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Campaign Commentary- Adventures in Fallcrest

I forgot to post the entry from Rogar's diary for Session 9, the last fight with the Orcs for the Slaying Stone and the return to Treona's Tower.

Here it is-

<session 09>

<the following pages are slightly blood-stained and feature a few poor drawings of the Slaying Stone>

I no longer hate rats, sure they are dirty and bitey, but they don’t hold a candle to Orcs!

I hate Orcs. While we travelled back to Treona’s tower, a group of the Severed Eye Orcs ambushed us. I guess we where happy with our victory over Hu-Jat and how the Goblins had fled; we must have become complacent. Can’t let that happen. I worry about falling into paranoia, but now that we are adventurers... we should act like them. Me and Maldor can keep watches, do scouting ahead and behind the group, keep this from happening again... for this time we almost died!

The Orcs came at us from all sides, with slashing Falchions, crushing Morningstars (even Resolute would have had to use them two-handed, yet these Orcs weilded them with a shield) and to make things worse, two leaders. The leaders where a Shaman wearing a wolf-pelt and calling on spirit-wolves and lighting to harm us, and a bulky one wearing what looked like plate made from the carapace of some giant beetle or even... an Umber Hulk.

Despite our poor traveling discipline, we reacted swiftly to the new threat. Our first and largest descision was calling out to Drake to use the Slaying Stone! But this wasn’t Drake’s nature and he was mostly surrounded by Orcs, so he passed the stone onto Neb. The Orcs saw Drake as an easy target (pretty true, need to talk to him, see if we can presuade him to wear heavier armour). Indeed, Drake was bashed to the ground in this fight and could well have died! I took my own healing potion though and fed it to him, bringing him back and he returned the favour with a great burst of magical healing that I think helped all but one of us.

Neb, took the slaying stone and used magic to swiftly move atop a huge nearby rock. From this perch and held the Slaying Stone in his hand and pointed it towards the heavily armoured Orc leader. I was expecting more you know? A clash of thunder, a giant gout of purple flame, the spirits of the old Tielfling empire to rise up or something; but Neb simple pointed, spoke ‘die!’ and there was a little spark from the stone. The Orc leader then abruptly fell forward onto his face and that was it! Neb let me hold the stone afterwards. I hadn’t touched it before, a bit afraid to be honest, not scared of it effecting me, but on what it might do to others. Now it’s just a rock though. A little larger than my sling-stones, but small enough to use, if I wished. I’ve made a few drawings here, but it’s just a round rock with a worn rune.

Anyway, with the Orc’s leader felled, with the stone used, I expected a change in their actions and tactics, but they carried on fighting. Maybe they where too dumb to realise what had changed?

The death of the enemy leader and Drake’s magical healing quickly changed our tactics, that’s for sure We beat back the remaining Orcs, and while the one with morningstars and shields became enraged as they fought, the tide has turned. Hoyt spent a little time slipping his bonds, if we had needed to, we could have secured him but this way was for the best as he kept his mind clear of the wererat influence and stabbed Orcs by our side. He could have givven in, he could have run, but he didn’t. This is a good sign that he wants to change and live on.

I still need to work on my aim, keep from hesitating when fighting these savage humanoids, for the enemey will not be holding back. I feel I’m pulling my weight, but I need to do more, risk more to gain more. We will see. At the end of this fight, when only two Orcs remained, I slipped past one, rushed 25’ over rough ground then clambered 10’ up the Orc fighting Neb... then just fluffed the attack and bounced off his falchion. Still, we where down the to clean up at this point and Resolute grabbed the Orc by the ankles and brought it down to the rock and then the ground, knocking it unconscious for (fruitless) questioning. The very last Orc tries to run, but against Maldor that’s a losing game and is run down.

The Orcs carried coins, quite an impressive haul in the leader’s case, but nothing else of value. There was a scrap of paper bearing the name ‘Dreus’ upon the leader, this must be the same Dreus who was part of the magical cabal from Kiris Dahn; how was he involved with this? He had apparently ‘done something bad’ but did this run into hiring Orcs to do his bidding?
The Orcish bodies where piled up and Neb cheerfully burned them to ash.

The survivor tells us nothing of interest. Apparently the Wolf-Shaman led the group in tracking and travelling and the other leader dealt with everything else. Jeb suggests that we should release this Orc, so that it can spread the tale of our group and make us infamous among the savage Humanoids. I’m against this, but I am far from the leader is the band and somehow the Orc is released... but neither Maldor nor Neb will stand for that and both vy for taking out the fleeing Orc; It’s a magic missile that does the job though... and I can see in Drake’s expression that he is really, really hating this. Hopefully we will get the chance to talk with him and see if the adventurer’s path is really his way.

We travel on for a little while, then setup camp early in a small grove of trees, the rest where not happy to move on without a rest, considering the beating we had taken with Hu-Jat and these Orcs. I was still pretty fresh, so I told the others and went a’hunting.

Oh, it was good to be out on my own. I had forgotten the freedom, the openness when it’s just you in the wilderness. Part of me wanted to walk on, but it was only a small part. I do like this group and … I love the adventure. Freedom is a small price to pay.

The hunting seems a world easier than the last time; on the way out I bag a pair of nice rabbits, which is nice but on the way back I locate a foraging wild boar! It’s almost my size and it’s got a wicked pair of tusks, but I managed to sneak up right behind it and took it down with a sequence of well-timed blows. Took a while to drag the thing back to camp, but how their faces lit up when I did... that made up for it.

Day 05)
Well rested and well fed, it was in the early morning when we set off again. The journey was uneventful and in the early afternoon when we reached where we started: Treona’s tower.

Treona is happy (and not surprised) to see us again. She wants to know about the Slaying Stone but we say the Stone isn’t a problem and tell her the full story from the beginning and crossing the river. She is apprecitive and when it comes to the use of the Slaying Stone she nods her head softly. The important thing is that the Stone was not used for evil and Treona is acceptant of that. When we got to the parts with Hoyt (and brought in Hoyt to stand before Treona) Treona visably... softened. This is something I may never understand, it doesn’t fit with my training at the monestary nor the adventurer’s way. Still, not my place to judge.

Treona is okay with our use of the Stone, and overjoyed that we brought Hoyt back safely. Hoyt is embrassed for his affliction, but looks to use hopefully for curing him and looks to Treona for the future. Turns out Treona’s tower has a secure room, so there is a safe place for Hoyt here.

Treona takes the depleated Slaying Stone and rewards us with a magical bag! It weighs a single pound, yet can hold up to 200lbs of weight! It’s got a nice drawstring closure so it can open up to a foot wide. Also, I give up the Silver dagger that I took from Triffic. It’s a piece of Kiris Dahn history and Treona seems happy to take it, offering a pair of magical gloves in return; Neb takes these and crows how they will be useful for him fighting creatures resistant to his fire.

When we showed Treona the wooden case that the Stone had orginally been contained in... something special happened (I use the word ‘special’ as I really don’t know if this was a good or bad thing). The Stirge eggs contained within hatched! I have such disgust for these things, these half-repile, half-insect abberations; yet Jeb seems at home with them. He let the warped things stab their snouts into him and feeds on his blood. A dim relocation of something Bith said springs to mind, how a parent-Stirge lets their new-born young feed on them, forming a parental-bond. I remeber this as they are a good target at that time... but Jeb seems willing to cope with the blood loss and seems happy to try and training the Stirge to be some type of pet.

Is there is a single member of this band that I do not worry for? I think only Neb, and that may be how forgettable he is.

One Stirge is left with Treona, although she doesn’t seem impressed. Jeb keeps the other with him, swaddled in his clothing.

Treona’s last gift is a great one. Powerful, protective and enough for everyone! Apparently some folks called the Shadowchain Dwarves commisioned a set of six amulets of protection with the same design (a gray chain with a solid link engraved with the protective runes). She generiously gave up all these amulets to us, as the Dwarves never claimed them. Useful and, well, it shows that we are in this together.

We also asked Treona about Dreus and Channoa. She clearly knows more about Channoa than she wanted to say, but we didn’t pry. Dreus was another matter. Treona thinks that Dreus is dangerious and needs to be found before he does something that threatens other people.

She described him as: Oldish (fourties?), human with black hair and generally wearing black clothes (nothing wrong with that. It goes with everything). He spent most of his life in Fallcrest and one the first day of the shadow over Fallcrest, he left Kiris Dahn, quite possibly to return to Fallcrest. One Two last things: He has strong moods, often swinging between them and... he was known as a teller of stories, fond of being listened too. If we find him and can keep our interest secret, this is a good way to get to know him.


Day 06)

I write this by the light of my everburning torch, at the highest window in Treona’s tower. I found it hard to set aside time to write as... so little has happened in the last day and a half.

After we talked with Treona, exhanged the items and made plans. There was nothing left to do. Living without the constant worries of Gorrizbad or the hardships of the road seems different and strange. After a while, Drake offered to help Treona with any mundane tasks she had, Resolute immeaditely leapt up to help with anything fitting his strength. I joined in a moment later and the others followed.

We helped clean the place, dig the garden, repair the bridge a little, make a large cage for the Stirgeling, move some furniture, fix a door that sticks. I even ended up on the roof to re-set some loose slates. Neb and Jeb also helped Treona with some magical things that I couldn’t make head nor tail of.

The evening meal was all the more tasty and filling from having worked for it. After dinner, I suggested setting a watch; the others nodded and discussed it while Treona looked at us like we were insane. If we are, I don’t want to change.

The next day was more of the same: odd jobs, repairs, preperations. I write this from the highest window in Treona’s tower as I am on watch.

Day 07)

Breakfast is the last of the boar, with eggs and bread. Treona, Neb and Jeb have shown us what they where working on. It’s a copy of the Slaying Stone! Same size, shape, colour and they assured us that it has a magical aura/signature similar to the real thing. And as the stone will only work near Kiris Dahn, it’s can’t be tested and proved wrong. This does mean we have to be quiet about our adventure for now, or atleast the part about how we used the Slaying Stone.

Hoyt has improved well over the last couple of days. Free of his self-inflicted confinement in Gorrizbad and hearing our offers to help him (and Treona’s presence, that’s for sure) he looks and acts so much stronger and more confident. He will travel with us to Fallcrest so that we may better cure him of his affliction.

Now we set off for Fallcrest. Will we be sneaking about, hidden from the honest folk of this fair town? Will we be returning conquerors, toasted in every tavern? Or will we be something else?
Only time will tell. Time will tell.

Comment: actually it was maldor who received the Gloves of Piercing.
 

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And this from Rogar's diary at the end of Session 10-

<session 10>

“Mad Manticore Ale” - a pleasant light ale with a strong golden colour (Farkill assures me that this is how it got the name). It’s sharp and hoppy without being overbearing and has a nice aftertaste. It’s also very calming after you just spent 5 minutes in a basement fighting GHOULS!

Let me go back a bit. We arrived at Fallcrest in the mid-morning, having decided that we would be as careful as possible about letting on what happened at Gorizbadd, until we had found Dreus.

We were stopped at the front gates (which is quiet reasable as we where 7 people with about 11 weapons between us ####) and asked our business. This is something we should have been prepared for and prepared an answer for, but we blundered through it okay. On of the guards did recognise us and said that Farkill had been asking about us, so on to the Bluemoon Alehouse.

Farkill is overjoyed to see us (Rock seems happy but hardly says a word. I think this is his way) and wants to hear our story, I suggest that we don’t discuss this in the common room and Farkill guides us to a side room. Here we tell him the story of our actions after the drinking competition, although we leave out all mentions of Treona, Hoyt and using the Slaying Stone.

Farkill is (to use his words) ‘Well Impressed’! He was worried that we, in our intoxicated state, would wander out of the town and into adventures that we where not ready for, but he is oh so happy that we landed on our feet. Also, he has a favour to ask, more to our stature than his own. I happily offer my assistance, and the rest follow. In what comes next however, some of them change their tune.

The favour is this: check out the basement. Huh.

There is more to it than that, but Farkill reminds us that the town of Fallcrest is built upon the ruins of the town of Fallcrest. Many of the basements here are older dwellings that the new buildings where built over; most of the time this safe and stable, but sometimes the old walls and door break and they open into places not seen for many years. This turned out to be such a time.

I crept down first, although it’s quickly clear that the only lights down here are what we bring our selves, so stealth isn’t an option. I have no problem with this task or this place, having seen many places like this as a ratcatcher; however some of the others think the task is beneath us and that the place is too dirty to explore! This, after we spent 2 days hiding from goblins in Gorizabadd! After we dug through burnt libraries and where buried in mud. I have to pretty much demand that we go on, and soon me and Maldor see things that will put all this petty bickering behind us: I see a great pile (15’ across?) of decayed, skeletal bodies and Maldor sees 4 skeletons standing and moving of their own accord.

It would be flippant to say that I relished the comming combat for stopping the petty complaining and chatter. I guess I’m flippant then! Until the Ghouls crawled out, I welcomed the combat, the danger, the focus. I don’t quite know what this means for me.

The skeletons fall within seconds, but there is movement from the room by me and both of the corridors around us. Ghouls! Ghouls! As a ratter, the undead where something you had to be wary of, but Ghouls where the worst of the lot.

Zombies? Even a Dwarf can out run them.
Skeletons? Almost always they are guarding something or some place, even though they are fast, they won’t follow you for long.
Ghouls? Tireless, smart, lethal, resisliant and … cruel. They will follow you for miles, they see perfectly in the dark and know all the best hiding spots in their domain. If you try to fight them? We where a group of organised, (slightly) experianced adventurers, with some magical weapons and armour. Imagine what these things would do to one or two ratters? Their touch drains your will to move and their bite (if they don’t get your throat) renders you unable to do anything!

Anyway, we reacted well to the sudden escalation, pulling together with me, Resolute and Jeb at guarding the edges, Neb and Drake (mostly) safe in the middle and Maldor free to move and strike or blast. And blasting is good, his silvery magic does a number on the Ghouls when it hits, as fitting of the servants of the Stern Lady, who hates the undead.

Jeb and Resolute took a couple of nasty hits, but Drake’s magic helped them back into the fight. I remeber Resolute saying “Thank you Drake. I shall kill a ghoul to thank you!”, I don’t think Drake fully appreciated that.

There also some zombies, lurching in after the ghouls, they seem to die off by accident. The last Ghoul has even more supernatural toughness than the others, but it too falls.

We stand for a moment, in the silence... then we check the dead and spread out to sweep the other rooms. The only thing we found of note was a silver and gold holy symbol of Pelor, Drake seemed happy with this and promised that it would make his magic stronger more real.

I’m still unsure how much Farkill knew of this. Why wouldn’t he be down here with us, if not some some reason. A test? He didn’t say anything afterwards. An oddly specific doom or profercy? Again, he would have said afterwards. Something will always be beyond my ken, I guess.

Anyway, Farkill listen to our recount of events, was blahsay about the skeletons and shocked at the ghouls. Farkill offered us a week of bed and breakfast at the Blue Moon Alehouse, but you know Ghouls so we bargined him up to a week of bed and breakfast, 10 gold and a drink, each. This is how I sampled the Mad Manticore Ale; very pleasent, both for flavour and having earned it.

After this excitment, things went a lot slower. We had to explore Fallcrest a bit and see if there are any signs of Dreus being here. We decided to split the party a little (note to self: NEVER SPLIT THE PARTY!) and while me and Drake where discussing how to do this, Neb, Jeb and Maldor had already wandered off towards the wizards tower that, err, towered over the lower town from it’s lofty perch off the edge of the upper town.

First up was the market. We were looking for a place to sell the gemstones and nose-ring (selling an orcish nose-ring. While I wasn’t expecting to fight ghouls under a tavern, there are some things that I could never predict) and had been told that Bith the Ratter was looking for me.

We didn’t find a place to sell the items, but did find Bith. Along with Bith, we found a challenge and a job! Bith is a great ratter, but talks a bit above his station. Turns out he’s been offered a fee to clear Cruthik Kruthick Kruthik out from the Tombwood, the Tombwood being an odd combination of graveyard and forest.

I don’t know that much about ‘Kruthik’ apart from how they are ant-lizards or something and range in size between that of a dog and that of a cart. Bith said the key was to find and destroy the creature’s lair, the rest will flee at that point. But all this came later, before this was the test...

Bith led us to large but plain house off the market. The staff knew him and sent us all down into the cellar. Bith stayed on the stairs and told me, Resolute and Drake to stand within the three linked rooms of the basement, told us that for the test, we had to stay in the seperate rooms. Then he closed the door above and it was like magic, the silent cellar started rustleing and a moment after, rats (two-footers, mostly) crawled from their hidey-holes and attacked!

But we have fought Wolves, Kobolds, Goblins, Orcs and even Ghouls. Rats are no longer a real problem! Resolute and Drake did take a good few bites though (I think I took one, maybe two).

I was in the first room as it was the largest, that didn’t seem to effect the number of rats though. My sling technique was a great help here; free of distractions I was able to accurately hit the rats gnawing on Drake and even on Resolute. Drake was in the center room, so his magic could reach us both and if things went wrong, both me and Resolute could rush to his aid. Resolute was in the last room just ‘cus someone had to be there.

Thinking back, we should have done things a little diferent: Drake in the middle room again, for his magic (and his choice of magic was off as well, his attacks lit up the rats to make them easier to hit... but that doesn’t matter when your attacks have already killed the foe. Just two-footers afterall), but he should have moved over to be next to Resolute, so Resolute can defend Drake better. Resolute should have been in the first room, so he and Drake would be closer to the stairs, I would have been fine at the back as I can outrun the others so well.

Anyway, Bith was well happy with our performance and promised me that ‘me and my party’ had the job for the Tombwood. I tried to correct him about how it’s not my party but he started talking about the job and Kruthiks. We will meet up with him later after we have done things and rejoined Neb, Jeb and Maldor.

Next up, we followed Drake to the ‘House of the Sun’, which was the local temple to the crazy... by which I mean it was meant to be to Pelor, but the current occupant was so crazy the whole ‘everburning god of the sun’ thing gets obscured.

Grundlemar! As mad as a Badger in a wedding dress. I can’t recall the specifics ‘cus I was laughing too hard at the time but he was angry and erratically berating anyone and anything that came within his view. He made a couple of spluttering lines at me (for laughing) before he saw Drake and his disapproving expression. I’m proud of how Drake stood up for himself with no problems although he did get flustered when Grundlemar challenged Drake to a sermon-off! 4pm tomorrow, wouldn’t miss it for the world... (but... I worry for the boy, how can I help? I can’t join him on the stage lectern and I don’t have the presence to work the crowd properly)
 

Fallcrest- Finding Dreus
Session 11 Part 1

And so the PCs are still in pursuit of their three goals as outlined in the previous session-

Find Dreus et al

Cure Hoyt of his Lycanthropy

Sell the Alchemical stuff

We've spoken in-between times, me and the players, just a few hints and tips back and forth about how to accomplish the first of the above three goals. The method decided upon by the players is to make a few friends in Fallcrest first- find some people they can trust. None of the players have any strong connections in the city, no one they can just go to, so they've got to tread a little carefully.

Back to the action.

The Odd Trio make it to the Silver Unicorn Inn, wander in and... stop the place dead- every face turns to look at them, as I've said previously the Odd Trio are odd, it doesn't help that unless nudged in to action Maldor is the only one that initiates conversations...


The Silver Unicorn

The bar stops to stare, that is until Wisara Osterman, the owner of the Silver Unicorn Inn, welcomes the strangers to her fine establishment; the spell for some in the bar however is not broken. Even after a short chat with Wisara some of the other patrons are still staring- the Gith, Jeb is not feeling the love, he voices his feelings- to the bar in general.

Several patrons get on their feet and bustle over, not quite sure how to react- Wisara chides her patrons, makes a short speech about when she arrived in Fallcrest nearly seventy years ago... the moment is defused. Soon after Jeb lets slip that the guys are adventurers and have only just arrived in Fallcrest- the patrons press for news of the Vale.

Rumour has it a huge Dragon has recently attacked the ruined city of Kiris Dahn and destroyed what was left of it in an incredible fire storm- other patrons wonder aloud whether Fallcrest will be next. The PCs are in a tight spot, Maldor manages (just) to talk their way out of the situation- the PCs assure the good citizens present that the dragon would not dare take on Fallcrest- he's certain. Furthermore he'd heard that the ruins of Kiris Dahn was home to Goblins and worse, surely their destruction is a good thing.

The citizens seem somewhat reassured, several press on and question the Odd Trio further, they may have even made a friend in Earl Pye, a fish merchant. Regardless the Trio are left to their own devices- they continue to chat with Wisara, eventually drawing out of the Halfling a little information- although nothing to do with their present goals. They learn that Wisara has her suspicions about the Nentir Inn, a new-ish establishment run by a smooth talking Half-Elf, she's not certain but she thinks there's something not right about the place.

Alas nothing to help them with their task... the Trio cannot manoeuvre the conversation around to Dreus, and dare not just ask.

The Wholesome Threesome meanwhile venture in to the Halfmoon Trading House and are met by Selarund Halfmoon.


A little light shopping.

The Halfling proves to be open and friendly, wondering if the PCs have ever visited the Seven Pillared Hall, he marks them for adventurers straight away- he tells them about the place, located in Thunderspire Labyrinth. Eventually- stories swapped, although the PCs story is completely lacking in detail- they're adventurers, that's it; the PCs trade in the few gems and jewels they've found- snoop around the shop for a bit and then depart.

Both groups head for the Moonsong Temple (Sehanine), they're looking for a cure for Hoyt remember, within heavenly voices sing and soar- the children's choir is mid-practice.


I know, looks a lot like the House of the Sun- shh.

Ressilmae Starlight, the High Priest welcomes the PCs and suggests they perhaps sing-along, at first the players are a little stand-offish, Ressilmae explains that the PCs are an intimidating bunch, particularly as they are bristling with weapons and some of them rather odd and dangerous looking, perhaps a song or two will soften their approach- the children do indeed look a little frightened.

Sehanine row the boat ashore Hallelujah...
Sehanine row the boat ashore Hallelujah...
What's this children, we have company, come on... join in...
Give us a tune...

The PCs are talked in to it- or else they have no option, I'm a dictator DM, each must hum, la la la, or otherwise make noises in an effort to replicate a well known tune- the other players must guess the song. This is a Skill Challenge, although without the dice rolls- the PCs need four successes before three failures, they only just make it- with one failure to spare, I thought I was a tuneless soul.

It doesn't help that one of the players is humming Beyonce (or something like that) songs- the players, save one of the guys are mid-30's or thereabouts. My personal musical influences stop and start with original Punk and early New Wave (I'm an old get though).

All the standards are dragged out- I myself deliver a thumping version of 'Eye of the Tiger' to start them off, the Star Wars theme gets an airing (geeks), as do a few other film scores. Jack (Drake) is the young guy in the group- he's responsible for the two failures (I seem to remember), the Serbs- Zoran (Jeb) & Bob (Maldor) we discover couldn't carry a tune in a bucket...

At the end of it all- all humbled and humiliated several of the players are so overcome and emotional that they have been reduced to tears, either that or they were laughing so much.

The children are packed off and Ressilmae is asked for help, as it turns out the Elf can access the necessary Ritual to cure Lycanthropy, however if the victim has been in the state for some time he cautions that the ritual may not be successful, they will need an unguent called Ratsbane for it to have more chance of success. The other sticking block is the ritual is expensive and the PCs are unknown to Ressilmae, he will do the job but for a little shy of 500gp, the PCs really need to sell some of their ill-gotten gains (the Alchemical stuff).

Before the PCs leave Ressilmae has a surprise... for Drake, it seems the Elf has been entrusted with a message for the young Priest of Pelor, a letter from his parents-


You've got mail.

For those that can't read the above, here it goes-

Dearest Achibald,

It is over two weeks since we received your last letter, please write soon, I worry about my little soldier...

I have trusted this missive with the Church of Sehanine to deliver, apologies I had tried to contact the Church of Pelor there in Fallcrest but... communication problems with a slightly deranged Dwarf.

Me and your father are at present staying in with Baron Stockmer, a relation on your father's side of the family, in Harken- the capital of Harkenwold. The good Baron is ruler here, actually he rules all of the Harkenwold, lest you think that too grand you should know that Harkenwold is a small barony- population less than 2,000 all told. That's less than the number of citizens in Fallcrest, and yet the country is beautiful and the people are friendly. Your father is content at last, I believe we will stay here for some time, certainly see out the entire winter. If you have time then perhaps you could pay a visit- when the roads are clear of snow.

But for now, take your time and relax- I hope your studies in Fallcrest go well, I hope that you find the Sage you were looking for and that you stay safe and warm.

Please write Archie, we are missing you so, if only to reassure me that you are wearing a clean pair every day, and that you are remembering to put the cream on your 'secret itch'.

I have sent you a present, for Pelormass- I bet you've been missing these.

Love

Mummikins & Pops


The present in question comes in a lovely box with a red bow, within are a pair of fluffy rabbits feet style slippers... Drake blushes.

The PCs decide they can trust Ressilmae, so far his answers have been spot on, and their Insight checks do not lie- they explain a little more about their story, the fact that they are looking for a very bad man call Dreus. Ressilmae takes it all in and decides that he will help, he will endeavour to make discreet enquiries. The other PCs (other than Drake) also encourage Ressilmae to come and see Drake's sermon tomorrow at the House of the Sun, again Jack goes quiet on Skype, other people seem to be laughing again.

Ressilmae states that he will be there, and if possible he will bring the children along... it just gets better.

The PCs say their goodbyes, even Unky Resolute who has been giving the younger children piggy-back rides', the big softy.

I think that's enough for the first instalment of session 11.

Next Time... The Investigation continues.
 

All the standards are dragged out- I myself deliver a thumping version of 'Eye of the Tiger' to start them off, the Star Wars theme gets an airing (geeks), as do a few other film scores. Jack (Drake) is the young guy in the group- he's responsible for the two failures (I seem to remember), the Serbs- Zoran (Jeb) & Bob (Maldor) we discover couldn't carry a tune in a bucket...

I resent that comment about us Serbs not being able to carry a tune in a bucket... Well, yes, I couldn't sing to save my life, but I did hum Indiana Jones tune and got one success for the group, also I was the one who (geekishly) recognized your Star Wars tune, and Zoran (Jeb) did that Eye of the Tiger thing. It is you Brits who bailed on this one, you did fine, but one of you did fail with that Britney Spears thing and the third one didn't even get his turn, the challenge was over before he got to sing. :)

But the laughing to tears part is all true. I had to mute my mic cause I was laughing so hard. It was an exceptionally crazy and funny challenge.
 

Fallcrest- Finding Dreus
Session 11 Part 2

After the singing competition the group decide to stay together for the remainder of the session, gone are the Wholesome Threesome and the Odd Trio, it's all for one and one for all.

First stop is Ladris' Fine Clothes for Drake, run by Ladris, a Gnome- who insists 'men are peacocks sir, peacocks for the ladies...', Ladris does not need to take Drakes measurements as he can 'undress you with my eyes sir.'

Drake is fitted out with new vestments, which are going to set him back 50 gold coins- Drake has money it seems, his new gear features golden sunrises and radiant purple rays- it will be ready to pick up in the morning.

Jack (Drake) it seems is now up for his sermon.

Then off to Naerumar's Imports, another trading establishment, this one run by a Tiefling.


Orest Naerumar.

The PCs nose around and chat a while before Neb gets out the Alchemical Items and manages to sell two of them on, recipes for Lockburst Chalk and Alchemical Silver, he manages to get 300gp for the two items. Which comes as a great shock to the PCs who have not looked any of this stuff up, 300gp is a lot of money for these guys.

Overjoyed the guys are on the trail, they're advised that House Azaer may take some of the items, as perhaps will the Halfmoon's or else Sandercot's Provisions.

Next stop House Azaer, more trading to be done, more gold to be made.


Amara Azaer only has eyes for...

Strange things are afoot from the get-go in House Azaer, while Neb and Maldor are doing much of the talking the Tiefling proprietor Amara Azaer only has eyes for one man, strike that, creature-

“You are Gith?'
Jeb nods, gulps, and nods some more.

Soon after he's showing Amara his pet Stirge 'Pazit', more surprising still the Tiefling is petting his Stirge- moments later Jeb has invited Amara to go on a date with him, a meal at the Silver Unicorn Inn tomorrow night.

The other PCs are pretty much dumbstruck, they barely register the fact that they manage to sell two more of the Alchemical Items, recipes for Ghost Strike Oil and a Jolt Flask for 1,000gp and three Healing Potions.

The PCs exit, Jeb still making googly-eyes at Amara and vice-versa.

The kindly DM informs Zoran (Jeb) that the meal will be run as a Skill Challenge, and that he should come up with his best chat-up lines ever, the real winners, they too will need to be written down, and played out- like Drake's sermon.

More giggling ensues.

The PCs then decide to head over to the Nentir Inn for a bite to eat and a nose around, they figure they'll go and help Bith the Ratter with his problem straight after, they want to investigate Wisara's suspicions.

To the Nentir Inn-


Just... Wow, is pretty much the consensus.

The players are in a state of shock, within the Inn is beautiful and jumping, the staff are polite and funny, and nice, and...

The PCs are shown through the restaurant in to the back bar by the owner Erandil Zemoar, although in-game they barely registered this as they scrolled in and out of the beautiful map investigating the place.

Drake ends up paying for a round of drinks, while the light-headed Jeb orders the most expensive meal on the menu-


Rich pickings.

Which turns out to be a beautifully cooked duck breast stuffed with trout caviar a selection of winter vegetables and various gravies and sauces. He's in heaven, that is until he gets the bill- 22gp including service. Drake's round of drinks comes to 30gp after a few wayward choices are made when a few of the other PCs take advantage of the poor lads generous offer.

The players, and PCs, are entranced. They wander around a little, get involved in a card game with some guys that work at the Fallcrest Townhall, win a little money and generally are happy to sit and admire the screen. They find nothing dodgy, suspicious, or otherwise- one of the bar maids even promises to come and see Drake's sermon the next day.

The players, sated, head off to find Bith the Ratter, they're ready to clear out the Kruthik nests in the Tombwood- the session concludes, save for one or two skill checks then we've been dice free for four hours- top work, and the players loved it.

Next Time... Kruthik and chaos.
 

Rogar's diary for session #11-

<session 11>

After the confrontation at the house of the Sun, Drake needed a distraction and I still needed to sell of the bag of minor gems and (ugh) another of our souvenirs from Gorizzbad. Thus, we trot off to the Halfmoon trading house. I figure that it’s a Halfling enclave and an adventuring halfing like myself would get a good deal there.

I figured wrong.
This is something I don’t get. Something I may never get. At the monestary we all worked together for learning and protection; when I worked a mundane job we all worked together to move cargo or clear out rats; even when I was part of the gang... we all worked together to keep safe and get our imagined greavinces and get out. But here I met another Halfling, a fellow, another person making their way in the world. How come we where at such cross purposes?

I used half as many open words and weasel words as Selaround Halfmoon did... and still feel dirty. Part of me thinks that he was just working his angle, but still, I had to work hard to walk out of there with 125gp in coin for what I reckoned was 140gp of goods. I asked about a 50gp haling potion (the one I used on Drake) and was offered a 70gp healing potion. I said I may well be back with friend with alchemical formulars. I may well be wrong about this... but hell, I’ll accept it just to not deal with this guy again.

After that debacle, we wander on to the Moonsong Temple, to see if they can help us with Hoyt’s affliction. On the way I discuss armour with Drake, maybe he is realising the risks he faces with the work. I steer the conversation towards heavy armour and Drake is heasitant due to the weight and heft. If only we could find some armour that does have this; I recall the story/song of an Eladrin who wore special Eladrin-made chain that was as light as wool. Was this made or drawn from real experiances? It is beyond me to know.

Neb, Jeb and Maldor look both bored and strung out from their travels. Thet say that they have delivered a message to the Spetarch’s tower... but they don’t seem confident with the result.

The Moonsong temple is... different yet similar. The priest there was as aware and clued up as my masters at the monestary. His name is ‘Ressilmae Starlight’ and he is entertaining a group of children. As soon as I see the situation I melt into one of the alcoves and while the children don’t see me, I’m sure Starlight does. So this preacher sees our motley band and for reasons that I will never devine, even if I reach one hundead years of experiance, decides that he should ask us to sing or hum a tune for the children to guess. I remain hidden through this, as the others sing and.. I just don’t get this. The sounds, the expressions... It’s more ailen than Jeb. I just remain silent until this is over and the children run off to do children things.

Again, Starlight, this elf seems strange. He knows far more about us that we expect and we don’t know how he knows, apart from in Drake’s case... turns out his parents have sent a message and a parcel to Drake via the temple. Drake’s a lucky guy, although it must have been embrassing to hear his letter from ‘mumsey’. The parcel was a pair of rabbitskin slippers, made to look like fluffy-toy rabbits, some of the other laughed, but they did look comfy.

We tell Starlight the story about Hoyt, he can help us but requires money for the ritual materials and suggested that we get some extra stuff, a preperation of ‘Ratsbane’. We shall have to wander and talk to ‘erbalists. We make plans to return here after the sermon tomorrow, to use the ritual and cure Hoyt.

Of course this will cost a decent weight of coins, so we head to the other trading houses so Neb can sell the alchemical formulars. We have mixed success at this, and by mixed I mean things go bad, things go well and … Jebedia, the Githyanki, the guy with no nose and skin like old parchment and a baby Stirge in his pocket... has apparently got a date for the following evening. In a possibly related note, my hipflask is almost empty.

We sell most of the formula, netting an impressive 1300gp total! I took a distant back seat during these neogotations and I’m glad I did. It was frustrating to watch and even more frustrating to do myself later. I miss the simple clarity of the monestary, everyone worked together, everyone was a team. Here, so many of the people we meet seem to be working an angle.

For example, in Naerumar Imports, where we had sold some of the formula, I asked to buy a healing potion. They wanted 70 gold for a 50 gold product! I tried to explain how we did good and the potion could help us live longer and return to buy or sell more things, she was unwavering. It was only someone else’s remark about buying three at once that changed her mind and brought it down to 150g for three. I almost leapt onto a table to shake her hand before she could change her mind.

But enough complaining, what do we do about it? Maybe if this is a game of social animals, we need a social animal of our own. A retainer to speak for us, someone who knows the town and can turn our intents into flowerery and well-timed words?

The alternative is to speak less I suppose. Do more with actions than words. If it will work, then it’s clearly the better path... but will it work?

After this stressful experiance, we head to the Nethil Inn for a calming drink. Not so claming considering the prices, but hey.

The Nethil Inn is... I don’t know how to explain it. First of all, it’s like two places in one, with a simple and pleasant stone-walled taphouse at the front, and an expansive (It’s massive! no, MASSIVE!) tavern/resteruant at the back. Given it’s size, it is pretty expensive but... I’m just not sure how it makes it’s money... sure, there are plenty of customers, but why are there so many customers? What does it have that other places don’t? What counteracts the high prices and din? Something just seems off at the place and I’ll be happy to never return.

Anyway. We where told that the back bar had a wider selection of ales, so we hiked over there and I hopped up onto a barstool. The menu is a jumble of made up words and real foods, it lacks prices which is never a good sign. I select the ‘Swamp River Ale’ which tastes a lot better than it sounds. It’s an old fashioned bitter, chestnut in colour and mild in flavour. Nice, but not really worth 1gp a pint! Another reason to give this place a miss in the future.

Still, the wide selection and sheer number of people here makes it a good spot to (carefully) ask about Dreus, so we split up and see what we can see. There is an open spot at a card-games table so I hop up to there.

Another difficult conversation, made worse by learning nothing of value. I must have been frustrated at the end, because at the end of one of the hands, I kept hold of a jack and what a conincidence, that really helped me in the next hand. My action was flawless (half proud of it, hiding a human-made playing card in my little hands, in front of 5 people and a crowd) but I just knew it was showing on my face. Either I was wrong or the other players where to distracted to care, as all that happened was me winning the hand and making my exit. I left the spare card on floor, towards the other end of the table and got another Swamp River Ale at the outer bar to relax a little.

None of the others turned up anything useful, apart from Drake who is to return tomorrow to talk to an old woman? I’m not sure of the details. Resolute also managed to join a gambling table and apparently lucked out. Even though I walked out of this place with 5gp and two pints I still don’t think it’s worth it to return.
 

Fallcrest- Finding Dreus
Session 12 Part 1

And so with Bith in tow the PCs head off to the Tombwood, from there a short search about reveals the right cave, Bith motions for the PCs to get in and get to work, he reminds them that destroying the Kruthik nests will cause the Kruthik to flee and abandoned the lair.

In truth this session doesn't go well, for a variety of reasons, first is we have a lot of technical issues with Skype and not least Maptools, at various stages Skype just insists on not working at all for various players. As for Maptools in the three plus years I've been using it then... just horrible at times- the map wont load for some of the players to begin with- even though it did last week, and all data has been transferred to the players asset caches.

Later the game just crashes out, due to internet connections going down and... we just don't know- all the creatures lose their initiative scores at one point, every time I move a creature it causes a stream of errors- on everyone's screen. Now I don't want to put anyone off using Maptools, what I mean to say in three years this is the worst it has been, maybe once every three or four sessions the game crashes out, but that's mostly (90%) due to my internet connection going down, and is usually solved in a matter of minutes. This session everything that could go wrong- did.

To make matters worse I and the players became frustrated by the situation, which left us doing the best we could, rather making the most of a bad job.

It also didn't help that during the session all of the players were called away at some point or another, real life conspires at times.

Let's get on with it...

The PCs mooch in to the cavern, none of them do anything for a while, it seems the session of RP only has thrown them- it was a real struggle getting started, the PCs have no natural scout, Rogar has done the job once or twice but he's loathe to do so. The PCs therefore just clump together and move forward in slow shuffles.

They hear clicking and scraping sounds from behind a stand of tall fungi- no they don't try to identify the fungi, they just head on...

It's odd as a DM at times I foolishly presume ahead of time I know what the players will do, I'm usually happily surprised when they do something different, in this session they seemed content to be doing little- they shuffle forward some more, not investigating anything as they go.

Eventually round a corner and come face to face with... Kruthik and nests.


Rogar finds the Kruthik. The Kruthik find Rogar.

And so it begins- a majority of the Kruthik are Hatchlings, actually underpowered Hatchlings without their aura attacks, I did this on purpose in the hope that the PCs would try to get to the nest and destroy them quickly, and thus save us all an extended fight. Bad move.

The PCs chose to hold station, and fight wave after wave of the creatures- basically I have 20+ Hatchlings and a few Adults to play with, the game is each round I roll and the nests spit forth whatever I roll (I have a little table- at worst each nest births 3 more Hatchlings, at best just 1). To make matters worse every round there is a 100% chance a Kruthik Adult will burrow in to the chamber, reduced to 50% if one of the nests is destroyed, and obviously 0% if both are destroyed.

Lastly if both nests are destroyed then all remaining Hatchlings just scurry about confused, attacking each other, fleeing- whatever is funnier at the time; while any Adults left get away as fast as they can- never to return.

As I say, the PCs basically form a line, edge in a little and fight wave after wave of the things- even when Neb managed to drop a Scorching Burst on a nest, and I made it clear that fewer Kruthik where being spawned because of the hit... Nope.

Oh, and the nests were a very Minor Skill Challenge, basically any damage to the nest counted as a success, I also ruled that a Scorching Burst or other area effect counted as two attacks on the nest, just to try and get them gone.

I have saved everything that appeared in the chat window from the session, the entire who did what to whom for this fight, but I'll not go through it (as I have done in the past), instead here are the highlights-

Rogar is soon Bloodied.

Lots of Kruthik Hatchlings are killed.

Lots more arrive.

Jeb Dimensional Warps in to the middle of the fight and gets surrounded by Hatchlings- they all miss him as I fail to roll over ten with six die rolls.

Jeb Swordbursts and kills three out of the six.

More Hatchlings die.

Neb is dropping Scorching Bursts on clumps of the beasts- alas he can't roll for :):):):), with one attack on four enemies his highest roll was a '3'.

Drake uses a Healing Word on Rogar, he's no longer bloodied.

Maptools crashes.

Neb is hit by a Poison Spike from a Kruthik Adult and is taking ongoing Poison damage, he fails to save against the Poison for something like four rounds.

More Kruthik arrive, including another two Adults.

The first Kruthik Adult is taken down, as are a lot of Hatchlings, approaching fifteen I'd say.

At this point only one of the nests has taken any damage- that being one hit from a stray Scorching Burst, which I have now ruled only misses on a '1'.

Resolute is Bloodied.

Drake crashes out of Maptools.

Drake uses his second Healing Word on the big man.

Drake is hit by a Poison Spike for 16 damage and ongoing 5 Poison, he's down to 8 HP.

Jeb crashes out of Maptools.

Then Neb says in chat- well, if these guys keep spawning we need to hit the nest quickly.

And I Hallelujah silently.

Maldor agrees and takes charge- I agree... Resolute and Jeb go for the nests. We'll kill these and join you.

Neb ignores his own advice and Scorching Bursts a bunch of Kruthik, he manages two rolls of '1' in his four attacks- and one hit, a Hatchling dies.

Jeb's mic stops working altogether.

Resolute charges for the furthest nest, the artillery concentrate fire and take down the first nest.

Resolute Action Points to deliver more damage to the last nest.

Drake is reduced to 1 HP, he has to grab out a Potion of Healing to save himself going down, and then spend an Action Point to get away from the Kruthik as best as he can.

Maldor is Clawed by a Kruthik Adult, blocking it getting to Drake, and takes 18 damage- he's on 10 HP.

Neb is being bitten by Hatchlings (although few remain as one nest is destroyed and the other only needs two more hits). Neb has to use his Staff to fight the creatures off- he even manages to hit.

Rogar comes to the rescue, three enemies with his Steel Wind- he misses all three, best roll '7'.

Rogar is almost bloodied again.

Jeb & Maldor take hits, they're both nearly bloodied again.

Drake is again reduced to 6 HP, he uses his Healer's Mercy to help his friends.

Rogar Opens the Gates of Battle, in combo with a Sneak Attack and Ironsoul Flurry and does something like 28 damage on a Kruthik Adult.

Resolute comments- Grrrr.. die stupid thingies.

Resolute hits the last nest again, they need one more hit for it all to go away.

Rogar comments- Resolute's tearing into the other nest. We will still manage this!

Neb tries for a Scorching Burst on the remaining nest, and '1' misses, he Action Points and gets it right second time around- the one Adult Kruthik left flees, the three Hatchlings still standing scurry and panic and are swiftly cut down.

OMG!

That was like pulling teeth at times, obviously I can't say anything but the fight lasted 9 rounds and it wasn't until something like the end of the 6th round that the PCs decided that it might be wise to go for the nests.

Am I bad for cursing my players beneath my breath, I mean I realise and all that I have 20:20 on this but... I think I am a bad person.

Maldor is down from eight to four Healing Surges left, the above wasn't all the action of course, things got missed out- but the gist of it.

The area is searched, there's nothing of interest to be found, a patch of Fungi is investigated, and then incinerated, and I live in fear- I know what's coming next, let's just say the finale involves three nests.

That was a Level 4 Combat Encounter (PCs Level +2)- Kruthik, Hatchling (Level 1 Minion) x23 & Kruthik, Adult (Level 2 Brute) x4.

I really don't know what to add here, in my mind (foolishly) I had the PCs investigating the Fungi stand and spotting a way through to the furthest nest, possibly scoping out the entire area ahead of time. Regardless I definitely thought they would concentrate their fire on the nests, I made a point of telling them this session and in the previous (as Bith) that destroying the nests would cause the creatures to flee and/or panic...

We talked about things afterwards, although no reasons were offered for the PCs choice of tactics, they seemed to understand the above- Kill nests = Kruthik flee, but were content to try it the hard way, for some reason.

I guess I shouldn't try to second guess the PCs, what's more I should be happy if they chose to do things the hard way, I will endeavour to make it better next time.

All of the above said and done, the PCs damn near died, and certainly were panicking again as the tide of Kruthik attempted to roll over them. It made for some tense play, but a lot of it was grindy, particularly the myriad Hatchlings that seemed to distract them entirely- several PCs were content to kill a Hatchling in a round rather than go for the prize- easy kills nearly did for them.

Again it didn't help that through the above fight players were called away, and Skype and Maptools repeatedly failed us.

Next Time... Lesson Learnt?
 

Fallcrest- Finding Dreus
Session 12 Part 2

And so we come on to the Kruthik's Last Stand, and it's only going to get harder for the PCs, although they of course don't know this yet.

The PCs start by checking things out, sneaking forward a little- spying through gaps in the rocks and fungi, the sound of more clicking beyond, obviously more Kruthik, the PCs also spot a nest... or two. A plan, of sorts, is agreed upon, although...

The plan to the best of my memory goes a little like this- burn down a bunch of fungi (see where the PCs are positioned on the map below), hold the line here, while other PCs attempt to attack through the holes in the rocks (again see map below). Those confused at this point raise your hand... well, my hands up.


Some pre-dead Kruthik.

The plan seems to rely on the PCs, err... holding station and wailing on the Kruthik again.

Obviously I don't say anything, I just let them do it the hard way- again.

And so, here goes- the stand of fungi is incinerated ahead of time by Neb, allowing Resolute, Jeb & Maldor free reign.

The Kruthik spot this event and scurry in, surprise lost, the PCs roll initiative- highest is a 12, that's Rogar I believe.

The Kruthik Adults go for the Poison Spikes- Neb is crit for 11 damage and ongoing 5 Poison... Here follows the gist of events after, again I'm not going for the full write up.

The fighters Resolute, Jeb & Maldor hold until the Kruthik (Hatchlings) close in, then batter them.

Rogar moves in to the gap in the rocks, Lion's Den and any that approach (Hatchlings) are instantly obliterated, actually excellent call, he accounts for something like seven of the things in the next two rounds.

Bob (Maldor) has to leave the game for thirty minutes.

Neb is Clawed some more and almost Bloodied (we're still in the first round). He also fails his Poison save, but he does kill a bunch of Kruthik Hatchlings with his Scorching Burst.

Resolute takes a Poison Spike crit.

Lots more Kruthik arrive- like another 9 Hatchlings and another Adult.

Jeb kills a Hatchling.

Resolute kills two Hatchlings, including one with a crit. He also fails his saving throw for ongoing Poison damage.

Rogar kicks Kruthik Hatchling arse.

Neb targets a bunch of Kruthik Hatchlings and a nest with his Scorching Burst- six targets total including two on the nest, he hits the nest twice- missing everything else.

Maldor crits a Kruthik Adult for 21 damage, and then is hit by a Poison Spike.

Resolute, Jeb and Maldor are now fighting two Kruthik Adults, and hitting plenty.


Umm... Kruthik, lots of Kruthik.

And for all their efforts the PCs were facing 11 Kruthik Hatchlings and 2 Adults at the start, they're now facing- 12 Kruthik Hatchlings and 4 Adults... and one of the nests is half destroyed.

Rogar accounts for many more Kruthik, he holds station with his Lion's Den.

Neb lets loose his Scorching Burst, and destroys three Hatchlings, nope he doesn't target the nest...

Maldor continues to take Poison damage, scratches a Kruthik Adult or two with his Shared Madness and then fails his saving throw.

I drop the bomb, the Kruthik Hive Lord burrows up behind the PCs, a little motivational tool.


Big Momma Kruthik.

Note in the above picture the nests have yet to spawn more Hatchlings, rest assured another half-dozen, and possibly another Adult will be spawning very soon.

Drake is Clawed, from something like full, to 7 HP left.

The PCs panic a little.

Drake- Umm..... guys.... problem here.

Rogar- that's a big ant-lizard-thing!

Neb- uh oh.

Resolute is Clawed by two Adults for 17 and 9 damage, and down to 5 HP.

Resolute- I need some healing here!

Jeb Dimension warps in front of the Kruthik Hive Lord, uses his Booming Blade- 10 HP damage, only 150 HP left, and then (genius move) activates his Daily Repulsion Armour and pushes it back one square. Jeb more or less neutralises the Hive Lord from here on in, every time it gets close it's Pushed 1 back as an Immediate Reaction and cannot charge from only one away.

Rogar is Clawed by an Adult Kruthik and bloodied, he drops his daily Masterful Spiral and does something like 22 damage to five of the creatures, killing 2 Hatchlings and reducing three of the Adults to less than 7 HP each. With his Ironsoul Flurry he finishes off one of the Adults.

Neb- Go Rogar : )

Maldor is Clawed a little and nearly bloodied.

Neb Scorching Bursts and destroys a nest and a Hatchling. Concentrating the mind of the Hive Lord.

Drake is down to 5 HP before he casts Healing Word on himself, then Lance of Faith kills another Kruthik Adult. Oh and with his new Holy Symbol (Nimbus of Light) all of the PCs (in range) get Temp HP.

Maldor- GO DIVINE team!!!

Then the Hive Lord decides upon some new tactics, it unleashes a Poison Breath which leaves Rogar bloodied and Jeb just the right side of bloodied.

Neb is hit by Poison Spikes and down to 15 HP.

Maldor the same, except he's down to 8 HP.

Resolute and Rogar fight on, more Lion's Den from the Halfling Monk.

Neb is Clawed again and down to 11 HP.

Maldor the same, he's down to 4 HP.

Then Maldor is Clawed again and down to -1 HP.

Then Neb is Clawed again and down to 6 HP.

Neb Scorching Bursts, nope not on the nests but on a bunch of Kruthik Hatchlings that have just emerged and are heading for the PCs- he kills three of the four he targeted.

Maldor takes ongoing Poison damage -6 HP, fails his save to throw the Poison off '4', and his Death Save '3'.

Drake drops Healer's Mercy and all of the PCs are in range- close one.

Only Maldor is bloodied now, although that doesn't last long as Drake follows up with a Healing Word on the Elven Avenger, with more Temp HP from his Nimbus of Light.

Jeb- GOLDEN!!!

The Hive Lord takes some more damage from Jeb.

Rogar makes a run for a nest, gets there and goes crazy with a Steel Wind with Ironsoul Flurry- he takes three opportunity attacks en route (all from Hatchlings) and is missed every time. The nest takes three lots of damage- one more destroys it. The Halfling even manages to take down a Hatchling as well.

Resolute is Clawed and bloodied again.

Neb is Clawed for 18 points of damage- down to 4 HP. He moves up and unleashes another Scorching Burst, the second nest is destroyed, as is another Hatchling just emerging.

Maldor is still taking Poison damage, although he's got 20+ HP still, and fails his save again '8'.

The Hive Lord has to spend its Action Point to get an attack on Jeb, it misses, with a roll of... '5'.

Neb is hit by a Poison Spike for 8 damage and reduced to -4 HP, he's down, and taking Poison damage.

Resolute moves up, takes down a Hatchling and punches a newly arrived Adult, he catches another Adult with an Opportunity Attack and damages it also.

Rogar Opens the Gates of Battle on the same Kruthik Adult and destroys it doing 25 HP damage with his Ironsoul Flurry.

Neb takes 5 Poison damage, -9 HP, throws off the Poison damage, and passes his Death save.

Drake makes it to Neb and uses his Healer's Gift- Neb is back up and on 13 HP.

Suddenly there's only two Kruthik left, a badly injured Adult and the Hive Lord being continuously Pushed back by Jeb.

The PCs not holding off either of the above run and stomp the last nest.

The Kruthik flee, both are battered in the process, although the Hive Lord has still only taken 30-something points of damage (from a total of 160). The remaining Adult is destroyed before it can escape.

Job done.

That was a close call in places, a Level 6 Encounter (PCs Level +4)- Kruthik, Hatchling (Level 1 Minion) x30; Kruthik, Adult (Level 2 Brute) x5 & 'Big Moma' Kruthik, Hive Lord (Level 5 Elite Controller) – note partial XP award only.

Obviously if the PCs had played it differently then both of these scenarios would have been at a much lower level, but who am I to say. Maldor and Neb briefly visit the 0 HP and below, but it all comes right in the end.

The PCs search the place thoroughly, and discover an old camp site within the caverns, the CSI team gets on and they discover that whoever stayed here hasn't be back for some time, and a pocket knife, partially buried beneath the bed roll, it has some very hard to read initials on it, and has been much used.

And that ends the 12th Session of play, it was a terror truth be told with all manner of madness with Skype & Maptools, and life getting in the way.

Next Time... Some stats- I like stats.
 

How weird...

when you read on something that you did, from the perspective of DM...
I was under the impression that we did good, but then again now I can see differently....
funny thing is that (now that I have read this) I don`t think we have learned form our mistakes... whoever is reading this will shortly understand why ;-)
Non the less.... We love you Paul....
 

Fallcrest- Finding Dreus
Session 12 Part 3

Some of my other threads are very stat friendly, therefore here's a bunch of stats and notes from these guys adventures so far-

After 12 sessions completed they have-

Completed 22 Encounters.

That breaks down as 12 Encounters with the PCs at Level 1, in the following order of challenge-
1-1-1-2-1-1-3-1-2-2-1-2
That's an average Encounter Level of 1.5 (PC Level +0.5)

And 10 Encounters with the PCs at Level 2, in the following order of challenge-
2-7-1-1-6-5-4-1-4-6
That's an average Encounter Level of 3.7 (PC Level +1.7)

A break down of events by session looks a little like this-

SESSION #1

Day #1

ENCOUNTER #1 LEVEL 1 (+0) Wolves in the Wild, easily defeated.
Treona takes the PCs in, how did they get here- FLASHBACK
ENCOUNTER #2 LEVEL 1 (+0) Drinking Competition Skill Challenge in the Blue Moon Alehouse, Fallcrest- Rogar wins.

SESSION #2

Day #1 continues

Treona takes the PCs in, and we recap all of the above. Treona has need of adventurers- she explains about Kiris Dahn/Gorizbadd and the Slaying Stone et al.

DAY 1 ENCOUNTERS LEVEL = 1-1;
TOTAL ENCOUNTERS = 2;
TOTAL LEVELS = 2;
AVERAGE LEVEL = 1 (+0).

Day #2

Head out to Gorizbadd.
ENCOUNTER #3 LEVEL 1 (+0) Sneak into Gorizbadd Skill Challenge.
Hole up in a ruined farmhouse to rest up for the night.

DAY 2 ENCOUNTERS LEVEL = 1;
TOTAL ENCOUNTERS = 1;
TOTAL LEVELS = 1;
AVERAGE LEVEL = 1 (+0).

Day #3

Observe much activity, including the torch-lit procession to the City Gates, during the night.
Move across to the Library, part of the Hidden in Gorizbadd Skill Challenge.
ENCOUNTER #4 LEVEL 2 (+1) Rort and the Goblins in the Library basement.
Question Rort and then head below.

SESSION #3

Day #3 continues

ENCOUNTER #5 LEVEL 1 (+0) Bullywug Ambush.
Head further down- aware more Bullywugs ahead.
ENCOUNTER #6 LEVEL 1 (+0) Bullywug Mud Lord and his Giant Frogs.
More searching, and down again- yet more searching leads to a mud-filled room.

SESSION #4

Day #3 continues

ENCOUNTER #7 LEVEL 3 (+2) Mud Men and Close the Portal Skill Challenge- the Staff of Earthen Might recovered, first part of the quest concluded.
Move across to the Temple of Pelor, part of the Hidden in Gorizbadd Skill Challenge.
ENCOUNTER #8 LEVEL 1 (+0) Stirges and Rats, and a few dead Kobolds...
Move across to the Temple of Sehanine, part of the Hidden in Gorizbadd Skill Challenge.

SESSION #5

Day #3 continues

ENCOUNTER #9 LEVEL 2 (+1) Triflik and his Goblins take on Kiris Hoyt and the PCs- the Goblins vanquished, Triflik captured and Hoyt (Wererat) saved.
Much talking about what's going here in Gorizbadd- Hoyt tells the PCs about the Dragon.
Move across to the Baths, part of the Hidden in Gorizbadd Skill Challenge.
Find a very well hidden entrance in to a secret chamber, Jeb gets attacked by Bullywugs.

SESSION #6

Day #3 continues

Confront the Dragon, part of the Convince the Guardian Skill Challenge- the Dragon sets the PCs three tasks; kill Boontah, Speelock & Hu-Jat.
Move across to the City Gates, part of the Hidden in Gorizbadd Skill Challenge.
ENCOUNTER #10 LEVEL 2 (+1) Kill Boontah and his crazies- the City Gate is taken.
PCs HAVE ENOUGH XP FOR LEVEL 2
Squabble about what to do next, and get attacked by Severed Eye Orcs.
ENCOUNTER #11 LEVEL 1 (+0) Krayd, the Butcher and the Severed Eye Orcs are destroyed.

SESSION #7

Day #3 continues

PCs head over to the ruined farm house, and soon after discover Kobolds within, the hard way.
ENCOUNTER #12 LEVEL 2 (+1) Kobold Guttersnipes & Dragonshields are hunted to extinction- none escape.
PCs make their over to the Kiris Library, and safety- Extended Rest

DAY 3 ENCOUNTERS LEVEL = 2-1-1-3-1-2-2-1-2;
TOTAL ENCOUNTERS = 9;
TOTAL LEVELS = 15;
AVERAGE LEVEL 1.666 (+0.666).

Day #4

PCs NOW LEVEL 2
After breakfast the PCs head back to the surface- Goblins, a patrol in the basement of the Library, searching for them, the PCs prepare an ambush.
ENCOUNTER #13 LEVEL 2 (+0) Goblin Patrol is ambushed and destroyed.
On the surface all is chaos- the Kobold Slums burn and Goblins & Wolves are on the streets.

SESSION #8

Day #4 continues

Move across to the Temples, part of the Hidden in Gorizbadd Skill Challenge.
Move across to the Baths, part of the Hidden in Gorizbadd Skill Challenge- discover the Dragon's Den is on fire, the Dragon escaped however.
Move across to the Kiris Mansion, part of the Hidden in Gorizbadd Skill Challenge.
ENCOUNTER #14 LEVEL 7 (+5) Hu-Jat, his Rage Drake and a myriad of other Goblins and Wolves are destroyed.
The PCs wait out the storm as the Goblins flee Gorizbadd.
ENCOUNTER #15 LEVEL 1 (-1) Hidden in Gorizbadd Skill Challenge is over.
The PCs chat to Channoa- time to hand over the Slaying Stone.
ENCOUNTER #16 LEVEL 1 (-1) Convince the Guardian Skill Challenge is complete- Channoa hands over the Slaying Stone and leaves the town.
The PCs rest up and then head back out of Gorizbadd/Kiris Dahn, with Kiris Hoyt, heading for Treona's tower.
Ambush- the Severed Eye Orcs are not done with the PCs, they really want the Slaying Stone.

SESSION #9

Day #4 continues

ENCOUNTER #17 LEVEL 6 (+4) The Severed Eye Orcs are routed, a little information gained- Dreus is their employer.
Rest up on the outskirts of Kiris Dahn, ready for the journey to Treona's Tower, a little hunting for Rogar- wild boar for supper.

DAY 4 ENCOUNTERS LEVEL = 2-7-1-1-6;
TOTAL ENCOUNTERS = 5;
TOTAL LEVELS = 17;
AVERAGE LEVEL 3.4 (+1.4).

Day #5

Head back to Treona's Tower, a pleasant journey.
Tell Treona about the PCs adventures in Gorizbadd- Treona & Hoyt were obviously an item, the Staff of Earthen Might was left by Treona, her mistake.
Receive their just rewards from Treona, and more information- and the Stirge eggs hatch, Jeb has a new buddy.
Rest and recuperation, various Rituals cast, Resolute's armour re-sized, Neb's Staff fixed.

Day #6

Rest and recuperation in Treona's Tower.

Day #7

Rest and recuperation in Treona's Tower.

Day #8

Journey to Fallcrest, get in to the city and visit the Blue Moon Alehouse again- Farkill & Rock get them a free dinner.
Discuss the task ahead- to find Dreus, how exactly to do it. Also to cure Hoyt.
But first a little task for Farkill & Rock- there's something in the basement.

SESSION #10

Day #8 continues

ENCOUNTER #18 LEVEL 5 (+3) Undead in the Blue Moon Basement, the Ghouls prove tough, but not tough enough- even the Champion.
PCs HAVE ENOUGH XP FOR LEVEL 3
A Holy Nimbus Symbol +1 found and bed and breakfast for a week secured.
The PCs head out into the city of Fallcrest.
Rogar, Resolute and Drake make for the Market Green, meet Bith the Ratter, and are asked to consider a little bit of vermin killing, but first... a little test.
The Odd Trio- Maldor, Jeb & Neb head out in to the city- Maldor makes friend after nearly getting covered in slops- they're all getting funny looks.
After pricing up horses the Odd Trio make it to the Septarch's Tower where they are quickly dismissed by Tobolar the Halfling, but not before bribing him.
ENCOUNTER #19 LEVEL 4 (+2) Bith's Test, the Wholesome Threesome kill the Rats, they're hired- later Tombwood and a 250gp reward.
The Odd Trio head off after leaving their mark at the Septarch's tower, to the Silver Unicorn Inn.
Meantime the Wholesome Threesome make it to the House of the Sun just in time to hear the last of Grundelmar's sermon- Drake is not happy.
Grundelmar issues Drake the challenge, tomorrow it's his turn with the sermon.

SESSION #11

Day #8 continues

Odd Trio spend some time chatting to the locals in the Silver Unicorn Inn.
Wholesome Threesome head to the Halfmoon Trading House and sell the gems and nose ring.
ENCOUNTER #20 LEVEL 1 (-1) Sing in the Moonsong Temple, gain a friend in Ressilmae Starlight, and access the Cure Disease Ritual. He'll help out finding Dreus also.
Drake visits Ladris' Fine Clothes for new vestments.
Sell Alchemical Recipes at Naerumar's Imports and nose around a while.
Sell Alchemical Recipes at House Azaer, while Jeb is chatted up by Amara Azaer- female Tiefling.
Visit the Nentir Inn- gamble a little, Drake gets a round in and the the gang nose around.
The PCs pick up Bith the Ratter, and then head to Tombwood.

SESSION #12

Day #8 continues

Nose around Tombwood and bump into a pair of Kruthik nests.
ENCOUNTER #21 LEVEL 4 (+2) Destroy two Kruthik nests and a huge number of Kruthik defenders.
The PCs nose on, spot more nests and Kruthik and get their tactics right.
ENCOUNTER #22 LEVEL 6 (+4) Destroy three nests, loads more Kruthik, and send Big Moma (Hive Lord) Kruthik packing. Job done!
A campsite found and investigated- a very old pocket knife found, with impossible to read initials on it.

To be continued...
 

Into the Woods

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