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player_journals:maervahr:survival_stories_from_the_hinterlands_session_18_-_november_2nd_2022

Survival Stories From The Hinterlands

Against the Ogres

Session 18, November 2nd, 2022 - Against the Ogres

LOG DATE 06/29/24

Recap

  • We recovered the Dog from the Marble Keep last session. It has been dubbed the hound of the THIGHS OF ADVENTURE ™ and it can walk through doors and walls.
  • The Druids want the Planar Worm (Like a Purple Worm-ish) killed and they say that the Boarmen in the south have a shaman with an item that can summon a storm. They would like us to retrieve that item. The Druids know that the Worm is using a cave as a lair along with two harpies. We know the location of the cave.
  • The fisherman of Gren have not caught any fish in weeks. The Druids will not relent on the lack of fish until the tasks they requested are accomplished.

The lineup:

  • DAN
  • MORRIC - AC 1/3
  • ISKANDAR - AC 10/10, MAG 3, (paid upkeep)
  • MAERVAHR - AC 10/10, MAG 3 (Psionic), (owes 500 gp upkeep)
  • FANDILLAS - ELF FTR / MAG
  • DAVLAN - HALFING (has a Guard Dog, shortsword and sling)

HARVEST MOON the 1st, 494

We look for guards or mercenaries to hire before setting out. There is a large selection of mounted and missile troops in Gren. We can recruit them but they will not enter a dungeon with us, except maybe with a high Reaction roll.

There are Heavy Horsemen, Light Horsemen, Medium Horsemen, Longbow Archers and Shortbow archers. They were released from service after fighting in a battle near Highdell.

  • 1 Longbow Archer
  • 4 Shortbow Archers
  • 11 Mounted Archers
  • 1 Mounted Crossbowman
  • 1 Heavy Horsemen
  • 1 Light Horseman
  • 8 Medium Horseman

The mercenaries accept our offer of 20 gp and 2 gp / day. We hire the 4 Shortbow Archers and 2 Medium Horsemen, hired on Harvest Moon the 1st.

Nettin and Ornholm have been beset with Ogres, which is where the party shall head.

We have a Pony so we are moving at average speed with along with an Ox and a Wagon. The party will arrive on the 2nd day. Fandillas buys a Riding Horse.


We are traveling west across the grasslands. There are low mountains to the north that are visible. We eventually meet with the hills, home to some Barbarians and High Dell which lies further up in the mountains. There is a valley where the monsters roam and northeast of Ornholm is the small community of Nettin.

We encounter no trouble in the grasslands and arrive in Nettin by noon. When its time to camp, Maervahr scouts within a 200 meter radius. He takes an early watch.

Night comes and there is the sound of loud insects. It gets dark quickly and the moonlight is nonexistent so after dusk, its pitch black. We switch out all of our watches but all remains quiet. Dawn comes the next morning.


We arrive within view of the village of Nettin. It lies near the border of the mountains which rise up steep. There is a vast collection of stone and sod buildings with thatched roofs, all made from the surrounding grasses. There are also many buildings that have been destroyed. Ogres…

The people are trying to repair the damage and they have a mixture of curiosity and hope in their eyes as we pass into the village. Nobody else has sent reinforcements yet. These communities are like the unwanted children of the larger cities so nobody has come to help.

We seek out a villager and find that for the past couple weeks, Nettin has been besieged by two bands of Ogres. One of the bands is lead by ferocious Ogre of great size with a group of 10 Ogres in tow. There are also two Ogres at the side of the chief that are clad in war garb. These Ogres assault Nettin regularly. They have stolen a few baubles but mostly just cause chaos. They were also seen attacking wildlife in the area. One traveler claims to have spotted a camp about 1/2 mile away. Both of the Ogre bands are warring with each other. They have always attacked during the day, about 4 times a week.

They have not lost any innocent villagers yet however they were able to bring down a couple of Ogres that accompanied the Ogre Chieftain. Their bodies were destroyed but that brings their number down to 9 regular Ogres in one band and 8 regular Ogres in the other. Meanwhile, Ornholm is trying to prevent being attacked by these Ogres.

We find out that the Ogres with the Chieftain have ratty clothes with blue and red dyes whereas the other group has gray clothing and a Chieftain that wears a large belt with gems. The gray Ogres are 1/2 mile to the north and the others are more northwest from the mountains. Theres a pass in the mountains that is used by people to travel through the mountains.


We set out to find the Ogres. The party travels through Nettin with our band and find the pass that was mentioned. It is basically an opening where there are no mountains and the roadway is wide open. From here, we can see down into the pass. There are not many places where the mountains hang over the pass like this but there are a few places where the mountains do give a vantage point. It is about 3 to 4 carts wide and is packed down dirt with boulders occasionally lying in the path.

After looking around, we found a location with a good vantage point for Maervahr to cast the Web spell. Although, there are no trees here there are some boulders. Maervahr uses Clairaudience to periodically check for approaching Ogres.

The night comes and nothing comes down the pass so we return to town about a half mile to the south, to stay at the Inn of Nettin.


HARVEST MOON the 3rd, 494

We return to the pass and the location of our ambush. We get setup, with Maervahr at a position above. At high noon, we hear many heavy footsteps.


ROLL SURPRISE

We have 2 full segments of surprise and the Dogs ears perk up and we realize what is happening. The gray cloth Ogres come around the bend, lumbering down the pass. 9 of them are wielding no weapons but there is one hulking brute wielding a spear that is bigger than half our body. They have not seen us yet.

Maervahr casts Web and Iskandar also casts Sleep on one Ogre. We get triple fire for the archers. The archers do 13 damage to the leader and all of them are wounded, with 1 killed. The archers do another 7 dmg but no Ogres were dropped in the 2nd round. Magic Missile is cast and hits the leader. Maervahr throws 2 daggers but he misses. Another Ogre is slain and Iskandar kills the leader.

Some Ogres break free of the Web spell and now a total of 4 of them are free. Due to the fall of their leader, they fail their morale by 50 and turn to flee in panic. Only 2 can flee right now and the other 2 run forward.

Maervahr pulls the rope that was stretched across the pass and they have to make a save versus paralysis. An Ogre fails the save and crashes to the ground, becoming impaled on caltrops. Fandillas executes the helpless Ogre.

We burn the web and 2 of the Ogres flee. The group pursues and then routes them. One more Ogre dies and the other tries to flee but is finally killed off.

Combat Ever


We check the Ogre bodies and find that they all have coin pouches, and a total of 680 gp. There is also a small jasper gem and a Magic Scroll with unintelligable runes. We can red it later with Read Magic. The other Ogre Chieftain is still alive.

We gather the head of the leader Ogre and can carry it in the cart.

Our arrows are collected except for and magic arrows.

We return to Nettin with the leaders head and the people gather around, workers drop their hammers to see us. We are hailed as the Heroes from Gren!

Not a single one of us got hit!

Later on, the party leaves to go look for the camp of this group of Ogres, which turns out to be very close. We arrive at the camp and it is empty of all residents and nothing remains except for a few corpses of wolves, eaten and rotten. One tent looks less raggedy than the others and realize it was for the leader. Inside the leader's tent is a wooden chest composed of banded brass. The latch is stuck but not locked. Morric uses a shortsword to crack it open, and nothing happens, there was no trap. Inside is 3,000 coins which equal to 1,000 cp and 2,000 ep. The rest of the tents are just full of old wolf bones.

Both tribes of Ogres were using the same path as the previous ambush encounter. Maervahr uses Clairaudience to periodically check for the other Ogres approaching. The pass splits and goes to the west whereas the lower road goes to the north. In the west direction is the direction of the villagers, the location where they said they were encamped at.

We go north and find a mountain stream where the path ends. The stream goes east to west and beyond are the mountains. There are fish in the stream, which is about 10' wide and fed from a source at higher elevation. This area is a thin valley that comes to a dead end. We investigate the stone around the area for a concealed door but find no hidey holes around.

The party goes back and we cast Read Magic on the scroll which reveals that a MAP to a cave located 3 miles to the west, up in the mountains.


HARVEST MOON the 4th, 494

The next day the mercenaries join us excitedly! The villagers encourage us verbally but are not willing to join.

About 40 minutes into the day, Maervahr can pick up the same volume of movement that we encountered with the previous Ogre approach.


Combat Begins

They are surprised. 8 Ogres come into the front wielding spears and have spears on their back, they are marching in front. Behind the 8 are 2 bulky bodyguard types and a leader wearing a glistening belt.

Maervahr casts Web. The Archers are attacking. The Leader is struck with a Magic Missile and many arrows are hitting the Ogres, including the leader. All the Ogres are struck by a sheer amount of damage and this causes the leader to crumble to the ground.

The Web spell goes off, causing them to save at -2 for the Ogres. 2 of them saved and 1 jumps free. The Leader has been slain outright while all the rest have taken wounds.

The bodyguards have AC 3 while the others AC 5. Morric cuts down an Ogre and slays him. The Horsemen charge in and miss the webbed Ogres. Our archers kill 1 Ogre and we hit the bodyguard for 3

2 leaders in the back are throwing spears but have -5 to hit. Maervahr's Shield spell deflects one huge spear and he manages to hit with a dagger against one bodyguard for 3 damage. The Bodyguard is dead!

The rest of the Ogres start to flee in panic. The trapped ones start thrashing and cowering in the web. One Ogre tells Morric that he will tell us the location of the lair if we let him go.

Combat Over


We collect the belt of gems from the leader, which is adorned with jasper, sapphire, etc. There is also a total of 630 gp found in their coin pouches.

The Ogre does not know anything about the map but can lead us to their camp. We agree and he takes us to the side where we would not have expected to go. Here we find some freshly gnawed animal bones. This camp is not unlike the other one and there is also a chest in the leaders tent.


Combat Begins Again

Davlan attacks the Ogre as he goes to leave but Davlan is kicked like a soccer ball by the Ogre and falls unconscious! Maervahr goes to tend to the Halflings wounds and the Ogre attacks Morric next. The Ogre hits, and Morric takes 11 dmg from the attack. It also backhands one of the mounted warriors and he goes flying. The Ogre kills another Mounted Horseman, actually he is just injured.

The Archers fire into the melee and kill the Ogre! Maervahr tends to their wounds and nobody died.

Combat Over


We search the camp and find a lapis lazuli gem along with the chest that contains 3,000 sp.

We return to Nettin and are hailed once again as heroes! We then head west to Ornholm with the heads of the Ogres.

There are multiple story tall buildings that resemble mushrooms in Ornholm. We locate the head of the militia and ask about the Ogres and the people go to requisition an offering from the guard.

We present ourselves as Ogre killers. If we can ensure that the Ogres are removed from the area, they will reward us with 3,500 sp, but with their heads, they will pay 600 gp for each leader's head for a total of 1200 gp. We show the heads of the two Ogre chieftains and the guardsman turns to Morric and says, “We owe you some money then”. After they pay us the reward, Maervahr goes and gets totally wasted in the tavern.

People are thrilled that we killed the Ogres! The House of Shrines in Ornholm is run by a Cleric of Tralf, who is the God of Fortune. There is also a Venha temple, who is the patron deity of Ornholm.


HARVEST MOON the 5th, 494

We are in ORNHOLM and we owe the mercenaries 10 gp. The jasper gem is worth 50 gp.

For the first set of Ogres, the total treasure was 336 gp, 17 sp, 8 cp. 347 xp each.

For the second set of Ogres, we find that the belt itself is worth nothing but the gems on it are a jasper worth 50 gp, an amber worth 100 gp, an emerald worth 1,000 gp, a sapphire worth 2,000 gp, and a lapis lazuli worth 50 gp. The total treasure value was 1,145 gp, 20 sp, 5 cp.

MAERVAHR PAID 500 GP UPKEEP. TOTAL TREASURE AMOUNT SPLIT= 981 gp, 37 sp, 13 cp

We can store our money in Ornholm with a 5 gp deposit fee.

1,146 total xp for Maervahr.

TOTAL +10% = 1642 xp

8,583 xp in total now. However, here are the new totals with combat xp:

1958 xp total + 10% = 2154

4500 gp needed to level up to 4th!

Since we performed amazingly, we saved the town, the House of Shrines will bestow 1 healing per person.

player_journals/maervahr/survival_stories_from_the_hinterlands_session_18_-_november_2nd_2022.txt · Last modified: 2024-07-01 12:39 by maervahr