Valley of Nyrandra

Group 1 Session 1
Welcome to the Valley

Evangeline is tasked with finding the farmer's missing sons. She has the help of T'kari – somewhat unwilling help (Evangeline is basically T'kari parole officer/guard). They go to the local tavern and recruit Bla'noc and Nimblenod for the quest.

The last known location of the boys was near the mining camp, so the team head in that direction. A random encounter or two later and they arrive at the mining camp. Evidence suggests they went into the mine itself, so the adventurers enter the mine. They come across and battle goblins in a side passage. Once victorious, they move further into the mine finding roaming goblins as they go. They turn a corner and find the largest group of goblins yet.

While they are fighting the goblins, they notice a gnome guarding what looks like the boys in the back of the corridor. They push further closer to the gnome and Bla'noc takes a shot with his crossbow but trips on a corpse as he fires. The bolt misses the gnome completely and instead embeds itself into one of the boys' chests. In anger and frustration the group finish off the remaining goblins and the gnome to rescue the boys. The boy with the bolt in his chest was unfortunately dead.

The group picked up the boys and carried them back to the farm to deliver them to their father. Stricken with grief but glad his sons were returned to him he allows the group to stay the night.

- End of Session - 

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Group 2 Session 1

Orion is sent to find a missing worker from the lumber camp. He recruits Nimblenom, Myscha, and Balasyr in the tavern to help him with his mission. The group heads to the lumber camp to collect more info. They encounter no resistance on the way to the camp.

They meet with the camp's foreman and find out that the missing worker is actually the assistant foreman, Osgood. He was last seen walking into the woods and has been missing for 3 days. The group learns that no one thought anything of it because a lot of the workers go into the woods on break to relax. The party talks to the last person to see Osgood and get the general direction he was headed.

Going into the woods, the team eventually find a trail that appears to belong to a human – maybe or maybe not Osgood's. They decide to follow the trail as they had no other decent leads. After a while the group is fired on by a couple elves. Once the elves are defeated, the party decides to make camp for the night. Luckily for the group, there are no problems during the night and they awake to continue their quest refreshed.

They travel for the rest of the day. As the sky darkens, the start to hear distant sounds. They become more cautious as the move towards the source of the sounds. As they get closer, they make out voices and see small wisks of smoke rising into the sky. By this time, it is dark. They get to the edge of a clearing and are amazed at what they see – a large wooden outpost/fortress. The sneak around to survey the area and find a small campfire near the edge of the clearing with 2 guards – a gnome and a human. They take out the human and knock out the gnome. They drag the gnome into the forest to question him.

Eventually, the gnome spins a tale about the Magistrate of Nyrandra clear-cutting the forest for some evil purpose, and that the outpost was setup by good folk to hinder and hopefully stop the Magistrate. The group learns that Osgood is indeed in the outpost – as a member. They untie the gnome and follow him into the camp. At first, the other members are upset at the party for killing their scouting party but eventually the group is able to calm them down. Osgood tells the group that the lumber camp foreman is the right-hand man of the magistrate and is not to be trusted. They also learn that the barkeep and farmer are part of the resistance and would help the party if they sought it.

The group is also told that there is a plan to attack the lumber camp and town. This is something that the party cannot allow but are willing to work with the resistance to find a more peaceful or covert way of stopping the magistrate. They are able to persuade the resistance to postpone the attack until the party can investigate further.

The following morning, the party sets off back to town with Osgood's knife – a "Proof of Death" for the Magistrate and lumber camp foreman – and a medallion to prove their loyalty to the locals. They spin the tale of doom for the magistrate and foreman and are rewarded for their work. The party then head to the tavern to make contact with the barkeep.

Inside the tavern, Myscha distracts the patrons by dancing on one of the tables while Orion discretely flashes the medallion to the barkeep. The barkeep tells Orion to meet him in the cottage next door. The barkeep's assistant takes over while the barkeep goes in the back room. Orion gathers the group and they leave the tavern. They go to the cottage next door where the barkeep has the door open for them to enter. He shows them a hatch under the bed and tells them that it leads to a basement under the tavern that is also a makeshift armory. He then tells them to head out to the farm and talk to the farmer.

The group heads out to the farm and meets with the farmer. The farmer tells them about his sons being kidnapped by goblins in the mine and that he believes the Magistrate is behind it. He also explains that a group, sent by the Magistrate, tried to rescue his sons and was semi-successful as one of his sons was killed in the battle with the goblins.

- Session End –

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Group 2 Session 2

The group discusses ways of changing the planned attack. They decide they should get the barkeep's ideas as he is more in tune with the goings-on in town. They decide to head into town in the morning and meet with him. Nimblenom takes first watch – even though they are in "safe" territory they intend to stay that way.

Before the second candle tick, the farmer runs into the room shouting that the tavern is on fire. The group quickly jumps up and runs out of the house. The farmer's son brings up horses for the group. They ride hard toward town. Their horses are spooked when they get near the crossroads by a band of kobolds. The party dismounts and attacks. The sounds of battle attract a couple rat swarms as well. The kobold's are quickly dispatched but the rats take a bit more effort. They're eventually defeated as well and the group collects their horses and continue the race into town.

When they arrive, the only thing left of the tavern is a great ring of debris surrounding a crater – still smoldering. They make their way through the crowd and find some paladins from the temple. They learn that there was a loud boom when the fire started but that that was the only thing anyone had seen or heard. The group then rushes over to the cottage next door which is still in tact.

They arrive to find the door bashed in and the contents tossed. The trap door was open. Myscha goes down the ladder and finds the passage way below to be caved in with no other clues as to what caused the fire or the whereabouts of the barkeep. The party then searches outside and find two pair of tracks heading off toward the forest. They follow them into the night.

- Session End -

(Short session because it was a refresher since the last session was months ago.) 

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