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<span id="date-22-july-22"></span>
{{Session
|session_date= 22 July 22 ===
|campaign = Ivae Orr
|session_date= 22 July 2022
|game_date = Day: 2   Flocktime 23, CY610
| synopsis = The party makes its way from the Blemu Hills into the lowlands and comes across Flan villagers.
|summary=


<span id="day-2-flocktime-23-cy610"></span>
The party, following their initial objective, successfully located twelve horses in the woods north of the creek site. After a half-day's march, they paused to deliberate on their route, debating whether to stick to the established trail or to circumvent Ruusk Keep. They opted for the eastern route, seeking to avoid the well-traveled path.
=== Day: 2   Flocktime 23, CY610 ===


<span id="synopsis"></span>
Mourn, ever the scout, volunteered to reconnoiter a nearby hilltop, hoping to gain a better vantage point. As he ascended, a sudden shadow fell across the land. A green dragon, its scales shimmering in the sunlight, soared overhead. Panic seized the party, and they scattered beneath the sparse cover of the trees. The dragon, its keen eyes spotting something of interest, swooped down, its jaws agape, ready to strike. Luthaist, seemingly paralyzed by fear, stood his ground in the middle of the path. However, as the dragon skimmed the treetops on its attack run, it inexplicably veered upwards, vanishing into the clouds to the north. (A critical failure on the dragon's part!) Luthaist, his gaze following the retreating beast, noticed a curious detail: the dragon was wearing a saddle.
== Synopsis: ==


The party makes its way from the Blemu Hills into the lowlands and comes across Flan villagers.
Meanwhile, Mourn, attempting to return to the party, became hopelessly lost (another critical failure). Gallandrin, utilizing his hawk familiar, located Mourn, who was wandering south and east, far from his intended direction. Luthaist, venturing out to retrieve him, also became disoriented. After several hours of frustrating detours, both managed to find their way back to the group.


<span id="session-summary"></span>
As evening descended, the party, having successfully bypassed Ruusk Keep, found themselves ambushed by a band of hobgoblins along the trail. The elven members of the party failed to detect the ambush (a critical failure), while the humans, though aware of the threat, struggled to pinpoint the attackers in the gathering darkness.
== Session Summary: ==


Find 12 horses in the woods noth of the creek site
Kruger, ever the strategist, ordered the dwarves to form a shield wall. Horin, invoking the power of his deity, called down a devastating flame strike upon the area where the western hobgoblin group was likely positioned, then led his squad into the darkness. Gallandrin, unleashing a fireball, targeted the fleeing hobgoblins to the west. Luthaist, attempting to cut off their retreat, discovered they had moved too quickly. Kruger repositioned his dwarven squad to the east. Mourn and his elven companions unleashed volleys of arrows into the retreating hobgoblins. Luthaist, displaying his lethal efficiency, dispatched two wounded hobgoblins left behind by their comrades. A quick search of the area yielded nothing of immediate value, but the party noted the hobgoblins' high-quality gear.


After a half days march they pause briefely to debate sticking to the trail for a while longer or which route to take around [[Ruusk Keep]] (East or west). They proceed east to avoid the trail.
At daybreak, the party entered the lowlands of the March, encountering a group of druidic standing stones of Flan origin. Mourn, scouting the area, found nothing of interest. Continuing along the Blemu road towards Horka, they encountered a group of humanoids, both mounted and on foot, moving south. Upon closer inspection, they discovered these individuals were slavers. The mounted slavers fled before the party could intervene, but Horin tended to the wounds of the captives. The survivors, a family of nine humans of Flan descent (six adults and three children), were clad in simple homespun clothing.


Mourn goes ahead to scout a higher looking hilltop for a better view.
Luthaist removed their manacles. The Flan family spoke only their native tongue, making communication difficult. However, the party gathered that they were likely from the village of Horka or the surrounding region, some ninety miles to the north.


A green Dragon is spotted overhead and everyone scatters under the small trees. It spots something and swoops in mouth agape ready to attack, perhaps parylyzed by fear Luthaist stands in the middle of the path. As it skims the treetops on its attack run it suddenly veers up without striking the party into the clouds and disapperars to the North. (Crit fail by dragon) Luthaist notices its wearing a saddle.
With their wounds treated, the party attempted to send the freed slaves on their way. However, the family, seeking safety, remained close to the party. The party distributed "gogo juice" to the Flan villagers, and they accompanied the group as they sought shelter for the night. They found the ruins of a coach house along an abandoned footpath leading towards Oleg Keep, where they set a watch as the sun began to set, hoping to avoid the dragon's attention.


Mourn gets lost trying to find his way back (crit fail). Gallandrin sends forth his hawk familair to scout for him, and finds him moving south and east (instead of north and west) of the trail. Luthaist takes seeks him out and also gets lost. After a few more hours both manage to find their path back.
|exp=
 
* 1650XP Mileston, Encountering the Green Dragon and not getting killed.
In the evening, after bypassing the keep, the party is ambushed by Hobgoblins along the trail. The elves miss the ambush (crit fail), the humans respond but cant see the attackers.
* Gallandrin: 150 XP - Help finding Mourn, spell use in the combat
 
* Horin: 150 XP - Tactical command, Rushing to help the slaves even while under threat of attack
Kruger orders the dwarves to form a sheild wall [[Horin]] calls down a flame strike on the area the western group is likely at and takes his squad out into the darkness.
* Luthaist: Finding, freeing, and not killing the slaves
 
* Mourn: 150 XP - Scouting, not getting so “lost” he couldn't return, tactical leadership and good use of elven archers
Gallandrin fireballs the now fleeing hobgoblins to the west.
* Ragnum:  
 
* Kruger: 150 XP - Good tactical use of cover and maneuvering his forces
Luthaist sneaks out and trys to  cut off the hobgoblins but they have moved to quikly.
}}
 
Kruger moves his squad of dwarves to the east.
 
Mourn and his elves unleash a few volleys of arrows into the fleeing hobgoblins.
 
Luthaist kills two of the wounded hobgoblins left behind by their comrades.
 
The party  does a quick search and turns up noting but does note the hobgoblins are well armed with good quality gear.
 
At daybreak the group has entered the lowlands of the March and comes across a group of Druid/Flan sanding stones. Mourn does a quick check but finds nothing of interest.
 
The party now on the Blemu road leading to [[Horka]] encounters a group of humanoids on horseback and foot moving slowly to the south that end up being slavers. The slavers on horeback flee before the party gets too close and Horin treats the survivors wounds. The surviviors appear to be a family of nine humans of Flan descent (6 adults + 3 children) in simple homespun clothing.
 
The slaves manacles are removed by Luthaist. The slaves only speak Flan and the party has a hard time conversing with them but they think they are from the village of Horka (or that region) some 90 miles to the north.
 
Now healed the party attempts to send them on their way but the slaves fall in with the humans. The party distribute more gogo juice to the flan villagers who begin running with them to a nearby set of ruins on an abandoned foot path leading towards [[Oleg Keep]] to take shelter for the night to avoid being spotted by the dragon. They find the remains of a coachhouse and set a watch as the sun begins to set.
 
<span id="party-experience"></span>
== Party Experience: ==
 
1650XP Mileston, Encountering the Green Dragon and not getting killed
 
<table style="width:100%;height:136px" border="1">
<tbody>
<tr style="height:17px">
<td style="text-align:center;width:100%;height:17px" colspan="3">
<span style="text-align:start;font-family:'book antiqua', palatino">Individual Experience Bonuses</span>
</td>
</tr>
<tr style="height:17px">
<td style="width:13.2139%;text-align:center;height:17px">
<span style="font-family:'book antiqua', palatino">NAME</span>
</td>
<td style="width:5.75166%;text-align:center;height:17px">
<span style="font-family:'book antiqua', palatino">XP</span>
</td>
<td style="width:81.0345%;text-align:center;height:17px">
<span style="font-family:'book antiqua', palatino">NOTES</span>
</td>
</tr>
<tr style="height:17px">
<td style="width:13.2139%;height:17px">
<span style="font-family:'book antiqua', palatino">Gallandrin</span>
</td>
<td style="width:5.75166%;height:17px">
150
</td>
<td style="width:81.0345%;height:17px">
Help finding Mourn, spell use in the combat
</td>
</tr>
<tr style="height:17px">
<td style="width:13.2139%;height:17px">
Horin
</td>
<td style="width:5.75166%;height:17px">
150
</td>
<td style="width:81.0345%;height:17px">
Tactical commnad, Rushing to help the slaves even while under threat of attack
</td>
</tr>
<tr style="height:17px">
<td style="width:13.2139%;height:17px">
<span style="font-family:'book antiqua', palatino">Luthaist</span>
</td>
<td style="width:5.75166%;height:17px">
 
</td>
<td style="width:81.0345%;height:17px">
Finding, freeing, and not killing the slaves
</td>
</tr>
<tr style="height:17px">
<td style="width:13.2139%;height:17px">
<span style="font-family:'book antiqua', palatino">Mourn</span>
</td>
<td style="width:5.75166%;height:17px">
150
</td>
<td style="width:81.0345%;height:17px">
Scouting, not getting so “lost” he couldnt return, tactical leadership and good use of elven archers
</td>
</tr>
<tr style="height:17px">
<td style="width:13.2139%;height:17px">
<span style="font-family:'book antiqua', palatino">Ragnum</span>
</td>
<td style="width:5.75166%;height:17px">
 
</td>
<td style="width:81.0345%;height:17px">
 
</td>
</tr>
<tr style="height:17px">
<td style="width:13.2139%;height:17px">
Kruger
</td>
<td style="width:5.75166%;height:17px">
150
</td>
<td style="width:81.0345%;height:17px">
Good tactical use of cover and manuvering his forces
</td>
</tr>
</tbody>
</table>
<span id="treasure"></span>
== Treasure: ==
 
See party sheet
 
<span id="major-npcs"></span>
== Major NPC’s: ==
 
<span id="tasks"></span>
== Tasks: ==
 
<span id="rumors"></span>
== Rumors: ==

Latest revision as of 01:13, 20 March 2025



Session Details[edit source]

Session Date: 22 July 2022
Game Date: Day: 2   Flocktime 23, CY610

Session Summary[edit source]

Synopsis[edit source]

The party makes its way from the Blemu Hills into the lowlands and comes across Flan villagers.

This Session[edit source]

The party, following their initial objective, successfully located twelve horses in the woods north of the creek site. After a half-day's march, they paused to deliberate on their route, debating whether to stick to the established trail or to circumvent Ruusk Keep. They opted for the eastern route, seeking to avoid the well-traveled path.

Mourn, ever the scout, volunteered to reconnoiter a nearby hilltop, hoping to gain a better vantage point. As he ascended, a sudden shadow fell across the land. A green dragon, its scales shimmering in the sunlight, soared overhead. Panic seized the party, and they scattered beneath the sparse cover of the trees. The dragon, its keen eyes spotting something of interest, swooped down, its jaws agape, ready to strike. Luthaist, seemingly paralyzed by fear, stood his ground in the middle of the path. However, as the dragon skimmed the treetops on its attack run, it inexplicably veered upwards, vanishing into the clouds to the north. (A critical failure on the dragon's part!) Luthaist, his gaze following the retreating beast, noticed a curious detail: the dragon was wearing a saddle.

Meanwhile, Mourn, attempting to return to the party, became hopelessly lost (another critical failure). Gallandrin, utilizing his hawk familiar, located Mourn, who was wandering south and east, far from his intended direction. Luthaist, venturing out to retrieve him, also became disoriented. After several hours of frustrating detours, both managed to find their way back to the group.

As evening descended, the party, having successfully bypassed Ruusk Keep, found themselves ambushed by a band of hobgoblins along the trail. The elven members of the party failed to detect the ambush (a critical failure), while the humans, though aware of the threat, struggled to pinpoint the attackers in the gathering darkness.

Kruger, ever the strategist, ordered the dwarves to form a shield wall. Horin, invoking the power of his deity, called down a devastating flame strike upon the area where the western hobgoblin group was likely positioned, then led his squad into the darkness. Gallandrin, unleashing a fireball, targeted the fleeing hobgoblins to the west. Luthaist, attempting to cut off their retreat, discovered they had moved too quickly. Kruger repositioned his dwarven squad to the east. Mourn and his elven companions unleashed volleys of arrows into the retreating hobgoblins. Luthaist, displaying his lethal efficiency, dispatched two wounded hobgoblins left behind by their comrades. A quick search of the area yielded nothing of immediate value, but the party noted the hobgoblins' high-quality gear.

At daybreak, the party entered the lowlands of the March, encountering a group of druidic standing stones of Flan origin. Mourn, scouting the area, found nothing of interest. Continuing along the Blemu road towards Horka, they encountered a group of humanoids, both mounted and on foot, moving south. Upon closer inspection, they discovered these individuals were slavers. The mounted slavers fled before the party could intervene, but Horin tended to the wounds of the captives. The survivors, a family of nine humans of Flan descent (six adults and three children), were clad in simple homespun clothing.

Luthaist removed their manacles. The Flan family spoke only their native tongue, making communication difficult. However, the party gathered that they were likely from the village of Horka or the surrounding region, some ninety miles to the north.

With their wounds treated, the party attempted to send the freed slaves on their way. However, the family, seeking safety, remained close to the party. The party distributed "gogo juice" to the Flan villagers, and they accompanied the group as they sought shelter for the night. They found the ruins of a coach house along an abandoned footpath leading towards Oleg Keep, where they set a watch as the sun began to set, hoping to avoid the dragon's attention.

Session Results[edit source]

Experience[edit source]

  • 1650XP Mileston, Encountering the Green Dragon and not getting killed.
  • Gallandrin: 150 XP - Help finding Mourn, spell use in the combat
  • Horin: 150 XP - Tactical command, Rushing to help the slaves even while under threat of attack
  • Luthaist: Finding, freeing, and not killing the slaves
  • Mourn: 150 XP - Scouting, not getting so “lost” he couldn't return, tactical leadership and good use of elven archers
  • Ragnum:
  • Kruger: 150 XP - Good tactical use of cover and maneuvering his forces

Treasure[edit source]

Party Treasure

Tasks or Quests[edit source]

List of tasks or quests undertaken.

Rumors or Intelligence Gained[edit source]

Apparently nothing noteworthy this session...

NPC's of Note[edit source]