Heroes of the Ashford Valley (MicrOSR20)

Session 4

IN WHICH: A party of adventurers face a night attack and mysterious voices on the cliff-top, a merchant is encountered and a second descent into the cave leads to a monstrous encounter!
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Jim Baggins, Quinn Quimby, Orin Copperhead and Giles Corey set up camp on the cliff-top and set watches, which Jim and Giles promptly sleep through – resulting in a close moment when eight undead skeletons attack the camp!

After a quick fight, the enemy is defeated and the party tracks the skeletons back to a one-way door that Orin guesses leads to the dungeon below.

At that point, the party notices the same voice coming from the birds and wild animals about the hill, all telling the party to flee before they are killed.

For three days, they wait for the water to recede from the cave openings so they look to the road and spot a merchant caravan traveling on it. Once off the hill, they find that the merchant is Mikan Roddin, a human merchant from Tradetown that has dealt with Orin in the past. They hail him and his caravan and talk for a bit – none of the guards are happy stopping so near to “The Haunted Hill” and little is gained in information about it but one of the ancient swords is sold for a good sum to Mikan.

Returning to the cliff-top, they see that the water has receded enough to spot the caves again and Jim speculated that this could be a defense mechanism for those who used the caves in centuries past – anyone on the hill causes the water to rise in a matter of hours, closing off the caves, while no one on the hill leaves the caves open.

Quickly, the party descends again into the cave, bypass the two pits on the stairs and encounter another set of the degenerate humans, this time an elite force in ancient armor and those strange eye-slit-less helmets. They defeat the subhumans and note that the armor is protected by the primitive fetishes. They discover that the statue again has been beheaded and their former prisoner is nailed to the wall, most likely as a punishment for failure to defend the last time the party was here.

Searching around for the statue’s head reveals it in the junk room and they recover it without taking too many wounds and replace it on the statue, where it again knits the stone together.

Proceeding down the last 20’ long side tunnel, they find themselves in a 20’ by 50’ room with a sarcophagus. Searching through the coffin, they find another valuable gem, a pair to the one they found before.

Finding a stone slab blocking their way, they moved it and followed the passage 20’ deeper into the dungeon, into a room 30’ by 40’, with two doors, one sealed and barred, the other opening into a short hallway with two doors, ending in a T. Looking in the two doors, they found some bare rooms but heard a beast coming from the T.

They quickly retreated to the larger room and an owl-bear burst upon them there. It was a long fight but they managed to bring the beast down, stabbing it to death as it’s roars echoed through the halls, waking who knows what other horrors that the brave adventurers will soon face.

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Session 3

IN WHICH: A party of adventurers hear some rumors, make some interesting discoveries and explore a cave
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Upon arriving in Sooton, the adventurers Jim Baggins, Giles Corey, Orin Copperhead and Quinn Quimby delivered their errand (receiving 10 gp each for the trouble) and sold their captured bandit gear (for 150 gp).

They heard three rumors about town: A child had been attacked by a giant bat in Ashford town a few days ago; strange things were found floating down the Soot river; and bandits were a trouble along the High Bridge Road.

Since they were in Sooton, they decided to look into the strange things floating down the Soot river.

Seeking answers, they headed towards the riverside and looked for a tavern frequented by fishermen. They found The Hole (aka Fishin’ Hole), a tavern that catered to the fishermen of the town.

Entering the tavern, they failed to impress the locals in a rather spectacular way, leading them to quickly retreat. However, a local lad, named Ty, met them around the side of the tavern and was greatly impressed by their social gaffes.

Ty told them that they had found some odd fish and other items floating down the river and he showed them to the party. A 3.5 foot long fish, with no eyes and silvery-blue scales that glowed in the dark was hanging near the tavern, and Ty also showed them an odd-looking helmet, that would fit a weirdly-shaped human head, oval with a pointed conish top and no eye slits. Giles said that this was no elvish made helmet and Orin knew it wasn’t dwarf made.

The party decided to explore along the river and Ty offered his boat but they chose to stay on land and see if they could find where these strange things were coming from.

So they left Sooton and crossed the ford. Traveling up the Tradetown-Sooton road, they soon exhausted daylight and so set up camp at a well-used campsite. The night passed uneventfully except during Giles’ watch, they heard elvish singing – and a group of wood elves, glowing in the night with magical lights and lanterns, traveled past them but did not stop or talk nor seem inclined to do so.

Giles pointed out the watching elvish archers that were ready for any action the party made and guessed that the elves leaving this area was probably due to some danger than had recently come to the area.

The next morning, they climbed the hills off the road and came to the Soot river rapids, where they spotted several caves close to the water level. Down 100’ or more of cliffside, they made it to one of the caves and went in, descending deep into the Earth. They encountered a pit, which they won past easily but a second pit, hidden in the stairs, nearly claimed Orin and Quinn.

They found themselves in a 50′ × 50′ room with a fountain in the center and exits in the center of each wall and were attacked by degenerate humans with pale white skin, pale blond hair and wearing rough white tunics. These creatures wielded ancient swords and the party killed three of them and the remaining creature surrendered.

After binding the prisoner, they searched the room and examined the fountain. A statue missing a head stood in the center of a brackish pool. Orin searched the pool and found the statue’s head and reached in to remove it, barely escaping being attacked by some monster in the water. Leaping to the statue, Orin placed the head back on and the stone knit together. A magical process occurred, refreshing the water (killing the monster within) and cleaned the room – removing the blood and dead bodies.

The party continued exploring, taking a 20’ long side passage down to a 30’ by 50’ room, which turned out to be the degenerate humans’ barracks. There they found a valuable gem and avoided some cursed fetishes set up on an altar.

Another 20’ long side passage entered a similar 30’ by 50’ room but the room was unstable, dropping parts of the roof into the room. It seemed that the degenerate humans’ used this room for a trash room.

Before they could explore further, they heard the sound of running water coming down the stairs and Orin figured that a mechanism closed off the lower portion of the stairs so the fountain room would not flood. If they stayed, they’d be trapped for a while but if they risked leaving now, they might get out.

On the way out, Giles fell into the first pit but was saved by the climbing gear they used then Jim fell in the second pit and was wounded but saved by the party. On the last set of stairs up to the cave entrance, both Jim and Quinn slipped in the rushing water and Jim was badly wounded.

Soon they were at the cave entrance and the water, up to their thighs (and waist for the dwarf), threatened to push them down the stairs into a water grave. Climbing back up the 100’ plus cliff, they escaped!

Giles went around and healed the wounded as best he could and the party camped on the cliff top for the night because it was too far to get to town before nightfall.

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Session 2

IN WHICH: A party of adventurers fight a bandit gang and resolve the fate of prisoners
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What happened before: Four adventurers, Quinn the warrior, Jim Baggins the magic-user, Orin Copperhead the dwarf, and Giles Corey the elf, were tasked with delivering a valuable Bugbear longsword to the Lord of Sooton. While on the Deep Forest Road, they encountered Yarkand the Great Stag and followed him into the Deep Forest to a manor owned by Orin’s uncle Linder. Linder feared trouble was about to come down upon him and welcomed his kin and the other adventurers to his side, hoping that they could save his valuable gold mine and lands.


With only a few days before trouble came down upon them, Jim, Quinn, Orin and Giles helped Linder set up defenses for his manor. The capped and sealed the well, then disguised it’s location. They also placed barrels full of stones on the manor roof to drop on attackers. And the mine was trapped and camouflaged.

But the bandits arrived before they could retreat into the manor. Curran and his “Local Boys,” along with some humanoid allies that included orcs, gnolls and bugbears, stepped from the forest edge. At their heels were a half-dozen prisoners from earlier raids. Curran smiled as his crew fired upon Jim and Linder, who quickly retreated into the manor. While Orin took up a defensive position in the mine, Quinn and Giles watched from the ruined chapel but quickly skirted the enemy and made it to the manor.

A pair of gnolls set up a small camp to the north of the manor while Curran’s main force set up camp near the chapel. When the manor defenders started firing into the bandits, Orin shot as well, giving up his position. A group of three orcs headed for the mine but were slain by the adventurers before they could successfully attack Orin.

As darkness fell, the bandits set up mantlets made from farmhouse doors captured during their raids and built large bonfires. They traded arrows with the manor defenders, to little affect on either side.

Quinn and Orin, supported by Jim and Giles, attacked the smaller camp, succeeding in slaying the two gnolls, while Linder watched the other bandits. The party retreated to the manor after throwing the gnolls’ mantlets into a bonfire and managed to escape the other bandits.

A bugbear and three bandits took over the gnolls camp and again, Orin and Quinn sallied forth from the manor to do battle, with Jim and Giles supporting, striking hard against the bugbear and bandits. Jim cast a grease spell onto the bandit camp and lit one of the bandits on fire. The fight was fierce but Orin and Quinn prevailed, though Quinn received a nasty wound.

Two more bugbears, hidden in the darkness, sprang forward and the fight continued back to the manor while the other bandits attempted to join in. Giles cast a sleep spell on the bandits and succeeded in enchanting two of them. By the end of the night, the party had killed 4 bandits, 2 gnolls, four orcs and two bugbears while taking little damage themselves. Giles healed Quinn and Jim’s wounds and the group prepared for morning.

In the night, an argument among the bandits lead them to turn upon themselves and the manor defenders heard the remaining two orcs be killed by the bandits. Towards dawn, another argument started and then silence. It wasn’t until morning that the truth was learned.

With only 4 bandits left in his crew and an unhappy bugbear, Curran had little choice but to retreat. He gave his prisoners to the bugbear for payment and fled the other way, with the remains of his “Local Boys.”

The party, concerned with the prisoners and their soon-to-be gruesome fate at the hands of a monster, pursued the bugbear and slayed it. Returning to the manor, they soon lost the trail of Curran and his crew. Gathering up the weapons, equipment and gold of the slain, they left Linder and the now freed prisoners together to form a new community around Linder’s manor. The dwarf would continue to mine the gold and the humans would build anew with Linder as their lord.

The adventurers continue on to Sooton and to further adventure, knowing that at some point, they would meet up with Curran again!

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Session 1

IN WHICH: A party of adventurers traveling from Ashford town to Sooton on a delivery errand are waylaid, a dwarf is met and a trouble is discussed.
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Orin Copperhead the dwarf, Jim Baggins the wizard, Quinn Quimby and Giles Corey the elf met a few weeks ago in Ashford town when they joined a search party looking for a lost girl. Their group was the one that found her safe and sound and gained some measure of reputation in the town (currently everyone has a +2 reputation in Ashford town except for Giles, the NPC elf, who has a +1). But reputations are fickle and only further deeds can cement these adventurers as heroes in the minds of the people.

Partly because of this reputation, they were hired to deliver a valuable bugbear longsword to Sooton. Bugbear longswords are considered masterwork weapons and usually can only be gained by killing a bugbear. This longsword, quite definitely a fine weapon, was manufactured by a mysterious Tradetown company called the Iron Bugbear Company (how they learned the method of creating these weapons and where in Tradetown the are located is the mystery).

Along the trip through the Deep Forest, they encountered Yarkand, a mythical stag that is beloved by the Valley. Yarkand, the Emperor of the Ashford Valley, the Lord of Forest, Farm and Field, met the adventurers near one of the mysterious Runestones along the road and led them through the forest (on a trail that appeared before Yarkand and disappeared behind them) to a near-abandoned manor. Then Yarkand walked into the forest and disappeared.

At the old manor, the party met Linder the Dwarf, a miner (and uncle to Orin) who found a vein of gold in the nearby mine. Linder was glad of the friendly company and invited them in to tell them his problem. A man had come earlier and gave Linder a bad feeling. He’s expecting trouble and that trouble came several days later with the appearance of a bandit gang (leading a half-dozen or so prisoners!).

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