Sunday, 25 April 2021

Session 52: "A river runs through it?"....or...."Just messing about on the river!"

10th Day of Snowmoot, Wineday

The group decided to hit the 2 locations selling arms and armour. Armour and weapons bought, the group headed to the docks for the rendezvous with the captain of the 'stately yacht' tasked with travelling them to Stone Bridge.

The group departed Yartar on the black barge, 'The Elusive Eel', a fine barge, so they were told. The skeleton crew of 4 would crew the ship with the group having to take turns on the oars when needed. It would take some 3 days to reach Stone Bridge, 140 miles down river.

Their mounts safely in the hold, the group stowed their gear in the large cabin at the rear of the barge. The upper deck was quite open, the lower main deck was covered by a low seaboard in which 2 large opening either side provide access for the large sweeps, oars, to be pushed through to help propel the barge if the wind should drop. A large lateen sail on a single mast and boom stands in the centre of the main deck.

The Elusive Eel leaves Yartar heading south.

The first day was uneventful, although the skies continued to darken behind them to the north. It was as if the blizzard of 4 days ago was building up to strike southward. 


On the evening of the 1st day out of Yartar, whilst Grog was on watch, Bandur, Bron and Hagnulf slept onboard, the rest of the group and crew slept on shore in tents. Grog went to investigate a splash when a huge, reptilian head burst through Grogs empty tent, eyes covered the snapping jaw just missed him. Fargrim, instantly awake and armoured ran out the back of his tent and away from the behemoth. Zindra, jumped out of the back of her tent and sent an arrow just wide of the mark. Bandur and Hagnulf made it to the upper deck as Bron snored loudly from below.


Bandur struck with both his hands axes, deftly thrown both hitting the crocodile in the head, one lodged firm the 2nd bouncing off. The behemoth launched itself through the camp tents as it headed for Fargrim. One of the crew was slow in getting out of his tent and was crushed underneath the giant crocodile. Arrows from Zindra and Hagnulf slammed into the crocodile, Grog struck from behind as Fargrim finished it off with a mighty coup de grace smite.

Bron woke to the commotion, late, as Grog was discussing how to skin the crocodile to preserve the skin.

Sleep disturbed, the group drifted back to sleep, on the barge this time. Grog continued to skin the crocodile and Hagnulf took watch. It wasn't long before Hagnulf saw two shapes in the water, he fired an arrow into one, and a 2nd as it climbed onto the upper deck this was another giant crocodile. Zindra was awakened first and joined Hagnulf on the upper deck as a 2nd creature, not as large as the giant crocodile, walking on its hind legs that had climbed onto the the barge at the front charged and grabbed Hagnulf in its jaws. Zindra shot the large crocodile in the head and managed to grab her arrow before it slid, dead into the water.

Zindra identified this creature as a Khumat

Fargrim, slipped between the upright creatures legs and attacked it from behind, it let go of Hagnulf as Bandur attacked from below. Between Zindra, Hagnulf, Fargrim and Bandur the 3rd creature was dispatched. Dawn broke and the sun rose to reveal the decks of the barge covered in gore.

11th Day of Snowmoot, Thunderday:

Burying the fallen crewman was impossible in the rock hard ground. The crew gathered stones and he was given a sailors funeral on the river. The group tired from a long night, and Grog and Bandur feeling slightly exhausted, they all succumbed and slept in the large rear cabin, well large for a barge.


Saturday, 10 April 2021

Session 50 & 51: 'To stay or go.....' or 'The grass is greener, only not in winter!'

 24th to 27th Redfall

After returning to Phandalin and reading the decree the group decide to depart in search of the White Dragon. News of a merchant caravan arriving within 3 days on the way to Triboar seems a good way to travel.

Those of the group that didn't have mounts bought them.

On the 27th day of Redwall, Fireday, the merchant caravan arrived in Phandalin. Dropping off building materials for Lord Bladeshapers new abode, Tressendar Manor. The empty wagons would head for Triboar the next day.

28th day of Redfall, Swordday:

Fargrim, Bandur, Hagnulf, Bron and Grog departed with the caravan to Triboar.

30th day of Redfall, Lastday:

In the new snow fall they spotted the tracks of a single horse. The tracks headed off to the south towards the mountains. The group ignored the tracks and carried on towards the ruins of Conyberry.

1st day of Snowmoot, Moonday:

The caravan arrived in Conyberry and they spent an uneventful night.

4th day of Snowmoot, Thunderday:

Caravan arrived in Triboar. Finding a temple of the Order of the Gauntlet they gained entrance and conversed with the Master of the Temple, Raemdil Swiftbow, Human Ranger.

The group learned that there could be a Red Dragon in Mount Hotenow, a Green Dragon in Neverwinter Woods, a Black Dragon in the Mere of Deadmen and a Blue Dragon in the desolate hills south of Yartar or along the rugged Sword Coast coastline.

They also learned of the Cult of Dragons aim to bring back Tiamat from the nine hells, the ritual required (but no specific details) and a place called the Well of Dragons where Tiamat would be summoned back to the prime material plane. It was also discussed that Lord Alarno Bladeshaper was probably a member of the Cult of the Dragon.

Raemdil was pleased to hear that Albrek had been captured alive. 

The group indicated that they would travel to Yartar soon. Raemdil told them to seek out Zindra Winterbow, a member of the Emerald Enclave. She could usually be found in the Triboar Arms Tavern, also a respectable place to rest during their stay in Triboar.

"Zindra is a friendly and capable guide and scout that knows the road to Yartar very well". Raemdil tells them to mention his name to Nemyth, the owner of the tavern.

Session 51: To Yartar and beyond.....or It's wise to stay in when the snow starts falling!

A hot meal, horses stabled, eventually meet Zindra. She agrees to guide them to Yartar, for a price!

6th Day of Snowmoot, Swordsday:



An early start as Zindra says bad weather is coming. Light snow flurries as ther group make good time to the first camp.

7th day of Snowmmoot, Saintsday:

Mid morning as snow starts to fall Zindra comes across the sign of a battle. The group find a headless, ripped up body of a Forst Giant, the groans of a 2nd , hidden behind a rock, reveals a 2nd Frost Giant dying. Grog offered to heal it but the Giant threatened to crush his skull if he did, he was dying a good death and was prepared to meet his maker Thyrm. Before dying the Giant tells that he and his brother were attacked by a very large blue dragon and he's sure he heard the dragon call out it's name Lennithon. Ritual prayers and a cremation of the two dead giants takes over 5 hours. Zindra urges them to push on. They make the pass but the weather stops them pushing on into the night. Zindra finds a rock overhang which provides good shelter.


8th day of Snowmoot, Moonday: 

The group wake up to a white out, dangerous conditions but Zindra tells them it's all down hill and she will lead them out of the pass. True to her word 3 hours later Zindra leads them out onto a white landscape. She tells them Yartar is about 20  miles away.

Not long after Zindra finds tracks in the snow, which leads to a strange looking creature, blue, hard, shiny skin (gem like), Wrapped in a blanket and dying. The crreature utters " Grrtach Dwark" twice then dies. Wrapping the body they put it on the mule and push on as the edge of a blizzard could be seen coming over the pass behind them. 

Just making the bridge and gates of Yartar before the blizzard hit the group were lucky they had Zindra to guide them, well worth the 10gp/day payment.

They are stopped by the guards, who had seen the dead body, and were taken to see the Waterbaron, Nestra Ruthiol, an middle aged, human female, well dressed but impatient, like she had other business on her mind. After a lengthy discussion the body was put into a cold celler and the group were told to find lodgings but not leave Yartar.

Directed to the 'One foot in the Boat' Tavern they met the owner, a weird looking creature that Zindra told them was a Tiefling. Again fair lodgings, food and mounts stabled, Zindra paid for her work the group spent a restless night. In the morning Grog headed to the temple of life and the others to the Order of the Gauntlet representative in Yartar.

Introductions made, Bairwin Wildarson was socked by some if not al the news they told him. His demeanour and outward appearance changed as he took them back to the hall of the Waterbaron. There they passed on the information that Bairwin had worked out. The creature was identified as a Genasi, one of 4 types, elemental based. Bairwin confirmed that thsi one was Icebrow-Snowdrop (the closest interpretation of its name from primordial to common) and that it was a water Genasi. Bairwin informed the Waterbaron that the creature was part of the delegation from Mirabar, the one missing for over a month, that was travelling to Waterdeep. They were last seena and heard of in the village of Beliard, some 120 miles south of Yartar, near a place called stone bridge.

The Waterbaron asked for the groups services, tasked them with going to Beliard and finding out what had happened to the delegation, then informing her and Waterdeep if possible of their findings. She would provide river transport that would take roughly 3 days to get them to Stone Bridge, then a short 20 or so miles overland to the village of Beliard. The group agreed.

On return to the inn Zindra agreed to go with them, she had something to do of importance south but further south towards Waterdeep, but would travel part of the way with them.

Grog returned to the inn, white, ashen faced, worried and muttering. After a few tankards it transpired he had had a vision when praying in the temple, an apocalytic vision, of A world destroyed by cold, choking fumes, lightning storms, waves of acid and horrible fire. It ended with 10 evil looking eyes staring at him through the darkness. He had an urge to go south.

Sleep, food, early shopping at the weapon smith and armourers tomorrow and away by barge to Stone Bridge by mid-morning was the plan.


PLACES IN YARTAR

Uldinath’s Arms (Smith)

Sells fine weapons and armour stamped with the Uldinath family glyph. The value of weapons with this glyph increases by 25%.

CLUB                             0/+1                                               50gp
GREATCLUB                0/+1                                             102gp
HANDAXE                  +1/+1 CRIT 19                             205gp     SOLD
HANDAXE                    0/+1                                            105gp
HANDAXE                    0/+1                                            105gp
LIGHT HAMMER         0/+1                                            102gp
LIGHT CROSSBOW     0/+1                                            125gp
BATTLEAXE              +1/+1 CRIT 19                              210gp
BATTLEAXE                0/+1                                             110gp
MORNING STAR       +1/+1 CRIT 19                              215gp
WAR PICK                  +1/+1 CRIT 19                              205gp     SOLD
NET                               0/+1                                              100gp
SCALE MAIL                    +1                                            150gp
BREASTPLATE                +1                                             550gp
SMALL SHIELD               +1                                               55gp
SMALL SHIELD               +1                                               55gp

SLING STONES                +1/+1                                           1sp each
SLING STONES                +5/+5/+5/+5/+5/+5                      5sp each
LONGBOW ARROWS     +2/+2/+2/+2/+2                          10sp each SOLD
CROSSBOW BOLTS        +1/+1/+1/+1/+1                            5sp each

Foehamer’s Forge (Smith)

Ghelryn Foehammer makes fine weapons, armor, and other metalworks. Ghelryn is getting a bit long in the tooth for the daily grind of metalsmithing, so he’s looking for a skilled apprentice, but no one has met with his approval so far. A year ago, Ghelryn made splendid suits of ceremonial armor for King Morinn and Queen Tithmel of Citadel Felbarr, and the royals were so impressed that they bestowed upon Ghelryn the honorary title of Royal Armorer. For that and other reasons, the Foehammer name is synonymous with top-quality goods throughout the Dessarin Valley, and Ghelryn intends to keep it that way


LIGHT HAMMER         0/+1                                            102gp
LIGHT HAMMER         0/+1                                            102gp
LIGHT HAMMER         0/+1                                            102gp
BATTLEAXE                 0/+1                                            110gp
GLAIVE                         0/+1                                            120gp
MAUL                            0/+1                                             110gp
SCIMITAR                     0/+1                                             125gp
WARHAMMER             0/+1                                             115gp
HAND CROSSBOW      0/+1                                             175gp
HEAVY CROSSBOW    0/+1                                             150gp                                                  
SCALE MAIL                    +1                                            150gp
HALF PLATE                    +1                                             850gp SOLD
RING MAIL                      +1                                              130gp
LARGE SHIELD              +1                                              120gp  SOLD                                              
LEG BRACERS                +1                                              120gp







+2/+4 for heavy shield (roughly the size of a Roman Legionary shield) is melee/ranged bonus to AC
Full face helm (SPECIAL = hearing/sight/surprise/initiative are all negatively affected) due to the helm being full faced, closed helm.
DIS in the stealth column means disadvantage when being stealthy.

NOTE: 
1. Every NAT 20 hit will reduce total AC by 1
2. Armour can be repaired by a blacksmith (% roll/cost/time), an armour smith (cost/time) bonus for smithy with smiths tools if self repair.