Difference between revisions of "Back to Barcanton/quest notes"

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m (typo)
(Added 12-6-2013 session)
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While Mary rouses the critically injured and lets Mardram do some more heavy duty healing, Jin rifles through the druids corpse.
 
While Mary rouses the critically injured and lets Mardram do some more heavy duty healing, Jin rifles through the druids corpse.
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''12th June 2013'' <br/>
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Recovering from their near pasting at the hands of the Druid and Ranger, the party reunite with Linden and the children.
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At Lindens suggestion, Mary tries to determine the direction the attachers came from. Following some easily identified tracks, she finds a well hidden bivouac. A
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careful search reveals a buried lockbox which she manages to unlock.
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Inside the box the party finds 5000gp
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With the children on horseback they continue on their way and despite Lindens ailing horse they finally reach the road.
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An hour down the road they cross paths with a group of travellers and their cart. Mary scouts ahead to determine the travellers disposition and finds what appears to
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be a simple merchant and guard with a horse drawn cart.
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The guard is a little touchy and upon sighting the party, rides up to give them a once over before returning to the cart satisfied they pose no danger.
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The cart is occupied by the former top wrestler in Nestris, Strong Sardram, now turned merchant in his retirement and he carries supplies destined for the Duchys Waystations.
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After a few minutes of pleasant chat Sardram opens up a hidden compartment and displays some enticing wares for the party
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While a little haggling goes on, Sardram enquires about the dissappearances and Andrei narrates the tale from start to finish
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With the shopping complete, Sardram, his guard and the group all head back into Barcanton

Revision as of 22:20, 12 June 2013

29th May 2013

The party breaks camp early and started for Barcanton.
As the road led up into the mountains, it gets colder and colder and the surroundings lands grow icy. Towards late afternoon, they encounter a small house with smoke curling from its chimney. Andrei enquires about being able to stay, however as the occupant was unwilling to help they continued down the road.

Around 30 mins later they find that the road ends in a cliff with a dangerous, winding path. With sunset fast approaching they head back to the house in desperation. Again Andrei asks for help, and is again refused. A final plea for shelter for the children however changes the demeanour of the occupant and the party are welcomed into the premises.

The owner of the house (it is a magical shelter) explained that he feared the party were bandits however he had never heard of bandits with a couple of children in tow.

Belias turns out to be a very cheery, helpful Wizard who has left his master to open his own shop in Gerbers Town, to the West.

He explains that the house is magical and gives Linden a scroll containing the spell. Belias talks about recent heppening in the duchy regarding a rise in Makesh supporters

Before turning in for the night, Mary uses the a couple of tents to construct a simple shelter against the side of the house for the horses. The following morning the group finds their trusty steeds safe in the shelter although they must wait for the magical house to vanish before their horses can be freed from their frozen-over shelter.

The path down the cliff had suffered a landslide during the night and the party has no small problem negotiating it. Many bruises and scratches are gained both by the party and their mounts as they slip and slide their way down.

Driven off course by the multitude of slips and falls, the party end up just inside the fringes of the Delvar Wood, where they are challenged by an unseen assailant...


5th June 2013

The unseen attacker(s) strike first at Mary, seriously injuring her with its first blow and killing her horse with a second, while Linden is spirited away on his horse by foul magicks.

A bird squawks overhead while something tries to warp and twist any wooden weapons.

Andrei, Jin and Mardram conjured leopard engage the Orcish Ranger but the entire party is struck by a flaming wall of... fire. The intense heat seriously injures Andrei and Jin, while driving Mary and Mardram back from the combat. Madram is driven back by the heat and is attempting to keep the party on their feet when a huge firey ball of... fire strike the ground in front of Mary.

Andrei is critically injured and thrown back by the blast, his life hanging by a thread. Many others are also badly injured.

The Ranger, now badly injured and flanked by Jin and the leopard, takes a potion and vanishes from sight. Jin swipes wildly where she thinks he is, but neither she nor the cat have any success

Mary rains a few good arrows down on the bird, injuring it badly and Mardram follows them up with a burst of sound. The bird narrowly holds onto conciousness and in response sends a pillar of burney fire Madrams way. Heavenly intervention seems to have been the only explanation as instead of being fried beyond a crisp, he too is now clinging to the verges of this earthly realm.

As the bird flys off laughing, Mary clips it with a final arrow killing it and sending it now humanoid shape crashing to the ground!

While Mary rouses the critically injured and lets Mardram do some more heavy duty healing, Jin rifles through the druids corpse.


12th June 2013
Recovering from their near pasting at the hands of the Druid and Ranger, the party reunite with Linden and the children.

At Lindens suggestion, Mary tries to determine the direction the attachers came from. Following some easily identified tracks, she finds a well hidden bivouac. A

careful search reveals a buried lockbox which she manages to unlock. Inside the box the party finds 5000gp

With the children on horseback they continue on their way and despite Lindens ailing horse they finally reach the road.

An hour down the road they cross paths with a group of travellers and their cart. Mary scouts ahead to determine the travellers disposition and finds what appears to

be a simple merchant and guard with a horse drawn cart. The guard is a little touchy and upon sighting the party, rides up to give them a once over before returning to the cart satisfied they pose no danger.

The cart is occupied by the former top wrestler in Nestris, Strong Sardram, now turned merchant in his retirement and he carries supplies destined for the Duchys Waystations.

After a few minutes of pleasant chat Sardram opens up a hidden compartment and displays some enticing wares for the party

While a little haggling goes on, Sardram enquires about the dissappearances and Andrei narrates the tale from start to finish

With the shopping complete, Sardram, his guard and the group all head back into Barcanton