The Wicked Witch of the NorthSouth?

Following the liberation of the gnomes and the removal of the local Redhat leaders, the group journeys to Botkinsburg with the news. They meet with the Baron and borrow the Baron’s personal prestidigitator to suss out a thing or three about the mirror of mind enslavement. They get news that it is a tool of the agents of the Horned One – in particular the Witch Queen – and some vague directions and a target – a ziggurat built when the Horned Lord ruled these lands, many centuries past.

The group dispatches itself to the regions surrounding the ziggurat and scope it out from afar. A massive seven-stepped pyramid caps the end of a broad avenue flanked with two and three- story buildings on either side. They approach and encounter slaves – downtrodden and dispirited, malnourished and sullen...

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Spiderlicious!

The group pauses for a moment and reflects on the fact that the orcs are more active at night, polish up their brass balls and saunter back through the orc squalor. Their luck holds and they ride back to the mines. There, they use water from the spring to restore the minds of the mining gnomes.
By the time morning comes, the party is backed by about 300 enraged gnomes that are armed with scaveneged weapons, shovels, picks and sticks. The tide sweeps into the village at dawn, slaughtering all who stand before them. The party rushes ahead of the rest and is unopposed until they encounter a pair of guards who are swiftly slain, and then the group has penetrated a second mine.
They creep about for so e time until it runs across a drunken orc and a basket of deep fried spiders…with tiny human ...

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Roam Gnome, Gome Home!

After a few more minutes of parley with MIles, the groups part ways. Miles heads off into the forests and the group explores the mines for an hour or so. They discover hundreds of gnomes – all bewitched in some way. They free the gnomes but find they are incapable of coherence. After a brief discussion they leave the gnomes and journey down a path which leads to a ridge that overlooks a small valley. The remains of the gnome settlement are visible. The gnomes discovered at the mine are surely the remnants of this town, right? Should they be avenged or forgotten?

The group presses onwards, riding into the vale of filth, past orcs that breed in the fetid squalor and towards an inn – of sorts...

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When you Miles the whole world Miles with you!

Departing the Barony, the group travels along a river ‘road’, stopping at the occasional village for food and gossip, The priest of Torm bestows minor cures and spreads the word. A few days out they encounter a trio of escaped slaves who tell a tale of imprisonment at the hands of Miles, the outlaw. This gets the group onto a side track off the main road and into the deeper wilderness.
They arrive at a dilapidated and ramshackle village – stuffed to the gills with armed toughs and sporting only a few bedraggled looking peasants. The group navigates the environment without starting a major event and so no blood is spilled – but information is gathered from some men in Mile’s employ.
The group journeys even further onward, eventually arriving in a collection of huts, scare large enough to be...

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We’re on a road to nowhere…

After buying some goods, the party mounts up and starts to travel southward along the Easting Reach. Within a tenday they arrive at Uthmere. There, the cleric and paladin visit the local church of Torm, while Malchor, Kreus and Thunderbear journey to the seedier side of town to seek items magical. Arriving at the Bloody Hook in the morning allows them time to survey the place. Some bribery and a willingness to consume stolen wine earns a visit to the fence, Haggling commences and the wizard departs a bit lighter in gold, but with a fine cloak and a set of silverware. The group spends one last night in luxury and then departs in the morn.
The journey southward is largely uneventful, aside from a chance encounter with some red-hatted goblins stealing cattle, The group charges, the goblins ...

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