New Ikou

Session 05
Argus' Attack

September 5

The party receives news that General Mille Venus has been court-martialed and send to Argosy as a prisoner. They seek permission from TSIR to go rescue her, which is granted, as the party plan to leave the next day.

September 6

In the early hours of the morning, an emergency meeting is called, to which the party is summoned. Argosian forces have been seen moving out of Fort Zweiver and Aldura toward Neria. TSIR suspects information about the Aldurans joining the Tribes has leaked, and Argosy wants to retake Neria before the reinforcements arrive.

The bad news is that the army is led by General Tarron Argus, the Forward Commander of Argosy’s forces, and a big part of the reason the Argosians made such a huge impact so quickly. Much of this due to the Arguspaladron, a giant mechanized tank designed by Argus that is impervious to most attacks, and capable of destroying gates incredibly quickly.

TSIR’s estimates put the army between 5000-15000, and most likely 10000-12000 if Argosy wishes to maintain his southern and western border strength, and assumes Argosy has predicted a defense of 5000, and that with the Arguspaladon the Nerian defenses will fall before any reinforcements. Thanks to the Dark Roads, TSIR thinks the Aldurans will arrive a day or two before the Argosian forces, but has a better plan anyway.

She wants to have Tallula lead about 4000 troops out near a small folly where a Dark Roads exit will allow the remaining 2000 troops to meet with the 2000 Alduran troops to flank the Argosian army.

Predicting about 3 weeks before the encounter, the party are given permission to attempt a rescue of Mille Venus, and leave later that day for Fort Gerrou.

September 10

Arriving at Fort Gerrou, the party meet with Captain Rousen, who had been given command for now. A discussion about how to rescue General Venus ends with the party deciding to rescue her and fake her death, so that they don’t anger the Hawthornes. The party left shortly after the meeting.

September 16

Hot on the tails of Major Fernando Vallenze, the party wait til nightfall to send Soro in to try and sneak Venus out. Using his snake, he sees the 4 tents, 3 guards, and a wagon with Venus in the middle of the camp. Using his snake to bite a horse as a distraction, Soro sneaks into the wagon, and frees Venus. Again, using his snake to draw the guards away, Soro and Venus attempt to sneak out of the wagon, but unfortunately Venus is spotted, and the alarm raised. Venus immediately runs for the hills, as Soro sneaks under the wagon to hide.

Major Vallenze gives chase, teleporting and dashing toward the party, and even skips right over the fake corpse of Mille Venus the party had planned, but loses sight of her – though sees Santa in range, and chases him down, forcing his surrender. They take him into the wagon, and begin questioning him. Soro, still in the area, uses his abilities to knock Santa out, and buy the team time to discuss their strategy.

They decide that leaving Santa with the enemies risks giving up too much information, and a rescue is enacted. A bit of setup with Venus creating a battle plan began with a volley of arrows, with Soro making a particularly impressive shot that immediately dropped Major Vallenze. Quick reactions by his allies summoned darkness around him and the medics, but the party merely took this as a chance to attack his lieutenants, and drop them. Vallenze eventually emerged from the darkness, and called heaven’s wrath onto Mille, almost dropping her immediately, but she bolstered herself, and delivered a blow against the Major that almost punched a hole through his chest, while the rest of the party cleaned up the remaining troops, ensuring they were all killed.

Kris found Santa barely conscious and suffering from poison in the wagon, and administered medicine, and with Santa rescued, and Venus safe, they decided to quickly return to Neria.

September 20

Arriving at Neria to meet TSIR and Tallula, who gave them a telling off for taking too long, they introduced Mille Venus to them. TSIR decides to escort Venus back to Ignos to debrief and plan. The party take a small break, before Donovan leaves with Soro to meet Rephaim and the Aldurans in the Dark Roads, as Tallula takes Djembe, Kris, and Santa to head straight onto General Argus.

September 25

Taking the bait, Argus charges his army right into Tallula’s, as Donovan emerges from the thicket, flanking the army. Surprise no doubt playing a huge part, the Tribal army took an immediate advantage. With some excellent defensive maneuvers from Kris and Djembe to protect the army, Argus wasn’t able to try and recover any advantage, and the aggressive pressure from Santa, Rephaim, Soro and Donovan gave no respite to the Argosians. Building upon their advantage, it was only a matter of time before General Argus felt the need to surrender to the Tribal forces.

September 30

TSIR, Ignosi, Venus, and the rest of the Ignosi leadership arrive in Neria to discuss their next moves. After conscripting 500 of the Argosians, and killing the rest, while imprisoning General Argus and his martials, they discuss options.
Firstly, the information that Mynosea has been destroyed by the Human Nationals/Arnise forces, who now share a border, which TSIR thinks means the Arnise forces will have to drag forges from their northern border to the south.
Major Iain Lytel has the more pertinent information, that Argosy has apparently ordered a complete and immediate withdrawal of all border forts into Gallia. TSIR thinks this indicates the Argosian military is not the 20000 or more troops previously estimated, and probably closer to 10-15000, which TSIR thinks they can reduce even further by sending their healthy troops, approximately 5000, to intercept the retreating Fort Ventroux troops and eliminating them before they reach Gallia to make the inevitable siege of Gallia much easier.

The final point of discussion is what to do with Mille Venus. With the Argosian borders shrinking every minute, she doesn’t think Wallace has any reason to re-court martial her and send her back, and that she might be able to get back into contention being named as Hawthorne’s successor. Her analysis is that she was probably 2nd in preference, behind General Kale Westlake, the Western Border Commander, and ahead of General Khasim Bhutan, the Fort Galen Commander. She feels that she had a good relationship with Bhutan, and might be able to convince him to become her second in command, if he joins her. The biggest issue will be how to convince Wallace to choose her over Westlake, but she thinks if popular opinion was enough in her favour, Wallace would have little option, without facing a civil war.

So the party decide that after taking out the Fort Ventroux forces, they would head to Fort Galen to speak with General Bhutan, then to Rein and Caval to sow the story of Mille Venus into the public and get her approval rating up.

Session 4
The Alduran Ally

August 6

The Tribes hold a war council featuring their entire leadership

Chieftan Ignosi (Leader)
General TSIR (Special Operations Commander)
General Tallulla (Military Commander)
Colonel Gentry Lincoln (Fort Crab Commander)
Colonel Remus Balk (Ignos Defense Commander)
Colonel Hatem Atel (Neria Defense Commander)
Major Iain Lytel (Scout Commander)
Major Donovan (Forward Commander)
O’ro K’ae (Drow Leader)
No’ro K’ae (Drow Military Commander)

The general consensus is that pushing their troops into another engagement immediately could be disastrous, and that they should fortify at Neria and Ignos for the near future, especially as their ally, General Mille Venus had been recalled from the Hawthorne- Argosy border and back to Rein for her actions at Fort Gerrou.

Well aware that the Dark Roads can only do so much to make up for the overwhelming strength that the Argosians could field, the Tribes made plans to seek an alliance with the now displaced Aldurans. Rumours suggested that Rephaim Lavezzi and Arda Movale, the Alduran leaders, were hiding in Arcania while they discussed protection by the Merchants, and that the party should head there as soon as Djembe’s boat was made.

Additionally, with Donovan’s mine now regularly mined, but without anyone to fashion the ore into equipment, it fell to the party to seek out a smithing guild in Arcania.

As an added benefit, it was suggested that the party could scout out the Argosian fishing village near their border where a Church steel shipment was supposed to arrive.

August 13

Ignosi presents Djembe with his boat, and the party set sail for the port town of [[Helenia.

August 17

Djembe’s skills made quick work of the trip and they arrived in Helenia without a hitch, and set off for Arcania.

August 19

Upon arriving, the party decided to split up to achieve their goals. Santa went to meet with his old boss, Elizabeth Arnesti, to see if she had any contacts, and Djembe headed to his old merchant guild, the Brook and Co. Donovan set off to speak with his mother about recruiting her into the tribes as a blacksmith, Soro sunk into the underbelly of Arcania to look for information, while Kris and Pheezz traveled the town performing for children.

Arnesti was able to tell Santa of two mercenaries formerly employed by the Aldurans, but both were on protection details that had taken them out of Arcania.

Mr. Goldhand Brook was on a mission, but his second in command Herdr Shaftcraft met with Djembe. Djembe offered tell of scuttled ships and where the Brook and Co. might find them in the near future, and that he hoped they might return the favour somehow in the future.

Soro’s meetings proved troublesome, but he was eventually able to locate some Aldurans, but they were not keen on his advances, and rebuffed them. As Soro left, he found a note in his pocket listing a room number at an inn. Unsure of where it came from, he thought it best to meet with his comrades before acting on it.

Donovan had a lovely catching up with his mother, and was excited to hear she had become a reputable member within the Hammer of Hope smithing guild, led by Gren Bosman and his brother Ivan, who she agreed to set up a meeting with the following day.

Back at the Putrid Heron, the team discussed their findings and options when a knock at the door startled them. A man named Linus waltzed in and after some coyly suggested they follow him.

He led them to a back room at the Sundered Shield, where Rephaim Lavezzi and Arda Movale met with the party. While no doubt interested in their offer of allegiance, Rephaim required a test of something-or-other, trust, I imagine. Linus agreed to escort them to the Temple of Savant where they would retrieve Hiru-dan, the sword of Enkidu, one of the two people worshipped by the Aldurans.

August 20

The party left early and made it to the temple a few hours before nightfall. A small brown mound was the only clue anything was even there, but a darkened dirt stairwell led them down, as Linus waved them in, perching himself atop the mound.
After several minutes of descent they exited into shaped stone hallway with a pedestal. On the pedestal they found divots in two rows of three columns, and in the top row were orbs, one Red, one Blue, and on the bottom an Ice coloured orb. A quick survey revealed the number seven atop an opened doorway in front of them. Some manipulation of the balls revealed that removing them closed the doorway.

They ventured through the doorway and found a similar hallway and pedestal, but this time an intersection as well, to the left a pedestal with the word NEW on it, and a large globe adorned it, featuring ten images of monsters, each uniquely coloured, and a crosshair on the globe, as well as an orb shaped mound on the pedestal. To the right, a pedestal with the word OLD on it, and an orb sized hole. A quick test to dispose of an orb was unsuccessful as the hole refused the orb.

The middle pedestal was identical to the first, but the orbs on this were Green, Black, and Gold, all in the top row, and the closed doorway in front of them had the number 22 above it. After some manipulation of this pedestal, the party brought the orbs back to the previous pedestal. They quickly pieced together that the Gold Orb could also keep the first door open, and assumed the top row “added” value, and the bottom row
“subtracted” value and so took the other five balls to the second pedestal, but were unable to find a winning combination. At some point during this Linus got bored and came down to taunt the party.

They moved to the NEW pedestal and began to look for patterns, eventually realizing the colours and monsters were in a particular order, and that after summoning one of the colours they didn’t yet have, it would summon a new orb for them – they also discovered that when they had summoned an orb, they could now dispose of another. After some trial and error they figured out the values that each orb stood for, and left the Gold to hold the first door while they placed the Red, Green, and Black orbs in the top row to open the door.

Faced with a final door and pedestal and the number zero, they did some calculations and summoned a Silver ball from the pedestal, placing it in the top row, while leaving the Ice and Blue in the bottom, opening the door into another dark, dirt staircase, which they traveled down for several minutes.

This time opening into a large hexagonal room, with a smaller hexagonal stone room in the middle. Each inner hexagon corner featured a symbol, which the party quickly assumed indicated where a specific one of them should stand:

Armour for Donovan
Water for Djembe
a Shield for Santa
a Bear for Pheezz
the Sun for Kris
and a Snake for Soro.

As soon as they all stood on these triggers, they were teleported into what they presumed was the hexagonal room they had just seen, each in one of the corners. Kris attempted to move forward, but was unable to – Djembe tried similarly and was successful, but in doing Santa found himself move in the same direction, and as each of the made or attempted moves, they noticed a gigantic pair of stone wheels above them that would rotate between monster symbols. After some time the party eventually maneauver Djembe to the middle, where a trapdoor opened up, shuttling him below. They quickly solved the rest of the puzzle, and found themselves in a large stone room with the same two stone wheels on a wall, set to the same monster as the final turn in the previous room.

The stones began to glow and something seemed to be materializing in front of them. The party took up combat positions, as a genie and a gorgon appeared. Half the party opted to quickly rush the gorgon, but as they brought their weapons down on her, they found themselves unable to move. However, Kris was unaffected by her gaze, and called down the wrath of heaven, crippling the beast. While some remained unable to attack, the rest of the party turned to cut down the hideous beast, leaving only the genie, who blew dust into the party, searing their flesh. Kris again called the heavens onto the genie, only to see him vanish and reappear unharmed. The party reanimated, began their assault in earnest on the genie, who kept his barrage of magical breath attacks going, bringing Djembe to his knees – but not enough, as the magic of Kris brought him back as Santa blocked what surely would’ve been a fatal blow to the Seidiir. An arrow from Soro struck true, as did the fists of Pheezz and Wwrrawr. Donovan‘s attack connected strongly, and the genie’s visage began to fade. Twice more he blinked in and out, but as he ran out of wishes, a mighty swing from the injured Djembe cleaved the genie’s chains in twain, severing his ties with the world, and he disappeared for a final time.

The battle ended, a door opened in front of the party into a small dimly lit room, in which they found a sword in stone. Not one to waste time, Donovan pulled it out, and in doing so a circle of the orbs they had used earlier rose up from the floor, and the room lit up more showing the same large hexagonal room they had been in previously, sans the smaller hexagon in the center. This time the room had six coloured emblems above them, however, done with their task, the party gathered the orbs as well and headed back to Arcania, planning to revisit in the morning.

August 21

Arriving back at the Sundered Shield at evening, Rephaim was very pleased with the return of Hiru-dan, and agreed that he would discuss an allegiance with the Tribes. Arda Movale was to return with the party to Ignos to discuss the terms.

The party went to bed.

August 22

In the morning the party headed back to Temple of Savant and into the hexagonal room, evaluating the colours on the walls.

Blue, Red, Silver, Green, Gold, and Black. Donovan grabbed the Blue ball and stood on the blue pressure plate, only to feel like he was being drowned. A few different attempts were made, but eventually Djembe took the blue ball and stood on the plate, suffering no ill consequence. A few more ill effects, and party eventually figured out that the colours represented the party themselves:

Blue for the seaborn Djembe
Green for the natureborn Pheezz
Fire for the fireforged Donovan
Silver for the shieldarm of Santa
Gold for the sunkissed Kris
and Black for the shadow left by Soro

Another falling sensation, then darkness.

Donovan woke up to find his hands struck by hammers, and after the pain subsided, a tingling revealed a hammer sigil on one hand, an an anvil on the other.

Santa woke to a shield slamming him in the face, and after the pain subdided, a tingling on his hands revealed a sigil of a shield.

Kris woke to find the roof opening above him, as a brilliant gold light bathed him, as he felt a tingling across his forehead.

Soro woke to arrows pinning his hands to the walls, fading seconds later, leaving a sigil of an arrow on one, and a target on the other.

Pheezz woke from an earthquake that sent him sprawling, but as the quake continued, he felt a tingling in his feet, and found himself able to stand in the quake, as a sigil of rock appeared on his feet.

Djembe woke to find himself under a waterfall, as the water stopped, he felt a tingling across his hands, and a sigil of spraying water appeared.

Then they woke up.

August 22

The party each sat up in bed, checked their hands and faces, seeing the sigils still etched into their skin, realized they had been dreaming – but not quite. Not too fussed, they all got up and prepared for their meeting with Gren Bosman – but not after some experimenting with their newfound abilities.

The meeting with Gren was a rousing success, and Ivan agreed to return with the party and set up accomodations, while Gren rounded up the rest of the guild to be transported back to Ignos. The party met up with Arda, and began their trip back to Helenia.

August 24

One last goal to achieve, the party decided to charter a boat to take Arda and Ivan back to Ignos while they ambush the steel shipment.

August 26

A few days out, Djembe’s talents allowed them to pinpoint the location of the freighter and its two guards. Covered in darkness, they approached and let loose a barrage onto the rear guard, scuttling the ship almost immediately. The second ship came around while the freighter attempted escape, but was sunk, as they caught back up and rammed full speed into the back of the freighter.

Charging the top deck, they made quick work of the garrison stationed onboard, forcing the survivors to pilot it back to Ignos.

August 29

The party swing back around to escort Arda and Ivan as well as their cargo, landing in Ignos. A quick meeting and debriefing with the leadership, with introducing their new allies and making considerations for when and how the 2,000 Alduran troops would arrive as the key points, and the party were sent for some rest and relaxation while the next moves were put into action.

Session 3
Attack on Neria

Session 3

June 9

After a week of recuperating, the party headed out to Neria to begin their scouting mission. Handed merchant papers before they left, Desmi led the party through the Dark Roads to Neria.

June 12

After a quick run-in with the guards, the party were given permission to enter the town. They wasted no time in getting to work. Most of the party explored town not-so-secretly peddling their fish and crab in their bear-drawn-cart, they also secretly began drawing a map of the area to aid in any attacks. While this occured, Soro wandered off with Santa as a bodyguard to gather information about the area.

After finding an inn with a less than reputable air about it, Soro and Santa entered. After a brief discussion with the barkeep, they were pointed in the direction of a few men playing liar’s dice in the corner of the bar. Soro inquired about information regarding the military in the area, and was told to return the next day.

Around 7PM, the party retired to the Happy Heron Inn, recommended to them by the gate-guard. Hearing that it was a bit of a nightspot for the military, most of the party hung about the tavern, watching and waiting.

Meanwhile, Pheezz and Wrrawrr sat out in the stables, waiting.

After some time, it became clear that one particularly well off Lieutenant was becoming quite intoxicated. To speed up the process, Kris turned up the charm and convinced a waitress to slip something into his drink.

Shortly after his ingestion, while Kris ‘distracted’ the waitress while the others entertained Lt. Sander, eventually taking him up to his room, while the returning Kris ‘distracted’ his female escorts.

Some conversation later, the party has discovered a little about the local garrison size, and potential for reinforcement, as well as an important trade route along the north east coast, but Lt. Sander was not able to maintain consciousness and fell into a deep slumber, at which time Soro decided to steal his clothes and badge.

Reasonably satisfied with the information, the party decided to let Soro conclude his afternoon meeting, and head out of the city.

June 13

A morning of scouting finished with Soro’s meeting with an unnamed Major in the Neria garrison. After confirming most of the information they had received the day before, the party set out of Neria to speak with the leadership of the Hawthorne Pirates. Met by a guide of The Dark, they made their way to Fort Erinpura, on the border of Hawthorne lands.

June 19

The party had a quick meeting with the local garrison Captain, Rousen, who informed them that he could set up a meeting with Wallace, the second in command of the Hawthorne Pirates, if they traveled to Rein.

June 30

Another trek through the Dark Roads, and they were given a meeting with Commander Wallace. The party made their pleas that an alliance against the Argosians would surely be mutually beneficial in helping the Hawthorne Pirates establish a zone of safety at their northern border, so that they could focus on the Human Nationals in the south. Wallace said he would make a decision the following day after discussing with his advisors.

On their way out, their escort, Captain Rolfe, gave a not-so-subtle hint that they should meet someone at the Soft Serpent Tavern.

After a few hours of waiting, a man (the bartender), approached the party and informed them that while Wallace would be unlikely to aid them, factions within the Hawthorne Pirates may be, and that they should go see General Mille Venus at Fort Erinpura as soon as possible.

July 1

After a disappointing meeting with Commander Wallace who said that the Hawthornes just weren’t in a position to act against Argosians considering Commander Hawthorne’s sickness, the party headed back to Fort Erinpura.

July 12

Back at Fort Erinpura, Captain Rousen greeted them and showed them to a meeting with General Venus. The party learned of how many people expect Hawthorne to stand down soon, and Wallace’s lack of interest in taking the mantle, leaving a power vacuum which General Venus wishes to take advantage of. The party made a deal with her that she lead an attack on Fort Gerrou, and the Ignosi Tribe would attack a day later at Neria to catch them before reinforcements from Fort Orlais could appear. The plan scheduled for three weeks from now, the party headed back to Ignos to discuss their plan with the Tribal Leadership.

July 19

The Tribal Leadership informed of the tentative plan give the go ahead, and moreover give command of the 6000 troops to Donovan, as a reward for setting up the action. After taking a week to gather their forces, the Tribal Army met with the drow and took the Dark Roads to their destination, half a day from Neria.

August 2

The army emerges from the Dark Roads and marches on Neria. Thanks to the maps the party had set up and some of the information regarding the perimeter defenses they obtained, a small number of infiltrators snuck into the city, knocked out the northern guard post and burned it to the ground. Not wanting to get caught out inside the city, General Moran led out his vanguard and cavalry units to engage while the remaining units were organized and led out.

The surprise attack caught the Nerian Army off guard, and they were routed several hours later. The Tribal army took minor losses, and recruited a number of their defeated opponents, while taking General Derald Moran and Major Ainslie Lambert as hostages.

August 3

Following the victory, they learn of General Venus’s success at Fort Gerrou, but in raiding the offices found correspondences between Moran and Argosy regarding their movements north, and the taking of of Fort Zweiver, and subsequently Aldura, effectively eliminating the Aldurans.

August 4

TSIR pays a visit to the resting party, informing all of them as a reward for their importance in taking Neria, that they are being offered promotions. Captain, for the Unit Leaders Kris, Djembe, Santa, Pheezz, and Soro, as well as Major for Donovan, along with title of Forward Commander.

She also informs them that a War Council is being held in two days time to discuss the next actions of the army, and that Donovan is invited to attend.

Session 02

Session 2

May 2

The party arrives back at Ignos and reports their findings. Ignosi is uninterested, and says the party is free to do whatever they like until another mission is issued, and that another man named Santa Unchakof has come to Ignos after seeing a poster to join Donovan’s team in Arcania, and that Ignosi found him amusing, so he was thrust into Donovan’s squad. Donovan and the party decide to investigate the iron mine deeper, and head back to it.

May 6

Party arrives back at the mine, and for safety, leave Pheez and Wrrawar at the entrance to warn them if anyone approaches. They begin their trek deeper into the mine.

On the way they discover a few giant spiders and centipedes, dispatching them easily, before coming across a drider lurking in a large room. After setting some traps, Soro Boru lures the drider into the party, where they handily dispatch it.

While discussing their next move, a drow named Desmi Maru approaches the party and begins questioning their presence. Soro Boru’s silver tongue convinces the drow they are not hostile, and eventually gets her to reveal her purpose – as a scout for The Dark, and underground drow civilization, who are beset by drider attacks.

Sensing an opportunity, Donovan suggested that, as members of the Ignosi Tribe, they may be able to help The Dark with their problem. Intrigued, Desmi leads the party back to her city, Balebarrow.

May 7

The group arrives at Balebarrow, and meet with the mayor of the town, Oro K’ae, as well as his son, the military commander, N’oro K’ae. After a tactical assessment of what would be needed, the party returns with Desmi to Ignos, using the Dark Roads to speed up their travel.

May 10

Arriving back at Ignos, the Tribal Leadership agree to lend 500 soldiers to the attack on Turathleb, the leader of the drider, as a diversion to draw her guards away and attack the Spider Queen herself.

To avoid detection by Argosian scouts, Desmi leads the army through the Dark Roads to Balebarrow.

May 17

At Balebarrow, The Dark have been making their own preparations by collapsing flanking tunnels to try and protect Balebarrow from drider attacks while they mobilize the majority of their army to confront the drider. All told, 500 Ignosi soldiers and 500 Dark soldiers leave Balebarrow.

May 22

The fight against Turathleb’s main force begins, while the elite party, consisting of Donovan, Kris, Djembe, Soro Boru, Santa, Pheez, Desmi, and Oro K’ae’s elite guardians. While the guardians and Pheez took to Turathleb’s guardians, the rest of the party attacked Turathleb herself. After a long encounter, a whipping slash from Donovan’s blade cut deep into Turathleb’s head, killing her. Almost immediately the remaining drider in the room buckled, and were quickly dispatched, and a howl could be heard through the corridors.

The party rushed to the place where the encounter had taken place, only to find the remaining drider army had been similarly quieted. Pleased with their success, the armies marched back to Balebarrow.

May 28

A quick meeting with Oro K’ae, who agrees to pledge his army and scouts, as well as the Dark Roads themselves, to the aid of Ignosi in his war, and the party headed back to Ignos, while Lincoln lead the army back to Fort Crab.

May 31

Back at Ignos, the Tribal Leadership are ecstatic at the news and their new allies. Ignosi grants favors to each of the new mercenaries: an iron mine for Donovan, a bow – Noble Panther, to Soro Boru, a unique carved idol of a bear for Kris, a boat for Djembe, and a favor for Santa, and then a feast was enjoyed by all.

June 1

The following day TSIR called the party back into her office to discuss the next plan of action. With their new found advantage of moving armies wherever they want undetected, they wish to perform a surprise attack on Argosy. However, without detailed knowledge of the Argosian troop movements, it could still easily backfire, as the Argosian troops vastly outnumber them. So a plan to go to Neria and learn what they can of the garrison there, as well as any future movements was decided. And that the party would continue on to Hawthorne and Arnise after that to discuss simultaneous attacks onto the Argosian menace.

Session 01

Session 1

5th year, Third Age (TE)

March 21

Donovan met with Ignosi following his impressive exploits in skirmishes with the Argosians. Following recommendation from his advisors Ignosi granted Donovan 250 gold pieces and a mission to recruit a capable team of individuals to act as a multipurpose squad for the Ignosi Tribe, and so Donovan headed to Free City Arcania, in the Helen’s Merchants territories to look for mercenaries who might be willing to work with him.

April 8

Donovan arrived in Arcania, and after visiting with his mother, set about his task, visiting local inns and markets, and placing recruitment signs directing interested parties to meet up at a local park.

Uninspired by the first few, Donovan was suitably more impressed when a drow named Pheeez showed up with a pet bear named Wrrawar. The next to show up was a man whose first impression was illuminating. Kris von Kris Saintikristi IV showed his usefulness by mending a bruise Donovan had acquired in his sparring. The third to catch Donovan’s eye was a man who was able to almost blow Donovan down with a gust of wind. After some sparring, despite taking a few blows, Djembe was able to mend himself and continue the brawl, at which point Donovan was suitably impressed to call it off. The last to approach Donovan was an elf named Soro Boru who claimed to be the missing cog in the recruits – suggesting that he would be able to put a convincing face in any sort of negotiation they might need to make, and unsurprisingly, was able to convince Donovan of just that.

April 9

The party met up again the morning after and started their trek back through the Alduran and Argosian territories, utilizing his squadmates abilities to avoid major roads and any Argosian scouts.

April 26

Back at Ignos, the team met up with Ignosi and his aides. Their first mission was to investigate increased Argosian activity in the Wildwood on the Argosy- Ignosi border, and decided to set out for Fort Ferros, the Ignosi border fort, immediately.

April 29

After resupplying at the fort they headed for the border. After another couple of days travel they reached the Wildwood and begun their mission. It was only a few hours before the keen eyesight of Djembe discovered a set of fresh tracks. The party began to track, and were led to a small party of Argosians. They set up and ambush and obliterated their enemies, leaving just one alive.

Mannkin, a young mercenary of the Argosians was reasonable quick to spill information regarding his comrades – that they were a party of about 20 who had come to scout a nearby mine. Armed with the knowledge that at least half the squad were scouting, the party decided to ambush those remaining at the camp. Another easy victory gave the party control of the campsite. The party questioned Jose, the last remaining at the campsite, who informed them that the lieutenant of their squad was inside the cave with another group, investigating.

After some brainstorming, the party sent Pheez and Kris into the cave to scout, and after a few minutes discovered a group of 5 discussing something. Reporting back to the others, they set up an ambush. The fight would prove more taxing than the rest, but they eventually wore their opponents down, as the lieutenant surrendered.

The party learned that General Moran, one of Argosy’s top men, had ordered an investigation of the cave as an iron supply. Satisfied with the lieutenant information, they killed him, and forced the remaining troops to join them. A quick look at the cave walls revealed the iron Argosy had been looking for, but that much of it had been mined.

Satisfied with their mission, Donovan ordered the group to bring their prisoners back to Ignos and report their mission progress.


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