Symbaroum - Total Recap!

Wrath of the Warden - session 6
Revenge is a dish best served cold

Active Player Characters: Welf, Zeke Warg (new), Demmeon, Gadramei, Aramar (new)

Introducing new Player Characters: Aramar
Zeke Warg

The friends wanted revenge. Cold steel kind of revenge. They planned and parleyed back at Welf’s shack close to the Toad’s Square not far from where Arconio had fallen and Whip been taken hostage.

The different plans were:

*Acquiring and using fire bombs for increased fire power
*Hit and run probe attacks to wear the enemy out
*Stealth attacks assassinating guards and perhaps even one or two of the veterans
*Blitzkrieg attack combined with advanced fire base position on roof tops for snipers

The players agreed on the last one and positioned Welf and Gadramei up on the roofs with line of sight towards the guards outside Serex av Attio’s house. Demmeon, Aramar and Zeke Wulf stayed around the corner waiting to charge. The plan was to wait for the guards to go on patrol leaving just one guard outside each house, except for Roia’s house that maintained a Jaakar war dog as well.

Initiative was all for the adventurers:

15+ Zeke Wulf
15- Demmeon
14+ Aramar
14- Gadramei
11 Welf
7 The Guards and Jaakar war dogs

Zeke Wulf, the brother-in-law of Welf, charged first and got a critical hit. Wham-bam two heavy blows crushed the ugly face of the thug guard. He was dead before his body hit the dusty ground. Demmeon followed suit and moved up to the door of Serex, next to Zeke Wulf. Aramar took a gamble and undertook a double-move up to the guard standing outside Kargoi av Salamos’ house to prevent him from fleeing the battlefield. No worries, however as Welf injured him severely and Aramar killed him as he tried to flee. The adventurers had taken control over the battle field and the guard + Jaakar war dog outside Roia’s house sounded the alarm and was soon joined by the patrol of two more guards and another Jaakar war dog.

Welf quickly ensured advantage yet again as he fired an arrow with critical hit through the mouth of a Jaakar instantly slaying it. Melee followed and heavy blows from Aramir, Zeke Wulf and Demmeon finally made the last guard standing flee back to Roia’s house with his Jaakar.

The adventurers had taken control of the area outside the three veterans’ adjoining houses. They started to search through Serex av Attio’s house. Lots of memorabilia from the long war against the Dark Lords. He had chosen to lead a most pious life so Welf did not find the treasure and golden coins he had hoped for. They continued to search Kargoi av Salamos’ house and found a well hidden letter (Spot Hidden -5) in a secret compartment under the mattress in his bed. The letter told the following:

Make life hard for the great sinner of Thistle Hold. Your friend, D

Welf’s player will shortly after this post his 3 main suspects of this “D” person.

In the cellar they found something even more disturbing. A woman and a girl, undead creatures, that had been dressed and taken care of as if they were still human. However they were not, and the prison cells they were contained in saved the adventurers from hateful attacks. On the floor in their cells were bloody pieces of animal meat that they had been fed. A sad painting next to their cells showed Kargoi with his wife and daughter. Apparently the same creatures now since long undead monsters.

Too be continued…

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Wrath of the Warden - session 5

The melancholic song echoed through the cave. Welf managed to pinpoint it as coming from the west. “Let’s go!” he said as he took point. Whip walked behind him and Arconio acted as a rear guard. They weren’t expecting any more lizards, but felt that it was better to be safe than sorry. After a while they found themselves on the shores of what seemed to be a huge, underground lake. “What’s that?” Whip asked and pointed towards the dark water. Just beneath the surface they saw something moving. Whip gasped as he realized it was a pale, naked human. “I’m not going in the water!” he stated.

They looked up and saw a tall cliff, about two meters from the shore. It looked like it was made out of a black crystal. Since none of them were very keen on wading across they decided to jump. Whip jumped first and managed to cling to the rock. So did Arconio. As they landed they felt a weird tingling sensation and a wave of corruption washed over Whip. Arconio managed to resist it. Whip didn’t get a chance to warn Welf before he attempted to make the jump, but did so just as the burly barbarian took to the air. Welf was so surprised he stopped in mid-air and fell into the water. The naked human almost touched him as it swam by, but Welf quickly scrambled up the cliff side to avoid contact.

When they reached the top of the cliff they found it abandoned save for a very old barbarian lady. “You must leave immediately!” the old woman croaked, “This place is not for the living!”. They explained that they meant no harm and asked her what she was doing there. Turned out that she had decided to stay behind when the rest of her clan left the tunnels where they had been living for almost two decades. “What clan would that be?” inquired Welf. “The Jezora,” she replied. The Jezora clan had been living just south of Davokar, when the Ambrians had arrived. Their chieftain Haloban refused to bow his head to the newcomers, a crime he had later been executed for. Queen Korinthia’s army showed no mercy on his clansmen and –women. There was a rumor that the chieftain’s daughter had saved some of their people, but most believed the clan has been wiped out entirely. Could it be that the remains of the Jezora clan had been living underneath Thistle Hold all this time?

The heroes promised the old crone that they would never return to the tunnels again and that they would warn others against doing so. “Tell them the tunnels are empty and utterly corrupted,” she suggested.

When they had climbed out of the sink hole, they again looked at the things they had found below. Since Anadea had a sun symbol and another reference to Prios, they figured their next step would be to visit the Sun Temple. The Prior, Father Elfeno agreed to see them. He could tell them Anadea had indeed been a novice at the temple but that she had left about a month ago. Before he could tell them anything else, he and the group were call up to the dome of the temple. As soon as he had brought them up there, he was dismissed by the old lady that emerged from behind a sun colored screen. It was very apparent that he didn’t like being brushed aside, not one bit. The old woman, who introduced herself and Deseba, listened to their tale. “You may access Anadea’s chambers,” she said, “but first I need a favor from you”.

Here follows the sad tale of Arconio’s Last Stand that can also be found on his character profile:

Arconio, Whip and Welf had been tasked by the old Lightbringer Deseba to put an end to the harassments Father Sarvola had suffered since being declared a heretic by the First Father. Arconio shared most of Sarvola’s views so it wasn’t hard for him to accept the task.

After failing to avert an attack on Father Sarvola’s Missionary Station, they managed to get a lead on a cellar where the attackers usually gathered. The front door of the building was bolted shut, but they found a back door. The first thing that met them as they broke through the door and entered the cellar was a very skilled warrior. Problem for him was that Arconio and Welf were even more skilled. When the warrior was dealt with, they investigated the room. They found a very large dining table and chairs with monogrammed seats. After discovering several journals outlining a group of noble warriors who fought in The Great War, they put two and two together and figured out that the leader behind the attacks was a Kargoi of Salamos.

Through Deseba the group got an address to where Kargoi had his residence. She could also identify the other persons behind the monograms. Two of them, Serex of Attio and Roia of Garlaka, apparently lived next door to Kargoi. Arconio and his companions went to scout the place out. Kargoi’s home was only guarded by a Jakaar roaming freely in the small garden surrounding the house. “Piece of cake,” the group thought. They planned on returning at night, pinning the Jaakar with Grasping Vines and going in through the patio door before it could warn its master.

After a well-deserved rest at Welf’s place, they returned to the street where Kargoi, Serex and Roia lived. It very quickly became clear that the trio expected something to go down. Two sentries were stationed outside each house and another two sentries patrolled the area together with two Jakaars. Since most of the guards were up front there was a small window of opportunity when the patrol was the farthest away from Kargoi’s house. Arconio, Whip and Welf timed their run well and managed to jump the fence, dash across to the patio and break open the door before the patrol arrived. The damage to the door was barely noticeable, so they figured no one would notice.

Sneaking through the dark rooms was a challenge but they managed to make it to the third room without making a sound. Arconio listened by the door and heard someone moving on the other side of the door. Very, very quietly they agree on having Whip push the door open, while the other two quickly ran through it and silenced whoever was on the other side. Execution was perfect, although it didn’t help much since Kargoi of Salamos was waiting for them, donned in full battle armor. “Contact!” the scarred veteran yelled! “They’re in my house!”

Arconio and Welf could attack once each before the guards posted outside burst open the door and joined Kargoi. Whip joined his comrades, making it a three against three fight. It wouldn’t be that ratio for very long. Roia, Serex and the remaining six guards, two of them with Jakaars, had hear Kargoi’s battle cry. Fortunately for our heroes, they were positioned in such a way that only three people or creatures could attack at the same time. Kargoi fell pretty quickly and two of the guards. Other enemies took their place. Welf took a couple of heavy hits, but Whip managed to heal him. One Jakaar fell and more of the guards did too. When Serex managed to squeeze through, seven guards and one Jakaar lay dead on the porch. The large veteran, wielding an even larger two-handed sword, was the one to turn the tide in the enemy’s favor.

Arconio survived the first hit and managed to side-step the second one. But the third time Serex swung his sword, Arconio somehow managed to trip himself up, opening himself up to a second attack. The original attack was manageable but the backswing pretty much circumvented Arconio’s shield and landed solidly on a weakened part of his armor. Arconio was dead before he hit the floor. May Prios’ light shine on him eternally!

And back to the story about the remaining members of the little, motley crew:

Arconio’s death triggered Welf’s fight or flight reflex. With Serex’ heavy two-hander still in the air, flight seemed like the best choice. Three blows later he lay unconscious on the floor, bleeding.

When first Arconio and then Welf fell, Whip realized he would be next unless he did something radical. So he dropped his sword and surrendered. “Who are you working for?” Serex asked as he and the remaining guard seized the warden. “We acted on our own,” Whip lied. “We were at the Missionary Station when your henchmen attacked and it severely angered Arconio. He shared Father Sarvola’s views on the church and on Prios”. Whip was a very poor liar, but for some reason Serex believed him. “Detain him in your cellar,” he barked at Roia. Now that Kargoi was dead, he was in command. Roia and the guards dragged Whip towards her house.

Serex kneeled at his fallen comrade and sent a prayer to Prios. Then he stood up and walked away. He must have thought Welf was dead. And he nearly was. He knocked on heaven’s gate not once, but twice, before he could muster an almost godly strength and bring himself back to life. His Recovery ability helped him regain even more of his life force. He very quickly snuck out of the house, just as Roia and her prisoner reached her house. “I can’t fight them in this weakened state,” he thought. “I must come back for him later and with friends”.

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Good Friday
On the move again!

Hi guys, we had a rough patch with several cancelled sessions due to extensive travel. We are now back on track and how to better spend Good Friday then a marathon-session in Symbaroum, Wrath of the Warden?

See you again on Friday unless the dark abominations find you before us….

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Wrath of the Warden - session 4
Lizzzardssss...

The group was ambushed by a group of 6 lizards hiding in the pool of water running through the larger cave to the North. Alaric, Welf, Demmeon, and Ganderald were all surprised. As the lizards charged full frontal Obodan was able to use his spear for a free attack and Alaric could also use a free attack as one of the lizards ran past him. Low intelligence creatures they certainly did not move in tactical maneuvers.

The fight dragged on with the lizards heavy armor 6 making it tricky to penetrate them and further more dealing damage above the pain threshold. Adding to that they had high stamina. Their razor sharp claws dealt 5 damage and Welf got beaten several times with bad defense rolls 19 and even 20 two times. He was more lucky with his armor roll maximizing 1d6+1 with a “6” for 7 defense and later 6 thus probably saving Welf’s life. As the battle prolonged and 1 and then 2 lizards fell dead to the ground, the battle was over. All 6 lizards were killed and the cave secured.

Where did Ganderald go?” asked Welf and he was certainly far away from the battle, looking out from the other end of the cave. “Well done” he complemented the adventurers and attended to their wounds carefully. Welf gave him a sour look but then let it go. Ganderald was just an observer, that was their agreement. Perhaps could the stolen loot of the necklace cure Welf’s mood.

Suddenly they heard the sound of a voice crying, or singing, in the gust of wind. But where did it come from? It sounded like a very sad voice singing it. The heroes gripped their weapons. Who would be down here singing by themselves?

We only played one scene due to an important hockey game, but I have updated the marathon sheet and will post it in the Wiki.

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Wrath of the Warden - session 3
Chapter 2 - Enter the underworld

Rounding up the aftermath of the battles to hold the line at the sinkhole, the heroes got word from Captain Marvello of the city guard. Apparently, Ordo Magica would be in charge of setting up an investigation and an expedition regarding the attack from the Underworld. This was confirmed by Kullinan af Furia as the heroes went to the Ordo Magica headquarters. “Come back 4 hours from now and you will participate in the debate of the forthcoming expedition. Your previous experience and success may be crucial to our cause.” So be it.

The battles had been fierce and the friends were resting yet again at Welf’s place. For the second time this day there was a knock on the door and a secret note. Welf’s place was certainly in the limelight.

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The note smelled of ambush but the heroes geared up and broke camp to challenge it. As they came to the alley it was indeed an ambush with six archers positioned on 2nd level higher ground for advantage (+2 attacks and +1d4 damage), and two secret doors with four onrushing troopers carrying spears and bows. Obodan and Alaric discovered one of the secret doors so the moment of surprise was certainly limited.

The fight was intense and lasted almost half our session. Whip almost got killed, stuck in the archers’ crossfire and hit with 5 arrows. But his excellent armor rolls and low damage at 4 a piece he managed to stay alive at 2 hit points. Alaric’s, Welf’s and Obodan’s heavy blows killed three enemies in just 2 rounds and the fight started to come under control. As they charged the stairs behind the secret doors to engage the archers, the fight slowed down and one enemy fled (Welf lost him in the crowds) and three surrendered.

The three surrendering thugs were interrogated and stripped of their weapons. Somebody had hired them at the shabby tavern Rosengard. They got paid 2 golden coins in advance and would pick up another 8 this midnight. The heroes decided to go there after the meeting with Ordo Magica.

The meeting at Ordo Magica included some real high brass. The Chaptermaster Cornelio, the Mistress Eufrynda, Kullinan af Furia, the Mayor Nattbäcka, and the Prior of the Black Coats, Emundi.

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Above: Kullinan af Furia, at least a hundred years old and still a power inside Ordo Magica.

The heroes were asked why they should lead the expedition? Could they name 3 arguments? Indeed they replied: 1) We hold our front by the sink hole (Arconio); 2) we have a great track record of beating abominations (Alaric and Obodan); and 3) We are better than everyone else! (Welf of course!) The deal was sealed where in the PCs promised that all goods and information found during the expedition down in the sink hole would belong to, and be retributed to, Ordo Magica. Ordo Magica would also add one person to the expedition to monitor the progress. A certain Ganderald who in turn was clear on staying in a passive role and aiding from behind the front line.

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Above: Ganderald will join the expedition to monitor the developments underground.

The leaders were keen to get the expedition going, but the heroes wanted to go to Rosengard at midnight to try and find the mastermind behind the ambush earlier. They would start their expedition at dawn. They went to Welf’s place for a make-over trying to look like thugs, adding some dirt to their clothing and torn strips of cloth to hide their heavy armor. As they entered Rosengard tavern it was empty all but for four city guards that were drinking to forget the horrors earlier. The tavern keeper was standing asleep but woke up as the heroes poured five golden coins at him. He acknowledged that a woman fitting that description hd been there yesterday night and had been sitting in the corner with a group of thugs that seemed out of her place. They talked low so he was not able to pick up any details. Dead end.

They went back to Welf’s place and finally got their good night’s sleep. At dawn they got ready and approached the sink hole. Ganderald was punctual and Captain Marvello offered them helmets with small oil burning lanterns for light. Two heavy ropes were fastened and let down the 40 meter shaft. The first rope contained Arconio-Obodan-Ganderald in said order. The second rope contained Welf-Alaric-Whip in said order. Ganderald was clear on taking the rear position.

As they landed on the rubble of all the destroyed buildings and houses that went down in the sink hole, they were very lucky with their search. They could estimate and calculate the approximate location of the tavern where they had met with Anadea yesterday noon (Intelligence and Spot checks). Arconio rolled perfect “1” for Spot. After a while they found the sign of the tavern and continuing digging now in concentrated format they found her dead bodie after a while. They also found some interesting stuff. A belt pouch containing a key of advanced craftsmanship. Not for the simple house door obviously. A medallion of a sun symbol. A golden pearl with a peculiar pattern around it. The pouch also contained a secret compartment with a note:

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Welf checked his Knowledge ability and while the writing was in fully comprehensible Ambrian, the letters had an Elven style over them. The signed name “Teara-Téana” was of Elven heritage. Welf also investigated the golden pearl and could identify it as a Stone of Thoughts, an artifact giving the bearer the possibility to use telepathy to communicate with one or more connected persons. Welf felt a sudden urge to connect to the pearl and so he did. 1d8 of corruption hit him for 6 points! Aouch! Welf were stung as his treshhold was at 5. He immediately gained 1d4 permanent corruption points and rolled for 2. (8 total as 6+2).

Welf had set up a link but someone in the other end was silent. Welf felt a sudden cold, then outright hostility. Fearing that the enemy was in the other end Welf immediately broke the link.

The friends arranged a two file marching order and continued down the sink hole and entering the dark underworld. Water was sippering down all over and they could hear and then see streams and rivers that gave life to allege and mushrooms this far underneath the surface. They ventured further and found some housing caves. Weapons of poor quality and some coins and spoils of poor wayfarers were scattered all over. Welf found a medallion of worth (120 golden coins) and quickly put it inside his vest. Ganderald didn’t see him but Alaric surely did and twinkled his eye at Welf, probably wanting half of the value later.

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There was a sudden breeze of air and sound of trickling water. “Lets go there” said Arconio. “Running water is a good sign”. They went further North and could hear a soft hissing noise. They stopped. From a pool of water in front of them, huge 5 meter lizards came at them in terrible speed. Several of the heroes were surprised! (Obodan and Alaric) This fight would be to the death!

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Watch out they are probably poisonous!” shouted Whip before commanding his weapons.

Dialogue of the session: (Alaric) “Welch, you nobleman.” (Welf) “My name is Welf, not Welch, and Im not a nobleman. Im a barbarian!” :-) LOL

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Today's session cancelled
See you in 14 days!

Unfortunately we have several players with a cold and others away on trips or working late. Tonight’s session has been cancelled and we shall see you again in 14 days.

Caligula

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The Players
Who we are

We get a lot of emails asking about the players. Some of us have been part of the group, while some are new. Here are the years of entry into the group and the games they played first as they joined:

Caligula (Fredrik Bermar) and Christer Bermar since 1984, started playing Swedish RPGs Mutant, Drakar & Demoner, Chock (Chill). Continued with American games Dungeons & Dragons, Call of Cthulhu, Twilight 2000, Runequest, Symbaroum and several others.

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Above: Caligula frowning at scared players.

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Above: Christer Bermar preparing Demmeon Kas for battle, defending Thistle Fort from invading abominations. Demmeon leads our experience point marathon table. In the background Olof Bjärkvall who plays Welf Echter. Welf has his bow nocked and ready at all times.

Mats Georgson since 2007 when he joined our D&D Red Hand of Doom campaign. Continued with Call of Cthulhu.

Tomas Arfert since 2010 when he joined our D&D City of the Spider Queen campaign, and later Symbaroum.

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Above: Sitting from left, Michael Patocka who plays Obodan, and Tomas Arfert who plays Lothar Krak. Standing behind them is Michal Burda who plays Noname.

Lloyd Baltz and Malte Mossberg since 2010 started with Call of Cthulhu and Mutant. They are not part of the Symbaroum group however (please follow our other thread here on Obsidian Portal: Horror on the Orient Express – Total Recap!)

Henric Lau Ericsson since 2013, started with D&D City of the Spider Queen and Call of Cthulhu.

Michal Burda and Michael Patocka since 2015 with Symbaroum and Call of Cthulhu.

Olof, Krister P, Magnus och Mike sen 2016 with Symbaroum and Call of Cthulhu. (Mike only plays CoC, and Krister P and Olof focus on Symbaroum currently but might participate in CoC further ahead.)

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Above: Tomas Arfert (Lothar Krak) and new player Magnus Saletti preparing a new player character.

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Above: Olof Bjärkvall who plays Welf Echter, and Michael Patocka who plays Obodan.

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Above: Magnus Saletti struggles with creating his first ever player character for Symbaroum, while “would-be” mentor Krister Persson is busy looking at naked girls in his mobile.

All sessions are duly crowned with great ale from Monks Porterhouse at Munkbron 11 in Stockholm Old Town. This winter we feast on cherry ale.

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Feel free to joins us, Tuesday evenings at Monks!

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Experience points
Demmeon Kas takes the lead!

We track Experience Points according to rules and we post adventure and accumulated points continuously at the Wiki here. But I also wanted to post my Pdf chart with points so far after Act 1 in the Wrath of the Warden and the accumulated total. Demmeon Kas keeps the lead with Itacha Bold in 2nd place feeling the heat from 3rd placed Obodan who is now only one point after.

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Wrath of the Warden - session 2
Hold your front!

The abominations kept coming wave after wave and several civilians were butchered like sheep. There seemed to be a pause in the assault and more and more guards came rushing in to hold the lines. Carpenters and handymen tried to raise a make-do palisade of carts, loose timber and casks. Captain Marvello issued orders and directed the militia. Noname had return from his venture down in the sink hole and had bad news. “There are loads of them and they are heading up towards us.”

Captain Marvello displaced the troops and fighting-able civilians as well as he could with each group assigned a frontal segment. “I will give you one of the central fronts towards the sink hole. It covers two main roads into the town centre. It is absolutely crucial that you hold your front. Good luck!

(Here I drew a battle map with a frontal section of about 25-30 meters that the PCs were to hold, or lose the scene. I also measured how fast they could defeat the enemy for strategic benefits or punishment later on).

Some of the PCs from last session took up positions elsewhere in the town (players could not make the session) and we were down to 5 PCs now: Demmeon Kas, Gadramei Rae, Welf Echter, Lothar Krak and Cirana.

Again waves of abominations came charging in. The first contained 4 beasts, 4 warriors and 1 guard elite. The players rolled several 1s here and the fight was over in just a couple of rounds. Demmeon took some heavy beating again and was poisoned and down at 1 hitpoint. He managed to apply healing potion before the poison killed him. The PCs were greatly helped by the fact that all of them except for Lothar was ahead of the enemy in initiative:

15 Demmeon
14 Gadramei
13 Cirana
11 Welf
10 Warriors
10 Lothar
10 Beasts
10 Guard Elite

The PCs held their front and Captain Marvello asked them to hunt down a group of abominations that had broken through another front. The PCs tracked them down to a deserted house and positioned themselves just outside as the abominations came charging in two waves.

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The first one consisted of 8 beasts that were hacked down pretty quickly. The second wave consisted of 3 warriors, 1 guard elite and 1 spell caster. Gadramei used “Domination” to take control over the Guard Elite and the fight was over when Welf could attack the spell caster behind the enemy lines.

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Above: Welf Echter tracking the abominations.

As the situation momentarily looked to stabilize they returned to the sink hole and the palisades was almost complete. Something was making a crawling noise down in the sink hole and fearing further attacks guards and militia drew their swords and spears, and loaded their crossbows. The PCs sneaked closer to peak through holes in the palisades. A horrifying creature with a teeth and jaw like a monster and wings like that of a bat, screamed in a terrible high pitch voice and disappeared into the dark bottom of the pit no more to be seen… Welf tried to take a shot with his bow but rolled for a miss.

Captain Marvello thanked the heroes for their heroic defense of Thistle Fort and gave them permission to come and go as they pleased. Otherwise from now on only those with written permission would be allowed access to the sink hole.

Here was also Eufrynda from Ordo Magica who taled to the adventurers and again thanked them. She told them that Mayor Nattbäcka probably would ask Ordo Magica to investigate what happened here and the PCs might be asked to help.

And what about the witches waiting outside by the treeline? They were not granted permission to enter Thistle Fort and nobody has seen them since. And what about Anadea? Unfortunatey the tavern where she was waiting for the adventurers was in this very area that collapsed into the sinkhole. She must surely have been killed. Or….?

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Here is Act 1 completed out of 3 acts. We will be back in 14 days with high voltage adventure!

To be continued….

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Wrath of the Warden - Part 1 of the Throne of Thorns campaign
Session 1

What a session we had kicking off the 1st part of the Throne of Thorns campaign, Wrath of the Warden. 8 players and 3 spectators! New record for the group. We met as usual in the old cellar caves of Monks Porthouse in the Old Town in Stockholm. A fantastic venue for roleplaying games. (see pics in separate post after this one)

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Thistle Fort

Some months had passed since the adventurers returned successfully to Thistle Fort with three rescued survivors from Ordo Magikas lost expedition. They were hailed as heroes by the arcane suitors and their names whispered around the taverns of the town. Pass time was getting boring despite the free booze, food and lustrous women that could be found in Welf Echter’s new 500 gold coin apartment. One of the chests he recovered from the tomb in Davokar had contained 700 glimmering gold pieces and the 200 remaining were burnt fast on life’s material pleasure.

A sudden light knock woke them up from their slumber. Welf moved slowly towards the door thinking no more guests please. As he opened there was a small black-elf girl there with a dirty face. Trying shyly to bow as she handed over a letter and with the other hand trying to ask for some coins. Welf was kind at heart and gave the little girl 2 gold coins. Small tears ran down her cheek as she disappeared out on the streets.

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Above: Black-elf girl delivering the letter

Welf immediately opened the letter.

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He smiled at the opportunity to new adventure. “Put down your mead and grip your weapons. They call us yet for more adventure and we will head their call!”

With him was Demmeon Kas, the silent hooligan who you would not like to meet on the other side of the fence. There was Gadramei Lac, an arcane power house almost as silent as… Noname, not only no name but no history as his background was as shredded in the dark as his paths away from the group. Arconio, the doubtful man of God who at times would find his religious power and fervor. Obodan the mighty barbarian never hesitated on more adventure and treasures. And last but not least Krak, “the child murderer”, who fought until the last breath and last drop of blood at any given situation.

Arconio
Gadramei Lac
Welf Echter
Demeon Kaaz
Odoban of Yedesa tribe

The adventurers went in haste to the tavern and met with an Ambrian woman by the name of
Anadea.

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She had a very important mission for the adventurers but she needed to know more about their experience fighting the dark powers. She seemed pleased with their answers and continued to tell them that they only had 5 days to complete this very dangerous mission. As Demmeon was about to follow up with questions, the bells ring all over Thistle Fort. Anadea looked seriously troubled. “The bells… The Elves are here!”

Outside the tavern was terrible locomotion as soldiers and guards ran to their battle stations and civilians panicked and stomped each other and carts with goods fell over, children crying, and cattle running on wild. The bells were only to be sounded if war or imminent threat was upon Thistle Hold. The adventurers took off and promised to return to Anadea immediately after.

As they approached the Northern gate, Captain Marvello was there furiously manning the battle stations. There just out of the woods came two gigantic Colossals each with a witch riding it. “We don’t know what the witches want, but they never behave like this” he shouted. “I need a task force right now to meet them and see what they want!” He drafted Arconio and Welf Echter for the group of 10.

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They approached the witches and parleyed. Welf translated as he spoke barbarian. When asked why they were approaching Thistle Fort they answered with a question: “Has the well spoken?”. Neither Welf nor anyone else in the 10-man task force understood what they meant. “That you do not understand speaks plenty” the witches carried on. “The master witch fears there is a major corruption source deep inside Thistle Fort. Be warned.” The witches asked permission to enter the town but Captain Marvel said that was not possible until Mayor Nattbäcka could allow for it. The witches agreed to wait by the tree line and the group of 10 returned inside the town.

Captain Marvello went in haste to the Mayor’s residence and ordered a sergeant to take command over the Northern gate. The adventurers stayed on by the gate as well, some taking up key positions on roofs for line of sight.

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Then suddenly an immense bang, a thunder of metall like giant balls hitting each other. People were knocked down on the dirt ground, some had blood coming out of their ears and noses obvious tissue damage, others were disorientated, hazed by the sound wave. Then there was a following enormous noise as if entire buildings were crushed and destroyed. A huge pillar of smoke and dust rose from a block not far away. The adventurers were quick on their heels and what they saw terrified them.

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Just three blocks away from the Northern gate, an entire block had disappeared sinking about 50 meters into a hole. That very same block where they just recently had a meeting with Anadea. Noname mentioned it to the others. “She can’t have survived that, but let us investigate anyway” said Obodan.

Out of the smoke and dust came several abominations rushing out. The first wave contained 7 beasts and 2 warriors. The beasts were not prone to tactical maneuvers but rather attacked anyone they could lay their crooked, sword like arms at. They caused attacks of opportunity frequently and hence could be cut down pretty easily. The warriors however were more human like and agile in moving around the battle field. They wore protective armor.

The adventurers won this first fight pretty easy but picked up a couple of hits. Then there was a second wave. This time 7 beasts and 6 warriors. This was certainly challenging as the warriors maneuvered and flanked Obodan and Demmeon. Demmeon got several hits and went down on 0 hit points. Arconio and Obodan also got several hits and Arconio was down at 4 hit points but regained some through his divine powers. Noname escaped the fight (again) and snuck down into the sink hole trying to investigate. Down there he saw another group of abominations heading for the surface. Quickly he returned up to his friends: “We have more incoming!”.

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Where the hell is Captain Marvello and the guards?”, shouted several of the adventurers. Most were still in shock but several citizens gathered side by side with the adventurers to fight the monsters off. There was even an old lady with a broom. A man with his child. Three brothers and Templárs, Leohan, Hen-Loan, and Venhal of Mekele came rushing in securing one of the flanks for the adventurers. “WE will fight by your side!” they shouted proudly.

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More guards kept coming but also abominations and the adventurers were ordered to hold their ground. Captain Marvello could now be seen and heard at a distance: “No retreat no surrender or Thistle Fort will fall!”

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As the adventurers cut down also the second wave of abominations they again heard that clicking sound of the monsters arms scratching the ground. This was only the beginning and there was plenty more to come…

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To be continued tomorrow…

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