Seavgopneidu Events (season 1)

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Session 1

  • Edvin, Winnie, and other townsfolk are alerted to two missing boys who have disobeyed their families and traveled into the woods as the dark season ends. Several groups head out to find them, one includes the two along with a woman and town guard.
  • Once out of the city, Winnie takes the lead and tries to track the boys.
  • The trail leads them not to far into the woods until it vanishes. Somewhat confused, they look around before noticing large beetles above them spinning webs. The creatures attack.
  • After fighting off them off, They are able to free the boys from the cocoons and get them back to the town.


Session 2

  • Hearing of a danger to her adopted brother, Elie sets out with him to find men on a list of his potential fathers who may also be in danger. She has heard of several of the people on the list, and starts by asking the boy to find Winnie the halfling.
  • When Elie finds Winnie, she explains the situation to him. He is skeptical, but decides to go with her to see what is going on, and he has a delivery in the end of town he is heading to anyway. The three head to the temple of Habastly, where Elie convinces the cleric to hide the boy for a while. The two then decide to find Edvin, who is known to them and lives nearby.
  • Edvin listens to Elie's tale of the Boyar and his unfaithful wife and is also skeptical that he could be the father, but he too plays along for now and goes with them to find the next person on the list, a gnome.
  • The gnome is easily convinced to go with them to find the next person on the list. They do not know where to find the nipit, who is a cleric of Asuranyodel.


Session 3

  • The four companions find the nipit Maro, who is at the woodsmen's camp helping them in the name of Arsuranyodel. After talking to him for a time, they convince him that he too may be the father of Elis and is in danger.
  • Everyone but Elie spends the night in the camp. She returns to her master's house to stay but ends up telling him everything. He replies that he cannot help her and is obliged to tell the Boyar. She has a day or two to get Elis and the others out of the city.
  • When the other come to meet her, she tells them of the danger and they go to collect the boy and Edwin's belongings. After getting Elis, the go to Edwin's house where they are confronted by a cleric of Dresta.


Session 4

  • The cleric of Dresta, by the name of Elaine, warns Edwin of his recent performances and debates Maro about the faiths Dresta and Arsuranyodel. She leaves and the group redoubles its efforts to get out of the city quickly.
  • Heading back to the woodsmens' camp, the group is happy to find the equipment Winnie had requested from his family and friends is waiting for them. Maro visits he shrine and then his assistant, leaving her in charge while he is gone.
  • The group, led by Winnie, head norths into the woods and towards the halfling town of Kaern. The trip goes well for five days until the group comes upon a clearing with a strange stone. It turns out to be a statue, and nearby they find another one. After some Investigaton, the statues have no engraving and no bases. Nearby, they find a thicket of bush and bramble. A strange animal's noise emanates from the area and the group decides that they need to leave. They run until the feel out of danger.
  • Not long after, on that same day, Maro hears a melody and is soon entranced by it. Heavenster is ectranced as well. Winnie tries to slap the gnome into his senses, and he does but gets attacked for his troubles. Eli chases after the others. Edvin is attacked by poisoned reeds and is forced to take cover.


Session 5

  • Hurt from their encounter with the Fae, the group finds a campsite. Winnie, tired and not confident, picks a poor spot and disturbs a snake nest. He is bitten and his leg becomes swollen. THe group is forced to carry him the rest of the way, which will not be three days.
  • In the next days, the group avoids danger until they are found by a group of Halfling scouts from Kaern. They take the group to the town.
  • Given shelter and food, the group recuperates and talks the the local clerics and town Commissioner about what they will do next.


Session 6

  • After a few days of rest, the group decides they will take the Commissioner up on his offer and dig for some amethyst in the chasm to pay for supplies. From there, they will journey to the nation of the Gree in hopes of finding a cleric of Tao who can determine who is Elis' father.
  • The next day, the go to the home of Henton, who is the halfling tasked with watching the chasm. He shows them the way and describes the dangers of the trip down the side. The group agrees to go down and they rent equipment from Henton.
  • After searching for a place for an hour, they spend the next four digging with some minor success. Worried that the sun is setting and that Troglodytes might come for them, the group starts back. They are ambushed at an opening and are forced to fight off two of the creatures that net Edvin.
  • A tug of war ensues, while Maro tries to drive the creatures off with bolts and arrows. Realizes they cannot win the gu of war, Eli and Maro unleash their spells and drive the creatures away. The group reaches the top of the chasm and rests.


Session 7

  • The group spends a day deciding which direction they should go and what supplies they will need. Agreeing to head west toward the jungle and later the Grean Nation, the group collects supplies and uses Maro's coin to purchase a Marchaekalia to pull their wagon. Edvin negotiates the deal, but ends up spending most of Maro's coin. The group goes to meet the breeder and the beast, who Elis names Blumpy. They agree to leave the next day.
  • That night, Winnie is awakened by his young cousin Nip who tells him there is a talk folk in town that has just arrived, a strange occurrence for late at night. Winnie tells Nip to find and tell his friends while he checks it out. By the time Winnie gets outside, the talk folk and two halflings are near his home. He approaches them and is greeted by the halflings, but the stranger takes little time in attacking. Winnie leaps into action while the other halflings flee.
  • Nips tells the others, who make their way out into the night leaving Edvin to take care of Elis. Soon, they are surrounding the stranger, who turns out to be a Gree. Eli frosts him as Maro begins to fire his bow. Winnie attacks with axe and fist and Heavenster charges into the fray. Seeing he is outnumbered, the Gree flees but not before nearly killing Winnie. Maro heals Winnie and the group decides to leave as soon as possible.