Again, long interval between posts. I just don't have the time that I used to w/ this new job. "Sigh" RL getting in the way of gaming. These will just basically be brief recaps of the highlights.
Session 11
Not much to report here due to a dearth of notes and the long break... Basically, Durvil arrives as we're searching the caves and helps us confront the ghast. A nasty beastie that takes the entire party's cooperation to take down. But down he does come and as a prize Brother Lothar is rewarded w/ a stack of beer recipes and the paperwork that proves the Pitaxians have no claim on the village.
Unfortunately Becher has the ghoul fever. We bring him back to Railford on the off chance that maybe we can find something to heal him. Once back we're confronted by Dallard Fritch and his bully boys. A big ol fight breaks out in the brewery we dish out a beating to the boys and they skedaddle.
We also remember that the beer has healing property. So back we go, grab it and viola! Becher is healed. And for a reward, Brother Lothar is given a stack of some of the breweries most famous (and infamous) recipes!
Session 12
Our journey back to the temple of Erastul was non-eventful. Once there we are administered to by J'Hod, the high priest to Erastul here in the wilderness. A couple of guardsmen find us and inform us that the bandits have come back to the trading post and are again demanding tribute. We head that way in the hopes that we can avert the attack.
Oleg tells us that the bandits will return by the end of the month, expecting full tribute. But as it turns out we've got some time to both fortify the trading post as well as do a bit of exploring.
Off we go, and wander, unknowingly into Tusk Gutter's territory. An ugly fight breaks out but we kill the beast and collect the head for the bounty. In the pig's lair we find 300 gp, some Master Work leather, and a magic longsword (+2) w/ a red gem in the pommel. This of course goes to our lone "knight", Sir Durvil.
After this we run into a gentleman (literally) named Harley. He's a suspicious one out here in the wilderness and sets everyone's nerves on edge. He recognizes Durvil's device which indicates that he's at least partially literate in heraldry...A sign of nobility? He stays w/ us the night and talks about the thasilenes (cats that hunt in packs) as well as the ghost-haunted bridge.
The next morning he takes his leave. Strange...
That following evening a werewolf attacks. We defeat it and it turns out to be a female! Not Harley as we all thought. We tie her up and...
Session 13
....Question her the next morning. Turns out she's actually hunting Harley. He's some kind of uber-werewolf capable of creating other werewolves at will. This young girl, named Tara, was the lone survivor of her village, which was decimated by Harley. She's now on a mission to capture and slay the master werewolf. And by doing so, she'll hopefully lift the awful curse.
She's penitent and we set her free to hunt the evil Harley.
Time to return to the trading post in order to prepare for the bandits.
Some preparations occur (not really much of any planing actually) leading up to our confrontation w/ the bandits, who are led by Doven of Nisserock and Falgrim Sneed, a particularly nasty couple of individuals.
We know how many are coming due to a visit from Percival, but only 3 appear at the gate! Where are the rest. As the fight breaks out chaos ensues and the other bandits turn up on the walls and w/in the fort itself. Guess they arrived the previous night and snuck in.
Nevertheless, we win the day. But not w/out a few knocks and scrapes. (Brother Lothar goes down...of course.)
Out of this we garner:
- MW Chain Shirt
- +1 Rapier
- Cure Serious Potion
- Silver Amulet of the Stag Lord
- 2x Earing (130gp ea.)
- 28 gp
- 2 pp
- MW Plate
- Great Sword
- Ring of Protection +2
- Silver Amulet of the Stag Lord
- 15 gp
- 1 pp
531 EXP
7004 Total
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