Date: 3/25/2018
Attending:
Jake, Dave, Wes, Joey, Aaron, Justin
Absent: None
Start Time: 7:26
p.m.
Picking up
immediately after the fight, the party loots the bodies while Soromir beheads
the human in blacked armor. The party backtracks to the side trail, and follows
it about a 1/3 of a mile before making camp in the early afternoon. Spells are depleted and wounds need to be
healed, so they hunker down for the rest of the day and the entire night.
The
temperature continues to drop, and snow continues to fall. One of the water
skins pops when it freezes solid. Norris passes out endure elements spells
which gets the party through the night. A few hours after sunset, a pack of 10
wolves attacks the camp. The party fights them off and returns to resting.
In the
morning, as Norris’ spells wear off, the party has a quick huddle and decides
that they are not prepared for cold weather traveling. They choose to head back
to Riverwood for supplies. They return to the road and retrace their steps
east, arriving at the village close to midnight.
Pounding on
the door of the Pine Bough Inn, Elsa lets them in. They note that she is armed
with a heavy crossbow as is her sister – they are the inn’s only protection.
Orenthal is curious about what is in his opinion a lack of security for the
village. The party turns in for the night.
Khalo gets
up and leaves to examine the tree in the center of town (a large but otherwise
unremarkable yew tree). Soromir swings by the smithy and speaks with Lodo the
town smith. He finds out that in Evershade is a man named Old Herm who can
enchant weapons for a price. Orenthal quizzes Elsa on several matters,
generally being dissatisfied with her answers. The whole party winds up at the
general store which is run by a dwarf named Nels. Khalo refuses to go in
because the proprietor is a dwarf, but the rest of the team gears up for a
winter journey.
After a
quick pow-wow the group decides to head back to the bridge area. Orenthal asked
Elsa to sketch out a rough map of the immediate region, and they head out of
town. On the way the Mayor, ever talkative half-orc Meridoc, stops to say hi
and Orenthal tries to question him about village security. Frustrated with
Meridoc’s personality Orenthal casts a spell on him which the half-orc resists.
Angered by being targeted by magic, Meridoc calls out an alarm and various
villagers come out to see what is happening. Jace is able to calm the crowd,
and the party beats a hasty retreat for the road.
Taking a
day’s journey to return to the bridge, the party decides to press on for
Evershade and investigate what is happening there. As they cross the bridge,
Osbert see a vision of a femine figure made of water rising from the river and
struggling with chains that bind her. It is over in a blink, and the rest of
the group does not see the same vision. Jace casts detect magic on the water,
and sees that there is a faint magical aura at work on the water.
The party
presses onward to the north side of the river. The road continues. Half a mile
down it they hear a weak voice cry out for help. Orenthal cast light on a
copper piece and flings it on the side of the road. He demands whoever it is
come out and pick up the coin so they can be seen.
A grievously
wounded figure crawls into the light on its belly, using one arm, leaving a
bloody trail behind it. It is a human man, dressed for traveling. Osbert lays
on hands while Orenthal casts detect magic on him. The figure notices and tells
Orenthal to “take a long look.” Much of his gear is magical.
The traveler
says his name is Barath, and that Evershade has been captured by goblins,
ogres, and warriors. He claims to have been attacked by the same as he escaped
and fled into the woods. They party begins interrogating him, asking him where
he was from, what his business was, etc…
Barath gives vague answers and seems irritated by the questions,
although grateful for the healing. He tells them that there are 30 goblins, 8
ogres, 8 human warriors, and 1 troll holding Evershade. He doesn’t think any of
them are spell casters.
The party
asks if he has seen and redcaps, and – while knowing what recaps are – he seems
confused by the questions and redcaps do not enter the area. They in turn tell
him that they saw a redcap s few days ago, spying on them while they camped in
the woods. Barath immediately reacts, stepping back to put a little distance
between he and the party and pulling out a round crystal orb. Ostar hisses, and
tells the group that the orb is an Eye of Jethu and that it identifies Barath
as an agent of the Witches of Jethu. Barath communicates through the orb, and
tells the party that the Witches and the redcaps have an understanding, and if
a redcap is in the area that understanding is broken. He was sent to
investigate the poisoned river, but this new information takes priority. He
hopes that the party is able to free Evershade and resolve the river poisoning.
Before further discussion can be had a giant eagle swoops down and carries him
off – a ride he was expecting. The party resolves to carry on to Evershade.
End of
Session
350 XP; 75
to Wes, Joey, and Justin for blogging