Grant and Ethan

Grant and Ethan
Grant (left) and Ethan (right), with Macavity the Cat

Monday, 28 August 2017

Session 112 - Preparations for the Next Attack

GM’s Observations
- Rook and Griffin wait for the bandits to realise that their tribute collecting force has been wiped out. In the meantime, there are preparations to be made and alliances to be forged.

Part 1 - The Enemy Camp (Day 18)
- The next morning, Rook (Grant) and Griffin (Ethan) meet early for breakfast. There are very few early risers in the aftermath of the previous night’s celebrations, but the two friends are keen to discuss the next steps. Rook’s priority to pursue the bandits back to their base, figuring that a force with six rock giants should be easy to track. He asks Griffin to take command of the Bloodstone forces until he gets back.
- Rook heads north shortly after sun-up, and follows the tribute collection force’s trail back to an encampment two days march from Bloodstone in the Galena Mountains. He takes extreme care in approaching the enemy camp given that he is almost certain that they will have normal and supernatural sentries. 
- The bandit army is better equipped and better organised than he had imagined. They have hundreds of orcs, wargs (he wasn’t expecting cavalry), a large number of giants and ogres, a number of black-clad assassins operating as commanders, at least one wizard, some sort of invisible ‘eye in the sky’, and even two wyverns - primitive dragon-creatures with scorpion stings for tails. He watches them for a time, being careful to mask himself (GM’s note - he has had a lot of practice doing this) and then withdraws and returns to Bloodstone. 
- On the three hour flight back, he mulls over whether to attack the bandits in their base, but decides not to do so as the enemy would probably see them coming and the Bloodstone forces would be at a significant disadvantage. He also wonders if this is the only bandit encampment. The force he discovered was larger than he expected - he considers it possible that what he has discovered is only part of a larger whole.
- By the time Rook returns, it is well past midday. He finds Griffin drilling the villagers hard - he has half of them digging pits outside the walls in accordance with Rook’s plans and the other half working on on the walls which have been recently repaired and upgraded. Rook thinks Griffin is driving them a bit too hard, but decides to let Griffin continue for the time being. He convenes a council of war with Baron Tranth, Stephan, Quillan, Abbot Aldric, Captain Olric (of the Royal Dragoons) and Lady Aelfwynn and shares what he has learned. (Griffin is not included as he still supervising the work around the village) The council agrees with Rook that they would wait for the enemy to come to Bloodstone - the enemy does not appear to be aware that first bandit army sent against them has been destroyed but all expect some sort of punitive attack to be sent when they are declared overdue.
- Rook decides to send Griffin back to the centaurs to request their aid. He takes over command of the army from Griffin (much to the villagers’ relief) and sends Griffin out again. Olric sends two of the Royal Dragoons with Griffin as an escort.
- As the day draws to a close, Rook wonders pensively if waiting is the right course of action. He uses Umbral Sight from time to time to see if anyone is spying upon the village, but sees no one.
- In the Inn of the Clowns that evening, everyone is tired from digging pits and bolstering the wall defences. No one seems to want to dance or listen to music. Stephan pours drinks quietly but even he seems to be tired today.
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* Image for Stephan (the Innkeeper) sourced from Google Images
- A peasant named Brus (GM’s note - Brus, get it? Bruce. Yes, I’ve decided for a self-insert, but it’s hardly a Mary Sue, trust me) decides to tell a story of the battle, but the audience is tired and his storytelling ability is woeful. He doesn’t even get through the story - some of the patrons call it an early night, others continue their conversation and eventually Brus gives up in dismay.

Part 2 - More Fortifications (Day 19)
- Rook doesn’t like waiting. He organises battlefield drills, and directs the villagers to keep working on the pits. He uses Umbra to break up some of the larger boulders on the battlefield so that any giants that the bandits send against them will have no missiles to throw. He begins working on plans as to how to deal with more rock giants, and the two wyverns that he saw. 
- The stockpile of metal that the village has been able to gather from the dead orcs is significant. Olaf has been working hard to turn it into usable material. He has made a number of crude iron stakes to make it difficult and dangerous to climb the walls. Rook thinks over what more he could be doing - he is thinking beyond the next wave. What happens after that? Will the bandits throw everything they have at Bloodstone, and what more could be done to improve the defences? He wonders about diverting the river.
- A morning conversation with the Abbot gives Rook pause. Rook answered one of the Abbot’s questions, telling him that he wanted to make the village self-sufficient such that it could protect itself in the future. Aldric interprets this to mean that Rook won’t be staying and this alarms the Abbot far more than Rook expected.
- The day drags on. Rook contacts Griffin and finds that he has still not reached the centaur village. Griffin explains simply that there are other bands of orcs in the valley and he’s been busy hunting one of them down. Rook doesn’t pry further, but wishes him success with his meeting with the centaurs.
- Late in the day, Griffin reaches the centaur village once more is welcomed by the Council of Elders. He explains the situation and their chief Valon invites Griffin to stay while they deliberate. Griffin can do nothing but wait politely, but he finds company in Vikos, the young centaur whose leg he healed. Vikos is particularly interested in the broader world, and he and Griffin talk for hours.
- That night at the inn, Rook plays a little and Brus decides to try again. This time he is better prepared and he tells the story of the village from ‘olden times’ through to the current day, which he refers to as the ‘Great Bloodstone Saga’. His tale is entertaining enough, and Rook chips in with a little mood music to help the story flow. But once the story is over, Rook’s thoughts return to his friend, and also when the bandits will realise that the tribute collectors won’t be returning. He figures that tomorrow the bandits will declare their force ‘overdue’. He wonders what will happen next, and decides to inspect the village perimeter in owl-form.
- To his surprise, he spots someone moving outside the village walls, heading towards the village. Shadowing the cloaked figure, he decides to give an owl-like hoot to attract the individual’s attention - and to his surprise he finds that it is Aelfwynn. He has no idea why she would be leaving the village in the middle of the night, without an escort and probably without telling anyone. 
- Frustrated and a little concerned, Rook contacts Griffin via Icon and asks if he knows where Aelfwynn would be going, but Griffin has no idea. Rook is even more frustrated that the centaurs are still deliberating whether to help or not. He suggests that the dwarves of the Orothiar Clan might be willing to help and asks that Griffin return to Bloodstone in the morning if the centaurs do not make a decision. 

Part 3 - Alliance with the Centaurs (Day 20)
- In the morning mists, the chief Valon and their priestess Shinar agree to return to Bloodstone with Griffin to see for themselves if what he says is true. If it is, Valon swears that they will have an accord. Vikos volunteers to come too - he wants to learn more about humans. 
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* Image for Chief Valon sourced from Google Images
- In Bloodstone, the preparations for war continue. Morale is high. The defenders have all of their grain stores which will be vital for the coming winter months. Their walls are high and strong, and the enemy has been beaten once. Rook continues to keep them busy so that they will not begin to worry or question what might go wrong. 
- One of the biggest concerns Rook has is that if the war becomes drawn out, Bloodstone has almost no gold reserves. The Barony is effectively broke and cannot afford to maintain the fighting force that is needed to protect it. By killing the Midai monster, he has opened the possibility of fishing in the lake once more - that will improve the food supply but is unlikely to resolve the Barony’s financial problems. The only option seems to be to reopen the Bloodstone Mines which were shut down years ago due to a mine collapse. But that will take time. A solid alliance with the Orothiar dwarves seems to be in the Barony’s long term interests.
- Rook receives an Icon contact from Griffin with the good news that the centaurs have joined them. They talk about Aelfwynn leaving the village - Rook speculates that given she practices ‘old magic’ that perhaps there is a grove or other natural sacred place nearby, but he can’t afford to have the Baron’s daughter heading into danger and potentially being killed or taken hostage. Rook also asks ask to whether Griffin can tell (via divination) whether the bandits are mobilising once more. Griffin tells him that he did a divination whilst waiting for the centaurs to make a decision. He believes that they know something is wrong. Griffin asks if there have been any messenger falcons of late, and Rook admits that there have not.
- Following the conversation, Rook discusses with Baron Tranth about an edict forbidding anyone from leaving the village. The Baron agrees and the villagers are informed. Rook also addresses the villagers to tell them that the bandits will know by this point that the tribute collectors have been destroyed, and they will be sending more. He announces that the centaurs have joined them, and others will too. This raises their spirits.
- That night, the talk in the inn is positive, but Grant is a little tense. He checks the perimeter more than once, and talks with all of the sentries about the importance of being vigilant. At last he checks in on Jamison’s cell, but once more he is advised that no one has tried to visit the prisoner.
- (GM’s note - Grandfather, the Lord of the Bandit Army, worked out on Day 20 that something was very wrong. Judging that Jamison had been compromised somehow, Grandfather sent scouts in the evening to observe the village.)

Part 4 - The Tale of the Lost Princes (Day 21)
- Rook sends out scouts the next morning, and takes to the air himself to see if the bandits are on the move - but there is no approaching army. In the late afternoon, Griffin returns with his Royal Dragoon escort and three centaurs. Valon, Shinar and Vikos are reacquainted with the Baron, and they meet the rest of the council. Shinar is put under Lady Aelfwynn’s protection, Valon remains with Rook and Baron Tranth. 
- Griffin is almost immediately asked to head to the dwarves hold of the Orothiar Clan. Rook presses upon him that if the bandits are on the move, they will arrive in two days. Rook thinks it unlikely that the dwarves will be able to make it in time, but he will pull Griffin through the Icon if the fighting begins before he is back. 
- As Griffin organises a fresh horse for the journey, Captain Olric seeks him out and again insists that he travel with an escort. Two men travel with Griffin, and they are joined by Vikos who wishes to meet the dwarves.
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* Image for Captain Olric sourced from DeviantArt. This one is by Podzadpinator
- The rest of the day is like the previous - preparing for war. 
- That evening, Brus is encouraged to tell more of his ‘Bloodstone Saga’ but he admits to not being ready. Instead he decides to tell the legend of the Lost Princes, much to the bemusement of Rook. Brus tells the story of two Princes, one from the north, one from the south, neither of which have a kingdom for both have since been lost. They travel near and far, seeking adventure and fame, but never for wealth or fortune. One has hair of red flame, the other does not. One is tall and strong, the other is not. Brus enthrals the audience as many in the audience acknowledge the tantalising possibility that Rook and Griffin are those legendary two, but Rook says nothing to confirm or deny and no one in the audience dares ask the question.
- At last, the story is done and Rook calls for some music and dance. He plays a little, before excusing himself.
- That night, Raquel and Carlotta ask a lot of questions of Rook. They seem intoxicated with the possibility that he might actually be Prince Grant, and Rook says nothing to deny it.
- (GM’s note - A trio of assassins from the Grandfather’s army observed the village’s defences from a distance on Day 21. They were not detected. They would have attempted to enter the village, but their leader considered it too risky and besides, it was very obvious that substantial improvements in the defences had been made..)

Part 5 - Punitive Force on the March (Day 22)
- Preparations in village of Bloodstone continue. Griffin has been performing more regular divinations and he contacts Rook to advise him that the bandit army is on the move. Rook heads out to perform an aerial inspection of the enemy force. He finds them easily and counts 300 men, 120 warg riders, 120 goblins and 6 stone giants. Their leader is a giant of a man who is flanked by four black ogres. The force is smaller than he expected so he wonders what else is present that he is not seeing. 
- Rook turns to Bloodstone and the planning begins again, this time with the centaur war master Valon also joining them. Rook contacts Griffin via Icon and Griffin explains that the dwarves are only too eager to join. Half of their number (60 dwarves) are already arming themselves under the command of Captain Gailan, and they’ll ‘run’ to Bloodstone. Rook asks if they will make it in time, but Griffin confidently says that he’ll help them (implying that he’ll use Eidolon to keep them going).


…. the session actually continues to Day 23 where the bandit army started burning outlying farms, but it’s better for the narrative if I leave that to Session 113.

Session 111 - The Tribute Collectors

GM’s Observations
- A bit of a long writeup as we ended up having a long session to make up for the preceding short one.

Part 1 - Troubles in Bloodstone Pass (Day 11)

Day 11 - Olwen (Huntsmen), Rook, Stephan, Baron Tranth, Aelfwynn (4 Bloodstone Commanders), plus the Militia (under Abbott Aldric). Quillan acting as advisor. Grant asks Quillan more about his spellcasting. Rook advises the Baron that the Baron’s daughter should be a commander. Aelfwynn begins training. 
Day 11 - Another falcon arrives with message. Emissary en route. Report any unusual activity immediately. Grant advises Ethan. No falcon sent.
Day 11 - Abbott Aldric out for a night-time walk. Follow on. Checking the walls. (Grant pursues)
Day 11 - Inn of the Clowns. Big party. Note left for Grant - thanks him from Aelfwynn.
Day 11 - Ethan heals a wounded Centaur. He also faces some Orcs at a local farm.
Day 11 - Baron Tranth asks Grant to look after his daughter if things go badly.


- The next morning, Rook rises early whilst Raquel and Carlotta are still sleeping, and he takes to the air in sparrow-form to see if anything is approaching. He reasons that if there still a spy within the village, the bandits will be on their way now that the harvest is finished. Despite searching for more than hour (at Engine Speed), he finds no sign that the Enemy is nearby.
- Returning to Bloodstone, Rook contacts Griffin via Icon and finds that the Dragoons are already on the move. Griffin says that he’s not sure if they will reach the village by nightfall and Rook suggests that if they cannot arrive before mid-afternoon, they should camp a few hours ride away and then approach on the next day. Griffin agrees to this. Rook asks if Griffin can tell whether the Enemy is coming or not, and Griffin promises to do a divination before the next time they speak.
- Now that the harvest is completed, all of the villagers are concentrating on preparing for war. Olwen remains in command of the 160 archers who are normally the villager’s huntsmen and foragers. The 360 able bodied men and women who are armed with sword and spear have been divided into four groups under the command of Rook, Stephan (the Innkeeper who has previous battle experience) and Baron Tranth, but Rook has decided that he needs a fourth commander. For some time he thought that Griffin would command the fourth group, but he comes to the conclusion that he needs someone else. It cannot be Aldric (the Abbot) who is commanding the Militia, and the 480 older men, women and children of that group are being held in reserve and will (hopefully) not see combat. Quillan appears capable, and he is both Baron Tranth’s advisor and Lady Aelfwynn’s mentor, but he is deemed too old to command troops effectively.
- Rook spends some time with Quillan understanding more about the ‘old magic’ that he wields (and has taught to Aelfwynn). It sounds like it is nature magic and not very useful in combat, but he keeps it in mind anyway.
- At last he speaks to Lady Aelfwynn. She is no helpless damsel and she seems to know how to use a sword. Rook puts her to the test, suggesting that they spar. He easily bests her, and she is offended by the exchange - but Rook decides based on the conversation that she is the fourth commander that he needs. Rook puts his recommendation to Baron Tranth and he reluctantly agrees. He knows that his daughter will be worthy of command, but he did not wish to put her in danger. The Baron asks Rook to look after Lady Aelfwynn if things go badly in the battles ahead, and Rook agrees to this.
- Meanwhile, the Dragoons make their way into Bloodstone Pass. After a few hours they stop at a mountain stream to allow the horses to drink and the riders to rest, and Griffin goes for a walk to stretch his legs. To his surprise, he finds a centaur named Vikos who has been trapped by a fallen tree for two days. Faint with hunger and pinned with a badly broken leg, Vikos had almost given up of being found. Griffin heals his injury (a miracle!) and offers to introduce him to the others. Vikos is very shy about meeting other humans and refuses. He describes himself as a historian, and asks Griffin his name so that he can record their meeting. Griffin obliges and explains their mission to defend the village of Bloodstone. Vikos is intensely interested by this, and clearly wishes to visit the human village so that he can observe and record the events. Griffin welcomes this and they part on friendly terms.
- In the early afternoon, another falcon arrives in the village and Rook is able to retrieve the message. The Bandit emissary is on his way, and Jamison is instructed to report any unusual activity immediately. Rook thinks the situation over. He then contacts Griffin via Icon. Griffin has performed a minor divination - he doesn’t believe that the bandits are on their way yet in force, but the divination is hardly conclusive given that he is not in the village itself. They talk about the next steps, and it is agreed that no falcon will be sent back to the bandits, even though Rook is sorely tempted to release one and then follow it back to the bandit encampment. He decides not to risk tipping the bandits off as to their capabilities. They also decide that the Dragoons should enter the town briefly (to build morale) but not to stay lest the Bandit emissary see them.
- The Dragoons ride on, reaching the outlying farms. The village is not far now. However, one of the farms attracts Griffin’s attention - there is smoke pluming from a crude chimney. Griffin goes to investigate this, wondering why any of the farms would still be inhabited, and finds a group of grey-skinned orcs have taken up residence in the farmstead, holding three farmers hostage - an older man and two young daughters. Rather than bring in the Dragoons, Griffin continues to use a mental invisibility spell to hide himself from the orcs. He appraises the situation, and then uses a powerful sleep spell to knock them all out. Once they are all asleep, it becomes an easy matter to rescue the farmers and dispose of the orcs.
- The Dragoons halt within sight of Bloodstone village. Their morale is high and the men look forward to reaching the village tomorrow. Griffin hears more whispers from them about their suspicion as to who he is. Some of them have called him “Prince Ethan”, judging him to be a Caladorian based on his red hair (which is uncommon). Griffin finds this intriguing but does not confirm their suspicions. Instead he thinks of Abbie and wonders how she is.
- Lady Aelfwynn seeks out Rook to thank him for his confidence. She promises that she will be an effective commander, and Rook advises her to take command tomorrow so that she can get to know them, and they know her. Aelfwynn seems keen to prove herself in battle, and Rook promises that she will get her opportunity to fight.
- That night, there is a big party at the Inn of the Clowns. Rook plays music for the townsfolk to encourage them - he does not tell them that he knows that the emissary is on his way, but he assumes that the emissary will take at least a day to reach the village. That evening he heads out on another reconnaissance and finds that there is no emissary within forty miles to the north - he surmises that the emissary will not arrive tomorrow. He finds Olric’s Dragoons but decides not to spook them by arriving unannounced. He returns to the village and finds Abbott Aldric on another late-night stroll. Rook decides to check the walls (which have not yet been reinforced) and then he contacts Griffin again. Griffin performs another divination and tells him that the Emissary won’t arrive on the next day.

Part 2 - The Dragoons Arrive (Day 12)

Day 12 - Ethan and the Dragoons arrive.
Day 12 - Kids (Jack, Lucy-Ann, Phillip, Dinah) waiting for Grant.
Day 12 - Baron and Aelfwynn react to Ethan’s arrival.
Day 12 - Baron’s infirmities. Ethan says that he is a healer. Ethan heals the Baron - ‘miracle’. Aelfwynn grateful. Aelfwynn has memories of Ethan in their youth - Aelfwynn was abandoned.
Day 12 - Olric is spitting image of Grant/Ethan’s Year 8 Geography teacher.


- Within two hours of sun-up, the Royal Dragoons arrive in the village of Bloodstone. The sentries alert the villagers which create some small amount of tension, but Rook welcomes Griffin, Olric and the cavalry force into the village where they are warmly welcomed by Baron Tranth, Abbot Aldric, Lady Aelfwynn and the local people. The people are cheering - Griffin can see their spirits brighten. The Dragoons are also happy to have arrived at their destination - Benjamin and Anna have prepared over three hundred pies and pasties for the group.
- Griffin and Rook greet each other heartily. Griffin is eager to look at the village and its defences, but Rook is thinking that the Royal Dragoons cannot linger here for long lest the Bandit emissary notice something upon his inspection. Rook confides with Baron Tranth and he agrees to speak with the Dragoons commanders. Griffin, Olric and two of Olric’s lieutenants are introduced to the Baron, Abbot Aldric, Lady Aelfwynn, Stephan and Quillan. The Baron personally thanks each of them, but Griffin gets some uncomfortable looks. The Baron clearly knows this realm’s Ethan and he is unsettled by his arrival. Lady Aelfwynn is also visibly affected and needs to withdraw to compose herself. Abbot Aldric merely coldly stares at Griffin. Even Quillan gives him a long searching look, and. Griffin does his best to ignore their reactions and behave normally, though he is a little curious as to what this realm’s Ethan has done to make them so nervous. He guesses that Aelfwynn and this realm’s Ethan had some sort of relationship, but she thought him gone - but clearly some of the others did not approve.
- Rook asks for the Royal Dragoons to collect provisions from the baker and then withdraw to the nearby woods which should hide and shelter them - he has already worked out the best location, and offers to send Olwyn and another huntsman with them. Rook suggests that their commander Olric remain to become more familiar with the village, but Olric proudly refuses, saying that he will stay with his men. Rook smiles - he was warned that Olric looks just like his old geography teacher, Mister Elwood and this man is just as stubborn. Referring to Griffin as “My Lord”, Olric says that the Dragoons will do as ordered, and remain in the woods until called for. Griffin thanks him, and says to Rook that he will go with them too. Rook is a little surprised at this, but says that he is required here. He says it with just enough authority that it makes it clear to all that Rook is in command here and has authority. Griffin accepts the situation.
- At this, Rook asks his three commanders to organise the villagers, tell them that the Dragoons will be moving out because the bandit emissary is on his way, and they will return when the emissary has left. He also asks the commanders to halt training before the sun reaches its zenith (i.e.: before midday) and then everyone is to rest and ‘go back to normal’ until the emissary has visited and left. 
- The Bloodstone villagers commence their drills and preparations. Olric advises his men that they are moving out, and they leave quickly before any of the men become too comfortable (though with the provisions supplied by the villagers). Rook appraises the situation and decides that the transition has been handled satisfactorily - he gave the villagers no chance to chatter amongst themselves, forced them to remain organised and focussed on the task at hand. He knows that the Dragoons also saw this and it should lift their spirits to see that the villagers are not so helpless as some might have feared.
- While the people of Bloodstone drill, Rook takes Griffin around the village, explaining the natural defences and the defences that will need to be built, the ways in which the village could be attacked, and the weaknesses that Rook sees. None of the broken walls have been repaired. Rook explains that the emissary is likely to be an observant man or woman so he has focussed mainly on preparing the people so that they can defend themselves now, but also in the future. 
- While Rook and Griffin talk about the situation, the four children who have become Rook’s frequent companions come to see him. The older children, Jack and Philip, ask questions about Griffin and where he has come from. They ask if he is a ‘Caladorian’, and Griffin asks what makes them ask. Philip sagely says that everyone knows that the Caladorians have red hair. Griffin laughs and says that he must be Caladorian then. The children are smart though and recognise that Griffin didn’t answer the question. Changing the topic, Griffin shows them some of his favourite magic, using small objects to create a planetary system. The kids watch, bemused, but are not particularly impressed. They ask to see some ‘real magic’, which makes Rook chuckle as Griffin squirms. Taking a deep breath, he says that he’ll show them some real magic when the emissary leaves. They don’t seem very satisfied by this, but Rook counsels them that Griffin’s magic is extremely powerful, but they’ll just have to wait to see it for themselves.

Part 3 - The Abbot’s Counsel (Day 12)
- Griffin spends some time assessing the situation in the village. The majority of the villagers don’t react to him apart from noting that he has red hair, but he makes an effort to visit Abbot Aldric in his church in order to find out what is going on. The Abbot seems surprised to see him, and asks what he can do for ‘Your Highness’. Griffin is a little taken aback by this - he didn’t expect to be recognised here as one of the Lost Princes. Speaking carefully, Griffin asks if the Abbot believes him to be Prince Ethan of Calador. The Abbot nods and says that he is sure. Griffin then asks if Grant told him that his name was Ethan. The Abbot’s jaw drops as he realises that Rook is Prince Grant, and Ethan realises the stupidity of his question - he has just blown Rook’s cover identity. 
- The Abbot is astonished that Rook could be Prince Grant as Prince Grant is physically much bigger than Rook appears. No one who knew Prince Grant could possibly guess Rook’s identity. Griffin asks him to keep it a secret, and the Abbot agrees. Abbot asks again what he can do for ‘the Prince of Calador’, and Griffin explains simply that he’s here to destroy the bandits and make sure that they never threaten Bloodstone ever again. However, he wasn’t expecting to be known in this place. Griffin admits that he has no memories of being here before, and he wants to know what he has done in this place. The Abbot is skeptical, but he agrees to tell Griffin about Prince Ethan.
- Over a goblet of wine, the Abbot tells Griffin that a young Prince Ethan was brought here for his own protection for two years - he was only a boy then. Then he was sent south to Damara to the court of King Virdin, partly for his education and partly for protection. Calador was always a dangerous place, and the King wanted Ethan to learn from the Damarans. The Abbot speculates that perhaps the King event wanted Prince Ethan to one day marry a Damaran Princess and seal an alliance. The Abbot doesn’t know much about Prince Ethan’s time in Damara - but he returned years later to Bloodstone Pass to visit Baron Tranth and his daughter. The Abbot asks about whether Griffin knows anything of Lady Aelfwynn. Griffin shakes his head. The Abbot ponders how to tell him, and takes another swig of wine. He says that he doesn’t know for sure, but always thought that Prince Ethan was in love the Baron’s daughter and she loved him. But, he adds, that in itself is a tragedy in itself - because Calador is no more. Griffin thinks on this - he understands the Abbot’s point - if there is no Kingdom, then the Ethan of this world has no title, no lands and no riches. The Baron’s daughter would be above ‘Prince’ Ethan’s station. This world’s Ethan could easily be an adventurer or even part of the bandit army, trying to build up some sort of wealth or dominion. 
- Griffin thanks the Abbot for sharing what he knows, and then he turns his conversation to the villagers and the village itself. The Abbot knows these people well - what do they lack that they do not have. They talk about faith and courage, and Griffins listens intently to the Abbot’s answers.
- Griffin loses track of time. It is Rook who interrupts him after almost two hours, and Griffin politely excuses himself. Away from the church, Rook asks Griffin’s opinion of the Abbot. Griffin says that Rook seems to have impressed him.

Part 4 - A Bed For the Night (Day 12)
- Rook takes Griffin over to the Inn of the Clowns where he is welcomed by Stephan, Carlotta and Raquel. Carlotta gives Griffin a smile that he likes and he decides that this is definitely a good place to stay. He is given a room, and a chance to take a bath and shave (he’s been on the road for a week). With the trail dirt washed from his hair and clothes, his hair is an even more noticeable red than it was before.
- Garlen and Garvin, dressed formally, are waiting for Griffin when he has finished dressing. They explain that Baron Tranth wishes to speak with him. Griffin accepts, but explains that his clothes are wet (he used the bathtub to wash them) and it will take him a few minutes. Stepping back into his room, he uses a mix of Eidolon and Sorcery to ‘purify’ and then fast-dry the clothes so that they can be worn. Slinging his dragon shield over his back, and strapping his rapier onto his belt, he steps back into the Inn’s common room with clothes as clean as if they were new. Garlen and Garvin seem pleased with his good standard of dress and escort him over to the baronial manor.
- Baron Tranth is in his sitting room. Quillan stands nearby, watching as Griffin enters the room. Dismissing the Pages, the Baron qualifies that his name is “Griffin”, which Ethan confirms. He asks Griffin why he has come to Bloodstone Pass, and Griffin explains that he’s here to stop the bandits such that they never threaten the Baron’s dominion ever again. Narrowing his eyes, the Baron says that the barony is poor, which is why Garlen and Garvin only offered five silver pieces per day - he explains that they could afford little more. Griffin interjects and says that he has no interest in money or riches, which makes the Baron laugh - he says that Griffin would be the first person he’s ever met who has no such interest. Griffin definitely gets the impression that the Baron doesn’t like or trust him. He’s effectively calling Griffin a liar without actually saying it.
- As Griffin thinks about what to say to this, the Baron acknowledges that Rook has spoken very highly of him and Rook has proven that he is a capable warrior and general. The Baron says that he is very grateful that they have both come to Bloodstone to aid them when their need is great. He offers him a bed within his house, as he offered to Rook. Griffin thanks him for it but says that he would prefer to stay at the Inn.
- The Baron seems relieved by Griffin’s decision. He asks what Griffin will do when the battles are done and the war is over. Griffin is a little surprised by the question, but he instantly senses that the Baron is testing him. Nevertheless, he finds the question difficult to answer. He instinctively thinks of Abbie, but feels that there is no point going home if she is with someone else. Griffin says that he doesn’t know - he hasn’t thought that far ahead. 
- The Baron asks Griffin about what he thinks of their situation, and Griffin immediately says that they seem well prepared. Tranth chuckles and notes that Rook believes that Griffin can raise walls around the village so as to make it impregnable, even to giants. Griffin smiles as he realises what is behind the statement and why the Baron wanted to meet him. If the Baron knew this realm’s Ethan, then the tone of his voice implies that he doesn’t believe that Griffin can do as he claims. Griffin clears his throat, and explains that should not attempt any such radical magic until after the bandit emissary has left. Even raising one wall would be easily visible. The Baron lowers his gaze and says candidly that the people of Bloodstone have to believe that Griffin can do what Rook says he can do, for they have little choice otherwise. But he hopes that Rook has not been deceived. 
- Griffin frowns and thinks. He explains that if he builds anything here, an observant emissary would spot it. He suggests destroying the oaken chair that the Baron is sitting on and rebuilding it, to which Quillan says that most sorcerers are capable repairing things that are broken. Griffin concludes that he needs to build something, just not inside the village itself. He can’t just summon up a storm or summon a waterspout because for all he knows, the emissary is only ten miles away and could see it. At last he has a viable idea. He explains that two days ago they camped in the woods about thirty miles from Bloodstone Pass. He offers to transport them there and show them what he can do. 
- Quillan is not sure what to make of the offer, but the Baron cautiously agrees to this after notifying of his house guards that they will be ‘stepping out’. Griffin makes good on his promise, teleporting himself, Quillan and Baron Tranth to a rocky trail with low shrubs. The sun is low, but it is not yet set. Griffin smiles, and sets to work. Normally a teleport would be taxing for him, but he is much more powerful in the Legendary Realm. Using the rock materials on the slope, Griffin reshapes the land, building a forty-foot section of wall eight feet high within a matter of minutes. He then start extending the wall, and building a ditch, pushing the wall section even higher. Quillan is impressed. Tranth’s face has paled with shock. Seeing their reaction, Griffin stops and lets them approach to test that it is not simply an illusion. The Baron is quickly convinced and says that he has never seen anything like it.
- Quillan remarks softly that the Witch King of the north was said to have raised his fortress from the frozen lands in a single day. Griffin thinks on this, and says that he’s never tried to build a whole fortress, but he could certainly build walls around a village, and he intends to. Quillan and Tranth exchange glances. The Baron asks that Griffin return them to Bloodstone, and Griffin agrees to, but first he uses Sorcery to blow huge sections in the wall. The demonstration of raw destructive power and the ease at which Griffin deals it out shocks them even more than the construction. 
- Whitefaced, Quillan and Baron Tranth are returned to Bloodstone. At last, Baron says that he believes Griffin. Griffin smiles at this, and asks if there is anything else. Baron Tranth thanks him and says that he can go. 
(GM’s note - what wasn’t said in this meeting is that Quillan and Baron Tranth know that Prince Ethan disappeared at about the same time that the Witch King rose in the north. The idea has occurred to them that Griffin could actually be the Witch King somehow without his memories. Hence they are now petrified of him. Yes this is Ethan’s Bad Stuff working overtime.)
- Back at the Inn of the Clowns, Griffin tells Rook about his conversation with the Baron but doesn’t tell him how he convinced the Baron of his ability to defend the village. They talk for a long time about the village and the people in it. Rook confesses privately that he’s seeing both Carlotta and Raquel which makes Griffin quite envious and Rook laughs. In the evening, Rook plays for the crowd and Griffin takes advantage of the music and decides to dance with Carlotta which she seems to enjoy. 
- Rook doesn’t get too carried away however. He decides to head out once more in sparrow-form to see if he can find the emissary on the road north. Sure enough, he finds a single traveller on the road who has camped for the night. He decides not to disturb him, and he returns to the village without incident.

Part 5 - The Emissary Arrives (Day 13)
- The next morning is foggy and cold, but Rook and Griffin both rise early and make sure that there is nothing in the village that is likely to attract undue interest from the emissary. They talk over an early breakfast about what will happen if the emissary notices something, and Griffin says that he could change the man’s (or woman’s) memories but there is no guarantee that such meddling would be undetected. “This is the Legendary Realm,” he points out. They both know that they have not yet run into powerful adversaries here, but they will most certainly exist. They agree not to touch the emissary unless absolutely necessary.
- They also discuss tracking the emissary back to the bandit encampment - Grant is keen to do so, but using Wayfinding (which does not work long-range in this place). Griffin counsels against placing any sort of sorcerous ‘marker’ on the emissary lest it be discovered. They also agree not to use Icons unless absolutely necessary.
- Before the fog lifts, the two friends take their positions. Rook has taken the form of a common sparrow, and will follow the emissary at a distance where it is possible to do so. Griffin decides to wait in Jamison’s shop, and uses mental invisibility to mask himself. He wants to know if the emissary will attempt to meet Jamison in person (which of course is impossible given that Jamison has been unmasked and is dead). 
- They lie in wait for almost four hours before the emissary rides into town. Arriving a little after 10am, the bandit emissary arrives on a black horse, and begins to look around. The emissary himself is a dark-skinned man, powerfully built, wearing drab clothes, a turban on his head and carrying a curved sword at his side. The man greets Garlen and Garvin pleasantly, notes that they’ve grown and asks that the Baron be notified of his arrival. Whilst Garvin scrambles off, the man asks to be taken to the granary as the first step in his inspection.
- The emissary takes more than four hours looking over the village - counting livestock, inspecting the granary, looking over the walls, admiring Benjamin’s pasties, inspecting the food reserves and logbooks at the Inn of the Clowns, and then reviewing the Baron’s own kitchens and stores. He does not directly enter Jamison’s house, but Griffin notes that the emissary has a strong mind and he decides to remain hidden. During this tour, Rook covertly follows the emissary.
- At lunchtime, the emissary takes over Quillan’s desk, takes out a fresh sheet of parchment and begins to make notes of all that he has seen, and then begins to do some sums. Given that he is working indoors and a sparrow-form would be suspicious, Rook shifts form into a cockroach and then he is able to move about undetected.
- In the late afternoon, the emissary presents his position to the Baron. The ‘Grandfather’ will take two thirds of the grain stores, almost half the livestock and a quota of young men and women. The Baron is uncomfortable with such a request, but instead asks when the ‘collection’ would be due. The emissary says that an army will be sent to collect it in four days (GM’s note - Day 17). The Baron hesitates (playing the part) and the emissary reminds him that any dissent will not be looked kindly upon. He points out that the Grandfather could choose to take the Baron’s daughter if it pleased him, or the lady could remain in the village if the Baron agrees to his terms.
- The Baron nods curtly, and the emissary is pleased. The emissary asks about strangers in the village, and the Baron says that they had tried to find someone to help them, but he says bitterly that that the man fled when he saw just how poor they were. The emissary thanks Baron Tranth for telling him the truth (even though he hasn’t actually done so), but says that the Grandfather may not be so forgiving of his conduct. On that ominous note, the emissary decides that their business is concluded and he decides to leave.
- On the way out, the emissary catches a glimpse of Lady Aelfwynn and goes out of his way to meet her. He kisses her hand and tells his father that she is even more beautiful than the last time that he saw her. The Baron understands the implicit threat. At last the emissary mounts his horse and rides away to the north.
- Rook considers following him but decides to check on Griffin first. He contacts him via Icon and Griffin warns him that the emissary did not come alone. He can sense another presence in the sky above, but whatever it is appears to be concealed by the same sort of magic that he uses. He advises Rook to wait until the other observer leaves. 
- At last Griffin is convinced that the other observer has gone and he makes his way over to the Baron’s manor house to talk with Rook. They discuss what happened, and decide that it is too dangerous to track the emissary back to the bandits at this time. Neither of them expected the emissary to have some sort of invisible bodyguard, and they cannot run the risk of tipping the bandits off at this point in time. They find it interesting that the bandits will come in only four days - it suggests to them that their encampment cannot be any more than two, possibly two and half days away.
- The Baron and Lady Aelfwynn joins the discussion, and he expresses how difficult that conversation was for him. Rook thanks the Baron, and tells Griffin that he’ll need to start working on the defences. Griffin nods and says that he’ll start in the evening. He thinks it will take him a good portion of the night, but the first level will be done by morning. Griffin finds that Lady Aelfwynn is staring at him. It makes him uncomfortable and he decides to stay away from her.

Part 6 - Fortifications (Day 13-14)
- Rook and Griffin walk the perimeter before the sun sets and Rook clarifies what he is expecting so that Griffin doesn’t build in the wrong place. Rook has multiple stages of defences in mind, but he asks Griffin to build only the first stage. They figure that if the defences are too complete, the bandits won’t attack which will be a different problem. The four kids follow Rook and Griffin around, excited because they know that something is going to happen. In passing the sentries on the broken northern gate, Rook explains that Griffin will be working this evening. Griffin promises ‘a sight to behold’. 
- At last Rook goes back to the comfort of the Inn, and Griffin sits on the broken wall, thinking where to start. He asks Jack (one of the older boys) to fetch the Abbot for him, which he duly does. The Abbot is a little irritable at being summoned in this way, so he wants to know what the problem is. Griffin apologises and explains that he’s going to start building the wall - he figured that the Abbot would want to see. The portly churchman frowns and points out that he has no shovel or any other equipment. Griffin smiles at this.
- With that, Griffin begins repairing the wall using Eidolon, and then raising the structure using Sorcery. Within minutes, the walls are being shaped upwards, becoming ten foot structures of earth and stone, topped by a five foot deep crenellated parapet. The walls are suitable for archers to use as firing positions. As he moves around the perimeter, the wall rises, forming new sections consistent with the first. Griffin adds stairs and hand-holds on the village side to enable the villagers to climb to the battlements. 
- The Abbot, the children and the sentries are astonished. Some of the children run to tell the others and soon half the village is out to watch the spectacle. Patrons of the Inn of the Clowns with tankards in hand watch the wall growing before their eyes. The Baron and his daughter watch from the manor house. Griffin calmly tells them not to think too poorly of what he has built so far - he expects this take a good part of the night and they should rest. Then he continues on, extending the western wall all the way down to the shores of Lake Midai and well into the shallows. In the darkness by the lake he rests a little, watching the stars above, and then he heads back to the gatehouse to begin work on the much longer wall from the gatehouse to the east and then south to the Beaumaris River. Very few of the villagers watch him for very long - it is a spectacle but is repetitive and rather boring after a while. Even the children’s enthusiasm wanes and they head off to bed well before midnight. But it is the Abbot who surprises Griffin - he stays up to keep him company, and brings him a hot broth to keep him warm during the night. There is little conversation between them, but Griffin is grateful for the priest’s support.
- Griffin finishes the first stage of the perimeter defences well after midnight, repairing and reinforcing the gate and the gatehouse. He keeps watch with the sentries on duty for a while, and then just before first light he mounts his horse and rides out to join the Dragoons. They are encamped a few miles away in the nearby woods but Griffin finds them easily, and the force is quickly mobilised and returns to the village. The Dragoons are amazed that what was once a village with broken walls is now a fortified town. By the time Griffin returns to the village, Rook is up and inspecting what Griffin has built. There are some modifications that Rook would like to make, but he advises that they can wait. He asks Griffin to find the centaurs and see if they will join the fight. Griffin is surprised by this, but agrees when he realises that only the centaurs would be able to reach the village in time. Mounting up once more, he heads east along the Beaumaris river and then south, hoping to find the centaur village.
- For the remainder of the day, the Bloodstone villagers continue to prepare themselves and the defences. Rook takes time to discuss battle plans with his commander, and includes Olric of the Royal Dragoons in the discussions. Late in the day, Griffin contacts Rook via Icon. He explains that he has met with Kiros, the Chief of their Council of Elders and Valon, their War Chief - the centaurs will not help as currently they are not being threatened by the bandits. They are aware of the threat that the bandits pose to the communities in the valley, but would want to see some proof that the bandits can be defeated before sending any forces. Griffin gives Rook the impression that they might be willing to help, or at least send emissaries to confirm the situation in the near future, but they are not willing yet. Rook accepts this, and asks Griffin to return when he is able to.
- Rook relays this news to his fellow commanders. He is not surprised and neither are they. Rook explains that he isn’t worried about the tribute collectors - he thinks it’s very likely that they will be defeated and any who try to flee will be captured or killed. He is more concerned about what forces the enemy has at its disposal and could be committed after the first group. Baron Tranth counsels that he should worry about the first battle, and not concern himself with future battles until the first is won.
- That evening, Rook contacts Griffin again via Icon. He has become worried about his friend. Griffin says that he’s being looked after by the centaurs and he’ll ride out in the morning. Rook offers to pull him through the Icon, but Griffin refuses, saying that he doesn’t wish to leave his horse behind, nor does he wish to offend the centaurs by refusing their hospitality. Rook wishes him goodnight, but then stays up late, thinking and planning. He walks the perimeter more than once before retiring for the evening.

Part 7 - Battle Lines (Day 15)
- Early the next morning, Rook confirms that Griffin is on his way back. With two days before the tribute collectors arrive, Rook spends the day preparing his army and the role of each group. He assigns Olwen’s huntsmen to the walls. The militia under the Abbot’s command will be held in reserve in the township itself. The Baron will take 90 of the soldiers to reinforce the huntsmen on the walls on the left flank - Grant intends to station himself with the Baron. Stephan will take another 90 spearmen to reinforce the gate should it be breached. Ethan, when he returns, will command 90 of the soldiers on the eastern walls (the right flank) and Aelfwynn’s command is held in reserve as she the least experienced commander. The Royal Dragoons will return to their wooded position and be used to cut down any fleeing units - Rook does not want them to commit them to heavy fighting during this first battle.
- Griffin returns late in the day, about an hour before dusk. His horse is tired and Phillip (one of the boys) offers to feed and water him. Griffin goes to find Rook, and asks about list of modifications that he had in mind. Rook tells him to get some rest and worry about it tomorrow, but Griffin refuses to go until Rook explains further what he has in mind. Rook takes Griffin from one wall to another, showing him exactly what he wants changed. Some of the walls need to be repositioned, others changed slightly - but most of all, they need to be reinforced. Griffin admits that he didn’t strengthen the walls as far as he could have because that would make it harder to shift if changes were needed. He thanks Rook and says that he’ll go and rest, but before he leaves, Rook asks for Griffin to cast a divination spell. He wants to know whether the bandits know or not that they are doing this. Griffin casts a spell, and the blue light tells him that the bandits don’t know. Relieved, Rook asks if they are on their way. Griffin confirms that they are. Rook asks a third question, and Griffin says that they will not arrive tomorrow. Rook seems greatly relieved but still says that he will go and check after sundown.
- Griffin tiredly heads back to the Inn of the Clowns. He is just about to pull off his boots when there is a knock at his door. It is Garlen - the Baron has asked Griffin to join him for dinner. Griffin accepts. He asks for a minute and when the door is shut, he uses Eidolon to refresh himself and purge the trail-dirt once more from his clothes.
- That evening, Griffin dines with the Baron and his daughter. Griffin and the Baron talk pleasantly, although Griffin is evasive as to his heritage. The Baron is clearly impressed with what he has done so far, but Griffin responds matter-of-factly that he hasn’t finished. He explains that Rook wants him to improve some of the defences, and also reinforce the structures so that even a giant shouldn’t be able to break them. Lady Aelfwynn asks Griffin where he learned such magic, and again Griffin becomes a little evasive, explaining that he has travelled to many lands. They are clearly curious about him, but Griffin doesn’t feel like talking about himself. At last, he apologises to them both for being poor company. The Baron changes the topic and asks Griffin about Rook, and Griffin brightens a little, explaining that he has been his friend since they were children and that they enjoy travelling together. But then the Baron asks about Rook’s family and Griffin doesn’t know how to answer. 
- The Baron offers a smile to fill the awkward silence, and says that Griffin has already done wondrous things, and the people of Bloodstone are in his debt. Griffin thanks the Baron for his hospitality and kind words, but he still has a great deal to do. The rest of the dinner passes uneventfully as they discuss the centaurs and the other communities in the valley.
- Returning to the Inn of the Clowns, he finds Rook waiting for him at one of the tables. Giving him a wink, Carlotta pours Griffin a mug of ale, and he settles down to talk to Rook. Rook asks if he’s okay, and Griffin tells him that he’s finding this adventure in the Legendary Realm hard. He explains that some of the people here seem to have a shared history with Prince Ethan, and it’s hard to navigate given that he doesn’t know how to answer their questions. Rook shows interest in this and wonders why no one has asked him about Prince Grant. Griffin doesn’t know, but he finds it disturbing that this realm’s Prince Ethan was here and there is this history in this place - it makes him wonder if someone is controlling the Legendary Realm or whether it creates these situations based on what it learns about the people. Rook asks him about Lady Aelfwynn - he saw that she practically swooned when Griffin arrived. Nodding, Griffin says that there is something there. He admits that she is attractive, and is probably smart and brave too but he’s still thinking about Abbie. Rook laughs and claps his shoulder. He reminds him that Abbie is seeing someone else and suggests that perhaps he should too. Griffin winces at this and says that it’s very easy to say. Rook counsels Griffin to relax. He points out that they’ve a war to fight and people will die. He says that he should worry about the big stuff, and not worry so much about the small stuff. Nodding, Griffin changes the topic and asks about the plan for tomorrow. They talk for a little while, then retire to their rooms.

Part 8 - The Day Before (Day 16)
- The next morning the troops continue to drill whilst Griffin works to improve and reinforce the defences. Rook has made future plans for pit traps to break up approaching formations and a deep ditch in front of the walls, but Griffin focusses purely on the first stage of the defences, making sure that the are ready for action on the next day.
- Taking a short break in the morning, Griffin casts a divination and confirms that the bandits will arrive tomorrow. At this news, Rook shape shifts into a sparrow and heads north to find them. The bandit force consists of two hundred orcs, armed with shields and swords, commanded by a man in dark robes on horseback. Six rock giants that appear to be made of huge boulders, each giant standing almost twenty feet tall, accompany them. Behind is a procession of fifty pack mules, attended by men who could be bandits or possibly even slaves. But Rook can see no sorcerers amongst this group.
- The giants are even bigger than Rook expected - nothing the villagers have will hurt them - so he turns around and heads back to the village to inform Griffin and the others.
- The villagers are reorganised with the able bodied men and women divided into three groups under the command of Baron Tranth (on the left flank), Lady Aelfwynn (on the right flank) and Stephan (in reserve, defending the gate in case it is breached). Rook reasons that Griffin cannot be an effective commander if he’s needed to kill giants. At this news, Griffin heads to the blacksmith and asks Olaf if he can use the forge. Stripping down, he starts reshaping a large metal plough into a maul that might serve as a weapon against the giants.
- Griffin pounds away for hours, using Eidolon and Sorcery in his weapon crafting. At last, he is satisfied that he has produced a weapon which can shatter even the stone wall that he has built. Rook approves of the massive silver-steel weapon. Griffin points out that the giants will almost certainly try to breach the gate as it is the weakest point in the defences, but Rook explains that he is expecting that - even counting on it.
- Rook asks if he too received a lunchbox from Lady Aelfwynn. Griffin is surprised and Rook explains that the lady has been organising food for him from time to time and sending it out via one of the Baron’s servants. Rook received a lunchbox today and is a little surprised that he received one but Griffin did not. Griffin shrugs good-naturedly and says that he hopes it was good.
- That evening, there is no singing and dancing at the Inn of the Clowns. Rook plays a little, but the mood in the Inn is quite and subdued. Everyone knows that the bandit army is close and that the sentries are watching for them. Rugging up, Griffin decides to join the sentries on the wall, as does Rook later in the night. Griffin casts a gentle spell over the townsfolk to relax them and help them to sleep. All is quiet - for it is the day before ….

Part 9 - The Tribute Collectors (Day 17)
- Both Rook and Griffin are on the wall, fed, rested and itching for a fight. The tribute collectors come into view and slowly approach the township. Both Rook and Griffin have no doubt that they are confused because neither Jamison nor their emissary reported walls around the village. Leaving their mule train behind, the orcs deploy in a wide front and advance, striking their swords against the rims of their shields, making a terrible racket. In front of them are two of the great rock giants, with two more on their flanks and two behind. At the head of the formation is their leader, a swarthy individual clad in dark robes the colour of dried blood.
- The Bloodstone huntsmen are ready on the walls, waiting for the command to prepare. Rook waits calmly as the enemy continues to approach. Meanwhile, on the other flank, Griffin has strapped his trusty dragon-shield to his back, and is hefting a massive maul which only he or Rook would be able to lift. 
- Rook readies Gorgorin in bow-form (GM’s note - yes, it has a bow-form! It can fire normal arrows and imbue them with power, or fire fragments of itself which then need to be recovered)and considers whether it might be possible to kill the enemy commander.
- The enemy commander pulls the formation to a halt within two hundred yards of the Bloodstone walls, and calls out for the gates to be opened to allow the tribute to be collected.
- Rook judges the opportunity too good to be passed up. He quickly nocks an arrow and fires it at the enemy commander. His shot is true and the arrow flies much faster than any normal arrow. The enemy commander is struck in the chest and falls from his horse, dead.
- There is a moment of stunned silence, but then one of the giants takes the initiative, gives a great bellow and charges at the gates. The rest of the giants follow, as do the orcs. 
- Rook orders the huntsmen to fire, and the bowmen loose their arrows, felling a dozen or so of the orcs with their first shots. Rook himself fires three times at the closest giant, bringing him down with Umbral-infused arrows before moving onto the next target. He wings the second giant in the leg and slowing down its charge. 
- There are two giants down before the others hit the Bloodstone defences. One hits the Bloodstone gatehouse so hard that it splinters - Rook fires multiple times at it to bring it down, but it still manages to shatter the gates, creating both an opening and leaving its corpse as a mountainous obstacle for the orcs to climb over. A fourth giant smashes into the wall on Rook’s flank, knocking defenders off their feet. It begins to climb over.
- Griffin meets one of the giants face to face on the other flank. He finds it difficult to get to grips with the creature as it pummels the walls, but at last he leaps onto it, swinging his maul once with sufficient force to stagger it, and then a second blow shatters its rocky body, showering the wall with rubble. By this point, the other giant on his side has been busy ripping a huge hole in another section of the wall and he runs over to deal with it. None of the defenders are able to stop it, even though Aelfwynn and her men continue to try. Again, Griffin tries a flying leap at it, and connects with the maul, smashing a huge chunk out of its shoulder. But this time, he is unlucky and he doesn’t manage to land back on the wall - instead, he falls into the mass of orcs below.
- Rook shifts Gorgorin back into a spear-form and goes to work on the remaining giant on the left flank. Realising that it would be difficult to reach the marauding giant with a short-handled weapon, he instead uses the spear to inflict mortal wounds on it. Gorgorin easily pierces the creature’s rocky hide and the giant crashes backwards, flattening a number of orcs who were using its body as cover against the Bloodstone archers.
- Seeing that there is still one giant attacking the right wall which Griffin is supposed to be protecting, and Griffin is not on the wall, Rook crosses from one flank to the other. He ignores the orcs that are climbing over the fallen giant that is partly blocking the entrance, figuring that Stephan and his command will deal with the threat. 
- Meanwhile, Griffin has found himself surrounded by orcs on the wrong side of the Bloodstone wall. He uses the maul to drive them back, but realises that it is too unwieldy against so many foes. Switching tactics, he rushes at the nearest, splattering them with the maul but then grabbing their weapons instead. The first weapons he grabs are relatively poor - the sword quickly chips and the axe blade becomes stuck in one of his opponent’s shields, leaving him only with the haft. Nevertheless, he quickly draws his rapier in one hand, grabs an axe from his opponent in the other and he continues to cut a swathe through the enemy ranks, mowing down orcs left and right. Some of them panic and break, but even these he murderously chases them down before moving onto the next available targets. Griffin has survived demon armies in the Abyss - he keeps his head, despite being surrounded and being under fire from the Bloodstone archers. Luckily none of them shoot him.
- Rook deals with the remaining giant on the right flank who crumples against the wall. He sees that Griffin is fighting on the wrong side of the defensive wall but judges that he can handle the situation. Rook directs the archers to continue to fire against the orcs and goes to see how Stephan is faring. He finds that Stephan’s position is solid. He has blocked the orcs from entering the village and some of the enemy are beginning to retreat. Stephan’s group has had their first victory.
- The sounds of battle quickly die down, with only Griffin still fighting the orcs that have fled out of range. He singlehandedly pursues and slaughters the remaining orcs who sought to flee. Their broken bodies are left strewn over the battlefield. 
- Rook leads a group down from the walls to survey the carnage, and finish off any enemy wounded. The battle has only taken twenty minutes, but there are hundreds of dead and broken bodies. Rook orders that any armour, weapons and metal should be stripped from the body, as should any valuable or useful items. The villagers are then instructed to pile up the bodies.
- Griffin reaches the pack mules. He is covered in blood - both red and black. The poor animal handlers beg for mercy and Griffin directs them to the town, telling them to take the animals with them. He isn’t sure whether they are bandits or captured peasants, but he expects the others will be able to tell.
- There is a lot of work to be done for the remainder of the day. Miraculously none of the villagers have been badly injured - only some bumps and bruises. The villagers spend some time collecting useful items from the fallen. When the bodies are piled up, Griffin organises their disposal by digging a pit using Sorcery which then consumes them. Then there are the walls to repair (harvesting the bodies of the rock giants as raw materials) and the wooden gate to be restored.
- All of the villagers are excited and enthusiastic about their first victory. Even the Royal Dragoons are called in to join in the celebrations even though they took no direct role in this opening battle. Both Baron Tranth and Rook give speeches to the people praising their valour and congratulating them on their victory. Rook explains that the bandits will not know what has happened if no one from their force returns. When someone asks what the bandits will do next, Rook explains that the bandits sent six rock giants which should be easy for him to track back to their basecamp - he promises to find out more and prepare the village for any future attack. 
- Stephan contributes barrels of ale to celebrate their victory, and Rook plays a merry tune on his cittern which many dance to. After Griffin has cleaned himself in the lake waters, he joins in the festivities too. He sustained a few light wounds but he quickly heals them with Eidolon. The Abbot makes a point of pouring Griffin a mug of ale, and then goes to find Rook to offer him the same. As Griffin relaxes, he is interrupted by Lady Aelfwynn who also praises him as ‘magnificent’. Astonished, Griffin thanks her, puts down his drink and asks if she wants to dance. She refuses politely and withdraws.

Session 110 - Monsters and Faeries

GM’s Observations
- This session is a bit of a fudge because the reality is that one of the sessions was extremely short because my father had just died, I was in Melbourne to sort out his affairs and had the opportunity to catch up with David in person. I didn’t have as much prepared as I would have like, and during the session David (bless him) offered to help me go round to my father’s apartment to help sort and clean which was an enormous help. So I’ve chosen to recut what happened in Sessions 109, 110 and 111 into more manageable portions which flow better.

Part 1 - A Peaceful Day (Day 9)
- In the morning Carlotta laments that she has to get out of bed before dawn to start the morning’s preparations at the Inn of the Clowns. Rook (Grant) stays in bed a little longer, musing over the fact that the Legendary Realm does seem to find ways to encourage him to want to be here. At last he gets up, eats breakfast and goes on a morning stroll around the village. He inspects the state of the harvest and observes that it is going well. Possibly faster than expected but he makes a mental note to inquire of those who would know better.
- Grant contacts Ethan via Icon. Even at dawn, Ethan and the Dragoons are already on the move. Ethan comments that the route seems to be ‘infested with monsters’ and he notes that they came under attack by giants and dragons yesterday. Grant apologises for flying over these and wonders if he should come back to help. Ethan says that he can deal with the situation and suggests that Rook (Grant) focus on preparing the village. Grant almost comments about the village girls but decides not to rub in the differences in their situation. Ethan is roughing it and Grant is not.
- During the day, Rook continues to work on preparations to reinforce the village (but not actually rebuilding the walls less the representative from the Bandit Army suddenly turn up) and drilling the troops. Baron Tranth trains as one of the unit commanders, and Rook notes that even though he is capable, he is not in good health. He decides to mention it to Ethan when he arrives in case Ethan can cure whatever ails him. At lunchtime, Rook is once again presented with a packed lunch organised by Aelfwynn. He eats but isn’t sure what she means by this – whether it is just a kindly gesture or she is expecting something.
- Baron Tranth informs Rook that no one has attempted to meet the ‘prisoner’ Jamison, despite the bluff that Jamison is being held and is cooperating. Rook wonders if this is confirmation that Jamison was working alone. He thinks it over, wondering what the Bandit Army has already been told and also what they will do when they receive no more information from their agent. Baron Tranth confirms that the harvest is ahead of schedule and will be completed tomorrow if they push. Rook decides to do this.
- Meanwhile, Griffin (Ethan) and the Dragoons ride through woods and hills for much of the day. They remain on guard, but meet no opposition. Their morale is high as any injuries/ailments are quickly healed by Griffin and their pockets are full of gold that came from the dragons’ horde.
- That evening as the Dragoons rest by campfire, Griffin wonders how Abbie is but he cannot risk initiating an Icon contact with her. He talks a little with Olric, and some of his men. He can sense a level of excitement amongst them, as if they know who he is, but Griffin is content to remain a ‘man of mystery’ and does not provide them with the opportunity to ask.
- Meanwhile, back at the Inn of the Clowns, Rook plays some soft music for the crowd as most are tired from the day’s activities.

Part 2 – The Halflings of Bloodstone Pass (Day 10)
- The next morning, Ethan contacts Grant via Icon and lets him know that they should reach the Bloodstone Valley by the evening. He reckons that they are two days away. Grant informs Ethan about the state of the defences, that no one has tried to reach Jamison and that the harvest will be completed today. Ethan asks Grant what his plan would be if the Bandit emissary turns up and Grant explains that he intends to pretend that everything is normal and that the villagers will pay the tithe as usual. They discuss what should happen when the Dragoons arrive – whether they should ride into town or not. Grant thinks that it will give the villages an enormous morale boost to see their arrival so they decide that the Dragoons will ride into town, but they should perhaps be based a few miles away in the nearby woods so that they are out of sight when the Bandit Army inevitably sends troops to collect the annual tribute. Ethan reminds Grant that the Dragoons have travelled a long way to help the village of Bloodstone – anything that the villagers can do to make them feel welcome would be appreciated. Grant has a think about whether Benjamin and Anna might be able to make pies for a hundred hungry men - he decides that he will ask them.
- The Dragoons continue to ride through wooded hills during the day time. Just before midday, the troops run into an ambush. Griffin (Ethan) isn’t quite sure what tipped off the local halfling community that they were coming but the halflings are well prepared to deal with an enemy force travelling along the road. They have built small platforms hidden in the branches above the trail and they hurl nets from above to break up the Dragoons. Some are snared but before the halflings can properly swing into action, Griffin uses sorcery to ‘shake the trees’ and very shortly it’s raining halflings.
- The Dragoons laugh at the situation, and the two groups quickly resolve the situation. The halflings thought the troops were reinforcements for the Bandit Army. A stout halfling named Fredegast talks with Griffin and Olric, the misunderstanding is cleared up and the Dragoons are allowed to pass without further incident.

Part 3 – The Monster of Lake Midai (Day 10)
- Meanwhile, back at the village Rook has become concerned about the Abbot’s lack of support for actively defending the village. He knows that they will only truly be committed to the fight when the enemy is on their doorstep and have tasted some measure of victory. He has wondered about the monster that lives in Lake Midai and whether he should be seeking it out to slay it. It would deprive the Bloodstone people of a creature that actually protects them from attack across the lake, but the benefit to morale might be worth it.
- In the morning, the four children who normally follow him around decide to show him the lake and what happens if a boat is pushed out of the shallows into the deeper sections. Everything seems tranquil, but then suddenly the boat is seized from beneath and dragged down, capsizing instantly. Rook thinks he caught a glimpse of tentacles.
- Rook makes up his mind to slay the creature and he tells the children what he is doing. The children do as they are told and they go and spread the knowledge to the rest of the village, despite their initial distress at watching Rook stride into the lake waters and disappear into the dark depths.
- It does not take long for the creature to take offence at Rook’s intrusion. The beast attacks him with its tentacles but Rook uses Gorgorin and inflicts many wounds upon the creature. Rook has adopted a merman’s form, and he hunts the creature within the lake as it flees from him, spewing an inky trail behind it. Rook surmises that it must be some sort of giant octopus or squid. Perhaps here it is a kraken, though how it got into Lake Midai in the first place is unknown.
- For almost two hours Rook hunts the creature and there are multiple skirmishes in the depths before at last he kills the beast. The creature’s body is neutrally buoyant and does not sink or float to the surface, so he takes some time pinning it under some strange ruined structures so that its body will decay in the depths and not rise again. He cuts out one of the beast’s eyes and carries it back to the shore to show the villagers that the monster is dead.
- The villagers are at first astonished, then the people cheer loudly. Even the Abbot is impressed. Rook dries off and as the villagers return to complete the harvest, there is a new enthusiasm in them – Rook has finally demonstrated his physical prowess in battle and they begin to believe that they have a chance against the Bandit army.

Part 4 – The Harvest Ends (Day 10)
- For the rest of the day, the villagers focus on completing the harvest and by nightfall it is done. Exhausted but elated, the people of Bloodstone enjoy a feast to celebrate the completed harvest. 
- Despite the festivities, Rook notes that there is some apprehension within the gathering about what will happen next. As if sensing the situation, Baron Tranth gives a speech to rouse them, and tells them that the bandits will come but the people of Bloodstone Pass will be ready for them. He also announces that Rook’s companion, Griffin, is only two days ride away with soldiers to help them.
- Rook has a very pleasant evening but he is a little preoccupied as he thinks through how to best use the next few days. He knows that the bandits will send an emissary soon – but he doesn’t know how soon. He wishes that Griffin were with him so that he could cast a divination spell and find out. The thought occurs to him too late in the day so he decides to contact Griffin in the morning. 

Part 5 – The Faerie Grotto (Day 10)
- That night the Dragoons camp for the first time in Bloodstone Valley. They are almost there. They pick a quiet part of the forest to rest. It is tranquil but they are not alone. This part of the woods is home to a group of mischievous fey and three diminutive faerie dragons. Seeing that the Dragoons are not orcs or refugees, they decide to play a prank on the group.
- The sentries hear the sound of music, but are so enchanted by the beautiful melodies that they leave their posts and go to investigate. Leaving the rest of their comrades asleep, they find a grove of wood nymphs who beckon them closer. Happily drinking faerie wine, they join in the song and dance, forgetting all about why they are there. Overhead, brightly coloured faeries flit around, leaving a trails of pixie dust, and the tiny dragons watch with amusement from low branches.
- The sound of their drunken singing wakes more of the Dragoons, and little by little, more join the wood nymphs in their dance, or are tricked into bathing in a large pool of fetid mud by flying faeries, or are bedazzled by strange faerie lights conjured by the tiny faerie dragons. The Dragoons lose all cohesion – more than a third of them have been enchanted by the fey, and the other two thirds are in such a deep slumber that nothing will wake them.
- Griffin himself is also befuddled by the strange magic. At first he is resistant to the strange goings-on and he goes to investigate, but the fey work hard to concentrate their spells on him, throwing pixie dust in his face and confusing him. At last he is convinced to drink a thimble of their wine and the spell is complete - he forgets all about why he is here, and he goes to dance with a comely wood nymph. Her hair is laced with flower and she has the smile of an angel …
- With faerie lights bouncing overhead, Griffin rests his head against the root of a tree, thinking that he is resting in the lap of the same comely wood nymph whom he imagines as gently stroking his hair. It is a pleasant fantasy but he is completely unaware that the real nymph is now playing with someone else. He notes some of his comrades dancing merrily, and occasionally one dives into a muddy pool to the delight of the fairies.
- A pair of brightly coloured fairies – one bright yellow and one bright pink hover above him and decide that he is not ‘lively enough’. The pink one, Bettina, tells him that he’s feeling very hot and should go and cool off. The yellow one, Fleur, chuckles at this and encourages him to hurry, pointing to the nearby pool (of mud).
- Griffin dives into the pool, covering him head to foot in mud and making all of the fey laugh. Trying to join in the joke, Griffin flicks what he thinks is water at Bettina, but instead she is flattened by the mudpie and pinned to a tree. Whilst Fleur roars with laughter, Griffin hurls mud in all directions, trying to involve others in the game. This has mixed results as some of the faeries take it badly and fight back using transmutative magic (turning one man into a pig, giving another donkey’s ears, and turning a third an unnaturally bright green). As some of the cooler heads amongst the fey try to change the game, they find it is too late. Griffin may not have his senses, but he is still a powerful mage in the Legendary Realm.
- Before long, he is juggling the glowing faerie lights (some of whom are diminutive faeries, making them very dizzy), casting his own fireworks which not only disrupts the spell effects that they created, but even inadvertently befuddles some of the fey along the way. Within half an hour, there is mud splattered over almost every tree in the grotto and everyone involved is ‘cutting loose’ or strangely oblivious to what is going on. One of the faerie dragons seems to think it’s funny to keep appearing and disappearing on him, occasionally setting someone’s pants on fire. There are all manner of bewitched Dragoons, and Griffin himself has been hit by multiple odd-spells, transforming him into a mixed up clown.
- The evening’s festivities come to an end when, one by one, the Dragoons simply lie down, exhausted, and sleep. (Even the Dragoon currently transformed into a pig) Not even being on the receiving end of a mudpie will awaken them. The numbers thin, and soon there is only Griffin and a few exhausted faeries left. Many of them comment that this is the best time that they’ve had in ages. Bettina is still a little mad with Griffin for covering her in mud but Fleur has taken a shine to him and asks him where they are going. Griffin of course can’t answer as he’s forgotten, so Fleur and the faerie dragon Curcumin lift some of the spells on him so that he can give a coherent answer.
- Griffin explains where he comes from and where he is going, and the tiny Fleur becomes completely smitten with him as they talk. With the wood nymphs going back to their trees, and Bettina teasing Fleur for her obvious interest in a human, they have a very pleasant conversation. Even Curcumin stays awake ‘well past his bedtime’ (for he is a young faerie dragon) to hear about Griffin’s tales of faraway lands. Curcumin asks his parents if he can go with Griffin and see some of these places, and he is told ‘maybe next year’ and that it’s time to say goodnight and go to bed. Curcumin thanks Griffin for playing with him, and then flies away.
- As dawn breaks, Fleur says a reluctant good-bye, but promises that she’ll see him again soon. Despite being teased by Bettina, she flies back and gives him a tiny kiss on the cheek and tells him that it’s a faerie blessing ‘for luck’. Griffin waves good-bye as the tiny faerie flies slowly away. As he heads back to the camp, he finds that the spells cast on the men have worn off. They are all asleep, and many are sleeping soundly. Only the horses have been unaffected, but they have been dutifully quiet all night as if quietly enjoying the show.


And that’s where we leave Session 110. I’ll get onto the Session 111 writeup shortly.