Sunday, November 22, 2020

Kommando Kronikles: Hunting the Hundprest

Characters Present
Sir Istvan the Vulgar Knight (Foul Changeling Fighter) (only first session)
Sir Uein of the World (Human Fighter)
Abraham, Lord of the Prison (Human Rogue/Ranger)
Father Kozel of the Wood (Fair Changeling Cleric)
Mother Johanna of the Church of St Santa Claus (Human Cleric) (only second session)
 
November 13th - 16th, 1396
  •  As discussed in the previous write up, the countryside has been harried for the past several weeks by a creature unleashed by the Kommandos themselves.  
  • Now armed with a mace which could banish his spirit back to hell and two clerics capable of casting banishment, the party believed they had what they needed to end his reign of terror.
  • Since they did not know his precise location, they decided the best thing would be to make their way to Knightpath and ask there for more specific directions to his new camp.
  • En route they were first stopped by an encounter with some of the Hundprest's own hunting hounds - unfortunates who had been transformed by his terrible curse. Abraham used his rod of rulership to cow some of them, while Kozel removed the curse from as many as possible. Some were unfortunately slain before they could be helped.
  • Heading further down the long road, the party encountered a large set of bandits (somewhere between 30 and 300) whose ambush Sir Istvan was unable to spot in time. Kozel summoned a thunderhead and used call lightning to destroy a small set of the bandits, causing their leader to flee. Upon seeing their leader flee, the rest of the bandits followed suit. 
  • Istvan decided to chase down the leader and engage him in single combat, and seeing how fast the barbarian could move, the leader indeed turned to face his opponent. Istvan was ultimately able to defeat him (with some aid from a well placed bolt shot by Abraham).
  • Abraham and Kozel then set about killing who they could of the remaining bandits with bolts both crossbow and lightning.
  • Realizing that the commoners and dogs they had in tow were a burden and could be endangered by further such encounters, the party decided to alter their route and head to the Rumpelfort. This is a small fortified manor that once served as the home of a being called the Little Magic Man, but the Wild Daggers (i.e. the gamestore group) had cleared it to be occupied by the Order of the Elk.
  • They found the guards of the Rumpelfort quite ornery and suspicious, but they quickly realized that this was because the plague in Lychgate was having a resurgence and many who traveled from that city to the various villages along the Long Road were now infected.
  • A cleric was summoned to inspect them for disease, and finding none they were allowed in - and apologized too on account of their fame in the bishopric.
  • The next day Kozel and the chaplain of the fort removed the curse from the remaining dogs.



  • On the third day, the party left the Rumpelfort to head into the Little Heath, an area lying between the Great Swamp and the Mire of Princes. This is where they had been directed by the knights of the Elk and was also familiar to them from an earlier adventure which had led to the destruction of a pagan settlement at the edge of the swamp.
  • Abraham, now having been trained in the arts of the woodsmen of Nightwick in return for his earlier acts of "heroism" on their behalf, followed the mixture of dog tracks and hand and feet prints along the southern edge of the heath. 
  • The trail became muddled, but finding more tracks led them to a burned out building as well as a pile of burnt bodies. Near the building was a large cauldron and the skeletons of small fairy creatures, unidentifiable to those present. Some speculation on the purpose of the bones and the cauldron was made, but it was agreed by all that the house had been burnt by the Hundprest himself.
  • They then made their way to the village they remembered from their earlier escapade. They arrived at dusk to find that it showed some evidence of having been rebuilt only to have been recently destroyed again - likely by the Hundprest. The party decided this would be a fair place to camp as the ruined buildings would provide a place to hide as well as some safety from the pouring rain that had begun only a short time ago.
  • During the night, Abraham caught sight of a groan. When previously encountered, the village had worshiped these creatures, and Abraham observed it approach, see no signs of life, and then slink off back into the swamp as though greatly saddened.

Pecz
  • The next morning, still in the rain, they decided to cross through the middle of the heath in hope of picking up the trail.
  • After only a short trek, Istvan spotted a herd of reindeer ahead, tended to by an old man. Kozel recognized this immediately as a druid dedicated to "St Santa Claus." He had earlier researched reindeer, asking around informants in the Woodsmen's Lodge, and they had told him of such a herd and such a druid.
  • From this druid, whose name was Pecz, they learned that the Hundprest was once a chaplain of the Sword Brothers, and descendants of his flock were bound to serve him as hounds due to the sins of their ancestors. 
  • They also learned that though the Hundprest was bound in death to hunt the Bogdani,* he was not very picky in his choice of victim. These two facts together answered a question that had long bedeviled the party - how does this racist ghost operate? It turns out that while he could not accurately pinpoint his foeman, he did know his compatriots. Thus was his curse endlessly maintained.
  • Asking for some aid, Kozel and Abraham were each provided with both a large stag reindeer and a smaller female reindeer (one for fighting and one for light riding) to serve as mounts.
  • They headed south over land they had already covered, for Pecz had directed them thus, and soon were able to pick up the trail again and find the monster's camp.
  • Currently he was gone, but the camp was attended by a lone figure in Sword Brother robes. Seeing this for one of the Blind Dead, Abraham struck swiftly with a sling bullet and destroyed the creature.
  • The party then set about searching the camp, finding a rack of "sausage" that seemed to be just human entrails, and a spot of frozen ground which Abraham identified as the area where the Hundprest would manifest at night.
  • They set a plan - create a roaring fire on top of his "spawn," cast banishment when he appeared, and if he stayed then wail on him and make sure the last hit was with the mace.
  • The creature appeared as soon as the sun had dipped below the horizon, and at the same time so did a pack of fierce wolfhounds. Abraham subdued these with his rod of rulership - the dogs so charmed fighting with those that made their save. Kozel and Johanna both attempted to banish the creature, but it laughed in the face of their prayers.
  • The combat which occurred thereafter was not terribly difficult, though the cackling of the Hundprest even as his own body burned was greatly unnerving, but ultimately when it slipped out of its body to find a new host, Johanna struck it with the mace casting it back into the Pit.
  • Then they camped and the next day headed back to Nightwick, making a brief stop to inform Pecz of the success of their mission.
Monsters Slain
40 bandits, 1 bandit captain, 1 blind dead, 25 wolf hounds, the Hundprest

Treasure Gained
2400cp, 1000sp, 30gp, 15 crossbows, 45 bolts, 150gp in women's jewelry

XP Per Player
305 per session
* The natives of the Dark Country.

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