The King's Recruits

Session 14- The Sacking of Thedanwald

Session 14: The Sacking of Thedanwald
Cast- The King’s Recruits: Sparrow/Horam, Kriv, Edran.
Rings of NPCness: Mia, Hemmingway, Nimaketh, Gareth 2.0
NPCs of note: Greyack Sparrowsong, Billy the Kid, Flintston the wererat

The night grows ever darker as the King’s Recruits plunge into the subterranean tunnels of the Underdark. Billy the Kid has promised to help navigate them through the burrows, taking shortcuts known only to the merchant caravans and locals of Thedanwald.

By midnight the party has almost reached the small fishing village but they must stop at midnight to rest the horses. While they rest, Kriv’s keen eyes spot a pair of wererats approaching in the night, riding large undead wargs. Upon their mounts each wererat appears to hold a human hostage, bound and gagged.
Horam, Kriv and Edran lead a surprise attack against the wererat scouts. Upon freeing the hostages, they discover that it is William and his sister-in-law. They had been overtaken not long after the party had encountered them the night before. Surprisingly, the settlers had not been killed outright, but rather taken hostage. William is shocked to see them on the road to Thedanwald, but is overjoyed that the King’s Recruits decided to save the village and have thus far kept Billy the Kid safe.

Horam, Kriv and Edran decide to sneak the rest of the way on foot. Mia, Nimaketh and Hemmingway stay with Baron Greyack Sparrowsong and the wagon. William, who was the local smithy of Thedanwalf offers to spend the time attempting to repair the wagon.
The party push on.

By 5am the darkness of night gives way to twilight as the three recruits near Thedanwald. The leader of the sacking, a wererat called Flintston, is positioned atop a platform, preparing a necromantic ritual. The recruits spot villagers being held nearby, as offerings for the ritual.

Just as the recruits prepare to rush the wererat necromancer, a battle begins on the edge of town. It appears that some Platnium Knights have been sent to repulse the wererats from Thedanwald. Amongst the knights are Gareth 2.0, Orik and Karli.

The diversion proves to be fortuitous, as the bulk of the undead forces are diverted to counter the Platnium Knights, leaving Flintston with only a handful of swarms and a Zombie Hulk to protect him during the ritual.

Horam, Kriv and Edran emerge from the undergrowth and begin battle against Flintston.

When Flinston is vanquished many of the undead forces fall to the ground, their necromantic energy severed. The remaining wererats are either captured or run down.
By 5:30am, Thedanwald is officially reclaimed by the King’s Recruits.

Session 13- Escort to Rovnol part 2

Session 13
Cast- The King’s Recruits: Sparrow/Horam, Hemmingway, Kriv, Mia, Edran, Nimaketh.
Rings of NPCness: Gareth 2.0
NPCs of note: Greyack Sparrowsong, Billy the Kid

The sun rises in the east as the Party comes to terms with their current predicament. The party came under attack while escorting Baron Greyack Sparrowsong to Rovnol. During the encounter, wererat magi attacked the wagon and shattered the wooden axles. With the undead swarms closing in on them, the party set to work trying to get the wagon mobile.
The party elaborately used *Nameketh*’s psionic energy to levitate the wagon and was aided by the unique levitating feathers of Greyack to raise the carriage.

At 5:30am the party gets under way again, heading north towards the Grey City aka Rovnol.

At 9:00am the party notice smoke rising in the northeast. Horam estimates that the smoke is coming from Thedanwald, a small fishing village located along the banks of Khazdon Lake. The village itself is of no military significance, but Horam deduces that by attacking the small village, vital troops would have been diverted to defend it, leaving the King’s Road and Sparrowsport vulnerable to further attacks.

By midday Honour and Steve, the carriage horses, have tired and require an extended reset to recuperate. Mia spots a valley to the east that would offer sufficient cover from any undead forces that tail the Party’s movements.

The party rests while Horam finds a raised valley outcropping that offers an idea vantage point. The horses, Nimaketh and Mia both required an unbroken extended rest. Since Horam and Edran are both creatures of the Other Realms, the Shadowfell and Fey Wild respectively, they offer to take watch.
At 2pm Edran takes second watch. While meditating, he spots some villagers running south on the King’s Road, presumably fleeing the sacking of Thedanwald. Realising that the villagers are unknowingly heading right towards approaching undead swarms, Edran uses Whispering Wind to warn the villagers and instruct them to seek shelter north at the Grey City. The bewildered villagers change direction and flee north.
At 5pm Horam spots undead creatures approaching the valley from the south. The wererats, now riding large Frankenstein-like rat mounts approach the valley, but the Party were stealthy enough to avoid detection.

At 7pm the horses are rested enough to continue the journey north.

At 8pm the Party notice torchlights ahead on the King’s Road. Wary of Wererat scouts patrolling the highway, Mia urges the horses off the road into some undergrowth to hide. As the lights approach, the figures turn out to be a human man, two females and a young boy. They are all in a terrible state of panic and are fleeing the sacking of Thedanwald.
Horam, Kriv, Hemmingway emerge from the undergrowth and speak to them, gleaning what information they can. The Wererats have been sacking the fishing village, killing the settlers and then using necromantic rituals to reanimate their corpses to reinforce their numbers.
The father, William, urges the party to make haste towards Thedanwald to save their homes.
The party try to explain that they are on a mission of great importance and are bound to Rovnol—they simply cannot detour. They also realise that with the wagon in its current state of damage, they simply cannot support the load of four extra people.
The party give William and his family what food and equipment will aid them to reach Rovnol on foot. Hemmingway, fearing for the life of the young boy, persuades William to give them Billy the Kid, so that he may at least have a chance at living. It is a teary farewell as the wagon sets off again in the night. Billy the Kid cries as the torch beared by his father disappears into the darkness. The silence of the road is then punctured screams south of them.

At 9pm, Baron Greyack, and the party all wrestle with their conscience. Thedanwald is under the baron’s realm of protection, and he cannot abide the wererats actions. However, he also realises that the party have direct instructions from the Grey City to deliver him safely, so he won’t tell them to break their orders.
The party discuss and agree to save Thedanwald, realising that the detour will be time costly and their chances of detection will increase as they near the fishing village.

Billy the Kid speaks for the first time. He knows a secret way to Thedanwald, through the Underdark. The route is known to the locals and the merchant caravans, and with luck, hopefully the wererats have not yet discovered the secret cave entrances.

The night grows ever darker as the wagon plunges into the subterranean caves and tunnels of the Underdark.

Session 12- Escort to Rovnol part 1

h1. Session 12 9/12/12

Cast- The King’s Recruits: Sparrow/Horam, Kriv, Mia, Edran, Nimaketh.
Ring of NPCness: Hemmingway, Gareth 2.0
NPCs of note: Harbourd, Greyack Sparrowsong

The King’s Recruits return to Sparrowsport upon dusk. The small village along the southern coast of Erelhor serves as the recruits’ current base of operations. The township is a buzz with activity. The Platinum Knights, local militia and irregulars are all being called to arms. Whispers and gossip suggest that there is going to be a large undead offensive.

The party quickly locates their handler, Harbourd the Dwarf. He presents the recruits with alarming news—he is going to immediately promote them to the rank of Platinum Knights. Harbourd explains that this is an unprecedented event, but right now he needs all the Platinum Knights he can get. Mission reports from an expedition in the north at Frostfall gleaned that the Wererats clans—who are allied with Mepo and his undead army—are launching a massive offensive upon Erelhor. They plan to attack several key townships simultaneously while their main objective is to kidnap Greyack Sparrowsong, the baron of Sparrowsport.

Greyack not only acts as the warden of the southern coastal realms, but the Party are told that he is a Lycanthrope. Greyack and his whole family line have the ability to turn into a golden sparrow- the sigil of their family- and the plucked golden feather of this unique animal form can bestow levitating abilities upon the holder. The wererat clans plan to kidnap Greyack and offer him as tribute to Mepo. This act will also devastate the leadership and morale of southern Erelhor armies.

Greyack meets with the party. He presents Kriv with a magical long sword, as a way of thanking him for his bravery when he previously fought marauding pirates. The baron of Sparrowsport tells the party that he must be escorted safely to Rovnol, the capital of Erelhor located in the north of the realm

The party spend the night preparing a wagon to escort Greyack. Multiple decoy wagons are also organised, with loyal soldiers volunteering to escort the decoys to lead away undead forces away from the Party.

At 1am, the party depart Sparrowsport. Three decoy carriages are deployed on other routes.
As the wagon continues to travel north they begin to hear the sounds of bones and screeching of undead animals throughout the wilderness closing in on the carriage.
At 4am, the party learn that the other decoys have been overtaken by the undead. The party are on their own and continue to race north. Mia communes with the horses, Honour and Steve, and urges them to continue at a brisk pace.
At 5am Edran spots dark shadowy mists approaching the wagon from the south. Two Wererats magically fly up to the rear of the wagon and begin launching magical bolts at the wagon axles.

With two powerful strikes (one a critical hit) the wagon axles are obliterated, causing wooden shards to fly through the air and the wagon to crashes onto the road. Nimaketh is launched from the wagon and she hits an outcrop of rocks, falling unconscious and shattering into crystal shards. Hemmingway leaps out of the carriage to aid her.
As swarms of undead rats rush from the undergrowth the battle begins. Greyack stays inside the wagon, protected by Mia and Edran as the other recruits disembark and take the fight to the wererats and swarms.

After fighting waves of undead swarms, the party has taken care of their immediate persuit. As the sun rises in the east, the party discovers with dismay that they are still two days wagon travel to Rovnol, and they have just lost their only means of outrunning the unrelenting undead swarms that are searching for them…

Session 11- Dipomacy with the Hobgoblins

Session 11
Cast- The King’s Recruits: Sparrow, Hemmingway, Mia, Kriv, Edran, Thorell, Nimaketh

The diplomatic mission with the Hobgoblin clans of Stalkwood Forest continues. In order to prepare against the undead armies growing in the north, the kingdom realm of Erelhor needs to secure an alliance with the Hobgoblin clans. The King’s Recruits spoke with Rocklef, the blind Hobgoblin who has recently been disposed as chieftain of the clans by the younger and brasher Red-Eye. He believes that a temporary truce with Red-Eye is still possible. The recruits plan to parley with Red-Eye, but they also make contingency plans to help Rocklef retake his seat, should diplomacy fail.

The recruits make a convincing case to Red-Eye, pointing out that the Undead Army poses a serious threat to hobgoblins and humans alike. Red-Eye agrees that a temporary alliance would be beneficial to the united hobgoblin clans, but he wants the Recruits to prove their trustworthiness first.
The hobgoblins have taken up residence in an ancient underground dwarven stronghold. They have been attempting to gain entrance to a vault that contains a piece of a magical dwarven weapon, a powerful relic from the ancient empires of old.

The recruits discuss and debate the possible merits and dangers of aiding the hobgoblin clans to gain possession of a segment of an ancient weapon. They begrudgingly agree to help the hobgoblins, as their mission was to ensure an alliance with the clans. However, they make future plans to help the Crown secure the other segments of the ancient weapon.

Inscribed on the vault seal is the phrase “In the fathers’ name, we protect what we have done and beg forgiveness”
The seal prevents fell and dark creatures (like the hobgoblins) from gaining access to the vault. The recruits are able to break the seal. As agreed, they hand over the relic and a compact is reached with Red-Eye.

The recruits leave the clans in peace, making their way back to Sparrowsport to report their success. Thorell leaves the party and remains with the local Elven tribes, who are recovering from the deep sleep caused by the shard crystals.

En route to Sparrowsport the Recruits encounter a Shardmind Psion called Nimaketh. Her appearance was partly responsible for the shard crystals that had previously caused the inhabitants of Stalkwood Forest to suffer intense dreams. As Shardminds are extremely rare in Erelhor, the Recruits take her with them (as an unwilling new party member/prisoner) to Sparrowsport.

When the party reach the edges of civilisation, they notice that Sparrowsport is a buzz with activity—the Undead Army has made their first move against Erelhor.

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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