Enderrin

Game 24: Tower of the Last Baron (Part II)
First Temple Campaign

19th Sunsebb 1238: Piren’s Bluff – Cool and dry.
After being dismissed from the Barons court Rufus and Burne return to the Dead Well where Burne uses a ritual to gather information and pertaining to any tunnels or secret entrances into the Baron’s Keep. Rufus discovers the Baron’s men are everywhere watching the newcomers. Ko’Lag and Y’Dey spend time investigating Shenk’s Dog Yard and meet the labourer Bumbo before returning to the inn to rendezvous with Burne and Rufus.

Meanwhile Otis and Fernok scout the town looking for the mistletoe and yellow ribbon marker of Selenican sympathisers. They find none but do encounter Bumbo and the pitiful old cleric of Fharlanghn and eventually ending up drinking and talking with Tweiford Shenk. The rest of the PCs visit the Prospectors Guild and enlist the help of Tandifor Stroot – who has heard rumours of an old tunnel dug by a love struck ancestor of the baron and now hidden. He accompanies them to Shenk’s Dog Yard just in time for Bumbo to show up. They convince the simpleton to show them Shenk’s prized guard dogs as a ruse to search for the old tunnel entrance. Burne locates an unusual wooden section in the floor of an outbuilding being used as a kennel, Bumbo realises what the PCs are up to and momentarily drops his village idiot pretence. Ko’Lag moves quickly to restrain Bumbo and after an unsuccessful attempt to convince the PCs he is who he pretends to be he pulls a knife and starts struggling to escape. After being stabbed Ko’Lag loses his temper and slams the young man into the floor where a trapdoor gives way and Bumbo falls down a shaft. Back in Tweiford Shenk’s meagre home Otis and Fernok try desperately to cover up the commotion from the yard.
xp to be awarded after next session

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Game 23: Tower of the Last Baron (Part I)
First Temple Campaign

18th Sunsebb 1238: The Norsway north of Selenica – Cool and wet. Luna Full Moon.
After several weeks of rest and recuperation (and much drinking and carousing by Fernok) the PCs depart Selenica and head for Piren’s Bluff. One final meeting with Viscount Wilfrick updates them to the latest intelligence regarding the bandits and the Baron of Piren’s Bluff. South of the city they find the Whitefire River swollen and Rolston Marshes flooded. The melting snow has transformed every road and trail into a mud bath – the trip is not pleasant or quick.

19th Sunsebb 1238: Piren’s Bluff – Cool and dry.
The party arrive at Piren’s Bluff to find its gates open again. They enter the town in three separate groups to avoid suspicion. The lead group consisting of Burne and Rufus manage to gain an audience with the Baron to ask him outright to back Selenica in the coming conflict. After a frustrating and intimidating conversation they leave the Barons keep with the warning that if Selenica move against Piren’s Bluff the Baron will have them hung!
xp to be awarded after next session

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Game 22: Blood in the Snow (Part VII)
First Temple Campaign

8th Ready’reat 1238: The Norsway north of Pirren’s Bluff – Cold, Cloudy.
The PCs fight a quartet of black wyvern and their feral orc riders amidst the frozen marshes and willow trees of Rolston Marsh. The take the head of a wyvern and an orc and pile the remaining corpses as a warning to any further pursuit.

9th Ready’reat 1238: The Norsway, Emridy Meadow’s – Mild, Clear.
The temperature increases with every passing mile the party travel north of the Kron Hills. Looking back to the hills they observe a massive wall cloud stretching across the horizon rising thousands of feet into the stratosphere. A one point they catch the faintest glimpse of a structure built on the northern edge of the Hills – a tower or keep with flying creatures arriving and leaving. By the time they camp for the night the landscape is tinder dry.

10th Ready’reat 1238: Selenica – Hot, Clear Sky.
The party arrive at Selenica and immediately seek an audience with Viscount Wilfrick. After a brief meeting they are escorted to the Fortress Palace and in the map room meet Prince Marshall Thrommel IV, his court magician Falrinth and Archcleric Serten of St Cuthbert. Over the course of several hours they discuss the situation in the Kron Valley and learn of the Prince Marshall’s plans to raise an army to throw back the raiders and cultists. However, it will take time for the noble families of the Principality to gather their men-at-arms and knights and the Prince Marshall asks the party for their help. He describes the strategic importance of Pirren’s Bluff and asks that they travel there to make the Baron cooperate or capitulate. They are given a Sending Stone which will indicate when his expeditionary force is moving against Pirren’s Bluff and when they are to report to Emridy Meadow’s and meet with his army. He strongly urges them that he cannot afford to lose men fighting the Baron and the need to take Pirren’s Bluff intact. He also asks; time permitting, that the PCs investigate the Watchtower on the northern edge of the Kron Hills. The PCs are gifted items as a reward for their service to date and to aid them in the trials to come.
984 xp each

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Game 21: Blood in the Snow (Part VI)
First Temple Campaign

5th Ready’reat 1238: The Norsway north of Keth – Cold, Overcast. Luna New Moon.
The survivors of the attack on the merchant caravan hail the PCs as heroes and the their leader a merchant named Timlon begs for an escort back to Pirren’s Bluff. Otis sets off into the wilderness agreeing to meet up with the party on the other side of Pirren’s Bluff. They arrive at the town early that evening and camp outside the town wall with a host of other merchants and refugee’s. The PCs try unsuccessfully to get into the town and are told by the guards that the Baron has forbid anyone to enter or leave until the snows melt. They spend an evening of sharing news with merchants and scared villagers.

6th Ready’reat 1238: Pirren’s Bluff, Kron Valley – Cold, Overcast.
The next morning the PCs are confronted by Captain Blacklock – Pirren’s Bluff’s captain of the guard and asked to stop trying to scare the townsfolk and spreading anti-baron sentiments. The PCs set out for Selenica later that afternoon.

8th Ready’reat 1238: The Norsway north of Pirren’s Bluff – Cold, Overcast.
Early in the day the party spot a green dragon diving in and out of the thick clouds seemingly patrolling the northern edge of the Kron Hills. Later in the day they enter the frozen Roldston Marshes on the edge of Emridy Meadows. They notice four black wyvern approaching from the south each with an orc rider. They prepare themselves for the inevitable attack.
275 xp each

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Game 20: Blood in the Snow (Part V)
First Temple Campaign

1st Ready’reat 1238: The Norsway north of Kelston Ferry, Kron Valley – Cold, Overcast.
Leaving Wilhiem to his own fate the PCs ride on ahead of the merchant. They encounter a large group of refugees from Greenbrook who report the village destroyed by wyvern and a dragon whose scales were the colour of oak leaves. The PCs camp with the refugees overnight offering food and healing. Many refuse healing due to being followers of the old faith.

2nd Ready’reat 1238: The Norsway north of Geenbroook, Kron Valley – Cold, Overcast.
The PCs continue to ride north ignoring the village of Greenbrook, now determined to carry news of the attacks to Pirren’s Bluff or Selenica. Before the day is out they come upon the burnt out remains of eight wagons.

3rd Ready’reat 1238: Keth, Kron Valley – Cold, Overcast.
The PCs arrive in in the stone built hamlet of Keth and meet Mayor Ranstead and the Gnarley Ranger Gildon. With Gildon’s help the local militia was able to fight of the bandits two days ago. They stay the night and talk with the villagers – learning more facts about the attackers. They leave at first light.

5th Ready’reat 1238: The Norsway north of Keth – Cold, Overcast. Luna New Moon.
Half a day from Pirren’s Bluff the PCs encounter a merchant caravan under attack by mounted bandits and gnolls.
xp to be awarded after next session

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Game 19: Blood in the Snow (Part IV)
First Temple Campaign

26th Patchwall 1238: Northern Kron Valley – Cold, Overcast.
On a snow covered hilltop half way between Falcon’s Hollow and Kelston Ferry the PCs battle an ogre, gnolls, bandits and a priest clad in tan robes and a heavy black fur cloak. The priest unleashes torrents of raw elemental energy which burrow under the snow and explode in violent bursts of fire, ice and earth. With the priest’s dying breath he reaches for the cold iron medallion hanging from a silver chain around his neck and holding forth the symbol of a lidless eye proclaims, “You will bow before my Queen or rot at her feet.” Ko-Lag recovers an oversized, mithril embossed dwarven war maul from the ogre and identifies it as once belonging to the Dwarf Warden Nikkal Stonefist. That evening Burne casts an elaborate divination over the hammer at Ko-Lag’s request and receives a vision of two men talking about a Dwarf being hardy enough to survive for a couple more weeks!

28th Patchwall 1238: Kelston Ferry, Kron Valley – Cold, Overcast.
The PCs slog through the snow up the last hill to Kelston ferry. Beneath them running left to right is the sweeping arc of the Whitefire River. To the east the snow filled valley gives way to forests and more. Nestled in the valley on the far bank is the hamlet of Kelston Ferry, now ablaze! Townsfolk and slavers can be seen swarming in the streets, fighting and trying to avoid capture. In the town square a large group of men seem to be fighting a losing battle against a large force of gnolls. One of the two raft like ferries is ablaze and floating downstream – its guide ropes cut. On the far riverbank a group of bandits is busy cutting the second ferry loose. In the distance on the far side of the hamlet a single file line of slaves more than 5 miles long can been seen walking up into the hills.

The PCs gallop the remaining couple of miles to the western bank of the Whitefire River and in an incredible feat of endurance Ko-Lag swims the icy-cold river to retrieve a row boat from the far shore. The PCs cross the river by which time the last of the slavers has departed. This time the slavers seemed to move on quickly taking only the able bodied men from the village. Women and even teenage boys have been left behind. The PCs spend several hours helping the survivors, healing, and putting out fires. During this time they talk with Browlin Torr, a Leftenent in Selenica’s standing army. He tells them of his orders to travel south along the Norsway road and investigate rumours of banditry. After receiving no help from the Baron of Pirren’s Bluff and repelling a small group of gnoll bandits, he arrived in Kelston Ferry two days ago. Browlin’s company has been wiped out by the bandits and he has broken his back in several places. He implores the PCs to carry news of the attack to the Baron of Pirren’s Bluff and if he proves unhelpful then to continue on and warn the Viscount of Selenica.

The PCs spend much time discussing their options – whether to chase the bandits into the hills or head toward Pirren’s Bluff and Selenica for help. Eventually they decide to travel north, but visit the hamlet of Greenbrook on the way to assess the situation there.

29th Patchwall 1238: Kelston Ferry, Kron Valley – Cold, Overcast.
The PCs leave Kelston Ferry heading north on the Norsway and quickly catch up with a single wagon heading in the same direction. The wagon’s driver introduces himself as Wilhiem – a gnarly blond haired trader with a Skolanish accent.
354 xp each

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Game 18: Blood in the Snow (Part III)
First Temple Campaign

24th Patchwall 1238: Northern Kron Valley – Cold, light snow.
The PCs interrogate the captured orc and release the enslaved lumberjacks. They arrive back at Falcon’s Hollow to find the town a burning wreck. The town was attacked twelve hours ago by brigands, orcs, gnolls, an ogre and at least one spell caster. Half of the town is destroyed and all able-bodied men, women and teenage boys have been abducted, branded and marched off in the direction of Kelston Ferry. Most of the towns’ key figures are either dead or missing. The PCs try their best to help the townsfolk and search for evidence as to who the raiders were and what they wanted. Circumstantial evidence points to a well coordinated attack designed to take slaves and building materials rather than to loot and pillage. The PCs work through the night and get a few hours sleep after dawn.

25th Patchwall 1238: Northern Kron Valley – Cold, Blizzard.
After crossing the foam river the PCs give chase to the slavers. Through a driving blizzard they slog through freezing conditions toward Kelston Ferry. Every couple of miles they come upon the abandoned body of a dead townsperson or lumberjack.

26th Patchwall 1238: Northern Kron Valley – Cold, Overcast.
Five miles from the Whitefire River and Kelston Ferry, upon a snow covered hill the PCs are confronted by a force of gnolls, bandits and an ogre. The group is lead by a priest clad in a black fur cloak, heavily embroidered tan colored robes and carrying a black iron shod staff. The priest casts spells which unleash torrents of raw elemental energy.
xp to be awarded after next session

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Game 17: Blood in the Snow (Part II)
First Temple Campaign

23rd Patchwall 1238: Northern Kron Valley – Cold, light snow.
Otis manages to pin Jeva to the ice which undoubtedly saves. However he gets knocked unconscious by the Jackelwares terrible roar. The rest of the PCs rain arrows and javelins down upon the immobilized Jeva and pull the unconscious Otis back across the frozen river. Burne hits the Jackelware with a massive pillar of fire and she falls into the raging river to be swept away under the ice.

The PCs spend several hours crossing the ford and head toward the southern edge of the forest in the direction of a plume of oily smoke. After several hours they narrowly avoid a spooked herd of moose like Dunlied. Ko-Lag and Otis manage to fell one of the beasts providing much needed food supplies. An hour later they come upon the remains of a logging camp. The buildings are burned to the ground with signs of battle everywhere. Lumberjacks and brigands lie dead in the snow. The PCs find evidence that the brigands made off with a cart loaded with lumber and trailing captured woodsmen.

24th Patchwall 1238: Northern Kron Valley – Cold, light snow.
The PCs resume their course for Falcon’s Hollow and by late afternoon Fernok and Otis catch up to the brigands slowed by their heavy cargo and the captured lumberjacks. Fernok overhears the leader ordering a march through the night because they are overdue in Falcon’s Hollow. The PCs circle the brigands and ambush them further down the road. After a brief battle half of the brigands run for the forest. Four tough orcs fight on – three are killed and one is knocked unconscious.
325 xp each

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Game 16: Blood in the Snow (Part I)
First Temple Campaign

19th Patchwall 1238: Northern Kron Valley – Cold, light snow.
The PCs come upon a chamber where an ancient goblin shaman is sacrificing prisoners. Already a dead half-elf and halfling lie dead and the last of the children cowers in a corner. After a brief but violent fight the shaman and his guards are defeated and the last of the Falcon’s Hollow children are rescued.

20th Patchwall 1238: Northern Kron Valley – Cold, light snow.
The PCs spend the morning exploring the now abandoned goblin warrens. They find quarters for the women and children – now deserted. In another part of the warrens they investigate a cave in guarded by three ghostly shadows. They agree to return the children to Falcon’s Hollow, rest, resupply (since food is running short) and return to further investigate the warrens and abbey above. They spend the rest of the day preparing supplies and make-shift fur clothing to ward off the winter conditions. They say farewell to Regg their goblin cohort who dressed in the former king’s armor and carrying the head of a slain Grick marches off to find the fleeing women and start his own tribe.

21st & 22nd Patchwall 1238: Northern Kron Valley – Cold, light snow.
The PCs set out from the abbey but the going is slow due to the snow, freezing conditions and the children. They camp under the edge of the forest that night and Otis hunts for game.

23rd Patchwall 1238: Northen Kron Valley – Cold, light snow.
Early in the day the PCs reach the river ford. The river has partially frozen and Otis constructs a crude sled to pull himself across to secure a rope. Normally the ford in 4 feet deep and when he reaches the middle he finds the river is still flowing fast with barely two inches of ice on its surface. As he approaches the thicker ice on the far bank Jeva, the deranged Jackelware breaks cover and charges at him on all fours from the far bank. She is clearly starving and pays little attention to the frozen river.
337 xp each

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Game 15: Crown of the Goblin King (Part IX)
First Temple Campaign

19th Patchwall 1238: Northern Kron Valley – Cold, light snow.

The PCs continue to fight the goblins of the Jagged knife tribe in the heart of their warren. Moving on they assault the Kings chamber and encounter numerous guards, a half Orc acolyte and the King himself. During the fight the acolyte casts spells of fire, ice and rock, fighting to control and shape the primordial energy. The King is killed when Ko-Lag picks him up by the throat and marches into a fire spell controlled by Burne. After the fight they recover a black metal medallion of an open lidless eye.
662 xp each

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