Team Alfa Thirty-Fourth Session: Difference between revisions

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==Notes==
==Notes==
13 Wintercusp
13 Wintercusp
* The crew rock into the most boring-ass town known to man or beast. They are preparing for the heavy winter snow and food is in short supply. The party decides this is no place to spend the winter and decides to charter a barge to move north to [[Aachenveldt]].
* The crew rock into the most boring-ass town known to man or beast. They are preparing for the heavy winter snow and food is in short supply.  
* Toadchow is acquired, light gambling completed (at the tavern, the Howlbear)
* Toadchow is acquired, light gambling completed (at the tavern, the Howlbear)
*Immediately after getting to town they ask around to find Charlie's cousin, Greggr. They find him and deliver the letter from Charlie and discuss the route from [[Mithril Springs]].
*Immediately after getting to town they ask around to find Charlie's cousin, Greggr. They find him and deliver the letter from Charlie and discuss the route from [[Mithril Springs]].
**Greggr rewards them with 10gp
**Greggr rewards them with 10gp
*Next they check out the Western Alexandrian Church which is attended by Fr. Fritz, an elderly Fresian Human.
*Next they check out the Western Alexandrian Church which is attended by Fr. Fritz, an elderly Fresian Human.
*They spend a night in modest lodgings and decide to leave town for someplace with more going on. Given the difference in travel they decide to head by river barge to [[Achenveltd]]
*They spend a night in modest lodgings and decide to leave town for someplace with more going on. The party decides this is no place to spend the winter and decides to charter a barge to move north to [[Aachenveldt]].
* Boat tickets are purchased for Achenveldt. Many logistics are perpetrated
* Boat tickets are purchased for Achenveldt. Many logistics are perpetrated and money is spent.
* Gorra makes a new friend
* Gorra makes a new friend, a mysterious Watcher cloaked in a very skilled illusion that [[Sid]] manages to recognize but not penetrate.
** they seem to have details about each member of the party
** they seem to have details about each member of the party, including "trading cards" with detailed drawings and detailed information and statistics written in dwarven. they ask for an autograph, but the party declines
* board the boat, sweep it for magic and evil, uneventful trip north
* the team boards the boat, sweep it for magic and evil, and have an uneventful trip north
*They spend another night in the wild with Wolf (and his toads) then set out the next day on barge.
*They spend another night in the wild with Wolf (and his toads) then set out the next day on barge.
*The weather is cold but dry and they manage 8 days on the river without any other encounters, but Wolf does lose control of 1 giant toad.
*The weather is cold but dry and they manage 8 days on the river without any other encounters, but Wolf does lose control of 1 giant toad.

Latest revision as of 06:07, 11 October 2020

Notes

13 Wintercusp

  • The crew rock into the most boring-ass town known to man or beast. They are preparing for the heavy winter snow and food is in short supply.
  • Toadchow is acquired, light gambling completed (at the tavern, the Howlbear)
  • Immediately after getting to town they ask around to find Charlie's cousin, Greggr. They find him and deliver the letter from Charlie and discuss the route from Mithril Springs.
    • Greggr rewards them with 10gp
  • Next they check out the Western Alexandrian Church which is attended by Fr. Fritz, an elderly Fresian Human.
  • They spend a night in modest lodgings and decide to leave town for someplace with more going on. The party decides this is no place to spend the winter and decides to charter a barge to move north to Aachenveldt.
  • Boat tickets are purchased for Achenveldt. Many logistics are perpetrated and money is spent.
  • Gorra makes a new friend, a mysterious Watcher cloaked in a very skilled illusion that Sid manages to recognize but not penetrate.
    • they seem to have details about each member of the party, including "trading cards" with detailed drawings and detailed information and statistics written in dwarven. they ask for an autograph, but the party declines
  • the team boards the boat, sweep it for magic and evil, and have an uneventful trip north
  • They spend another night in the wild with Wolf (and his toads) then set out the next day on barge.
  • The weather is cold but dry and they manage 8 days on the river without any other encounters, but Wolf does lose control of 1 giant toad.
  • The barge stops for a layover and to pick up additional cargo and passengers in ??, a town about half-way between Southwatch and Aachenveltd where the ?? River flows into the Greenhusk
  • Another 8 days without incident and the party reaches the capital.

Barge Downtime

  • Wolf - 2 weeks frog training. 2 toads break free from charm leaving only 2.
  • Gorra - 1 week ineffectually proselytizing to River Halflings, 1 week relaxing
  • Thola - 1 week crafting magic item, 1 week ?
  • Sid - tbd, probably brooding or scroll scribing

Loot

  • 10gp reward from Greggr