Touch of Fey

"Drakehaven"
Game 021 (5/5/13)

DrakehavenBridgeSM.jpg

Archmage 29 – Lord Bronin sends a letter of apology to Sir Gregory and invites him back into the Council. The Council meets and discusses the rights of the Council and the authority of the Lord over it.

Archmage 30 – Administration of the Kingdom

Sundawn 1 – A vigil is held for Lady Lili and the women who died in the coven attack.

Sundawn 2 – Bronin asks a small group to investigate a mysterious “barn” mentioned by the wildlanders from the Company of the Star. Traveling to a lumber development about a day’s ride south of Knight’s Keep, the group soon learns that a score of wildlanders weathered the storm in one of their storage barns. A mysterious blood pool is found within, but no body.
Sundawn 4 – A lumber skiff is arranged to assist searching the banks of the Tuskwater downriver from the lumber operation. During the search, Simon directs the skiff to the Vesket’s lizardfolk settlement and enlists their aid in searching the river for a body.

Sundawn 5 – The search party arrives at the southern ford where Loy Resbin and Latricia Evanore have formed a camp and recruited a few dozen others to help them restore the old Empire Bridge and found a community around the site. As they arrive, they notice a blank green flag flying over the camp, and when speaking to Latricia, Simon notices an illustration of a tatzlewyrm among the excavation and site documents in her tent. Latricia explains that it was one suggestion the community has offered as a symbol they might one day use as their local flag. When asked who drew the tatlzewyrm, they are introduced to Emraeli, a forlorn, yet kindly elven woman who is a freed Talon from the Kor Empire, and talented magical diviner. Once a local resident a few centuries back, Emraeli returned to her home looking to establish a library.

As evening approaches, Lord Bronin rides into camp with news – Arven the Fisherman, whose wife was one of the victims of the coven, recalled that she was visited by a prostitute named Faelin a few times shortly before the cult was exposed, and once asked Arven himself about the logging developments to the south of Knight’s Keep. Arven heard that Faelin was suddenly missing from the city, and reported it to Bronin. With a description of Faelin in hand, the group investigates further and are told by Loy that he saw a woman of Faelin’s description enter the camp three nights previous. The group asks Emraeli to help seek Faelin with her magic. She does so, and explains that the woman rides with a group of wildlanders somewhere along the old Empire Road. Giving chase is discussed, with some hesitant to cross the border into the lands of Baron Drelev for fear of creating in incident. The group decides to wait a day, hoping to flag down a boat to speed them downriver.

Sundawn 6 – No boats arrive and Bronin calls off pursuit. The group returns to Knight’s Keep. Funds and resources are assigned to assist Loy and Letricia complete the bridge across the Tuskwater at the tatzlewyrm ford.
Sundawn 7 – Sundawn 30 Lord Bronin and his Council dedicate time to managing the Nation of Syradel.
Terran 1 – Terran 30 Lord Bronin and his Council dedicate time to managing the Nation of Syradel. The Town of Drakehaven is founded on the site of the tatzlewyrm ford.

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"Lost Boys"
Game 020 (04/14/13)

Tig the mighty

Archmage 25 – Night

Bronin gathers his council and asks them individually if they think they hold some responsibility for the coven of witches and Lili’s death. Those who deny responsibility are asked to leave. Sir Gregory is one of these, and takes offense at being dismissed. After a short discussion with those who remained, Bronin asks the others back inside, but learns that Gregory has already left the keep. A messenger later finds him at Armaki’s Inn of the Holy Bottle, but Gregory refuses the return.

Archmage 26
Bronin calls the citizens of Knight’s Keep to a meeting at the Town Hall where he attempts to garner support and improve moral, but his unprepared speech is not well received. As the meeting ends Tig’s mother approaches Bronin and the council asking after Tig, who has gone missing again. Bronin, Gregory, Simon, and the Professor set out to find him. Asking around town Gregory learns from a stableboy that Tig left town to hunt werewolves dressed in furs taken from inn patrons. Following tracks and educated guesses they eventually find one of Tig’s footprints among a group of lizardfolk, whom are tracked back to their savage village southwest down the Tuskwater.

Archmage 27
At the gates they confront the lizardfolk, learn they found and captured Tig, and that their leader, King Vesket, plans to sacrifice him to an unknown diety called Stisshak. When Vesket emerges from one of their crude huts, he threatens the group and a battle ensues. As the Lizardfolk fall, the false diety Stisshak appears and is recognized as a will o’ wisp. Though it nearly kills Gregory, the group manages to defeat the evil creature, rescue Tig, and convince Vesket to accept Bronin’s authority. On the ride back Tig reveals that a few swigs from a Lord Bronin was the reason for his truancy, casting suspicion on the Professor for having spiked drinks at the Holy Bottle.

Archmage 28
Returning to Knight’s Keep with Tig gains a small measure of trust back from the citizens, but other issues rise in the form of a deligation from the Ascari awaiting Bronin as he rides back into the keep. With them are his sister Calistra, and mother Aliandra, who immediately takes Bronin aside for a scathing lecture about his failings as the Chartered Lord. Throughout the ordeal Bronin maintains his composure, attempting to appear strong and unshaken in his resolve.

Later, Bronin approaches Sir Gregory at the Holy Bottle for a private discussion, but a public argument ensues, reigniting old grievances and leading to Gregory’s official departure from the council.

Eager to fill the vacancy in his council, Bronin offers the position to his sister Calistra, who declines on the advice of their mother. Bronin then approaches the inkeeper Armaki, but he declines it for fear of upsetting the people.

That evening, a few members of the council meet to discuss the turn of recent events, their responsibilities, and the current balance of power in Syradel.

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"The Coven of Cegilune"
Game 019 (1/11/13)

Witch snow mod

Archmage 18 Snow falls on Knight’s Keep. The Professor arranges with Dozor to have a sample of troll’s blood sent to Rhynis at Oleg’s Trading Post. While talking to Dozor, he is informed that a female elf named Shian came to him asking for alchemical components similar to those used by the Professor himself. Following up on the curious visitors, the Professor discovers they stayed at Armaki’s near the beginning of the month. Having received a cold welcome from Lili upon his return to Knight’s Keep, he becomes annoyed when she seems to be avoiding him in favor of spending time with the women watching over Goody Niska. Visiting Simon’s cottage where Goody is being tended to, he is given a cold reception from Elva, who challenges his authority over Goody and women in general. Lili attempts the same, but is cowed by Bronin’s harsh tone and returns defeated to the keep with him.

Archmage 19-20 Snow falls. Rest and Administration. Further effots by Bronin to chastise and discipline Lili come to mixed results over the next few days.

Archmage 21 The Professor is informed by letter from Armaki of the arrival of the strange elves reported by Dozor. Making his way to the Holy Bottle, the Professor seeks them out and introduces himself. He learns they are Captain Vanadir Arideth and Adept Shian Telgalad – members of the Company of the Star. Claiming to be on a recruiting mission in the area, they travel with two Wildlander barbarians named Orik and Doyle – guides and soldiers in the company familiar with the Feralwood. Shian reveals a surprising knowledge of alchemy, as well as an interest in magic items found the region, particularly a crystal sphere she calls a “map”. Bearing a resemblance to the elemental gem found near Arven’s Fishing hole, the Professor brings them to Simon to examine it but say that it is not what they are looking for. Being helpful, Simon suggests they seek out the dryad Tiressia, who might know more about such things in the region. Eventually Gaiar is informed of the elves’ presence in town and arrives at the Inn to investigate as well, but upon seeing them quickly withdraws. His odd behavior is witnessed by Gregory, and when confronted Gaiar explains that they are his people, but until he knows what side of an old political conflict they stand on, as well as their current intentions, he will not reveal himself to them. His suggestion to “borrow” some of their possessions for examination is rebuffed by Gregory as theft, and a resolution for the situation comes to an impasse. Tig is sent to spy on the elves, but cannot understand their language. The professor, under the effects of an invisibility extract, does likewise to better results, learning that they are wary of the attention they’ve attracted, concerned about the stability of their wildlander companions, wish to move on as soon as the storm breaks, and mention a “barn” somewhere.

Archmage 22-23 A blizzard snows in Knight’s Keep.

Archmage 24 The blizzard continues. With the help of the Professor and Tig, Gaiar manages to slip the Wildlanders a Lord Bender, which sends them into a deadly game of archery involving teeth, and knife manipulation involving fingers. They survive the experience, but are heavily bandaged the morning after. Tig, having stolen a few swallows of the feywine-spiked ale as well, goes missing.

Archmage 25 The blizzard continues. Goody Niska goes into labor at Simon’s cottage. Elva brings a group of women to assist in the birth, but suddenly attacks Simon with another mysterious woman, both using clerical magic. Simon barely manages to escape and make his way to the Holy Bottle for backup, finding Sir Gregory and Gaiar there. Sending Gaiar to the Keep for more reinforcements, Simon and Gregory return to the cottage where they are confronted by Elva leading a handful of poorly armed local townswomen including a young prostitute named Luna, a crippled old widow named Agatha, and Arven the fisherman’s wife Magda. As Simon and Gregory force their way through the women, a very bloody and disheveled Goody Niska emerges from the back room and begins using powerful witchcraft upon the two men. The two manage to hold out long enough for Gaiar to arrive with Bronin and the Professor, and with their combined skill Elva and Goody are quickly defeated. Lili is found murdered in the back room along with a living newborn baby girl. The last member of the coven, the mysterious woman who attacked Simon with Elva, is tracked through the storm to the shore of Lake Tuskwater, where the markings of a boat are discovered leading to the icy water.

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"A Circle of Women"
Game 018 (1/1/13)

Reaper 21-28 Administrative duties. Bronin awards 4 out of 5 of the Mionnfhainne (Oath Rings) to a few of his sworn men (Kesten, Gregory, Clyburn, and Tremal). At the suggestion of Tremal, Bronin meets with Loy and Letricia about developing the ruined waypoint where the Old Empire Road once crossed the Seelie River and the Tatzlewyrm nest was found. Bronin agrees to give them authority to survey and develop the location, though he does not grant funds for development yet. Gregory witnesses Tig trying to fight the logger Corax in Armaki’s inn, newly renamed the Inn of the Holy Bottle. Tig accuses Corax of withholding money from his father, but cannot prove it. For his efforts, Gregory puts him in a jail cell under the Keep for a couple days to scare him strait. Tig withstands the process surprisingly well, displaying an obstinate mettle in the face of fear.
Reaper 29 Expedition prepares to leave Knight’s Keep, but spots Goody Niska watching them as they ride out of town. Circling back, they track her down and attempt to restrain her, realizing she is very pregnant in the process. The decision is made to tie her up and bring her to into town for her and her unborn child’s protection. Failing to talk sense to her, she is put into the care of Lili and a small group of women that includes Saki the barmaid, Magda (Arven’s wife), Elva the Fishmonger, and Agatha (an old crippled widow ). Lili does not handle the situation well, surrendering authority to Elva, who seems the most capable of the group.
Reaper 30 Expedition resumes, heading west into the deeper Feralwood
Archmage 1-2 Exploration continues
Archmage 3 Explore *Lizardfolk Settlement led by “King” Vesket found where the Tuskwater meets the Seelie River. Negotiations fail though the expedition leaves them be for the time being.
Archmage 4-5 Exploration continues
Archmage 6 Explore *The expedition finds Arven’s secret fishing hole and defeats the fearsome snap-turtle Old Crackjaw that lurks there.
Archmage 7 Bronin and Tremal depart for Knight’s Keep with Crackjaws shell. Simon, Gregory, and the Professor continue to explore.
Archmage 8 Explore *A Leucrotta stalks the expedition at night, but is slain when it attempts an ambush. (At Knight’s Keep Bronin and Tremal are awarded Arven’s ring of featherfall for defeating Old Crackjaw)
Archmage 9-10 The group searches for the leucrotta’s lair, eventually tracking it to a secluded valley where a small, but valuable, treasure is found, including a breastplate and shield of blue dragonhide and a magical feather token similar to one of Tiressia’s tree-growing acorns.
Archmage 11-12 Exploration continues, though it is delayed for a time due to a supernatural marsh mist that slows Sir Gregory’s horse to a listless pace.
Archmage 13 The expedition discovers a mud hut at the edge of the marsh. Courtesy and diplomacy brings forth the hag-like resident of the hovel, a woman who calls herself Beldame. Remembering that Myhm once said his mother was called Beldame, they quickly confirm her identity. Expressing joy that Myhm has returned to the Feralwood and that Ox still lives as well, Beldame asks about her third son, Ansil (whom she called her little “River”). Apparently Ansil was taken long ago by the Stag Lord’s men before he had settled in the Fort on the lake – none of those present knew of his fate. The meeting is very informative about both the nature of the fey and the dangerous man known as Kobb. At one point the Professor asks about Beldame’s herb and mushroom garden and learns that she has been seeking Black Rattlecaps, a rare mushroom that the Professor happens to have a small supply of (she offers to buy them for 100gp each).
Archmage 14 The party arrives and successfully negotiates logging term with Tiressia. Simon asks after more of her magical tree-acorns in order to assist in the creation of a grove for fey to be included within the walls of the Church of Heironeous when it is built. Tiressia considers the request, but currently has no acorns to offer.
Archmage 15 The party travels towards Melianse’ Pond. Beldame arrives at Knight’s Keep, seeking out Myhm.
Archmage 16 The party arrives and successfully negotiates logging terms with Melianse.
Archmage 17 Expedition returns to Knight’s Keep.

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"Reaper Moon"
Game 017 (12/16/12)

Elder 30 GREATER FULL MOON Citizens of Knight’s Keep gathered in castle. Werewolf encountered and defeated by Sir Gregory, Ungar, Dovan, and Akiros. Thefts reported in the following days.
Reaper 1 GREATER FULL MOON Tatzlewyrm’s scale armor given to Akiros to appease Heironeous. Bronin makes a deal with Dovan – 13 months to prepare the plains at the merging of the Tuskwater and Gold River for a settlement. 1000gp bonus if successful. The expedition departs Knights Keep to continue exploring.
Reaper 2-3 LESSER FULL MOON Exploration continues.
Reaper 4 The expedition encounters tiger and drive it off
Reaper 5 Exploration continues.
Reaper 6 The expedition encounters and defeats the infamous boar Tuskgutter
Reaper 7-9 Snow slows Exploration
Reaper 10-14 Exploration continues.
Reaper 15 The expedition encounters a Thylacine trapped in a pit. Attempts to tame it fail and it is eventually set free.
Reaper 16-18 Exploration continues.
Reaper 19 Return to Knight’s Keep in the afternoon.
Reaper 20 Festival of Reapermas
Reaper 21-28 Admin

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"Kingdom Rule"
Game 016 (11/23/12)

AKA “Its all fun and games until someone looses a searing light”

Elder 8 – The expedition rests and resupplies at Oleg’s Trading Post.
Elder 9 A cold front moves into the Greenbelt. Bronin gives a speech proclaiming the progress of the nation, but receives only a lukewarm reception from those at Oleg’s Trading Post.
Elder 10 Cold weather delays departure of the expedition.
Elder 11 Cold weather continues. Simon asks Bronin to lock him up to preserve his sobriety.
Elder 12 Oleg’s is snowed in.
Elder 13 The weather breaks and the Expedition travels north to visit Bokken, bringing him Fangberries and purchasing a few of his potions. That night in camp Simon prays for Heironeous’ guidance about his drinking and other misdeeds. In his sleep he receives a prophetic dream about a Banner bearing a Tatzlwurm. In the morning he prepares an augury spell to ask advice about the magical scale mail taken from the Tatzlwurm’s nest and is told to “Give it to those who would raise the Banner.”
Elder 14 Exploration continues. Thinking it a spy, Simon attacks a grig named Honeywing who, along with a few other fae, has taken the form of Ravens to play pranks on the expedition. After nearly killing Honeywing with a searing light spell, he realizes his mistake and heals the creature, but is unable to gain the trust or friendship of the fae.
Elder 15 Exploration continues. The fae harrass Simon with pranks until he makes restitution with one, a faerie dragon named Perlavish, by blasting his own backside with a searing light.
Elder 16-20 Cold weather halts further exploration, forcing the expedition to hold up in Bixen’s Grotto for a few days.
Elder 21 Deciding to brave the cold, the expedition leaves Bixen’s Grotto under limited protective magics in order to reach Syradel by the 23rd. On route they encounters and defeat 2 trolls.
Elder 23 The expedition arrives in Syradel.
*Note: though we jumped forward to handle Kindom Administration, the next game needs to start on the 24th because of certain events, such as another werewolf attack and a problematic visitor.
Elder 24-30 N Admin

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"The Emperor's Road"
Game 015 ( 11/17/12)

Guild 11 – The expedition departs Tiressia’s Grove, traveling to Melianse’s Pond. Melianse places Tiressia’s seeds upon the stumps of the trees cut down by Corax and his men, causing new trees to sprout and grow rapidly to full height. Stas is released, but seems to have developed real feelings for Melianse.
Guild 12-15 A storm forces the expedition to seek shelter for a few days.
Guild 16-18 Exploration continues.
Guild 19 – Expedition stops briefly in Syradel to resupply. Bronin gets in a quickie. Accompanied by Gregory, Simon confesses his actions in the Tatzlewurm incident to recently arrived Jhod, who confronts Bronin again about the need for defined laws. Gregory accuses Bronin of engaging in dirty politics over the incident, which Bronin dismisses as a miscommunication. Bronin gives Jhod authority to set up a legal system as he sees fit, possibly using the beliefs of Heironious as a guide. Egarian, also recently arrived, recounts rumors of troll hordes, giant wolves, and dragons in the Greenbelt, and issues rewards for dealing with them. Eager to continue exploring, Bronin has the expedition depart before the day ends, resting near Nettle’s newly rebuilt bridge.
Guild 20-21 Explore
Guild 22 – A giant dragonfly attacks The Professor, nearly flying off with him before the party can bring it down.
Guild 23 – The expedition travels to Gorumm’s Mire to offer the dragonfly as a gift to the boggard. Gorumm accepts it happily.
Guild 24-27 Exploration continues east up the Ethrai River, following the overgrown remnants of the Emperor’s Road.
Guild 28 – A pair of kelpies attacks the expedition when they stop to gather Fangberries. Another debate ensues about law and justice. Gregory believes the kelpies should be taken back to face Jhod’s judgement, while the rest of the group argues for exile downriver. Exile is chosen by democracy.
Guild 29 – Elder 7 Exploration continues east, following the Emperor’s Road.
Elder 8 – The expedition arrives at Oleg’s Trading Post

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"War of the Woods"
Game 014 (11/4/12)

Guild 2 – Expedition returns to Syradel. Letters are delivered to Gregory and Clyborn.
Bronin enters the forest alone at night seeking to fabricate a special wreath of flowers for Lili and encounters a strange humanoid figure with stag-like horns mounted on an elk. The figure watches him from a distance but rides off when confronted.
Meanwhile, Simon, Gregory, and Clyborn are told of another possible werewolf still on the prowl that killed the shepherd boy Beven the night before they returned to Syradel. They also learn of a missing boy named Tig, whom they track to a stolen fishing boat, then downriver and into the forest, eventually finding him unhurt hiding in the hollow of a tree.
Guild 3 – Bronin gives his “promise wreath” to Lili as the expedition prepares to depart Syradel. Reminded by mention of recent visitors from the Ascari, Lili gives Bronin a letter from his homeland that she had forgotten was left for him.
Guild 4 – Travel and exploration. A usable ford is discovered across the Seelie River.
Guild 5 – While exploring along the Seelie, the expedition is confronted by a savage human rider. Accusing them of being bandits, he warns the party to leave the Feralwood, shoots Bronin with a arrow to drive home his threat, then rides off.
Leaving a note to explain who they are and their current task to help Melianse, they move on from the area.
Guild 6-7 – Exploration continues further south along the Seelie.
Guild 8 – The expedition discovers a path told of by Melianse. Guarded by a treant and the satyr Malorio, the party is almost defeated in the process of circumventing them to approach the hidden grove of Melianse’s sister Tiressia. While the others tussle with the treant, Simon manages to get to Tiressia, tell her of their quest and gain her trust.
Tiressia learns from the group of the wild rider they encountered and tells them he is a Fae hunter called Mad Kobb. She agrees to provide replacements for Melianse’s trees, but worried that the group might have accidentally led Kobb to her grove she asks them to find and destroy a twisted ally of Kobb’s called a scythe tree.
Guild 9 – The group travels north, finds, and destroys the scythe tree.
Guild 10 – On the journey back to Tiressia’s Grove, the group experiences a strange mist and biting cold that leaves a layer of frost around their camp. Bronin recalls a similar phenomenon when he encountered the horned elk-rider near Syradel.

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"A Wolf and Cheap Clothing"
Game 013 (10/11/12)

Harvest 25 – Bronin tests Lili’s motivations by dressing up the two of them in burlap sacks and walking among the people who have come to Syradel. Though she is obviously uncomfortable, and fails to remain composed when talking to a merchant, Bronin accepts her efforts. Upon returning to the fort, she yells at Bronin for humiliating her. Later in the day, Simon wakes from a powerful dream. In a hangover-motivated moment of inspiration, Simon attacks the Apothecary Dozor Alacan, whom he suspects might know who is responsible for the murder of the Unicorn Odom. The Professor intervenes and Simon is rendered unconscious by one of Dozor’s poisons. Bronin interrogates, fines, and locks up Simon for a few days.
Harvest 28 – Sir Gregory convinces one of Corax’ loggers, a man of partial Ascari heritage named Tomin Hanvaki, to join the Order of the Shield. Having no money and means of supporting himself during training, Gregory sends him to Sir Quentin Jor at Oleg’s Trading Post with a letter of introduction and funds to pay for his training and living expenses.
Harvest 29 – The party departs Syradel. Later in the day the party arrives at Melianse’ Pond and finds Corax and his loggers in a standoff with the nixie over a half-dozen trees the men have cut down around her pond. The group convinces Corax to withdraw from the area and promises to restore Melianse’ trees with the help of her sister to the west. As collateral, the group leaves Stas in Melianse’ care until they return.
Harvest 30 – Exploration continues to the west of Melianse’ Pond. The party encounters and defeats a Werewolf and wolf pack.
Guild 1 – Exploration continues.

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"Purest Beauty"
Game 012 (9/27/12)

Harvest 11-12 Administration and Rest
Harvest 13 – Simon, Gregory, and the Professor depart Syradel to explore the southern route along the River.
Harvest 14 – Begin Exploration
Harvest 15 – The expedition comes across a murdered Unicorn and it’s mate, Eldrada. They are told that powerful magic was used to kill the unicorn and steal its horn. The party agrees to help reunite their horns, and Simon pulls off Eldrada’s horn at her request, which kills her.
Harvest 16-17 Exploration continues
Harvest 18 – The expedition discovers a creature’s lair perched on a small island where a bridge once spanned the Seelie River.
Harvest 19 – The expedition encounters and defeat a Tatzlwyrm that tracked them from its lair by the river.
Harvest 20 – The group questions the Tatzlwyrm, then Simon executes it under protest from Gregory.
Harvest 21 – The expedition encounters Gorumm the Boggard.
Harvest 22 – Simon rides face-first into a spider swarm.
Harvest 23 – Exploration continues.
Harvest 24 – Expedition returns to Syradel

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