Team MeFight Thirty-Fourth Session

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Stranded

  • The Captain was roused from his locked quarters, apparently having passed the entire previous combat in drunken oblivion.
  • Thed set about figuring out some way to rig up some steering
  • Kib checked out the rudder. It was bound by seaweed and ropes, so he removed it.
  • This was enough to allow the boat to limp Southward to an archipelago known to have a trading base of sorts on it.

The Islands

  • The party piled into a dinghy and made their way ashore. The mounts were left behind in the process.
  • The shore was occupied by corpses spitted on stakes and hundred-yard intervals. All the corpses looked to be from within the past month and a half or so, near as we could tell. They were all Goblin and Kobold.
  • The group headed Southwest toward the known location of the base.

Scrags

  • On the way, the boat was ambushed by aquatic trolls (scrags), lead by a particularly nasty Scrag Ranger
    • Their first act is to start the boat sinking
    • One of the scrags' hands is cut off when it makes an appearance through the bottom of the boat.
  • Thoven's wand/ring combo once again kicks a lot of ass, although Thoven got dangerously close to being whacked and murdered by a scrag.
  • Gilerl makes use of his rage and manages the vast majority of the damage against the Ranger
  • Thed uses a water breathing potion and gets into a flanking position against the Ranger
  • Anise books out and manages to miss with every arrow (I believe)
  • Marwynn steadfastly keeps everyone alive
  • Kib and Tana help out as they can, Kib mostly by being annoying enough to take some of the blows, and Tana with her group buff and minor heals.
  • While flubbing around in the water, Thed spots an underwater cave nearby
  • Once the trolls are dispatched (with Kib taking the plunge to coup de grace the only one still living, to eliminate any possibility of a dangerous revenge scenario), everyone regroups on shore.
  • Thed dutifully explores the underground cave and finds... TREASURE!
    • Two scrolls of identify are used on the magic items, and so the haul is:
    • 2400 gp, 1000 sp
    • alexandrite (300gp)
    • bloodstone (50gp)
    • citrine (50gp)
    • fiery yellow corundrum (1000gp)
    • golden pearl (50gp)
    • golden yellow topaz (600gp)
    • red-brown spinel (110gp)
    • rhodocrosite (8gp)
    • A Masterwork greatsword (Medium) (350gp)
    • Arcane scroll of Animal Messenger (200gp)
    • Necklace of Fireballs (III) (4350gp)
    • Potion of Cure Light Wounds
    • Potion of Cure Moderate Wounds
    • Potion of Resist Energy
    • Potion of Shield of Faith (+3)
    • Wand of Web (29 charges) (2610gp)
  • Thoven is given the Wand, Thed the necklace

Post-Scrags

  • The outpost is carefully approached
  • Activity is visible as the group gets nearer. It sounds like Sahuagin
  • The group gets close enough for Marwynn to listen with comprehend languages
  • This allows her to report that the base is mostly taken over by Sahuagin, but that there are still Goblin resistors in the East
    • Also, the Sahuagin are looking for something, as yet unspecified
  • Thed gets as close as is comfortable, but the party doesn't want to tip their hand. When nothing more is learned, they decide to start heading East to try to contact the Goblins

Strategizing

  • So, if contact with the Goblins goes some level of well, we might end up being caught up in a guerrilla war against the Sahuagin
  • We should take precautions and keep our own kills from looking too distinct from the kills of Goblins. If we haven't gotten too far from the scrags, this should include weighting the corpses into their warren to keep their deaths from being discovered too early (since Goblins would hardly have the ability to take on that kind of threat, it would automatically be suspicious)
  • The Sable Drake is about as safe as it can be made (more safe than having the remnants of the crew come ashore), but should be informed of developments so they can take precautions. They are at least far enough from the shore that finding them would take some luck on the part of any Sahuagin patrol.

XP

  • 2750 Marrwyn
  • 1925 level 7s
  • 1600 level 8s