Following Mercas` Footsteps

Into the woods!
Session three and four

The party decides to pound the pavement and ask around if anyone seen anything of interest.
Unfortunately, they find a lot of interesting things, but none of them pertain to their quest, to find Amaril Silverleaf.

Strangest thing though, whenever someone speaks that name, the wind seems to pluck it from your mouth and carry it deep, deep into the woods. Stumped by this strange occurence, the party decides to turn to the friendliest watchman, they know. But first they need a place to sleep. Their guide chooses a nice little inn called the Hollow Tree. there they encounter the gnome innkeeperMiknok and his overly slavish half orc servant.

Grokk is furious at the fellow orc`s treatment and scowls and questions the hapless gnome. Even though Miknok is frightened out of his skull, he continues to proclaim his innocence. The group finds out Grorr was a foundling by the base of the statue of Meryl Ward, a Hero from a great war, long, long, long ago.

The party decide to rest and take a break until their appointment with Jakk is due.

Later that evening, at the Broken sword they meet Jakk and his lovely daughter. They question him about Amaril, the boxes and why the name is plucked from their mouths. His eyes grow wide and he looks around furtively.

He tells them that means the Queen of Shadows and Pleasure is interested in her.

Curious they ask who she is and what that means. For one thing, Amaril Silverleaf is a fey, second, they can expect a ‘visit’ soon. After that ominous news they do what all adventurers do when finding out something is ‘interested’ in them.

They have a great evening out.

Grokk Ironbiter tries to seduce Jakk`s sister. Which leads to an exchange of kind insults and ends in her kicking him. Ahhh… Orcish courtship.

The next morning, some of the group find their luggage tampered with. Nothing has been taken, just… moved around a little. At breakfast they conferr and find only Grokks and Lara`s luggage has been rummaged through.

Then their guide enters, with a message from Isa from Fairhold. It tells them that ‘they’ questioned the baggageman further and he recalled Neris Isegrim was the one the boxed Amaril had been sent too.

But before they can act on this information a man, dressed in white pants, white boots and a very very short white vest steps in. His cloak is made out of white feathers. He heads straight for the party and engages them in conversation about the lost Amaril Silverleaf. After he hands them a letter that will not open until the opener says: “I am pleased to receive this message from my Queen.” Oskar fears a trap and tries various ways to unseal the letter, but none work. In the end he ‘takes one for the team’, reluctantly. Inside is an invitation to the ball given in honour of Amaril Silverleaf`s return.

The party and Empyrean Voyager talk and negotiate, Oskar and Grokk deal out slights about his name. Outwardly Empyrean Voyager, now “White Feather”, is calm and collected. The party does find out that the Queen is preparing a “welcome home” feast for her. The heroes are invited.
Both parties agree to work together and Empyrean Voyager gives them a White Feather to contact him with.

After the white fey leaves, the heroes gear up to find this Isegrim. Oskar finds out that The Isegrims are usually found in the forest, and that The Druid should know where they are. She is at the Bright Birch.

They find the druid is a female elf of indistinguishable age. She is soft spoken, slow and more then a little aloof. Once more the group manages to annoy the local, still she sends them to one of the traveller cabins in the Low Wood, where the Isegrims were last.

On the way Lara, the parties ranger is visibly distracted, which excuses the mistakes she makes. Oskar asks her what is wrong and she mumbles: “nothing.” Oskar doesn`t accept that obvious lie and nags her all the way to the cabin.

At the cabin, the party have just moments to realise something is wrong. Then BIG HORRID APES charge them! Two from the cabin, two from the forest on the side. Glorfinmadd heroically charges the ones coming from the cabin and wreaks havoc on them both. Oskar does his best to elude his ape and shoot it dead, but it takes a long while for it to die. Grokk and his ape duel visciously, neither side getting the advantage on the other.

Then, in a devasting show of force, Glorfinmadd kills the first ape. Enraged, the other ape gets lucky, gets a good hold of the Elf and tears him apart. Literally.

Shocked, Oskar turns and places a single bolt right between the eyes. The rest of the fight drags on as Oskar runs and shoots and Grokk and the Ape fight to last blood.

Then, just a minute later, everything is calm and peacefull again.

Quickly the heroes rush to Glorfinmadd`s side, but even the most incompetent medic can see there is no hope for him. The brave warrior is dead.

Dejected the party goes into the cabin and looks for a good way to bring their comrade back to civilisation. In the disaster area that is the cabin they find two humanoids, in full armour with a strange triangular sigil on their chest, there is an “m” shape in it. They are also wearing two gold rings with scribblies, and a Guissarme of Cruel Mercy and a Trident of Helplessness

More interestingly they find a pair of large boxes that look just like the ones Amaril was transported in, lending credence to the thought that The Isegrims are involved in this smuggling. They take the loot, make a stretcher for Glorfinmadd and return to Bright Birch in a depressed silence.

Once there, the druidess appears when they call. The party ask about Elvish funeral rites and she makes a play for the body to put him to earth right. Yet the party is uneasy about that and instead take the body with them and ask their guide for an Elf. He knows one and offers to bring a message to him.

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Pirates! Frogs! Piratefrogs!
session two

Pirates! Frogs! Piratefrogs!

Session two

Hours pass and Glorfinmadd makes a complete nuisance of himself. Grok tries to seduce the captain and Oskar argues with the ship song singer about the merits of storytelling versus singing.

All is peaceful, until the middle of dinner. There is a soft thumping on board and the heroes dash to the deck to see what is wrong.
They have toads…

Two three meter high, one and a half meter wide frogs with baleful glaring eyes. Oh… and a tall skinny green one.

They narrowly defeat the trio, sending the green one fleeing for his life. Leaving our heroes all standing and breathing, wondering why the frogs appeared. They loot the bodies of the red frogs, finding huge bracers, powerful belts and strange pouches.
Oskar tries to pull stuff out of the pouch…

…And nearly loses his hand as a sharp mouth closes over the opening. They play around with them, finding out that trying to remove the things visible inside, but the dead frogman`s arm does not trigger the biting.

Glorfinmads wounds are incredibly itchy. So the ships doc has a look at it. He tells them that ‘they’ are too deep for him to pull out. He explains that this is above his knowledge.
Twenty-four hours later Glorfinmad falls into a state of utter stupidity and weakness.
Thirty two hours later the heroes arrive at Merylsward.

Thirty three hours later Glorfinmadd is being treated. The slugs have been removed successfully.
Then the heroes set out to sell their swag, first stop: The rangers.

Of course Oskar gets lost completely, but manages to find a nice guard that hooks him up with his nephew as a guide.

The group is brought before the commander, who inspects the swag and calmly informs them they can turn in those demonic items for the legal finders fee of 500 gold and walk out as free men, or they can decline and be charged with possession of illegal and dangerous goods. They choose the finders fee, if the Rangers can explain to them why these things are so bad and doublecheck if they are.

Unbeknownst to the group this is exactly what the rangers do, all the time, when confronted with strange items. Their request is granted and they manage to negotiate a bonus, a small little magic item of their choice to be crafted by a skilled artificer.

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Ticket to ride
Session one

Ticket to ride:

The new session one (after the original party died)

After defeating the ghost of Golden Gavrin the heroes, take a well earned rest in the Red Swan, recovering from their wounds and reconciling them with their losses. And their new prospects.
The morning after they are summoned to Watchcaptain Herius` office. There he explains that one of his best officers has turned sour. He prefers to solve his trouble, rather than replacing him. He needs the adventurers to find out where Amaril Silverleaf went.

Where do we start? They ask. He answers: Question Lyara here, she was the last to have seen her.
Questioning her reveals she was lured to a warehouse, ambushed and shoved in a crate with magical runes on them. Asking around by the luggage movers they find someone who can tell them it was sent by lightning rail to Eldeen Reaches, Merylsward to be precise.

Time is very important. They need to get there fast. And what is faster than an airship? They are bloody expensive though. Desperately Oskar searches and finds an Air-Captain Pub and challenges them to a duel of cards, he puts all their money on the line for tickets…
…And wins in a tremendous stroke of luck.

Much relieved they set out to leave at first light. At the check in counter someone makes a terrible gaff, admitting that the tickets have been gambled for. Security is called for. Narrowly the adventurers escape and head up to the Zachte bries van fortuin. They all but hijack the ship and sail off.

The captain is less then pleased, so the heroes stick their heads together and cobble up a document that gives fake orders by the Royal Eyes to bring this group to Merylsward.

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Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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