The King's Bounty

Bounty #4 - Goblins!!!

Alabaster seemed wary handing this one out to the party, as it is dangerous and the party has not quite proven themselves as of yet.

Regardless, there have been Goblin attacks on caravans, traders and wagons as of late. The Goblins seem to be very careful and particular about whom they attack. Alabaster wants the party to track down where the Goblins are striking from, and where their camp is. Not attack the Goblins head on.

Should the party locate the Goblin camp, and Alabaster can confirm the location, the party will receive 100 gold.

Bounty #3 - The Mine

It seems that there is something… strange going on over at the mine. The men are spooked by something, though nobody is rightfully sure what. It’s affected productivity though, and that’s something Mr. Kerringsway does not like.

A set bounty has not been established as of yet. Once the party figures out what the trouble is, a figure will be set.


After the encounter with the fey wolf, there seems to be even more at stake with then Mine than originally thought. In fact, Alabaster now views this as a priority. It seems that something about the Mine may be polluting the environment, as there have been some mutations amongst the wolf population.

Bounty #2 - Wolf Pelts

There is a standing bounty on wolf pelts in the area. Alabaster is offering 5 silver per wolf pelt brought in, and the party is free to do whatever they like with the pelt after he’s seen it.

Strangely, Alabaster did not seem overly thrilled about having to hand out this Bounty.


After meeting a very large and magical fey wolf in the forest, some new information was given to the party.

It seems that there is something that is causing the some wolves to transform from their normal grey colour, to a coal black, which also seems to increase their size and aggression. The fey wolf has asked the party to investigate this, indicating that the Mine may be the source of the trouble. The party then pledged to investigate. The fey wolf has also ordered the party not to attack any of the normal grey wolves, but should strike down any “corrupt” black wolves they encounter.

After talking to Alabaster, he indicated that this should be considered a priority.

Bounty #1 - The McGraw Boys

After a night of drinking, it seems that the McGraw boys (Tim and Todd), a pair of young loggers, got in a fight with another logger, Bo Duke, over a girl. After Bo gave them a licking, one of the McGraw boys pulled out a shiv and stuck Bo in the gut. They have been on the run ever since.

The bounty offered is 20 gold for them being hauled in, in good shape. 10 gold if there shape ain’t quite so good.


The PCs went out after the McGraw boys and attempted to bring them in. They brought along Crazy Steve as a guide. Unfortunately, Crazy Steve was killed in an ambush.

The PCs found a hut in the wilderness where a brutally savaged victim was trapped inside. They were later involved in a pitched battle with a pair of archers. The party managed to capture one, but the other got away. During the battle, the log cabin was set ablaze with the victim inside, though the party managed to rescue him, but not before he suffered some burns.

There was some confusion as to who was whom, so the party tied up both men and brought them back to town. As it turns out, neither man was one of the McGraw boys.


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