[Spoilers] Return to Greyhawk

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Koram
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[Spoilers] Return to Greyhawk

Post by Koram »

:hailnor

The year is 606 CY, you have survived three years of the Red Death.
Sages portend the return of Comet Swift, last seen in the skies one hundred and two years ago.
There is talk among the elves and dwarves that the power of magic in the world is waning.
Will the Red Death return?
What does the comet forbode?
Is magic dying? Are the elves? The dwarves?



It is early Spring, the 11th of Readying in the year is 606 CY (Common Year).

You have just endured three years of the Red Death, a semi-magical plague that has ravaged the known world, from beggar to king, afflicting men, elves, orcs; everyone. The dead are beyond counting.

Rumors of small outbreaks here and there are commonplace, but most agree, the worst is over. Unlike the full pandemic, the few cases that crop up can be mitigated by isolation, medical attention, and magical cures.

Sages and elder creatures also speak of expecting the return of the comet Swift last seen in your skies one hundred and two years ago in 504. Many faiths lay claim to this celestial event and it goes by many names. Some see it as an omen of doom, while others as a beacon of hope.

Among the demi-humans there is some talk of the so-called “Rise of Men” – hard for the elder races not to notice that while humans appear to flourish in virtually every corner of the world, the elves, dwarves, gnomes and halflings seem to be getting scarcer. Some of that talk has been checked since the Red Death struck, from which, the humans suffered greatly.

On top of that, while some of the shorter-lived races could not have noticed in their lifetimes, there are rumors amongst the elves and now even dwarves and gnomes, that the overall abundance and power of magic has been slowly waning over centuries. No one knows why.

DM : Lasarian
Party: Baiz - Dour Warmfury - Mountain Dwarf Fighter/Champion
Talo - Easeis - Human - Sorcerer/Spell Void
Stel - Eilo - Fairy - Warlock/Celestial
Rox - Kismet of the Woods - Wood Elf Druid/Circle of the Land (Forest)
Khaie - Magar - Grey Elf Wizard/School of Evocation
Kor - Koram Orchammer - Hill Dwarf Cleric/Life Domain



Calendar

11th of Readying: Meet in City of Greyhawk
12th of Readying: Depart for Lockswell Manor
15th of Readying: Wagon ambush site, capture Gern. Attacked by his gang later that night.
16th of Readying: Arrives Lockswell Manor
17th of Readying: Depart Lockswell Manor for the Grove of the Archdruid
19th of Readying: Arrive at the Grove of the Archdruid, defeat the Red Death Abomination
21th of Readying: Depart Beltander for Tricaster
22nd of Readying: Depart Tricaster to locate road brigands
24th of Readying: Encounter Dweezle the goblin, chase, palisade camp fight
25th of Readying: Easeis releases prisons and Eilo smells like rotting fish
27th of Readying: Return to Lockswell Manor
28th of Readying: Return to Tricaster

2nd of Coldeven: Arrive at the ruins of Corusaith
3rd of Coldeven: Arrive at Camp Adalorn, later that day, arrive at Wailing Halls
4th of Coldeven: Depart Wailing Halls for the Barrows, take rest inside a tomb
5th of Coldeven: Discover the entrance to Quasqueton; the bizarre abode of the infamous Zelligar and Rogahn.
6th of Coldeven: Dungeon crawling
7th of Coldeven: Still crawling, find Periwinkle, Roper fight
8th of Coldeven: Discover Zelligar’s treasure, depart for Wailing Halls, arrive later that day. Fireball in the common room
9th of Coldeven: Return cursed loot and money to tomb, depart with body of Magar to Narwell.
10th of Coldeven: Depart Narwell, return to Wailing Halls. Visit from Jordan
11th of Coldeven: Holy Night for Koram
12th of Coldeven: Depart for the ruined temple where Zelligar’s cache of treasure is hidden.
14th of Coldeven: Arrive at Eyebite, visit the hermit. Continue to ruined temple. Pick fight with slavers, get captured. Escape. Flee the temple ruins for Castle Sulafrait.
15th of Coldeven: Arrive Castle Sulafrait.
16th of Coldeven: Return to temple ruins to get the cache, make for Pascorel.
18th of Coldeven: Arrive at Pascorel.
19th of Coldeven: Departure diverted to Wyvernen (by river), to track down Periwinkle. Arrive later that night. Get on the trail of Periwinkle and follow into the tunnels below the town.
20th of Coldeven: Use scroll to travel to Shadowfell, met the Three Sisters.
21st of Coldeven: Departed Shadowfell for PMP, arrive in Cantona
24th of Coldeven: Arrive in the free city of Cantona
Last edited by Koram on Sun Oct 23, 2022 8:14 pm, edited 2 times in total.
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Re: [Spoilers] Return to Greyhawk

Post by Koram »

:hailnor

Session 0 - 5/6/2022 - Just testing out the in game systems and a trial combat for those new to The Forge VTT.

Session 1 - 5/20/2022

DM : Lasarian
Party: Baiz - Dour Warmfury - Mountain Dwarf Fighter/Champion
Talo - Easeis - Human - Sorcerer/Spell Void
Stel - Eilo - Fairy - Warlock/Celestial
Rox - Kismet of the Woods - Wood Elf Druid/Circle of the Land (Forest)
Khaie - Magar - Grey Elf Wizard/School of Evocation
Kor - Koram Orchammer - Hill Dwarf Cleric/Life Domain

The party begins in the Free City of Greyhawk, all having arrived by different means, and each for their own reasons. Eventually, everyone makes their way to the same meeting with Paymaster Helden, who is seeking to hire adventurers. Helden is a go between or fixer who takes a ten percent cut of the overall fee for jobs that he brokers, with his mercenaries taking the remainder of the fee and any spoils. Introductions are made and the newly formed group agrees to investigate the disappearance of a previous adventuring group known as the Giants, then make their way to Lockswell Manor for additional tasks, and finally to Camp Adelorn. The Giants group composed of a half-elf, dwarf, gnome and 2 halflings, made it to Lockswell Manor, then pressed westward to help clear the roads of dangers, but they never arrived at Camp Adelorn.

The group decides to spend one night in the city before venturing out the next day, because the dwarven cleric, Koram, requests time to observe the full moon holy ceremonies to Moradin. The party gets an early start the next morning after Eilo makes a stop at a local bakery to stock up on pastries and pies. The group heads south out of the city, and shortly after crosses Zagig's bridge over the Selintan River to the west bank trail, which is not as well kept as River Road on the east bank. The group estimates that the march to Lockswell Manor will take about 5 days, but the journey was not to be uneventful, because on day 2, the group happens upon a section of the west bank trail which is washed out by a tributary of the Selintan River that also creates a small island in the split. As the group begins picking their way along the remaining wooded trail edge, they are ambushed by giant spiders. Everyone seems to work well together and dispatches the spiders with no major injuries to anyone. After the battle ends, a search of the area turns up a human farmer, Steve, trapped in the spiders web filled larder. He is injured and weak, so the group tends his wounds and makes camp so he can rest. Before the group sets off the next day, Steve says he has recovered enough to head back north where the road is clear to return to his family's farm.

End Session 1
Last edited by Koram on Sun Oct 23, 2022 8:14 pm, edited 3 times in total.
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Re: [Spoilers] Return to Greyhawk

Post by Koram »

:hailnor

Session 2 - 05/27/2022

DM : Lasarian
Party: Baiz - Dour Warmfury - Mountain Dwarf Fighter/Champion
Talo - Easeis - Human - Sorcerer/Spell Void
Stel - Eilo - Fairy - Warlock/Celestial
Rox - Kismet of the Woods - Wood Elf Druid/Circle of the Land (Forest)
Khaie - Magar - Grey Elf Wizard/School of Evocation
Kor - Koram Orchammer - Hill Dwarf Cleric/Life Domain

On the third day of travelling to Lockswell Manor, the party turns west away from the west river trail and heads into the Gnarley Forest. The path sees even less traffic than the river trail as it gets further from Greyhawk City.

The party comes upon an area with some wooded rock outcroppings to both sides of the trail creating a sort of bottleneck area. They see what appears to be a small wagon or cart that has flipped on its side next to the bodies of the horses and driver. Two humanoids stand near the wagon so intent on the wagon itself, that they do not notice the party approaching. It is obvious that the two are bandits inspecting their most recent victim. Dour charges the bandits with Koram close behind, while Easeis, Kismet and Magar move to positions allowing them to support with their magic. Eilo darts up for a better view from above. As the party engages the two bandits, at least 3 others that were in hiding ambush the group with crossbow fire. After a pitched battle, the group defeats 3 of the bandits, and captures a bandit named Gern, but at least 1 other escapes. The group has only suffered minor injuries, so the bandits, apparently all half-orcs, are searched, and the cart flipped back upright. The bandits heads are taken both as proof they have been dispatched for any authorities at Lockswell Manor and potential rewards. Their gear is likewise confiscated and loaded into the wagon along with the body of the slain driver, so he can be returned to his family or buried. Gern is questioned and then lashed to the cart in order to help pull it to Lockswell Manor along with Dour and Koram pushing it.

The party travels a few hours west of the ambush site and sets up camp to rest with Gern tied to the wagon.

End Session 2

50 XP awarded for Session 1 and 2.
Last edited by Koram on Sat Oct 29, 2022 5:53 pm, edited 6 times in total.
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Re: [Spoilers] Return to Greyhawk

Post by Koram »

:hailnor

Session 3 - 06/03/2022

DM : Lasarian
Party: Baiz - Dour Warmfury - Mountain Dwarf Fighter/Champion
Talo - Easeis - Human - Sorcerer/Spell Void
Stel - Eilo - Fairy - Warlock/Celestial
Rox - Kismet of the Woods - Wood Elf Druid/Circle of the Land (Forest)
Khaie - Magar - Grey Elf Wizard/School of Evocation
Kor - Koram Orchammer - Hill Dwarf Cleric/Life Domain

Shortly after setting up camp and beginning to rest up, the party is ambushed by a pair of thugs and a few bandits, apparently the remaining members of Gern's bandit crew. Attacked from all directions by crossbow fire, and low on resources and spells not having rested for very long, the party is sorely pressed. Easeis uses some great cover and concealment tactics, firing rays of frost and an occasional mind sliver from behind and under the wagon. Magar finds a real appreciation for his very effective catapult spell along with his staple fire bolt. Eilo uses her flight mobility to gain every advantage and angle for her eldritch blast after hexing her target. Dour and Koram rush from one attacker to another trying to do their best to cover the casters, with Kismet supporting them with her produce flame from right in the middle of the battle. During the battle, Gern keeps struggling to escape despite several warnings from the group. Everyone is so occupied fighting that no one notices one of the bandits pass a dagger off to him allowing him to cut his bonds and escape, joining the fight against the group. The thugs and bandits take a few losses, but eventually wear down the dwarves enough that Dour is knocked unconscious. The combined magical damage of the party's casters along with Koram barely holding on in melee, eventually allows the group to kill off all the bandits, including Gern. The party stabilizes and heals Dour, allowing him to regain consciousness. The bandits are searched, their equipment added to the wagon, and their heads taken as proof to the authorities that this threat to the area has been removed. The wagon is now loaded with the trade goods originally in it, the heads of 10 bandits/thugs, along with equipment including several short swords, long swords, light and heavy crossbows, and sets of leather armor. The group also finds a map of an area showing several markings that appear to be a river/stream, barrows, and a ruined tower, but no one seems to be familiar with the location.

The party manages a long rest without incident.

End Session 3

50 XP reward
Last edited by Koram on Sun Oct 23, 2022 8:14 pm, edited 4 times in total.
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Re: [Spoilers] Return to Greyhawk

Post by Koram »

:hailnor

Session 4 - 06/10/2022

DM : Lasarian
Party: Baiz - Dour Warmfury - Mountain Dwarf Fighter/Champion
Talo - Easeis - Human - Sorcerer/Spell Void
Stel - Eilo - Fairy - Warlock/Celestial
Rox - Kismet of the Woods - Wood Elf Druid/Circle of the Land (Forest)
Khaie - Magar - Grey Elf Wizard/School of Evocation
Kor - Koram Orchammer - Hill Dwarf Cleric/Life Domain

The fully rested party leaves camp, and a few hours later, finally arrives at the small village surrounding the small bastion of relative safety that is Lockswell Manor. There are some small local shops including a bakery, livestock vendor and leatherworker that has some basic weapons and armor. Recognition seems to show on the faces of some of the locals as the wagon passes by, but no one approaches to confront the group. As the party halts the wagon at the front of the manor, they are met by a couple of local guards, and once it is mentioned that Helden sent them to assist Lockswell, they are escorted inside.

There they meet Marten Westbridge, the lord of the manor. He seems open and friendly, and is even more so once he realizes the group was sent by Helden, and that their intention is to take up the tasks the previous group did not complete. He offers the hospitality of his manor and arranges for a meal and time to sit and discuss recent events with the party that evening. In the meantime, the group explains that the wagon, with its goods intact, and body of it's driver were recovered from a bandit ambush site about a day or so north of the manor. Marten is saddened to hear of the driver that was slain, and he is identified as Toln, who had a cottage here in the village. He has no family, so Marten offers to buy the wagon and goods from the party for 25gp, and arranges for Toln's burial. He is also willing to buy all the equipment taken from the defeated bandits, which he can use to supplement his guard's gear, including the additional help that he is expecting to arrive soon. Marten is also very positive about the bandit threat the group has removed and pays the group a 600gp bounty.

At the dinner, Marten explains to the group that he fairly recently inherited the manor from his uncle, lost to the Red Death. The manor and village are centered around a logging and sawmill operation. Marten has the funds and some equipment to keep things running, but is short on manpower. Because of this, the surrounding roads through the Gnarley Wood, used to reach other towns and villages, have fallen into disrepair and are plagued by bandits and evil humanoids. Marten offers two jobs to the group, one to investigate the road west past the Grove of the Archdruid to the village of Beltander, and the second to remove the threat of a group of highwaymen, exacting tolls from travelers at a bridge, on the road southwest to the town of Tricaster. The jobs each pay 500gp, and Marten is very pleased when the party accepts both tasks. Marten also verifies that he offered the same tasks to "The Giants" adventuring group when they passed through on their way to Camp Adelorn as well, but since they headed west towards the Grove of the Archdruid, he has not heard back from them. The party also shows Marten the map they discovered with the bandits, and he offers the use of his library so the group can research it. He mentions that there is some local folklore that two famous adventurers from long ago, Rogahn and Zelligar, may have had a hideout in the region, but it has never been found.

The group spends some time in the library before retiring. Koram, with his background in cartography, thinks he has managed to match up the unmarked map the group found to an area several days to the southwest named the Wailing Halls. The group gets a good nights sleep at the manor after many tough days on the road. The plan is to make final preparations in the morning to head out on the trail of the "Giants" group west towards the Grove of the Archdruid.

End Session 4
Last edited by Koram on Sun Oct 23, 2022 8:14 pm, edited 4 times in total.
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Re: [Spoilers] Return to Greyhawk

Post by Koram »

:hailnor

06/17/2022 - No Session

Session 5 - 06/24/2022

DM : Lasarian
Party: Baiz - Dour Warmfury - Mountain Dwarf Fighter/Champion
Talo - Easeis - Human - Sorcerer/Spell Void -------Absent tonight- Stayed in Lockswell Manor researching
Stel - Eilo - Fairy - Warlock/Celestial
Rox - Kismet of the Woods - Wood Elf Druid/Circle of the Land (Forest)
Khaie - Magar - Grey Elf Wizard/School of Evocation
Kor - Koram Orchammer - Hill Dwarf Cleric/Life Domain

The group has accepted two tasks from Marten and decides to stop in to the local shops to stock up on supplies and gear. Easeis is deep in some research of the region, including trying to find information on the Grove of the Archdruid and the Wailing Halls, so he remains at the Lockswell library with the intent to catch up to the group. He will only be a day or two behind, and if the party has done their job, the road will be clear of hazards. The group manages to purchase 4 mules and one pony from the small livestock market, along with tack, harness and feed, and Eilo gets some fresh snacks from the local bakery. The party then sets off along the west road towards the Grove of the Archdruid and Beltander on the trail of the "Giants".

The first couple of days travel to the west pass without incident. The group sees the signs, mentioned by Marten, of the roads being in disrepair and lack of evidence that many travelers have passed through. On the third day, the group is traveling along in silence keeping an eye on the ever thickening forest. The only discussion has been about the possibility of designing some kind of mounted crossbow turret on the back of one of the mule's saddle packs for Eilo to sit in and shoot. Bored after that discussion ends and with nothing to do, Eilo hops off Kismet's pack where she had been sitting and flies up to take a look around. Kismet only notices Eilo is gone as the smell of brownies fades. Eilo comes racing back to let the everyone know that there is a strange red mist or fog of some kind up ahead enveloping the trail and continuing away to the north. She can't really see how far it goes yet, but the group is within an hour of us reaching the edge. The whole group tries to remember if there is any specific lore regarding the Red Death being spread by a red mist like Eilo is describing, but there have been so many stories and rumors since the plague began, that it is difficult to separate the truth from the superstitious tales. It is, however, a definite possibility that this mist may be related to the disease.

As the group draws closer, they tie the mules and pony just off the road, and Eilo once again files up to get a better look at things. What she sees is that the red mist appears to cover a roughly circular area about a mile across, which puts the party about a half mile from the center, but that it stops at about the treetops. The maps that Koram copied back at Lockswell Manor show that the Grove of the Archdruid should be approximately in that area. After some discussion, it is decided that in order to complete the task of making the roads safe, the group needs to investigate.

The party slowly enters the edge of the mist to see if it causes any ill effects, but nothing seems to happen other than a strange rotting odor and the expected loss of visibility. As the group heads north, several roughly human sized figures can be seen in the mist to the north. The figures do not appear to react to the group as they draw closer and this gives the party the opportunity to see that the closest is definitely undead, probably a zombie of some kind. The party uses this to their advantage with Eilo, Easesis, Kismet and Magar unleashing their magic and the dwarves both firing their heavy crossbows at the targets. The fight seems to be well in hand when some other form of undead, possibly a ghoul or ghast, joins the fight and momentarily makes the fight seem like it might take a bit more out of the group. With Dour and Koram switching to engage in melee, leaving the casters free to continue their barrage of spells, even the addition of the undead leader is not enough for the dark creatures to last long against the party. There is some worried discussion after the battle that even though the party only suffered minor injuries, some or all of the group may have contracted the Red Death. This is proven true as Koram recites a prayer to Moradin to detect any foul poisons or diseases in the area, and both he and Magar are identified as having the Red Death. Typical cases show onset of symptoms, rash, weakness, fever in 3-5 days, with the possibility of anything from full recovery to death within days of becoming symptomatic. The group believes they are now drawing near to the center of the strange mist where the Grove of the Archdruid should be. There is nothing to do but push forward, with Magar and Koram keeping some distance from the others, and hope that the mist can be cleansed and a cure found.

End Session 5

117 XP reward
Last edited by Koram on Sun Oct 23, 2022 8:15 pm, edited 2 times in total.
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Re: [Spoilers] Return to Greyhawk

Post by Koram »

:hailnor

Session 6 - 07/01/2022

DM : Lasarian
Party: Baiz - Dour Warmfury - Mountain Dwarf Fighter/Champion
Talo - Easeis - Human - Sorcerer/Spell Void
Stel - Eilo - Fairy - Warlock/Celestial
Rox - Kismet of the Woods - Wood Elf Druid/Circle of the Land (Forest)
Khaie - Magar - Grey Elf Wizard/School of Evocation
Kor - Koram Orchammer - Hill Dwarf Cleric/Life Domain

Easeis arrives near the edge of the red mist cloud and hears the bay of a mule just off the path to the north. Since he only needs to rest for a few hours a day, he made excellent time catching up to the group. As he cautiously makes his way north off the road he comes upon the mules and pony hitched in a small clearing. He then hears what sounds like combat to the north, and moves forward stealthily. The mist obscures his vision, but he can vaguely make out what appears to be a pair of dwarves and 3 human or elf size figures ahead. He walks in just after the last of the undead has fallen and startles the entire party.

The group updates Easeis on what has occurred and he fills them in on the additional information he gleaned researching at the Lockswell Manor library. The group feels confident that they are good to continue north to find the Grove of the Archdruid, especially now that Easeis has rejoined them. The mist continues to get thicker as the party continues north, and Eilo flies up to scout the groups location to keep them headed towards the center of the mist cloud. Eventually the party comes across a clearing with some stone pillars and a low stone wall surrounding what appears to have once been a small pond or fountain. There is nothing natural looking about what once must have been a beautiful place, and the smell of decay is stronger than ever. The "water", if it can be called that, is blood red with patches of flesh colored slime on the surface and occasionally bubbles erupt from the depths. The low stone wall surrounding the pond is covered with unnatural looking tendrils of red fungus that almost appear to be fingers grasping the edge of the stonework from the disgusting pool. The mist appears to be rising off the surface of the pond like a morning fog and spiraling away into the distance. Even if the group could not see all the things that just look unnatural here, there is a pervasive sense of "wrongness" that hangs over the entire area that everyone can feel, but the feeling is strongest in Kismet. This place of worship to the Old Gods has been fully desecrated. The group cautiously moves forward towards the near edge of the pond where there is a small 15 foot or so wide area of the stonework that is a bit lower that the surrounding wall.

Dour and Koram are at the head of the group and arrive at the edge of the pool, with Easeis, Eilo, Kismet and Magar fanning out in a semicircle behind the dwarves keeping watch in all directions. As soon as the dwarves reach the edge of the pool and begin to investigate, the surface of the pool roils and a huge amorphous outline swells up like giant blood blister. At first, it seems to be made of the same viscous fluid as the pool, but as some of the blood red liquid splashes back down, it is revealed that this abomination is actually made up of perhaps a half dozen or more dismembered corpses. The entire thing appears to be held together by congealed blood and internal organs, and the red mist seems to be emanating off its slimy surface. There is a constant susurrus of what sounds like a dozen whispering voices coming form seemingly everywhere and nowhere at the same time.

The creature forms a pseudopod from within itself and strikes out at the dwarves. The entire party is almost stunned into inaction by the horrific monster, and after striking out it disappears back into the pool. As the group readies spells and weapons to strike the creature if it reappears, the ground erupts in two places just behind and to the sides of the party. Two zombies have crawled up out of the loose earth and lurch towards the party. Dour moves to attack the new threat, while Koram holds his position near the pond and strikes out at the zombies with his necrotic toll the dead. Easeis is launching rays of frost to compliment Magar's fire bolt, and Kismet's produce flame, along with Eilo flitting into the best locations to unleash her eldritch blasts. If these zombies are like the last group they faced, the undead can be deceptively resilient, rising from what appeared to be a killing blow. As the group's attention is drawn to the zombies, the abomination rises from the pool once again. Instead of striking out with a rancid appendage this time, it emits a spray of red mist from itself and narrowly misses Dour. Where the mist strikes the ground, it leaves a seething bubbling red patch and the small patches of grass that were remaining here blacken away as if burned. The creature once again vanishes into the depths of the pool. The group gains the upper hand on the pair of zombies and the dwarves move back to the pool's edge in hopes of catching the creature in the pool as it returns. Zombies again erupt from the ground and as the attention of the group is pulled away the abomination from the pool returns once again. Koram feels a buzzing in his head and a slight disorientation that rises into a babble of voices in his head. He tries to shake it off, but it becomes so bad that all he can do is double over in confusion while holding his head trying to get the cacophony of sound to stop. Dour manages to throw a hand axe into the creature and then turns his attention once more to the second pair of zombies trying to engage Easeis, Eilo, Kismet and Magar. The battlefield is alight with spells from the group striking the zombies and Dour trying to maneuver between the zombies and the edge of the pool awaiting the creature's return. A third pair of zombies tears free of the ground and attacks, while the creature returns striking out with it's grotesque limbs at Koram and Dour. The group is working into the rhythm of the fight and begins preparing spells and attacks for the inevitable return of the creature that is the red mist incarnate. Dour manages to set up a heavy strike of his battle axe and Koram finally manages to shake off the buzzing confusion in his mind. The spellcasters are freezing, burning and blasting the zombies, but the creature from the pool manages to strike both Kismet and Eilo with sprays of the red mist temporarily blinding them both. The group is battered but still managing to whittle down the zombies while getting a few hits, both physical and magical, in on the creature from the pool. Kismet and Eilo both manage to clear the burning red spray from their eyes and renew their magical assault on the zombies. As the last of 6 zombies drops from the group's combined efforts, the creature is finally open to the full brunt of the group's attacks. The creature disappears and rises from the pool one last time directly into Koram's prepared warhammer strike, which finally disrupts the creature's form. It explodes into a bloody mess of body parts and blood along the stone edge of the pool and sinks out of site. The party is definitely a bit worse for wear, but elated that everyone is alive, and both the undead and the monstrosity are dispatched.

Immediately after the creature from the pool is destroyed and sinks out of site, the mist seems to begin thinning out slightly. The overwhelming feeling of dread also seems to be fading with the mist.

End Session 6

160 XP reward - Experience total so far is 377 and the characters have advanced to level 2.
Last edited by Koram on Sun Oct 23, 2022 8:15 pm, edited 1 time in total.
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Re: [Spoilers] Return to Greyhawk

Post by Koram »

:hailnor

Session 7 - 07/08/2022

DM : Lasarian
Party: Baiz - Dour Warmfury - Mountain Dwarf Fighter/Champion - Mason's and Smith's Tools
Talo - Easeis - Human - Sorcerer/Spell Void - Dice Set and Thieves' Tools
Stel - Eilo - Fairy - Warlock/Celestial - Flute
Rox - Kismet of the Woods - Wood Elf Druid/Circle of the Land (Forest) - Herbalism Kit
Khaie - Magar - Grey Elf Wizard/School of Evocation - Herbalism Kit
Kor - Koram Orchammer - Hill Dwarf Cleric/Life Domain - Mason's, Cartographer's and Smith's Tools/Herbalism Kit

In the aftermath of the battle there is a shocking stillness now that the whispering voices have been silenced. Everyone looks around to make sure there are no more threats, but all seems quiet, so the group tends to their wounds and then begins splitting up post battle tasks. Kismet and Dour begin gathering deadfall wood and building a pyre. Eilo and Magar begin searching the zombies and gathering up valuables. Koram hops in the fetid pool and begins clearing out items and body parts with Easeis keeping watch over him and keeping the worst of the disgusting sludge clean with his prestidigitation magic.

It appears that much of what made up the red mist abomination creature may have been the remains of the "Giants" adventuring group. There are definitely recent remains of a dwarf, 2 halflings and a gnome mixed in with other assorted unidentifiable body parts. Strangely it does not seem that the remains of the half-elf cleric, Eliath, are present. Much of he equipment being pulled from the pool is in fact crafted for folks of small stature, confirming suspicions that some of the remains are the majority of the "Giants". In addition to some coin, there is a chain shirt, buckler and dagger, along with a scroll of alarm that goes to Magar and a potion of healing that goes to Dour. The one strange find is an ordinary looking torch with the letter "M" carved into the base of the wooden handle, which Easeis stores in his pack until it can be further investigated. Koram and Kismet perform last rites over the bodies before the group burns them on the pyre. Purification and blessings are performed in and around the pool in hopes this will re-consecrate the Grove of the Archdruid.

The group is not gravely injured, have remaining spell resources and daylight, so it is decided to continue on to Beltander, which is only an hour or two to the west.

Upon arrival on the outskirts of Beltander, the party immediately know that the village is lost. The stone wall and wooden fence that surrounded the small village are full of breaches and completely smashed away in others. As the party cautiously moves further into the main four way intersection at the village center, they see that all the houses are fallen in and overgrown with no signs of life. In the center of the courtyard formed by the intersection is what appears to be a mass grave pit, and there is a well in the SE corner of the area. The rooftops on all the houses have fallen in and the only house with reasonably intact walls is the stone home SW of the village center.

As the party is rooting through the ruined SE corner building, four zombies clamber up out of the mass grave along with some other type of undead with an evil glow in its eyes wearing a chain shirt and wielding a long sword and shield. Still having some minor injuries from the fight at the Grove does not deter Dour in the least and he wades directly into combat with the closest zombie hacking it with his battle axe. The deep toll of a bell rings out against the same zombie before Koram moves up alongside Dour. Easeis yells for everyone to focus spells and attacks on one target as he fires a ray of frost. Kismet and Magar both unleash their fire spells. Eilo flies up into the perfect position to use her eldritch blast with the grasp of Hadar, and manages to yank one zombie up and forward to drop it in the well. Even with the groups wounds, the battle seems to be going well. This all changes as the undead leader steps forward and hammers his longsword into Koram's shield before also grabbing his shield arm. Sickly green energy glows from his hand and Koram feels momentarily dizzy as a portion of his life force is drained away. Dour and Koram, both taking hits, stand their ground surrounded by the three remaining zombies and their leader, while Easeis, Eilo, Kismet and Magar burn through their remaining magical energy, including another excellent catapult by Magar. The group is sorely pressed, and has only managed to put down one zombie and drop one in the well. Koram raises his shield and the golden warhammer symbol inlaid on it flares with light as he calls upon Moradin. The two remaining zombies immediately turn away from the holy light and flee, leaving just the armored undead facing the party alone. This is the break the group needs and they rally together to destroy the leader of the undead. The zombie trapped in the well is easily dispatched with minor cantrips and large rocks dropped on it since it cannot retaliate.

The party regroups, ensures there are no other threats, and uses their remaining healing magic to clear up some of the worst wounds the group has suffered. The bodies are searched, last rites performed and then they are piled back into the mass grave where the party begins to build a funeral pyre. During the last rites, Koram also performs a ritual to detect poison and disease again to check on the party's health. Even though all the undead were infected, no others in the group have contracted the Red Death, Magar and Koram are still not showing any symptoms. The only items of note are on the undead leader, which turns out to be Eliath, the missing half-elf cleric from the "Giants". The group takes his equipment and coin. While examining the bodies, Eilo relates to the group that from her magical knowledge, she believes the abomination from the Grove of the Archdruid had something to do with creating the undead Eliath.

Everyone agrees to set up camp in the most intact house on the SW corner of the village center. They collect all the gear they have taken from the recent battles, and Magar casts a ritual to detect magic, which shows that both Eliath's shield and the "M" Torch are both enchanted. The group agrees Koram should take the shield since out of the two front line dwarves, he is the only one using a shield. The group does perform some experiments on the "M" Torch, trying to light it and damage it in various ways. Before things go to far, Easeis places it back in his pack until we can research it further or have an identify spell cast on it. With the pyre burning outside, the party converses for a while and Easeis brings up the idea of changing the name of Beltander to something else since it has been destroyed. The growing camaraderie amongst the group begins to show as the group jokes a bit and comes up with new names for the village. Suggestions include, Deadsville, Deathburg, Redmiston, Battleby, Deadpileworth, Burnallham, Redmistingtonburgville, and finally Redmist (that one seemed to be whispered on the wind and did not come from the party). Easeis also asks if any of the group are proficient masons, and both Koram and Dour respond they have some expereince. Easeis suggests that we spend an additional day in the village in order to construct a stone alcove in the center of the village over the mass grave/funeral pyre site using stone rubble from the buildings. Then we can have Eilo create a warning of some kind with her writing implements as a warning about the corruption of the Grove of the Archdruid and the village, which can be set in the alcove. Everyone agrees this is a great idea, and Koram adds that he and Dour will add some carvings of symbols to Moradin in the alcove consecrating the site against further corruption. Everyone beds down for the night and completes a long rest.

Flash to Kismet in the middle of the night:

Running her tongue across her teeth, she could still taste the warm, dark blood of the rabbit. She had no idea that the gods of the Old Faith had something in store for her until she began hearing them call her name earlier that evening. And, while they did not speak in a language that anyone else would understand, she knew that it was a deeply personal message, meant just for her. Because of her faith and the good work that her and her party had done, clearing out the undead and that horrible....thing from the standing stones, the gods of the Old Faith had chosen to reward her with incredible gifts.
The first consisted of having the ability to transform into any animal of which she had seen or studied. Her first foray into becoming an animal was frightening, yet exhilarating! She had chosen the form of a wolf as she had plenty of experience with them. As a child her mother had warned her about the strength and duplicitous nature of the wolf. She had tried to steer clear of them but now...to hunt as one, changed things completely! At least, it had for the poor rabbit.
The second gift was the ability to call a familiar, whether for companionship or help with hunting, that part was never made exactly clear. She was so happy, if only her mother could see the good druid she was becoming! And to have found such a knowledgeable group, she was more than happy to offer her services!
Silently padding along, she neared the deserted village that the group had recently cleared of the undead. The stench of their burning corpses still hung in the air, she could feel her eyes watering as well as a tickle developing in the back of her throat. Stifling a cough, she slipped past the watch, Dour Warmfury, being careful not to be seen as she slipped into the hovel they were using as sleeping quarters. Casting a glance around the room, it appeared that she had not been missed. Wearily she spread her cloak and curled up into it’s warm, soft folds. Closing her eyes, she was soon in a deep sleep, her legs twitching as she dreamt of wild things
.

The next morning as everyone wakes to a new day feeling well rested, the group reflects on the things that have happened and discusses the tasks ahead.

Koram states, "Everyone, I think we should clear the zombie corpse from the well and whatever other debris we can. Then, you can all lower me down on a rope so I can purify the water to protect future travelers from drinking the fetid slop it is now."

Easeis replies, "You focus on the display alcove with Dour, and the rest of us will get the well cleaned. When the well has been cleaned, you can come cleanse it."

Koram walks by and slaps Easeis on the shoulder. "Good thought! Lets get to it." Dwarves are always at their best when they have a task to complete, and Dour and Koram briefly discuss the design and plan for the alcove before setting to work as only dwarves can.

Eilo flits down, hovering near those starting to work and says, "We should document the terrible events that have happened here, so they will not be forgotten, and to warn travelers about the potential danger that still lurks nearby. When we return to Lord Lockswell, we should petition him to build a stone memorial to Beltander and its dead. If he wants to restore trade to the area, he should consider sending volunteers to rebuild and settle here."

Easeis replies to Eilo, "We're not going to see Lockswell for a long time. We should probably focus on what we're doing now."

Koram, overhearing the discussion chimes in, "Agree that we focus on the tasks at hand, but Eilo's suggestion has merit. I will note the things that have occurred here in my map journal. After we circle through Tricaster and deal with the bandits, we could head back east to Lockswell Manor for our rewards and discuss with Marten Westbridge."

Koram tosses out some ides to Easeis as he is working about trying some random command words on the "M" Torch that start with the letter "M". What's the worst that could happen.

Eilo sits off to the side on some stone rubble writing the warning note, then she files over, hands the note to Easeis. She says, "That was the most terrible thing I've ever seen. I thought adventuring would be exciting, but this is just so... all of those poor people here in Beltander."

Koram comments as he passes by, "Definitely terrible Eilo, but imagine if there weren't folks like us to try and prevent evil from spreading. Stay positive and keep your faith in whatever good you believe in as I put my faith in the Soul Forger."

Eilo whispers, "I was sent here to gain strength. I pray it comes soon.", and with that Eilo flies out of the village east past the well. She lands in a tree not far from the edge of the village saddened by recent events and spending some time in reflection.

Easeis open the note and reads the following:

Beltander is no more.
Some succumbed, some slain,
The Red Death and Darkness took them all.
The earth is cleansed
The well is clear
The dead are mourned
But Darkness still walks free.
Beware this place.[/b]

He nods, and mutters, "I was thinking something a little less poetic, and more factual, but this covers the bases well enough."

Kismet is the last to rise, thinking she probably slept in a bit due to her excursion last night. After awaking from her slumber, she makes her way outside. Glancing around, she notices everyone else busily working around the camp. Spying Koram, she approaches him. "Koram, I've done as I promised I would. I have placed several totems and marks around the village. I can honestly say that I feel the area to be 'clean', but I cannot say for certain about the land beyond this place. Have you seen Eilo, by chance?"

Koram answers, "Ah, Good morning Kismet! It definitely feels better right here in what's left of the village already and getting some holy symbols carved into the display alcove can't hurt. Spoke to little Eilo just a few minutes ago and she seemed a bit down. Told her to keep the faith and stay positive. Last I saw she flew over to the trees over yonder past the well. By the way, didn't think ye got close enough to get spattered during last night's fun against the dead, but it appears ye have some dried blood on yer snoot."

Nodding, Kismet self consciously wipes at the dried blood around her mouth. “Just doing my part” she tells Koram, blushing slightly. Noticing Eilo flying over, she gives Koram a smile and extends her hand towards Eilo. “I have something for you, little one.” Opening the pouch tied at her belt, she removes the small bit of rabbit fur that she has fashioned into a jacket. “This is for you, I know you must get awfully cold at night.” Smiling, she gives the tiny jacket to Eilo. “Don’t lose faith, our work has only just begun. I have no doubt the Old Gods are firmly on our side.”

The Old Gods have definitely been impressed by Kismet's actions, both in Beltander and at the Grove of the Archdruid. Because she has healed the earth, the Gods see fit to bless her with the ability to cast the Healing Spirit spell one time to assist her and her allies, even though this should be beyond her current abilities.

As Eilo is hovering near Kismet, wiping a tear from her eye over the gift, she whispers, “Last night I saw a wolf walking under my tree. She smelled like nighttime and warm blood.”

Easeis shakes his head and thinks, "These people have gotten awfully chummy for having known each other for like 5 days."

Koram walks by carrying a large stone block whistling a song to Moradin and thinking that with a bunch of good folks like these, everything should go just fine. Like that Easeis guy, thinking about travelers that might happen along and should be warned. Just a great attitude!

After the alcove is built, and the note hung up securely inside and safe from the weather, the group lowers Koram into the well where he performs the ritual to purify water until the well water appears clean and pure again.

As the day draws to an end, the party camps in the same house where they spent last night. Koram thanks Easeis for keeping all the muck and guts off him at the Grove and again for the magical cleaning after coming back up out of the well. "Ye might be a bit of a strange egg there, Easesis, but what ye have done for me is most appreciated."


End Session 7

142 XP awarded for combat and an additional 50 XP for the RP/Conversation on the Greyhawk In Character sub-channel to Easeis, Eilo, Kismet and Koram.
Last edited by Koram on Sat Oct 29, 2022 6:01 pm, edited 1 time in total.
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Re: [Spoilers] Return to Greyhawk

Post by Koram »

:hailnor

Session 8 - 07/15/2022

DM : Lasarian
Party: Baiz - Dour Warmfury - Mountain Dwarf Fighter/Champion - Mason's and Smith's Tools
Talo - Easeis - Human - Sorcerer/Spell Void - Dice Set and Thieves' Tools
Stel - Eilo - Fairy - Warlock/Celestial - Flute -------- Absent until near session end
Rox - Kismet of the Woods - Wood Elf Druid/Circle of the Land (Forest) - Herbalism Kit
Khaie - Magar - Grey Elf Wizard/School of Evocation - Herbalism Kit
Kor - Koram Orchammer - Hill Dwarf Cleric/Life Domain - Mason's, Cartographer's and Smith's Tools - Herbalism Kit

Everyone awakes feeling greatly refreshed having spent the additional day working and then resting here in Beltander. The day seems brighter somehow and the light breeze has blown away the last of the stench from the funeral pyre. The group looks around at the work they have completed, and all agree that it is time to head south to Tricaster. As the group sets off, a wind whips up and a small tornado sparkling with the colors of a rainbow descends from the sky and heads right for Eilo. She has just enough time to say, "I think the Rainbow Unicorn wants to talk.", before being swept up and disappearing as the whirlwind pops with a flash of colored lights. The group waits for a while, but eventually decides to move on assuming that Eilo's patron will return her when the time is right. The journey should have the party arriving early on the third day of travel, but the nights spent on the road are uneventful. During the journey, Koram receives a magical sending from Helden seeking a progress update. The group relates as much information as they can within the 25 word limitation of the spell. As the group breaks camp the final morning and prepares to travel the last couple of hours into Tricaster, both Magar and Koram notice the beginnings of a red rash on their faces, arms and torsos, the Red Death is finally beginning to show. The group crosses Darmal's Spill Creek about 2 hours later and arrives, without incident, at Tricaster.

Tricaster is more of a legitimate town than Beltander, although Tricaster also shows signs of being impacted by the last few years of the Red Death. The outer stone wall is in disrepair, and there is no evidence of any attempts to repair the stonework, instead, the town has replaced fallen wall sections with wooden palisades. Although there are a few guards, overall it seems the town is struggling. There is a refugee camp outside the wall with perhaps a few dozen people. Most appear to be families displaced from other locations seeking a safe haven. Koram and Magar keep their distance, while the rest of the group approaches to speak with the guards. The guards are wary, but seem more relieved than anything that the party is not here to cause problems or looking for help that Tricaster is ill-equipped to provide. Once the guards hear that the group have come from Beltander and have been hired to assist in removing the highwaymen from the northeast road to Lockswell Manor, a runner is sent to notify Tolmand, the current leader of Tricaster.

As the party awaits Tolmand's arrival, they notice a large stump near the refugee camp which is covered with carvings of names. The group guesses that the names are some kind of memorial to the victims of the Red Death, and this is confirmed by some of the refugees. As the group speaks with the travelers in the camp they also hear a story being told about the Wailing Halls. Rumor has it that the Wailing Halls was once a tower keep that oversaw an area to the southwest riddled with barrows and was abandoned until recently. Someone has apparently occupied the keep and is trying to retake the surrounding territory, but is having some kind of issues with the barrows. The details of the story seem to match up with the limited evidence on the party's map. The refugees also explain that they have been told that they will eventually be let into Tricaster, but in order to keep the Red Death out of town, access is usually denied for about a week to ensure that people are not carrying the disease.

Some time later, Tolmand, the elected, but reluctant, leader of Tricaster, exits the gate and heads over towards the party. Dour, Easeis, Eilo and Kismet approach Tolmand to speak, while Magar and Koram stay where the group has set up on the outskirts of the refugee camp so they can keep their distance to isolate the Red Death from the others. The party members speaking with Tolmand learn that Tricaster originally housed about 2000 people, but now the town only has about 500 residents, many of them refugees. Tolmand listens as the group relates the tale of the recent occurrences in Beltander and the Grove of the Archdruid. The group also details how they were sourced by Helden to assist Lockswell Manor, and that Marten Westbridge has hired them. Firstly, to deal with the issues around Beltander and the Grove, and also to clear the highwaymen from the road from Lockswell to Tricaster. Tolmand says that removing the highwaymen would also be a great service to Tricaster and offers his support. He relates that the highwaymen appear to be well organized, and number perhaps a dozen or more. They have actually done some good in clearing and maintaining the roads, but this is offset by the outrageous tolls the extort from anyone attempting to travel the road. Some folks are simply turned away, but it appears many are robbed and killed as well. They mostly stick to a bridge crossing just over a day's travel out of Tricaster on the way to Lockswell. The party asks Tolmand about possible healing for Magar and Koram as well as the chance that someone in town might have a pearl that Magar needs to cast his identify spell on the magical items the party has recovered. Tolmand says that the town has a healer/alchemist whom he will send out tomorrow morning, as well as looking into the pearl. Easeis also asks if Tolmand can supply a cart or wagon and some empty cargo crates and boxes so the party can pose as travelers or merchants. The group camps outside the walls in quarantine with the rest of the refugees. Kismet, Koram and Magar forage for plants needed to use with their herbalism kits so each of them can create a potion of healing while waiting until the next day. Easeis handles most of the information gathering from the refugees and negotiations with Tolmand. Dour offers to assist the town's blacksmith if they will let him enter, and since the town is so shorthanded, they forego his quarantine, and he is allowed into town.

The next morning, the group is making preparations to head out to the northeast to confront the highwaymen, when the town healer approaches. She has a single lesser restoration spell available to try and cure the Red Death. Since Magar has been acting somewhat delirious from fever, and Koram insists that his dwarven constitution and faith in Moradin will protect him, the spell is cast on Magar. Tolmand then approaches with a small wagon loaded with some cargo crates. Although Tolmand was not very hopeful that he could find a large pearl valued at 100gp or more in town for Magar's identify spell, he returns with exactly that. Tolmand says he was pleasantly surprised he was able to acquire this for the party. He thanks the group again for the aid they are trying to provide and especially the additional skilled blacksmithing from Dour. He wishes everyone well and says he hopes to see the group again after they succeed in eliminating the threat from the highwaymen and reopening the road. Magar performs the ritual for the identify spell and it is determined that the the shield given to Koram is +1 and that the "M" Torch is a unique item that allows it's wielder to issue command words to ignite and extinguish the torch, which cannot be put out by wind, water or normal means. It also can provide minimal light as bright as a candle, and if used to strike enemies in melee it causes fire damage. It appears that it may have additional powers that are, as yet, not unlocked. The group sets out with the goal of finding the highwaymen while acting as traveling merchants with Magar and Koram lying in the wagon pretending to be very ill from the Red Death. In fact, Magar is feeling healthy since being healed and Koram feels as if he is simply recovering on his own. Since he is riding in the wagon, Koram spends much time in prayer to Moradin and gives his thanks for the strength and constitution the All-Father has instilled in his children. The Red Death did not stand a chance against a dwarf.

On the second day of traveling, after an uneventful night, the group sees a figure alongside the road ahead. As the party draws a bit closer, they are met by a strange sight. The individual is a goblin dressed in garish clothing and sitting alongside the road on a stool. The forest along this stretch of road is noticeably thick and tangled, the perfect location for an ambush. The party scans the surroundings, but cannot make out any apparent threats. The party finally pulls up next to the goblin, who, speaking in common, introduces himself as Dweezle. He states that he is a representative of the "Master of the Road", and tells the group that passage will cost them 500gp, which can be paid to his associates, whom are waiting at the bridge on the road a short way ahead. The group asks a few questions, which are met with answers from the goblin that bear a hint of amused superiority. It sounds like the highwaymen are mostly made up from inhabitants that came up from the Wild Coast to the south.

Kismet asks: "Dweezle, have you seen any bandits in the area?"

This questions causes Dweezle to erupt into laughter taking several moments for him to collect himself before adding, "For that, I'll lower the price to 400gp."

Eventually, Dour decides that he has had quite enough of the snarky little Dweezle, draws his battle axe, and attacks. Dwarves and goblins never really get along anyway, so why waste time talking to one.

End Session 8
Last edited by Koram on Tue Nov 01, 2022 6:43 pm, edited 1 time in total.
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Re: [Spoilers] Return to Greyhawk

Post by Koram »

:hailnor

07/22/2022, 07/29/2022, 08/05/2022 and 08/12/2022 - No Sessions


Session 9 - 08/19/2022 - The battle map known as the "Super Long Road through the Woods" or "The Map That Will Take Three Weeks to Clear".

DM : Lasarian
Party: Baiz - Dour Warmfury - Mountain Dwarf Fighter/Champion - Mason's and Smith's Tools
Talo - Easeis - Human - Sorcerer/Spell Void - Dice Set and Thieves' Tools
Stel - Eilo - Fairy - Warlock/Celestial - Flute
Rox - Kismet of the Woods - Wood Elf Druid/Circle of the Land (Forest) - Herbalism Kit
Khaie - Magar - Grey Elf Wizard/School of Evocation - Herbalism Kit
Kor - Koram Orchammer - Hill Dwarf Cleric/Life Domain - Mason's, Cartographer's and Smith's Tools - Herbalism Kit


Dour aims a wicked overhead chop at Dweezle, but his anger at the smug goblin gets the better of him, and his blow slams into the ground right next to the shocked goblin. Dweezle squeaks and begins a high stepping run down the road to the east. The rest of the party, caught momentarily flat footed by Dour's sudden attack, recovers and moves to support him. At the same time, a few crossbow bolts fly from surrounding cover, targeting the group. Dweezle is stung by a spell or two as he retreats, but in his full out sprint from the group, he is soon behind cover or out of range of the party's attacks. Koram breaks south off the trail and runs east in an attempt to get ahead of Dweezle, who is following the road, with Eilo flying above him on roughly the same path. Dour, Easeis, Kismet, and Magar also follow, but pull up short to engage multiple crossbow wielding snipers along the road. Koram and Eilo gain some ground on Dweezle by shortcutting through the woods, but then a wolf-dog and another bandit erupt from the undergrowth. Koram is forced to stop and engage, Eilo deciding to stay and support her companion rather than continuing pursuit of Dweezle. Dour charges into melee with the bandit snipers and another wolf-dog, while Easeis, Kismet and Magar support him with fire and ice. Kismet's owl familiar also lends a wing by dive bombing the enemies and distracting them during the fight. The main part of the group takes a few minor hits, but manages to handily defeat the three bandit snipers and wolf-dog. Koram engages in melee, adding an occasional toll the dead for good measure, Eilo flying air support with eldritch blast. Koram ends up with a few cuts and bruises, but the pair are also successful in defeating the fourth bandit and the other wolf dog. Instead of immediately continuing a headlong rush to pursue Dweezle, the party falls back to the wagon. They move it to a small stone ridge just north of the road to discuss their options. As the group discusses whether to continue a more careful pursuit of Dweezle, or set up an ambush in hopes that the goblin will return this way with any surviving bandits, they hear shouts to the east. The decision is made to move forward while the bandits might still be a bit disorganized from the losses.

End Session 9

92 XP awarded
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