Session 11: Swamp and Snatch Report Report | World Anvil | World Anvil

Remove these ads. Join the Worldbuilders Guild

Session 11: Swamp and Snatch Report

General Summary

The party coordinates with Rus Cooper to have the ship meet them at Squall’s End after it is repaired. Ideally, they will meet at around the same time, then sail southward to Baymouth Landing. As they set out by land, they encounter a strange robed figure a few days later- he is trespassing on a Nevanese plantation, much to the disdain of the guards. Drayton and Ka’hran arrive on the scene, and the former gives chase. Ka’hran follows along to stop things from getting violent. They work out a deal where the man will join the Graeven Company for no payment, but he won’t be slain for trespassing on the property of the plantation. With new man named Sahrin in tow, the company continued along.
 
They camp for the night, and some of the men tell horror stories. The new arrival, this old man, tells a particularly grim tale of a shadowy man killing a house of people. Nothing happens during the early hours of the night. However, the old man sees a strange figure move through camp in the wee hours of night. It lingers over Ka’hran, but does nothing aggressive.
 
The next morning, the company begins marching through the swamp in earnest. After three hours of toil, it seems they are very much caught in the weeds. The old man discovers a general direction out of the swamp. Ka’hran communes with his grandfather’s spirit from the Naarstor- U’hane. They continue to march until they eventually find a reasonably dry spot to camp. Ka’hran gets in a feud with a bearded member of the company for falling asleep on watch, and they banter with one another.
 
The night drones along, and some strange occurrence happens. The torch goes out. This happens again and again, no matter who lights it. Suddenly, Ka’hran notices a dark form in the trees. He throws a tooth at it, and received a hiss in response. It attacks Ka’hran. He attacks back, then the trained me shoot it apart with arrows. The rest of the night passes without incident. With the help of Sihran, the party escapes the horror of the swamp. Afterward, they continue traveling for a few days. Sihran and Ka’hran have fun with the man, Isaac, with whom Ka’hran had a feud. They conjure spirits and sounds to scare him.
 
Ka’hran tells a ‘horror’ story from his tribal culture about a shark-headed man who will one day sweep over the islands of Nevan and devour their people. Only some may see the shadow of his coming, and it is they who will see him first. Sihran tries to conjure another spirit, but Isaac notices it.
 
The party continues to the town of Garrion’s Vault, and they spent a day there. Drayton meets with the man who they saved from the coffin/drug deal operation. He is a full cobbler now, and offers to make them high quality shoes. The man also states that there is a ‘situation’ of sorts. Young girls have been going missing in this tight knit community, and the town master requires help. There have been four missing, and the party splits to speak with each of the families. The party hatches a plan to lure in this monster or madman by using bait. This bait is either Sahrin disguised or one of the local girls. They lay ambush with the company men to capture or kill whatever is baited.

Campaign
Roots of Prosperity (Othos, 2019)
Protagonists
Report Date
27 Nov 2020

Remove these ads. Join the Worldbuilders Guild