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Campaign Commentary- Adventures in Fallcrest

HS1 The Slaying Stone
Session 1 Part 1

The first session begins... with a mystery.

The characters start lost in the mist, soaking wet (its raining) and midway across a small shallow stream- they have no idea where they are, nor how they got there. More's the point they only vaguely know the other PCs present- they've met them but they can't seem to remember when or where?

Much confusion, with associated Skill Checks.

Vague memories- little info.

The players all feel unwell- slightly dizzy, nauseous.

What's going on here?

Then the wolves attack.


Drake rushes back to safety.

A pack of wolves harry them in the mist and fog, note the limited vision of the PCs, I actually thought this would prove to be a tough encounter. Drake the pacifist Cleric of Pelor initially wanders off, trying to get away from the creatures- this course of action proves to be a bad call, he's bitten badly, and has to come scampering back to the fold.

Resolute takes to grabbing the wolves and crushing them in his vice-like grip- damn! This proves to be very effective.

The other PCs made good account of themselves, a nice Scorching Burst or two from Neb, burning several of the beasts- bloodied a pair of wolves try to escape but are alas parked too close to PCs with marks and opportunity attacks to spare. Rogar, the Halfling Monk, seems to be everywhere at once- moving from fracas to fracas inflicting damage wherever he goes. Several of the PCs are soon bloodied, Resolute the most hurt, but Drake's enhanced Healing Powers see them through.

For the encounter I used 3 Ravenous Wolves (Skirmisher 1) and 3 Gray Wolves (Skirmisher 2)- the Ravenous Wolves generally fought to the death (so ravenous were they), while the Gray Wolves scampered off as soon as they were bloodied, although I think only one actually got away. We have six PCs, hence the extra Wolf. This is 'Encounter 1: The Hungry Wolves' from the module, and a Level 1 Encounter.

During the fight a voice had been calling out to the PCs, a woman's voice- screaming that the PCs would be safe within her tower, and to run for cover- it was this that initially got Drake into a little trouble striding out into the unknown on his own in search of safety.

The PCs flounder through the mist and eventually spot the tower and approach, cautiously, parley a little with Treona, the mistress of the tower, and still confused by their circumstances enter the building to try and figure out what's going on... and who their compatriots actually are.


Treona' gets the kettle on.

Throughout the fight I'd played on the PCs unease and general confusion- not knowing how they ended up out in the mist and the fog, dropped hints here and there- asked individuals to make Insight rolls (and other checks, like Endurance, Acrobatics- they felt dizzy remember). Several of the PCs remembered the sound of deep rhythmic chanting- they surmised, after a short discussion, that they had been magically transported (teleported) to this place- by whom, and for what reason, they have no idea.

Treona, after introducing herself and settling the PCs by the fire, and generally playing the good host, is also curious as to how the PCs had come to this place- which is after all more than 10 miles outside the safe and secure walls of Fallcrest.

The PCs search their memories some more (more Skill Checks), and are still confused- initially their suspicions fall upon Treona ('she's probably a witch, she brought us here'- lots more Skill Checks follow), she has after all told the PCs that she is a Ritualist- a crafter of Rituals. However everything she says seems to be the truth- she has had no part in their sudden appearance in the mist.

The players are at an impasse.

Eventually Treona breaks out the 'Nescafe', a bitter brew which is said to have restorative properties, particularly the ability to clear 'fogged' minds (more suspicions- more Skill Checks but the herbal drink is declared safe). Note Drake seems to have +5 (at least) in every skill he's used so far (obviously that's not the case).

The PCs huddle around the fire, sip their 'Nescafe', and we move to a flashback...

Note I had very little prep for the sessions, going from 'do you fancy playing again', to actually playing in about 10 days, which may sound a lot but map-building (I like to get them right) in Maptools can take some time. Therefore I wanted to get the PCs away from Fallcrest and into an encounter as quickly as possible. Luckily ENWorld had just uploaded some crunch in their Community Supporters section that proved ideal- just the job, as you'll see in the next update.

Next time- a secret revealed.
 

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HS1 The Slaying Stone
Session 1 Part 2

The PCs head into flashback mode, their last memories, a horrible droning dirge slowly warps and reshapes into a sound familiar to adventurers (and Players) everywhere, 'Drink! Drink! Drink! Drink!', and on it goes.

No magic involved, the PCs last collective memories are of being in the pub, and engaged in a drinking competition-


Role-playing drunk, I mean... Actually, maybe I got it right first time.

To reiterate, no magic involved, no dark forces (save the Dwarf Spirits), it seems the PCs fortified by a heavy night drinking must have wandered out of Fallcrest and into the wilds- a new(-ish) take on the PCs meet in a pub. The pub in question is the Blue Moon Alehouse, Fallcrest, but under new management. The bar has been previously bought out by Rock (Akshay's PC from the previous campaign), while Farkill (Zoran's PC from the previous campaign) is MC for the evening's events.

And so we're in flashback, this has already happened, I warn the players- nothing bad can come of it (it's already happened with the attack of the wolves)- let loose.

Making use of the Drinking Competition rules provided by ENWorld the players take it in turns (Insight order- highest Insight last, they're not daft) to quaff strange brews, each new drink requires an Endurance check. Failure and the PCs progress from Tipsy all the way to Unconscious, gathering temporary hit points and penalties to select defences, and all skill checks as they go. To make matters worse between each round of drinks the PCs have to perform some simple task, did I say PCs, actually the players have to too.

So we start with players and PCs attempting to say as quickly as possible-

'How much wood could a woodchuck chuck if a woodchuck could chuck wood?'

Which is easy enough you'd think- a nice gentle start to proceedings, but turns out to be incredibly difficult to say if you're Serbian or Swedish and the English language is not your native tongue- there follows much giggling.

That's not all, the players and PCs are asked to perform various exercises- touch their toes, touch their nose while standing on one leg- obviously the players are on the honour system here, we're on Skype, there's no video conferencing but the players can be heard throughout their exertions- mostly swearing and/or falling over.

Their PCs in game have to do the same exercises and have to make various Athletics, Acrobatics and Endurance skill checks to complete their routines- failure leading to further progression down the drunk scale, and or embarrassing moments- tumbling off the bar, falling into each other, poking themselves in the eye and Dazing themselves etc.

Worse still some of the drinks they're consuming conjure other magical effects- Fyana Flight, an Eladrin brew, for instance requires the PCs to make saving throws or else teleport to a random location within the bar.

Further complicating things Farkill, the MC for the evening, is very hands on, congratulating those PCs getting through the opening few rounds with crushing bear hugs, that require further checks to keep the consumed booze down.

It gets nasty very quickly- for Neb and Drake very very quickly indeed, the pair are soon bordering on the unconscious and out of the competition. Resolute, after some appalling dice rolls, joins them soon after. Eventually Jeb, Maldor and Rogar are through to the final- a glass of Dwarf Spirits is consumed and the three are let loose on their final task.

They have to manoeuvre through the packed bar and attempt to sit on a chair- which is a whole lot more complicated when you're plastered and at something like -8 on all skill checks- which is the case for Jeb.

Jeb soon settles for crawling around on the floor. Maldor cannot even manage the right direction- and is falling down a lot. After three rounds of combined idiocy Rogar Riverborn (the Halfling!) is declared the winner. Although he has missed the chair twice ending up on his backside both times- he's having trouble focussing.

The bar goes crazy and Farkill declares that the PCs must indeed be hardy souls clearly capable of taking up the greatest of career paths- adventuring...

Adventuring...

Adventuring...

The last comment makes its mark on the PCs.

The rest is history.

Actually not so much history as the present.

The flashback ends and the PCs are left closely observing their boots, and back in Treona's tower, their story not as 'magical' or 'mysterious' as they first thought.

The players seemed to enjoy this opening, some of the events in the bar leaving them giggling like fools.

Again, I thought this would be a good ice-breaker, start with a quick fight, move to the character introductions- with several of the PCs providing some good role-playing (essentially Rping drunk people) and everyone is happy (and laughing about it) and back in the game. Simon was particularly happy that Rogar, the Monk, had seen of the others- and considerably richer for his efforts. As I said an easy light-hearted approach that gets everyone involved, it worked well.

Next time- Treona has a proposition.
 
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Certainly an interesting change to the "you start in a tavern" plot.

The real-world elements where funny and helped break the ice. The 'woodchuck' bit could well have been problematic for people with other languages. Not sure how to get around that. Research language-specific ones?

Rogar had fun with the contest, partly as it seemed a nice fun enviroment with free drinks (if there was an entry fee, Rogar had forgotten about it) and partly as he was very good with acrobatics (which was the most common test-skill) and his high CON served him well for the actual drinking; it was only poor rolls right at the end that prevented him from taking his throne properly.

The "you might even make it as adventurers" thing also tied in with Rogar, as I do see him as the type of warped indervidual that can never fit in a 'normal life' so adventuring is his life/love/relgion.

Now is a good time to point out that I'm doing an in-character dairy to go with the campain. It's here, but note that it is updated past what Goonalan has posted thus far.
 
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My 2 cents....

I might add that Farkill was my character in previous adventure group with Paul as DM, and I was glad to see that life has treated him good, and is enjoying his retirement.
If he knew that his reincarnation was 2nd best in the drinking contest, maybe he would share some adventuring pearls of wisdom with him...
 




In an attempt to try and catch up to where we are at present in the campaign I'm going to update as often as I can, say every two or so days.

We've just had another marvelous session this evening- our fifth.

So here's the last bit of the first session-

HS1 The Slaying Stone
Session 1 Part 3

Now sobered up, the 'Nescafe' having cleared most ill-effects of their night on the lash, the newly formed adventuring party, 'The Thursday Knights'- keen to impress, listen to Treona tell her tale, and what a tale.

It seems the tower's mistress used to live in Kiris Dahn, a small town not so very far away, which during the time of Shadow was abandoned after repeated Goblin incursions. There's no chance of the PCs taking the town back, the Goblins are there in numbers- Gorizbadd is now a Goblin garrison. Treona has another task for the PCs, she tells the them about the 'Slaying Stones', magic items capable of killing an individual dead- she thinks there is one Stone left unguarded within Gorizbadd- she wants the PCs to recover it.

Furthermore she fears that other forces are also searching for the remaining stone- the PCs must find the stone and return it to her so she can deactivate it before it falls into enemy hands.

The PCs ask lots of (good) questions about the lay of the land, do all they can to work out the size and shape of their task, so many questions in fact that Treona is convinced that the PCs are the right guys for the job. I was going to drop this second quest on them just as they were going to head out on the morning, but the players were on top form and Resolute in-particular had already asked too many probing questions.

Treona wishes the players to investigate a further matter, a sensitive matter- during her time in Kiris, she explains, she worked in a series of subterranean chambers beneath the Kiris Library crafting rituals, and on occasion magic items. When the town was abandoned the area was cleared out- she's certain of it, almost certain anyway. Alas whilst scrying the town very recently she detected strong magical forces seeping from the Library- Treona fears something was missed in their hasty evacuation.

She would like this area investigated too... and any error, say if something got left behind and was perhaps not 100% safe, be rectified- immediately. Furthermore the PCs should endeavour to keep secret the location- no-one must find out.

The PCs accept, although they have many more questions, they quickly learn that Kiris is home to a garrison of Goblins and a small tribe (perhaps) of Kobolds- the relationship between these two factions is unknown.



They are also shown a map of the town, with brief descriptions of the primary locations that are possibly still in use by the towns present inhabitants. They're also given three scrolls, each containing a very basic Ritual which can be used, at close-quarters and with limited duration, to locate the last 'Slaying Stone'; and, of course, the necessary Residuum to use the Rituals.

And yet more questions follow- basic equipment is found, Treona is forced to raid her store room- rations, torches and warm clothing is located- its cold outside and the weather is only getting worse, and our guys are ill-equipped for the elements after drunkenly wandering out of the city hell set on becoming 'adventurers'.

Finally the PCs retire for the night to sleep off the last of the booze, wake early the next day, and set off for adventure- the 20 or so miles to the abandoned town of Kiris Dahn.

Just a note-

Kiris Dahn is situated just south of the Moon Hills, a little off the King's Road as it wends its way to Harkenwold. The town made its money through quarrying and timber- ruled by the Kiris family; better merchants than rulers, the town grew quickly and attracted many to its banner- lots of trade and therefore money passed through the place. The initial logging camp with 50-80 workers grew to a fortified town with nearly 700 citizens in just over twenty years. That said the town, which some said was built without any real foundations- it was all for coin, crumbled and fell quickly, only two months after the Shadow descended over the Vale. The Kiris family fled to Hammerfast- they were even less liked in Fallcrest having syphoned off profits that would have otherwise been realised by the mercantile families there. The other citizens made for Fallcrest and Harkenwold, and other places within the Vale.

And so the first Session draws to a close- the PCs have had a nice prologue (of sorts), introduced themselves to each other, and declared themselves adventurers in the making. They've also fought their first fight and located their first patron.

They have also clocked up 150 or so XP each, with several of them receiving rewards in gold for their successes in the drinking competition.

Next Session- getting in to Gorizbadd.
 

Just so the texts sit alongside each other, the section of Rogar the Riverborn's diary that goes with the first session of play-

<> = meta-note
#### or ?question-quotes? = to be changed
strikethrough = means the words where written then crossed out
underline, italic and bold = emphasis

The Diary of Rogar Riverborn

< notes and equipment list:
https://docs.google.com/document/d/...no_hGcYHFqxRXUn9Y/edit?hl=en&authkey=CN27lcoO >

<this is a simple notebook with the above title scrawled on the cover. Several pages have been ripped from the front>

<session 01>

At this point, I must introduce my allies:

<session 02>

Day 3)

<session 03>

<session 04>

<session 05>



<session 01>
Day 1)
Well, I woke up this morning evening night with this notebook in my pocket; and, given the other events on the day, I thought this might be an auspicious sign for me to start a dairy.

When I say I woke up, I mean that I woke up in the dark, in the fog, beside a stream, about 8 miles from Fallcrest, and with 5 other people! We thought this was dark magic, malicious poisons or baleful psionic forces, but... err... it appears that we where actually just falling-down drunk and decided to go adventuring, because it made sense at the time.

While this is possibly the 2nd most foolish choice I have made so far, never let it be said that drink is a problem... it’s a solution! I’ve 50 more gold in my pocket from when I started this night, due to my mastery of a drinking competition at a tavern in Fallcrest.

Anyway, let me introduce myself. This is the accounts/diary/journal of Rogar Riverborn. I am (I think) 18 years old, a hale Halfling lad in search of adventure. I was born to a trader-family with a riverboat, that much I remember. I had a strange talent, I could move things without touching them (telekinesis, I would learn later) and my family decided that it would be better for me to grow up a in a place where this was understood... at least that’s what I hope they thought, as they abandoned me at the #### monastery of higher learning.

But that’s for another time. By the light of my Dwarvencraft Everburning torch (with handy belt-clip and folding cover), I awoke by this stream, surrounded by fog, and as me and my allies rose to our feet, we heard the howling of wolves! But not the distant howling, they where in the fog! less than 50’ away!

Three mangy looking wolves charging in, to attack us and try to feast upon our flesh! Shortly after, two more healthy looking wolves also attacked. I was scared initially, but Master Sule’s lessons came to me and I focused (“Everything boils down to this: Observe -> Plan -> Act”). After all, I’ve spent time enough taking down dire rats with my sling and my skill. The wolves where not much bigger.

While the wolves got a few good shots in, we where more than their match. I personally lashed out with my fists, feet and sling and bashed in two or three of their skulls; although one of them did bite my arm, if I had been faster, I could have escaped. I must become faster.

We heard a woman’s voice calling from the fog. I was untrusting of the voice, but at least it got us out of the fog and into the light. She was called Treona, a human woman ritualist (a witch or a wizard?) who lived in a tower just 100’ from where we awoke.


At this point, I must introduce my allies:
<Akshay> Resolute - Human brawler fighter
<Bob> Maldor - Elven avenger of the Raven Queen
<Jack> Drake - Human not-quite pacifist cleric of Pelor
<Christer> Nebrendil - Tiefling wizard
<Zoran> Jebedaih - Githyanki swordmage

Jebedaih must have wandered away from us before we collapsed and was lucky he didn’t get targeted by the wolves first. He’s a strange one, I mean with his greenish skin and odd face. Won’t hold it against him though, we are adventurers.

Resolute is another strange one, even though he is Human and at first glance little different from the humans who clog the streets and loom over me. He is attacked by vicious wolves and instead of keeping his distance and fending them off... he grabs them by the throat and beats them! He’s a character to be sure... hope he lives long enough to make this grappling thing a workable plan.

Drake... not sure if he should be out here. He appears to be a junior cleric, more suited for a town healer than an adventurer; he has been swept up in to the work but for his apparent wisdom seems unfocused. Hopefully he will learn without too many scars, and I think we will greatly need his magical skills of healing. I’ll do my best to watch out for him.

Maldor, the Elf dances though combat. Strange to see a follower of the Harsh Lady with a positive attitude, so different from the gravedigger I apprenticed with in Benton’s Rock.

Nebrendil, the Tiefling. He proudly introduced himself with a hard to pronounce surname, but I forgot it. Apparently a strong apprentice of magic, which seems good and is bound to help us in the work. Hopefully he will not set his allies on fire... for I have heard such stories about adventuring wizards.

Anyway, after the wolves where cut, blasted and punched out of the picture, we followed the woman’s voice to the tower, refuge from the fog and .... Nescafé.

Treona welcomed us into her home, which was fortified against simple things like wolves. She offered us a warm drink and a must confess that I was so parched that I accepted and drink with little thought. I must keep up my guard in the future.

The warm drink (like and yet unlike a milk-tea, I must ask her for the recipe) helped me remember events from earlier that night... of a drinking completion! It involved me and my allies, in a tavern in Fallcrest. I must confess that I can’t remember the name of the place, but it was run by two Dwarven ex-adventurers, heroes from the time of shadows! I’m not sure why, but they must have taken a liking to us (did we they think we where adventurers? had we done something for them? I must ask if when we return)

Anyway, the drinking competition, simple enough:
1) drink your drink sharpish (but without being disrespectful to the booze)
2) perform a simple task (simple while sober, but that’s the point!)
3) repeat until plastered

Considering how the Dwarves where running the show and not participating, we all stood a chance. Nebrendil and Drake didn’t fare so well (too much time spent with books and not booze) but Maldor and Jeb put up a good try. Still though, none of them could keep up with my skill at the challenges of balance (although Jeb did fly through the air at one point, most impressive) and I’m experienced with most of the drink they had on offer (apart from the Dwarf Spirits... but hey, it’s Dwarf Spirits!) 50 gold! What a prize. I wonder if I could have made this my profession, but instead... I’ve only had a taste, but I know the work is real. Maybe it can be a greater addiction than booze could ever be?

As my allies recovered and where embarrassed by their memories (I wasn’t embarrassed, after all, I won!) Treona (who took as more experienced adventurers that we where) told us off a fallen town, only a day’s travel from here. Originally called “Kiris Dahn”, the place was now named “Gorizzbad” (ha, Gorrizzbad! oh, goblins) by the Goblin and Kobold natives. Taken over by these disgusting things, the place was believed to be ruined... but there was a secret to the place.

Apparently, the scholars of Kiris Dahn had created a number of magical items called “Slaying stones”, items that would outright magically slay a single being, but only within the town (at first I thought these stones where thrown or slung at their targets. A foolish idea in retrospect). Treona told us how the town was lost, but one (just one) of these stones was thought to survive. She said she had the talent to destroy the thing, and asked us to find it and bring it to her. She seems trustworthy... but maybe this ‘slaying stone’ could be put to good use, instead of being disenchanted?

Things to remember:
- It’s a ruined town, infested with Goblins and Kobolds. The Goblins appear to be in control, but the the two groups are still fractious. Maybe we can use this to our advantage.

Things to do:
- places to search: The library, ?the baths?, the ?#### estate?
- we have three magical scrolls that will help us locate the Stone. Jeb or Neb will have to use those.
- if we tangle with the Goblins, keep them from raising an alarm. I’m hesitant to kill living, thinking beings.. but they are just Goblins and Kobolds.
 

And young Drake's (the 19 year old fresh-faced Cleric of Pelor, played by Jack) first letter home to his mother-

Dear Mum,

I must keep my letters brief for paper is scarce. I finally made me
way to Fallcrest but my escort soon fled. Unable to find Vermund, I
rested in a public establishment where I made a few friends that were
willing to let me participate in their game. Though, that's the last
thing I remember before waking up in the mud the next day.

In fact, all 6 of us were rudely awakened by a pack of wolves. We
were surrounded by fog but we bravely held our own and they were
quickly vanquished. During this we were summoned by a fairly
attractive woman named Treona and we soon made haste towards her
tower. There we exchanged pleasantries and I discovered 'Nescafe',
you should really try some Mother.

Now I am just about to bathe before going to bed, which is kind of
Treona. In the morning we're going to set off to Kiris Dahn; a town
that has now been taken over by Goblins and renamed Gorizzbad. We're
going there to retrieve and destroy a slaying stone (have you ever
heard of such a thing?) before it falls into the wrong hands. Don't
worry, we'll be hiding from them whenever we can and my new friends
will protect me and they looks capable. While we're there, our host
has also asked us to investigate the basement of the library. How can
I say no to a woman kind enough to lend me the use of her bath?

Love,
Drake
 

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