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Greyhawk Campaign - The Sheldomar Valley First session recap

Greyhawk Campaign Recap


Session One: February 12, 2022

Our party, having received letters, notes, or messages via couriers or the like have agreed to meet a representative from either a “Concerned Patriot”, a Mr. Pharseek or Olin. He has offered them various rewards, and this has intrigued them enough to show up and at least hear the offer. They met in the Barony of Dilwych, in the small village of Dilwych, in the Blood of the Vine tavern.


The party meets there, and orders food and drink in the common room, not knowing that a private room has been reserved for them. They are then introduced to the representative of Mr. Pharseek, Reshana. She brought them into the private room for a conversation about what is asked of the party. She offers a simple enough job. Take a full pack from Dilwych to Skulk, in the March of Mandismoor. She indicates that the trip should take only just under a week of hard travel, and gives the party 7 days to complete it. They grumble a bit about the timeline, but agree. The only catch is that the contents are private to Mr. Pharseek and the merchant in Skulk. There are physical and magical guards in place to protect the contents. There is also an ancient law that protects those carrying goods to protect them, in that the merchant who owns the goods is responsible for their content. She further comments that there is no contraband in the pack. The party is also distraught by this, but finally agrees after some discussion among them. They agree, and retire for the night, ready to set out first thing in the morning. Upon waking, well rested, they investigate the opportunity to buy a draft animal and cart to make the journey easier. They find the local stables and a reasonable price for a mule. They also find a local farmer who is willing to exchange an old cart for helping some of the animals with illness. So equipped, the party sets out on the road to Skulk. They make good progress the first half of the day on the road, encountering only the occasional traveler or merchant. Stopping to eat and let the mule Bessie graze, the party sets back out to make better progress for the first day. They then encounter what appears to be a group of bandits with an enormous man as their leader. They staunchly refuse payment for safe passage on the road, and a fight breaks out. They make fairly short work of Korder and his gang, but do take some damage. The cleric heals the Wizard and the Barbarian, and they continue on their way after checking the bandits for valuables and a short rest. In the huge leader's belt pouch, they found a letter, indicating that someone directed them to find the party on this very road, today. Just before the party decides to rest for the evening, a troop of soldiers of the kingdom thunders up the road behind the party, surrounding them. They are asked about a bandit gang led by a foul brigand called Korder. This is how the party knows the name of the leader, finally. The party tells the soldiers that he tried to extort money for passage on the free road of the kingdom, and that they had to dispatch them. The soldiers, impressed by the skill of the party, offer a letter of warrant for his arrest, dead or alive. The party is told they can take the letter to the Keep of Ravonnar, to the Commander for a reward. The party thanks the soldiers, and they part ways.

The party decides to make camp shortly after, setting three watches over the night to give everyone a chance to rest.


Due to a party member's illness, they completed their session one after the original session. He arrived late to the tavern, due to someone trailing him. He was not able to find the being in pursuit. He then met with Reshana, and she told him about who she sent out. He agreed to catch up to them and help them complete their mission. He encountered one of the merchants from Dilwych, and was about to ignore them, when he felt a disturbance in the natural order of things, and saw a dark figure meet the merchant. He risked detection by sneaking closer to hear them. The merchant was admonished for not interfering with the party, but the merchant protested. He was told to deliver his goods to Skulk, as ordered, and further instruction would be provided.

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