The Wilds? Sure, why not.

Giant Spiders
Session 3, February 10, 2014
  • Note: Everyone, I arrived late to the game and I feel that I may have fudged some of the names. If this is the case, anyone is welcome to make corrections, thank you!

We return home after our conflicts with the bandits. After our return to Oleg’s, we find that a soldier, Kestin Garris (?) and 3 or his comrades wish to speak with us. They wish to aid us in our adventurous pursuits. We need not their aid however Raercyn is pleased to find that one of the visitors, Jhad Keveen (?) is a fellow cleric of Erastil. They converse as the party divides up our spoils and sells many of our items. Later, we discuss what we are going to do about the bandits and everyone is unsure of what approach to take, as a retaliation from our foes is sure to take place. We do know that staying at Oleg’s is the best option for the night. During the night we wake to find a piece of parchment slid under our door. We read the note, and it is John(?), wishing to speak with us. We open our door, and find him inside, clearly shaken and fatigued. When we inquire about the note, he informs us that he had a nightmare and was not able to sleep well. He feels that the unnerving dream has some significance, and goes on to describe his vision:

There is a bear which exhibits the mark of Erastil. The fearsome creature lurks in the foreground as a temple looms on the horizon.

After explaining his dream, John (?) then goes on to say that the temple is familiar and he believes it to be nearby. With discussion, we decide to find the temple and explore it.

The next morning we depart, heading southeast of Oleg’s. Rain falls upon our party, making travel all the more difficult. As we progress, we come across fallen deer. After approaching the dead animals, we notice large holes in the side of their necks. Upon further examination, the holes are determined to be fang bites, most decidedly of a spider. We also notice holes in the ground, and decide to head in the direction of the spider. Tausa sends her fox, Vis, ahead to check the forest before us. As we go forth, we see an area were the foliage is parted and a flash of color catches our eyes.

The party progresses forward and before anyone has time to react, a monstrous, spider-like creature emerges from the ground with immense speed, grabs hold of the poor fox in it’s large mandible, then disappears as quickly as it came into the depths of the earth. Unsure of what to do next, we scan our surroundings and notice a strange mound in the ground where the fox disappeared and 4 other mounds like it throughout the ground. Tausa is fearful for the fate of her companion. Most of the party decides to wait above ground for the beast to emerge once again. Bedelia knows that Vis won’t last long in the clutches of the spider and decides to go in after him. Riding forth on her horse, she audaciously plummets from the saddle into the earth and right into the spiders lair. She falls a great distance, then makes contact with the spider below, causing some pain and damage to both herself and the devilish creature. After brief confusion, the spider considers it’s attacker and drops the fox, heading for the dwarf now caught in it’s web. Bedelia manages to fight off the beast and mantain her safety for the time being

Above ground, other spiders emerge, ready to attack. Tausa takes much damage and is carried away by her horse. She and her fox are both stabilized. The party does battle. Aasinas is fearful. Despite her delicate appearance, Gwyn fights vigilantly, taking down some of the foes. Markus sings with feeling as he infects the rest of the party with inspiration and gladly places arrows into the spiders’ flesh. Morwyn also battles the monsters and deals damage of her own.

Below, Bedelia fights of her spider’s attack, then with a suggestive spell, sends him to the surface to attack his brethren. Knowing she has to escape, our dwarven comrade stuffs the fox into her pack and begins to climb. After some stumbling, she too reaches the surface and crawls out of the hole in the ground. Once she has gained her footing, she happily smacks her spider attacker back into the ground.

After some further fighting, and Marros falling to the ground in critical condition, the spiders are all defeated. Bedelia and Raercyn provide healing to the party, including the fox. Tausa is found and she too is healed. The fox his happy to be well again and back by her side. Though we are shaken, we stand strong and continue to our destination and whatever mysteries lurk in her abandoned walls…

Bandit Camp
Session 2, January 27 2014

The party eats dinner at Oleg’s, deciding what our next move should be. Eventually, everyone agrees that it would be best to travel to the bandit camp, rather than wait for them to come to us. The trip to the enemy’s nest is a 3 day journey.

We head out later and begin the trek. When we feel that we are close to the bandit camp, but not so close as to have a fire detected, we set up camp for the night. Tracks are found nearby. It is determined that the tracks belong to some type of large hoofed animal, such as a large boar. Some of the party members decide to follow the tracks to see where they lead, but later terminate their investigation for fear of wandering too far from the camp. During the journey back, they encounter Kobolds, sleeping soundly in a garden of radishes. They appear to be adolescents. Marros confronts them and they awaken. He orders them not to grab their weapons. They move, and to Marros it appears that they are reaching for their weapons anyway, so he shoots one in its head. Terrified, the other three scatter, and Marros reflexively shoots another slaying it. This action causes much debate in the group and some feel that the kill was both unnecessary and unethical. Others feel that Marros was justified, and Kobolds aren’t to be worried over. Raercyn who wasn’t present tells Marros that he acted rashly and unwisely, and should pay death benefits to the Kobolds. Marros returns and leaves five gold on the corpses of each of the slain Kobolds. Regardless, the small, boar tracking team returns to the rest of the group safely and everyone rests for the night.

In the following morning, the camp appears to have been vandalized. Comical images of a variety of beasts have been rendered on the tents. Fey are suspected to have been the culprits. For the remainder of our journey we are pranked harmlessly. Once we are nearer to the bandit camp, we regroup and formulate a plan. We must cross a large river, and the only usable bridges are either at the bandit camp, or past it. The horses cannot cross. Some of the party crosses the river and approaches the bandit camp first. The camp is well fortified and there appear to be 15 bandits in all, including their female leader. She is the ‘wild one’ Oleg spoke of. When battle begins, the rest of the party arrives, joining the fight, but has difficulty crossing the bridge. It has the appearance of missing planks, causing problems for us. Many fall victim to the illusion.

As the battle becomes more intense some, such as Marros, take a more offensive approach while others, such as Raercyn, attack from the woods. Others still provide help in the form of spells. For a small portion, the river itself proves a great enough foe. Battle ensues for quite some time; arrows are spent, healing commences and some nearly taste death, but in the end each of our fellow adventurers survive. Unfortunately, the female leader escapes. All others with the exception of one bandit perish. The captured bandit agrees to work with Oleg to help him rebuild the fort when he is freed. For now, all we have is his word. . .

*Congrats to the entire party- we have reached level 2! !

The Journey Begins
Session 1, January 13, 2014

To begin with, here is a list of our players and their characters (if anything is incorrect or misspelled, please let me know!):
Eric: Aasinas, cleric of Abadar
Llyr: Vital, human dualist
Matt: Marros, Aasimar ranger
C. Ross: Raercyn, human cleric
Chase: Gwyn Medvyed, Aasimar (muse touched)
Amanda: Tausa Luz, human witch- white fox companion: Vis
Nico: Morwyn, half-elf Aasimar paladin
Michael: Markus Canter, Bard
Cassondra: Bedelia Bulbamek, dwarven cleric

Session 1

Our company waits to be be summoned. We have all responded to a writ stating that
adventurers are needed. Introductions and small talk commences. Finally we are
approached and told that we will be clearing bandits from Oleg’s Trading Post. Oleg’s is the
last bit of civilization before the wilds. We wait a night, gathering supplies. Everyone begins
the game with 450 gold, collectively. We each own non- masterwork weapons: one melee
and one ranged. We also begin with non-masterwork armor. Everyone contributes 25 gold
for nine scrolls, which attributes 3 scrolls to each cleric.

The next day our journey begins. It is June the 3rd. We set off in weather that is both lovely and mild. After two days of travel, we arrive at Oleg’s Trading Post. Looking around, it
becomes clear that Oleg’s was once a fort of some kind, but has certainly seen better days.
The structure is worn with no door at the entrance. With some care and rennovation,
however, it may be salvageable. Oleg Lebenton greets us as we enter the fort. He is middle-
aged and as a no-nonsense type of attitude. He is clearly passionate about his career. He
asks us of our buisness and we explain that we have been hired to take care of his bandit
problem. Once he understands our duties, he explains how the bandits have been coming
every few weeks to collect money. They threaten harm if he were not to comply. Oleg is
especially concerned for his wife’s safety. The bandits have been killing nearby travellers
mercilessly and he doesn’t want her to have the same fate. We are invited in by his wife,
Svetlana, for dinner. As talk of our strategy for ridding Oleg of the bandit fiends takes place,
we cannot help but notice that, despite his own plain appearance, Oleg’s wife is extraordinarily beautiful. She certainly gains the attention of our male comrades, and even
that of some of the women as well. Svetlana prepares a stew for the company as she sings
a tune in a voice lovelier than any man, woman or songbird that I have ever heard. I readily
eat the stew. The rest of the company eventually follows suit.

After dinner, we further discuss the bandit menace with Oleg. He informs us that he does not know where they come from or where they go but he does know that they have what he calls a ‘wild woman’ in their company. We inquire further. He believes she is the leader but does not always come when the other bandits do. The bandits all appear to be human. We ask Oleg why he has not left yet, and he states that he does not want to leave his home. The price of living in the city is too high and he likes his location. After our discussion, Oleg tells us the tale of how he and his wife met. Apparently she was once an ‘entertainer’ for the Prancing Pony. Some of us know that place all too well. .

We decide that our strategy will be to wait 4 days or so for the bandits to arrive, then we will take them out once they get inside the fort. When the day arrives, we wait eagerly by the
entrance. I, Bedelia, wait inside Oleg’s home, guarding both Oleg and Svetlana. As the
bandits approach, they appear completely unaware of what awaits them inside. Once they
enter, combat begins. Taussa manages to cast a spell on one of the bandits, prohibiting him
from being able to shoot arrows. The rest of the party attacks. During battle, one band
unwillingly flees after his horse becomes spooked and flees the scene. Once he is about
300 ft away Marros, shoots him and he bleeds heavily and later dies. After some poor
moves, excellent shots and blood is spilled, all of the bandits are killed, with the exception
of two, one if which we believe to be the leader. The two alive have surrendered and we wait
for Oleg, Svetlana and Bedelia to step outside. We decide not to keep the bandits alive as
Aasinas can use the horse to find out where the bandits have come from and all of the
horrors of their crimes. We decide to allow Oleg to execute what is left of his foes. With
great feeling, he sends the remaining bandits to whatever fate awaits them beyond this

The adventurers collected the following equipment:

  • 5 Sets of leather armor
  • 1 set of studded leather armor
  • 40 arrows, which were split between Marros and Gwyn
  • 2 hand axes
  • 1 Longbow
  • 5 broken shortswords
  • Cloak with faint magical aura of abjuration. It is currently carried by Tausa Luz who seems interested in magical things.

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