The Korand Campaign

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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Cobbled Together About Places, People and Organizations Encountered by Party
General Info from 12 or 13 Sessions


Party hasn’t accomplishment much, especially since only one character has been there from the beginning. One of the players has been there from the beginning with the bard, but he changed to the Paladin to make sure the party had a Defender. It’s public but not necessarily widespread knowledge that the bard was part of the Heroes of Sern. They

  • Defeated two vagabonds that had stolen crops and the front half of a cow (leaving the rest of it behind) from their hometown village, Sern
  • Saved Sern from being devastated by an army of giant ants (even though the bard vows they were giant spiders)
  • Recently had some scuffles with local toughs and ruffians in the bad and downtrodden part of inner-Grassin, the capitol of Darsnek Principality, the northernmost Principality of Korand

The bard and his friends were apprentices to some masters in Sern who used to be an adventuring company called the Knights of Monastery Doran. Because of political reasons (nothing made entirely clear to any players or the public), the Knights were forced to settle down in Sern and take on apprentices from the village.

Monastery Doran is medium distance from Grassin following the northwest road. You’ve never traveled there and neither has anyone in the party, as people generally don’t travel the countryside without proper paperwork. Otherwise, they’re considered outlaws and liable to be arrested then deposited back home, at best.

In fact, the paladin, new player and the ranger have never left Grassin. This is the first time the bard has left Sern. The wizard has only traveled between Grassin and Sern.

People don’t travel much because of the whole paperwork/outlaw thing. Somewhat based on a mix of Medieval Europe to Colonial Massachusetts, everyday people in present-day Korand know their place and don’t generally get out of it that much. Mostly there’s just not the opportunity. Korand has been fairly peaceful except for banditry in the south and random isolated incidences with the Cult of Ghorlrixor (who are a bad bunch of mofos, generally seen as batsh*t crazy and people are advised to avoid them at all costs).

All PCs at this time are employees of Earl Klaus Haydn, but no one has met him face-to-face. They’ve only interacted with him through his secretaries in select settlements. You, the paladin and the ranger are pretty much recruits newly let out into the field. Earl Haydn has provided (or will provide in the case of you and the ranger) with a copy of the company charter for Haydn’s Defenders, any additional endorsements (there’s already a few of them indicating party member changes), signet ring and at least one loan of 500 gold crowns.

The paladin, however, has had a very good teacher and has some experience in “martial arts” during his time in taverns and dealing with a smooth-talking trouble-making friend of his. The paladin’s teacher’s name is Father Humboldt, a man who ministers to the poor and downtrodden of the South Side of Grassin.

The party has had recent pleasant interactions with Father Humboldt, and Father Humboldt has ties with Earl Haydn somewhere between medium and strong. They’re close enough that Humboldt fund raises from Haydn and lends out good men like the paladin. . .even though connecting the paladin with Earl Haydn is part of Humboldt’s mission: helping the poor and downtrodden make better situations for themselves in the world.

Other than these positive encounters with nobility, PCs haven’t interacted with nobility much. At the most, nobility has been seen from far. There are a few entrepreneurial landless nobles but most well known nobles are landowners, generally with a keep nearby some settlement owned by the landowner noble. Landed nobles can rule their land as they will, as long as they trade with the merchants that come through their villages.

Other than patrols, nobility and the very rare adventuring party, merchants are generally the only entities that travel the countryside much. They mostly travel out from their hometowns/cities,

• Selling and trading arms and armor to nobility on their way out
• Buying and trading for the local products of villages on the way back into their hometown/cities, generally the capitols of their respective Principality.

Once back home, merchants fill up again on arms and armor by trading the village products. Some of the village products and coin get taken as tax, too.

Most of the merchants take on the job as a family business. The party traveled with the Magee Family Merchant Company from Sern to Grassin but not much came of the company other than safety. Traveling for merchants is a good way to travel with protection, though. This fact stays especially true in the Northern part of Korand where there’s an unofficial understanding between the merchants and banditry. In the North, the merchants often just hand off some of their wares to the bandits to avoid any trouble. A lot of it has to do with preventing the kind of trouble that they have down in the South, where there’s almost open war between the merchants and bandits.

The party hasn’t had much interaction with organizations and power players, except for donations to the big Temple in Grassin. The Kingdom of Korand generally focuses on three divinities: Erathis, Avandra and Pelor. The temples and churches are always accepting donations. . .and donations can often help make services cheaper in the future (think of it as informal health insurance, if you will). People have the right to worship and give reverence to other generally non-evil gods.

For instance, Father Humboldt is not shy about his worshipping and meeting the calling of Bahamut. Many nobles and gentleman think he’s something of a religious nut, especially after the respectable commendations he’s received in the service of the crown, but he’s welcome to worship as he will.

Humboldt’s ministering to the poor also generally isn’t seen as anything threatening or groundbreaking, either. It’s a foreign concept to most, but Humboldt receives support from the likes of Earl Haydn and puts one person out of the running of power politics. Good for him! say many of the nobles. . .which often gets translated as a cynical, Humboldt is wasting his time but it’s one less person I have to make an enemy of.

The only real interaction with a bad or criminal organization would be the Grassin Chapter of the Thieves Guild in Korand. It is not widespread information, but one of Haydn’s secretaries has informed you that the local head of the Thieves Guild, Argus, led an odd training mission in Sern. The wizard and bard took part in destroying that operation, and through their work, learned about the trouble brewing up in Burtonham Hamlet.

Foiling the operation also revealed that Argus, who had gotten away, actually used to be part of the Knights of Monastery Doran and used to go by Bruno Cimarron in those days. He had adventured with the “retired” members of the Knights in Sern. You are instructed to keep this information hush hush among most company, however. There’s no telling what damage that kind of information could cause or how valuable it could be in the future. . ..

Monastery Doran is really the only local settlement that values freedom of movement, thought and conscience. It holds values similar to Father Humboldt, and he often sends downtrodden there for education and training to make something better of themselves. It’s run by something of a nonprofit religious organization but most everyone there are lay people who found life there better than elsewhere and have grown very committed to the place. It could be considered somewhat of a Utopia in the Kingdom.

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Onto Monastary Doran & Fighting a Rat-Filled Menace


14th Day of the 6th Month of Our 967th Year of our Kingdom Korand

6:00 AM
Party line up changes:
  • Dirk fails to shoe up at the Green Shield Inn
  • Lofgren, the ranger, added to the party by order of Earl Haydn
  • Volney Velasco, the strange one who speaks to the unseen, added to the party by order of Earl Haydn
6:40 AM
Lofgren ran to northwest gate on opposite side of Grassin to try getting the Scatterman Merchant Family Caravan but missed them by half hour. Waits for rest of party.

7:06 AM
Rest of party reaches northwest entrance. On way out, notice a patrol headed out, too. Join up with patrol who lends party some horses.

7:15 PM
After uneventful ride and day’s worth of trail rations eaten (along with two arrows of Lofgren’s used to bag a small rabbit and small squirrel), patrol and party catch up with the Scatterman Merchant Family Caravan. Whole group joins together and heads toward Monastery Doran.

9:30 PM
Caravan of patrol, merchant family and party reaches Monastery Doran [a dense population center about the size of East Lakeview/Wrigleyville area surrounded by farm land]. Groups separate and go their own ways.

Party finds an empty house and settles down to sleep. Horses sleep inside, too. Not knowing what to do with cart, they leave it outside.

15th Day of the 6th Month of Our 967th Year of our Kingdom Korand

6:00 AM
Party wakes up. After stretching out, doing morning meditations and such, party heads to the southern building of the central square they’re in to the mess hall.

Located to the north is the huge temple [comparable to a cathedral/basilica in the real world]. To the east are two other huge buildings: the Monastary administration building on the southeast and the library just to the east of the temple. A well sits in the center of the square.

Party grabs some pancakes, hash browns, bacon and milk from the serving counter. Some of the most tasty and scrumptious food they’ve ever eaten. Asking around to see who they pay, a nice young man tells them the food is free for the taking. Party inquires about Monastery. Young man tells them people come there to learn skills and knowledge. Most stay but many go out into the world to make a living, improve the Kingdom, spread skills, knowledge and word of the Monastery.

In fact, Father Humboldt from Grassin sends a lot of peasants to the Monastery.

7:00 AMish
Man comes running into mess hall. He yells, “Hear ye! Hear ye! We need some brave souls to help with a dangerous situation.”

After hearing about the situation, Lofgren, Enoch and Volney volunteer to help. Last night, giant rats dug out out from the ground into Angus Collins, the miller’s basement. Angus ran away and closed the basement door into the faces of the rats.

7:15 AM
Man led three party members to Angus Collins’. Angus re-hashes story then brings group down to basement door. Enoch readies to shoot fire as Angus readies to open the door.

Before Enoch shoots, a mousy looking man in the middle of the room yells out to stop. Enoch stops. Party interrogates man. His name is Clyde. Rats in basement somewhat his fault. He chased them up, but he was trying to get away from some really screwed up things down the hole he came up. Apparently, he had been exploring some other hole he had found in some alley way.

Party told Angus to close door behind them and not to open unless they yell out the password (Password: Kittens). Lofgren whispered password into Angus’s ear.

Party interrogates Clyde, trying to find out more about what’s down hole. Clyde can’t describe anything, just keeps repeating that it’s really screwed up down the hole.

Party tries forcing him to go down hole before them. Clyde keeps trying to convince them to let him leave, but party won’t budge. Clyde chitters, and ten giant rats charge from the shadows of barrels and shelves to attack party.

Party defeats rats and Clyde, who turns out to be a wererat. Rats and Clyde inflicted good deal of hurt onto the party. All rats dead, Clyde knocked unconscious by Lofgren.

Unfortunately, Enoch had set a barrel on fire in beginning of battle. Another barrel and a shelf have gone ablaze and are raging at end of battle.

Next challenge: put out fire!

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Fire in the Hole (Basement)!!!!


15th Day of the 6th Month of the 967th Year of our Kingdom Korand


7:16 AM
Ramtar Wolfang had retrieved his plate armor and received guidance to the Miller’s. Ramtar came running down the stairs then recoiled from the heat as he entered the room. “What in the name of Avandra?” he cursed.

Party tries all types of ways to put out fire, from Enoch shooting rays of cold onto it, dropping a barrel of flour on the fire and trying to consolidate the fuel into one pile. Fire proved too strong, however, making the room unbearable.

Even worse, Clyde the wererat regained consciousness and fled up the stairs. He slammed door on way out. The door caught fire, blocking that way out.

In the midst of the chaos, Ramtar’s backpack caught on fire. He threw it off since he wasn’t able to extinguish it by batting at it.

Everyone but Ramtar climbed down into the hole Clyde originally came up. Ramtar of the stubbornly heroic heart stayed behind, trying an idea or two. His heart of hearts couldn’t bear the fire getting further out of control, causing damage to the Monastary and hurting innocents.

As Ramtar tried to consolidate some of the burning debris into a pile, an insubstantial ball of tentacles and eyes popped out nowhere, hovering in the air. It grasped onto him with its tentacles, sending searing pain into Ramtar’s soul and mind. Flailing around, Ramtar fought back with pummeling and slashes of his sword.

The hole led the rest of the party down a tunnel about 70 feet to small tunnel with a stream running through it. Noticing Ramtar gone, Lofgren and Enoch climbed back up the tunnel. Volney sat next to the babbling stream and meditated.

Lofgren emerged into the basement first and saw the scuffle between Ramtar and the floating tentacle monster. Drawing his bow and moving closer, he missed the monster. After a few more attacks, Ramtar and Lofgren disposed of the beast. Ramtar looked pretty hurt, though.

Trying to catch his breath but only gasping in smoke, Ramtar had a flash of memory. He had heard at breakfast some inhabitants of the Monastery discuss the power of their mages and the innovation of the Monastery in the form of such things as water pumps and leather hoses that can transport water some distances.

Ramtar ran toward the hole. “Let’s get out of here!”

They scrambled down the hole.

7:20 AM
Everyone but Ramtar had made it down fine with just a few scratches and bruises. Ramtar collapsed from difficulty of climbing down the hole in plate armor, his exhaustion and the inhalation of all that smoke. Lofgren and Enoch bent down next to Ramtar, ministering to his wounds and bringing him back to consciousness.

7:25 AM
After some rest, party took a look around the tunnel where they found themselves. They were at mouth of cramped tunnel that opens next to a ten foot wide stream. On the other side of stream was a cave wall. Stream emerged from up from underneath a cave wall about twenty feet in one direction and went back underneath another cave wall about five feet in the other direction.

The path/shore basically spanned from the cave walls where the stream emerged and descended back underground. Ceiling of the tunnel about six feet tall, so tall party members have to duck and crouch.

Tunnel continued a little further past where the stream emerged from wall fifteen feet away. About seven feet past the stream, the tunnel turned about sixty degrees to the right, but you can’t see around the corner.

Lofgren takes a few steps forward, enough to get a better view of the curve in the tunnel. The curve goes for a couple feet then starts going straight. A couple feet after going straight, the tunnel takes a steep incline at about a fifty to sixty degree angle, depending on where. It’s about a fifteen foot climb.

It will require a successful athletics check to climb.

Volney whispered something unintelligible, scrunches his eyes shut. He says, “. .. five minutes of peace. . ..” then opened his eyes. Bending down to the stream, he splashes water onto his face with his hands. “Ahhh, refreshing!”

Next e-mail/sessions: How will the party get out of the rat hole?

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Mystical Party Line Up Changes & Lost in Some Caverns


15th Day of the 6th Month of the 967th Year of our Kingdom Korand


7:46 AM
Lofgren and Volney peak around the corner of a curve in the tunnel.

A floating, ectoplasmic tentacle beast and an armored man swinging a sword pops out of nowhere, battling each other. The man and party at mouth of tunnel heading up to Miller’s basement deal with the beast in short time.

Lofgren and Volney have disappeared. Armored man’s name is Eward, and he recognizes Ramtar and Enoch. They don’t recognize him. They have similar stories except Eward doesn’t remember any fire in the Miller’s basement. Ramtar and Enoch don’t remember Eward.

All of them are concerned about Lofgren disappearing. Eward doesn’t remember Volney. After confusing discussion, they agree to venture deeper into caverns. Hopefully they can find Lofgren.

7:51 AM
Three members of party follow the tunnel. It goes at such an angle that traveling 70’ forward, they’ve also descended 40’ deeper when they enter a largish cavern with stalagmites and stalactites. With just Enoch’s light spell, they have trouble seeing shape of the cavern.

Moving forward, they reach some of the stalagmites and stalactites. A dark hand reaches out of Eward’s shadow and reaches for him with its dark chill, Eward jumps out of its way. Enoch identifies the creature as a Shadow Stalker that somehow came to the mortal plane from the Shadowfell.

Shadow Stalker did some damage from within Eward’s shadow, but Eward shook off the creature’s focus. Party ganged up on the shadow and slayed it.

7:58 AM
Party searched the cavern, finding nothing too exciting. Directly across the cavern from the tunnel they came from was a pool with a tunnel awaiting twenty feet on the other side. They also found a tunnel about twenty feet to the right of the pool.

They wandered down the tunnel without an obstruction for about 100 feet when they reached a horizontal dead end. One option is to climb about twenty feet up to see what they could find.

Instead, party turned around to take chances with the pool.

8:13 AM
Pool didn’t make seeing the bottom easy. Around the edges was a ledge, though. It proved slippery, but Eward pretty much bounded along it with the barest of problems (even while wearing scale armor).

Enoch and Ramtar both tripped on their way over but grabbed onto the ledge. Enoch got back onto his feet then reached the other side without incident. Instead of standing up, Ramtar straightened his arms, inching around the ledge, his legs dangling, on his palms. Plate armor made things difficult for him, but the paladin prove victorious over the pool and ledge.

8:15 AM
Featureless tunnel that winded for about 120 feet. Party reached a finally crafted stairwell that ascended about 15 feet. Unfortunately, three green and a purple tentacle beasts awaited them. Enoch, his senses about him, identified them as otherworldly beasts from the Far Realm called Fell Taint, carnivores that find thin boundaries between worlds then sneak through them, untiringly seeking thoughts of others for food.

Ramtar, Eward and Enoch engaged the Fell Taint in a pitched fight. The green ones advanced, lashing with their tentacles. The purple stayed in back, shooting its tentacles all at once at as many of the party as it could. The party would scars on their minds, but they proved victorious over their alien foes.

IN THE MEANWHILE. . .
Lofgren and Volney don’t suspect their separation from the party. There is some confusion, however, because rest of the party doesn’t recognize Volney any longer. Lofgren and Volney also don’t know who this Milu, a rough, tough but honorable warrior is. Some confusing discussion (What, no fire in the Miller’s basement? A fire in the Miller’s basement, you say?) then decide to explore the caverns.

Some distance into the caverns, party finds a tomb with smooth stone walls, a carving of a huge stag skull with fangs on the wall and mausoleum. Party searches room. They become beset by a bunch of tentacle beasts. Lofgren and Milu find themselves in an overwhelming, pitched battle with the tentacle beasts and the rest of the party disappeared.

Knowing the two of them didn’t stand a chance against the horde of tentacle beasts, Lofgren and Milu fled into mausoleum and slammed the stone door behind them.

8:32 AM
Lofgren hears commotion outside of the mausoleum. He slides the door open, seeing the tentacle beasts fly toward the exit of the tomb. A couple of tentacle beasts notice the door open, though, and charge toward it. Lofgren draws his bow and fires.

Ramtar, Eward and Enoch get cornered at the top of the stairwell that lead to a small hallway by the Fell Taint. There’s also another stairwell ascending further up at 180 degrees the stairs they came up. The entrance to the tomb is blocked by rubble, but it can be scaled if given enough time.

Battle pitches with green Fell Taint in the tunnel and at the entrance of the mausoleum. Purple Fell Taint hover in the middle of the tomb, shooting tentacles and psychic anguish from a distance.

Lofgren goes down. One of the fell taint levitates down, latches onto Lofgren’s temples with its tentacles then starts writhing. It also turns solid. Milu stabs at the crowding Fell Taint with his spear, focusing most of his fury on the solid beast attached to Lofgren.

The three in the tunnel break through the line of Fell Taint. Eward charges into to the room. Noticing the Fell Taint focusing on the door, he charges them. Milu had dispersed the Fell Taint by the time Eward reached them.

Eward kneels down next to the battered, bruised and unconscious Lofgren. Eward commanded, “Come on, buddy, get up! Don’t give up on us. You’ve got a lot more living to do. YOU CAN DO IT!” That did it, Lofgren gritted his teeth and opened his eyes wide.

Battle ensued a little longer. Eward got knocked down. Ramtar layed hands on him and pours divine energy into the downed Warlord. Getting up, Eward psyches himself up to cause more harm to the Fell Taint.

By then, though, only one of the purple one remained. It floated up above one of the coffins, out of reach. Enoch point his finger at the ugly critter, said an indecipherable word and blasted the thing with a blue blast of magic. The Fell Taint exploded in a blast of ectoplasm.

Feeling the hurt, party took some time to rest and recover.

8:34 AM
Party debates searching the coffins and mausoleum but decide they have more interest in getting out of this place and back up to the Monastery. They ascend the stairwell just outside tomb.

Enter a large room, about 50 feet by 60 feet, with nothing too interesting except a stairwell headed up in the opposite corner, rubble on the floor and holes in the ceiling.

Curious, Enoch walks over to the other stairwell and sends his light to the top of the stairwell. Everything looks fine, so he calls to the rest of the party that it’s safe.

He spoke too soon, though. A Shadow Stalker charged down the stairwell then grabs Enoch, causing the Wizard to yell out in pain from the chill.

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Emerging from the Caverns


Battle with two Shadow Stalkers doesn’t last long even though it spans two floors of ruins. Shadow Stalkers attempt hit and run tactics on Haydn’s Defenders, but party proves too persistent and athletic. Milu and Eward even made heroic jumps over a stream.

One of the shadows had Milu in a headlock. Milu, however, brushed off the Shadow Stalker like a fly. Eward gave the shadow killing blow with sword.

Climbing up to the next level of ruins, party found a wet room, a destroyed stairwell and a hole above the stairs. Eward proved master of the rope & grapple. He tossed the hook through the hole and found grounding.

Party climbed up rope to find themselves in a largish cavern with two exits on opposite sides. First tunnel reached a dead end with a hole in the group. Party turned around.

On way toward other exit, party found an old campfire and some belt pouches. Following was found in pouches: 17 copper garns, 2 silver crons, an opaque blue stone, 2 lbs salt, 3 herbal poultices, 1 unit of rare herbs, 1 half bottle gin and two vials of clear magical liquid.

Gathering things together, party continued on and through the other exit. Short way through a tunnel, party reaches underground lake that stretches into the darkness. The path leads to the right alongside lake to an end about twenty feet from where party entered. Daylight came through ceiling above other end of path. Through the hole came a long leather tube about as big as someone putting the tips of their fingers together and palms facing each other.

Reaching end of path, party found some handholds in wall that lead up to ceiling twenty or so feet up. Mustering his strength, Eward used handholds to climb to ceiling. A couple feet away from the hole, he saw that walls that extending up from hole were made of brick. He reached up and got a handhold between the bricks with one hand. Taking a deep breath, he swung out then got a handhold on the bricks with his other arm.

Eward got himself steady and didn’t look down. With all his strength climb up through the hole. Seeing the inside of a slanted roof and a bucket hanging by a rope off a round wooden object, Eward realized he was climbing up through a well. Lugging himself up and out of the well onto a Monastery street, he saw someone in simple clothes standing next to the leather tube and staring at Eward.

Breath under control, Eward winched the bucket down to party below. Lofgren climbed up the rope with little problem. Enoch sat his ass in the bucket, and Eward winched him up. Milu stood up in the bucket, holding onto the rope, Eward winching him up.

Party got their bearings, Eward and Milu located them a few blocks northwest of the Miller’s. Party saw lines of smoke and steam arising in that direction. They ran toward it, following the leather hoses, seeing a couple pumping some device connecting parts of the hose.

A few minutes later, they reached a point a block or so from the Miller’s, finding ash and rubble arrayed before them taking up a few blocks in south, west and east. They could see humongous water humanoids smashing themselves against final persisting flames and people pointing hoses spewing water toward the ashes. Groups of people stood to the sides, sweating and pitch black from ash. A few people lie on the ground, wheezing with difficulty, whole other bodies lie on the ground, motionless, even the rise and fall of their chests absent.

The fire had destroyed a few blocks of the Monastery. People have been massively wounded and even died. . .all from a simple offensive fire spell against giant rats. What happens with Enoch and the party now?

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Meeting the Abbott & Leaving the Monastery


In last section, Ramtar not present. He had done one those disappearing acts right before fight with Shadow Stalkers. To him, party actually face 15 Shadow Stalkers. Haydn’s Defenders put up a valiant fight, but they didn’t stand a chance and fled.

They lost the Stalkers, returned to entrance of tunnels from which they came. Climbing up the rough tunnel, Ramtar kept questioning this course of action. Who in their right mind would climb into a raging inferno? To his surprise, no trace of fire in the basement.

Party went back to home where they squatted for the night to retrieve their stuff. Ramtar hadn’t left anything behind, so he went out for a little walk in the front square.

Meanwhile. . .

Enoch and Eward gawked at the destruction wrought by the fire. They hadn’t noticed that Lofgren and Milu disappeared. They also didn’t notice two patrolmen step up to them until one of the men cleared their throats. After some back and forth starting with a demand that Enoch come with them, moving to wonder at Eward wearing heavy armor and not having his good eggs then the two of them agreeing to go with men.

Patrolmen lead the two to administration building. On way there, they walked through front main square. Ramtar saw party, and they saw him. Patrolmen demanded he come with them, too. Ramtar agreed with little fanfare. Party led through administration building to office of Abbot.

Abbot’s secretary surprised to see Eward in heavy armor. Not having Eward’s great eggs disappointed the secretary, too. Secretary announces party’s presence to Abbot, who lets them in. Abbot has same reaction to Eward as everyone else in Monastery, why the armor and not the great eggs?

Party explains that Eward doesn’t seem to remember same history as rest of party about how they ended up in tunnels. Mention encountering Fell Taint underneath Monastery, and Abbot acknowledges that the Fell Taint travel between the planes and realities, sometimes bringing other entities along with them. Just to be sure, Abbot has secretary summon Eward, the chicken hand and man with great eggs, which will take little time.

Abbot asks who Ramatar and Enoch are. They show Abbot Haydn Defenders charter and signet rings, after which they also deliver scrolls from past party members’ masters, from the mayor of Sern and from Earl Haydn. Abbot looks everything over.

Get into issue about fire. Abbot hears out story. He acts understanding and acknowledges that sometimes even the best intentions can cause harm when misapplied. Besides, working for Earl Klaus Haydn goes a long way. Earl Haydn obviously sees character and potential in the party. On top of that, Abbot can’t risk getting on wrong side of Haydn.

Abbot has secretary summon Gunther Gobbles, Earl Haydn’s secretary at the Monastery. While they wait, Eward, the chicken hand, arrives. Everyone looks on in awe. Both Ewards stare at each other in shock. Abbot gets a couple dozen great eggs from the chicken hand then sends him along.

Still waiting, Abbott explains to party that they won’t be able to move freely around Monastery presently. As magnanimous as Abbot being and despite people of Monastery having learned much, gained discipline and becoming more respectful, many still ruled by emotions, anger and rage being one of them. Having party walking around risk violence. Violence between civilized people at Monastery not wanted.

Gunther Gobbles arrives, greets Abbot, becomes apprised of situation then has party come with him to his office. Explain Eward and show Gunther charter and rings. Gunther makes Eward part of Haydn’s Defenders by writing up a rider for Eward and giving Eward a signet.

Seeing party worse for wear, Gunther ready to just let them sleep in an extra room and having them on their way to Burtonham Hamlet. Gunther addressing whole matter as course of order and doesn’t show much enthusiasm.

Knowing Burtonham Hamlet is some distance away, party queries Gunther for any help equipping themselves, maybe with some horses? Eward wins Gunther over with his, at least enough to get riding horses for a 100 gold crown deposit apiece, including saddle, bridge, tack, saddle bags and about five days of feeding grains.

Everything settled, Gunther has his boy, Antonio, show them to a spare empty room to rest up. Uneventful afternoon, but party feels pretty recharged by evening and ready to head out to Burtonham Hamlet. Antonio provides them a very light meal then shows them to the stable and their leased horses.

Ramtar and Enoch follow Eward up north through back streets of Monastery. Not at all different from the Monastery that Eward knew. Really only the smell of burnt ash and the occasional whiff of smoke to the west provided indication.

By dusk, party reaches northern edge of the dense settled part of the Monastery. Farmland extend practically in every direction. No trouble at all, Eward leads Ramtar and Enoch to the road that heads north toward Burtonham Hamlet, a few days away. . ..

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Onto Hamlet Burtonham


An hour out from Monastery Doran, after going through depressing misty but unobtrusive rain, hazy cloud covering the sky, party runs into a patrol heading south.

Sizeable patrol, about six armored men on lightly armored horses, a robed man on a riding horse, a man of faith riding an armored horse with the symbol of Pelor hung around his neck and about 20 men on foot with various pole arms.

Small amount of socializing between party and patrol. Patrol headed toward Monastery to get shelter from elements. Out for many hours of wandering around, on and off the road, very uneventful. Nonetheless, those open to talking mostly young and have seen patrols as one of the few opportunities to get out of local settlement and have some variety.

Party and patrol go their separate ways.

Party continues onward north on the road, their mood weighed down by the oppressive mist. Gray skies grow black, causing difficulty for party to see well enough to continue, especially with the misty rain. They get off the path and start setting up camp.

Just as they’re pulling off saddle bags from horses, they hear horses galloping. Quick look around reveals a light coming from the south. Soon coming up the road approaches a patrol, made up of a group similar to the last one but with about half the foot soldiers. Party introduces themselves and upon learning the patrol is heading north, party joins up with them.

Patrol a little younger. Patrol coming from Burtonham Keep. Inquiry into goings on Burtonham Hamlet and robberies and disappearances don’t bring up any useful information. No one in patrol seems at all interested, saying peasants will do what they do and there’s not threat enough to get involved. Product is still being produced, enough to keep Lord Burtonham happy.

Patrolmen really happy to have chance to get out of the Hamlet. Nothing ever really exciting has happened in their lives. Last interesting thing they know about ever occurring in area was the Frog Men War that occurred two generations or so, a war sung throughout the Kingdom. Few heroic stories occurred, but many variations of songs on it as the last time the people of Korand had the chance to show glory in war.

A couple hours of traveling, the patrol says their farewells then heads out off the road to see if they could find anything to run into. Party settles for camp and gets some shut eye.



Seventeenth Day of the Sixth Month of the Korandish Calendar

Next morning, clouds have mostly cleared and sun peers down on the damp world. To the west, party can see the Western Mountain Range rise into the sky very much like some huge wall. Party has breakfast and heads out further on the road.

Very strong winds come from direction of the mountains, but into the faces of the party. It’s on the edge of cold most of the day, but at least it’s dry and some warm light breaks through the clouds. The mountains recede as the road veers to the northeast. The rest of the ride proves uneventful as the road continues onward over rolling meadows with occasional copses of trees here and there.

About seven hours later, party overtakes a ridge. A couple miles north, marshland starts and goes as far as their eyes can see. The road wends down the hill to a settlement next to the swampland. Based on everything they’ve been told, the figures they’ve reached Hamlet Burtonham, the goal of this journey, where their mission awaits.

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Burtonham Keep & Meeting the Village People


Burtonham Hamlet just south of marshes going north as far as eye can see. A river flows south from marshes through hamlet then heads to the southeast. Spanning west to east in the marsh, north of the main settlement are cranberry marshes.

Road goes down to Burtonham Hamlet then splits to northeast and northwest. The northeast branch crosses over the river with a bridge. Up a hill near the river at the bridge is Burtonham Keep.

Party walks through junction on their way to keep. It has a small cluster of buildings, the two most noticeable being a small steepled church and a small roofed area with tables underneath. At this time, just past noon, a couple men sit at one of the tables, chatting. As party walks by, one of the men looks over, shrugs then goes back to the conversation.

Guards let party into keep and call for a runner. Alfie arrives. He takes them to Gus, the notary of Burtonham Keep. Before letting them into Gus’s office, Alfie holds his hand out. Lofgren gives him a gold crown, getting an ear-to-ear grin from the boy. Boy opens the door to the notary’s office. Notary is a gruff man. He does inventory with party and notarizes it.

Party asks Alfie to take them to Lord Burtonham. Boy complies up to guards and doors to the Lord’s audience chamber. Party waits outside as Alfie runs to notify Lord of the party’s presence and desire to see if Lord will see them. Alfie comes back then puts his hand out before doing anything else. Party refuses, complains and yells a little bit. Alfie realizes no tip coming to him, so he walks away.

Guards have a small chuckle at party’s expense. Party tries to go into throne room but guards bar their way with halberds. Attempts at persuasion lead nowhere. Guards fall back on refrain that it’s the runners’ jobs and guards aren’t supposed to leave their post.

Lofgren gets so rambunctious that one of the guards whacks him with flat end of halberd. Force knocks Lofgren to ground with the wind knocked out of him. Party helps him up.

They wait for a couple hours until another runner comes along. Runner goes into audience chamber. Runner comes back with message that Lord has had his patience tried. Party can leave Burtonham Hamlet and come back tomorrow.

Party goes back down to center of Burtonham. Bunch of people under shelter, eating and chatting. Enoch approaches people and starts discussions without much luck. Village people reluctant to speak with them because they hadn’t gotten OK from Lord that they can stay in Hamlet. No matter how much party tries verbal communication, village people don’t get any friendlier.

Frustrated party takes out scrolls with messages from old adventurers stuck in Sern. Villagers present take a look at seals, mostly indifferent. One villager steps forward, Maria. She acknowledges that it comes from her uncle and asks party off to the side.

Maria reiterates that villagers not comfortable dealing with party since Lord hasn’t approved their presence in Hamlet. Countering party’s protests that they’re here to help the Hamlet in need to find stuff, Maria explains that even though the villagers want help, they don’t want to cross the nobles too much. They don’t want to ask for the nobles help, but they also don’t want to cross the nobles.

Exasperated, Maria invites party back to her house to meet her father. They arrive at her home a half hour later after taking a long way around. Party wants to look like they’re leaving the Hamlet.

Maria’s father is brother of an old adventurer in Sern. He had sent letter of his own to request help figure out where missing things going and deal with it. Things stolen started with small bits of food to bigger bits of food then small tools onto bigger tools. Most disturbing so far as been the disappearance of the Stromberg family baby.

Despite urgency of matter, though, village people still now willing to humble themselves to the nobles or cross the nobles. The cost could be so much more than getting the aid of an outside party, even in the case of losing a child.

Maria’s father allows party to stay night in their barn. Per his direction, Maria leads party to barn. Party settles in with the hay, secures the door, sets up an order for watch then get a night’s rest.

17th Day of the Sixth Month of the Korandish Calendar

Party wakes up early and stretches. Maria knocks on door to see if they’re awake then asks if they can depart their home. Family needs to start doing work, and they don’t want to attract any unwanted attention since barn doors usually open at this point.

After party gears up, Maria leads them back to the main southwest road that leads to center of Burtonham. Party heads up to keep, refreshed and ready for bureaucracy, but they reach the front gate too early. It’s closed.

Party waits a couple hours for guards to open gates and let party in. Guard calls for runner to lead party to audience room. Young girl this time. She leads party to door to audience room. Party waits as she goes in. Coming back, she reaches out hand. Enoch hands her a copper garn. She leads party to Lord Burtonham.

Lord Burtonham sits in a large wooden chair, his unimpressive middle aged body draping over chair in his fine clothing. Two sets of guards stand on each side of the throne, three to each set. Another man in unremarkable robes stands to the Lord’s left, closer than the guards. The runner introduces the party.

The Lord acts terse with party. They give him the scroll from Lord Burtonham. He scans it then has the man in robes look it over. The man robes nods his head in assent and hands the Lord a pen. The Lord signs the letter and tells the party that it will act as passport for their time in Burtonham Hamlet. They can act freely as guests, then he dismisses the party. The runner leads them out to the hall outside the audience room.

Party goes back down to shelter house at mid day. They wait around, dilly dallying the day away, only seeing a couple kids here and there passing through, practically just wearing burlap sacks, skinny but not looking unreasonably unhealthy or anything.

Awhile after the hottest part of the day, the two men the party saw yesterday under the shelter house yesterday walk up. One of them makes a crack about the party getting the runaround in the Keep yesterday. Ramtar growls then performs a mock Owlfang on a bench.

The two turn ashen, their jaws drop then they run away.

Two hours later. . .

Maria and her father arrive. They notify party that villagers disgusted and don’t want to speak with party at all. They look disgusted themselves. Having passed the message, they scamper off as best they can.

Party brainstorms to try coming up with what to do next. They don’t want to return to Earl Haydn with the big accomplishments of their mission being burning down a few square blocks of Monastery Doran then offending the peasants of Hamlet Burtonham. Party considers banditry. It might be more fulfilling than dealing with all this bureaucracy that even peasants put people through.

Ramtar glimpses the church and proposes they go in. They find a minister in it, neatening things up, burning incense and praying. Discussion of party explaining everything that has occurred. Minister lectures party on their bad behavior and how the peasants have to walk a fine line with the nobles. It’s a fragile balance of villagers trying to live independently as possible and how much it requires staying on the good side of nobles.

Sullen, minister comes back with a couple of the village people. He notifies party that he was able to calm down the village people enough to discuss the missing things and how to deal with it. Party follows minister out of the church.

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Law & Order: Korand Style


Retcon: Only Enoch leaves with the minister. Rest of party stays behind in church, having had enough of negative reception from villagers.

Enoch and minister reach shelter home where villagers gather around a campfire. A well-muscled guy in scaled mail orates to them with hopeful rhetoric. Enoch notices in front of crowd, a well-dressed woman out of place amongst the villagers.

Finding an opening in the oration, Enoch introduces himself, inspiring villagers to throw rotten vegetables at him. Well-muscled guy tries to calm them down but with little luck. Enoch uses a cantrip to make campfire flare up, causing villagers to jump back and quiet down. Well-muscled man tells villagers to remain calm and wait a little bit as he talks with Enoch.

Well-muscled man’s name is Darren, a man of Pelor. Out-of-place woman joins conversation and is named Rensca. During conversation, a mousy looking man offers Enoch’s flint & steel back to him and also provides his name, Darius, but many call him Rat. Darius introduces himself as a security professional. All three sent down by nobles from Burtonham Keep to help with investigation.

After getting acquainted, they discuss matter with minister, who does most of the conversation with villagers. Best lead gathered in discussion: the Stromberg family lost their child, so four of them head over to Stromberg family home just on the edge of the hamlet’s center.

Not too much learned at the Stromberg family home, where they also do some weaving. Rensca connected with Jill, the kidnapped baby’s mother, and helped her to grieve. After encouraging Darren to stand guard outside, Enoch and Darius explored the baby’s nursery and the ground outside the window.

From light interrogation of Dorrigan & Jill, party concluded kidnapping an outside job of some kind of non-human bandit. They left after having helped Jill let out more tears than she had since the ordeal had begun, promising to return their child and rein vengeance down onto the perpetrators.

The party returned to the church, finding the minister and Ramtar speaking in hushed tones. From Enoch heard, it had something to do with Ramtar’s compulsion to mock Owlfang the table earlier when they had difficulty with the villagers.

Minister joined the party to help go over information gathered and figure out the next step. Party decides to set up a trap: find something that will act as lure to bandits and capture one or more. Minister suggested seeing of Old Man Gruff will provide his chicken coop as lure. Party agreed to advice.

Ramtar stayed behind. Minister led party to Old Man Gruff’s and proposed scheme to Gruff. Gruff agreed. With help of the Old Man, Darius hid in chicken coop while the three others try concealing themselves; Rensca in the branches of a tree, Enoch behind the tree and Darren amongst a next door neighbor’s crops.

Nothing happened and they fell asleep.

18th Day of the Sixth Month of the Korandish Calendar: Enoch’s Birthday

Darius woke up with a sore back at around 6:30 AM and knocked on door to get let out. Rest of party woke up then got Old Man Gruff, who let out Darius.

Party conversed amongst themselves and Old Man Gruff. The trap didn’t work, so they decided that they’ll take the fight to the bandits, but where to look for them? Party asked Old Man Gruff if any caves in the area. Gruff said no caves, but he remembered play amongst some ruins during his childhood north in the marsh. Just follow the river until you can see the old crumbling chimney.

They party decided to take a look there (for the next gaming session).

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