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1-3 Thugs in the Hills

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Background and Summary: Raff had previously been trying to hire some ruffians on behalf of some raiders to the south. He now felt betrayed by them when sent into the swamp and captured; and the rest of the Party was concerned about any group of raiders in the area. So the Party decides to have Raff lead them to the raiders' settlement.

Half the Party infiltrates the settlement, while the rest spy from a overlooking bluff. They find that the raiders have been taken over by some formidable, well-trained Orcs from far away, and are intent on doing some serious raiding. As well, the Party finds that a small band of foreign Dwarves and Humans are also spying on the raiders, having followed the Orcs from elsewhere. A ghostly ship arrives one morning, in order to transport the raiders straight to the harbour of Yorvik; the Party and their allies attack, while the ship leaves with only some of the raiders. After the remaining leaders are killed, the stranded raiders agree to pack up and leave.

Yorvik, meanwhile, repels the invaders (having been forewarned). However, Ikh'to, the commanding Orc manages to escape. The Party tracks him back to an ancient cave complex in the hills near the raiders' settlement. They find and kill Ikh'to and many local Orcs that he had recently conquered. They also find that centuries ago, the complex was home to Thorfinn the Three-Fingered, a key figure in the Frost Keys adventures that involved associates of Mei-Peng's mother.

Dafan time:
160 Junius 2 - Quintilis 5 (June-July)
Real time:
2007 August - September (sessions 35-42)
Starting members:
Mei-Peng (N3), Vishu (Mk3), Aknot (F3), Trafalgar (WrC3), Beqk (Cvr3), Razzle (MU2), Kera (NtC3), Riff (F2), Shionna (B2), Raff (F1)

(Session 35)

Junius 2
(June 2)

During her training sessions, Mei-Peng arranges for Zarine's preserved corpse to be sent back to her family in Hestia (Mage Guild in Jorvik has the means, and they did accept Zarine as an exchange student, so they offer this service for free).

Junius 15

Vishu decides to look for some new sneaks for the Party, and meets a Ranger looking for work: Shiannan (R1) joins.

Junius 21 Party heads for the hills, to where Raff says is the bandit encampment.
Junius 23 Shiannan leads the Party off the small trail to the encampment; in the woods they are surprised by 6 Bugbears; Shionna almost dies before the Bugbears are all killed.
(S36)  
Junius 24 Overlooking the encampment, the Party spies on it for a while; they see that there are far more bandits than when Raff was last here, that many of the previous leaders are now hanging on gallows, and that there are new leaders in much more impressive armour. All in all, the place looks far more imposing than before.
  Raff takes Vishu, Trafalgar, Aknot, and Shiannan to the bandits, as if they were people he hired (his original task, several weeks ago). Before they get to the encampment, though, they are confronted by two Dwarves and two Humans; these newcomers say they've been spying on the place for a while now. They are quite concerned about 3 powerful Orcs (!?!) that are running the place. The newcomers, the Orcs, and many of the current bandits all arived about a week ago via some sort of teleportation device; the newcomers were invisible at the time, and destroyed the device and then fled the encampment. Ruff (A?), Tuff (A?), Bambi (Mk), and Thumper (MK) provisionally join the Party
  Feeling this made the place a much greater threat than they had originally thought, the Party sends Shiannan back to Jorvik to warn the locals that something major is afoot.
  Meanwhile, Raff, Vishu, Trafalgar and Aknot successfully "join" the bandits. Ruff reveals that he has some sort of telepathic ability and can communicate with both Raff and Shiannan; this allows for some useful secret communication between those inside the camp and those watching from a rise above.
Junius 26 Raff and the other "recruits" learn that the bandits are intending to strike Jorvik itself (the largest Norse city), and will be leaving next morning. Shiannan, who had just delivered a more general warning and had left Jorvik, turns around again and becomes a permanent communication relay in the city.
(S37)  
Junius 27 Early in the morning, the bandits congregate at some old docks near their encampment. A mysterious fog rolls in, and then a ghostly ship suddenly docks - the Chaos, a legendary and exotic pirate ship whose exploits go back centuries and whose crew consists in part of undead. Her captain "Queen" Phaedra disembarks and addresses the lead Orc, Ikh'to. She resents being summoned again (having recently dealt with some Elven ship for him). Ikh'to explains that they merely need passage to Jorvik, and that she is quite welcome to join in the plundering. She accepts the offer, and the bandits start to embark.
  Ruff quickly passes around a potion of invisibility, and tells everyone on the outside of the encampment to charge when he addresses Phaedra; the Party is puzzled by the instructions, but readies themselves for battle. A few minutes later, Ruff appears on the dock as he stabs and nearly kills one of the two Orc subcommanders; he then bellows to Phaedra that she and his "associates" had an agreement, that she owed them a favour, and that favour was going to be that she leave immediately and not partake in the raid. Ikh'to is outraged as Phaedra agrees and orders her crew to bar any more bandits from embarking. The Chaos begins to recede into the mist.
 

On the shore, a chaotic brawl breaks out. Most of the bandits are utterly confused, with their leader and their ride leaving without them, and with attackers in their midst. The Party (both those who had "joined" and those charging from the rise) focus their attacks on the two Orc subcommanders, a known Mage, and a few known Clerics. Many of the bandits stand back and refuse to join in the battle, sensing that their employment may have just come to a sudden end. After a tough battle, the leader-types are all killed and the remaining 54 bandits agree to a truce. The Party proposes to the bandits that the Party be allowed to keep whatever booty was on the deceased commanders while the bandits can take whatever else is in the encampment. Not wanting the bandits to reform as a cohesive unit of any sort, the Party tells them they must dismantle the recently built buildings and go away, taking whatever can be carried. The Party notices that this includes one chest filled with Hestian coins, which seems highly unusual.

(S38)  
  Meanwhile, being forwarned of an assault coming by boat, and with the bandits being reduced in numbers, Jorvik is easily able to repel the attack.
Junius 28 With the bandits having dismantled much of the camp and beginning to leave, the Party heads for Jorvik.

Litha 1

(inter-calendar 1)

This being the first of 5 "intercalendar" days, it's a religious holiday for many people. Riff and Raff refuse to walk that day. The rest of the Party pushes on, with the 2 Dwarves trailing a day behind. Through Ruff's psionic connection with Shiannan, the learn that Ikh'to vanished during the combat and has not been found since, despite extensive searching. Ruff says that his group wants to try to find the Orc commander, guessing that he had snuck out of Jorvik, so Ruff, Tuff, Bambi, and Thumper leave the Party shortly before arriving at the city in order to search. (Ruff also mentioned that he didn't want to enter Jorvik as "there'd be too many questions asked of us"),
Litha 2 In Jorvik, the Party meets up with Shiannan and sees some of the carnage at the city docks. The Party is offered a reward for warning the city, details to be worked out in a few days.
  Mei-Peng offers her skills to the locals as a skilled amateur torturer, and attempts to find out more about Ikh'to and the other newcomers amongst the bandits from captives from the battle. Some if not all of the newcomer bandits seem to have come from some Norse-inhabited place called "Leifland", centred about a city named "Leifheim"; all names and descriptions are unfamiliar to all Party members and locals. The bandits were hired by Ikh'to with the promise of much booty from raiding distant cities such as Jorvik (prior to which they had never heard). Word is sent to Wolsingham and other towns in Noranglia that they may be attacked from sea unexpectedly. Attempts to contact Ruff, who might know more about this unknown land, prove futile - for some reason now, Ruff won't respond.
  Aknot drinks himself silly; eventually wakes up naked and possessionless in a gutter. Vishu finds him and spends the next day or two nursing him back to health.
Litha 3 An Elf from Glantri contacts the Party. Eldarion explains that he has come looking for word of an joint Elf-Norse exploration that sailed East over the great sea in search of suspected lands. While these lands used to be impossible to reach by sea in past centuries and millenia, suspicions had been growing that the journey may not be so difficult now. He thinks that locals as well as the Party might have some idea what has become of the ships (in particular, he was looking for Jasmin and her associates - he is quite disappointed to hear of her death, but doesn't explain how he knew of her or the Party). The Party can't tell him anything about the expedition, but does mention that Phaedra mentioned having been asked by Ikh'to to deal with some Elvish ship - perhaps there is a connection?

 

Before this matter can pursued any further, Shiannan suddenly receives a short message psionically from Ruff saying that Ikh'to had indeed fled the city, and was heading northwest to the mountains across the lake from the bandit encampment. Attempts to contact Ruff fail. The Party borrows some horses and a cart (for the Dwarves and Gnome) as an advance on their reward and rushes off.

(S39)  
Litha 4 Leave horses and cart at the village of Grensvik, and head west into mountainous terrain. They find an old path heading in the desired direction, and occasion fresh tracks of someone heavy and booted. They come to a burned pile of strange beasts; Kera asks a raven what happened, and is informed that 4 humanoids that might be Ruff and his band had killed many big beasts, burned the bodies, and then left the region. Raff and Shiannan are still unable to contact Ruff.
  The tracks lead the party to a small waterfall coming out of a tunnel exiting a mountainside; they go in and find a water-carved complex of tunnels and caverns. 4 mundane Orcs attack the Party and are easily dispatched.
  The Party comes to a big hall, and 20 Orcs led by Ikh'to ambush them. The Party is victorious, although Becq and Raff are badly injured. The Party interrogates a captive named Borosh, who isn't sorry to see Ikh'to dead. He readily accepts an offer of his life in exchange for information and Party membership: Borosh (F1) joins. They learn that these Orcs had only moved in a few years ago. Ikh'to had barged in yesterday, killed their guards and several leaders, and taken over the complex.
(S40)  
  The Party finds sign of some unusual digging activity on one wall (likely centuries ago) and a carved note on a wall in Elvish: "Florelli was here 153T42". Mei-Peng finally realises that she knows where they are. A party of associates of her mother, X'eng Tao Tse, had come here nearly 300 years ago (i.e. in the time of Mei-Peng's childhood) on their quest for the legendary Frost Keys; this was hide-out of Thorfinn the Three-Fingered, a huge giant/troll abomination.
Litha 5 The Party finds some mummified Orc corpses in one room. Searching the wall behind where they were placed, they find stonework that is sealed with a waxy substance that seems to be air-tight. Some members want to remove the stones and see what lies behind; but a Portent from Trafalgar for Raff suggests significant danger; so they hold off.
  Exploring further, the Party is about to enter a cavern when Borosh proves his loyalty and warns them that it is inhabited by "Ice Beasts" - Orcs may pass, but it is unlikely they would ignore the Party. As the Party is still not fully recovered from their previous battle, they retreat and rest some more.
Quintilis 1 (July 1) Fully rested, the Party returns to the carvern with the "Ice Beasts". Three beasts - some sort of water-loving troll - and a piercer attack the Party, and are killed. The Ice Beasts are able to heal their wounds; the Party finds them must use fire or acid to kill them.
  Learning from Borosh that ahead simply lies another exit to the mountainside, the Party turns around to find more things to kill and loot. They work their way to ahigh point of the complex, and come to a steep downward passage with a stream in it. Aknot slips and slides out of site, around a corner, and over a 50' waterfall; but only 10' down, he is caught by set of big tentacles that try to squeeze him to death. The rest of Party struggles with their footing, gets a long rope going, and Riff and Vishu descend to help Aknot. It is an awkward battle, but Aknot finally chops his way free ...
  ... and falls the remaining 40' into a shallow pool in a chamber occupied by three more Ice Beasts. Riff and Vishu are lowered down by rope as quickly as possible to help Aknot. As below the rope is a deep and turbulent pool, Riff tries to swing himself to the side of the chamber; he remembers at the last moment that he's tied to the rope, and so tries to cut himself free, all the while one Ice Beast treats him like a pinãta. Vishu, in the meantime, tries to elegantly jump free; but with all the Dwarf and Beast activity below her, instead gets flung into a wall and crashes to the the ground by another of the Beasts. Shionna convinces the non-to-bright Borosh that he should jump down to help, and he does; the fall doesn't kill him, but the weight of the water crashing down keeps him underwater and he drowns a short while later: Borosh killed. Shionna then proceeds down the rope, followed by others one by one. In the end, most of the Party is down and eventually succeeds in killing the Beasts. Riff and Shionna are nearly killed, while Aknot, Vishu, and Mei-Peng are merely mangled.
(S41)  
  The Party proceeds into the next chamber, and finds a pool occupied by some transparent creature that tries to pull people into the water and drown them. It proves to be very difficult to damage; but they do succeed in suddenly disrupting it. They retreat to rest.
(S42)  
Quintilis 3  
  Exploring elsewhere, the party finds a blocked off passageway. Entering it, they are mugged by 6 Ghouls; several membes are paralysed, but the rest readily destroy the Ghouls. Proceeding further, they eventually determine that the passageway leads to the back of the stonework found in the Orc barracks room; the portent that dissuaded Raff from taking that wall down was likely in reference to the Ghouls waiting hungrily behind it.
  The Party returns to the pool with the transparent water creature. They dam the waterfall above the pools which results in the pool shrinking; Kera then shrinks the pool further by means of several Destroy Water spells, and that seems to kill the creature.
  Further exploration in the complex yields nothing of interest. The Party exits the complex, and heads for Jorvik.
   
Training Quintilis 5-22: Training for many.

Surviving members:
Mei-Peng (N3), Vishu (Mk3), Aknot (F3), Trafalgar (WrC3), Beqk (Cvr3), Razzle (MU2), Kera (NtC4), Riff (F3), Shionna (B3), Raff (F2), Shiannan (R1), Ruff (A?), Tuff (A?), Bambi (Mk), Thumper (Mk)
New members:
Ruff, Tuff, Bambi, Thumper, Borosh (F1)
Casualties:
Borosh
Retirees:
Ruff, Tuff, Bambie, Thumper
Continuing party:
Mei-Peng, Vishu, Aknot, Trafalgar, Beqk, Razzle, Kera, Riff, Shionna, Raff, Shiannan

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