5 leagues from the borderlands – 05

Last time, the Saints finished pacifying the area around Coldham, before riding north to Camp Whiteshield. There they raided the lair of the northern wolves, disrupting the plans of the Chaos warrior invaders to isolate Camp Whiteshield, and helping their friend, the Igor the rogue. In the wolf lair, they also found the Urn of Radiance, a potentially powerful magic item wanted by a secretive group calling themselves the Luminari.

Turn 13

The Saints were well received in Fort Solace, several merchants even handing them coin for their services rendered. After a long night of festivities with their heavy purse of gold, Ulrike gathered the group.
“I think it is time to pay a visit to the Lonely Stream camp and have a little chat about why they want us dead.”

(Campaign activity: Hard work and picking herbs, gained 2 gold and a ironshield root. I choose to spend 6 AP to gather money from the locals, and rolled up +6 gold. With a fairly healthy party, I’m going for clearing the curse of war camp impeding our progress)

On the way to the Lonely Stream, they met a friendly hunter called Friedrun Jung. She could tell them exactly where there was a hovel with some shady characters.
(Travel event: meet a friendly hunter, new friend)

The deserter camp. A deserted hovel north of the Lonely stream.

The Saints tried to sneak up on the bandit lair, but Ulrike was spotted moving on a hill above their lair. She sent a bolt immediately as the deserter shouted to the others, hitting the archer in the troat, killing him instantly. The others quickly grabbed their weapons and charged at the Saints.

The deserters, still mostly clad in their uniforms, got into melee with the Saints. Odo was injured by an attacker and had to pull back. Ironbeard caught an arrow, and was also wounded. Dirk was quick on her feet, bandaging up both of them, allowing them to head straight back into the fray. Ironbeard smashing Odo’s attacker in return.

The deserter leader charges alone into the Saints, driving Kara back with three strikes only stopped by her armour.

With the first wave fought off, Kara, Dirk and Shade all downed opponents with their ranged weapons before the second wave lead by the enemy leader charged into them. Ulrike dispatched a man. Kara was assaulted by the enemy leader, but her armour held against his slashes. Ulrike charged into him. He was a big and skilled man, and he turned her attack against her. Just as he was about to push his attack, she darted in and got her sword into his troat. (he gains advantage, but I used a point of will, regaining advantage and managed to kill him). Raging, the second lieutenant charged Ulrike, but Ulrike parried her trust and wounded her with a return blow, and Shade knocked her out with a rock. The last archer ran all he could.

Searching the camp, they found a couple of damaged weapons and some coin. The female leader was still alive, and they bound her. Bringing her back to Coldham for an interrogation would certainly give them some clarity about why these deserters had wanted them dead.

(Gained 4 AP for clearing the camp and killing the 2 lieutenants.
Kara levels, gains combat skill. Orzad levels and gains tough +1, very nice for a dwarf character. Shade levels and gains +1 casting. Perfect leveling rolls all around this round. I found: vital information (about quest) and vital information (delve), damaged warhammer, damaged sword, 3 coin. News is worsening weather, gives -1 injury time.)

The curse of war camp is cleared, stopping their meddling in the Saint’s business

Turn 14

With the weather worsening, the group stayed in the now cleared hovel for a few days, passing time with stories of their victories over the last few weeks, and going hunting. Their new hunter friend Friedrun came by the second day to check on them, and asked them to deliver some bear pelts to a Fort Solace merchant if they had time. (Camp event so the story goes, +1SP. I use a ration to skip upkeep. Hunting is successfull, and I get pelts worth 3 gold. Fail at mystic expedition. Got a contract from a hunter friend to deliver goods from Coldham to Fort Solace by turn 19. D3 gold + 1 SP. News gives worsening weather once again.)

Turn 15

After a few days in the cabin, the Saints travelled to Coldham, handing over their prisoner for interrogation. The bad weather continued, and the travel was uneventful. While in Coldham, Ulrike paid for the old crone to look after Rosa while the rest of them travelled to Fort Solace with the bear pelts.

In the baron’s library, Ulrike met the man that had tasked them to find the Urn of Radiance, handing over the Urn. His eyes gleamed as he carefully recieved it from her, packing it into a thick bundle of cloth.
“Why was the urn so important?” Ulrike asked.
“As you have helped us so much, I will tell you more brave hero!”
The man leaned forward and told Ulrike about the urn and the group he was representing.

The Urn of Radiance was believed to be a legendary artifact of immense power and significance. Crafted in a bygone era when the forces of Chaos were held at bay, the urn is said to contain a fragment of a long-lost divine essence—a remnant of a deity or celestial being that once blessed the world with light, hope, and protection. The secret society of the Luminari believed that unlocking the power within the urn could potentially turn the tide against the overwhelming forces of Chaos and bring about a resurgence of purity and salvation.
“I hope we can count on your aid in the coming dark days ahead adventurer.” The man finished. Ulrike nodded, not sure what to think about the outlandish claims.

(Town event: +1 rations. Used the rations to skip upkeep. Visit healer, pick herbs, ironshield root. Uneventful travel to Fort Solace. 1 gold + 1SP from contract. News: nothing of note.)

Contract overview:

Contract 1: Deliver a letter from a secretive group to a contact in Fort Solace (+3 adventure points, +1 Gold)
Contract 2: Patrol and secure the immediate area around Coldham manor (3 patrols) for the baron by turn 10 (D6+2 gold)
Contract 3: Locate the Urn of Radiance for the Luminari secretive group (+3 AP)
Contract 4: Chase off a group of northern wolves outside Camp Whiteshield by turn 11. (+1 SP)
Contract 5: Locate the Marien banner of defiance for Camp Whiteshield council (D6 gold)
Contract 6: Locate Maanaan relic for soldiers. D3+1 Gold
Contract 7: Deliver goods to Fort Solace for hunter friend. 1 Gold, 1SP

The Saints have a peaceful few days, delivering some pelts to Fort Solace. Rosa is finally back on her feet after her serious injury fighting the northern wolves.

Session summary

This was a good session for the crew. They finally got their heads above water with some good influx of coin. The experience advances were good to me, and I also have a ton of story points from various sources, which can save the crew from sticky situations later. The group feels strong enough to go hunt something dangerous now.

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