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Campaign Commentary- Adventures in Fallcrest

From Rogar's diary for session 14-

<session 14>
Things get better that this. Grundlemar is kneeling at Drake’s feet, begging for forgiveness and asking for help. They have a conversation in private while the rest of us catch up (and make sure Grundlemar doesn’t try anything).

Turns out we all had an interesting day, but in different ways:
Neb and Jeb paid to join the mage’s guild... only to be told that there was a written test on magic, and that it will happen tomorrow morning. Later on, they got inexpertly attacked by drunks with clubs! Neb and Jeb handled it well, shutting down the muggers without killing or horribly injuring any of them, and calling for the guards to arrest them. Apprently these thugs where paid in booze by a Tiefling to rough up Jeb for “stealing fallcrest’s women”. I don’t know how to respond to that apart from taking a swig on my flask.

Resolute and Maldor visited Sgt Mugeddin (another Dwarf, hardly crazy at all) at the wizard’s gate and this apprently went well. It appears that Fallcrest’s guards are paying an interest on Resolute, but in a good way. They set Resolute a challenge which piques his interest, but he and Maldor are canny enough see there is room in the bargin to get Murgeddin to see if there are any reports on Dreus. Resolute’s challenge was to go to Telderathan’s Arms and to smith a hatchet. Which he did with no problems, seems cattish to say, but simply framing this as a challenge drove Resolute into it head on... I think I may be the same.

Next came Drake, returning from speaking to Grundlemar, he has a ‘simple’ task for us. Drake’s expressions where hard to place; clearly conflicted about the task but occasionally clearly trying to hold back laughter. The town’s last priest of Pelor died a while back and apparently the church lacked a new priest or a good enough ally to leave the church’s money with, so they buried the money with the priest. Between Grundlemar’s hard work and Drake’s compassion, the House of the Sun is firmly back in fallcrest, so Drake will go to the catacombs and retrive the money so it can be put to good use. No idea why Grundlemar didn’t do it himself though.

Still, the money isn’t going anywhere so this can wait, certain in light of a new reverlation. Next we speak with Ressilmae of Sehanine, he seemed very impressed with the sermon and Grundlemar’s conversion to a more norminal sort of Pelorism. He has his own task for us, one that will earn us a 50% discount on the rituals to cure Hoyt as well as an introduction to his backer, who is clearly someone important. It’s to search a long empty crypt in the Tombwood for a lost necklace. He assures us that this isn’t grave robbing as the graves are already gone, they where moved a long time ago as this crypt became unstable and unclean. We take the job, but it too can wait a little while, or so we think.

Lastly, Maldor gets to tell his story. After leaving Resolute to his smithery, he wandered to the Leaky Gnome Taphouse, which is the docks tavern of Fallcrest. Certainly the place that’s most open to the open carry of greataxes. He learned two important things, for one there was an underground fighting event in the basement there, next meeting is at midnight tonight; the other had a profound effect upon Jeb, and would soon have an effect on us all.

To Maldor it seemed unimportant, a man named Alain was due to be executed the following morning for killing a guard. The Leaky Gnome will be open at six in the morning to provide refreshments. To Jebediah however, this news was a terrible personal blow. This Alian was a close friend of his, the man who helped Jeb fight for his freedom from slavery! Alain did all this, lead Jeb on to a good path and now... he is sentienced to be hung in the morning.

Our other quests where quickly sidelined and we set off to the town hall to try and speak with Alain. Speak with him we did, and the story gets darker.

It is the same Alain who Jeb knew, although now he is a broken, weaker man. He did indeed kill a guard and the circumstances where terrible. Listening to his words awoke dark memories in me, I felt startled and trapped even though I was the one in a cage. I almost ran and hid, but... everything has changed. Just as Alain is different and weaker, I’m different and stronger, and I should use that strength to help.

Alain came to Fallcrest to seek Jeb, but this was the time when we where out in Gorizzbad. He had no money or resources, had to beg for work and take the pittance he was paid for he had nothing else. Then, as it so often happens, his fortunes seemed to change. He met some knew people who seemed to understand him (as they do), who bought him food and drink (as they do), who seemed to care (as they do), who just needed one little favour (as they do) and … no one would get hurt (as they do).

The important points:
There where three of them. They claimed to be part of the Porter’s Guild. They had him stand guard when they removed something hidden in a larger shipment. The Fallcrest Guard fell upon Alain and the others got away. It’s unknown if the theives got what they wanted from the shipment. One of their names starts “Gar”.

It’s about five in the evening now, Alain hangs in thirteen hours. Gotta get to work.
_____________________________________________________________________________

Tried checking the upper docks for scouts, touts, fixers and thugs. Got nothing, will try later, when it’s dark. Jeb went to talk with one of the guards who arrested Alain; Jeb doesn’t look happy at all, and considering how he normaly looks...
_____________________________________________________________________________

Myconoids. My-co-noids. To be honest, I don’t have a problem with them, but I think that Drake and Jeb would not say the same. Living, walking, punching and poisoning, Myconoids are fungus-creatures from deep underground, and there used to be some in this otherwise empty barrow in the Tombwood. We really should have stuck around and searched the place better, in part to check on where the Myconoids had came from, but there was too much of our team’s blood on the stone, so got what we came for and withdrew.

The first one I saw was possibly the most scary one of them all, just because it looked like something else. It was a floating, warty, greenish ball with some tendrils or tentacles hanging from it and a white patch on the front that looked like a large eye. Sounds like something everyone has heard of, doesn’t it. But this one was about two and half feet across and just hung there, no paragon of malice and hated, also it only barely reacted to my torchlight. It was reacting a little, so I guessed it was go time. My sling bullet punched though it easily and the thing exploded into a cloud of spores! Then came the shuffling of padded feet and we moved forward to engage.

Myconoids. There where the two and half-foot wide floating ones, which rammed and exploded; man-sized grey ones that could both poison you and somehow infect you with a draining rot; slightly smaller ones with hard shells and spikes on their arms, they also could release a burst of spores that fogs your mind and makes it difficult to do anything but move; slightly bigger ones that flailed about with a ridgid staff (was that made from another myconoid, or was it another myconoid?) and seemed to absorb damage from their allies when we struck them, the upside of these ones, was that when we took them down, they let out one final puff of spores, but these spores helped rejurvinate and repair those who inhaled them, even us when we killed ‘em.

That only left their apparent leader, who was taller and thougher than the others, but he stood out so much that everyone wanted a piece of him, so he didn’t last long. The leader was also targeted as he was wearing the emerald necklace we where sent for. Neb said it had no magic, so I’m not sure why sapient fungi would wear it? Can’t be for looking good.

Oh, and there was a big clump of little myconoids, as swarm ten feet wide and one foot tall. It launched a couple of it’s mini-myconoids at Neb, who responded by setting it on fire, although that’s how he responds to so many things.

The fight started well, but we got a bit overwhelmed in the middle, we out-lasted them though, even though it risky at the end. There where two spikey buggers left as well as the swarm. Resoute and Jeb where fighting the spikey ones seperatly, when one of them gets past Jeb’s defences and drops him. Drake rushes up to help Jeb, but gets too close to the swarm and it lashes out, dropping him too! The tide turns though as Resolute grabs his target and scrubs it up against the wall like vegetables in a grater, then rushes in to protect Drake. The Swarm lashes out at Neb, hitting him too, but Jeb’s Tiefling nature isn’t fond of that and he destroys the swarm with a reflexive burst of fire. This only leave one spikey bugger, and not for long. I recover from the pacifiing spores then leap over and cave in the last Myconoid’s head/helmet. Must be something important in there, as the creature dropped instantly. There where no noises apart from those we made, but we roused our wounded, grabbed the necklace and left.
 

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The multi-layered roleplay

I used to read Rogar's Diary as soon as it was posted on the diary page, last two I've read here on ENWorld. I just finished reading the last post, and have to say something.

I just want to tell all of you - GREAT WORK! Paul, Simon and Jack, it is just great playing a session, than reading about it through the eyes of our DM, then seeing what Rogar thoguth of it, and finally reading youg Drake's letters to his mum.

It puts roleplaying into a whole new perspective. Awesome work guys, keep it up.
 

re: Allain
We can't get Allain released scott-free, as he did actually kill the guard. We are hoping to leverage our actions to help the town, into helping Allain get a lesser sentence.

Rogar has the hopeful (possibly absurd) goal of getting Allain to redeem himself in the eyes of the law by actually joining the Fallcrest Guard, and upholding the law himself.

Seemed like a good idea when I first thought of it, but seems increasingly difficult as I think about it further.

I did consider a jail break... but it's a last-ditch option.

re: Diary
I am a bit behind with Rogar's diary, but catching up slowly. Still enjoying writing it and getting into Rogar's head, although there are occasional problems like when the party forgot about a major time-critical plot point and just went to bed... how do I rationalise that?

re: running away
We have already had a big discussion about this in email, and come to some conclusions:
1) Hints do not work.
2) If it's a fight you can run away from, have mechanics for the running away. (E.G. draw thr door on the map, explain how it can be locked from the outside)
 

Into the Woods

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