WATERS DEEP AND RED WITH BLOOD.
Joined by a Ranger, one of the Duke’s trusted men, the party pursues the raiders into the Westholm Wilds. The trail is clear and soon it brings the Adventurers to a swift, unnamed river, deep in the forest. Nearby stands one of the province’s many Border Towers, usually manned by a small company of the Duke’s troops. Some distance away, a rugged stone bridge spans the river’s dark waters, while on the far bank the party spies a Waystone, one of the ancient, rune-etched markers said to protect the kingdom from the Dark Gods Cronach and Cruenor. Legend also holds the Stones will bestow treasure, knowledge, even special powers to those deemed worthy.
The path ahead seems easy, but an unnatural tension thickens the woodland air.
The reinforced party trying to rescue the Duke’s niece.
The game opened with no visible enemies and two visible Plot Points, the Guard Tower and the Waystone. The party advanced.
The Mage and the Ranger went to check on the guard tower while the Skald and the Barbarian trudged through the trees toward the old stone bridge. At the tower, the Mage reached for the doorknob only to have a werewolf burst out, spitting and snapping. (Strange creatures are said to haunt these border lands) The fight is on.
The Ranger lends some timely assistance and the noise draws the Skald and the Barbarian hurriedly back to help. (Better late than never?) A Search of the Tower reveals four dead guards, a healing scroll, and a map of the area with a notation for a ford a stones throw from the tower. A quick debate and the party elects to try the ford rather than cross over to the bridge.
The party follows a path to the river, disturbing a lone Ork warrior guarding the ford. The Skald moves to engage (not a fan of greenskins) but Brekr the barbarian hacks the brute down first. With no further enemies around, the party crosses the river.
First across the river, Brekr searches the area around the Waystone and finds a piece of jewelry, a broach with the Duke’s emblem, something a young girl would wear. A fresh trail nearby leads north.
However, their splashing and talking alerts a warband of Orks who were waiting near the bridge in ambush. Enraged, the Orks charge along both sides of the riverbank, bellowing war cries and swinging massive weapons. So much for this being a quiet walk in the woods.
Combat swirls on the riverbanks and even in the water, but having lost the element of surprise and forced to come at the Adventurers in a line rather than from all sides all at once, the Orks are disadvantaged.
An ugly brawl erupts between Brekr and the Ork Warchief, and Brekr is drien, stunned, back in the river. The Ork is about to deliver a killing blow when the Ranger looses and arrow into his neck. The greenskin falls like a sack of rocks, much to the dismay of the rest of the attackers. Panicked, the remaining Orks flee into the woods.
Turns out the Ork Warchief was a third plot point. A Search yields an Amulet of Courage (+1 to Morale rolls) and a letter from an unknown person that describes the Adventurers, and gives the name of a man in a nearby border town who will pay the Orks a hefty sum once they deliver proof of death. (a head or other important body part will suffice)
Enemies dispatched, loot scavenged, the Adventurers now face a choice: Follow the fresh trail in pursuit of the kidnappers, or Confront the man named in the letter in the nearby border town, and gain better information on this mysterious situation.
Which will they choose?