KINGMAKER:
The Wardens of the Greenbelt
Entry 17.
Returning To Wardenholme
Having released the animals from the dungeons and secured the watchtower to the best of their abilities, the Wardens returned to Varn's Hall with the unicorn foal and the animal dealer, Vashin Lorque, as a prisoner. They took with them any treasures they could find from the bodies of the fallen and the treasure stashes around the tower. T'lef also recovered a troll head from one of the dead monsters.
Arriving at Varn's Hall the Wardens found the clerics erecting monoliths beside the ford. The stones had iron, runic wards within them to guard the crossings against evil. Jarn himself had overseen the warding process and had forged the metalwork at his temple-forge in Leviton (formerly Oleg's trading post).
They told Father Dousek what they had found and how they had dealt with the hunters and kobolds. The priests of Torag were concerned about who would be behind such an enterprise and its significance. Father Dousek repeated his request that Varn's Hall be invited to join the new country. The Wardens promised that they would proceed with that matter upon their return to Wardenholme and that the delay had never been intended as a slight against the clerics, their god or their location. The inclusion of Cobbleton before them had been based upon the need to remove Baron Grimson from power before he became a problem to all of them. They also thanked the priest for allowing Maari Cloverfield to accompany them and thanked her for her assistance.
The Wardens made their way back to Wardenholme but decided to explore more of their lands on their route back and call in on a few old friends. As they approached Hillshome they were suddenly set upon by an owlbear which rushed the party from the edge of a woodland. Although they were initially surprised by the attack, the owlbear was quickly dispatched. It's beak and feathers were removed as trophies. The people of Hillshome were very pleased with this as the creature had been taking sheep and goats from the surrounding farms for sometime. The Wardens renewed acquaintances with many of the locals they had met before and spent the night at the Wagoneer's Inn. It also gave the Wardens time to ask how the townsfolk would feel about joining their new kingdom in the future. Since the Wardens had rid the land of the Stag Lord's bandits and had now also saved them from the latest monster, most of the village were very pleased to hear the suggestion.
It was a similar story at Gunther's Den; the Warden's next stop. Her Lord Gunther admitted to keeping an interest in how the Wardens had faired since their last visit. He also told them that the agreement they had brokered with the kobolds of the Sootscale Caverns was being maintained and trade between the two communities had developed peacefully. The Wardens proposed that Gunther might wish to join their kingdom as his hill-fort home would make an ideal garrison and base from which to defend the area. Unknown to the Wardens, Gunther and his people had been preparing to ask if they could do just that. So the proposal was very welcome.
The next day the Wardens set out to find the old barrow shown on the map they had purchased from Jubilost Narthropple, the explorer. His map proved very accurate and the Wardens soon found themselves walking through an ancient village now completely overgrown and almost hidden from view. On the hillside above stood a terrace which led to the opening to the barrow. It took a while to remove the many years of growth that covered the tomb entrance and then the stones that sealed it from the world of the living.
The air inside the barrow was dry and stank of the guano that coated the floor and walls of the tomb entrance tunnel. The walls were carved with crude representations of village life and hunting scenes. Numerous insects scurried around their feet and along the walls. Moving further down into the tomb they were suddenly attacked by bat swarms that had been disturbed by the Warden's entry. These were easily fought off and killed especially by Ione's use of Badger's Ferocity and the sheer force of T'lef and Clint. However the atmosphere in the barrow had changed, as if others had noticed their presence.
At the next junction in the tunnel there was a trap in the floor; the Breathe of Despair. It was discovered and disarmed before it could cause the party any harm. Here there were rooms to both left and right whilst the tunnel continued straight ahead. In the side rooms the Wardens were attacked by the skeleton forms that guarded the tomb. The large number of these skeleton warriors caused the fight to be long and difficult but the Wardens proved the better of them in spite of the wounds some of the party received. Before they could recover fully they pressed on down the main tunnel and into the grand burial chamber itself. The walls were covered in the rotting remains of weapons, shields and armour along with the rotten cloth of what could only have been the warrior's banners. The warrior climbed from his tomb and stood before the Wardens prepared to slay those that have dared to desecrate his resting place.
The Wardens found themselves in a desperate fight with this experienced and well equipped undead fighter. The Wardens' abilities in fighting and magic proved too much in the end and the Lonely Warrior was defeated and returned to his tomb.
The Wardens collected up all the useable armour and weapons they could find including a magical sword from the Warrior himself and Ring of Sustenance found amongst the weapons and remains in the guardians' chambers.
Afterwards Ione resealed the barrow, shaping a stone to seal the entrance itself before growing plants over the stone to hide it once more. She then added some druidic symbols to hold whatever remained in the tomb and to make finding the entrance more difficult in the future. The Wardens then explored the mounds of the village in the valley below but found nothing of any value or significance. They departed with thoughts about the people that had lived in the valley and the story of the warrior in the tomb.
As they moved back towards Wardenholme the Wardens explored the land towards the Shrike River. It was here that they had been told there was a wolf pack led by a large Worg. Whilst enjoying the view of the river valley from a high ridge they became aware that they were being followed. The wolf pack had been stalking them but just before it chose to strike Havrik caught their movement from the corner of his eye and raised the alarm. The Worg was not willing to negotiate with the small party that had entered her territory and led her wolves into the attack. The attackers faced off against each of the Wardens but they had faced wolves before. This experience ruled the day and the wolves were all slain. Clint claimed two of the animals in quick succession in a display of swordplay that defied his years. The Worg proved a difficult fight but finally succumbed to its wounds. Another threat to the people of this land had been dealt with.
With the area now explored the Wardens finally completed their return to Wardenholme. But now that they were rulers of their own land there was little time to rest. The next few weeks were filled with the tedium of their offices of state. They developed the lands and villages they already ruled and set about bringing in more forests, developing lumber camps beside them and invited Varn's Hall and Guthers Den to join the kingdom. The land was becoming more settled and more citizens seemed to arrive every day. The trade route from Leviton to Wardenholme was seeing increasing traffic and it was hoped that a similar route to Varn's Hall would also prove to be a success.