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Session 048 Just the tip baby: Difference between revisions

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{{Session |campaign name= |session date= |game date= |synopsis= |summary= }} --- title: "48th Session - Just the tip baby" aliases: "48th Session - Just the tip baby" foundryId: journal-xvr3pbZYv5jYp6LX.JournalEntryPage.4LbG9I5Lgu5x2HjA ---
{{Session |campaign= |session date= |game date= |synopsis= |summary= }} --- title: "48th Session - Just the tip baby" aliases: "48th Session - Just the tip baby" foundryId: journal-xvr3pbZYv5jYp6LX.JournalEntryPage.4LbG9I5Lgu5x2HjA ---


== 21 jan 2022 ==
== 21 jan 2022 ==

Revision as of 00:11, 22 February 2024



Session Details

Session Date: 04 May 2025
Game Date: 01 Fireseek CY 627

Session Summary

Synopsis

This Session

Session Results

Experience

The running tally of XP earned is found on the Party Experience page.

Treasure

Party Treasure

Tasks or Quests

List of tasks or quests undertaken.

Rumors or Intelligence Gained

Apparently nothing noteworthy this session...

NPC's of Note

--- title: "48th Session - Just the tip baby" aliases: "48th Session - Just the tip baby" foundryId: journal-xvr3pbZYv5jYp6LX.JournalEntryPage.4LbG9I5Lgu5x2HjA ---

21 jan 2022

Day 11 walking/woods

Day 12 woods

Day 13 woods/sleep barn

Synopsis:

The party moves safely but not uneventfully through the woods and finds themselves in Demoray just outside Azal'Lans tower.

This Session:

Mourn returns to the party and leads them south and east to a hillock within the Adri Forrest where they make camp for the night. The party decides to just "neter the tip of the forrest" and try to keep the northern edge within sight. They mvoe further south than intended due to the mists and heavy old forrest growth.

During their first night in the woods Luthaist and Mourn split the watch so the others can recover their spells/get a long rest. During the latter half of the second watch Mourn notices the howling of Wargs has moved closer.  He wakes the party who take up defensive postions around the camp. Two Wargs appear and then shortly thereafter a thrid larger Warg with a dark cloaked rider appear. The sniff the ground and find the partys scent but fail to detect them and move off to the north. The rider blows a ancient bone horn and a fourth warg appears, they then appear to convene amongst themselves before heading north following the partys trail into the woods.

Dawn arrives and the party tries to head east but becomes lost in the mist and old growth forrest. They attempt to backtrack and lose their way again. Thinking quickly Luthaist and Mourn devise a plan of leapfrogging from tree to tree  keeping the tower in sight while the party follows along. Another day passes before they arrive a few miles east of where they intended but within sight of the tower. They cross the Demoray bog, where Horin gets stuck but is freed without incident. Luthais spies the smoke from a small village (Demoray) just beyond the twoer which provides better cover than the woods.

Luthaist scouts ahead and notes Demoray is still occupied but sparsely so. They sneak through the town looking for an abandoned but stout building to spend the night. A townsperson notices them but they pass unmolested. Arriving at a barn they make camp fro the night. During the second watch Luthaist notices a shadowy form moving about hte rafters. Mourn is awakened and after some time the creature appears at the door and asks to enter as they are sleeping in its home. The "it" is an emaciated halfling boy who grabs his bedroll and ultimately ends up conversing briefing with teparty about the things that come in the night. He tells them to leave or hide but not to stay in the barn. The party decides to hide under the hay while Mourn climbs into the rafters with the halfling to keep watch while Luthaist remains on the ground. Horin who was awoken by the noise of the halfling kicking over Stirkirks tin cup coves the party with mouldy straw and returns to sleep. 

We leave the party with Mourn and the child in the rafters, Luthaist watching the door, and everyone else sleeping.

Party Experience:

1825 - Milestone(s). Moving through the Adri Forrest and avoiding combat with the Warg patrol, arriving in Demoray. Avoiding combat with the townsfolk, and finding a secure place to stay for the night.

Individual Experience Bonus:

Horin: 150 playing in character & avoiding unnecesary violence. (halfling encouter/hiding the party under the hay)

Luthaist: 600 Devising the leapfrog movement plan through the Adri, scouting Demoray, dealing with the halfling.

Mourn: 300 Deductive reasoning regarding the wargs tactics, woodland insights about the Adri.

Treasure:

Refer to the treasure sheet.

Major NPC's:

None

Tasks:

Rumors:

A group of Dwarves live in caves of the wailing winds.

Elves of the Adri Forrest are able to kill the monsters of the realm who enter the woods.

Velor's forces dont venture south into the Adri Forrest 

The plains of Demoray are dangerous (usually fatal to enter) in the day and much worse at night