Wednesday, April 4, 2018

Session 12


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

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