2025-02-12 Barony of Darkmoor Session 5

The once-contrite former Dark Cloak, Norwich

Session Notes

The heroes, the Circle of Darkmoor, returned from the Lord Baron’s speech to his peoples, which was met with wide-spread acclaim, to discover that their captive, a member of the highwaymen who apparently call themselves the “Silencers,” and who reportedly had professed contrition and a turning over of a new leaf, retreating from his life of crime, had been murdered in cold blood, alongside his gaoler, Anker of Aldmaar.
The Circle pursued the attackers, who they saw fleeing on the High Road. The pursued fled as long as they might, but eventually the heroes overcame them, once again demonstrating mercy in taking a captive rather than to cut the murderers down like downs in the street.
Is there no end to these murderous onslaughts? How can the baby-faced Baron implement his far-reaching policies if at every turn the criminal element outflanks him?

Lord Arthur Grey’s Speech to citizens of his Barony

Good day. To those whom I have not yet met, I apologize for that lapse. I am Arthur Grey, named Baron of Darkmoor.

I come to you today not merely to introduce myself but to discuss the current state of our Barony, as I perceive it.

I have seen, in the scant time that has elapsed since the King proffered this title upon my shoulders, a darkness over this realm. There has been a void of leadership and sense of community in Darkmoor that has allowed this darkness to take root.

The lawlessness and lack of governmental presence has resulted in a community where fear is a commonplace. A scant few days ago, criminals attacked the town, murdered two citizens and attempted to pilfer the Baron’s purse. In the middle of the day, in the middle of town.

At the Royal Court, Elder Pool and Darkmoor broadly are referred to as "that hideous place." The ancient origin of the word "hideous" comes from our modern word "hide" which originally meant "fear." Our community is one where fear prevails.

Fear not just of the criminality that I just mentioned and that we have all seen, but also fear of one another. Today, Darkmoor is not a single community; it is a collection of factions; small collections of peoples who rarely interact with one another, and when they must, they do so at arms-length. Or at the length of a blade.

That is not the type of society in which I wish to live.

When the king called upon Darkmoor to send its representatives to the ceremony at which I was installed as Baron, you sent your finest. I have seen firsthand the heart and greatness of these people. I would not be here today, were it not for the service, heroism and prowess of representatives of these factions of which I have spoken.

There is a darkness, today, in our barony. It has been allowed to fester and to grow and to split us up into our little communities, separate and afraid. But it need not remain that way.

Our once-great buildings have crumbled. Our walls have collapsed. Our roads no longer connect us. This darkness has surrounded us, forced us into tiny islands of faltering light.

What can be done about this? We can rebuild. We can reconstruct the core of our community, make it safe and whole. This work has already begun, as you can see with the improvements at the Ragged Moon and that task is not yet complete. We will rebuild the roads so that all points in Darkmoor connect once again to Elder Pool. Safe and stable roads will encourage the flow of traffic and of commerce.

We will not merely focus on Elder Pool, however. There are valuable — critical functions in all corners of our Barony that will be restored for the benefit of us all. In the old days, the mystic powers of the wizards and sorcerers of Anthracite generated magics hailed far and wide for their effectiveness. If we create the proper conditions and lend them the support they need, they will do so again.

The people of the Wood provided the lumber required for any community to thrive. Today, that lumber leaves Darkmoor and merely serves to furnish the castles and limousines of foreign nobles. The most excellent hunters of the People of Aldmaar once provided the realm with the finest of furs and game meats. There is a bounty in that wood that today, must be reserved only for the followers of Aldmaar, because they have no other recourse for feeding their families.

And yet, our nobles own vast farm lands that could, as they once did, provide food — milk, cheeses, beef, bread and beer, potatoes, yams and carrots — enough for every table in the Barony. But those farms produce so little, due to a lack of available workers, poor and broken tools and the ravages of wild beasts who damage or steal crops. Too often, the wild beasts are of the two-legged species.

The mines and stone-working expertise of the peoples of the south have been lost, or at minimum lie fallow under a cloak of darkness. We need those metals and that expertise if we are to build a healthy Darkmoor. We must invest in these resources.

The Guilds today produce a meager offering, compared to what they once could. Waxes and honeys and meads and fine finished goods, gowns and boots and –hear me my agrarian friends — tools and weapons, all were produced in great number in Darkmoor and the quality was renowned. What few items the Guild produce have no viable, no safe markets here and are thus exported.

These problems arise not from a lack of will or of character in our Darkmoor. They arise because we separate ourselves into our shadowed enclaves where we fear the other and have come to believe that isolation and alienation is the only way.

I have come here today, my subjects and friends, to tell you that there is another way. The way of community. Of brotherhood. Of joint purpose and collective effort for the common good. I do not preach a fantasy where we must subjugate that which makes us special and unique in order for Darkmoor to flourish. That way can not succeed. We must celebrate the unique qualities, the odd quirkiness of our individuality; embrace our differences. But recognize that we all — all of us — have value and we can all contribute to making our collective lot better. The soldier, the farmer, the craftsman, the artisan, the mixer of potions, the cook, the brewer, the wayfinder, the laborer, the mender of garments, the artist, the musician, the teacher and … yes, even the noble — we all have a role, a value that we can bring to the community. But we can only experience the full blooming of that self-worth when we can bring it to bear to help our fellow and to lighten one another’s load. Two men together can do what a scattered dozen can not, as we say.

Why do I believe that this is possible? Why do I think that despite the darkness that like a heavy smoke lies over our barony, that we can come together and achieve these things?

Because I have seen what happens when we work together. These four, who you, separately but acting in unknowing concert, sent to the King and thence, to me, have fought tooth and nail through an army of darkness to restore the royal seat of Darkmoor. They fought side-by-side. Had all not worked so loyally together, all would have fallen, myself included.

Likewise, when those criminals came into the center of our community, they were defeated by the joint effort of the citizens of Darkmoor. Two of our citizens died in rebuffing that attack. We must give honor and dignity to their sacrifice.

I invite Kog, representative of the Peoples of the South to say what he might about those who gave their all on that day.
[Kog speaks]

Kog was the direct target of that invasion, as he oversaw the reconstruction operations in my absence. By all accounts, Kog led the defense and made the criminals pay dearly for their heinous acts. And yet, when all was done and peace had been restored, he stayed his hand at the last and showed a mercy that these criminals would never in like situation, would have shown. Today, I present to you (ceremonial knighting) Sir Kog of the South, the first restored Knight of Darkmoor. Sir Kog, I offer you my sincerest thanks and this — the Noble Order of Darkmoor (affixes pin).

There is one group that I have not mentioned today. You might think that I fear to do so. I do not. I want us all to recognize that, as in the days of old, our community will only flourish if we strive for a higher purpose. A belief in deeds greater than ourselves. Beyond the simple black-and-white of hardscrabble existence there must be a heart that guides us, a wisdom that directs our actions. And when we are in our greatest times of need, a beacon to remind us that there are things greater than the deeds of man and beast. My family, the long lineage of the Greys have always clung to the teachings of San Nicholas. Not because he promised some great reward in the afterworld, that was never his emphasis, nor ours. But because his wisdom teaches humility, sacrifice, beneficence and goodwill to all. That following this guidance our hearts are filled, not just our bellies or our purses. That without love — love of our families and our neighbors and those who do us ill and even, even ourselves — what good is life, in this world or the next?

Our efforts, my brothers and sisters and friends, must be collective. They must be sincere and taken up with a heartfelt commitment and guided by wisdom. They must be brave and clever and well-considered. And swift. And before all of that, they must be undertaken in a spirit not of rebuilding what once was, but of building what must be. What should prevail.

I have spoken long, my friends. I beg forgiveness for my rambling. But all of that I have said, I will tell you with great earnestness, I believe it. All of it. I hope you will, too, even if you do not yet.

I leave you with this final, final promise: I see that Master Rouvel is in attendance. He will mark my words carefully, I am certain. The next drink, my friends and subjects, shall be served on my account! To the bar!

2025-02-05 Barony of Darkmoor Session 4

Session Notes

The heroes, who I’ve come to think of as the Circle of Darkmoor, set about questioning their captive, a dark cloak who had attempted to rob the Barony of its riches. And, as a separate matter, murder one of the Circle. Kog, of the Peoples, set about asking questions of this young miscreant. Unfortunately, he seemed to know little enough. He indicated that he was a member of a group of itinerant criminals who mostly plied their illicit trade by assaulting those moving through Darkmoor on the open road. The map that had been retrieved, he claimed, belonged not to who but to their ringleader. He said that he had never seen the map directly, himself, therefore could not explain its contents.

The captured criminal did, in attempting to negotiate the imposed sentence of six months’ labor (or eight months — retellings differ), claim that he could identify a local member of the wealthy classes who participated in identifying juicy targets for the criminals to rob in exchange for a share of the take.

To this end, the Duke sent forth word that a meeting would be held in Elder Pool where he might address his subjects, during which the criminal might be able to point out the person he claimed had cooperated with the criminals.

However, the Duke had more pressing matters. His desire to reclaim the Throne of Old drove him and the Circle to descend once again into the catacombs beneath the streets. They story that they recount, friends, of doorframes constructed of living bone, of a small army of reanimated corpses little more than that draping skin over murderous skeleton that meant to kill the young duke, at the bidding of a horror of multiple limbs and burning eyes, and behind it all, a spectral being of dead flame.

Though limited by the blood disease common to the Great Grey Family, the Duke and his allies prevailed. And, once again, the Duke of Darkmoor sits upon the ancient throne.

2025-01-28 Barony of Darkmoor Session 3

Session Notes

After returning to the Aldmaar Ranger camp as heroes, having rescued Merith Ermris and most of his crew, Mateo, one of the senior rangers advised that, without at all criticising Sylvar and the rescue team, it might be best if they were not around when the druid learned of the killing of the matron ankheg. Taking that into account, Syvar, Dixit, Anker and Juttah set out for Elder Pool.
Along the way, their slumber was disturbed by a woman astride a horse apparently fleeing some threat. The “woman” was revealed to be a female centaur ( a femtaur?) who was fleeing a pursuing ogre.
The rangers and Dixit, with some help from the centaur, Indira, managed to defeat the fell beast. She revealed that it had been pursuing her for some time and she had dragged him toward the campfire seeking help.
Continuing on with Indira interested in seeing Elder Pool for the first time, the party stopped at the Millcloud family farm where Dixit had previously stopped on his way to find Sylvar. They were greeted with warm hospitality. Farmer Millcloud reported that there had been murmurings of some creature over recent days that might match the description of the ogre that Dixit provided.
The next evening some odd goat-like bleatings were heard in the darkness but no threat materialized.
While the group of five was making their way to Elder Pool, Kog continued to supervise reconstruction activities near the Ragged Moon Inn. He found himself accosted by two dark cloak-types with rapiers inside the inn. When Kog separated the first of the miscreants from one of his limbs, the other fled outside. Pursuing, Kog learned that he was being lured into an ambush — two more of the dark cloaks were positioned in the ruins of the nearby tower with crossbows awaiting Kog’s arrival.
A fight ensued, with some of the locals taking up sticks and rocks to assist Kog. The dark cloaks were defeated and one rendered unconscious and taken captive. From another’s pocket a map was discovered, which appeared to indicate a safe approach to some ruined tower in what was probably the marshy land to the northeast.
Later that evening, the Duke, Hammond, Rosenkrantz; Arthur’s man-at-arms, and a member of the wee folk dressed like a dandy arrived at the Inn. This little man introduced himself as Buck Headstrong, Esquire, Chronicler to the Court.
The group discussed potentially taking on the catacombs again, now that the group’s numbers have swollen.
But first, there is a dark cloak to interrogate.

2025-01-21 Barony of Darkmoor Session 2

Session Notes

Arthur remained ensconced at the Ragged Moon tavern as his temporary seat of power. He immediately sent word (or word rapidly leaked out) that he was hiring laborers to conduct repairs at the tavern at least while he occupies it.
Kog identified that one or more laborers might be attempting to defraud the Baron and be paid multiple times for a single day’s labor. He quickly brought a stop to that.
Hammond volunteered to accompany Arthur to the Earl’s capital city of Gwinned to attempt to hire an engineer who might manage repairs within the Barony, especially at the Manor House. They two departed in a stage coach for a multi-day trip.
Kog remained to mind the construction efforts. Arthur seemed especially concerned that workers received prompt payment daily, for which purpose he left a large sack of coins in Kog’s care.
Arthur requested that Dixit seek out Sylvar of the Aldmaar peoples, who had been called away, it seemed, on urgent business and not yet returned.
Sylvar spent a couple days on the road, making his way to the Twisted Wood. He met the perimeter security forces, rangers in the trees, of the Aldmaars. He was then led to where Sylvar was preparing a rescue team, which he joined. It seems that a Merith Emris of the Aldmaars and his woodsy crew had set out to preempt a team of the King’s lumberjacks operating in the Wood but not returned after several days. The decision to send Sylvar and his associates to rescue Merith was far from unanimous, but Sylvar won the argument. Dixit joined this emergency team.
The Aldmaars and Sylvar made their way, tracking, through the dense forest. Crossing a cold, winter stream, they moved through a thicket and were confronted by a goblin tribe in the trees. A skirmish resulted. After regrouping, the elf team moved once again further and the goblins, this time, were willing to parlay. They reported that a group of elves had come through a few days prior, chasing a group of goblins. Both groups had moved through.
The elf group proceeded and came upon an area of loose earth, from which voices seemed to emerge. As did two large ant-beasts, which, when killed, splashed a thick glue onto those around them, temporarily immobilizing them.
After defeating the ant-beasts, the elves descended into the crude tunnels of their lair. Within, they located a sort of chamber where victims, some still clinging to life, were buried. While attempting to rescue Merith and the surviving members of his crew, the seeming ant-beast matron returned. More carnage ensued. Eventually, the elven crew defeated the great beast and managed to extricate themselves with Merith and some of his associates. And with one goblin, as well.
In Gwinned, Hammond sought out followers of San Nicholas. Befriending one such, he was brought to a hidden tavern filled with like believers.
He and Arthur would be spending at least another day in Gwinned, while Arthur sought his expert engineer.

2025-01-14 Barony of Darkmoor Session Notes

Session Notes

  • Party arrived with Arthur at the manor house, which, of course, had been damaged in the War and has fallen further into ruin. Arthur was shocked to find it in such a state and fell into a depression.
  • The party continued, on foot to the Ragged Moon Tavern. There, Lady Ravensbeak, the High Guildsmaster and the representative from Aldmaar all departed on separate business.
  • Arthur felt, sitting, sharing an ale and some bacon, some sense of familiarily at the Tavern, though he’d never been there. He approached a spot on the stone staircase and somehow, discovered and opened a concealed door, which seemed a surprise to everyone, even Master Louvel, Tavernkeeper.
  • Arthur and the party descended, discovering abandoned catacombs beneath the tavern. After forcing a door, they discovered a room filled with the long-withered bodies of soldiers, having died in some long-gone skirmish. As they moved into the room, the bones clattered to life and attacked the party. One skeletal being indicated Arthur and instructed his fellows to “kill him!”
  • The party managed to defeat this knot of rejuvenated corpses, finding a heavy ring on the leader with a symbol of a tentacles horror embossed in its steel. Kog had fallen in the fight, and continued to struggle with a poison. The party returned to the Ragged Moon, where Louvel tracked down the Town Witch and returned with an antidote for Kog.
  • Returning underground on the morning, as Arthur continued to report feeling drawn towards his collapsed manor and the throne therein, hoping that these catacombs might lead him thence, the party continued their explorations and, once again ran afoul of reanimated skeletons.
  • Two greater skeletons, one multi-limbed, with eyes of fire lead the fight with several minions. Another, cloaked entirely in fire instructed the four-armed skeleton to pursue Arthur. As the fight proceeded, the flaming skeleton disappeared. Dixit was surrounded and brought down by the skeletons. Cut off for a time from his allies, Dixit was being dragged away by the skeleton leader. The party fought their way through the rank of skeletons and managed to engage the skeleton leader before he could make away with Dixit. The party managed to smash through the remaining skeletons, though Hammond also fell from his wounds.
  • Arthur was able to staunch the bleeding of the two allies and after retreating once again to the tavern, they were able to recover from their wounds.
  • Arthur, abashed at having caused his new inner circle so much pain, indicated that they should not further pursue the catacombs, given the evil that seems so abundant underneath. Rather, he made arrangement with Louvel to rent out his rooms to temporarily make his court at the tavern.

TSM Update: How do you defeat a Centaur?

IN OUR LAST SESSION…

… our heroes headed out for the lost Dwarven mine of Dol Seguria.  They were lead by Attickus, Lord Segur’s chosen guide.  They left Rankford on horseback, heading west into the King’s Wood.  Attickus indicated that he had been given a map by Segur, but that he didn’t know the exact location otherwise.  He was, he said, familiar with the King’s Wood and often works as a guide in that area.

The first day’s travel was fairly uneventful.  Near dark, Attickus led the militia into the wood north of the Road, and along a little-used trail to a forest cabin situated facing a cliff dropping off into the valley below.  A stout ladder had been firmly attached to the cliff face leading to an outcropping below, and a series of ladders leading, presumably, to the valley floor.

The heroes encamped.  Near midnight, the watch, Tovlakov and Norm’s familiar discovered that there seemed to be a man on the ladder, yelling that he had somehow become stuck.  His chest plate was stuck on a rung, he claimed.  After rousting the camp, and dismissing Attickus’ objections, Tovlakov descended the ladder, to discover that the creature stuck on the ladder was actually a centaur.

After helping the centaur, named Alamein free from the ladder, the party invited him to stay the night.  Alamein mentioned that he was an outcast from the resident centaur tribe.   The centaur was quite loquacious, and inquisitive.

Travelling on the next day, permitting Alamein to accompany the party, despite Attickus’ protestations, the party passed Fort Midway and Lord Segur’s residence.  Later, Attickus led the party on a meandering trail north into the woods, and eventually to a location with a precarious slope.

After struggling to descend the slope, the heroes arrived at a narrow stone stair leading to the quarry below.  The entrance to the mine, per the map, was located inside a stone structure near the foot of the stair.

Tovlakov, who had previously spotted some wordless communication between Attickus and Alamein.  At this point, he spotted it again and called them out on it.  Reluctantly, they agreed that they knew each other.  That they are friends, and that they had arranged to have Alamein “randomly” run into the party, both as a gauge of what kind of people these militia were (would they help a creature in need?) and as backup for Attickus should the party turn against him out in the wild.  Attickus had determined that the party seemed legitimately lawful and good-aligned.  He and Alamein would continue to accompany the party at least some distance into the mine.  Alamein, then transformed into a normal-seeming bipedal man in order to descend the stairs.  Asked if perhaps the centaur aspect had been an illusion all along, he claimed that he was a centaur, but one who could assume human form.  He hinted that it was this ability (perhaps passed down from his parents) that had caused he and his family to be cast out of the centaur herd — er, tribe.

The party navigated the stairs, and after Tovlakov defeated a stout lock on the blockhouse, entered it, and camped briefly while Alamein repaired his chest plate which had been severed at the leather joints when he had been “trapped” on the stairs.

Sounds of drumming, and perhaps more fell things came to the ears of our heroes, perched at this secret portal to a lost world.

TSM Update: Feed My Dog!

IN OUR LAST SESSION…

… Our heroes delved further into the lost dwarven kingdom of Dol Seguria. Tovlakov sought to confirm that the elven ranger Jacoba “Jake” Marius was still waiting outside the entrance to the dwarven site. He was. After informing Jake that the fugitive (“Diedrich”) that Azan and his rangers had chased into the dwarven underground was dead, he agreed to leave the body somewhere that they could fetch it. Tovlakov returned to the inner sanctum of the dwarven complex, and the heroes searched the fugitive Diedrich. On him, they discovered that he had, among his weapons, a shiny metal ring and a leather item on a chain around his neck that Norm was able to determine had a faint Evocation magic about it. The heroes dragged Diedrich’s body through the entrance to the dwarven complex and closed the door.

The heroes then moved forward, deeper into the dwarven complex. The already wide, high-ceilinged passage widened further and the ceiling stretched even higher away. Stairs carved into the bare rock led up. The heroes climbed the stairs. They searched the first “apartment.” Dain smashed the door open. Inside he heard a weeping sound. He moved further in, down a short hallway to a front room, leading to a hallway which continued into a bedroom. Two balconies extended into the main hallway. Dain followed the sound of the weeping into the hallway leading to the bedroom.

A dwarven woman, glowing like an apparition, sat in a wooden chair, weeping about her “Baby,” her “pet.” When Dain approached, she complained that there was nothing to feed her dog. The dwarven woman looked up at Dain and he could see that half of her face had been gnawed away. A rumbling growl had been growing in the back room. Now the creature, an enormous, horse-sized dog with two heads charged. It was emaciated. Some of its flesh was missing from its limbs and belly. The dwarven ghost faded and disappeared.

The heroes fought the giant “dog.” Dain was able to block the hallway and absorb bite after slavering bite, while the rest of the party was able to attack with missile weapons and spells. Eventually, the party wore the creature down, and with one final blow from his war hammer, Dain dispatched the beast. It began to quickly decompose.

Searching the house, the party found a few items. Most interesting were mithril coins.

The heroes decided to rest in the house. During the rest, Tovlakov noticed a small mob of undead of various races shambling down the main corridor in the direction of the entrance used by the party.

After some recovery time, the heroes decided to continue to climb the stairs. Two more tiers of homes perched above the home they had stayed in. Above the third tier, a 10 foot wide catwalk hugged the wall, the ceiling still high above; painted to resemble some long lost night sky.

The heroes proceeded along the catwalk. After a few hundred feet, the long corridor emerged into an even wider space. The catwalk seemed to end at the point that, it seemed, a perpendicular corridor interjected the passage the heroes had so-far pursued. Stairs led down to the corridor, stairs guarded by a human-like beast — a hobgoblin. The hobgoblin fired at Tovlakov as he approached. As the heroes rushed up to engage the guardian, he continued to fire his bow. The party was able to take down the hobgoblin before he could alert others: Tia’s arrow entered the bell of the guardian’s signal horn and emerged from the back side of the hobgoblin’s skull. Perhaps he could now play a nice tune in Hell.

Other creatures seemed to be on duty at the intersection of passages. Where to go from here?

TSM Update: Hey, let’s leave town, what say?

IN OUR LAST SESSION…

… our heroes headed to the Warden’s Office, presumably so that the recently-minted Warden, Tia Berenger could examine her holdings. The trip out of town was uneventful. When the heroes arrived at the Warden’s building, a tall, single-story structure with exterior doors, north and south and south-facing windows, hewed from the native pine, they first established that there were no obvious traps within.

Having tied the horses up at the bridge just 100′ away, they ventured inside. The large brass key that they had taken from Marver, in fact opened the door (and every other locked door that they encountered), but clearly operated in a magical way. These locks, and the key, are not simply mechanical devices.

The ground floor contained Marver’s office space, a small waiting room, a kitchen, a map (?) room and stairs leading down. It seemed clear that the space had been recently ransacked, but presumably by someone or someones who knew where to look and what to grab. It did not appear that the place had been randomly sacked, more likely it had been carefully separated from its most valuable contents.

The basement contained the Warden’s bedroom, a privy, a stoutly-fortified armory, and stairs leading further down. After having searched these rooms and mostly discovered that the likely most valuable items had already been removed, including identifying the residue of magical items (weapons?) that had been, until recently, housed in the armory, the party considered the stairs leading down. Two things served to dissuade them from further investigation: Norm began to seem unfit in some way, and an odd skritching sound seemed to emerge from below. The party felt that the noise perhaps indicated that kruthiks might be found there. Norm was experiencing a splitting headache, and one eye turned red with blood.

Also on the basement level was a moldering pile of clothing and odd items. They seemed to be decaying clothes and artifacts of children, including those of very young children.

Returning to the first floor, the heroes effected a more thorough search, which turned up several letters between Cormyrean officials and Marver over recent months and years. Marver was, it seems, not held in high regard, and the area around Rankford (County Seguria, apparently) seemed notable mostly for suspicious happenings: high rates of infant death, disappearances of those on the Starwater Road and reports of burglary.

While combing through the disarray of the Warden’s Office, Norm wavered then collapsed. His head split open and an…. armored slug emerged. It slithered under his clothes, and when the heroes sought to capture or kill it, it pushed back into Norm via his navel.

Combining the pile of children’s belongings and the notes about infant mortality seemed to indicate that… something bad had been happening in the Rankford area for some years.

Avoiding the noises from the sub-basement, our heroes felt it was perhaps time to head back to town. As they approached, a concerning pillar of smoke was discovered to be emerging from the Mitte.

Arriving in town, the heroes found near-panic. Mons Millmaster and his minions had, it seems, waited for the heroes to leave town, then had started a fire at the Grey Wolf Inn, perhaps as a distraction, then emerged from within the Watchtower. The fought and killed Pearl and Stem, hanging their bodies, by way of threat, from the upper windows of the Watchtower. Lex Walters was injured but not killed. The Temple of Gond was burned down its bare structure. No hint of what may have happened to Fatbeak.

The fires were extinguished. Eventually, the heroes secured the entrances to the subterranean passes they were aware of in Mitte, at the Watchtower and at the Taledo’s.

Asking around, Carly was aware that there had been a number of infant deaths. She seemed to think that was normal. That the frontier was a dangerous place, and there had always been a high percentage of infant deaths. She named a half-dozen or so families who had lost infant children over the past 24 months.

Norm, after a full rest awakened. He reported that he understood that there was this creature inside him, and that was just fine. The creature was a hatchling kruthik, and would serve as his new familiar. And that, perhaps, he now might be able to communicate with other kruthiks, based on his bond with this one, which had presumably been implanted in him by the large adult kruthik that had confronted the party at Fort Midway.

The heroes seemed angered by the actions of Millmaster, and wanted revenge. However, they sought to shore up local defenses, and realized that there had been traditionally a method for the northern reaches of the Rankford environs, the Commune and Mitte all to communicate: via signal towers. They helped to refurbish the tower atop the Grey Wolf Inn. Two party members were sent to the Collective, to check-in and to re-establish the signal tower there. A protocol of watching and responding to “keep alive” messages was determined; at sunup, midday and sundown an “All OK” message would be sent. A few basic types of messages were agreed upon, including “Are you OK?”, “We need help,” “All OK,” and “Stay Away.”

The next step would be to reinstate the signal tower that used to exist atop the Old Mill. And perhaps, simultaneously, signal Azan the ranger to see what help he might provide.

TSM Update: We’ve got to stop meeting like this

IN OUR LAST SESSION….

…. umm, how about a quick recap before we revisit this week’s game?

Our heroes had gone to Fort Midway as a remote spot where Garl Morningmoon could be interrogated, after Eeger had unexpectedly left town, presumably to meet with Marver, the Warden. However, at Fort Midway they were very quickly besieged by two — no three — forces. Mons Millmaster’s mill workers met up with a force of lumberjacks, organized initially by a bald human necromancer, and over the course of several hours assaulted the Fort, intending to capture or kill the heroes.

After the first assault failed, the two groups were joined by a third group of mostly orcs, seemingly led by ogres. The next assault was more coordinated, and grew to include zombies raised by the necromancer. Zombies who had been warriors slain by the heroes in the previous assault.

The heroes fought valiantly, destroying a makeshift siege wagon and slaying an ice dragon, along with many, many foes. Just as the forces of evil began to finally prevail, yet another force arrived on the scene: the dog-to-horse-sized kruthiks, who swept through the battlefield, making short order of those who did not flee.

A tense standoff then took place between the heroes and the kruthiks, who swarmed around the heroes, but seemed, under the mental direction of the largest of them, to be … waiting for something? Trying to communicate something? The standoff seemed poised on a knife’s edge, when someone at the base of the hill began to shout, attracting the kruthik’s attention. As they rushed to eat(?) this new party, the heroes were lured down to an escape hatch in the keep’s kitchen, which led via a muddy tunnel to a ledge halfway between the walls of the Fort and the basin of an old abandoned quarry. Lieber Longshanks, Farley Gleamsilver, Stem Followill and Lex Walters helped the heroes escape via a wagon in the quarry. The distracting figure that had taunted the kruthiks was presumably an illusion created by the sage Dirac, at the insistence of Marg and Lieber.

Our heroes learned, though, that Carly, who had provided them some initial support, had not returned. They were approached by a sullen elven lumberjack who claimed that Marver had Carly, but would free her if “they could work out a deal.” A meeting with Marver and the heroes was scheduled.

IN OUR LAST SESSION…

…. (for real) our heroes met with Marver at the crossroads. Marver was accompanied by Mons Millmaster and two dwarven millmen, two elven lumberjacks and two ogres. They produced Carly, bound, gagged and clearly not well-treated. Marver offered a chest full of thousands of gold that, with the promised release of Carly, was to be given to the heroes if they agreed to leave town and never return. The heroes declined. A fight ensued.

Norm magicked one of the elves, after being hit with a spear. Tia took out the other elf holding Carly. Norm moved in, grabbed Carly and took off, thinking that the plan was focused primarily on freeing her. The other heroes seemed more intent on defeating Marver. Unfortunately, with a mighty blow, one of the ogres took down Tovlakov. Marver, wielding a gleaming scimitar and his allies fell on Tia and Dain in numbers.

Tia used all of her warrior-wise to smash Marver again and again. The foes struggled to penetrate Dain’s armor, but he likewise struggled to make much of an impact on them.

So the fight went. After a few back-and-forth rounds, Norm returned and began to focus his attacks on Marver. Dain eventually fell. Tia and Norm continued to pound on Marver who moved from supremely confident to concerned to frightened to dead.

One of the ogres offered an exchange: “You keep girl, we keep gold!” Mons, realizing that suddenly he and his millmen were now facing the heroes alone, decided to retreat.

The heroes gathered up a wagon and five horses left by Marver, snatched up his corpse and items, and made their way to the Temple of Gond, where Pearl saw to Tovlakov, Dain and Carly.

The citizens of Rankford once again celebrated the heroes’ success. Dirac was brought forward and, reluctantly, conferred upon Tia the title of Warden, and on Norm the title of Sheriff.

Among Marver’s possessions was the magic scimitar (a weapon that Pearl insisted not be brought into her church), and a quite powerful Spellguard Shield. Also, he possessed a ruby ring of office (now worn by Tia) and a large key, presumably to the Warden’s office. As the session ended, the party, having borrowed a pony to go with the three riding horses they’d liberated from Marver, were traveling east on the Starwater Road toward the former demesne of the Warden.