Dragon Age Campaign

Game Session 16

They asked Silvio and Petra openly about their intentions. The young mages admitted that they are fugitives, making their way to a life outside the Circle. The youngsters had their phylacteries with them, and a ring, which they offered to sell to the company, it was quite clear that the spirit the three met last night was trapped in that ring, but the young mages were completely unaware of the rings peculiar traits.
The company was weary of seeing misery and death wherever they fared, thus they agreed to let those two go and to buy the ring from them. Dorian warned them that the templars must be already looking for the escapees, and they do not need to rely on magical tracking solely, besides, they know that there are not many routs the young mages could have taken after leaving the Tower.
They landed on a shore near their true destination, on the other side of the lake, where Silvio and Petra continued their journey, and disappeared in the morning mist.
Lisa, Aneirin and Dorian shortly wished Gregor farewell, and made their way to Elmridge, which was the nearest town lying at the feet of Frostback Mountains, yet it was almost a weeks journey till they arrived.

The party was intercepted by a group of templars, who were – Who would have had expected? – looking for two young mages, who just escaped from the Circle.
Aneirin had a hard time already to conceal his magical abilities, but on top of that the party started to tell inconsistent lies about the youngsters. It was a really close call, but they managed to avoid any greater trouble, and to send the tremplars on a wrong track.

They also started to investigate the stolen ring. It was a featureless golden ring, though apparently a very old one. Aneirin decided to put the ring on, yet nothing happened, at least so they thought. A few night after wearing it, Aneirin discovered an increase in his magical potential, Dorian and Lisa grew suspicious, they persuaded the Dalish to take the ring off, but nothing happened, the amplified abilities remained, thus they handed the ring back.

After almost a week, they arrived to Elmridge, which was truly a small town, bordering the Frostback territories, since frequently visited by avvars, not as raiders, but guides, leading the outsiders on safe paths through the peaks. Traveling through the mountains is certain death for unprepared strangers, thus the three decided to hire a guide.

They set for a tavern to have some accommodation for the forthcoming days until they manage to find a proper, preferably avvar guide. They just sat down for a meal, when they met a hulking giant of man, a somewhat solemn, but seasoned warrior, named Calderash.

They agreed that Calderash would guide them through the mountains, and will ensure their safety and survival, but to do so, he would need much better weaponry then he had then. He knew about a legendary weapon, named the Axe of Marthok, and he knew where the axe was hidden, but according to rumors, the hillside was haunted.
The deal was simple: Calderash will guide the party through the icy hell of Frostback Mountains, after they helped him to obtain the Axe of Marthok.

Game Session 15

The pain stricken and confused companions lamented the loss of their dear friend. They couldn’t even muster the strength to set the next point they should travel to, luckily, the party met an acquaintance last seen in Denerim: Radella, the Grey Warden has visited them with two of her cohorts after receiving Dorian’s reports about the disturbing explorations he made during their journey.
Radella’s group set for the Korceri Wilds for further investigation, and entrusted the party to continue their research around the snowy peaks of the Frostback Mountains. Every sane person would have objected to be sent in the dreadful cold of those heights, to travel to the lands of the savage and war-loving avvars, but the companions agreed quickly, for the only thing they wanted was to get as far from the accursed Korceri swampland as possible.

So, after short preparations, they continued their quest, now a party of three: Lisa, Dorian and Aneirin, to explore the notorious Frostbacks. They agreed to use a ferry at Lake Calendhad, for a shorter travel route, and to pass as unnoticed as possible – being so close to the Circle, and to templar parties was safe for one of the magic wielders.

They arrived to a tavern near the lake, and agreed with the ferryman named Gregor that they would ship next morning. As it turned out, the ferryman was an old, shrewd fox, who often hauled shadowy passengers if they paid the right price, thus they met an other boat on the lake, which enriched them with two other passengers: a young lad and a lass named Silvio and Petra. Aneirin and Dorian recognized them almost immediately as magic-wielders, as did the two youngsters. It became soon clear that they are runaways from the Circle, fledglings, who have not passed their Harrowing, and somehow managed to steal their phylacteries, and some other values.

The party agreed that they will question them openly about their intentions; they were stuck on a boat for several days to come, everything else would have been absolutely illogical and comical, but night broke on, Dorian, Lisa and Aneirin agreed to rest, and talk to the two young mages during breakfast.
Little did they know then what nightmarish times would await them in their dreams…

They arrived on a marvelous galleon, one that resembles the ships Lisa’s family owns. The ship was caught in a terrible storm, but that was the smallest problem the adventures had to face. Exploring the vessel they heard a familiar voice, Ezekiel greeted them. The two mages already had a strong notion, but now it was clear: they arrived to the Fade.

Soon they were attacked by some ghastly apparitions, and had to wrestle them for the control over the ship. Aneirin and Dorian could harm them with their spells, but Lisa could hardy touch them, just like Ezekiel, who fought with them. After all, they defeated the wraiths, and another passenger appeared: an old man, with long, fair beard, who asked them for help. Being a lost spirit, trapped in the ring the two young mages stole from the Circle, void of any memories about himself, he plead for their assistance, young Aneirin boldly agreed to help the spirit, not knowing, that he would gain more than he had bargained for…

Next morning they awoke on the small boat, calmly drifting on Lake Calenhad, with the two youngsters, whom they had to pick a bone with.

Game Session 14

In the morning the adventurers got up and started their tiresome journey back in the swamp. They arrived to the river in two days without any complication. When they crossed Witchford , suddenly an armored warrior arose to view, supported by two riders and some archers. He revealed that his village was attacked by the ragers, and somehow became aware of the salve of this illness. He was desperate to get all of the moss for his people and his family. Ezekiel and Lisa tried to speak with him, that they needed this moss too because of their loved one, but the warrior didn’t listen.

He attacked Ezekiel who was ready to fight, but didn’t want to kill this man. The archers attacked too, while the others tried to help Ezekiel. The riders joined the fight also, getting down from their horses so the always tricky Lisa immediately snatched up the moss bag and ran to one of the horses and mounted, catching the bridle of the other horse. She rode away a few meters then stopped the horses shouting: You have no chance to get the moss, now, so stop this bullshit immediately! The archers and the riders slowed down, but the armored man was too determined, and tried to kill Ezekiel, or kill himself instead. Ezekiel sensed the man sadness, and accepted the attitude, but Aneirin and Dorian wasn’t aware of the situation, and tried to middle the fight. Ezekiel cried out that leave them away but in vain. Dorian frosted the enemy while Aneirin put a mind blast between the fighters so they fell back apart each other. Ezekiel was wrathful because of the interference, and he couldn’t stop himself feeling the rage… In a minute they saw him struggling and slowly turning into a beast with yellow veins and red eyes. The illness was getting him down.

The archers and riders were shocked, and get back away from Ezekiel, but not the armored man. He attacked with new strength from his terror, although Ezekiel didn’t attack him but the mages instead. Ezekiel was a fine warrior too, but this creature was a brutal killer with unbelievable strength. Somehow the other three managed to knock him out together, and when the men tied him up, Lisa rode away with the moss as fast as she and the horse could to Sothmere, asking help for Ezekiel. When she arrived, she shocked the village out from the constant mourning because of the dead and the ill, and gave them the moss, and a little hope for the cure. The old Stojanka got the whole moss and closed her door from the villagers, and started to make the potion. But when Lisa asked help, they were afraid of Ezekiel’s state. Two soldiers accompanied her though, Ser Gelda Cermac, the arbiter provided horses. When they got back, the other warriors vanished. They tied Ezekiel on a horse, and went back to the village as the soldiers watched them suspiciously.

The people of the village were in a bad state. The old Stojanka made it clear, that the potion won’t be enough for everybody, the moss wasn’t as much as she thought. When the adventurers tried to ask some for Ezekiel, she said it won’t be any good for him anymore, he is hopeless. But the villagers had a proposal: they had two cared people, Delia and Dielza, who got the sickness too. Without the potion they will turn into daemons. But it is not enough for all the ill. The villagers will offer one portion for one of them to cure, but they have to choose. And the villagers had to choose too from their people, who won’t get any salve. In this moment “Ezekiel” woke up, stretched the rope, and attacked Stojanka. The soldiers engaged him to kill, Aneirin almost attacked the villagers, and Dorian just couldn’t understand the situation. Lisa shouted at all the others to stop. After many strike from the soldiers Ezekiel’s eyes cleared out, and said: Let me die… This instant they understand that nobody can help him back, and had to watch the villagers killing Ezekiel…

They were in shock, moreover they had to decide of the fate of Dielza and Delia… Aneirin was desperate to save Dielza, Dorian was agreeing with him because of her knowledge and talent, and even if Lisa saw their point, she couldn’t forget the young, strong girl, who was Delia once… She didn’t say no, when the mages chose the Elf though.
After the decision they had to start the hard work: nurse the fortunate who could have the salve, and will cure, and the worst, take the unfortunate 12 villagers and Delia outside, and incinerate them before the illness get them down. Lisa took the broche from Delia’s chest to give it back to her father, then they said goodbye to her.

While the villagers made their work, the little sad group went a little away to prepare a perfect funeral for their warrior friend. They made an enormous fire with some sweet herbs, and while they listened the Sound of the fire, Aneirin sang a mourning song for Ezékiel…
This evening wasn’t as usual. The three friend drank all night, and had a talk about Ezékiel, and their adventures together. They couldn’t believe what happened in the last 24 hours, and didn’t know what they should do after all this tragedy…

Game Session 13.

They were cautious, so they sent Lisa forward like someone good in being unseen. She had to swim through the tunnel under the water, and when she emerged, she saw a big cave filled with the little flying creatures singing, and in the middle of the scene, an enormous silver Serpent.
She went back to get the others, and they went back to face the snake together.

Lisa and Dorian were quiet enough to get out from the water without the Snake noticing them, but Ezekiel slipped on a rock, and the snake was raised. It attacked immediately.
Aneirin wasn’t lucky because he was the first target; the beast hit his chest and started to constrict him. The others tried to distract the snake, but it was able to fight and torture Aneirin in the same time… While Ezekiel slashed it, Lisa and Dorian attacked from the distance. Meanwhile in the grip of the snake, Aneirin tried to live through by healing himself again and again.
In the end, after the Snake stroked Dorian unconscious and almost killed Aneirin they knocked out the beast. Lisa didn’t want to kill him as she saw the little fiery creatures mourning the snake by flying around him.

After the fight they separated to find the moss. Ezekiel and Lisa found it after a tunnel in a little cave. It seemed that it was the little creatures’ food, and it grew on the snake’s waste. It was a lucky thing then, not to kill the Serpent. They collected most of the moss, and though Lisa insisted to leave some for the fire-creatures, Ezekiel wasn’t sure about that.
Meanwhile Aneirin and Dorian were exploring another tunnel. Dorian found an old armored skeleton in a pit. When he took the corpse’s values and tried to climb back to Aneirin, he fell down and fumbled a healing spell so badly that Aneirin had to help him back to life.
They had enough of the dungeon, and went back to the cave. Passing the knocked out Serpent they heard the mourning song of the flying spirits. Now the tunnel and the water were waiting for them. Dorian needed a little help for swimming out because of the injuries, but they came out alive from the basin.

This was the time, when Ezekiel’s sickness came out again, but fortunately they had more than a half bottle of the potion that the old wise woman gave them.
The evening came so the little group decided to rest in the night before going back to the village.

Game Session 12

Everybody was in shock. The villagers were dreadful because of what happened, the attacked ones lied on the village hall’s ground with high fever and the sickness in their veins. Dielza and Delia was unconscious and sick too. Nobody knew what to do, so the adventurer’s visited the old Sztojanka, who was nervous too but she had some knowledge about this contagious disease. She revealed, that she was half chasind-born, and the chasind shamans had a myth about this illness and it’s medicine. It was a herb called shadowmoss that grew in the Corceri Wild, deep in the swamp. She had some of this moss in stock but it was just a few pile, moreover she had to use it for a brew that should slow the transforming process while the villagers turn into Ragers.
The mission was clear, they had to collect the shadowmoss from the swamp. It wasn’t easy however, because they had to follow Stojanka’s crow, who knew the way to the heart of the forest, where should be some lighting and flying creatures, who were acquainted to the occurrence of this moss. Ezekiel insisted to come with the others though. While they pulled themselves together, the old healer made the brew from the moss and gave some to Ezekiel too. He had to drink it from time to time, when he felt himself sick again.

The storm-beaten group departed riding with a boy who was responsible for the horses. The crow was showing the way. First they arrived to Witchford, a neighbor village of Sothmere, the big river ran alongside. It was empty and quiet, with dead bodies and blood everywhere. They found a survivor, who was infected of course, he told them, that Withcford had a Rager attack from the direction of the river this morning, and the beasts were running toward Sothmere. He was in a bad condition, so Lisa and Aneirin decided to end his life before he turns to an other deadly monster. Then they sent back the boy with the horses and with a warning: an other attack could happen, be careful.

After that they get across the river, and disappeared in the forest. Lisa was the guide, and thanks for her, nobody ended in the mud of the swamp, but it wasn’t easy. Ezekiel memorized the path knowing that with a little luck they have to come back too. Aneirin was investigating the flora and fauna of this forest, and Dorian tried to pay attention to any danger. He wasn’t too effective; they got surprised and almost killed by six big and hungry wolves, but fortunately somehow they managed to scare them away. They tried to pull themselves together when Aneirin spotted two enormous Irish wolfhound and their master with a bow.

He was Branik, the tracker, offered them some rest next to his fire. Our adventurers were so exhausted they said yes in no minute. They shared some food and information, such as about a chasind village Dosov, next to a big lake.
Next morning everybody went on their business, our little group toward the lake and Dosov. This was one of the biggest of the chasind villages, but when they arrived there, people seemed afraid and skinny. The leader of the village was Zorja, the shaman and healer woman, who had no age to the eyes, but some savage beauty. She let them enter to her tent, offered some drink and it wasn’t ryotte ale at all. Half of the party didn’t make it awake after the snaps, Aneirin just fainted but Lisa had the worst part. Meanwhile Ezekiel and Dorian had an interesting conversation with this incredible woman: she offered her help and instructions, if someone gives her a healthy son. When she looked at Ezekiel, Lisa said “OK” between two shameful moments. When she asked help for her sickness, Zorja poured one more round. Dorian and Lisa fainted too this time, and Ezekiel accompanied Zorja in her bedroom.

On the afternoon they woke up with a big headache next to a grinning Ezekiel. They assumed everything went well, so they asked some advice from Zorja. She gave them a boat with a man to cross the lake, and some herb to cure Aneirin cracked scull (it helped a lot). When they landed, called the crow and an hour later the bird showed them the wanted place, and then flew off.
Aneirin and Dorian boiled water with the rest of the shadowmoss, as Stoyanka said while Ezekiel and Lisa were keeping watch. In no time an enormous crab crawled out from a hole and started to run toward them. They tried to stop it, but Lisa observed that this crab was not after them, but the boiled moss. She threw away her bow picked up the pot from the fire and jumped on the closest swamp-tree. It was a little time till the crab and the others figured out what happened, but after that the crab was running for his life in two minutes. They were waiting there for another half hour when the little lightening creatures came. They were half dragonfly half tiny man, and sang a sad intense song about something that nobody understood. These fliers started to eat the moss-stew, and when they finished their dinner, flew back to the deep forest in no time. Lisa and Aneirin were quicker than the others, and could follow them on their way till they arrived to a basin next to a small hill, where the little lights was merged into the water. Ezekiel arrived in ten minutes, but Dorian didn’t show up in time… He was lost.

Meantime Dorian was fighting with the elements, the trees and bushes stopped him in almost every minutes, so he started to damn the woman in the hood who gave him this fancy mission. It was not his good old tower and comfy bedroom, and he hated it. When he realized that he lost the others, he panicked, and left the path. The next moment he was in the mud to the waist, and was sinking… The first moves just made it worse so he tried to think, it wasn’t easy thought. He knew that the others will search for him, but he has no time to rescue, he cannot count on anybody but himself. Just in time, while the mud started to swallow his body, he got an idea. He tried to concentrate and collect some magic, and then he frosted everything around him. The winter’s grasp spell wasn’t really a utility spell, but this time helped. He crawled out from the frosted mud and started to fire some arcane lance up in the dark to make himself visible to the others. When nobody answered he sat down in the middle of the path and closed his eyes.
The rest of the group went back on the tracks after Dorian, and they found him a little frosted and depressed. Aneirin healed him, Ezekiel gave him a blanket and Lisa guided them back to the basin. They had to think about their next steps, and they had no time…

Game Session 11

The little group set off with a big carriage of timber pulled by two leisurely oxen. They rode the bandit’s horses, but Tony was free this time. He almost took advantage of it, but every time came back to the carriage eventually. He was faithful, or just afraid alone, who knows. Everybody was enjoying the trip, the mages could rest finally, and the pile of timber was comfy enough with some blanket on it from the baggage. It was really peaceful till Lisa noticed a lonely rider behind them. They decided to make a trap for this shady small rider, and while the carriage went on and on the road with everybody else, Lisa was laying low in a really thorny bush… She waited till the rider rode next to her, then jumped out, and shouted at him/her. When the rider turned back, it was obvious that she was a girl. And indeed, she was Delia, the daughter of the innkeeper of Logerswold. She said that she need some adventure because she hates her life at home, and she wants to join them. Lisa was thinking, but she was sympathetic too (obviously). She got an idea, and asked her to fight a duel. Delia was a little puzzled, but even though Lisa was the winner, Delia could show her, that she could handle not just a dagger but a short sword too. When they caught up the carriage, the boys were really surprised, and Ezekiel was a little grumpy because of Delia. He insisted that she have to go home, but Lisa was at her side, and the others didn’t really care, so they went on together.

When the group arrived to Sothmere, the village seemed suspiciously empty. Because of the experiences of the past, they were afraid that something bad happened here too, but when they asked an old man sitting near the village hall, he said that the people were preparing the clearing next to the village for the festival of the foundation stone. They asked about the wall, and the construction, and the old man instructed them. They went up on a small hill, where they found Ser Vilem, showed him the timber, and talked about the bargain, but he said he have to think about this venture and today is the feast anyway, therefore they agreed to meet in 3 days, after the fiesta.

So the adventurers went to the village hall to put down the baggage, looked around in the village, and helped with the preparing. In the evening the fiesta started, and everybody had a good time. In the three days they bought many things, drank many beer and ryott ale, and met many interesting people. First, there was a dwarf tradesman, Strom Karsgard who was dealing with Lisa, and made a good relationship with some business of course. During their shared meal he revealed that Aneirin, the Dalish apostate was requesting lyrium in its powder form which is a very dangerous alchemical substance. They met with an old witch, Old Stoyanka, who was a bit ill-natured, and had a crow. This crow was similar to what they saw in the swamp when they travelled here. Ezekiel participated and won all kind of games and tests of might, even fighting a friendly duel with Ser Vilem in his shiny armour. Lisa won the competition held for archers with a close second Fiala, a young huntress of Sothmere. They bought various weapons and jewelry from Bogdan the blacksmith and Strom, the dwarven merchant, spending some of their fortune.

Aneirin became a big fan of two Elf stuntman / woman, but actually the whole village loved their art. The Elven man, Olek was an incredible acrobat, and everybody was laughing some of his tricks, but the woman, Dielza was the big sensation, who was a very gifted performer so when she sang and danced, the people fell silent and were delighted. When Aneirin spoke to her she revealed that she and her brother was the last of their clan, and this was the women’s legacy to make people understand the world of Dalish by the songs and dances. Aneirin was devastated knowing that if this woman dies, this precious knowledge will fade and dies with her too.

The last night the festive mood was the highest, everybody was dancing and having fun. Dorian and Aneirin finally had a conversation on a little walk around the dance stage and slowly started to know each other. Ezekiel was paying attention to Delia who was a little uncomfortable with it, but who knows what would be the outcome of the courtship, when an unexpected incident happened.

Aneirin and Lisa noticed first that some disgusting creature was running toward the dancing villagers. They looked like a man, but stronger and somehow squeezed out, their eyes was yellow, their veins popped out… It was obvious that they didn’t come to dance, but to kill.
The mages tried to stop them till the others were trying to manage the villagers, but the people panicked, and started to run everywhere, so Lisa and Ezekiel started to fight too. Ezekiel tumbled down a table for covering Lisa and Delia, who was confused first, but later she joined the fight. The tactic was similar, like before: Ezekiel run to the beasts while Lisa was shooting, and the mages healed Ezekiel or damaged the bastard creatures. Delia was throwing knives, thought she was acute but without strength she couldn’t hurt them too much. Lisa’s arrows were accurate and fine as always, meanwhile Dorian was using some very efficient winters grasp. Aneirin was operating with his good old mind blast spell, as usual. Ezekiel was irresistible as always, but maybe he could think other ways to show his ability to the others, with a girl maybe. He shouldn’t think of that. One of the Rager, who was cut by him just before, dipped his axe to his yellowish green blood and scratched Ezekiel with it. It wasn’t a big deal, really, and Dorian healed him immediately. But why…

In the end, they killed all of the Ragers on this side of the clearing, but they heard the villagers screaming, and knew there are more. Suddenly Aneirin caught sight of Dielza and his brother, who were running away from two Ragers. They were separated, Olek was running toward the forest, Dielza toward them, but the creature sprang on her starting to maul her… They immediately succored her killing the beast, but in between they lost Delia, who got panicked too, and ran away.

Aneirin examined the almost dead Dielza, and found out something horrible. Meanwhile Ezekiel felt a little dizzy, and sick, and started to associate this sickness with the axe and the greenish blood. Aneirin saw the beautiful elf woman lying on the ground, brutal wounds on her chest, her blood a little yellow, and her veins popping out…
- It’s contagious – he said when Ezekiel tumbled down to the ground.

to be continued…

Game Session 10

The party decided to visit Logerswold fist, to return the villagers stolen goods and to make preparations for facing bann Trumhall. The adventurers got to Logerswold without any further troubles and began to hand out the stolen items. The bann’s men also arrived quite soon, carrying the message that something happened to bann Trumhall, Boder – the bann’s assistant – asked them to accompany him back to the camp.
This was odd news, and made the party revise their theory that the bann controlled Blacktail through his magical collar.
To cut a long story short: it turned out that Blacktail was indeed an apostate mage, probably a shapeshifter, who seized the mind of the bann back in his homeland, made him employ the bandits, and let them commit their horrid atrocities. The bann – still a bit confused after being liberated from such prolonged mental imprisonment – turned out to be a reasonable and honorable men, who wanted to take responsibility for the crimes done, and was determined to set things right, yet it was clear that he is not willing to resign from his position. To be perfectly honest: he is a young, ambitious and talented man, who could do much good for the realm, where bann Kroll has served many years as bann, has great experience, but is too old now and without an heir.
Bann Trumhall asked the adventurers to organize a meeting with Kroll in his manor, to have a discussion about the future of the the freehold. Bann Trumhall also invited the prominent people of Logerswold to the table: the innkeeper Liwis; Trevin, the local tradesman, Pliacint the sister of Chantry; and of course the saviors of Logerswold.
They agreed that bann Trumhall would make a public confession about the happenings of the past months, also telling the he was influenced by an evil spell – for which the adventurers would bear testimony –, but he would remain bann, until voted otherwise by the majority of the freehold, and he would ask Kroll to be his advisor.
Thus the problem was settled.

Trevin also asked the adventurers for a word: he would like to start a new venture, now that trading routs are safe again. He heard that people are building a new fort in Sothmere, a town in one weeks ride from Logerswold, where he has some merchant connections.
He offered a fare share of the income if the adventurers could make a bargain with the locals to use his wood from Logerswold, which would also help the villagers to recover from the damage done by the bloody Gorehands.

The party agreed, so they were heading to Sothmere the next morning, where new adventures would await them.

Game Session 8&9

The party arrived during nightfall at Logerswold, they headed directly to the local inn, called the Spreading Tree, for they were weary from the skirmish with the bandits. The inn was full of locals, who gathered there seeking mutual protection and safety, almost every villager carried some tool they could use for self-defense, which is relatively easy to find in a town full of woodcutters.

The townspeople knew already that these four are hired by bann Trumhall, the innkeeper greeted them with relief and offered s free a place to stay, and some kegs of ale on the house. Aneirin decided to leave the information gathering to his human companions, he explored the town, looking for clues, and keeping watch in case the Gorehands would attack. Liwis, the innkeeper, told the others the horrifying and sorrowful story of his late wife, who was raped and murdered by the Gorehands, her not being the only victim suffering such grisly end at the hand of the fiendish outlaws, the party agreed that they have to end the terror of the bandits for good. Lisa, Dorian and Ezekiel learned from Liwis that a small group of loggers left for a nearby camp, they could get there tomorrow afternoon if they set off by the first light. The adventurers were very grateful for the good advice Liwis gave them and promised him that they will retrieve the silver-brooch of his late wife from the outlaws if they can.

They rose early enough to get to the camp by late afternoon, staying alert, Lisa and Aneirin continuously scouted the area, but they saw no sign of the enemy and arrived without being ambushed. They found the woodcutters, who left a week ago, slain and robbed, the rotting bodies were full of arrows, clearly a massacre added to the list of crimes commited by the Gorehands, the only living creatures there were three horses, which, judging from the breed of the horses and their equipment, obviously belonged to the other adventuring party: the Avvar women, Hocke and his younger brother.

Making their way carefully through the Brecilian forest, the adventurers tracked the other party, and caught sign of a swift shadow moving in the dark undergrowth; Blacktail was following them. Both Dorian and Aneirin became suspicious of the mabari wardog, they investigated his collar, and sensed that it must be some sort of a magical item, but they could not fathom the exact purpose of it, leaving them with the hypothesis that bann Trumhall is most possibly watching them through his dog. Nonetheless, Blacktail’s keen senses made the tracking much easier, but it was still deep night when they located the other party, who were at the edge of a small valley, turning out to be the camp of the Gorehands.

Naturally some tensions rose between the adventurers, as they were both contestants and possible allies in this undertaking, yet the outlaws outnumbered them almost three to one, it was just common sense to make a temporary alliance and share the treasures they can find. The plan was that Hocke and his companions would go around the valley, sneak into the camp and deal with as many bandits as possible in approximately an hour. Lisa would then kill the half-asleep guard nearest to them, Aneirin and she would advance to the stalls, whilst waiting for Ezekiel and Dorian to sneak up on the tent of the leader, Gorehand himself, and capture him – since their main goal was to find proof of the presumed connection between bann Trumhall and the Gorehands. Once they are ready Aneirin would wreck the side of stalls, Lisa would frighten the horses with some torches thrown at their hooves and the others would use the ruckus created to rush in the tent.

The plan went surprisingly smoothly, almost everything worked out as described. Ezekiel surprised Gorehand, but the watchful bandit leader was mistrustful enough towards his fellow outlaws to sleep with his weapons, giving Ezekiel a tough fight before he surrendered. Lisa and Aneirin supported Dorian and Ezekiel from afar with deadly arrows and arcane might, meanwhile Dorian held the outlaws at bay, filling the night with the stench and screams of burning bandits. Gorehand yielded and Ezekiel led him outside. Both Dorian and Aneirin have already noticed that Blacktail was heading towards the tent of Gorehand, Lisa – being somewhat ignorant of magic – tried to control the dog with common command words, but Blacktail rushed towards Gorehand swiftly as a dark lightning bolt on the very second he saw him in Ezekiel’s grasp, tearing him from his hands and finishing the bandit leader off with one vicious bite.

Blacktail tried to escape, but the adventures would not let him. Aneirin rendered him prone with one blast of magical force, Lisa pierced him with her arrows, and Dorian chased boldly after him, slowing the wardog with bone-chilling cold. Aneirin followed him, they tried to capture Blacktail alive, but as soon as the dog fell unconscious, he reverted to his true form: a male human. The party stood there completely puzzled by this event. The two mages being the closest to the body, they saw the allied party approaching them, who have just made their way from the other side of the camp.

Some tense seconds followed, Hocke measuring their chances and deciding to take advantage of the situation having only two magic-wielders in combat range, they attacked them, but those three backed the worst horse possible. Aneirin blew them from their feet, Dorian shocked them with arcs of electricity, it became quickly evident that these two are not the easy prey they took them for and the mages persuaded Hocke’s party easily to nick off as long as they can.

Without any opponents left, Dorian and Aneirin started to gather the captive outlaws and the scattered horses. Lisa and Ezekiel searched the camp and the tent, and found most of the stolen goods, some exotic items of value, a pair of magical boots, and most importantly: the journal of Gorehand, containing evidence of the bandits and the bann working together. The mages examined the body of “Blacktail” suspecting that he might have been a shapeshifter working together with bann Trumhall. The party rested a bit, and set off to return the stolen items and horses to the townspeople and deliver justice to the treacherous bann.

Game Session 7

Few weeks after defeating Mythallen, the dalish elves and the adventurers departed, the party continued their journey towards Ostagar, accompanied by Aneirin. Lisa, Ezekiel and Dorian had already a destination in mind: they received words of a new bann, offering work somewhere near the Brecilian Forests, Aneirin joined them eagerly, telling only that he is in great need of some coins that humans use to trade, so the party decided to leave the highroad for the rough Southron Hills.

The journey was relatively peaceful, although somewhat straining and long, as their only riding-beast was the loyal and fierce Tony, the mule. Nevertheless, the party had some time to get to know each other a bit better, Ezekiel was telling stories about his brave and daring adventures, Lisa of the far and beautiful sea; Aneirin bothered them with an unending string of questions, making it quite clear that he lived a very isolated life in the deep woods. Only Dorian remained often silent, mostly because of his injuries, the others watched with great anxiety that he has not stopped to cough up blood, they all agreed that they have to find a skilled healer to treat him, as soon as possible.

One night, as they were sitting around the campfire, some men sneaked up upon them in the shadows. The always alert Lisa noticed them in an instant. The three men meant no harm, they were veteran men-at-arms, who saw the campfire, and wanted to join, since they had no ratios left. Inviting them to the fire and sharing news and food with them, the party learned that the people elected a new bann for the realm, called bann Trumhall, they served the old bann, but refused to join the new one, for he has no money, and cannot pay their monthly fee. They also told them that a brutal band of outlaws (named Gorehands after their leader) is terrorizing the area and the old bann lost the favor of the people, because he could not fend them off.

Aneirin had a little quarrel with one of their guests, but he intimidated the men using his magic. They met bann Thrumhall the next day, who offered them the following conditions: he has no money to pay, but the party can keep anything they can take from the bandits. The adventures were already suspecting the there might be some connection between the new bann and the suddenly appearing bandits, their suspicion only rose when they met the mabari wardog of the new bann, and by asking him whether he already used the dogs excellent tracking skills to find the bandits in the forest, he replied with a “Oh, silly me that never came to my mind.”. They also met an other adventuring party of three, who had the same task assigned, just when they were about to leave for Logerswold.

They also payed a visit the old bann before arriving to Logerswold, seeing the poor conditions he is living under now, the the party dropped their previous assumption that he might have a connection to the bandits. Especially after the Gorehands attacked a wagon carrying supplies to his manor, the party arrived to late to prevent this, they had a brief encounter with the bandits, but they couldn’t catch any of them. So the adventurers made their way to Logerswold to continue their investigation, promising the previous bann that they would send some provisions as soon as they can.

Game Session 6


An elven apostate was lurking around the ruins, where Mythallen held his clan members. They’ve just departed with a large group of revengers as Aneirin informed the newly arrived. His tone was rather offensive, especially towards the men, and Eshara didn’t like it. However, their goals were common. After entering the ruins, they fought skeletons animated by weak rage demons – the work of Mythallen. They rescued the young and old of the clan and headed for Vintiver to stop Mythallen.

On their way, they had to fight through a giant spider, but they defeated it rather rashly. In Vintiver, they found that the revegers were fighting the locals. They headed for Vintiver, but Eshara couldn’t make it. She was so frightened by the chaos of the “battlefield” that she had to stay back and hide in a building helping human children. Their encounter with the abomination called Mythallen was not as difficult as they expected, but they were determined to finish him as soon as possible. With this approach they saved many elven lives.

After the combat, they helped the people of Vintiver to recover, Aneirin helping Sister Arda with the wounded, Lisa and Ezekiel taking care of the elven warriors returning after the lift of Mythallen’s spell. Dorian the most cautious guarded the ashes of the abomination. They stayed for a few weeks to get better and prepare the elven clan for departure. They rested, accepted some gifts (armor replacements, a new shield) and made sure that the remains of Coalan, the smith and the mystical chain reminded both cultures to live in peace.


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