Team MeFight Forty-Ninth Session

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Between sessions

  • After teleport shenanigans, the party arrives in Vargrain
    • The continent is in chaos, and this area is one of the few bastions that is not heavy-hit by the effects of plague and unrest being felt elsewhere
  • They suddenly have access to people who want to buy their treasure, and people who have other treasures for sale
  • They pick up things after selling things:
    • Anise:
      • +1 Mithral Breastplate (agile)
      • Efficient Quiver
      • MW Studded leather barding
      • Saddlebags
      • Arrows
        • 10x Silver 2.05 gpx10
        • 10x Adamantine 60.05 gpx10
        • 10x Cold iron 1 spx10
        • 3x Whistling 1 spx3
        • Bracers of Falcon's Aim
    • Thoven
      • Headband of alluring charisma +2
      • Cloak of resistance +1
    • Tana/Kib:
      • cloaks of resistance 1k
      • 4x tanglefoot bag
      • 50 bolts
      • 10 cold iron bolts
      • 2 silver blanch
      • silk rope!! 50'
      • string 50'
      • Handy Haversack
      • 4x potions of enlarge person
      • 4x potions of hide from undead
    • Thed
      • Trapspringer's gloves
    • Gilerl
      • Quickrunner's shirt
    • Marwynn
      • Cloak of Resistance +2
    • Full accounting here (plus 2k from Thed's "secret" stash)
  • The party is mainly occupied getting the above set up, but gets some minor downtime that they mainly use planning the final leg of their voyage to the Bandit Kingdom
    • Kib also picks up Hakni and Petaran while wheeling and dealing for the above

Whitemist Harbor

  • The party travels by boat to the Bandit Kingdom, negotiating a discount by offering protection
  • Exposition happens! Tana spills the beans on Levan's descent into psychopathy
  • Anise gets the pun achievement around here ("If Levan becomes a zombie, is he Un-Levan'd?")
    • She helped him get into the leader of the group before he was its leader, and watched as he gruesomely hacked his head off. He seemed to enjoy it a little too much.
  • The party spends a day in Whitemist, gathering information
    • Marwynn goes does her crazy light body trick in the church, healing people, and getting the attention of Frere Grapucci
    • She inquires unsubtly about recent events. He complies with info on two main powers
      • Bog Wraiths, which were led here by Abel Higgran, but main strength came from Wydmoor a while back and Naprid is the guy now (after Ralth's death)
      • The Cartel, composed of
        • Bloody Kate and her gang. They run Whitemist Harbor, but particularly the Wharf
        • The Headsman has a presence on the outskirts, but mostly hangs out in Nia-Agliare
        • Arekson holds command over the city proper and is the theoretically the big man on campus. The Headsman and the Grimm Gallant attend him while maintaining their separate influences
        • Grimm Gallant holds the South
        • Shallow's rest and the Riverlands are dominated by Blue Hand, a halfling gang, and Little Dagger nominally heads them
      • He doesn't like Odessa, because they've historically been jerks, but he thinks calling a Crusade was not appropriate--it is a strain on the Church and terrible to enact against the faithful
    • Marwynn requests a letter of introduction to the Nia-Agliare Hadriarch
    • We carry on. Thoven manages to get in contact with an old smuggler buddy: Krebblin Marrs, a Dwarf
      • He leads one of Bloody kate's gangs, mostly does protection
      • There's little independent smuggler work going on, the Cartel has it mostly under lock
      • Bloody Kate and the Headsman are at odds
      • She used to be a pirate from Heretic Bay. She takes the Wharf (and Whitemist Harbor) as her mandate. Headsman has some claim in the non-Wharf parts
      • Little Dagger is a Halfling
      • Grimm Gallant a Dwarf, claims the Southern half of the Bandit Kingdom and is undisputed there. He is rumored to be an ex-Traveler
      • Arekson, Grimm Gallant, Headsman all have some share of Nia-Agliare
      • Bog Wraiths a force to be reckoned with, but they stay out of being involved
      • There are Travelers, but there are only six of them
      • Arekson, Kate, and the Headsman are all Human.
      • Not much legit magic around, mostly Alchemists and the like
      • The Headsman decorates his compound with severed heads. Krebblin met him once, skinny Odessan guy, doesn't seem weird, but come on, the heads? Totally weird
        • He always keeps a witch by his side. It used to be some mousy red-haired lady (this is could presumably be Tana), but now it's some other
    • Flush with information, the party decides to head to one of the fishing villages on the outskirts where the Headsman has sway
    • They plan to plant a message in a conspicuous place (using an arrow), telling the Headsman a place to meet
    • There is a very slight holdup on the way out--the Bog Wraiths nominally control the gate. They brush past it with Marwynn's letter of introduction (exp for Marwynn!)

Brevinsview Environs

  • The fishing village is in decent shape, maybe even better shape than Whitemist
  • They scout a bit, find a nice barn-looking thing, and Anise does her work.
  • They wait in the building.
  • Naturally, there is an attempt at an ambush. Anise hears them coming and warns the party with a knock. She doesn't see them--they are invisible
  • The party has just enough time to get up some buffs before the barn starts smoking (this is due to Alchemists' Fire). Thoven gets Greater Invis off--this ends up being extremely useful. Anise sees several Humans pop out of invisibility (the fire action canceling Mass Invis)
  • She gets a bunch of arrows out. The rest of the party starts piling out of the barn and doing their business
  • Randobandits fall fairly easily. Thoven bursts his way out of one side of the barn with a magic missile, and climbs out just in time to see a sneaky little jerk rounding another corner attempting to flank the party. Thoven scorches him with two rays, but he surprisingly has plenty of hitpoints and is barely into bloodied from the barrage.
  • More bandit fighting. Sneaky McSneakerton runs up to engage Marwynn, getting in a blow that sears with cold. It makes her angry and she Inflict Wounds him exactly to zero hitpoints. Tana tears off his face-covering (it isn't someone she knows), and punches him into oblivion.
  • One bandit tries to run away. He fails.
  • The party scoops up any valuables, hogties the living bandit, and scoots off while the barn finishes burning

GF49 BurnBarnBurn.png

Awards

  • 500 exp (all): Into the Bandit Kingdom
  • 250 exp (all): Chatting Up the Faithful
  • 150 exp (Marwynn): Marwynn contact bonus
  • 250 exp (all): Old Smuggling Buddies
  • 200 exp (Thoven): Thoven contact bonus
  • 100 exp (Marwynn): The passport
  • 240 exp (Kib): Cunning Linguist
  • 5 exp (Gilerl, Anise): Homicide
  • 25 exp (TooMuchPete): See No Evil
  • 2500 exp: Bandit Fight
  • 2 MW longswords (from randobandits)
  • Cloak of resistance +1 (to Thed)
  • Ring of protection +1
  • Keen +1 rapier of frost (to Tana)