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SessionReport

Adventurers

Character Class Description
Reedo Halfling level 1 Portly, somewhat distant and out-of-place, novice adventurer seeking riches in the big scary world. Very likeable.
Alric Fighter level 1 Tall, broad-shouldered avatar of masculinity. Obligatory horned helmet and majestic blonde mustache included.
Myst Elf level 1 Otherworldly gorgeous. Failed bard, currently dipping his toes into this “adventuring” stuff.
Richter Fighter level 1 Ugly looking figure with ruddy face, belching speech, and single tooth.
Saga-Bhoy Thief level 1 A slender man of many careers, including, but not limited to: gambling, almanac-writing, and pranking.

Richter's, Reedo's, and Alric's reports linked at the end of the post.

Thawmist 16th–20th

Having survived their harrowing trip to Rantar's keep, our band of brave adventurers spent the next five days licking their wounds. Richter the Ruddy, and his gang of opportunistic misfits—Arder & Arlic—tried to fleece the local soldiers. They did their best to set-up a game of two-up, creating noise and ruckus.

Few locals gave it a go, but quickly left after losing their hard earned silver coins. Richter “The House Always Wins” walked away with a stunning haul of 2 silver coins, 8 copper coins, and 0 new friends.

Rantar, their generous host, offered them some coin and supplies if they take care of an abandoned keep just south of his. He'd also provide them with a skilled guide, to make their jungle voyage less perilous. His scouts reported that they've witnessed some goblin activity around it, and he assumed they're trying to turn it into their new lair. Something he won't tolerate.

Arder tried to persuade our brave adventurers to ignore that offer, and pursue his treasure map instead. Alas, no matter how much he pleaded and begged, our adventurers had made their decision. Justice shall be served! For a fair share of coin, that is. Some even went so far to question the veracity of Arder's map, but that is best left forgotten.

And so our band set out on the dawn of Dewsnap 1st, led by Ibor into the thick jungle.

Interlude

“Wake up, you sloth!” a flurry of curse words and splash if ice-cold water brought Jaha back to consciousness. He found himself dressed in tattered clothes; his hands manacled to an iron ring firmly bolted to the ground. With his body covered in bruises from toe to temple—he foggily remember being beaten and dragged around—even the smallest move made him shiver from pain.

“Hey! Hey! Here! Focus on me!” a human dressed in chainmail aggressively waved their hand in front of Jaha.

“Come on, don't feint on me now. Your sun-worshipping friend is done for, fate worse than death befell him, all doing of his own. Now, I had to make hard bargains to keep you alive.”

“I know your kind has been secretly mining Lagh Anon. They will surely be happy to save one of their own! How about you write them a heartfelt plea, asking for a small donation of 800 gold coins?”

“Ay Allon dead it can not be...” the dwarf glumly stated after a long period of tangible silence.

Summoning strength from some netherplace, Jaha continued “I'm afraid I cannot oblige your request either. I have no idea about any mining at Lagh Anon nor would I help out any ruffian like yourself. But I believe it would be in your best interest to release me if you would do so kindly.”

“Oh, the audacity to speak so! After you've begged my men to spare you? This is your last chance—pen this letter, or so I swear to Harmakhis, I'll sell your hide to Kalakia herself!”

“Ay that was my own coin not a stranger as I say I do not know them. Either way, I would recommend my release as if I’m held captive or killed my allies who escaped will surely rally forces to take their revenge! You may have one our last encounter but that was due to sheer number when my friends return with a squadron of well trained fighters that number issue will be minimal and I’ve seen those thugs fight—they don’t exactly command like full soldiers.”

“Nonsense!” cracks in human's voice his uneasiness “Let's see if spending a few days with Kalakia will change your mind!”

“Just remember boy—my survival is your survival!” was the last thing Jaha shouted before being dragged into the darkness... The human wiped sweat nervously.

Dewsnap 1st–3rd

It took our adventurers two days to reach this abandoned keep Rantar spoke off. Their biggest nuisance were large insects and sharp overgrowth. Ibor knew the path as the back of his palm, ensuring their journey was as uneventful as it was. But from now on—they were on their own.

The party decided to split, with warriors making the camp with Ibor, and thief Saga-Bhoy, halfling Reedo, and elf Myst, forming a scouting party. Following their tried-and-tested methods, first fielded in the abandoned keep near Kestizar, the scouting party made cold-camp some 200 yards away from the keep. The trio took turns observing the keep during the night. And indeed, a loud noise akin to the mountain mating song, woke the up in the dark of Dewsnap 3rd.

Undeterred, Myst and Saga-Bhoy advanced under nothing but moonlight of Howla and Vanis, with brave Reedo following them some 90 feet away. From then on, they could rely on nothing but their tactile senses. And so they caressed the keep, following its curves, nooks, and crannies, trying to find the source of mysterious noise. Few grunts in the darkness were enough to send them packing. “We found out what we needed to find out!” Saga-Bhoy whispered loudly, as he retreated into the darkness gracefully.

They rejoined with the remaining adventurers just as the first rays of sunlight hit the camp. After some discussion, our band decided to circle the keep, and approach it from “behind,” i.e. the side opposite of the main entrance. This small fort was a vestigial remnant of antediluvian empire of Kelnore. That it still stood, despite its dilapidated condition, was a testament to the long fallen empire.

From the sketchbook of Richter the Ruddy:

The party cautiously advanced to the palisades. Once they were there, light-handed Saga-Bhoy scaled the walls, reaching the wall walk, and then threw others a rope. At one moment he heard a loud cracking sound to his left, almost like someone breaking a piece of wood. Perhaps that would make him run during night—but now was day! No fleeing in broad daylight!

A few turns later, and all were up. Just in time to be ambushed from multiple sides. It was only thanks to Saga-Bhoy's keen senses that wasn't a bloodshed—for he saw ugly bobbing heads before they had a chance to act.

Alric and Richter burst through the closest doors, literally sending the wood flying. There was loud noise, made by the cutlery that was stacked in front of the doors. Others tried to take a shoot at devilish creatures above them, but they were too well covered.

A slew of rocks was the response, one lodging into Arder's uncovered head. He stumbled for few steps, before falling flat on his face, the wedged rock splitting his head wide open. Two arrows flew from south-east, one lodging into Myst's leg, nearly severing it.

New round saw even more chaos-with everybody running in, except Richter, who was driven to mad rage from seeing his “boy” Arder going down in such gory way. Alric had to drag him back in, sans he ends the same way as the bearded drunkard.

Saga-Bhoy, the sharpshooter, managed to take down one of the critters hidden in the south-east tower. Alrich, Richter, and Reedo scaled the ladder, and brutalised two goblin critters. Saga-Bhoy surprised them from behind, and caught one at the far end. Myst took down another hidden bastard.

Richter had no sympathy for the surrendering goblins—he and Alric chucked one off the palisades—whilst Saga-Bhoy accidentally clubbed the other to death.

Myst, the only one who remained in the room below, noticed a large pool of transparent liquid—water?—slowly advancing towards him. That fascinated him so much he failed to notice three critters behind him.

He gently prodded the pool with the tip of his sword... Only to find it melting away with the sizzle. Myst might've been a failed bard, but his adventuring career was about to take a rather grim turn. In a blink of an eye, the liquid engulfed his feet, climbed up his sizzling sword and legs, melting away his flesh, penetrating into the very core of his being.

Richter might've wailed like a wounded seal, but the sound let out by Myst is beyond human comprehension. Perhaps another bard could find proper words for it.

Reedo took down a critter running across the courtyard with a pebble from his sling shot, an amazing feat considering all the conditions. It was the sound of horn that convinced our brave party that it's time to deploy a tactical retreat. They made sure to recover Arder's body. Myst was left behind, a pink slime in a transparent pool.

Who knows what will happen next...

Player Session Reports

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Adventurers

Character Class Description
Alric Fighter level 1 Tall, broad-shouldered avatar of masculinity. Obligatory horned helmet and majestic blonde mustache included.
Richter Fighter level 1 Ugly looking figure with ruddy face, belching speech, and single tooth.
Reedo Halfling level 1 Portly, somewhat distant and out-of-place, novice adventurer seeking riches in the big scary world. Very likeable.
Myst Elf level 1 Otherworldly gorgeous. Failed bard, currently dipping his toes into this “adventuring” stuff.
Saga-Bhoy Thief level 1 A slender man of many careers, including, but not limited to: gambling, almanac-writing, and pranking.

Reedo's, Richter's, and Alric's reports linked at the end of the post.

Thawmist 12th, Waterday

Having insulted all those that might have work for them, Richter resorted to what he knows best—getting piss drunk with locals. After an indiscriminate amount of time, he found himself with a new friend, new tattoo, and a treasure map. Nothing says “great plan” better than following a drunkards map.

Reedo managed to recruit Armar, a silver haired, pale-skinned, seasoned fighter. And so this adventuring troupe set out to recover some riches, their first stop being Weststar keep. Once again, they found that locals don't put a lot of trust in the castellan, Lord Karnalt. Even worse, it seemed like most of the force were poorly equipped peasants.

Interlude

“Praise the Sun, father!” a loud exclamation awoke Allon, his head throbbing with pain. He found himself in a simple, but serviceable bed, in a small room. He was still dressed in his clerical garments, but nor his chainmail, nor sword, were in sight.

“Sir Roenald, at your service, father. As you can see, we've taken good care of you. Although, I must disclose my great displeasure with those rag-tag bandits you were seen with!”

“Now, father, you surely understand that it took us significant effort to nurture you back. Many people tended to your wounds, salves had to be made, and I had to vacate this room! All for you.”

“Here, I took the liberty to bring a parchment and quill pen, so you can write to your temple. 300 gold coin will suffice, but we will not refuse any additional donations!”

Allon, coughing painfully, took a sip of water, followed by making the sign of the sun over his third eye. “Blessings on you Sir Roenald. May I ask where we are? And my companion, a dwarven fellow, is he safe? Is he alive?”

“Don't worry about that—you are in my care, and you are safe now.”

“Your dwarf friend is also well taken care of. He is resting in another room.”

“But, tell me something father. Why did you and your friends try to break into my home during night? That was most rude.”

“Demon!” Allon spat water at him.

“May the Radiant Death burn your hide! I shall write no letter of ransom. I came to bring law to these lands. For light burns away shadow!”

Allon's righteous rebuke took Roenald by surprise, and he fell down on his ass. Unfortunately for Allon, he was also quick to get up, and shout whilst delivering a hard-slap “So be it, father! Remember my offer as you rot away in the darkness I tried to save you from! Remember it when the rats come for you!”

Staunchly determined, Allon retreated into a Gregorian-like chanting, hoping for blessed visions from his God and praying for swift death; a miraculous immolation like those recorded in the canon scriptures of the Radiant Death.

His skin begun to crawl; tingles could be felt in the air; hope! No light came.

“All is lost, even God leaves me, in this, my darkest night.”

Two humanoid figures with rodent-like features burst into room just as Allon finished his plea. They easily overpowered him, tied him up, and put a sack on his head. He could feel being dragged and scratched. He heard a woman's voice “No, this isn't right! My father will hear about this!”

Some voices spoke common, some were just primitive grunts.There was a brief pause, a moment of respite. Alas, it did not last long. He could feel a long staircase, smell damp, fetid, air. This went on for who knows how long, until another pause came. Allon could hear wood creaking—doors perhaps?—and then a strong waft of sweet incense-like aroma. “Oh, another play-thing for me? What a wonderful gift!”

And then there was nothing but light and joy.

Thawmist 13th, Earthday

Following an uneventful day of marching through the woods, our band of adventurers set up a humble, but comfortable camp. Unlike the day, the night has proven to be most eventful.

On his night-watch Reedo heard swooshing sounds, like a leathery sail gliding through the air. That was followed by loud sounds of cracking branches. He was quick to wake everybody in the camp.

The adventurers were quick to set-up a perimeter, orienting themselves towards the dark woods whence the noise cometh from. At one moment they could hear a voluminous monstrous roar. Richter's natural response was to make as much noise as possible, banging his shield and roaring in kind. There can be only one alpha in this woods.

The party quickly spilled some oil and set it aflame, creating a firewall between themselves and incoming behemoth. “I am not paid well enough for this!” Armar shouted as a scaly wedge with yellow-glowing eyes rushed out, revealing its narrow slithery body, supported by two thick hind legs, and a pair of wide, leathery wings. Sparring no moment, it lurched itself high in the air, slamming down on Armar with all its weight.

Veteran warrior he is, he quickly tumbled to the side, resulting in the creature hitting the ground head first. There wasn't much to be celebrated, for Armar was pierced through his chest by the creature's long, muscular, tail that ends with one mean stinger.

Alric, Richter, and Arder rushed in around the creature, with the horned warrior delivering a mighty blow. Myst went the safest distance he could before peppering the flying snake with arrows. Reedo was bravely hiding in the bushes, until he had a brilliant idea of trying to pin the creatures wings with the grappling hook. Unfortunately, we did not get to see if that plan would work, for the creature flew away, roaring sheepishly; Armar still hanging on its tail.

Just as they were discussing what to do, out brave band could hear another roar, which somehow seemed even deeper and louder than the previous one. They quickly grabbed their backpacks, and made a run for it, leaving behind their other belongings.

Everything from then on was a mad dash for survival, a blur of darkness, sweat, adrenaline, and thick musk of fear. Another creature nearly took Reedo away, his beginner's luck kicking-in. Our band ran and ran through the darkness; they ran despite their muscles screaming, despite branches marking their skin, despite breaths burning their throats; they ran until the sun started to rear its wonderful head.

And then they collapsed in whatever grass looked safest.

Thawmist 14th–16th

Their rest was cut short by arrival of Saga-Bhoy. and his vocal entourage of women and children. Given the altercation between one of the fine ladies and Saga-Bhoy, it seemed like our lover-boy was better at lovin' than earnin.' Luck was on his side, for he just stumbled upon a group of adventurers seeking treasure! Beat up ones, but still, seeking treasure.

And so our adventurers kept pressing on, exhausted but determined. They'd stop at nothing, and run from everything. Their muscles were screaming, their bodies aching, but their spirit was ever strong.

Until they ran into a group of three titanic humanoids smashing a pile of rocks. Much to their horror, one of the figures turned its head to them; the hang of its large jaw revealing the lack of intelligence. “Kleetus, my friend, don't you remember me?!” Saga-Bhoy ousted. The silence was deafening. Creature turned back to its rocks, which seemed to be much more amusing than this band of squishies. Having parleyed enough, the party was quick to leave. Some claim Saga-Bhoy had a tear in the corner of his eye.

Our heroes marched through day and night, stopping only to satiate their most basic human needs. Exhaustion started seeping into their minds, fogging their judgement and critical thinking capabilities even further. It was no surprise that almost cost them their life.

Dragging themselves down the hills they've just traversed, slogging through increasingly jungle-like woods, the party was lucky to have Reedo's keen ears pick up some far noise. Exasperated party hid themselves in the foliage, whilst Reedo went on to explore... Hidden in foliage as well, of course.

Lo and behold, there was a camp of some 40-ish humans. They were engaged in violent discussions, passionately speaking of revenge, “taking back what is theirs,” and some “accursed hunchback.” Having heard enough, Reedo informed his compatriots, and they continued their march.

On the dusk of Thawmist 16th, our band finally reached Rantar's keep. Make-shift, flea-ridden beds never looked so good.

Player's Session Reports

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Adventurers

Character Class Description
Owsley Thief level 1 A rugged survivalist dressed in greens and browns carrying a special-made spear quiver.
Saga-Bhoy Thief level 1 A slender man of many careers, including, but not limited to: gambling, almanac-writing, and pranking.
Jaha Dwarf level 1 An old dwarf looking for some adventure.
Aedh the Funereal Elf level 1 Grim and spooky. His attempts to make friends mostly consist of morbid humor.
Allon Cleric level 1 Worshipper of Umannah, the Sun God, The Radiant Death. Lawful blonde goodie.
Norval Cleric level 1 Bald, old, and bee obsessed; a true evangelist of Vidmor.

Thawmist 9th, Fireday

Another day, another adventure to be had. After some back and forth the party decided to investigate the rumours of abandoned keep south-east of Kestizar. Convinced they will find numerous riches, they opted to get themselves a proper torchboy.

It didn't take them (too) long to recruit a young man of reddish skin, a true local Antilian, who was more then eager to join them. His enthusiasm was only boosted by all the generous gifts he received—a short sword, a shield, a bundle of torches, and a single gold coin.

And so they set of to find this abandoned keep. With Saga-Bhoy's innate talent of finding the right direction, and good weather, they reached a ruin consisting of two towers and a gatehouse. Since the sun started to set, they opted to hide and observe.

Lo and behold! An hour or two later a torch lights up in front of the west tower. Unfortunately, the party was too far to make who—or what—is carrying the torch. By the time they agreed on their course of action, the figure disappeared in the gatehouse.

Few rounds of back-and-forth later, adventurers decided to circle the keep, intending to figure out if there are any other entry points, or anything of a kind. Nothing of interest was notices, besides some bats on top of the east tower.

By the time they finished circling the keep, it was proper night. Which, of course meant that now is the best time to sneak in. And so they approached the doors to the western tower—which turned out to be locked! Or stuck. But that did not deter our brave adventurers, no.

Allon, the blonde worshipper of the Sun God, shook the doors with all his might! Twice! Failing both time! Resolute as always—for no wood is to stand in the righteous path of the Sun worshipper—he took to bashing in the door with his weapon.

Figuring it is a bit difficult to strike in the dark, one of the wiser members set the torch alight and passed it to Rodolf, their most enthusiastic torchbearer. Unfortunately, his enthusiasm was cut (pierced?) short by an arrow to the neck. Others, who happened to be a bit better armoured, went unscathed. Agile Saga-Bhoy was quick to safely distance himself...

Owlsey, a thievish survivalist and certified quick-thinker, picked up the torch without delay and threw it to the east. Two bow-wielding figures came into light; one was immediately shot down by the light-footed Saga-Bhoy. His actions were rewarded by four arrows, one fatally striking him.

But lady luck did not abandon the slender lover, and he managed to both stay alive and conscious. In the chaos some (unnamed) heroic adventures tried to prop-up Rodolf's corpse as an improvised tower shield, whilst Aedh managed to break open the doors—on his first try!

The attacking figure dropped back into the darkness, and no new arrows were shot at the team. Naturally, our brave adventurers decided to investigate the tower. They did not break those doors for nothing, right?

Finding another doors at the end of relatively short corridor, Norval calls Aedh to use his opening skills. Which the latter does with gusto. Doors fly open, revealing six humans pointing their bows at them.

Without any hesitation whatsoever, stout dwarf Jaha charges in, yelling and swinging his battleaxe like there is no tomorrow. Owsley throws an improvised firebomb, burning four to death. Unfortunately, he missed the one in the corner of the room—and that one did not miss Norval, downing him with an arrow. Sad buzzing noises were heard.

Unfortunately this was not the end of it. Being now in the center of the room, Jaha noticed more figures coming at them from the north, east, and west! In no time five humans with short-swords and maces surrounded him and pummeled him like there is no tomorrow. It seemed like they didn't appreciate seeing their friends burned to death.

Proving that he indeed is stout, Jaha took the beating like a champ. Trying some of that Owsley-quick thinking he offered his coin to these fine gentlemen, politely asking them to stop roughing him up so much. They kindly refuse.

By now the party realised that tactical retreat might be their soundest option, accentuated with profound exclamations like “We're all going to DIE!!!” and “Turns out there's a lot of bandits in here, huh?”

Unfortunately, both Saga-Bhoy and Jaha were badly wounded, and required help to move, making a joint escape a tad bit difficult. The former, barely conscious, managed to escape in the darkness with Owsley's help, while the latter was helped by Aedh.

Unfortunately (again), just as Jaha and Aedh were to reach the exit, floor gave in, and both were lost to the darkness. Aedh landed face first, breaking his delicate neck. Against all odds Jaha managed to survive this ordeal as well.

Allon was resolute to wait for his friends. He oiled his blade and set it aflame, and said his prayers to Umannah. Then he oiled the doorstep, and readied a fiery trap for the pursuers. Alas, he did not count on his friends taking a downward detour.

Dwarf—did I mention how stout he is?—managed to climb out of the pit, feinting just when he crawled out. Cleric tried to drag him to safety, but was caught by two bandits and beaten unconscious. He managed to set the gate aflame before fading to black...

Owlsey and Saga-Bhoy managed to find some bushes to hide in and tend their wounds. It was dark and chilly, but they decided to take their chances, and headed back to Kestizar. Somehow they made it unmolested. Except some fluttering they heard in the darkness.

Thawmist 11th, Airday

Having a full day of rest, Saga-Bhoy and Owsley set out to recruit some new adventurers:

Character Class Description
Sybil Cleric level 1 Peppy worshipper of Vicon.
Jacob Magic-user level 1 Suspiciously young-looking magic-user with a strong dislike of poisonous gases. He also happens to be missing some teeth.
Richter Fighter level 1 Ugly looking figure with ruddy face, belching speech, and single tooth.

Being a bit wiser after their last expedition, the party set out to look for some other work. They found Euphemia, a sage dressed in emerald robe with curvy purple stripes, who happened to be looking for some muscle to escort her to a cave she'd like to investigate.

Unhappy with her offer, the party promptly and repeatedly insulted her, irrevocably sabotaging this business avenue. Who knows what might they do next?

#Wilderlands #SessionReport

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Adventurers

Character Class Description
Owsley Thief level 1 A rugged survivalist dressed in greens and browns carrying a special-made spear quiver.
Saga-Bhoy Thief level 1 A slender man of many careers, including, but not limited to: gambling, almanac-writing, and pranking.
Dalkanarion Fighter level 1 A youthful specimen in full strength, full of purpose, bluster, and eagerness to prove himself.
Bunzo Halfling level 1 A stout halfling with impressive beard and non-existent moustache. Happy, boisterous, and multiple-cup winner.
Jaha Dwarf level 1 An old dwarf looking for some adventure.

Thawmist 5th, Spiritday

The party met in Kestizar, a village south-west of Antil, eager to earn some coin without breaking too much sweat. Since their arrival they've learned about several opportunities, but alas, all seemed to be too much work.

Engrossed in discussion, Dalkanarion barely noticed an offensive smelly figure crawling and drooling all over him. Without missing a beat he grabbed the figure by the wrists and inquired about its intentions. 'Twas nothing but a beggar begging for coin.

The fighter demonstrated his benevolence by paying for the beggars meal—much to the dislike of local patrons. Silver-tongued Saga-Bhoy worked his hands, dropping a coin into the beggars purse, testing his thieves' cant. No noticeable response came back.

Although innkeeper didn't have any useful rumours, he did mention that there was a wealthy merchant who was supposed to arrive days ago. Perhaps he might've been eaten by wild dogs that have been sighted recently?

And so they set out to seek this pack of wild dogs that have been terrorising fair people of Kestizar. Three hours later they found dried blood leading to thicker woods. Jaha was first to notice heat signatures in the darkness—informing his companions without delay. They immediately lowered their posture and began discussing their master plan. The play was on.

The play being Bunzo stepping up and shouting insults at the largest canine that just came within their sight. After all, he hadn't left his shire just play possum in some grass. He was promptly rewarded by being bitten so hard he felt unconscious.

Jaha and Dalkanarion stood their ground in the face of five ferocious wild dogs, dishing out—and receiving—damage as liberally as they could. Owsley and Saga-Bhoy engaged with missiles from safe distance. In fact, the former managed to skewer the large canine, fixating his corpse in a standing position.

Despite losing what seemed to be their alpha, the remaining feral dogs have not relented. They party dispatched of them in two rounds... Only to hear more barking and howling incoming from the woods.

Fighter and dwarf patched their brave halfling up, and helped him walk. They noticed another pack of dogs existing the woods, just as they made some distance. These were lead by another large canine, perhaps even larger than the first one. It approached the skewered one, bumping it with its snout multiple times.

It unleashed a gut-wrenching howl. The hunt was on.

Alas, the party was too slow, and were eventually caught by a pack of rather wild wild dogs. Saga-Bhoy, ever a fast-thinker and pranker, played his kazoo franticly, utterly confusing one of the dogs. Other party members threw their rations, much to their benefit. All but the largest dog stopped to snack.

Jaha took the brunt of the new attack, reciprocating in kind by lifting the canine and cleaving in its skull with his battleaxe. Dalkanarion then lifted its corpse and threw it at the pack chewing on the rations, whilst Owlsey set one of them on fire. Remaining dogs fled with a whimper.

Leaving Bunzo to play possum in some grass, remaining adventures followed the blood trail to a half-eaten human clad in a ridiculous leather garment full of buckles and straps. They were quick to liberate the corpse of its messenger bag, which just happened to have some gold coins and a scroll case.

Victorious and rich, they returned to Kestizar with a half-eaten corpse and dog's head. That gesture was wholly unwelcome by the local militia, and the enterprising adventures were sternly asked not to bring anymore corpses to the village.

And so the party was truly welcomed to the Barbarian Altanis.

#Wilderlands #SessionReport

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