Session 27: Across the Gulf of Brine and up the River Wander Report in Pascelus | World Anvil

Session 27: Across the Gulf of Brine and up the River Wander

General Summary

Summary: 3 points   We cover a few activities that happened outside of session first.

Clothday, 11th of Leafbreak - continued

*Outside of Session* - Kolvonnin Sends to Einar

Kolvonnin Sends to Einar:
Met Cileskn in Grayhill. Told all Stonebridge details. Sunhaven beyond origin Wandering River. Voyaging now. Trusted brother of the moon Leucis helping to communicate.
Einar responds:
Lucky meeting! Up the Wander is far afield - hopefully worth it. Selune’s faithful seem to be strong allies. May the light watch over you.
 

*Outside of Session* - Leucis Sends to Mia about research

Leucis checks in with the librarian about Mia's Library Research. Mia reports the following:
Nothing conclusive as yet. Located a journal of a Pelor paladin that may contain some useful Sunhaven info. Otherwise all quiet here. Best of luck.
 

Sunday, 12th of Leafbreak

*Outside of Session* - Wisdom from Hearthstone

During the evening, Maya has a Dream, reporting in to his homeland and receiving the Wisdom of the Elders of Hearthstone.  

Passing time aboard ship

A few party members find ways to pass the time:
  • Sunny learns a few sea shanties (much to the irritation of the first mate).
  • Saf occupies herself with some dice games with the crew.
  • Maya keeps Cinnamon company, since the donkey is pretty bummed about not getting to leave the boat at night.
 

Woodday, 13th of Leafbreak

Starting up the river

Around midday, the Swift Runner pulls into shore near the mouth of the Wandering River. The captain takes the helm himself and ship starts to tack its way up the river, picking its course through the parts that are still deep enough to bear it. Several note that the general tenor of the crew has changed to a more tense feeling, as the ship is no longer able to rely on its speed if something goes amiss.   The party looks to help out where they can:
  • Sunny plays some rousing songs for the crew to keep their spirits up.
  • Saf helps out partway up the mast with the lookup, spotting potential danger and obstacles in the depths in the immediate area around the ship.
  • Maya makes a few forays upriver as a giant toad:
    • Maya and Saf inform the captain of this impending action so as to not cause a ruckus.
    • Benny lets out a peircing scream at the shapeshifting druid, completely emptying his lungs and pointing.
    • The first mate rushes to the captain, howling about witchcraft and heresy, but gets completely dismissed and heads below decks.
    • Maya's scouting reveals a few paths that save the ship some time.
  The Runner makes pretty solid progress up the river with the extra guidance, but the captain strongly suggests tying off for the night since obstacles would be impossible to see. The party thinks this is a reasonable enough idea.   There's a brief consideration of getting Cinnamon off the boat for the evening, but the position of the boat and the lack of a dock make it a bit chancy, so Maya decides not to risk it.   Saf intentionally gets a little looser with her gambling as a way of seeding some morale into the crew.   Benny seems to be actively avoiding Maya after the shapechanging incident.  

Moonday, 14th of Leafbreak

Second day tacking up the river

Day breaks on a cool autumn morning with a wind across the river. The first mate is up early, pacing and muttering to himself about various unfortunate fates no doubt bearing down on the ship.   The group takes up similar positions to the day before.
  • Maya is having to pick a more careful path as the river's getting more and larger shallow patches, hindering progress somewhat. His report back to the captain reflects this information.
  • The river tastes a little funny, but Maya can't put his finger on what exactly is going on.
  • Saf spots a small bush floating down the river, as though it were uprooted.
    • Benny sees the same, and starts raving about how there's an earthquake, or a flood, or a giant ravening beast ready to slay everyone and eat the ship.
    • Saf also spots that the crew has quietly taken a few javelins out of the hold and placed them near the rails; while they may not really believe Benny, they take a few precautions anyway.
    • When informed of this, Maya considers - if the river was flooding this might be normal, but it's decidedly odd for this season.
  • Kolvonnin and Harb take turns spelling sailors on the poles, pushing the ship off obstacles.
  •   After midday:
  • Maya notes a few other unusual objects (saplings, small bushes, and the like) washing downstream.
  • The strange flavor of the water is also notably a bit stronger, though the druid can't place what it is.
  • The river continues to shallow, making the journey more dangerous for the boat.
  Returning from scouting ahead, Maya announces that the river journey is getting too dangerous for the boat, partly due to the shallow conditions, and partly due to his unease with the unidentified potential threat upstream. The captain is only too ready to agree, and Benny bursts out of hiding to exclaim that he knew it was dangerous and they shouldn't be here.  

Heading ashore

Maya makes some loud proclamations about taking Benny with the group, but is clearly speaking more for the first mate's benefit that from sincerity. Captain Konos settles up with the group (42 gp for the journey, and a tip for the crew of an additional 3 gp for a total of 45 gp).   The heavies don their armor, and a few people help Cinnamon down the gangplank without incident. The donkey is quite pleased to be off the boat, and Maya tells him surreptitiously that the donkey's wellbeing is part of his reason for calling to disembark.   Benny trepidatiously approaches Leucis and quietly requests the blessing of the Queen of Tides; the cleric obliges him. The first mate requests of Kolvonnin the words of the Lightbringer, and the paladin stumbles through a benediction. Pleased with himself, Benny scurries back into the depths of the ship.   The group calls a few farewells and the ship poles off into the river.  

Switching to overland travel

Changing back to foot travel, the group considers their options. They are on the correct side of the river, but some days away from Sohmweyr on foot. No one is aware of any trails or paths (and the river may have washed them away in its movements) and the locals are in small towns and hamlets. They determine that the best option is to follow the north river bank.   Progress over the grassland is pretty steady, but there are a few trees and some scrubby bushes. Occasional pools of swampy standing water dot the high grass.  

Making camp

Maya catches a few rabbits and puts together a stew. Leucis casts the Tiny Hut for a long rest.  

Ironday, 15th of Leafbreak

Maya's Druidcraft indicates sun, and there's a brisk wind out of the west.

Noises in the distance

As the group is gearing up to move on, Maya notes a distant noise, like a series of thuds. He alerts the group, then puts his ear to the ground - several heavy somethings impact the earth at uneven intervals. Behind that, there's a kind of low rumble coming from upriver. After a short time, the noise subsides.   Certain there's potential danger ahead, the party weighs their options. Going around seems it will take a long time and may not work; proceeding in a stealthy manner seems unlikely to succeed; running in loaded for bear is a bit too aggressive. The druid volunters to scout ahead in an innocuous form to see what's afoot while the group follows behind at a slower pace.  
Maya scouts ahead
Assuming the swift form of a deer (using the Amulet of the Beastmaster), Maya leaps through the tall grass at speed to see what is making the noise. As he approaches, he can hear it grow louder, and he breaks out of the grass to see a dirt pit, roughly 15' by 20'. It's clearly not intended as a trap, as it's in plain sight. Perhaps someone dug something up?   Listening carefully, Maya can tell the rumbling noise is the sound of moving earth. Taking a more cautious angle, Maya spots a few humanoid figures that appear to be doing something at another pit. One seems to be gesturing at the earth, which is flowing up out of the pit onto the side. These people are armored and appear armed, and are either human or near-human.   Taking a side trip to the river (nobody here but us deer, taking a drink) Maya spots another earth-mover that seems to be building a dam or similar structure. He quietly steps back into the grass and returns to the party.  
Planning an approach
Maya explains that the source of the noise is a group of armed and armored humans moving the earth with magic of some stripe (either Mold Earth or something very like it). The group is confused about what exactly these strangers are up to, but it involves blocking up the river and digging holes in the shore.   There are a few musings about what sort of approach seems reasonable. The group decides to take mostly the same path Maya took, and approach openly without appearing threatening. They do take the precaution of parking Cinnamon a little ways off.  
Negotiations....
Emerging from the high grass, the group can see the human figures, the pits, and so on as described. The are similarly spotted by a figure, who calls out in a guttural voice "Who goes?"
Kolvonnin responds (somewhat nonsensically) "Just traveling through."
"You have no business here!" comes the reply.
"What's your business here?" the paladin retorts.
The plate armored figure squints a moment, considering.
...were short
The guard raises his morningstar in a menacing fashion.  

Hostilities begin

Round 1
  • Sunny, unsure what the situation is, prepares to cast Hypnotic Pattern if the opportunity presents itself (four opponents in a small enough area).
  • Two of the plate-mailed guard types let loose a raspy yell "FOR OGREMOCH!" and approach aggressively. Saf seems to recall hearing that name before in a conversation about a miner that had gone insane - it seemed to refer to a powerful but unfriendly person of some kind.
  • Maya casts Shillelagh and approaches the hostiles.
  • Saf also closes right up next to one of the plate armored people, and at that range can tell he's not all there. She calls out to the group that they're clearly crazy and should be put down.
  • One of the splint mailed folks casts a spell; Maya, Saf, and Harb feel the earth pulling down on their limbs, Slowing them. (rule clarification #1)
  • Leucis calls forth a Sacred Flame on a guard, and then summons a Spiritual Weapon. A four-pointed morningstar of pure moonlight springs into existence and clouts the same guard in the back of the head.
  • The other caster unleashes a Shatter on Saf and Harb.
Round 2
  • Sunny moves up and casts Shatter on one of the casters and a guard. Some of their armor seems to crumble off a bit.
  • Two guards run up to Kolvonnin and land a series of hits, but he's able to interpose his heavy armor into much of the blow.
  • Maya casts Moonbeam on the caster towards the back in hopes of breaking his concentration. The druid successfully shakes of the effect of the slow.
  • Saf also throws off the slowing effect.
  • Harb lands a critical hit on the front guard in what may be the most telegraphed rapier move in history due to the slowing force. With his full body weight behind the point of his blade, he runs through the guard, fully ipaling him despite the plate armor. The guard collapses to the ground, his armor starting to melt and dissolve. Harb remains affected by the slow spell.
  • The back caster is lightly roasted by Maya's Moonbeam, which breaks his concentration on the Slow spell. He moves out of the Moonbeam and casts a new Slow on Sunny, Maya, and Leucis, but they all successfully resist it.
  • Leucis moves up next to the paladin and invokes his Word of Radiance against the nearest guard.
  • Kolvonnin invokes the might of Pelor to smite(1st level slot) one of the guards, landing a solid blow.
  • The other caster tosses another Shatter towards Kolvonnin and Leucis.
  • A guard takes a pair of swings at Saf, one straight hit and the other demoted from a critical by Sunny's Silvery Barbs.
Round 3
  • Sunny calls upon his feline agility to run up to an opponent and takes a Defensive Flourish. He unleashes some of the stored power in Deep Rumble, eliciting a loud bass chord that rattles the guard to his very bones and produced a loud crack from inside the armor.
  • Maya shifts into the form of a dire wolf, rushing up to the closer caster (who swings at him on the way in - rule clarification #2). He also moves the Moonbeam to cover the caster again (rule clarification #3)
  • Harb swings at a guard but glances off the armor. He takes his Action Surge but misses the additional attack as well.
  • Leucis directs his Spritual Weapon to swing on the nearer caster, landing a glancing blow. He then conjures Sacred Flame on the same target and crisps him slightly.
  • Kolvonnin belches a line of acid, fully coating the guard in front of him and splashing the caster some distance behind. He then Channels Divinity to Turn the Tide, healing some of the damage of nearby allies.
  • The caster, not liking the tide of the battle, casts Expeditious Retreat and takes off upriver at high speed.
  • A guard takes a pair of swings at Saf, who collapses under the onslaught.
  ********Combat halted at the top of the round for time concerns.************  
Combat summary:
  • Total duration: 3 rounds (so far)
  • PC drops: Saf, in the third round.
  • Rule clarifications:
    1. The effects of the Slow spell are not a condition unto themselves, and can't be removed by a restoration spell.
      RAW: "An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted."
      Ruling: As RAW. Super inconvenient that it's not an appliable status on the sheet, though.
    2. A creature with reach took an attack of opportunity when another creature approached.
      RAW: "In a fight, everyone is constantly watching for a chance to strike an enemy who is fleeing or passing by. Such a strike is called an opportunity attack. You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach."
      Ruling: As RAW. This was my bad; 3.5 does this differently and old habits die hard. Fortunately, it didn't have any effect on the combat.
    3. A creature had the Moonbeam spell moved onto it.
      RAW: "When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one."
      Ruling: If the damage occurred when the caster moved the Moonbeam spell over a creature, that would be pretty busted - a 60' sweep of damage each turn is bonkers. We have interpreted this to mean that the damage happens either:
      • The first time in a turn a creature is moved into the beam (of its own volition or otherwise), or
      • When a creature starts its turn in the Moonbeam's area of effect.
      There's a discussion about this that supports this ruling, but the links to the Sage Advice mentioned for it are broken.
  • Kill board:
    1. Harb: One guard with a critical rapier strike(2)
   

Next steps:

  1. Determine if there will be an out-of-cycle session on December 26.
  2. Determine if the impending level will happen after the combat next session, or after the session ends.
 

Session Feedback

Eddy: No one made a character that's going to get the Disintegrate spell, and that's clearly John's fault. Combat rhythm definitely a thing. Always good to game, especially in mid-December.
Heather: Ka-bong real good. Interactions with Benny were fun. Not quite full Sprinkles, but close enough.
James: I didn't intend to Moonbeam anyone, but that Slow was a harsh toke. Caster didn't even stick around to get kicked in the fork. Ship help was good teamwork, but it felt a little longer to get to the encounter than was really necessary, but the opportunity to scout was good. Combat dynamics were more interesting. Debuffs can be really rough.
Jeremy: Constructive assistance on the ship was good. Combat vs casters is fun and dynamic. Out of combat rhythm; we should consider targeting and actions before turns come around. Spellcaster complexity tends to compound over time.
Matt: Spellcaster turns get longer as time goes on. Preamble-to-combat boat stuff was interesting. People got to do some things. Amicable resolution of the boat deal was good. Maybe missed something hint-wise. Pretty stout combat (tuned up without doing a wave battle) but we're holding the line pretty well considering what we're up against (deadly or double-deadly). Folks are stepping up to the plate, no missed opportunities.
Meg: Video was janky which was irritating. Liked being in combat again. More personal feedback, shared separately after more thought.
John: Amused at the idea of "going full Sprinkles" as a meme. Glad that Slow gave folks some pause. It's a "very challenging combat." Glad we got to a combat, but I knew we'd be rusty at combat. A lot of that leans on me. I was unsure the party would try to negotiate but glad they attempted. Pretty pleased with how it went. Scouting was a good move, both for the ship part and the combat - the combat could have been bad depending on how it was approached.

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