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Session Summaries

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Current Player Characters C

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Entity list

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NPCs

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Qas is an ex-member of the Servants of the Weave but left that life behind for a calmer life in the outer reaches of the kindgom. Helping maintain one of the unique features of the Capstan Castle he has developed a trusted relationship with Rahl Capstan.

He wears darkish robes with a crystaline and feather shawl. A staff and red dyed base garments.


Past his peak of power.

Reclusive to a degree.

Confident in his knowledge, but wary of the dangers of the Weave. 

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The Hall of Bulls is a grand, wooden longhouse attached to the manor of the Mordred family. The Mordred family sigil is that of a bull, and they are famed for their use of cattle in both agricultural industry and war. Hence, their dominant structure of the town was named the Hall of Bulls.

The hall serves many purposes including town meetings, celebrations and hearings. Here is where many would stand before the Lord and pay tribute in taxes or raise issue over the town and it's dealings.

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The party, once more on horseback, pace along the mud tracks before joining the main road westward. They keep a fast pace until they rejoin with Aegheard Leofred and his men. They inform him of the transforming Lizard creature that was eating the cattle. Aegheard explains that there is a great jungle to the north that is said to host vast varieties of Lizardfolk, so the stories say. But, he has never heard of those creatures transforming.

The nine riders continue down the road until they cut away heading more directly west. Darkness is beginning to creep in and the band of travellers need to camp for the night. They find a cluster of treed to use as cover for the yet to be constructed campfire and the Mordred soldiers quickly begin preparing camp. Edward and Crom are sent to fetch firewood from the cluster of trees, while Mornington wishes to find out more about Cranda and his skill set.

Ed and Crom start to pick up kindling and firewood but hear strange chirping and muttering small voices. Crom makes out words and hears the voices speaking in Sylvan, a language known to fey-kind. Movement can be seen between the branches of trees and creatures disappearing in one location and reappearing in others. Crom speaks out loudly in Sylvan for one of the creatures to approach, a small, magical void appears in the floor and out pops a squat humanoid creature no more than a foot tall, the portal then closes up again beneath its feet. Edward recognises the creature, surrounded by a small pack of Boggles, he starts to hold his possessions extra close.

Crom offers some shiny coin as a peace offering to the creatures, which gains their attention. They take it, attempt to pickpocket before being shooed away. They take the firewood and return to camp.

Mornington speaks with Cranda as he sets down the war bulls away from camp. He enquires as to how Cranda manages to handle the animals so well. Cranda shows off his many herb pouches that strap to his uniform and informs Mornington there is a guild of herbalists in the Mordred Plains, and Cranda can introduce him if he wishes.

Once all are returned to camp, and guard watches are in place, Edward begins a ritual. Filling a brass brazier with all the incense, charcoal, and herbs he has purchased, he sets it ablaze. Over the next hour purple flames consume the combustible materials and in a final explosion of colour, a creature erupts from the peaks of the flame. Flying for a few moments before landing on Edward's shoulder, he feels his telepathic connection form with his new familiar, a fiendish owl. He introduces the owl to Mornington who has taken first watch, Mornington exclaims how Edwards new companion will sure make a good scout, and therefore, Edward should name him Artax, in honour of their fallen companion.

The night almost passes in peace, but as morning begins to creep in the sounds of bulls fighting disturbs the camp. Skulls impacting, hooves shuffling and bellows of violence fill the camp, waking everyone. As the party rush into action they have to dodge out the way of the bulls as a tent gets crumpled underfoot. Cranda shouts out that his vestment of pouches has been misplaced, the herbs contained within are needed to tame the animals. Edward sends his owl familiar Artax into the sky, before long they spot disturbances in the grass and can see that Boggles have not only taken the pouches but probably probed the bulls into irate behaviour. Mornington takes a horn to the leg and all the camp inhabitants have to give a wide berth to the creatures wrecking the camp in their conflict. Edward drags mornington, having to dodge another bull as he does. Crom makes it out to the pouches and curses the Boggles in their native tongue. Cranda mounts a horse, rides to Crom who throws him the vestment and Cranda calms the creatures before they do more harm.

Mornington shows his concern over the bulls and whether they are a danger to the travelling soldiers and worth bringing. There seems to be a split opinion amongst the band of men, some suggest it is Lord Mordred who seems to want to show the power of his house with such bold choices.

The men break camp and leave behind the tents that cannot be recovered. As they set out it is not long before the scouts find the tracks they discovered the prior day. The forest looms as the tracks lead within and a small line of smoke can be seen in the distance. The soldiers, and the party, enter the woods on their mounts and slowly weave between trees as they head in the direction of the smoke. Edward once more utilises Artax to scout ahead, flying between the trees to spot for any movement.

A clearing opens up ahead of the party where trees have fallen and logs lay flat. The ground is heavily trodden, and the remnants of camp fires can bee seen. However there is no sign of who, or what started them. Artax hoots and turns his head, Edward links telepathically to see through his eyes, out at a distance there is movement. Vague shapes, covered in leaves and foliage, approach the clearing. They start to run, closing in on the clearing.

Suddenly, from the bushes surrounding the clearing, several axes fly through the air, spinning with deadly accuracy towards the party! ...


Next Session 54

Previous Session 52

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Instigator
Wilmot Alderman

The Crew of The Alacrity are set upon by a tribe of savage Goblins.

The Goblins take Captain Wilmot Alderman captive and dissapear into the thick forest.

The party work through obstacles and enemies alike to find the Goblin hideout.

They rescue Wilmot, but not before his leg was cut off at the knee.

The party also find a local human ranger who leads them back to civilisation (Jarce).

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