Circle Greyhawk

Session 2.5

The Flind standing across from you gives `Snarlgrym’ as its name. It keeps at least 20’ between itself and any party member. “Stay back! Come closer and our deal is off.

Assuming that you keep your distance, it will continue. “Trolls here for long time. Never many. Never as pack. Now, huge trolls with grinning skull lead packs of war-trolls. Troll-packs have equipment and training. Blessed Yeenoghu give us way to dispatch trolls, but these trolls not burn. Pack hunt trolls, hunt Leader. Trolls have Teeth in heart do not burn, do not die. Remove Tooth from heart and troll die. Much pain. Yeenoghu pleased. Pack find Teeth, many Teeth.

Shaman say Pack find toothless Leader, stop troll-packs, make trolls burn. Shaman say Teeth hold power. Maybe Teeth give Pack power over trolls. Trolls make good beasts for Pack.” Snarlgrym smiles here, showing a bloody grin. “I tell you of trolls. I give you Teeth, and I go.” Looking around the battlefield, Snarlgrym points to the pile of bodies surrounding Watkin Watkins. “I make new deal: you help Snarlgrym with pack-mates, and I help you with half-blood. Then we go, and you hunt trolls. Yes?

After negotiation with Snarlgyrm, the heroes decide to avoid the ritual to Yeenoghu, but do exchange the two dead flind bodies for the information and the Teeth the gnolls have collected. The heroes interrogate Snarlgrym before allowing her to leave. (We’ll handle the details of the interrogation either over email or when we next meet – I leave that decision up to you guys.) After the interrogation, Snarlgrym will perform a short ritual to Yeenoghu over the bodies of the two dead flind, while keeping a watchful eye on the party. She will then give you a bag containing large, shiny-black teeth before taking the two dead Flind and leaving.

After some discussion, including someone remembering that Watkin suggested that the party could try ``stabbing them with the tooth’’ if anyone died, the party decides to try the suggestion on Watkin.

Session 2

Traige and Watkin find themselves standing watch in the rough tower in the center of the mercenary camp. Looking around, they spot the familiar forms of the rest of the party moving out on a patrol. Making excuses and obtaining cover, they set off to catch up with the party.

They find the party standing over the remains of the ranger-troll, examining the large obsidian tooth they’ve extracted from its heart. After introductions and discussion, the party heads off down the road, following the path of the troll retinue.

The heroes have little trouble following the trail along the road, but an especially observant hero notices that there are signs of troll-tracks off the side at some distance. Some investigation suggests that some trolls are leaving the path surreptitiously, traveling in the woods for a while before rejoining the track.

As they’re following the track, a few of the party hear/feel a disturbance in the ground. With some warning (and a power) the party avoids being surprised as a huge creature burrows up to the trail and bursts from the ground!

The creature seems to be some combination of troll, fey, and demon – a huge, misshapen form with wild eyes and a massive, hooked three-headed fail. A few rounds into combat, it calls up from the ground demonic earth creatures shaped like small (medium-sized) trolls. Once defeated, the large fey-troll-demon is discovered to have a large obsidian tooth buried in its heart as well.

Tired from their efforts, the heroes decide to make camp for the night in the wild. A simple challenge later the party has established a safe and solid camp, and even acquired some local game as provisions. (Success means that the party is not visited by the gnolls while they rest).

Picking up the trail in the morning, the party discovers that they are not the only creatures following the trolls — they discover a set of clawed humanoid tracks shadowing the trolls for a time, and heading into the forest. Back-tracking this new party, the heroes come upon a clearing filled with Gnolls (10 soliders, 3 archers, 2 warmasters, 3 Flind). Half of the party takes up sniping positions, and negotiations are quickly started and abandoned when the gnolls show some knowledge of the tooth. A very difficult combat sees several heroes unconscious and Watkin Watkins killed before the lone remaining Flind offers surrender. In exchange for its life, the flind offers to tell the heroes everything it knows about the teeth — including giving over several of the teeth the gnolls have gathered.

Session 1

This past Thursday, we met and explored a little of our first mission, as the PCs found themselves in a forested area in the northwestern part of the duchy of Tenh, near the Zumker river. A little exploring revealed a nearby mercenary camp occupied by a mixed light-recon force equipped in a manner very similar to the PCs.

In no particular order:

Tedros (also called `Tembo’): mixed-Oeridian male, wearing hides and sporting both a large bow and a large sword. Tembo appeared to be the `sergeant’ of the patrol, with a flair and predilection for giving orders in and out of combat.

Morna: Olman female, wearing hides and carrying a spear (which she traded for a longspear), seemed relatively quiet at first, but grew more animated (also, larger) in battle.

Punkka: an older Rhenee man, fond of playing the lute and games of chance. Punkka seemed content to spend as much time in the nearby mercenary camp as his fellows would allow.

Kismet: a very young Rhenee man – a boy by some cultures, decked out in a bow and hides. Kismet talked little except to `Grandfather’, which seems to refer to Punkka. Serving as the scout for the group, he was often out of sight, even during battle.

After orienting themselves and exploring the mercenary camp (which seemed to be between 1 and 2 weeks old), and equipping themselves with `troll supplies’ and a map, the heroes set out on a patrol. Lurking around camp, Punkka had learned that the company had been hired by the Duchy of Urnst in an effort to aid the Duke-in-Exile Ehyeh III of Tenh, and this particular group had been sent to recon and potentially neutralize a warren of trolls known to operate in the area. Details are scant, but the area is known to be close to both Rookroost (and thus the forces of Old Wicked) and inside the areas taken by Stonehold.

While on patrol, the PCs found a group of trolls engaging in unusually disciplined behavior, camped in the ruins of a watchtower, clearly on the lookout for something. A tough combat (and 8 vials of acid) later, the PCs discovered a jet-black tooth lodged inside the heart of the troll leader — a troll with red-tinged scaly skin covering its hands and head. After some discussion, the PCs decided to hide and see if they could discover the reason for the troll’s lookout. A few hours pass before the PCs see a pair of troll warriors escorting a larger troll with woodsman-like equipment and a huge troll with armor plates bolted directly into its hide — and the symbol of the grinning skull stamped into each plate. With the heroes looking on, the newly arrived troll party discovers the remains of the battle and discusses the situation in an unknown language before continuing along the path, leaving behind the woodsman troll to investigate further. After the huge troll and the warriors leave, the heroes determine that the ranger troll has picked up their trail, and they leap to the attack. After a short but intense combat, they defeat the troll-ranger and split up the spoils of battle before considering their next move.

Feel free to add in anything that I’ve left out.


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