to a clearing, whence the odors emanate. Ash and charcoal crunch beneath their feet as they emerge from the trees. Within this widening of the trail, they see the remnants of a large camp, plus the remains of various animals and other once-living beings. From what they can tell by examining the corpses, they neither died well, nor comfortably.

(continues)
 
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Third Session (July 02)

The hurriedly hacked, and well-trampled, path runs from this recent campsite through the woods a great distance. As they follow it, the party is shocked to realize that it heads to one of the guard posts hidden along the main paths from town. The ruined site of the outpost confirms their suspicions at the trails end. No smoke is evident, although the smell of it still lingers. It seems as though the attack came several days ago. Very little remains of the outpost – the stones themselves had even cracked in the heat of the fires that raged there. Badly burned bodies were strewn everywhere, defender and attacker alike clutched in death agonies.

From here, the party sees paths crisscrossing through the woods, with the heavier-used ones pointing towards the mountains in the distance. As one, they decide to continue further into the woods, to determine the size of the threat to their beloved homes. The trail broadens as it gets closer to the mountains with many side trails branching off, giving indication that the horde came from over (or within) the hills themselves. Emerging from the tree line, the party finds themselves on a rocky ridge, overlooking the forest below. Traces of the hordes become harder to find as the ground hardens, and refuses to give up its secrets to the ranger in the party.

Night falls, causing the party to hole up for sleep. They decide that the ridge was a good place to guard for enemies, as they would be able to see them coming a fair distance over the skree and rock. In the middle of the night, the expected attack does come, silently and stealthily. Two large spiders attack, causing mayhem and panic to the sleep-numbed party members. Once they awake, however, the abominations do not stand a chance. With one last thrust of his sword, Brynn kills the second spider, and sits to clean off the ichors and sticky webbing coating his blades. The halfling rogue, curious, examined the bodies, and discovered items carried within webbing upon their abdomens. Albeit curious at this behavior, the party chalks it up to good luck, and laid claim to the goods as well-earned booty. They head back to sleep before setting out again the next morning.

With the sun rising, so do the adventurers. They determine that following the rapidly disappearing trail was fruitless, so head once more into the covering of the trees, to the appreciation of the druids and ranger in the party. They sense that they are being followed some time after entering the confines of the forest, and their suspicions are confirmed when a human, rarely seen in the valley, steps from behind a tree and confronts them.

His name, he states, is Hall. He, like some members of the party, follows the way of the druid. However, unlike the other druids there, he feels the need for a cleansing, a rebalancing to the forest. The dwarves, halflings, and gnomes have too long been “master” of the woods. It was his duty, Hall feels, to address the imbalance, and bring back those that had once wandered amongst the trees in the valley. Unfortunately for the party, that meant the orcs and goblins!

Standing near Hall is the largest bear any of them had seen. And perched upon his arm, a large bird of prey. Steeling themselves for a battle, Hall dissuades them from attack, stating they are of no concern to him. He does not actively attack either side, he merely steers them to the “inevitable”. With that, he fades into the forest. Neither the ranger nor the druids can track where he went.

With this new wrinkle being mulled about, the party continues to work their way back to the outpost, to report on what they had seen and encountered. The alert amongst them sensed something new before they had gone too far. Topping a rise, looking down upon a small valley in the forest, the sight before them is almost literally having the power to take their breath away – if not by the size of the host before them, than by the rising stench of their massed bodies, and the ruin of their camp. Dozens of felled trees must have lent themselves to the number of campfires thy see below. The rude tents and lean tos that house the orcs and goblins cover all empty ground they could see. Giant wolves with malevolence in their eyes (worg) are chained next to many of the tents. Judging by the activity shown, the encampment is readying itself to march onward. And the direction they face appears to be along the line of outposts leading back to the tri-cities!

Knowing they could not take on such a force themselves, they quickly rush back to Rivenwall, to inform the remaining defenders of the certain attack. Within hours, having made as many preparations as they could, the party and remaining guards spot movement within the trees. A portion of the horde has arrived! This time, there were no longer just orcs and goblins, but worgs and a few ogres as well! Though they resolve not to, many of the adventurers shake within their boots. That shaking turns to anger, however, as they spied several ballistae being pulled from the forest, by townsfolk! The bastards, using the parties’ kin as a living shield for the weapons of war! Tossing aside fear, the adventurers settle themselves in for a long fight, vowing that this wrong would be corrected!

The massed goblins and orcs pause a fair distance from the outpost, at long range of most missle weapons. An orc and a goblin step forward, somehow appearing to be leaders of the rabble. They require that the defenders lay down their arms and surrender. Hesitations or resistance would be met with greater force than the last attack.

Upon hearing the party’s response, (How does one correctly spell a raspberry?) battle is joined, the hordes not having learned enough from previous encounters to foil the same tactics used by the party previously. The druids again called upon the grass of the fields to entwine the feet of the enemy, while the ranger and cleric rained down upon the masses arrows and bullet stones. Tombit sneaks out into the midst of the battle to free the prisoners chained or tied to the siege weapons. Making it back to the fort deserves its own story…

The ogres, however, are another matter. They seem least affected by the entanglements, and shrug off damage dealt to them by arrow or stone. It is only when fought toe-to-toe that they succumb to the onslaught of the adventurer’s wroth.

(continues soon)
 
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Fourth session (Jul 02)

The remaining, non-entrapped orcs and goblins enter the keep, using the breech made by the ogres; although taking advantage of it avails them little. Several rounds of fierce battle later, the party stands amongst the dead, looking about for another enemy to slay, dreading that there should be one more. Their muscles fatigued, their wounds painful, they move slowly, taking stock of the damage. Sadly, some of the defenders have not made it through the battle. Fewer than 7 of the 13 original guardsmen still stood; the sorcerers having fallen to arrows fired by the orcs, and the last remaining rogue (scout) still carries the wounds that had also laid his less-healthy compatriots low unto death.

The remnant of the attacking force flees into the forest, and the party decides to give chase. They encounter a lone elf woman, Skylar, fighting off a band of orcs, surrounded by the dead. Giving aid, they watch as she kills the remnants of the orcs, and tend to the elf’s wounds while hearing her story. A merchant guard, she was fresh from leaving her own people and exploring the area some distance from her home. She had heard a merchant speak of a new town to trade in, and signed on as escort. Now she, of the entire caravan, was left. The party invites her to join them in returning to the tri-cities. Perhaps she too can add to the information the elders sought.

Along the trail, they are confronted by a strange figure, a lingering odor of brimstone about him. He gives his name as Bahnrak, and asked the party for theirs. Most of the party name themselves; a few decided that glaring at this figure was answer enough. Bahnrak tells the party that he has an agenda, but unlike Hall, serves a higher purpose than “balance”. He answers to “the Master”, but gives no details. He questions the party as to whom they are, why they in this hopeless fight, and what do they hope to gain? He answers few questions posed to him. He states that an even larger force is on its way to Rivenwall and the outlying outposts as well. All the while, he is eyeing Tombit closely, taken with him in some sinister way. Having said his fill, he takes his leave, and disappears into the woods. The party decides not to follow, and returns to Rivenwall.

The decision is made by Lieutenant Grimnyr to abandon the outpost, and return to the town, gathering the remaining forces unto them as they follow the roads back to tri-towns. Taking what they could of supplies, they burn the rest, denying it to the creatures that will surely follow. The dwarven defenders also rig the keep walls to collapse in on themselves, denying the horde shelter.

Having made the journey a few days before on wagons, the party knows the way back will be longer and fraught with more danger. Signs of depredation are everywhere, with trees felled and burnt, corpses abounding, and an air of danger lingering. The party stops at a gnomish outpost, and at first glance, believes it to have been overrun, with scorched and torn up earth everywhere. But the gnomish defenders unbutton their hidey hole, and emerge in front of the party, exclaiming relief at their arrival. Relief turned to despair as they hear of the mass of enemies behind them. They too decide to abandon their post, to join with the party in returning to town, where their strength would be put to better use.

The gnomes lead the party to clearing miles from their outpost, and cast illusions, concealing it from outside eyes. Tombit, being ever the curious one, wanders the area, looking for enemies or other interesting folk. Some confusion results when he tries to find his way back to the encampment. Only after throwing rocks in the general vicinity, and calling for help, does one of the gnomes fetch him back to the camp. The party beds down exhausted by the travel and days of combat.

Tombit awakens a while later, pricked by something sharp. Bahnrak, the strange figure they had met before, holds two kamas, their blades gleaming in the dying embers of the fire, against the rogue/monk. Glancing surreptitiously around, Tombit sees his companions and the gnomes all fast asleep, a strange smell in the air which emanates from the fire pit. The tiefling motions to Tombit to get up and leave the camp, but the halfling instead calls for help. Awoken from the effects of whatever knocked them out, the party gives chase to the tiefling, who surprises them all with his quick movements. Not to be outdone, Tombit puts his heart into the chase. The party corners the tiefling up in a tree, after encountering “gifts” left behind in his wake – caltrops. Luckily, the caltrops injured few of the party. Brynn and Athena shout up questions to Bahnrak as to the reasons of his actions. They receive no answer, and proceed to try to capture him, only to be disappointed as the strange man disappears into thin air.

They return to their sleep, troubled, but weary. The next morning comes early, and the party quickly marches onward towards town. In the distance, they see evidence of the escalating violence being done to the forest. The smell of smoke fills the air, frightening or even sometimes maddening the forest dwellers. At one point, the party finds themselves face-to-tusk with a herd of wild boars. Knowing they are seeking to flee the smoke, noise, and the orcs, the party’s ranger soothes the animals and earns a way past the frightened animals. The dwarven druid Genoa uses this opportunity to call unto herself an animal companion. A small wolf heeds her request and joins the group.

In the distance, they hear trees being felled and fires roaring. And then, the angry shouts of someone, speaking in Druidic! Genoa quickly informs the party that whoever it is, he is furious at the destruction being crafted by the hordes. The party draws nearer, and discovers that Hall is the one screaming at the massed monsters, which pay him no heed, even when he calls nature down upon them. The adventurers decide that prudence is best called for, and hurry on their way towards town.

They pass the ruins of the Halfling town by the river, Tumbledown Stoneside. Knowing the proclivity of the little folks to uproot the town and move it to some other, more attractive vantage, the party is not too upset. It can be rebuilt. Tombit takes this opportunity to seek out his family, promising to meet up with the party later. He finds that they, and many other townsfolk, have retreated to the gnomish town of Stoneside. His sister Bombit is located, but she is only able to say that she escaped while visiting friends, and is still looking for the family. Torn between family ties and duty to the Elders, Tombit gives her some pretty stones (gems) found on his adventure, and seeks out the party once more. This was to be the last time he saw any of his family.

He rejoins the party at the Elder hall in Stoneside, where he learns of the efforts of his friends to locate their loved ones and friends. Glum, they await the elders, reflecting on the turn of events that was hinted at just a fortnight before.

(continues)
 
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Fifth Session (Aug 02)

A gnome servant, Jaroo, attends to the needs of the party while they wait. He is occasionally summoned into the chambers of the elders, and at times raised voices can be heard within. It is awhile before the elders are ready to talk to the party – other groups move through the room, and out again later.

When summoned, the party is met with a somber bunch. They are invited to sit in the chairs provided, facing the elder council in this rather vast chamber of stone. Guards line the walls, keeping a watchful eye upon all within. Runners (children) run in and out of the chamber, bringing messages to the various elders seated around the room.

Captain Ensu of the Guard asks the party for the information they have gathered. His grim countenance runs the gambit of the grim emotions as they do so. He turns to the elders and gets into a deep discussion, apparently arguing. He turns back to the party and asks that they return at a later time. He will arrange for funds to be disbursed for goblin and orc ears – 1gp each pair.

In the town, party members meet a slightly deranged gnome (Peletti), apparently head-injured in a previous battle. He tends to babble some non-sense, but occasionally makes sense.

“The orcs are falling from the sky!”
“The Elders cover us with their protections!”
“Vengance is being visited upon us by the Old Ones”
“Cityfolk have disappeared mysteriously for months – swallowed by the night!”
“The mines of old are haunted”
“We are being sacrificed to some unholy power”
“The Walls have ears, and hear you. Mouths, to speak to you. But no eyes – those were stolen by potatoes!”

Peletti doesn’t become very lucid, and eventually runs off, eyes wide in fear. He quickly loses the party members in the streets, crowded with people.

Early the next morning, the Elders call the party back into their chambers to discuss matters – very few elders beyond those who mentored some of the party are there, with a handful of guards and no runners in evidence. The Elders spend many minutes talking amongst themselves while the adventurers wait. Then a wizened dwarf speaks, “I am Quanzar, last of the Naruun clan, wizard of the Tri-cities. I have lived more centuries than I can recall, and in all that time, have faced little that I truly feared. I fear now. Not the hordes that besiege us, for their like I have seen before. And not the loss of a home, for I have lived many places. No, what I fear is the power behind these attacks. But that is not your concern - You have been told little of why we three races came to this land before your birth. And, unfortunately, now is not the time for that to be revealed. This I may tell you though – we fled from a power that grew in the North, and came to this valley for refuge. Our mightiest magics were woven across this land to conceal and to hide us away from that power, for we could not stand against it. We had hoped that, given time, we would be forgotten here. It appears that we were mistaken. Our hope now is to withstand the growing numbers of the orckin, goblins, and their kin.” Quanzar answers some questions, but the elder council dismisses the party shortly thereafter.

The group has begun to learn to fight well together and no wanting to split up yet, goes to the Guard Captain’s office to see what they could do to help. He assigns them to one of the outer walls to help defend Stoneside. But first, the group seeks out sleep in a nearby inn. They are awoken early by alarm bells ringing out. A vast army had been sighted coming up the path to Tumbledown-Stoneside. A steady stream of halflings are rushing to the gates of Stoneside, most of them the old and the very young. All able-bodied townsfolk are called to defend the walls. The wait seems to last forever, but when the attack comes, it is swift and catches them all by surprise. No sooner have they pushed back the orc and goblin forces at the wall when the doors to the mines within the mountain spring open, and kobolds stream out, into the city itself!

Jumping from their posts, the party attacks the new enemy within the walls. Being overwhelmed, the small lizard-creatures flee back into the gnomish mines, carrying with them some townsfolk who got too close to their claws.

(continues)
 
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Session six (Sept 02)

The party is directed to follow the kobolds into the mines by a dwarf wall defender. “They got this far undetected. We can’t afford to have one horde at our front door while another guts us from behind!” They are given little time to get ready – the more they delay, the farther in the kobolds will get.

A trap laid for them by the kobolds show how badly underestimated (or even unsuspected) this band was. Dusting themselves off after the roof collapses, they find that the way out has been sealed, and that they have become separated from the halfling sorcerer Taylan and gnomish druid Ellywick, but they determine that they must go deeper within the once abandoned mine. Not that they would think of doing otherwise. Their travels through the mines shows how active the mine used to be, and that for some reason, it was abandoned abruptly. Carts filled with ore, tools abandoned, rooms full of smelted bars of copper, iron, tin and lead. There are challenges on the first level of the mines, but not as much resistance to their advances as they anticipated, and definitely not the numbers of combatants.

A way is found that leads deeper into the mountain, deeper into the mines. Some of the party find it the hard way, as the earth beneath their feet falls away, but the rest of the party make it safely down below. Here, they find more evidence of the kobolds. They also find what may have driven the gnomes out of this mine. As they walked down a particular passage, they hear the sounds of “leathern wings”. Waiting, they spy what appear to be deformed bats coming their way. The “bats” dive amongst the party, plunging their long snouts into exposed flesh, draining blood and vitality from the party. Fighting for their lives, the party dispatches the creatures in a furious battle. They retreat from the area to tend to their wounds, and enter a cavern covered in webs. Seeing no current occupants, they take their rest there.

They explore the area, discovering how sticky the webbing can be, as the occupants, previously away, return for a meal. With alacrity, the 8 legged menaces are dispatched, although some of the party find themselves in a bind, literally. Combining their efforts, they free themselves from the webbing and fight their way further into the tunnels, attempting to avoid the bat like creatures (stirges).

They enter a larger cavern, seemingly the site of a tragedy. Several gnomish skeletons lay scattered about in this place, some showing signs of what killed them, others in a posture of mining, pick still in hand. It is only when the cleric senses something wrong do the party members begin to worry. Turning back, they see some of the skeletons arising, and feel the effects of the bad air upon them. Near to choking, they fight their way free of the mobile corpses and asphyxiating air to continue their travels away from the undead and stirges.

Their efforts avail them little as they stumble into another nest of the foul creatures. Further drained by the encounter, the hole themselves up in what they hope is a secured area. As luck would have it, the cleric is able to locate scrolls of restoration, and thus return vitality to some of the party. Unfortunately, there is not enough to go around to help all the party.

Feeling secure enough, they rest a day and press onward, into the mines. Due to the acoustics of the mine, they hear the yipping of the kobolds long before they turn the corner and encounter them. Needless to say, the party is not the ones to be taken by surprise. Still wounded, they nonetheless manage to slay the reptilian folk, and rescue the prisoner, a gnomish butcher by the name of Froop. Rather shaken by the capture, he clings to the members of the party, afraid to be left behind.

Knowing they need to press on if they are to rescue the other townsfolk, the party is attended by the cleric, Athena, and the remaining druid, Genoa, who ply their healing arts to mend wounds and recover strength. As they travel, they find another prisoner, Fronkin, a gnomish tailor also taken at the same time as Froop. He is held captive by another band of kobolds which falls to the combined might of the intrepid adventurers. The kobolds carried non-lethal weapons, perhaps for the capture and control of prisoners. While talking to the much-frightened Fronkin, they discover a kobold leader had escaped in the fray, and may be well on his way to alerting the other forces within the mine!

Hearing this, the party hurries back to a secret door discovered earlier in their travels. Peeking out of the door, Tombit is laid low by a large club to the head. The rest of the party rush to their compatriot’s aid as several ogres, now revealed, gather around the recumbent halfling.

The ensuing battle shows how well the party functions together as they take on not only ogres but their hobgoblin companions as well. The resulting loot from the corpses would make any of them well-to-do, had they a place to spend it… Unfortuately, during the battle, the two rescued gnomes disappear. Attempting to track them, they appeared to have been taken by someone or thing that walked the walls like a spider…

Finding themselves near the entrance to the mines once more, they seek an exit, only to find that ogres have taken over the culdesac the entrance has become. Knowing they cannot take on the combined might of a dozen ogres, the party seeks another way out, all the while searching for the missing townsfolk. Having no other options, the group again heads further into the depths of the mines, their moods grim, the situation grimmer.

(continues)
 
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Seventh Session (Sept 02)

Chasing after the band of kobolds, the party finds themselves trapped behind a thick iron portcullis. The escaped leader of the kobolds seeks to incapacitate them within their prison, but ends up losing his familiar to them (a stirge, no less). Bands of kobolds harry the party, but can do little to damage them as the chamber they find themselves in contains many places of cover – an oversight on the part of the kobolds. Seeking to rectify this oversight, the frustrated kobolds call in several ogres. In the attempt to escape, Tombit is knocked unconscious, near to death, before Genoa calls upon a woodwose to do her bidding and bring the rogue monk to them for healing.

Managing to defeat those that would keep them entrapped, and escaping from the cage, the party follows the trail of the kobold leader, and faces down his forces hiding behind earthen walls and wooden barriers.

Behind the barrier rest Ogres, Kobolds, and Orcs, as well as the kobold leader, Rawlr. The Ogres were caught sleeping, the Orcs gambling, and the Kobolds working on traps. Occasionally, one would check the passageway, but none of them wanted to face the ones that defeated several groups of their forces. Unfortuately for them, the party was quiet, stealthy, and all too willing to fight...
The kobold leader, noticing finally that they were under attack, shouted “Get them, kill them, capture them, smash them, snare them. Master needs such as these,” in Kobold, orc, and ogre.

Feats of bravery (or stupidity) seem to save the day, as the band of adventurers defeats the forces, leaving just the kobold leader alive. Being of mostly good alignment, they discard the idea of torture outright, but knowing that the kobold wouldn’t know the constraints, proceed to intimidate him into talking.

The party discovers that a mysterious figure named simply “The Master” has been gathering a large army of orcs, kobolds, goblins and their kin, for what ultimate purpose the kobold knows not. Just that they have been required to capture large numbers of slaves for use by the Master. The kobold gives directions that the slave-snatchers went, and the party leaves him chained up in a cage, stripped of gear, certain he will bother no one any more.

Following the directions, the group descends further into the mountain, and encounters another barrier across the passageway, this one of better construction. Fashioned of hewn lumber, two huge doors extended almost from one side of the passage to another, with stacks of boxes making up the lack of girth on one side. Tombit and Athena decide to open up the side by pushes over the crates, while the rest of the party engages in a head-on rush to the gates.

Apparently manned by ogres with huge crossbows, the party takes a fair share of damage before reaching the wall. They regroup, peering through the arrow slits carved into the heavy wood. Skylar pierces many of the defenders with well places arrows, and Brynn follows up closely behind with his own archery prowess. Enough damage is done that the party is able to begin to push aside the gates. Meanwhile, the halfling and gnome are having an extremely difficult time displacing a crate near the top of the wall. When it finally does drop, they discover to their disgust that the crate had been filled with ore, and that the rest of the party had already made it to the other side of the barrier.

Dropping down from their perch atop the remaining crates, they join the party in moving into the cavern beyond the wall. Stiff resistance in the form of more ogres bars their way, but not for very long. Behind the barrier, the passageway opens out into a large cavern. The redolent stink of massed bodies permeates the area. Offal piles line the walls, with bedding of various sorts scattered about as well as corpses in various states of decay. A central area contains boxes, creature remains, firepits, and bags.

The party rests, while waiting for more opponents. Apparently the acoustics in the area muffled the battles, as they remain undisturbed while they heal and regroup. Once done, they continue on, feeling the pressure of time weighing against them.

The corridor they follow opens up into a huge chamber, easily hundreds of feet across. While exploring, the party comes under attack by ogres and goblins using several wagons for cover. This tactic fails against the highly mobile party, and by the end of the battle, the wagons are burning, the attackers are dead, and the party is barely breathing hard. Continuing the exploration, they encounter a band of gnolls housed in an offshooting chamber. Brynn approaches them cautiously; curious as to why these creatures are not attacking them on sight. He discovers, through their broken Common, that they have no interest in the party. They seek only to follow the other monsters and gather what gain they may, they are not in any other way associated with the assault upon the Valley above.

Assured, the group heads southward, the only direction left to them in this huge chamber. Nearing a narrowing of the chamber, they see a sight that chills them to the bone. Dozens of townsfolk, marching in lockstep towards another cavern, pay no attention to the chaos about them. Running to their rescue, the party is confronted by a wall of flame that surrounds the townsfolk. Undaunted, the party leaps through the flame, to find it illusion, but packing a frightening “punch”. Some of the less brave of the party find themselves running away, while others hold their ground. Tombit tries to slow some of the townsfolk, turn them away from the passage to the south, only to be rebuffed. Before he can regain his senses, the train of people has already disappeared into the southern chamber. Seeking to follow them, the party hears a voice stopping them, booming “Go no further! Your time has not yet come. All in due time.”
 
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Eighth Session (Oct 02)

Not ones to remain daunted, they heed not the voice, and rush after their captured kinfolk. Across the next chamber, over the water and on the far wall, they see a shimmering gateway, where the last of their fellow kinsmen are disappearing. Cursing whatever it is that has done this; they make their way to the island holding the gate. They seem to know they have little time before it closes, so they leap through.

The transition is not easy or quick, as they expected it to be. It is rough, disorienting, and harsh. Time seems to stretch, and compress. And when it finally ends, they find themselves not within another set of caverns, but standing upon a hill, a warm breezing ruffling their hair, the smell of things grown beneath a sun, and not inside a damp dank cavern, filling their noses.

Very disoriented, they follow the road that cuts across the hill, seeking some answers, some clue to what happened… someone at least. They discover the road they follow seems to lead into a forest, and is less traveled the further they go, until it becomes little more than a game trail. Turning around, they cross over the hill again, and this time encounter life more complicated than the forest creatures. A human farmer, pulling a barrow of produce, greets them coldly as they ask about the area. He warms up some as he determines that this mismatched bunch of dirt, moss, and blood stained folk mean him no harm. The farmer tells the party where they are, which means little to a people who didn’t really know where their valley was in relation to the rest of the world. What takes them aback though is how long they have been gone. For, somehow, between entering the gnome mines, and appearing upon that hilltop, two whole years had gone by. Not only did the gate not drop them where they expected, it had also not dropped them when they expected.

Thanking the farmer, they continue down the road, hoping to find some trace of civilization. Before the sun has set, they find themselves on the outskirts of a border town named Merikest. They make their way to an inn named The Prancing Pony, and entered. A number of people are there drinking, not necessarily a bad reason not to greet the party as they entered town. The occupants are mostly humans with an occasional rare dwarf, gnome, halfling, and elf thrown in. They appear to have just come to the pub on break from their daily chores.

The pestering and questioning of the drinkers leads the bartender to direct them to a sage in town, by the name of Humphrey. Perhaps he could answer their questions, the bartender suggested, and let the townsfolk drink in peace. Dragging the dwarves away from the bar after only their fourth cup, the rest of the party headed down the street, seeking out this old wizard. The wizard’s apprentice or helper meets them at the door. He is a thin adolescent, seemingly named only “Lad”, or at least that is all the party ever heard Humphrey call him. He bids the party wait, points them to a wet bar conveniently nearby, and goes to inform his master of the arrival of guests. Perhaps it was the presence of dwarves near his bar, but the old human wizard seems to arrive very quickly. Bringing the party into his parlor where he bids them sit, he waits somewhat impatiently to hear what has brought the party to him.

Humphrey soon requests that someone other than the Halfling tell the tale, and Brynn complies. The ranger describes their home valley, the troubles encountered therein, and the events leading to the party being on Humphrey’s doorstep. They also ask if Humphrey has the ability to determine the nature of the magical items they have picked up along the way. When they look around, the party discovers that many hours have passed, and that sleep calls to them. They take their leave from Humphrey after the wizened sage agrees to Identify the items left with him, for an undisclosed fee.

The party retreats to the Prancing Pony and requests rooms to rest in. The next morning arrives quickly, and the party decides that some shopping is in order. They split up to explore the town, visiting the blacksmith, jeweler/money trader, temple, tanner, and other businesses in this sleepy town. Their wanderings eventually lead back to the inn, where they discuss the day’s events. Being told that the identification may take some time, they decide not to return to Humphrey’s just yet. Looking for something more to occupy their time, they ask around in town for work that they could put their hands to. They are directed to the Town Hall and Sheriff’s office. Representatives of the group ask to speak with Gerrard Ishkar, the town elder and First Speaker. They meet with a very busy human that can spare them only a few moments, and hearing what they are looking for, directs them to the Sheriff Reg Ty-Djarling. This half elven gentleman eyes the party for a while, and reluctantly mentions an on-going issue with caravans being harassed by bandits on the roads leading out of town. He would be obliged if the party could investigate, seeing as how the town guard is short handed enough so that they can not adequately address the issue themselves.

Skylar, Genoa and Brynn express reluctance to go until they have arranged for certain items to be crafted by the townsfolk (bow, sword, and the like), but having ordered their gear, suit up and head out with the rest of the party. Just a few hours north of town, they spy traces of the bandits.

Sneaking forward while following the tracks, the party enters the woods to try to locate the bandits themselves. Eyes to the ground, they are taken mostly by surprise as several ruffians emerge from the surrounding forest. Ignoring “requests” to throw down their weapons, the party springs to the attack. Brynn and Grimnyr immediately attack the bandits close to them, with Tombit moving around behind the bandits to use his sneak attack. Skylar hangs back, laying down a barrage of arrows against unengaged thugs. Genoa sends in her wolf, and pulls her scimitar to wade into combat. Athena, previous wont to hang back and provide healing, decides to take matters into her own hands, and also pulls a scimitar.

Under the combined attacks of all the party members, the bandits quickly fall, without causing serious harm to the group. And injuries are easily mended under the tender care of Athena and her “caduceus stick”, a wand of healing found earlier during her adventures. Gathering what loot they can, and any “proof” of these thugs being bandits, the party moves to another location and camps, night having come upon them. The party takes turns keeping watch, and the night passes uneventfully. Waking refreshed, they make their way back to the road, looking for further traces of bandits or bandit-like activities.

Only Tombit and Skylar sense something amiss, the rangers and druid of the party too intent in the search. With little warning, the bandits hidden amongst the trees open fire with heavy crossbows! After the first hits and near misses, the party charges towards the trees holding the bandits. They are showered again by bolts, injuring them slightly, as they near the towering timber. Skylar hangs back, returning fire and covering for Tombit, who clambers up one tree after his foe. He moves agilely from branch to branch, but fails to notice an archer in a tree nearby. He is hit several times by bolts before he can get the bulk of the tree trunk between himself and the crossbowman.

Genoa has her wolf, Timber, hold back, knowing he would not be able to assist in this fight, as the enemy is high above them in the trees. She, however, uses her sling and spells to good effect, causing some damage to the foes above. Athena lays healing hands (and stick) upon some of her allies, moving from one to another, making sure health and spirits are kept up. Brynn pulls his bow and also puts it to good use, as he nails one bandit to the limb he was crouched on. Grimnyr grimaces in frustration, knowing a dwarf in scale armor (shoot, dwarves in general) were never meant to climb trees. As much as it pains him, he grudgingly unslings his bow and fires into the trees, grumbling all the while about enemies that wouldn’t face him head on. The party ignores his muttered diatribe, having heard it all before. A few even conceal grins, the expressions out of place in this setting.

Grimnyr gets his wish as several ground-based bandits try to rush the party, under the covering fire from the tree-ensconced ones. Brynn drops his bow, and unsheathes his swords, readying himself for the charge. Skylar steps back, still firing into the melee, her shots unerringly true. Athena pulls her mace, and her scimitar, and wades into battle. Her training at Brynn’s hands holds her in good stead as she wields both weapons easily. Tombit, having reached his foe, pummels the foe, causing him to tumble out of the tree, dead even before the body hits the ground. Tombit then shimmies down the tree, looking for more targets. Genoa focuses her attacks on the next archer within range, causing the very trees to hold him still. Skylar’s arrows find their mark in the man’s cold heart. The tree branches hold the body like some obscene ornament.

Grimnyr’s excitement about fighting toe-to-toe fades as he finds he cannot seem to connect solidly with his foes. He is frustrated by Brynn taking down his opponent with two solid sword thrusts, takes a moment to exclaim, “That was me kill!” before turning to attack another bandit trying to sneak attack him. To his satisfaction, the man drops after Grimnyr’s axe seems to slide right through the bandit’s armor, and then into the underlying flesh. “Got ‘im in one” he smirks, just as he is struck from behind by the dead man’s compatriot. This avails the bandit little, as Genoa and Brynn both strike him down in a series of blows.

Shortly, the party runs out of foes. Breathing deeply in the sudden calm after the battle, they take stock of the remnants of their foes. And then remember the admonishment by the Sheriff to bring the bandits back to town for justice. Oops. They feel that bringing back any emblem or proof of their banditry would be enough, and would save the town the expense of jailing, feeding, trying, and then ultimately executing the men for banditry. This thought holds varying degrees of comfort for the party, with the cleric being the least convinced. They agree that the last battle was for self-preservation, and thus unavoidable that they slew all opponents. They decide to try harder to subdue rather than kill the next band they encounter.

After patching themselves up, they return to town, to inform the Sheriff of what they have found, and to drop off any proof they had gathered of the slain men’s involvement in banditry. Reg, far from being totally pleased with the groups’ actions, still begrudgingly admits that they are doing well, but reiterates his request for the bandits to be captured alive if possible. He will let them know once he has more information about bandit activities, and gives them a small reward for the work thus-far done. The party takes their leave from the Sheriffs office, and heads back to the Dancing Pony to rest.

In the days that follow, Brynn takes some time looking for an animal companion, having attained rank enough to call one with newly gained spells. He returns to town occasionally, frustrated with the lack suitable companions in the area. Genoa enters the forests as well, looking for another companion to call to her side. She decides she wants a bird this time, and calls out for an owl. Her searches lead her, interestingly enough, back into town, where a barn owl had taken up residence in an attic. Calling softly, the bird comes to her beck, and becomes a friend with the dwarvish druid. Genoa decides to call her new companion Sequoia.

Skylar spends her time discussing her desire for a new bow with the town bowyer/fletcher. She is told that crafting such a bow as she requested would take some time, but could be done within the week. Skylar places some money with the tradesman, with the promise of the remainder once the bow is completed. Genoa likewise had commissioned an item; this one a masterwork wooden buckler, to augment her defenses. Grimnyr is found alternately with the blacksmith and the tavern, in one building up a great thirst, and in the other quenching it. He seems happier than he’s been in awhile.

Athena heads to the town temple, dedicated to Torm, but with shrines to many of the benevolent deities. She speaks with the head priestess of many things spiritually related, and expands her knowledge of the arcane and the divine. She also helps prepare healing potions, as the party’s supplies had dwindled since they had been in the tri-towns valley.

Tombit occupies himself at the inn, alternating swigs of ale with slices of pie. His desire to tell of his adventures to anyone and everyone in earshot occasionally makes for uncomfortable conversation, but the townsfolk grow accustomed to the constant tales, and only a few actively find pressing business elsewhere whenever the Halfling comes nearby.

Soon, the party is summoned again before Reg. He tells them of attacks in neighboring farms, and requests that they investigate. He gives rudimentary directions, and wishes them good speed. Some of the party think that their welcome might have gotten a little strained in the town during the wait, and eye the Halfling suspiciously. Tombit seems unperturbed by the scrutiny.

The adventurers work their way to the north of town, to a farm owned by Frank (pronounce FRAHNK), who in turn directs them further north, and to the west, where the attack occurred. The party thanks him, and continues on the trail of the bandits. The soon leave the road, and find themselves in a dry riverbed. The sand shows signs of many feet, although obscured by nature’s actions in the past few days. Even so, the rangers manage to track the passage of a specific set of footprints (at one point, the young cleric/ranger Athena even shows up the gruff Brynn in following tracks). Expecting an attack, the party is not taken by surprise when a large group of men, halfelves, and a half-orc jumps out of the woods.

The battle is brief, with just three bandits surviving the attack. The party had tried to pull their blows, but were too caught up in the attack to take great care. Sheepishly, they tie the survivors up, trying to decide what to do with them. Some argue that they take the now-unconscious thugs back to town, while others (Brynn being the most vocal) want to interrogate them, find their base of operations, and shut down the whole group. A consensus is reached that the prisoners will be required to talk, for a chance at leniency. The three, reluctant at first, start talking when Grimnyr and Brynn threaten with bare blades. They are lead by a half-orc named Brug, who has been recruiting from local bands of orcs, army deserters, and disillusioned townsfolk. The adventurer’s depredations against his ranks were like a gall, but he has been biding his time, trying to gather forces to attack.
 
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Into the Woods

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