Magpie Kingmaker

#5 Explorations
Filling in the empty space on the map

The group spends the better part of a week resting up at Olegs,then heads out for their longest trek yet as they attempt to fill in all of the blank spots on the northern part of the map they’ve been tasked to explore.

In doing so they run into a number of interesting creatures and sites.

First, they finally meet their fey tormentors face to face after Timarion Medvyed intercedes on behalf of Sandor Kovach to convince them to stop tormenting him. The faerie dragon Perlivash and the grig Tyg-Titter-Tut thank them for being good sports and for dealing with the bandits earlier. They also offer to help in the future if they can.

Later they discover a destroyed bridge and the undead remnant of its former owner: Davik Nettles. He asks that they deposit the corpse of the Stag Lord in the river after they kill him.

Elsewhere in the forest they run into a boggard hermit named Garuum who tells them of the forest around him in exchange for being left alone.

Other sites of interest that they discover include a bear trap filled glade, an ancient cairn that they leave undisturbed, the source of the Skunk River guarded by giant frogs, and a statue of Erastil. They also encounter a number of dangerous creatures, including an owlbear.

Finally, they return to Oleg’s. Having learned of the location of some Tatzlwyrms from the fey and Garuum, they begin preparations for their next expedition.

#4 Short Help
New friends are made

After a night’s rest the group awakes and prepares to go back into the mites’ lair. Sandor Kovach Steps in a crudely made wooden bear trap as he leaves camp, which causes a half dozen mites to spring from ambush and attack the party. They are quickly overwhelmed and the surviving two flee as Sandor and Valerian Orlovsky send a few parting shots their way.

After removing the trap, the group moves back to the mites’ lair and finishes their exploration. The only things they find within are a 25 foot long giant centipede and a captive kobold that has been abandoned by his mite captors. After dispatching the centipede, the group frees the kobold and learns that his tribe has Svetlana Leveton’s ring.

Despite the continuing debilitation of Kleio Eos from their earlier encounters with centipedes, the group decides to head directly to the home of the Sootscale kobolds.

Once there, they turn over a statue they recovered from the mites to the chief of the Sootscales. He promptly smashes the statue and declares that the tribe’s shaman must die! The players get swept up in this insurrection and join the kobolds in dispatching the purple scaled shaman.

The party weakens the shaman with a couple of good blows, after which he quickly falls under a swarm of kobolds. In the celebration that follows, the chief agrees to sign a non-aggression pact with the group representing Oleg’s trading post and the road that connects it to Rostov. The kobolds agree not to bother anyone at those locations.

With that mission accomplished, the group heads back to Oleg’s.

#3 A Fan-tas-Tick Adventure
More of the wilderness explored

As the party returns to Oleg’s Trading Post, they are introduced to Jhod Kavken, a wandering hunter and cleric of Erastil. He tells the party that he has come because he has heard about their charter to explore the Narlmarches and that he has had a vision that there is a lost shrine to Erastil hidden somewhere within them. He asks the party to find the shrine, and to beware of an ursine guardian that was also present in his vision.

The party also interacts with Kesten Garess who makes it clear that he is uninterested in interfering in their exploration and is only concerned with protecting the trading post through garrison duty and patrols through areas that have already been explored.

After resting a bit, the party plans out their next expedition in the form of a loop around the territory previously explored. They plan for it to take a little over two weeks and provision themselves appropriately.

Soon after setting off the group finds itself subjected to a series of pranks that they deduce are probably of fey origin. They correctly discern that leaving gifts for the prankster is likely the most effective way to deal with the problem and are mostly successful in doing so over the next few days, except for Sandor Kovach, who fails to mollify the fey and continues to be subject to their pranks.

In the meantime, the party discovers the shrine that Jhod Kavken had told them of, and are able to deal with the guardian with some difficulty. They then move on and encounter the dreaded Tuskgutter, a large boar that they had been tasked with killing by one of the wanted posters back at Oleg’s. Although it proves an even more difficult opponent than the guardian of the shrine, they emerge victorious and continue on with their explorations.

They discover a rickety bridge over the Thorn River, but as it’s unable to carry the weight of their horses they have to look elsewhere to cross, except for Valerian Orlovsky who temporarily splits from the party in order to take advantage of the bridge.

Having crossed the river the party spots a huge old sycamore tree and hidden in its roots discover an entrance to the lair of mites, presumably the ones that stole Svetlana Leveton‘s ring from the bandits. The group enters, and despite Valerian’s panic attacks from being in such an enclosed space, they deal relatively easily with the mites and giant centipedes that they encounter until they run into a group of mites with a giant tunnel tick the size of a bugbear.

They finally prevail over the tick and its master, but only after using up a great deal of their magical resources, and with half the party having taken damage to their attributes that will take some time to heal. The party stops to heal its less serious wounds and decide whether to push forward or to fall back and regroup.

#2 Into the Wilds
Bandit Camp and Exploration

Following the information taken from their captives at the trading post, the group travels south and has little problem finding the bandit camp. The bandits are not expecting their arrival, and have not prepared anything special in the way of defenses.

Sandor heads straight down the road that passes by the bandit camp, hoping to challenge the bandit leader to a duel, while the rest of the group prepare to take down one of the sentries. The group fails to take down the sentry, who responds by tossing a thunderstone at them, alerting the camp.

The rest of the bandits see Sandor and attack, but his agility and equipment allow him to easily avoid their clumsy attacks, especially after he takes cover behind a nearby tree.

As the rest of the party finishes the sentry and moves to help, Sandor is able to dispatch most of the rest of the bandits, including their leader, the infamous Kressle, who he kills outright. The remaining bandit surrenders, and those that have not succumbed to their wounds are taken prisoner.

The group is able to easily deal with the remaining two bandit patrols as they return to the camp, eventually returning to Oleg’s with a half dozen prisoners.

At Oleg’s they meet the newly arrived Kesten Garess and his three men who have been hired by the Swordlords of Rostov to provide permanent security for the trading post. They take custody of the bandits and give the group their reward for dealing with the bandit problem.

The group gets a good night’s sleep and then heads out the next day to begin their in-depth exploration of the area. They spend the next eight days exploring the area to the south and east of Oleg’s, first retracing their steps to the Thorn River bandit camp, but taking their time, then exploring completely new territory as they looped back to Oleg’s

On the way they discovered the moon radish patch that Svetlana Leveton had asked them to visit, where they had to kill four kobolds that attacked them. They also discovered a vein of gold that they marked for future exploitation, and had an encounter with a giant trap-door spider. Finally, they met Bokken, the hermit who makes the potions that Oleg Leveton sells. He tells the group of his crazier brother that lives deeper in the wilds, and warns them that he’s dangerous.

The group spends the night at Bokken’s and then returns to Oleg’s the next day.

#1 And So It Begins...
Oleg's Trading Post

Prior to the beginning of the adventure, our heroes gathered in the city of Rostov, each having responded to a call for explorers. Their patron brought them together and informed them of the situation, their rights and their responsibilities. After a week of training and evaluation they were issued with charters and sent off to begin their exploration.

The adventure begins a couple of days later as they find themselves standing in front of the last outpost of civilization before entering the Stolen Lands: Oleg’s Trading Post.

An old border fort recently refurbished to act as a trading post, they receive a warm welcome from the mistress of the post, Svetlana Leveton, and a somewhat more gruff reception from her husband Oleg.

Svetlana immediately informs them of a bandit problem that they are having, and that the bandits are expected to arrive the next morning to collect their monthly “taxes.” The group quickly agrees that this is something they should take care of since part of their charter calls for the suppression of banditry.

The next morning they ambush the bandits, quickly slaying the leader and capturing his three followers. In interrogating their new prisoners they are able to learn the location of the bandit camp. One of the prisoners is uncooperative and ends up hung from the post’s entrance gate according to the terms of the charter that “unrepentant” bandits should be put to death. The remaining two are left in the custody of the Levetons as the group heads out to deal with the bandit camp before it becomes alert to the new danger threatening it.


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