We welcomed a new player to the table this week. Hopefully he enjoyed it enough to come back next week and continue with the adventure. The party should be ready to head to the main village in the area from next week and get to the root of the problems that are currently affecting Vannin. Anyway, on wiht what happened at the last session...
Mara Hunt (9th October 2013)
The Adventurers
Hallan – Fighter
Johan - Cleric
Paulix – Thief
Samson - Ranger
Vox Comwy – Magic User
The Hunt Begins - Thunorsday 4th Quattrober
963 – Day 9 – morning
The enthusiastic barking of hounds greeted the four
adventurers as they made their way to the mill to meet the huntsman and fellow
guards. The drizzle dulled the spirits of Lord Richard’s men but they agreed it
would make for a nice break from the hum-drum day-to-day routine that they had
grown used to over the winter, even if it turned out to be nothing more than a
wild goose chase; who’d ever heard of giantesses stealing sheep?
When the adventurers had arrived and greeted the huntsman
and his cohorts, they were joined by one of Jared’s trained trackers too; a man
by the name of Samson. The large party of hunters set off after giving the dogs
the scent of the mara from their weapons used in their previous encounter with
the beast, and the dogs took off enthusiastically. The party splashed across
the ford to the south side of the river where the dogs picked up the trail.
They made good time until they reached the Imeryds Run; the
larger river that the Darenth converged with about two miles out of town. The
scent ran out and the dogs milled about in frustration. The huntsman, who knew
his dogs well, suggested that they needed to cross the river at this point, to
pick up the trail again. However, as it was maybe seven or eight feet deep at
this juncture according to Vox, whose river knowledge came in handy, they
stopped to work out how to continue. It was too deep to wade across and their
armour and weaponry would most likely weigh them down too much if they
attempted to swim it. The huntsman, Gregory, said that due to the river’s depth
and width, the party would need to either turn back to Darenth in the hope of
grabbing a boat to take them over, head north to the next ford about fifteen
miles away, or travel upstream a few miles to Ostverk which was the next fordable
area this side of the Darenth.
The party agreed that too much time would be wasted trying
to find a boat, the northern route across would take them via Staneford, a
thirty mile round trip, but the southern route via Ostverk was less than a ten
mile round trip. They decided to travel via Ostverk.
The rain continued to fall upon the party as they trudged miserably
through a hamlet even smaller than High Beeches. A few thatched wattle and daub
huts huddled around a small wooden chapel devoted to Sol Invictus was all that
they could see other than the fields of wheat that surrounded the settlement.
Even Vox, with his hatred of clerics, was persuaded from performing any
mischief against the church building such was the pity with which he observed
the pathetic vista.
Ambush (early afternoon)
Just after lunchtime, the party advanced through the fringes
of the Greater Gnarley. The birds twittered in the trees and the squirrels
chittered whilst going about their daily business when suddenly a buzzing sound
filled the air. Several stones pinged off of shields and armour, but one or two
made it through the defences of the warriors roaming point of the small party.
A second barrage allowed the warriors to work out where the shots were coming
from and so they charged towards the undergrowth where they were met by the
howls and whoops of several small dog-like creatures that they had encountered
before. Combat was joined quickly but was soon over as the warriors defended
their comrades without much need for support other than a few arrows from
Paulix and a spell that improved their morale cast by the cleric Johan.
The party quickly divested the kobolds and their goblin
leader of any valuables (their weapons and armour proved useless to the
party), and again found one of the small wooden amulets with the strange
symbols upon it. They pocketed the amulet, checked the bodies over for grey
ooze (of which there was none) and carried on with their journey.
An hour or so later, the scouts spotted the back of a waggon
in the distance along the tree-lined trail. Cautiously the party prepared
weapons and advanced upon the waggon. After a few moments they spotted that what they originally saw as one
waggon turned out to be a couple of vehicles that had been ambushed, the
occupants killed and anything of value had been stolen. The horses lay in their
traces where they had been mercilessly slaughtered. The party only found a few
sacks of produce that were worth salvaging, so placed them onto one of the
waggons in the hope that they could return later to collect them. Upon looking
over the bodies and giving them last rites to help them on their way to the
underworld, Johan noticed that they were smeared in the grey ooze. This
panicked the main party members who stacked all of the bodies onto one of the
wains, piled it high with bales of hay and some of the split sacks of grain and
set light to it. They did not want to see the grey ooze bring the cadavers back
to life.
The Mara at Bay (late afternoon)
The hunting party left the waggons and burning bodies behind
and carried on with their mission. About an hour after the incident at the
waggons, the dogs began to bay a lot more loudly; they had sensed that the
object of their hunt was not very far away. A heavy crashing through the
undergrowth alerted the party members to the presence of something huge. The
two scouts, Paulix and Samson, managed to catch sight of the mara as she
lumbered away from them at top speed. They realised that they would not catch
her at the speed at which she was currently travelling but would most likely be
able to wear her down eventually as a wolf pack does a stag.
Just before dusk, the sounds of crashing from ahead came to
a stop. The party advanced cautiously towards the end of the trail that they
could see before the mara’s unerring accuracy with large stones came to the
fore. Hallan took a blow from such a stone, but subsequent missiles failed to hit their target as
he sprinted forward, dodging as he went. The whole party advanced rapidly, leaving
the dog handler and his two guards behind as they had completed their job thus
far.
A few more stones were launched from within a copse a short
distance away before the huge shape of the mara strode into view. All of her
previous wounds had healed but she looked like an animal at bay. She bared her
teeth at Hallan and charged at him with the large cleaver in her hand.
Before Hallan could react, the mara had struck him a mighty
blow, but the magical missiles from Vox, arrows and sling stones from Paulix
and Samson, and the encouraging magic of the cleric Johan soon put her on the
defensive. She struck out blindly and managed to land a few blows upon the
party before the onslaught of steel felled her. Her body crumpled to the ground
as the companions drew breath.
Paulix noticed that she no longer had her sack with her, so
he headed off into the bushes to retrieve it, but couldn’t find any sign of it.
Puzzled, he returned to the rest of the group, who had now called up Gregory
and his dogs, just as Hallan heaved a mighty blow at the mara’s neck with her
own cleaver. He swore that the wounds were starting to heal before his very
eyes. One of the two guards that Sir Richard had sent along with the hunting
party produced a sack, into which he thrust the gory head of the beast, before
the rest of the party stacked up firewood around the remaining torso and set
light to it in the hope that fire would stop it regenerating.
As darkness was now rapidly approaching, the handler mentioned
that they might want to find shelter for the night, to rest up and get out of
the incessant rain. Paulix wondered if the mara’s lair was close by and voiced
his opinion that they should search for it. The dog handler got his dogs to
work again and within a quarter of a mile, the party came across a small
clearing with a cave on the opposite side that disappeared into a small
hillock.
The Cavern (late evening)
The sun had now set and the party decided to gather some
firewood before heading towards the cave. They approached carefully but could
hear nothing from within. They got under the shelter of the overhang at the
entrance and started a fire. The smell that came from within the cave was
overpowering, but they managed to position themselves in such a way that what
little breeze existed allowed them to rest as comfortably as they could.
Paulix was up for exploring further, but as they had heard
no noises from within the cave and that the mara was dead they assumed that
they would not be troubled further that night, so dissuaded him from further
action. Johan addressed the wounds of those who had been hit by the mara and
the party settled down to a small meal of bread, cheese, dried fruit and some
small game that Samson was able to trap over the first few hours of their stay.
The party set an uneasy watch which gave the magic users in the party time to
regain their strength and study or pray for the spells they assumed that they
would need the following day.
The Cavern - Freyasday 5th Quattrober 963 (Day
10)
The night passed uneventfully, so the adventurers readied
themselves for entry to the cavern outside which they had slept the night
before. Johan cast a spell that enabled him to keep a bright light upon the end
of his staff, and the party set off into the darkness.
The small outer cave led back into the hill for about
fifteen to twenty feet before narrowing slightly to go through an opening. The
smell emanating from the opening was so bad that the party had to breathe in
shallow gasps. The wood smoke from their small fire at the entrance did not
penetrate this far back into the cavern showing that perhaps there was no other
way out of the complex. The soft earthen floor continued through the opening
and the light from Johan’s staff lit the way. The narrowing only continued on
for a few feet before the cavern opened out again to a size that would have
allowed the mara to stretch out in any direction she so wished. The floor was a
mass of half-eaten bones and skulls, the fleeces of sheep were thrown into a
corner to make a nest of some kind, and branches and twigs covered the rest of
the floor.
The party fanned out, and searched the floor and bedding for
signs of anything valuable. They were just about to give up hope when Samson
yelled out that he had found something buried at the back of the cave. He dug
around for a bit before hauling out a sack covered in earth. He shook off the
excess and the party retired back outside.
In the lighter confines of the outer chamber he tipped the
contents of the sack onto the floor and was happy to hear the chink of metal
and see several items spill onto the earth. A quick search through the items
revealed a few small pouches that contained a goodly amount of coins, a few
gems, two small vials that contained liquids and a long, cylindrical bone case.
The treasures were shared out amongst the party, with Vox
claiming the case. He carefully undid one of the greased stoppers at one end
and tipped out the contents. He saw that it was a scroll with magical writing
upon it. He carefully wrapped it back up after a brief skim through with a
smile upon his lips.
The hunters broke camp and headed back to Darenth the way
that they had come.
Rewards (early afternoon)
The party arrived
back in Darenth without any further encounters along the way. The huntsman, his
dogs and the two guards said their farewells but were pleasantly surprised when
Vox handed each of them a gold coin for their troubles. They headed off towards
Sir Richard’s manor with the sack containing the mara’s head, closely followed
by Hallan, Johan, Paulix and Samson. Vox had never held so much money in his
purse before in his entire life and went off to see what he could get with it.
As the party reached
the gates to Sir Richard’s compound, Gregory and the guards were allowed
straight through but the party had to ask for an audience with the lord. After
the usual ten to fifteen minute wait they were shown into the presence of Sir
Richard. He was accompanied by several of his council, including the vizier
Godefroi. He nodded towards the sack on the table beside him and asked the
party for their version of events. They dropped the heavy cleaver, made from a
plough share, onto the table in front of the lord and told him their version of
the story. The story obviously corroborated with what his own men had told him,
so he dropped a pouch of coins onto the table in front of him saying that the
content should cover their expenses and a little something as a reward.
Smiling, Paulix
grabbed the purse and said his thanks. Hallan and Samson asked if he could
supply them with some weapons but he merely laughed drily at their request.
Godefroi suggested that they might wish to talk to the smith and the armourers
in the courtyard outside to see if they had anything that they may wish to
purchase.
The party said their
thanks and bowed their way out of his presence before going to see the smith.
He was able to supply them with a few small items and a broken battle axe at a
knock down price. It was of decent quality but just needed a new haft to
replace the broken one and he had no time to run the repair. Samson decided
that he would like the axe, so purchased it before heading towards a bowyer and
fletcher. He purchased a long bow, two dozen arrows and a quiver and pouch to
hold everything in. Johan and Samson also purchased a shield each; everyone now
felt like true adventurers. Just as they were about to leave Sir Richard’s
manor, Vox entered the courtyard. He had bought so much equipment from around the
town that he must have spent a goodly part of his new found wealth. At least he
was ready for the journey to Staneford that they would undertake in a couple of
days’ time when Samson’s axe was ready.
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