Heroes of the Highmarch

Season 1, Session 4 - The Hobgoblin Outpost
Firebloom 20, 1208 H.R.C.

in which the heroes venture into the goblin caves to discover that they have actually found the outpost of agents of the Shakzar Empire!

After much exploration and perils, the heroes defeat the Goblins, Hobgoblins, and Bugbears arrayed against them. With sword, hammer, and spell, the battle is won!

In the belongings of the commander and his scribe, the discern that the hobgoblins are spying on the Highmarch with the aim of a possible invasion. They also find that the woodcutters have been spirited away and they decide to follow…

Season 1, Session 3 - Some of Our Woodcutters are Missing
Firebloom 20, 1208 H.R.C.

In which the Heroes of the Highmarch find the woodcutters camp in the hills above Tarrigan’s Landing.

Once there, they find that the camp was attacked and the bandits are gone. That night, they are attacked by warg-riding goblins! They are dispatched, and the heroes follow their trail in the morning.

They find the goblin camp and devise a plan to infiltrate it. After dealing with the guards, they enter the cavern complex where the goblins have made their outpost…

Season 1, Session 2 - Attacking the Bandit Camp
Firebloom 18-19, 1208 H.R.C.

In which the Heroes of the Highmarch track down the bandits that caused the mayhem at Harter’s Ford.

With great tactics and magical surprises, the bandits are routed and flee, but one is captured. He reveals that he is part of the Half-Moon gang, in the employ of Zarius the Black of Redburne.

He is taken back to Tarrigan’s Landing to face justice.

Season 1, Session 1 - Trouble at Harter's Ford
Firebloom 18, 1208 H.R.C.

The session began with the heroes on their way from Thistledown to Tarrigan’s Landing. There, they planned to enjoy The Reapers Faire, a harvest celebration held every year in the month of Firebloom.

The road led them to a ferry crossing at a place known as Harter’s Ford. Normally, this would be an uneventful crossing of the Orine River, but this crossing was a bit different. A gang of bandits had captured the ferryman, his family, and his winch-pulling mule. They planned to stop travelers halfway across, demand money, then pull them the rest of the way. It might have been a lucrative plan, but for the fact that they began the endeavor with a party of capable adventurers.

The barge was pulled across the river by a mule, hitched to a winch on the far side. Once at the mid point of the river, the mule was halted, stranding the ferry. The bandit leader threatened to kill the ferryman’s daughter if the travelers did not immediately dump their weapons into the river. Baldor was not at all dissuaded, and began to promptly pull the barge across on his own. The bandit leader had his man Clive, cut the girl’s throat, and the negotiations were at an end.

Frago slipped into the river, while Rheagar distracted their enemies. Sszzyr leapt onto the rope and ran across it to shore, When in range, Rhaegar obscured the bank with a fog, and Aradin bombarded the area with offensive magic. The battle was swift and horribly one-sided. Half of the bandits died, while the other half fled into the nearby woods.

As it turns out, the ferryman’s daughter was only rendered unconscious. He and his family were filled with gratitude and thank the heroes for their intervention. A search of the bandit bodies revealed that each bore a half-moon shaped tattoo on their shoulders.

Being that it was a few hours until dark, the adventurers picked up the trail of the bandits and followed them into the woods…


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.