Post by Gryphyx on Sept 12, 2014 9:06:53 GMT -7
Total Session XP = 913/913
Loot = 150gp + (1) Potion of cure light & (1) Jump potion per character
Session Date = 9/11/2014
GM Gryphyx
Google Doc
After Sellion's arm wrestling match at the Golden Plow it seemed as if the night was coming to a close. From the darkness however came Ganderlay Silver, leading eight horses. "Finally!" he began, Addressing Lorek, Rainen, and Dev. "Been looking all over the city for you. I'd heard you might be here." He hints at a follow up job for the one done a few nights ago and when the party agrees, he asks them to follow him in search of one other he'd heard was about.
Ganderlay leads them to another tavern where their old companion Balvos regales the crowd with a ballad of the exploits of Kraad Thaydris, the barbarian turned mercanary known for his uniquely talented swordplay. To the parties surprise, Aut'Auri sits in the crowd listening to the tale. More hints of adventure the adventures follow the Dwarf from the tavern. Once outside Ganderlay tells the group that his fears were confirmed. The mist has returned and he must learn more about it. He tells them of a stone that he has that can tell him more about the mist once its been inside. However, the risk is too great for the characters to travel within as the tale tell of people disappearing or changing once having entered. He suggests finding attacking goblins, knocking one out, and giving it the stone so that when it returns to the mist the parties work will be done for them.
Of course... then they'll have to figure out how to retrieve the stone.
The party travels the northern farms of the Farmstead District and eventually comes across a Goblin raiding party. The battle is a fairly decisive one and the stone is tied around the Goblins neck. With it's enchantments, there is little chance of its discovery.
After a few hours the Goblin recovers and scampers to the north. It keeps going, eventually moving a full 30 miles. The party is forced to pull up short as ahead they see the mist. They pull back and camp, finally getting much needed rest after skipping a night. While the mist does get closer it never reaches the party and come predawn it withdraws as if sucked in by a sharp intake of breath.
With the help of the second stone given to them by Ganderlay the party continues tracking the Goblin until they find it, sleeping in a large goblin encampment.
It's clear the enemies numbers are daunting but adventurers are special kind of brave and these ones decide to attack.
Somehow... miraculously... they win!
With a haste born of the knowledge that death has been cheated this day the party retrieves the stone and travels south, back to Ganderlay who waits for them at Silverstone Manor. He rewards them with the purse offered by Rook itself, 150 gp each, as well as with a couple of potions to help in their future endeavors.
Loot = 150gp + (1) Potion of cure light & (1) Jump potion per character
Session Date = 9/11/2014
GM Gryphyx
Google Doc
After Sellion's arm wrestling match at the Golden Plow it seemed as if the night was coming to a close. From the darkness however came Ganderlay Silver, leading eight horses. "Finally!" he began, Addressing Lorek, Rainen, and Dev. "Been looking all over the city for you. I'd heard you might be here." He hints at a follow up job for the one done a few nights ago and when the party agrees, he asks them to follow him in search of one other he'd heard was about.
Ganderlay leads them to another tavern where their old companion Balvos regales the crowd with a ballad of the exploits of Kraad Thaydris, the barbarian turned mercanary known for his uniquely talented swordplay. To the parties surprise, Aut'Auri sits in the crowd listening to the tale. More hints of adventure the adventures follow the Dwarf from the tavern. Once outside Ganderlay tells the group that his fears were confirmed. The mist has returned and he must learn more about it. He tells them of a stone that he has that can tell him more about the mist once its been inside. However, the risk is too great for the characters to travel within as the tale tell of people disappearing or changing once having entered. He suggests finding attacking goblins, knocking one out, and giving it the stone so that when it returns to the mist the parties work will be done for them.
Of course... then they'll have to figure out how to retrieve the stone.
The party travels the northern farms of the Farmstead District and eventually comes across a Goblin raiding party. The battle is a fairly decisive one and the stone is tied around the Goblins neck. With it's enchantments, there is little chance of its discovery.
After a few hours the Goblin recovers and scampers to the north. It keeps going, eventually moving a full 30 miles. The party is forced to pull up short as ahead they see the mist. They pull back and camp, finally getting much needed rest after skipping a night. While the mist does get closer it never reaches the party and come predawn it withdraws as if sucked in by a sharp intake of breath.
With the help of the second stone given to them by Ganderlay the party continues tracking the Goblin until they find it, sleeping in a large goblin encampment.
It's clear the enemies numbers are daunting but adventurers are special kind of brave and these ones decide to attack.
Somehow... miraculously... they win!
With a haste born of the knowledge that death has been cheated this day the party retrieves the stone and travels south, back to Ganderlay who waits for them at Silverstone Manor. He rewards them with the purse offered by Rook itself, 150 gp each, as well as with a couple of potions to help in their future endeavors.