Proceed to the Far Territories, and reclaim Fort Rather.
Potentially, we’re going to kill the Ogre King
Events
After our harrowing experiences with the Gate-Cleric-Monstrosity, we regroup
mid-decision on our next steps.
While we argue about next steps, Sir Beet goes to tend to the son, since
evidently we got immediately distracted in this task last time. He finds
the son is very likely to die of gangrene in the next couple days. He
fixes up the son’s wounds, and re-dresses them, discovering they were
initially dressed seriously poorly. Using this as a learning opportunity,
he brings over Doctor Boggins, who grows very nervous as Sir Beet shows
the problems.
A brief overview of the other soldiers shows that the doctor is a
competent healer, and so this shoddy worksmanship is questionable.
Sir Beet also updates Gustav about his family. Gustav is torn -
feeling an obligation to his men, but also an understanding of his
familial obligations.
After considerations, Sir Beet decides to bring up the doctor’s
actions to Sir Wallace.
The group returns to the command tent. Sir Beet brings up the issues with Sir
Wallace. Beet also informs Wallace about the latest affairs in Ganth.
Wallace mentions he was unaware of the latest status of Ganth, and that our
actions now make more sense. Wallace insists that Boggins accompany Gustav,
but then the decision is made that only Boggins return, and Gustav remain in
our care at Mine Town.
Stackor, Sir Beet, and Dr. Boggins teleport back to Ganth, where Boggins
is handed over to Captail Ilio. Ilio also informs Beet that Sir Dunce, the
paladin of Damerich, was looking for us. After a brief search, Sir Dunce
meets with Beet and Stackor.
Dunce informs Beet: 2 days ago, the company arrived at Hawkman’s
Ranch. Syrup asked Dunce to aid with investigations into the Hawkmans’
as suspects of Count Therin’s assassination. During the investigation,
the army found an alchemical workstation in a pump-station. Colonel
Syrup proceeded to interrogate the inhabitants, and sent Dunce to get
assistance. However, as he went, the pump-station exploded, and Dunce
raced back, finding the men dead. Dunce raced off to find help, and
upon returning, found Colonel Syrup directing fire-fighting efforts.
Dunce believes that Syrup is possibly now an imposter, and is
uncertain how to move forward.
Stackor and Beet deliberate for a long while. Stackor tries a
sending to Syrup, which fails, and they conclude that Syrup is
likely dead, and is replaced by a shapeshifter/fey. They deliberate
some more, and decide that the party will re-group in Ganth to handle
this sudden army business, and then return to Mine Town to deal with
the Ogre King.
Sir Tern remains at Mine Town, acting as their doctor.
The new group assembles in Ganth, resting there for the evening. Stackor
sends a message the King of Altae, informing him of the situation around
Colonel Syrup. Sir Beet is drawn into a dinner with Count Therin. The next
day, the group gathers, and heads off towards the army on phantom steeds.
Upon arriving at the Hawkman Ranch, the group immediately goes to the
pump-house, and investigates the ruins. They find some finger bones, some
molten glass, and various pieces of debris.
We call it here!
Player Characters
Sir Beet, a human paladin of Iomedae (Thans)
Sir Tern Ipswitch, a human paladin of Ragathiel (Bill)
Jen Erica von Illamage, a human wizard (Mike)
Burren “Smokey” Blunt, aka Bat-Man, but in the bat language, so like a bunch of “eee eee” and stuff (Dan)
Stackor, a dwarven wizard (James)
Locations
Mine Town
Hawkman Ranch
NPCs and Notable Characters
Sir Wallace, castellan of Mine Town
Boggins, a doctor in Mine Town
Gustav Therin, son of the Count of Ganth
Captain Ilio
Sir Dunce
Other Notes
Smokey is really obsessed with licking some balls.