Session 46 — The Grey Man and the Last Druid

Session Recap

The party spends the night of the 17th wandering the half-built camp of New Halfwood, picking up the place's troubles one conversation at a time. The trinket-peddler Tony walks them through his entire stock (off-loading a dog-whistle, two grow-a-tree acorns and a big moonlight pebble, and buying Thalia's never-bending needle); the small, licence-flashing camp mage Humphrey confides the settlement's real crisis — its food came from the druid elder Stunghelm Elkheart, who conjured great-berries for them and vanished ~18 days ago, leaving the camp slowly starving. Up on the eerie cliffside camp, the war-veteran Golgain — who fought at the original burning of Old Halfwood four decades back — pins the undead's rise to a necromancer in the woods about a year ago, somewhere north-west, and explains the camp's grimmest fixture: the silent, grey-skinned Grey Man, an undead-slaying force-of-nature who predates the blight by 150 years. Thalia's Primeval Awareness reads the surrounding six miles as five times denser with undead than before (200–300 of them) — and reads the Grey Man as a creature-type not in any guidebook. She and Fenric secretly trail him by night: he avoids living camps, drops a zombie with a conjured ethereal flame-blade, and rides his horse across open water, convincing them he's a made thing set to a handful of instructions — kin to the reassembled tea-party woman from the crypt near Gravis's old haunt.

After a rest (and a third 3 a.m. Sending that terrorises the potion-man Wetzel), the party marches north-west toward the Druid's Grove with four blue-jacket bowmen, slipping past the capital's leisure-lake under a Pass Without Trace. On the road they meet Stunghelm Elkheart himself — alive, injured, and leading a horde of plague-spreaders away from the grove. The fight that follows is an attrition slog against a tougher new breed of undead (green-ichor corpses with their own spell-charge), won by Thalia's Entangle-into-Plant-Growth trapping nearly the whole horde while Silithane hurls his Shadow Blade, Jex looses flaming arrows and a Molotov, Salamandine flails a tail-mounted longsword, and Stunghelm calls down a hurricane. With the horde snared, the party jogs clear. Stunghelm — a genuinely high-level archdruidfixes the camp's food crisis in one casting, lays a blood-trail to walk the horde in a wide circle, and Tree-Strides the party to the edge of the Druid's Grove. They arrive to gloom, dying nature, and skittering red-eyed tree-things: the grove has sealed itself under a dome-high thorn barrier, and no one knows whether that lockdown is keeping the horror out or in. The session ends on the choice of which way to circle the wall. Still level 7.

Key Events

Combat & Encounters

NPCs & Factions

Locations

Loot, Items & Rewards

Decisions & Open Threads

Memorable Moments

SUMMARY: The party works New Halfwood's night camp, learns of the 150-year-old undead-slaying Grey Man, rescues the archdruid Stunghelm Elkheart from a plague-spreader horde, and Tree-Strides to the sealed, corrupted Druid's Grove.