Session 067 Onward to Ruusk Keep
|session_date= 22 July 22 ===
Day: 2 Flocktime 23, CY610
Synopsis:
The party makes its way from the Blemu Hills into the lowlands and comes across Flan villagers.
Session Summary:
Find 12 horses in the woods noth of the creek site
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.
Mourn goes ahead to scout a higher looking hilltop for a better view.
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.
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.
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.
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.
Gallandrin fireballs the now fleeing hobgoblins to the west.
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.
Party Experience:
1650XP Mileston, Encountering the Green Dragon and not getting killed
<tbody> </tbody>
Individual Experience Bonuses |
||
NAME |
XP |
NOTES |
Gallandrin |
150 |
Help finding Mourn, spell use in the combat, |
Horin |
150 |
Tactical commnad, Rushing to help the slaves even while under threat of attack |
Luthaist |
|
Finding, freeing, and not killing the slaves |
Mourn |
150 |
Scouting, not getting so “lost” he couldnt return, tactical leadership and good use of elven archers |
Ragnum |
|
|
Kruger |
150 |
Good tactical use of cover and manuvering his forces |
| treasure =
See party sheet
Major NPC’s:
| tasks =
|rumors=