AAR from our ongoing SYMBAROUM campaign.

Davokar Calls
The CCWC has returned to the lands of Ambria and the great forest of Davokar. Our heroes – such as they are – are an intrepid band of academics intent on gaining Duke Sesario’s patronage (read ‘funding’) for their research into various arcane and esoteric pursuits.
To that end, they journeyed to the city of Mergile and presented themselves to the Duke’s steward as ‘troubleshooters’ for those messy inconveniences that can hound any leader’s otherwise peaceful and orderly rule.

In the Session 0 tutorial mission, our heroes ventured to the nearby logging town of Oscat to deal with savage wolf attacks. One quick but bloody battle later, the lupine threats were dispatched at an abandoned woodcutter’s camp.

Post-battle, the party found the bodies of a refugee family in one of the neglected huts.
At first glance, they appeared typical: undernourished, worn travel packs, camping supplies, weather-stained clothes… Recently crossed over the Titans from Alberetor was the likely theory. Apparently, they had sought shelter in the camp on their journey deeper into Ambria, most likely to Yndaros or Templewall.
There was evidence of a brave fight – the corpses of three wolves lay around them – but they fell to the pack’s greater numbers in the end. A tragic but sadly common incident. Eminently forgettable, except…
A thorough search of their belongings turned up an unusually high quality short sword, (with an unfamiliar rune on the blade near the hilt) a signet ring bearing the Kohinoor Royal Family seal, and a large oilcloth packet wrapped in twine and secured with a large wax seal imprinted with the same.
What to do?
Local Heroes
Last session, the party returned to Oscat with the head, paws, claws, and fur of the wolves and the huge alpha pack leader. They were greeted as heroes, give a small reward and treated to a feast.
‘Roaring fires, malt beer, and red meat off the bone…”

Plus bawdy songs, inflated heroics, winsome barmaids, drinking games, and drunken oaths of eternal brotherhood.
All good save one tiny problem.
In Session 0, Matt G’s Spoiled Noble Son publicly humiliated four barbarian fur trappers. The default arrogance of the dissolute scion of a minor Ambrian noble house? Perhaps.
Regardless, they returned to pay back the insult and brought a couple friends.

Figuring they’d get the drop on the well-oiled adventurers, they waited outside the tavern and tried to jump them on their way to the inn across the street.
Matt B’s character had already retired for the evening to inspect the sealed oilcloth bundle, and the guy responsible for this mess, Matt G’s character, was still inside the tavern, enjoying the amorous attentions of a barmaid. (cliche, yes. But what’s spoiled nobility to do in a backwoods dump like Oscat?)

Once again, fate sided with our heroes. What looked like easy prey went south fast. Gage’s Hunter was nowhere near as inebriated as assumed, and in their surly resentment, the barbarians had forgotten all about Mike D’s Flaming Servant. They certainly didn’t mention it to their friends.
Deflected crossbow bolts, dispelled Confusion spells, a whip, throwing knives, Matt B’s timely reinforcement, and a 7-foot tall walking furnace with a bastard sword, put a quick end to the barbarian plans of revenge.
They had bruised egos before. Now they had a charred corpse, a perforated corpse, and a severe need for stitches and a Medicus with Herbal Cures. After an apology and promise to never, ever bother them again, the party let the survivors go.
Of course, Matt G’s character sauntered out the side door when it was over. “Why’s everyone so tense?”
Session End.
Another good afternoon around the game table. People are settling into the system and setting, and there are a lot of narrative ingredients starting to simmer. We’ll see what comes to a roaring boil.
More fiction on the way, as well as some Nightwatch action. That’s all for now.
Have a good one.
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Thanks and Good Hunting.
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