RichGreen
Adventurer
Wrath of the River King Session #4
Hi,
Write up of Monday night's game below:
Day 2, contd
Sharden and Krivinn don’t return from their pursuit of the two fleeing Black Fey runners. Unsure of what to do, Brave Ella, Margarita and Koh-Bar the God King head back down the creek. After a while, Ella spots a colourfully-painted wagon through the trees. She creeps up to investigate only to be attacked and mocked by a speeding fey (a quickling). Near the wagon is a large bare tree, full of roosting dire crows; another quickling whizzes round. Ella calls on the others to help as the quicklings and crows attack. Since the fey are trying to goad the PCs into speaking, Koh-Bar tries (and fails) to impress them with a tiefling poem but Margarita manages to show off her knowledge of fey history, Ella demonstrates her affinity for nature and the sorcerer does manage to spin an entertaining yarn about his favourite topic – himself. The quicklings reveal some important information* but ultimately, the PCs’ words fail to win them over and all out battle ensues. Koh-Bar gets rid of all but one crow with thunder leap and Margarita manages to bull rush one fey into the ravine. The tiefling is soon unconscious, falling to a quickling's strike, but both fey run for it shortly afterwards once bloodied. They dash inside the tree and don’t reappear. Inside, there is no sign of them – just a ring of toadstools growing amongst dead leaves. Wounded after the fight, the PCs decide to sleep in the wagon for the night.
Day 3
The PCs wake up and go outside to find their surroundings have changed – they are clearly somewhere else entirely! Hearing running water, they head towards it to find themselves on the bank of a slow-moving river. Standing on lily pads are two giant frogs and their goblin riders. The PCs try to negotiate but this doesn’t get them very far as the frogs charge across the lily pads to engage the party. Koh-Bar uses his thunder leap to get amongst them and the PCs win the day. In one of the saddlebags they find a scroll containing an invite to the Birch Queen’s Fair.
Crossing the river, the PCs head along a trail, finding a folded up piece of parchment ahead of them on the ground. Koh-Bar’s “reversed earthquake surge” doesn’t manage to lift it up so he bends down and picks it up. “Leave!” is all it says (in Elvish).
Carrying on along the road, the party come out of the forest and into hilly countryside where they spot a gaily coloured tent. Here, they join three eladrin at a picnic: Lady Sorreminx, Sir Yngress the Red and Lord Chelessfield, Master of the Alpine Marches. The PCs try to amuse the fey with their witty repartee and interesting anecdotes while deflecting some of Lord Chelessfield’s more tricky questions (such as where Margarita got her shield). They do pretty well but then Margarita talks of a challenge. Sir Yngress seizes on her words and challenges the genasi to a duel, giving the warlord no choice but to accept. The fey don’t play fair though – Margarita gets ready to face the eladrin but is surprised when he leaps onto his riding boar. Sir Yngress’ charge bloodies the genasi with his first strike, winning the challenge. This means that each PC has to give Lady Sorreminx a gift and swear fealty to her. Koh-Bar tries to resist but his refusal comes out as an oath of loyalty to the lady. Each PCs is given a badge with her symbol – a cricket - to wear.
Cheers
Richard
Hi,
Write up of Monday night's game below:
Day 2, contd
Sharden and Krivinn don’t return from their pursuit of the two fleeing Black Fey runners. Unsure of what to do, Brave Ella, Margarita and Koh-Bar the God King head back down the creek. After a while, Ella spots a colourfully-painted wagon through the trees. She creeps up to investigate only to be attacked and mocked by a speeding fey (a quickling). Near the wagon is a large bare tree, full of roosting dire crows; another quickling whizzes round. Ella calls on the others to help as the quicklings and crows attack. Since the fey are trying to goad the PCs into speaking, Koh-Bar tries (and fails) to impress them with a tiefling poem but Margarita manages to show off her knowledge of fey history, Ella demonstrates her affinity for nature and the sorcerer does manage to spin an entertaining yarn about his favourite topic – himself. The quicklings reveal some important information* but ultimately, the PCs’ words fail to win them over and all out battle ensues. Koh-Bar gets rid of all but one crow with thunder leap and Margarita manages to bull rush one fey into the ravine. The tiefling is soon unconscious, falling to a quickling's strike, but both fey run for it shortly afterwards once bloodied. They dash inside the tree and don’t reappear. Inside, there is no sign of them – just a ring of toadstools growing amongst dead leaves. Wounded after the fight, the PCs decide to sleep in the wagon for the night.
Day 3
The PCs wake up and go outside to find their surroundings have changed – they are clearly somewhere else entirely! Hearing running water, they head towards it to find themselves on the bank of a slow-moving river. Standing on lily pads are two giant frogs and their goblin riders. The PCs try to negotiate but this doesn’t get them very far as the frogs charge across the lily pads to engage the party. Koh-Bar uses his thunder leap to get amongst them and the PCs win the day. In one of the saddlebags they find a scroll containing an invite to the Birch Queen’s Fair.
Crossing the river, the PCs head along a trail, finding a folded up piece of parchment ahead of them on the ground. Koh-Bar’s “reversed earthquake surge” doesn’t manage to lift it up so he bends down and picks it up. “Leave!” is all it says (in Elvish).
Carrying on along the road, the party come out of the forest and into hilly countryside where they spot a gaily coloured tent. Here, they join three eladrin at a picnic: Lady Sorreminx, Sir Yngress the Red and Lord Chelessfield, Master of the Alpine Marches. The PCs try to amuse the fey with their witty repartee and interesting anecdotes while deflecting some of Lord Chelessfield’s more tricky questions (such as where Margarita got her shield). They do pretty well but then Margarita talks of a challenge. Sir Yngress seizes on her words and challenges the genasi to a duel, giving the warlord no choice but to accept. The fey don’t play fair though – Margarita gets ready to face the eladrin but is surprised when he leaps onto his riding boar. Sir Yngress’ charge bloodies the genasi with his first strike, winning the challenge. This means that each PC has to give Lady Sorreminx a gift and swear fealty to her. Koh-Bar tries to resist but his refusal comes out as an oath of loyalty to the lady. Each PCs is given a badge with her symbol – a cricket - to wear.
Cheers
Richard