Shaintar - A legend begins

Where the Wild things are.
or Cutting the Cheese

Capt James Renault asks the Rangers to deliver a chest of various spices to Father Gregory Peshtak, at the monastery in Berell town since they are returning towards Kythros.
Their return trip is only punctuated by minor matters like petty thefts, disputes between farmers or shopkeepers, etc. When they are about 2 hours away from Berell, they hear something crashing thru the underbrush and then it leaps onto the road ahead of them. It’s a large, crazed stag, with its fur covered in pustules & bony outgrowths. Once it sees the Rangers, it charges.
Malen’s magic spear shakes it just enough for it to miss goring both him and Vandien who slices its flank while he side steps the creature. And Toji calmly takes aim and ends the beasts suffering with a well placed arrow.

They dispose of the body by burning it and then proceed to Berell. Once there, they check in at the Inn followed by a visit at the town Sheriffs’ office. After introducing themselves, they inform Sheriff Black what they encountered and he, in turn, informs them about the recent killings by a strange creature or creatures. When the Rangers mention that they must find the source of the infection, Sheriff Black seems a bit crestfallen. He had hoped that only one creature was responsible and that once killed, it would be the end of their troubles. He offers the Rangers whatever assistance they need never the less.
They then walk up to the monastery to deliver Capt Renault’s chest and chat with the Abbot and afterwards stroll to the market square and to the tavern to gather more information. After speaking to Ult Copperthumb, the blacksmith and the local fishermen, it seems that the local alchemist, Old Al, may be responsible.

That evening, they investigate his shop/dwelling. It’s locked and seems empty and just as they are discussing their next move they hear someone coming. Everyone manages to hide except Malen, but Old Al is tired & seems to think he’s a neighbour. He fails to notice the Ranger’s cloak in the fading light. Al simply enters his home and locks up behind him and goes to bed.
The Rangers return to the main bridge and interrogates the guards there. They say Old Al has been going out at night for a while now, in order to find reagents that can only be found or harvested at night.

They decide to rest for the night & gather some more information the following day with Shanssa the herbalist, who has been able to know more about Old Al and where he comes from (the city of Paradise of the Eternal Desert). They even discovered some of the history and origin of Berell town.

After making sure they have rooms that look out over the town bridge, they settle in to watch out for Old Al if/when he leaves town again. Once the sun has set and most people have retired for the night is when they spot the alchemist going out for his night-time stroll.
Malen takes the time to meditate in order to prolong his shape change into a barn owl and thus follow Al into the woods. He really goes into very difficult ground.
After over 30 minutes, he stops in a clearing where the ruins of an ancient elven temple where the only structure of significance left is the size of a mausoleum. He seems to dab a sticky substance on the spots on the door which then slides gently into the ground. Old Al takes one last look around him before going inside and the door slowly close behind him.
The rest of the group joins Malen who is busy investigating the door and the symbols there. Between the faded runes & the sticky spots, Malen deduces that its sap from three different trees is needed in order to open the door. After a quick run around the clearing, he finds the trees needed and applies it to the door, just like the alchemist.

Once open, the Rangers see stairs leading down, into the earth. They start down the steps with caution and after a few turns they notice a faint green light around a corner and a low voice. Peering around the edge they see old Al in front of a well, mixing and pouring things together. Two bizarre beasts are dozing along the wall and a third one is at the alchemist’s feet. Al had begun pouring his bright green ooze on and in the creature.

The Rangers stride purposefully down the final steps and ask the old man to surrender. But Old Al looks at them and says ‘’Rangers? They said you would try to meddle in our affairs.’’ He then orders his creatures to kill them all.

Thus the battle is joined. Arrows fly from Toji & Vanessa’s bows as Vandien wades into the room to engage the creatures in close combat. Before one of the beasts can move towards Vandien, Malen strikes at it with a powerful bolt of electricity, shaking it momentarily. The mad Alchemist throws a jar that, once shattered, conjures 4 ratzin which promptly attacks the Rangers.
After a short but intense altercation, our heroes find themselves triumphant, with only a few scratches. The bodies of the ratzin disappear & the mutated beasts simply dissolve quickly.

They investigate the Hall of the Well and the ancient fae writings & symbols. Their meaning is unclear but they take notes & rubbings for future deciphering. They also pick up some of Al’s gear, his notes & pieces of clay from the ratzin jar.

They bring back the body and all the alchemist gear back to Berell Town and assure that the wild beast attacks are over.

They then head back to Krythros and file their reports that are somewhat overdue. Vanessa asks the librarians & linguists to translate the letter, Al’s books & notes as well as the labels on the various potions & help her learn some new languages. She begins her studies as the rest of the group concentrate on their own training.

Once the old alchemist and his forces have been dealt with, the Rangers can investigate the Hall of the Well. Various potions were retrieved from Al’s body, as well as many notes & some letters and some alchemist gear.

Many of the walls’ frescoes are still in good shape but they are difficult to decipher (think mayan pictograms). They represent a message that is encrypted by the faelakar and eldakar a very long time ago. Initial research hints at multiple sites and portals to other such halls spread out over Shaintar.

Hunting the Tree Fox

It’s a dreary, rainy day when our Ranger heroes are summoned to Sgt Kork Mindril’s office. And Corporal Guz’ expression when he passes along the message for them, our heroes, to see the sargeant.

As soon as they step into his office, they duck the incoming mug, that shatters on the far wall of the hallway and hear «THAT DAMN TREE FOX! YOU FOUR WILL CAPTURE HIM NOW

When they ask him who the Tree Fox is and why he wants him captured, he calms down, takes a few deep breaths and picks up his chair. Once seated, he start telling the new Rangers how a man calling himself the Tree Fox is robbing, lone merchants between Tolm and Layla’s Meet. They are not wounded or killed, but they are stripped of all valuables the robber can carry, and their dignity. The local Rangers haven’t been able to catch him and the merchants are putting pressure on organization to arrest him.

So Mindril orders our heroes to travel there and capture him as quickly as possible. They are assigned fast horses and orders for assistance from any local law enforcement agents.

One they arrive in the city of Tolm, they requisition a wagon, draft horses, and any goods that could be carried and sold in Layla’s Meet. Vandien will pose as a merchant, sitting in the driver’s seat, Toji will hide in the wagon and Malen and Vanessa will hang back some distance.

When about half a day’s ride from Layla’s Meet, the Tree Fox strikes at another merchant’s wagon ahead of the Rangers. He is yelling loudly about the injustice of being left in nothing but his under garments and his most valuable possessions taken as well.

Vandien drives his cart and stops it next to the Tree Fox’s most recent victim. Vandien identifies himself as a Ranger and that he’s here to help. Of course the outraged merchant demands justice and orders the Rangers to do their job.

That’s when Toji notices a lone figure amongst the underbrush of the forest, a tall, lean young human male. Light brown hair, tan complexion and a crooked smile as he waves at the rangers, turns into the woods with his loot.

The Rangers give chase. Fleet footed Toji springs ahead and the others struggle to keep up. The Fox leads them on a merry chase for at least half an hour before one of Vanessa’s hunting arrows hits her quarry’s leg and he goes down.

Malen binds his wounds and Vandien questions the young man, his motives and his methods as they place him in bindings and bring him to the nearest Ranger garrison, Black Eagle Fort.

Capt. James Renault, the fort’s commanding officer, is grateful to these young rangers for finally capturing the infamous and elusive bandit. He has a celebration feast for them, where many of the Fort’s ranger attend.

Town & Country
Match makers & Playing with matches

The Rangers return to Krythros after their latest mission and they have about a week off. A long time friend of the twins, Marcus Haredon, is looking is them. Marcus helped them smuggle elven captives from the Shadowlands when they all lived in Southgate. Marcus is a very good cooper & woodworker and moved to Krythros to avoid repercussions.

He needs some help now to woo a beautiful young woman named Marcella DeWinter, but she doesn’t even know Marcus exists. A little reluctantly, his friends decide to help. They ask around to find out more about what Marcella likes (plays, operas and horse back riding) and also discover that there is a rival for her hand. A minor noble named Sirencio. They tell Marcus to build something nice for Marcella, perhaps a nice jewellery chest.

They arrange to meet Marcella at the opening of a play. During intermission her father moves away from her to speak to other men. Vandien chats with Marcella and Malen & Vannessa notice the rival, Sirencio approaching and they manage to trip him up a little and make him look foolish. Marcella is very grateful and seems a bit smitten with Vandien, much to his dismay. She invites him to afternoon tea the next day.

Marcella seems a bit disappointed to see Malen & Vanessa also arriving for tea but she greets them warmly. They speak of ranger life & all the dangers & the long trips away from home. Marcella seems less enamoured of having a ranger for a husband (Vandien dodged a quarrel there!)
During the afternoon, Marcella also mentions that her father is having some problems at his lumber mill in the town of Greensway. There are no details but she will try to talk to her father and convince him to ask for the Rangers’ help.

The next morning, Marcus shows them his progress. Not quite done but it’s looking very good. The rangers are then called to see Sgt.Major Kork Mindril. Master Horatio DeWinter gives them what little information he has and tells them he’s already preparing to leave for Greensway the next morning.

When they join Master Horatio near the western gate, Marcella is there with her chaperone and their carriage rider. The trip to the town is uneventful and they arrive in the town of Greensway in the afternoon. While Marcella takes care of having their things unloaded & unpacked, her father & the Rangers head off to the lumber mill to speak to the foreman and the other lumberjacks about the disappearances. Cecilia Alves is the village headwoman, strong-willed mother of 6. Quim Pareiro is the grizzled no-non sense mill foreman. (Lumberjacks of note: Fimbur, male dwarf, Barlgulg & Sonoghra, orc siblings, male & female).

Along with the orc lumberjack Barlulg they venture into the forest where his sister was assigned specific trees to cut. No signs of a struggle but they were able to find footprints of Sonoghra as well as bizarre, large & deep prints.

They follow the tracks deeper into the woods until they disappear. In the diminishing sunlight, the Barlgulg is suddenly ensnared & pulled into the underbrush and all the plant life moves to surround the heroes.

Malen shouts out that they wish to parley to any being responsible for the missing woodcutters and negotiate an understanding. A very tall tree-like creature approaches and introduces himself as OakHorn. He an a few other ents moved here recently and wish to avoid the fate of their last home suffered. A meeting is arranged between Horatio & OakHorn.

As thanks, the elder ent gives Malen the druid an everwood staff.

Since the Rangers managed to solve the problem quickly and without bloodshed, Master Horatio wishes to donate to the Grey Rangers by paying to have some of their gear enhanced (via Arcane Artificer, one effect on one item of their choice).

Return to base
Fires & Family Reunions

Once back in Kythros, the heroes were debriefed on all that happened and congratulated by Sgt-major Kork Mindril. They were given a few days off to relax before their next tour. While browsing the stalls of the market square, Malen realized his new medallion was lifted, but they spotted the thief nearby and they managed to cut him off and arrest him. They discovered that this thief, Anton Leberre, is a bit notorious. Mostly harmless though, he commits petty crimes in order to buy booze and pay whores.

They were soon given their orders to travel with the goblins from the Kal empire’s fringes, north towards the forest on the northen edge of the Vas’lok lake, to meet up with a delegation of alakar. Once that is done they are to keep patrolling towards the city of Shakkar.

On their 3rd night they spotted to Grey Ranger camp/stash that had been disturbed. Toji suspected a chimera (a creature of Norcan Darr?) and he was proved right when it attacked just after sunset. Despite its fierceness, Vandien dealt it a fatal blow (a few token trophies were taken).

The following day, while gently riding between towns, they spot black smoke coming from a nearby hill. Racing in that direction they found the local church burning. A bucket line was already started and the Rangers asked if anyone was still inside. Two monks were still trapped, so Malen cast a frosty version of his deflection spell on Vandien and himself before entering the inferno. They eventually found the monks. One was trapped under the fallen altar and the other barely conscious. They managed to lift the wooden alter and drag/carry the monks out.

Once outside one of the monks said he saw the mercenaries setting the fire. “What mercenaries?” asked Vandien. The ones staying at the Old Pig inn of course.
True enough, when the Rangers arrived with the blacksmith and the innkeeper in tow, they found the 6 mercenaries simply laughing & drinking in the common room. When confronted with the news that the monks were still alive that is when the leader stood up and shouted “Heretics!” and drew his sword. The battle was on.

Both the rangers & the two villagers recruited by them, fought valiantly but the blacksmith fell & Toji also had difficulty recovering from a sword hit. The mercenaries pressed their advantage of numbers & better armor. Half of them had fallen but the heroes were struggling to keep fighting. When things looked the bleakest, reinforcements arrived and took out two more mercs with well placed arrows. Their leader was soon subdued and Malen could look after the wounded.
One of the rangers that helped out was none other than Vandien’s twin sister, Vanessa. They caught up with their recent activities and were later assigned to work with Vandien, Malen and Toji.

The fire was finally extinguished and the prisoners were taken into custody. The blacksmith’s body was given over to his family for burial. The whole village attended.
After stripping the mercs of their valuables, Vandien discovered a small button from a Prelacy Knight’s uniform but nothing else to prove their involvement. They were still charged & arrested for their heinous act and brought to Shakkar (the closest major city). Their belongings were cashed in and the majority of the funds returned to the town of Arbor.

The first mission
Rats, Goblins & Minotaurs, oh my!

It is early sping of the year of 3121, and a new class of recruits has graduated from the Grey Ranger Academy.

Malen (a korindian druid) and Vandien (a human ’’scout’’ for lack of a better word) have been paired up with two other rangers (Magnus & Colwin) and their first solo mission and final test is to go patrol the area around Krythros. Their circuit takes them in the north-west area around the Vas’lok Lake. They are to deal with any problems as they see fit. If the threat is too great, they are to assess it and report back for reinforcements as quickly as possible.

A few day into their travels, they cross path with a farmer bringing his cattle to the butcher in the next town over. He tells them that someone is having some problems with rats. Predators are nothing new to any farmer but this looks to be more than it seems.

When they arrive at the small town of Bybridge (a quaint little hamlet, with a sturdy stone bridge and a watermill nearby) they are greeted warmly by the folks there. They do gather more precise information about the rat problem. A collection of 3 farmsteads just outside of town are the ones experiencing the rodent issues (the Damien, Eron & Lloyd families). A young boy says his friend saw a rat with a sword but the adults don’t seem to believe him.
Further investigation reveals ratkin tracks and the tracks from a more humanoid creature that also walks on two legs. Mrs Lloyd admits to finding a small pouch of money next to the troughs and 2 piglets missing.

The rangers speak with everyone over supper that evening and decide to stay awake and hide during the night and hope to ambush the next raiders. They spot two groups converging towards the farms, from two different directions. Suddenly one group rushes towards the other and attacks. The rangers managed to see a difference in the creatures’ appearances. The ratzin are quickly dispatched and the other creatures who turn out to be goblins, they manage to speak to the rangers and make peaceful overtures despite their thick kalinesh accent. Dusam leads the triplets (Toji, Hoji & Eiji), that attacked the ratzin.

The rangers are escorted to the goblins’ camp where they tell their tale of exile and how they were followed to this land by the ratzin and their Minotaur leader. Aaralon (their wise-man) agrees to go back to Krythros with Colwyn & Magnus to speak to the Ranger officers about a place for them to settle.

Meanwhile, Dusam & the triplets join forces with Vandien & Malen in order to enter the childers cave lair and end their threat. They enter the cave and eliminate the sentries and then the Minotaur and his retinue. The Minotaur was tough and one of the triplets was knocked out but then Vandien finally found an opening and dealt the beast a lethal blow. Malen hurried to see to Toji’s wounds.

They all returned to the goblins’ camp to rest. The next day they all set out to meet the farmers and open friendly relationships. Since this first meeting went well, they also visited the town of Bybridge. This went very well and the other rangers & Aaralon returned with good news.

The entire goblin community prepared to move towards Krythros with their new ranger allies.

Gifts form the goblinesh: The moonlight pearl amulet for Malen: This amulet holds 5 points of essence that can be used by sorcerers or druids. Once used, its essence is restored only at the 13th hour when left under the open sky. They gave a jar of healing salve (5 uses) for Vandien.
One of the goblin triplets, Toji, owes his life to Malen and vows to follow him & protect him.


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