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Session 131 Whispers in the pass: Difference between revisions

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The Garrison
The Garrison
The party arrives in the village just after dark and witnesses a few villagers who were hastily loading a wagon that is being watched over by a single uninterested looking guard. A little bit further in the village they just barely pick out a few other guards standing in front of the stables pointing and gesturing about in preparation, it appears to leave. Aldran straight up quickly and catching the guard on wars, surprises him with a series at rapid for questions. The guard somewhat taken back divers that the small Garrison is preparing to escort a convoy over the mountain pass to the village of Morden some 18 miles away when ask why they travel at night, the guard remarks that the passes are guarded by a local tribe of barbarians who prefer to attack in daylight as they fear creatures of the night. So shipping goods is relatively safer. It's at this point the guard realizes Aldran bears an uncanny resemblance to some of the tribes in the area and begins nervously fingering his sword, but at that moment, the rest of the party arrives, and he directs them to the tavern where they can find food and lodging for the evening.
Somethings odd about this wagon
While Aldran was distracting the guard Durmen German was discreetly, investigating the wagon and perceived an aura of magic emanating from it. Neither he nor. Balmaris or Egon could discern exactly what it was other than it wore the aura of transmutation and abjuration. Before they could look into the wagon, the two villagers returned and finished loading another crate. The party watched as they then secured the small building where the crates seem to be stored at and headed towards the tavern clearly glad to be out of the weather and away from the guard.
Pepe's road kill roach coach
Moving towards the center of the village party smells something delicious being cooked over a fire, a small roadside vendor is smoking what appears to be a mix of bear and venison. As they look about for the proprietor, Palmeras notes the building seem to be constructed with materials and techniques from a Bagon era, though oddly they appear brand new. Sounds of revelry are coming from the Tavern across the street from Pepe's roadside shop. As the weather is continue to get cold, and the snow begins to come down harder they gladly step into the warmth of a tavern.
Just another typical group of arms dealers
As they shake off the cold, the tavern keeper points out the oddities of their attire and accent, and mentions that their money doesn't appear to be any good as he doesn't recognize it. When Balmaris and Durmen point out it's gold he decides to take their money and provides a welcome meal and drinks. They soon learn that the guards are paid to protect shipments of goods moving through the mountain Valley. .




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Revision as of 23:40, 9 April 2025


Session Details

Session Date: 28 March 2025
Game Date: Evening, CY627

Session Summary

Synopsis

The PC's enter the mountain dimension

This Session

Mourns test

Mourn faces down his opponent inside the temple and casting an aura of protection upon himself steps forward. As he begins a purification ritual, a shadowy figure begins to coal less from the blood, running down the cracks and forms a cloudy and shrouded evil looking creature with malevolent red eyes that stares at him hungrily. As Moore continues his purification ritual, the creature attempts to force away past his aura of protection. It screams out in rage and pain as it sweeps its long tenderly arms through the aura manages to hit more only briefly before Moore's counterstrike with the sword finishes it off, and it dissipates back into the pair. Moments later, he finds himself standing in the hallway and noticing the door at the end had been propped open he walks towards it getting a blast of cold air from the mountain valley.

Sounds in he smoke

While Mourn was battling the wrath, the party begins their journey down the cliffside path. As they move through the winding path echoes of the wind seem to play tricks on their ears as Aldran hears some kind of summoning spell echoing in the distance. Balmaris, Durmen, and Egon each experience slightly different variations of the sounds of chanting, whispers of archaic languages, like with wind wrestling through drive parchment Egon in particular hears the echoing cries of unfamiliar beast. While bars picks up on a subtle metallic hum of some kind of temporal energy there is unable to determine exactly where it's coming from. German seems to be the most trouble feeling more than hearing high-pitched tone that seems to vibrate and is very bones.

Temporal Echoes

As they continue the unsettling journey down the cliff side a cold, biting wind wind picks up carrying upon it, a light snow which adds to the patches are already on the trail . They hear their names being called out by Nail, who is rapidly procuring his way back and forth between the treacherous cliffside and the side of the mountain (critical success), as he bounds past the party Balmaris loses his footing (critical fail) and begin sliding uncontrollably down the path. As he accelerates down the path, the rest of the party, barely avoids being knocked over by his tumbling form. A few minutes later they all arrive at the base of the mountain winded, but with no major injuries.

The Garrison

The party arrives in the village just after dark and witnesses a few villagers who were hastily loading a wagon that is being watched over by a single uninterested looking guard. A little bit further in the village they just barely pick out a few other guards standing in front of the stables pointing and gesturing about in preparation, it appears to leave. Aldran straight up quickly and catching the guard on wars, surprises him with a series at rapid for questions. The guard somewhat taken back divers that the small Garrison is preparing to escort a convoy over the mountain pass to the village of Morden some 18 miles away when ask why they travel at night, the guard remarks that the passes are guarded by a local tribe of barbarians who prefer to attack in daylight as they fear creatures of the night. So shipping goods is relatively safer. It's at this point the guard realizes Aldran bears an uncanny resemblance to some of the tribes in the area and begins nervously fingering his sword, but at that moment, the rest of the party arrives, and he directs them to the tavern where they can find food and lodging for the evening.

Somethings odd about this wagon

While Aldran was distracting the guard Durmen German was discreetly, investigating the wagon and perceived an aura of magic emanating from it. Neither he nor. Balmaris or Egon could discern exactly what it was other than it wore the aura of transmutation and abjuration. Before they could look into the wagon, the two villagers returned and finished loading another crate. The party watched as they then secured the small building where the crates seem to be stored at and headed towards the tavern clearly glad to be out of the weather and away from the guard.

Pepe's road kill roach coach

Moving towards the center of the village party smells something delicious being cooked over a fire, a small roadside vendor is smoking what appears to be a mix of bear and venison. As they look about for the proprietor, Palmeras notes the building seem to be constructed with materials and techniques from a Bagon era, though oddly they appear brand new. Sounds of revelry are coming from the Tavern across the street from Pepe's roadside shop. As the weather is continue to get cold, and the snow begins to come down harder they gladly step into the warmth of a tavern.

Just another typical group of arms dealers

As they shake off the cold, the tavern keeper points out the oddities of their attire and accent, and mentions that their money doesn't appear to be any good as he doesn't recognize it. When Balmaris and Durmen point out it's gold he decides to take their money and provides a welcome meal and drinks. They soon learn that the guards are paid to protect shipments of goods moving through the mountain Valley. .

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