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Session 0

General Summary

Awkward character intros, gameplay basics, B&E, theft of the guards wages, and an investigation into a troubling blood magic ritual in a sleepy village outside of Abysra.

Rewards Granted

  • 2 wands of cure wounds (1d8+1), they had a number of charges (3 and 9 i think, non-rechargeable )
  • Wand of Magic Missiles (25 charges, non-rechargeable)
  • 6 potions of healing (2d4+2, each)
  • 1 vial of acid (-1 sip)
  • spyglass
  • 500gp
  • 40sp
  • a Love letter and picture
  • a Journal written partially in Infernal with Blood, a letter found in a cave baring the same script
  • 243xp per player

Character(s) interacted with

Leo the village militiaman, Malik the militiaman leader, Helen the barmaid, Sparrow the village militiaman Spy

Notes

• Party met in a tavern, got to know each other (loosely)
• The merriment was interrupted by a person entering screaming about griffons attacking the nearby village, who was covered in blood making a scene. Before nearly collapsing from shock.
• The party took it upon themselves to investigate the issue
• After arriving to the village, they found it intact even though this village lies on the outside edge for griffon migration.
• On talking to a local, they discovered that a local militiaman named Leo went missing about a week ago, the person whom showed up at the tavern matches his description
• One part of the group investigated the lands around the village, while the others interacted with the village people.
• Investigating the farmers land they found a Cow dead, killed purposefully and had its heart removed.
• Investigating the outlands revealed a cave and bloody footprints, while talking to the officials left the party with more suspicions
• The party met Malik the local militia leader and were told that outside of Leo disappearing and the halfling girl disappearing around the same area (near the village) there was nothing out of the ordinary. They had assumed the problem had been resolved due to the girl's mother leaving.
• Acting on these suspicions, the party decided to break into the barracks of the militia (wound up by passing the dog with rations) and looted a fair bit of items including 2 healing wands, 4 healing potions and a vial of acid.
• Following tracks leading of the village they arrive at the cave.
• They entered the cave and a fight ensued. Party won but not without their damages. They realized the torch started talking
• Suspicions of blood magic
• After investigating the area and destroying the torch they found a clue in a backpack along with more health potions, But without any way of deciphering it the party pressed forward
• After a time, they realized they were being watched, after a member of the party pointed and shouted in their general direction. The observer ran, the party followed.
• After subduing him, the party met Sparrow a local militiaman that was abducted at the same time as Leo, he told the party that strange occurrences started to plague the village and that all of it was reported to Malik.
• After some deliberations, they kept Sparrow, found out that he’s a spy but still kept him around. He has tried to escape but to no avail.
• After continuing to follow the tracks, the party eventually looked into the direction of Abysra using the spyglass and a high vantage point and saw it was on fire
• The party made a beeline for Abysra and arrived to find a third of the town on fire
• Left off with most of the party being in the inn that they started in only now a fleshy tree has taken root in the main room along with burning zombies
• The cleric is assisting others in the triage center, the prisoner is tied-up, gagged, and left with a sign declaring them to be a thief
Report Date
20 Oct 2018
Primary Location

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