Session Notes: Session 1 of Sunday Night 2E Cairn
Last night was my first session playing in a new Cairn campaign with a bunch of strangers from the Cairn Discord Server. It’s a good group and it was a fun session. I look forward to our next session on Sunday. We are Cobb, a Fieldwarden (my character), Crier, a Fletchwind, Fern, a Greenwise, Raven, a Prowler, and Sawbones, a Barber-Surgeon.
We start as an established group in the city of Casp. Casp is the seat of the Barony for the region we are in and the region is suffering from famine. The famine has caused a rise in bandits in the region who have destroyed a logging camp and captured the village of Cello.
The group has gathered in the town square where we hear the town crier announce that the Baron is looking for intrepid adventurers who are willing to retake Cello from the bandits in preparation for a the Baron’s forces establishing a garrison there. The reward is farmland, and if we capture some bandits for questioning, 500 gold pieces.
The town crier gives us a map of the region with the Baron’s seal showing we are working at his direction. We also learn from the town crier that some members of Cello have joined the bandits out of desperation.
Deciding to take on the task we start by questioning several of the citizens of Casp including a family of refugees from the lumber camp. We learn the bandits are skilled fighters who are led by an older warrior. We also buy a cartload of flower to bring with us to Cello as an offer to buy good will and cooperation from the struggling people of Cello.
We start our travel at midday and travel uneventfully to the farmlands. During the travel a storm rolls in so we talk our way into spending the night in a farmers barn loft; we had to show we were agents of the Baron to assuage their suspicion of us. In the morning, we learn from the farmers that the bandits are collecting 50% of the harvest as protection payments.
The next morning we set out to cross the river at Lamb’s Bridge. Just past Lamb’s Bridge, on the forest’s edge, we find an abandoned shepherd’s house. It appears the occupants have been taken a dragged into the forest. As we are on a clock for the Baron we decide to put a pin in this and continue to Cello.
At dusk we arrive on the edge of Cello and see that it’s quiet at this time of night except for some guard towers that appear to be staffed by untrained towns folk. At this point we were close to our hard stopping time, so we decided to end here so we can discuss next steps going into our session.