Team Alfa Thirty-Seventh Session

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Notes

19 Darkreign, 1514 FI

Wolf's Solo Adventure

  • wolf shows up acting all crazy-like
    • zombie attack
    • whistle
      • If blown over a grave while it is dark, Night Caller animates the corpse as a zombie under the user's control. It can be used no more than once per week, and only to control a maximum of two zombies at a time. Night Caller faintly radiates necromancy magic.
    • chat with the irritating gnome (Wolf actually found him quite personable! -ed)
      • works for kingshit dwarf dude
      • talked about monstertown. The gnomes have spoken of some cities in Old Fresia that were occupied by monsters after the Green Plague. According to them, monsters have aggregated there and live in some mockery of human(etc) society.
      • talked about mountain on the sea, a dwarven fortress. Mountain on the Sea is a Dwarven Fortress at the mouth of the Grenrhusk created a century ago as a bulwark agaisnt the collapsing of Old Fresia to the south and Alexia to the West. It represents the furthest edge of Dwarven power, but is far from a "remote outpost." It is a fully stocked and operational battle castle. The name Mountain on the Sea is not without cause : it's a colossal structure.

Floating Along

  • The next day passes without issue and the group reaches the next outpost. Wolf decides to stay with the rest of the group this time.
  • The following day they come across a small dock with a "ghost" halfling and a bear (who turns out to be another Wild Shaped halfling) waving them down. They tie up to the dock and negotiations concerning tolls/extortion/fight to death commence. Before it can come down to weapons drawn the recently acquired zombie whistle is offered in payment and accepted. The 2 halflings then Wild Shape into fish and swim away after some more conversation.
  • The party reaches the next outpost without further encounters and overnight rest inside again.
  • The next day humanoid silhouettes are seen swimming beneath the water near the raft. A wet scaly hand reaches aboard and a lizardman hauls himself on board. They are happy to have not been attacked on sight and offer to trade pearls for metal tools.
    • Thola is happy to have a chance to use her Ssel'it fluency from her youth and the party trades some tools and the lizardfolk helpfully warn of undead created and abandoned by kobold necromancers near a wrecked barge a short way up the river before heading on their way.
  • Shortly downstream they do come across a wrecked barge and use their fancy halfling-crafter river poles to successfully push it out of the way and get around the wrecked and looted raft. Zombies then reach out of the water and swarm the raft. Gorra's channel turns several of them to dust instantly and the remaining ones prove a quick and easy fight.
    • Luckily the zombies do prove to be abandoned and no further ambush occurs.
  • The rest of the journey is uneventful and the party reaches the final outpost before the wilder lands further downstream.

Better Boat

  • Expecting to be in the wilds for at least several days they resupply.
  • Discussion about expected conditions and concern about avoiding Dwarven outposts and patrols towards the mouth of the river leads the party to sell their raft and hire a professional halfling barge, captained by Quint Redhand. To save money Spruce will spend the journey unsummoned and the toads are allowed to swim along but not allowed on deck.
    • They make a stop for trading but otherwise have an easy uneventful day on the water.
    • While not willing to share much about halfling business his barge is much nicer than their previous raft and the crew seems to know what they are doing.
    • On the water the next day a greater scrag troll bursts out of the water attacking the boat. Thola's Fey Summon teleports next to the scrag and engages it with quick sword attacks. The troll bites back and misses but wounds Sid with his claws. A barrage of several spells damages the scrag and knocks it back into the river. It manages to kill the summoned spirit and makes it back to the boat but is dispatched quickly.
      • The captain is very appreciative and becomes noticeably more friendly to the party and also passes out a healing potion to everyone for their quick and deadly assistance.

End on 25 Darkreign

Loot

  • 4 Potions of Healing