Our first session of the campaign was structured around
Sigrun and Agnir’s move to the Giantdowns.
We used a GM emulator to structure the adventure and give us basic clues
to what was happening and when. The
Castles and Crusades core books provided greater detail on the encounters
through the use of random monster tables, treasure, and XP gained. Anything not governed by those two elements
was decided on by the two players. It
was a short session done over three hours while preparing dinner.
The weather was unseasonably warm the week of the journey;
perhaps why Agnir and Sigrun decided it was time to travel. The family, six freeman farm workers, and our
two heroes gathered up their belongings to make the journey. Three wagons were packed to the brim with
tools and supplies, but most of the party made the trip on foot with the
livestock. The caravan set out early in
the morning, traveling East a short distance through Romiene Province before
turning south once they crossed into Hidaele Province.
Romiene and Hidaele are covered in moors with few
settlements. The people here are mostly
Anurian (human subtype), descendants of the colonist that came with Roele when
he sought to conquer the Rjurik kingdoms.
They are a hardy people but distrustful of outsiders and they chose to
remain hidden from the Rjurik caravan making its way south and east.
The caravan found a deserted campsite around mid-day. Nothing of value remained and it was too
early in the day to rest so the party moved on.
Late in the afternoon, one of the farm hands discovered a discarded pack
near the side of the road. There appeared
to have been a brief struggle and tracks led off to a group of rocks
nearby. The pack contained food, water,
some cooking utensils, and bedding. The
only interesting item within the pack is a letter agreeing to provide supplies
and support as outlined in a previous letter.
The names and signatures on the letter are unknown to our heroes, so it
is placed to the side as our heroes go looking for the owner.
The trail led straight to the monster’s den nestled within a
rocky outcropping a short distance from the trail. A group of five Giant Spiders ambushed the
traveler and dragged him back for cocooning.
He’s no longer alive, but the spiders were not ready to give up their
meal and attacked our heroes. In the
confined space, Ingvar used his shield to great advantage to protect himself
and the druid. Kaya used her Magic
Stones spell to dispatch several of the spiders, before switching to her spear
and killing a fourth. Ignvar killed the
last with his broadsword, but both heroes succumbed to the effects of poison
after the final spider is slain. They laid
paralyzed but otherwise healthy until Agnir finds them an hour later.
Agnir stopped the caravan for the day to let our heroes rest
and recover. Sigrun tended to the
wounded while the farm hands settled the animals in for the evening. Agnir’s trepidation on moving to the
Giantdowns deepened, and he donned his armor.
He spent a restless night awake and looking for danger. Agnir knows that in the morning the party
will be in the Giant’s Fastness – the last province in Dhosone before the
Giantdowns.
A late morning start gave the heroes some additional
rest. On their eastward journey, they
spotted another abandoned campsite. It
seemed that our party was following someone else – maybe the traveling companions
of the man killed by the spiders. All
that’s lost when the trail terminated at a ravine with a broken bridge. The ravine was shallow enough to get the
humans and the livestock across, but not the wagons. Rather than looking for a different crossing
site, Agnir directed the team to repair the bridge. It will took the party the rest of the day to
do so. While they are repairing the
bridge, another party appeared on the opposite side traveling west.
A Rjurik family of settlers fleeing from the Giantdowns
appeared on the West side of the ravine.
A few days ago their homestead was attacked by Gnolls. They sought safety with another family close
by only to be attacked again. They chose
to flee westward to Dhosone to seek help and get away from the fighting. The news increased Agnir’s anxiety, but it was
too late to turn back. By now, Lief
Stoutspear’s sons know that Agnir abandoned his farm and his chieftain. Lief’s sons and Ryurik tradition will not look
kindly to that decision. The Giantdowns
still remains the lesser of two evils, and so the party will camp here for the
evening.
Around midmorning the caravan crossed the bridge and into
Lemnjohen province in the Giantdowns.
Not long after arriving, the party was attacked by a Gnoll tracking party. Two Gnolls were killed quickly by Kara, a
third was killed by Ignvar, and the fourth one fled. With in minutes, a frightened Rjurik youth
emerged from behind a rock. The Gnolls
had been pursuing him for the last few days.
He is from Bjorlangen, like the party encountered the previous day, and
tells the story of how the families and farms there were overrun from the North
by the White Witch’s army. The settlers
were forced south into the barrows to escape the raiders. Many Rjurik families are still trapped there,
unable to flee farther south into Elven lands or East to Midjarna province. He pleads for help and Ignvar and Kaya
promised to do what they can to rescue those families. Agnir pushed the caravan to resume its
journey, and the youth chose to travel with them.
In the late afternoon the party arrived at Old Fort Lemjohen. A party of 6 skeletons attack them. In a spirited fight, Kaya and Ignvar defeated
the ancient dead. Sigrun believes these
dead warriors are from the Barrows to the south. The arms and armor are neither Anurian nor
Rjurik but something much older. Among the
artifacts the skeletons were carrying was an Expertly Crafted Spear. Even after centuries entombed with its previous
owner, it has a keen edge and balance.
Kaya took possession of the spear as she prefers to use one in battle.
The Old Fort lemjohen gates were barred and soldiers posted
to the walls. Ignvar asked to speak to
the fort’s commander, but the sergeant refused.
Rebuked, the party decides to find Sigrun’s childhood home. Near dark out, they stumble onto to the
remains of the farm. It’s comprised of
some rotting timber buildings and a few overgrown sodden structures. There’s a well, and it’s in a surprisingly
good state of repair. It will take a few
months, but the farm can be brought back to life. Wearily, our party settles in for the night
and we end the session.