Session 015 - Wildmen
General Summary
Date 24 to 26 Nolus (4) 720TR (Summer)
Recent Events
The heroes learn that the Shinin, a bandit clanhold in the Hefiosa Hills has captured a family of Drûghu, the so-called wildmen of the woods. The Shinin are said to have sorcerous powers and specialize in capturing rare beasts, mostly Ivashu, for use in the Gladiatorial Pamesani Games. The players are asked by the elven loremaster Erendriel Adneiro to rescue this family.
They are accompanied by Kirstie an Acolyte of Ilvir and Kimar Brynn a Bounty Hunter.
Continuation of Session 14 - Bugs, Headhunters, Frog Zombies and Goats.
After a quick encounter with enraged bears the heroes head towards the Shinin Clanhold. Nearing the hold, they ambush a Shinin patrol, lead by one of the Shinin Clan's Sorcerers. The sorcerer uses magic to grow to a huge size, but he is eventually killed. A guard name Kovac is captured and after some persuasion, and a promise that he won't be killed, gives the party some details of what to expect that the clanhold.
At dawn the next morning Quazzy uses her magic to disguise herself as a severely injured Kovac, and relying her talents for impersonation enters the camp intent on deception. She convinces the Clan Chief Artu Shinin, that the patrol was ambushed by some Trolls some hours away and enraged he leads a large warband, with most of this warriors intent on capturing these monsters.
Once the warband has passed the hidden party, they approach the fort. Quazzy still disguised as Kovac, arranges for the gate to be opened and the heroes attack. The battle is close and chaotic with a Female Shinin Sorcerer disabling Kirsty and badly injuring Athena and Kimar with a Bolt of Lighting early on. When pressed she grows to huge size however soon after her death the fort eventually falls and a small band of Bandits survivors fleeing into the hills.
Nearby they find a makeshift gladiatorial training arena surrounded by cages. In one is an Ivashu, a Golden Serpent creature which Kirstie releases and in two others are five humanoids, Drûghu. Quazzy is able to use telepathy to communicate with the highly suspicious wildmen, with only the most senior a white-haired old Shaman called Imre willing to converse. She learns then one of their young accidentally traveled through a Barasi Portal and the search party unfortunately was surprised by a Shinin patrol and captured. They lead the party to the nearby Barasi Portal and depart, but the Shaman gives Quazzy a Necklace made of Stones as a thank you.
The group lead by Kimar easily avoids the Shinin search parties, and they make it back to civilization a few days later.
Aftermath
Kovac, the prisoner is set free.
Erendriel Adneiro rewards the characters with a magic cloak.
Kirstie returns to the Children of Ilvir, and this cult has a much more positive view of the party.
Kimar returns to Rethem.
Rewards Granted
Cloak of Elvenkind.
Stone Necklace (Necklace of Precognition, grants a flash of psionic precognition allowing the reroll one dice per day).
Missions/Quests Completed
Save the Drûghu.
Character(s) interacted with
Kovac, a former guard at the Shinin Clanhold.
Artu Shinin, Bandit Lord (his younger brother and sister were killed by the party).
Imre, Drûghu shaman.
Erendriel Adneiro, Elven Loremaster.
Created Content
Notes
Players Character Status
Athena - Level 5 Paladin of Vengeance.
Yureb - Level 5 Arcane Trickster.
Quazzy - Level 4 Necromancer Level 1 Warlock Disciple of Desridaen.
Comments