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Campaign Commentary- Adventures in Fallcrest

Rogar's diary for session 12-

<session 12>

It was beginning to get dark when we met up with Bith near the gates of the Tombwood. I make introductions but Bith seems distracted (presumably about his cut for this work) and the others don’t seem too interested. I’m sure why this is, as I’m feeling the fire in my veins as we are back into the adventure, going into a risky place so that others won’t have to and so we get paid. I guess I should have discussed it more with them, as none of them questioned it or really commented.

The Tombwood is a strange place and we went under it, where it was even stranger. I was expecting old-grown and over-grown trees so dense that even rats can’t stray from the paths, with more roots and soil in the forest-floor. Hey, maybe next time.

These tunnels went under the Tombwood and where safe and stable, due to the roots and trees above. Well, safe apart from the apparent infestation of Kruthik!

I don’t know much about these beasts apart from:
They are insect-like and lizard-like. ‘Ant-lizards’ is a common and more prouncable name.
They have six legs and a tough hide. Being able to stand on four legs and have two left for slashing, means they are dangerous to be around, if if they are focusing on others.
They range wildly in size, from the size of hunting dogs to heavy horses.
They lay eggs and keep eggs in nests. Bith says this is the key, destroying the nest is key.

With that advice, Bith scurries away. The others seem a little off, but I’m on! Time to live or die.
_______________________

Our clothes maybe a little bloody (well, a lot bloody, to be honest) but we all made it out fine, and two hundead and fifty gold will buy a lot of cleaning! That’s split over the group of course.

I write this from the bar of the Bluemoon Alehouse, where we have retired for the evening and the others are currently telling the tale of what happened under the Tombwood.

It’s good that we have done this. Gives us some rep and something to crow about, great for that really. It’s local and provable, it aided the town and yet it’s still mercinary so if we have deal with less savoury sorts, they won’t hold it againest us like they might with some goody-two-shows white-hat act. Also, shows that we are good in a scrap; although... we do need to work on our planning and getting our game-face on. ‘cos when we are rolling and working together we work pretty well, it’s getting to that state that we are a bit wobbly on.

This is how it went: Given that these ant-lizards lived in a lightless underground lair, we guessed that they must see in the dark. This meant that me sneaking ahead wasn’t much of an option.

This section of the Tombwood had a large central room, then wide tunnels heading SW-SE-NNW-NNE. We came up the SW one and hugged the wall into the SE tunnel, which turned out to be a decent idea. There was a smaller tunnel between the two south tunnels. but it was overgrown with impressive fungus and impassable. If we have been less interested in keeping quiet, we could have cut and burnt our way through here; would have had it’s pro’s and con’s.

I snuck up to the corner of the SE tunnel and came face to mandible/snout with four of these Kruthik! Luckly these ones where the smallest ones, indeed some of them looked like they where only freshly hatched. Even though they where young, these things threw themselves at us, all teeth and claws, and we had to cut them down.

And cut them down we did, they where fragile things and easily dispatched. Not so for the larger ones. These where the size of healthy wolves and with teeth to match and (you may think I’m making it up, but the scar on my shoulder says otherwise!) the abilty to shoot poisonous spikes from it’s shoulders with quite surprising range and accuracy! After I cut down the first wave of younglings, hit and was hit by the first adult one and squashed a couple of the eggs in the nearby nest, Jeb teleported me out to relaitive safety, then Drake used Pelor’s magic to heal all the wounds I had suffered so far in an instant.

I’m still on the fence about Pelor and the other gods, but Drake is fine by me; a man doing good by his friends, not because the everburning eye in the sky says so, but because he wants to.

The ruckus must have effected the two nests down here, as many of the eggs hatched hurriedly during the fight, only for the young Kruthick to be cut or burnt down. Some others apprently tunneled through the thick fungus to try and flank us, but not enough to be a problem.

While all of us took some hits and bled some blood, we still clearly won out. The Kruthik where slain and their nests all smashed. I check both nests carefully to make sure every single eggs is broken, Jeb checks too … although I worry that he is looking for intact eggs for a different reason. Is this his alien mindset, seeing kinship in ant-lizards? Or is this just greed, in selling these creatures on or keeping them as pets? All the eggs are truly smashed though, so it doesn’t matter for now.

There was nothing to the south of us other than the way out and dead Kruthik, so after Drake again used his magic to heal and protect us, we carefully ventured north; here, there where two ways to go, the NNW path was wide and tall, the NNE path was closer and lower. I had walked carefully into the NNE tunnel when Resolute grumbled that he couldn’t fit in there.

Ha, oh the stories I have about the advantages of my size; and only a few of them involve ratting. Still, this tunnel was fine for me and a hazard to the others, so I took this path and the rest went NNW.

I sneaked and the party blundered to the ends of our tunnels, and then the Kruthik fell upon us again. Two more nests with a horde of the younglings, a few more of the adult ones and... oh lets give it dramatic entrance.

There where more Kruthik in this fight (much more, by weight) but we where warmed up and turned on, so it went so much better. I took the right flank and used Master Sule’s teachings to full effect; I used a low stance and focused on readying to twinfinger strike the Kruthik as they came for me, and they sure did come. Going on eighteen of them charged down on me in the first eighteen seconds and not one of them touched me.

Both of the nests where on the east side, but we focused our efforts on taking down the younglings and adults as we advanced, considering what happened later, this may not have been the best tack.

While the Kruthik shot spikes or lunged with jaws and claws, we beat them back with fists, blades and magic. Things where clearly going our way when Drake and Neb squealed that something was attacking from behind them! They moved forward and it followed, ‘it’ being a truly gigantic Kruthik! It was not just the size of a horse, but a great horse. Destrider? Is that what they call them? Anyway it took up almost all of the tunnel and had claws the size of longswords. It’s armour was damned tough too, I moved up and struck it a blow that would have staggered anything we had fought in the past, but this beast took it in stride. My recollection of what follows is a little hazy and my fellow said that I took on a strange and cold aspect at this point. They also mentioned how my cloak fluttered as if there was a wind. They didn’t mention the floating stones... but we where in the middle of a battle with gnawing ant-lizards, it’s easy to be distracted. It makes sense for my fugue state to happen here; my friends where in danger, I had to protect them, that means pulling out the stops.

My memeories of this part are limited, but there where a few things. I remeber a dead Kruthik smouldering from Drake’s radiance, along with a meaningfukl glance between Maldor and Drake. I remeber resolute clearing the way for me to rush to the furthest nest, where I unleashed a flurry of blows like I have never seen and smashed every egg there in an instant. I remeber Neb crowing out that he has burnt the other nest to ash, and how the giant Kruthik, the last Kruthik left alive squealed in a reptilian manner and rushed away; indeed it rushed to the center room and tunneled into the ground, leaving nothing but a scar upon the earth.

My memories after this are complete but there was only one thing of note. To the west of this area we found a long discarded campsite. A single bedroll and the remains of a small campfire. Nothing of note apart from a folding pocket knife, looks well worn and common... apart from what it’s made of. It’s metal that is both shiny and dull, can’t think of a better way to describe it. There is a set of what looks like initals carved into it, but they are so worn and faded that not one of us can tell what they where. I shall mention it to Bith; purhaps this was a traveller who fled the Kruthik, I mean, someone must have reported their presence?
 

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Fallcrest- Finding Dreus
Session 13 Part 1

Just want to take a brief moment to reiterate what I'm trying to do with the Fallcrest Finding Dreus section, so far the PCs are feeling around in the dark, but I've tried to create a series of events (which sorta domino) and involve each of the PCs in some way interacting with various elements within the city. Although I've not created a solid structure, instead I've tried to create a series of smaller stories which can be run in a number of different ways (and for some of them it doesn't matter which PC instigates and gets involved in the events).

As an example the fight in the basement of the Blue Moon Alehouse, and I can say this now because my players are far enough in to have worked this out already, anyway the fight with the ghouls was actually the start of a series of events involving Resolute. As Farkill told the PCs prior to the fight there are a lot of unexplored cellars and basements- remnants of older versions of the city. It was actually Farkill that broke in to the Ghoul infested basement- he wanted to test out Resolute and the other adventurers, because... well, you'll see. A lot of the events that are happening in-game in these sessions lead to further adventures and tasks, different clues and/or citizens that have other tasks to perform. The secret so far has been to start by building slowly and to tailor the various events I've mapped out to the PCs actions- to reduce the amount of rail-roading, it's the PCs that lead the charge...

But back to session 13.

Bith is overjoyed to hear the Kruthik nests are destroyed, he pays the PCs what they're owed, and has a special surprise for Rogar a +1 Goblin Totem Sling, our Halfling Monk is overjoyed. The PCs retire for the night- head back to the Blue Moon Alehouse, drink their fill and swap stories of their day- Drake is first to bed, he has a sermon to write for tomorrow.

Day 2 in Fallcrest, the PCs wake and are all Level 3.

Rise and shine and breakfast early, a message has already been delivered to the Inn, to Farkill, although the message is for Neb and Jeb- it's from Nimozaran apologising for the rudeness of his apprentice and offering the pair a once in a life-time special offer- 250gp for admittance to the Wizard's Guild, or 300gp for two years. Not the deal Jeb and Neb were looking for, they've both got a bit of money put away but 250gp will almost wipe them out.

Farkill delivers a second message, to Resolute this time (see above), apparently Sgt. Murgeddin, the Dwarven Watch Captain at the Wizard's Gate has been asking after him.

And so the PCs head out in to the city- they each have places they wish to check out.


Why would anyone want to buy Ratsbane, Golan wonders.

First up is Rogar who makes his way to Golan Naddershrike's Laboratory, Golan turns out to be a beautiful and yet incredibly strange (and dangerous perhaps) woman. Rogar is quickly snared- he went to see Golan in search of a herbal unguent 'Ratsbane', to help with their attempt to cure Hoyt of his Lycanthropy. Golan offers to make up the unguent for 150gp- which seems pricey to Rogar, Golan warns that the price will only increase the longer the Halfling prevaricates. Miffed, Rogar decides to take his business elsewhere, alas Golan has other ideas- she suggests that Rogar pay her 15gp to remain silent- the Watch would not be happy to learn that there was a lycanthrope here in Fallcrest- Rogar is caught in a web of his own weaving, he pays up and scarpers- hoping never to have to visit here again.

Drake meanwhile picks up his new robes from Ladris', they are glorious to behold- with golden sun emblems and glittering shiny rays of light picked out in twinkling semi-precious stones- the young man is overjoyed with his purchase, he's certainly got his moneys worth- 50gp.

Neb and Jeb head off to see the Septarch... It doesn't go well, again, instead they chat again with Tobolar, Nimozaran's Halfling apprentice- after a non-heartfelt apology from the Halfling the pair decide to pay up, and hand over 250gp each- which almost wipes them out, as stated previously, they want in to the guild.

Tobolar counts their money, slowly, and then informs the pair that their entrance exam will take place at 10 AM tomorrow morning- failure to pass the test will lead to the forfeit of their money- they can try again of course but it will cost them a further 250gp each. The pair are not happy, soon after they're not happy and back in the street- with Tobolar laughing and shouting insults through the door.

Note this will actually be played out in game- each player will be against the clock- 30 minutes to answer eighteen questions, the PCs will have access to the Compendium et al- if they have a DDI subscription, otherwise...

The players are even happier to hear this.

Meanwhile Rogar and Maldor visit Sgt. Murgeddin- Maldor wants to know if there's any way of discovering if certain people have entered or exited the city of Fallcrest- are their records, and as it turns out there are. Sgt. Murgeddin is persuaded to go through the various gate logs at a later date, if Maldor will come up with a list of names to check for- that is if Resolute will do something for him.

Maldor drifts off to compile his list while Resolute goes for a chat with the Sgt., Murgeddin simply wishes to test Resolutes strength and endurance, he perhaps has a task he would like the Human Brawler to undertake. But first he wants Resolute to head to Teldorathan's, the Dwarven Smith, he wishes Resolute to complete a task for the smith, and then return to him if he is successful.


'Come on laddie, there's lots to do...'

Resolute agrees, and then heads straight to Teldorathan's- the Dwarf it turns out wants him to work the forge and attempt to create a hand axe blade, which it turns out requires Resolute to undertake a physical skill challenge, testing his strength and endurance- and several other skills. Resolute attempts the task while the other PCs continue their wanderings.

Neb and Jeb meanwhile, somewhat peeved, are wandering around the city when Jeb notices something, the pair are being followed. Jeb quickly devises a plan, so quick he neglects to tell Neb, who falls for it as well- the Githyanki flies up to a roof top when no one is looking and very soon after a trio of staggering thugs (and Neb) wander by him unaware that he is on a roof above watching them.


Up here.

Jeb asks the ruffians what they want- the guys seem to be drunk, one of them- Dick Racist, mutters something about 'bloody Gith stealing our women', the trio are full of dutch courage (alcohol), they begin to curse the strange pair (Jeb & Neb). Passers-by do their damnedest to get away.

The fight is soon over- Jeb leaps down from the roof and with the flat of his blade knocks Dick unconscious, six seconds later the other two thugs have been knocked out also- good work from Jeb there.

The pair slap the bad guys conscious- the Fallcrest Guard is on the way, the pair reassure the citizens of Fallcrest as they crowd closer to witness the events. A brief interrogation and the pair discover that the three are drunks (not at all fighters or thugs) stirred up on the docks by... someone- a Tiefling they seem to remember, given drink and some how persuaded that Jeb in particular is to blame for all of their slights, ills and misfortunes.

He's an outsider afterall.

Soon after Corporal Dan and the City Watch turn up, Jeb and Neb have learnt nothing else from their would-be assailants, the trio of drunken racists are handed over to the guards, who promise to look in to things, and request Jeb and Neb make a statement at the Town Hall by tomorrow. The citizenry back up the PCs version of events.

It seem someone wants to do harm to Jeb, the someone in question being a Tiefling. Jeb is a little worried by this turn of events- his immediate thoughts turn to Amara Azaer, the owner of the Azaer Trading House, and his date tonight, as I say he's worried.

This was Encounter #23 The Outsiders! A Level 1 encounter (even for only two PCs), Human Drunken Racists Level 7 Brute Minion (x3). My thoughts and this one were-

If the PCs had killed the Minions they would have been in real trouble, in fact they would have been in jail- which may not have entirely been a bad thing (see later).

I wanted to impart a little information, and at the same make it clear that someone was out to get Jeb/them.

That's it really- the PCs didn't fall for it.

That's enough for the first part of this session, the PCs have learnt a few more things and are making friends- and doing the right things, or so it seems.

Next Time... Have you seen the Light?
 

Fallcrest- Finding Dreus
Session 13 Part 2

Resolute is still with Teldorathan working at the forge, in truth Akshay who plays Resolute has had to leave the game (for good it seems), work related activity has ruled him out. He was playing during the day from US, now he has full time employment- well, he can't play from work and we can't change the time we play to suit him. Akshay has been with us for a couple of years- this information is terrible... Anyway we're parking his PC in this session, we're going to play him through the present adventure in Fallcrest but he will depart thereafter.

Drake meanwhile heads to the House of the Sun, Grundelmar is not pleased to see him- however the young Priest of Pelor is not looking for a fight, he wishes to ask Grundelmar for advice- which catches the angry Dwarf of guard. Grundelmar softens, particularly when Drake states he will watch over the Temple while Grundelmar goes for food, it seems Grundelmar (and the Temple of Pelor) are incredibly badly off- neither have any money. Drake contributes to the cause.

While Grundelmar is gone Drake attempts to work out where the sun will be in the sky at a little after 4 this afternoon, he makes his best guess, and then heads up to the cupola, through tight passages he makes his way to the roof and at the place he believes the sun will be- removes several slates. He is hoping the sun will shine in at just the right time and illuminate him during his speech.

While Drake is about his business Rogar picks up Grundelmar's trail, the Priest of Pelor is drinking rot gut whisky in the Tombwood when the Halfling catches up with him, Grundelmar is miserable, not at all happy. He's much less happy when an hour or so later Rogar manages to lure a number of street urchins to the snoozing Grundelmar, the kids make merry with unconscious dwarf- stealing his boots, and generally leaving him even more dishevelled than before.

Maldor wanders through the city and discovers in a square, a place for public executions- opposite the Lucky Gnome Taphouse (a squalid Inn), he further discovers that an execution will take place here at 6 AM tomorrow morning- the victims name is Allain.

This rings alarm bells- Allain, check all the way back to the first page of this story, is a very good friend of Jeb's- in fact Allain and Jeb escaped together from a mine overseen by Illithids- they were slaves to the Tentacled Ones, this several years ago- Jeb left Allain when he began his Swordmage training. He hasn't seen him since. Maldor knows much of this- Jeb has told the story more than once- he owes his freedom, and his life, to Allain.

Maldor heads for the Lucky Gnome to see if he can pick up any more information- he does this, after a brief argument, by buying everyone in the filthy bar a drink.


Hard drinking men...

The bar appreciate this kind of generosity, Maldor eventually finds someone who's heard of Allain and asks his questions- it seems the poor unfortunate fell in with a bad crowd- he'd arrived in Fallcrest looking for someone during the time the PCs were away in Kiris Dahn/Gorizbadd. He had no money, no friends and... got in with the wrong crowd- he's being kept in the Fallcrest Jail, located beneath the Town Hall.

Maldor, after several more rounds of drinks for the crowd, is also invited by the bar owner- Kelson, to an evenings entertainment- apparently there's a fight scheduled for the evening, should be a good one, Kelson assures him, lots of blood- Maldor is intrigued.

The Elven Avenger heads off, ostensibly to find Jeb and tell him the terrible news, and that's when he makes his second discovery- a note in his pocket, he has no idea how it got there, or when, or who put it there.

The note says- 'The Smith'.

Back at Teldorathan's Resolte completes his task, he has successfully fired up the forges, worked the bellows to white hot, worked the metal, and under Teldorathan's tutelage forged the hand axe blade. The Dwarven Smith shakes his hand and wishes him well- tells the Human Brawler to revisit Sgt. Murgeddin, suitably bemused, but feeling fine for having done some real work Resolute heads off in to the city...

This was Encounter #24- a Level 1 Complexity 1 Skill Challenge.

However Sgt. Murgeddin will have to wait, it's 4 PM, or just before- time to head to the House of the Sun, and Drake's sermon.


A good crowd... should be a giggle.

Maldor from chat- Maldor is as excited as an avenger of Raven Queen could be.

And so this is a Skill Challenge, but a whole lot more than that- Drake (played by Jack) has to deliver the sermon, in character, which he does...

Here it is, replicated for you, with reactions-

My friends, my brothers, my sisters, I welcome you all to the safety of Pelor's temple. I assure you that you will not be judged here. I am a new face here in Fallcrest but please don't let that dismay you, for Pelor remains true whichever land or plane you hail from.

The crowd settle in- the odd 'oooh', a muttered, 'that's nice...'

Grundelmar looks like thunder- 'huh, big deal.'

Drake continues-

I arrived in this temple yesterday, only to hear words of hate, sin and shame. I assure you that Pelor does not hate anyone, and none of you are sinners, else you would not be sat here. Pelor will bring bountiful harvests to anyone that asks.

The crowd continue to delight in Drakes honeyed words.

Earl Pye yells out 'tell it preacher man', then looks a little a little embarrassed.

'Sit down you old fool', Grundelmar starts up, and then gives Drake a stare that would melt stone.

The nineteen year old Priest of Pelor goes on-

He will bring rewards to anyone that asks. He will stop your suffering, and will show nothing but kindness and compassion to his followers. He only asks in return that you do good; be good to your neighbours, your family, your friends.

The crowd mutter and nod in-time to Drake's fine words.

“This is ridiculous', again Grundelmar interrupts, 'Pelor's is fire, he smites those that do not oney him- wretched sinners who fumble in the dark...'

Maldor begins a slow-hand clap as Grundelmar drones on- several of the worshippers join in or else laugh.

Grundelmar is reduced to silence.

Drake continues, although delivering the first line directly to Grundelmar-

Treat them as you'd hope to be treated. Show mercy and kindness to unfortunate strangers. Above all, do not bring harm to others. Do this and Pelor will reward you kindly.

The worshippers rise as one, and as they do a beam of light breaks in to the House of the Sun, and illuminates... the children- who spontaneously break in to song.

Grundelmar screams- 'Nooooooooooooooooooooooooo!'

At the exact same moment Neb launches his Light spell, which flutters through the audience delighting all with its glittery light.

Rogar meantime has snuck up behind Drake, effectively hidden behind the young Priest, he reaches up as high as he can with his everburning torch, then flips off the leather cap which lets loose the light.

Drake's child like visage is bathed in a golden glow- captured in a corona of holy light.

Several of the audience drop to their knees, women swoon...

The place is in uproar, and Drake is surrounded.

Grundelmar meanwhile mooches to a corner of the temple, slumps down on to the floor, pulls out a bottle of whisky and cries.

This was Encounter #25- a Level 1 Complexity 1 Skill Challenge, although it was much more glorious than that, and left the players giggling and spontaneously cheering. In reality (from a dice perspective) Drake failed his final check but the other PCs were ready to lend a hand- and Drake's hole in the roof I figured had to play out. Rogar's everburning torch manoeuvre was just genius.

Glorious.

Next Time... Secrets revealed.
 

Below is another letter home from Drake, it's actually from before the session above but I've only just found it, so this is prior to Drake's sermon-

Dear Mum,

I'll make this letter short as I also have to write out my sermon for tomorrow... I'll explain.

When we arrived in Fallcrest we met with Farkill (a typical dwarf who is famous in this city for his good deeds and excellent ale) and we shared with him the tale of our adventure in Kiris Dahn. He advised me that I should visit the House of the Sun (Fallcrest's temple of Pelor, as you may know)

Prior to that, we all agreed that we need to do a couple of things in this city: find Dreus and cure Hoyt. Oh, and to sell off all of our recently acquired treasures. So Rogar, Resolute and I went to the market. Rogar bumped into an old friend who tried to sell me pictures of dirt but I politely declined. He offered us a contract (to clean out the 'tombwood' of monsters) but first we had to prove ourselves by taking down a few rats. It was a pain, but compared to fighting those Orcs it was nothing.

Later we visited the House of the Sun to pay regards, only to find that the current priest (named Grundelmar) was teaching heresy. I gave him a scolding and told him that Pelor does not preach about sin and shame... he challenged me to return the day after to give my own sermon.

Following a lead, we ended up at the temple of Sehanine, looking for a cure for Hoyt. It was a surprising experience; we were tested on our musical talents, for which you know I'm greatly in lack of. There I got your letter from Harken. I hope you two, my father's family and the Baron Stockmer are doing well. Harkenwold does sound pleasant and I should hope to visit you all very soon.

We entered the tombwood in the evening with the aim of destroying the Kruthik's nest. We slowly edged our way in, past the mushrooms and unknown moulds until we came face-to-face with shrieking baby Kruthik's and the nest they came from. I had never seen a Kruthik before and I hope I never will; I was expecting bee-sized insects but instead we faced a horde of tough little monsters; I can see why the townsfolk wanted to get rid of them. At the back of the cave we found a blanket and a pocket-knife, it looks like whoever was camping here was here before the Kruthik infestation.

Regards,
Drake

P.S. Thank you for sending me my little floppy slippers.

Ahem, what actually happened in the market was someone tried to sell Drake some 'dirty pictures', not actually pictures of dirt... Drake is very naive.
 

The following from Rogar's diary for session 13-

<session 13>

Arh, Mad Manticore Ale. After delving into the dangerous darkness to clear away a nest of angry magical beasts, I tuck into a pint of another. A free pint as well, as Farkill is overjoyed at our success and how we are embracing the adventuring way.

Bith happily paid us the 250gp he promised, before heading off to get paid himself. He also gave me something extra, something special. It doesn’t look like much, just a crude leather sling that looks like it was made from an eye patch, but when you drop a bullet or simple stone (actually, I think it’s stronger when you use a normal stone) and spin it up, there is this feeling of power and malice, and this intensifies whenever you sight up on anyone bigger than you. Just a little feeling though, and it’s... false? It’s clearly not my thoughts, just a bodge job over the top. Can’t wait to try it out on a worthy (and big) target.

Bith had one other thing to say. The Swiftwaters will be arriving tomorrow. In his eyes, this was important and almost conspiratorial... I’m not sure what to make of it though, as I just know the Swiftwaters as another set of river-traders. Still, gotta look them up.

Bith and Farkill are both happy to tell others about our success, this should get us some rep, something that pauper or prince, saint or sinner would be pleased with.

Day 08)

I write this entry in the strangest place yet. Up a tree in the Tombwood! Got a little time to kill, yet I need to keep watch to make sure nothing too bad happens to my sort-of-enemy. Confused yet? Lets start with breakfast.

Farkill’s breakfasts are clearly designed for the Dwarven palate. One egg, a slice of bacon as thick as my finger and good serving of mushrooms, all fried of course, served up on an super-heavy slice of bread. Between this and few sips of my freshly filled flask, I skipped lunch and barely noticed. I say freshly filled, as my flask was empty after toasting our victory over the Kruthik last night. Bought a pint of whiskey from Farkill and while I do love my hip-flask for how easily it fits in the pocket under the belt, I love the Bag of Holding more! I just slipped the rest of the pint in there and... it weighs nothing, can’t be broken, doesn’t bump into other things and when I want it, I just stick my hand in the bag and think about it, and it’s there! Such convience! Such capacity!

Anyway, we mostly split up and went off on our errands after breakfast, set to meet again before four at the House of the Sun. Neb and Jeb where off to the Tower, Maldor was following Resolute to the Wizard’s Gate to meet someone, Drake was going to the House of the Sun to prepare and I foolishly went way out of my depth. “No good deed goes unpunished” this never felt so true.

You see, Ressilmae of Sehanine had mentioned obtaining a preperation “Ratsbane” to help Hoyt with the ritual. Turns out it’s not a common plant and needs to be specially prepared to be in the right state. This means you have to buy it from an alchemist., and that means I had to visit one ‘Golan Naddershrike‘...

When I say “I had to” I mean that I felt I had to, but really we should have thought about this in more depth, done some research, picked a team and made a plan. Ha, all to go shopping.

Ratsbane, as I learned (at too high a price) is a fancy rat poison with the big advantage that it doesn’t kill people. I guess it would help in the ritual to weaken the rat-ness in Hoyt, so his human-ness can win out. This other use was known to Golan, and when I wasn’t happy with the price (or rather the lack of a price... that’s how you KNOW things will cost you) and didn’t want to wait a day for it anyway, she started blackmailing me about Hoyt (of course I never said his name or race or gender or story, just “a friend”; she may even think it’s me with the affliction) and how it could cause a panic if this info got out.

I’m not a social animal, I’m not trained to fight with words; so I did the logical thing and ran away. That cost me 15gp and she still knows about someone fighting their wererat nature. Still, by this evening that truth will be a lie.

Another thing to find out about... just who or what is Golan Naddershrike? She’s so... otherworldy. Some type of stranded Outsider (like Jeb)? Some type of True Fey? If we ever need to speak with her again, we need to know beforehand (and once we know, maybe we will find someone else to deal with).

Last week, dropping 15 gold like that would have been unthinkable. It would have been almost everything I owned, apart from my everburning torch (which was a gift. I should write about it sometime); today though, that’s just a setback.

Anyway, I sulked a bit, then wandered uptown to see how important this Ratsbane really was. I passed Resolute and Maldor heading towards the King’s gate, Resolute looked determined, yet a little confused. Still, determined is good.

Ressilmae of Sehanine confirms that the Ratsbane isn’t needed, but could be more useful than I thought, it’s still perfectly feasible to go through with the ritual as planned. After that, I felt pretty listless. Still a few hours to the sermon, nothing important to do; that’s when I spotted Grundlemar.

While I’ve only known a few Dwarves... I’m pretty sure this isn’t normal. He went outside the House of the Sun, tied a knotted hankechief to the top of his head like he had never seen an actual bandana before and took off his boots, then uncorked a pint of whiskey and relaxed. Pretty much on the front steps of his own church!

This meant he had his guard down, and I figured it was a good chance to weaken his place in town and the temple, to help give Drake an edge. Turns out it’s hard to shame someone with little shame.

Grundlemar quickly shuffles to the shade of the Tombwood where he drinks heavily and … takes a nap. Here was me thinking that being a priest would be hard work! Neither, it turns out, is stealing from a priest. First time I have done this and it’s for a good cause... I’m sure it is.

Like a cat, I crept up to the sleeping dwarf, then, unlike a cat, I took his whiskey. Harsh stuff, but not sight-stealer or anything. Good enough for my plan, which works but not in the way I, err, planned.

I simply left the bottle unattended close to a group of almost-teen human children, skiving off from their chores. A few minutes later the kids where sneaking sip and daring each other to try it. My plan was to wait until they where a bit over tipsy and attracting attention for being twelve and drunk then quickly:
1) Wake up Grundlemar
2) rush over to growing spectacle
3) pluck the jar of whiskey from whoever held it
4) when Grundlemar waddles into view, cry “who’s bottle is this?”
5) wait for Grundlemar to incriminate himself

The kids scuppered that plan by relocating to the Tombwood to drink. Such animal cunning, I should have expected that from twelve year olds. I quietly followed them and run up a nearby tree to be ready to step in if things went bad. The children where simply children though, and they noticed the sleeping Grundlemar; one of them releaved himself on him (he didn’t notice) which sparked laughter then vomiting from the others.

Grundlemar is awake now and... he thinks he has pissed himself! Surely this will shake him, worry him and make him unsure of challenging Drake to sermonise the way he did... huh.

No, he just thinks he pissed himself and doesn’t think much of that. Well, I hear the chime for four o’clock so it’s time to be off.

___________________________________________________________________________

“No good deed goes unpunished”
“It’s always darkest before dawn”
Blast, I know there is a line for this, but it escapes me. Things were going so well: Drake’s sermon was a great success, Drake has a possible task for us and Ressilmae has a simple-sounding task that will get us a great discount on Hoyt’s ritual and and an introduction to powerful friends... then it all gets urgent, as suddenly we need a powerful friend.

At starts with Drake’s sermon at the House of the sun. It starts great, gets better, falters a little as Grundlemar-the-smelly stands and challenges Drake not once but three times.

After the 1st time, Resolute sits with him to keep him down. After the second time, Maldor sits at the other side of him to keep him quiet. The third time Grundlemar stands in anger... I’m not sure what caused it... I mean the ceiling is reachable through the scaffolds around the inside of the temple, so it could have been tampered with, yet.. the divine works in strange ways with the world. But affecting it phsyically without sending agents is unknown to me, then again it could simply be a hole in my learning.
… I’m struck with the feeling that a combination of factors must be involved.

Anyway, with Grundlemar sat down, things went better. Drake made one more little speech and the light from the hole above intenstifed and fell upon, not Drake, but the children in the audience!
Neb started up with his magic, casting light and glowing magical effects into the air, and I saw my chance to help.

Drake has stepped down from the podium to be with the crowd, yet he was still infront of it. I slipped through the crowd like a ghost and stepped up on a bench behind him, so only Resolute could see me. Then I lit my everburning torch and lifted it above and behind Drake’s head... from the crys of shock and awe, I reckon they only saw the fake flame and nothing else; when they finished bowing their heads, I was in the crowd and none of them knew.
 

Fallcrest- Finding Dreus
Session 14 Part 1

After Drake's Sermon...

And so after Drake's fantabulous sermon the House of the Sun has some new converts to Pelor, a half-dozen citizens promise to be back for more- there's smiles all round, except in one corner of the church where Grundelmar slumps and cries.

A little later the Dwarf, when he's dried his tears, whispers that he would like a word 'in private' with Drake and heads for the back office- Drake follows him in, Maldor positions himself outside of the door- 'just in case'.

Grundelmar starts off by being frightened, and a little angry, he thinks Drake is going to kick him out for being a bad Priest of Pelor, Grundelmar catalogues all he has done to help the House of the Sun. In truth the Church of Pelor was a ruin when Grundelmar arrived in Fallcrest- literally a ruin, the last priest of Pelor died about six years ago, and the building had been left abandoned- he has, in truth, rebuilt much of the place, and seemingly with no money- the House of the Sun has no funds.

Drake reassures Grundelmar, he's kind to him- too kind.

The Dwarf breaks down- it seems he has a secret, he declares himself 'a charlatan, a faker, a...', and finally Grundelmar's big secret is revealed- he's scared of the dark, yes that's right- a Dwarf scared of the dark, and specifically the dark to be found in confined spaces- like underground.

Drake does his best not to laugh, consoles the Dwarf some more and promises that he will teach him how to get on with people, to be less angry, to be a proper Priest- he cannot fix his fear of the dark but he can make it easier for Grundelmar to live in the light.

Grundelmar starts to believe, and decides to tell Drake another secret- the last priest of Pelor took the church funds, or rather then Pelorian gold was buried with the last priest, the problem is the priest was buried in a catacomb- underground, and in the dark- will Drake help him recover the churches gold. Drake agrees to think about the task a while, he's not happy looting tombs, particularly the tomb of a priest of Pelor.

An Important Patron...

Meanwhile the other PCs chat with Ressilmae Starlight, the friendly priest of Sehanine that brought the children over to the House of the Sun to hear Drake's sermon. Ressilmae, you'll remember, promised to look in to things for the PCs- Dreus etc. The Sehanine priest has a job for the PCs, not for him you understand but for some other patron, 'an important citizen of Fallcrest', is all he will say.

He requires the PCs to head in to the Tombwood again, a catacomb belonging to the Moonstone family- the PCs catch the name, Moonstone is also the name of the big castle on the hill- where Lord and Lady Markelhay, the rulers of Fallcrest live. Anyway the catacombs are ancient and abandoned- no bodies lie within, nearly all of the Tombwood is in fact empty- it was formerly the burial site for the rulers and well-off (and respected) within the city, although no new bodies have been interred there in over a century. The Moonstone crypt however may hold a remnant of such a family, a necklace left behind, or at least unaccounted for when those formerly buried there were moved to the catacombs.

The patron would like the PCs to investigate and return with the necklace if it is to be found, and 'she' is willing to provide them with some unspecified reward, which Ressilmae will add to by reducing the cost of the 'Cure Affliction' ritual he is to cast on Hoyt (the Wererat) by 50%. The PCs agree there and then- they will accomplish the task later immediately, Ressilame assures them the task is all above board, and that the PCs will first need to visit the Fallcrest Guard to collect the key to the ancient catacomb.

The immediately goes out of the window moments later- see below.

Allain To Be Slain...

And then Maldor tells Jeb all about what he's been up to today, and in particular about the fact that he has learnt that Allain, the man that saved Jeb from certain death, is to be executed tomorrow morning at 6 AM. As I say the immediately (for the Moonstone Catacombs venture) goes straight out of the window.

The PCs have a new task, a much more important task- to save Allain.

The PCs head to the Town Hall, the Fallcrest jail is located beneath the Town Hall, the place is just closing alas, however Clerk Bartram Folly is just heading out- the PCs crowd him, and Jeb tells his story, about Allain, about how he saved him etc. in the hope the Clerk will have a kind heart.

A little while later, and with Bertram now 10gp richer, the kind-hearted clerk lets the PCs in and down to the jail area- several Fallcrest Guards also get a little richer en route. Bertram however proves his worth and locates the right papers- the PCs discover that Allain was arrested some five or so nights previous by Sgt. Thurmina of the Five Arch Bridge Patrol. The PCs decide they will pay a visit to the good Sgt. A little later on.

But for now they head down in to the cells, and to Allain-


Allain- Dead Man Talking.

And soon enough Allain is in tears, his friend Jeb is with him-

Jeb? Jeb? Is that... you?

We hit the roleplay button hard, although in my mind I'm running this as a skill challenge, or rather Jeb needs to ask the right questions, the associated dice rolls (for the skill challenge) are for him and his colleagues to help interpret Allain's answers and steer the conversation.

What I'm trying to say here is that some Skill Challenges are just a background mechanic to the RP, the checks- which I initiate, in this instance Insight for Jeb, Diplomacy or Bluff for the other PCs, only come about when the guys ask the right questions (of me and of Allain).

The PCs RP well, Jeb in particular, they get to hear all of Allain's story- he arrived in Fallcrest a week-or-so ago, he spent several days (without food or money) looking for Jeb (Jeb was away in Kiris Dahn), he got a days work on the docks, ended up going for food and drink with a bunch of dockers. Got invited to do some extra work for cash- a ship to unload (at night), he grabbed the chance- there was something wrong about it all, and yet...

The guards arrived, the ship cut ropes and moved off, his new found friends held the guard up for a while, then ran- just leaving him. He tried to surrender, the guard tried to overpower him- to manacle him, he remembered the last time he was in manacles- in the Illithid mines (with Jeb).

He snapped, fought back, grabbed a blade from one of the guards, and then...

He killed a man.

His actual words were-

'Then, when the ship was almost loaded, the guards turned up- the guys that were with me seemed to vanish in to the night, they left me to face the music- the guards were rough, very rough, and I... I'd been drinking, I'd not eaten much- it was like being back there, they tried to put manacles on me, they held me down- I... I... must have, I don't know what happened- something snapped- inside, I grabbed a blade from one of the guards and...

Dead!

I killed one of them... I didn't mean... to. I didn't mean for any of it to happen- why weren't you here Jeb.

WHY?'

The PCs are a little lost, I think they expected to find Allain had been framed, but no. Drake is pretty certain from the start, he believes Allain deserves to be punished, even Jeb can see this although he needs to find out what exactly happened, whether there is anyone else to blame. The Githyanki suggests that execution is a little- final. They should try to discover what they can.

The PCs are in the moral maze, some of them are still doubting the right of this, Jeb however pleads with them to help him.

A plan is agreed- the PCs will head down to see Sgt. Thurmina, to question her, then will make for the docks- the Upper Quays, to see what they can find out.

Before they leave Rogar manages to get Allain to remember one name from that drunken night- Gar, one of the men he was working with was called 'Gar', one of those helping to unload the ship that night.

The above was Encounter #26, another Level 1 Complexity 1 Skill Challenge- I'm going to use a lot of these, at least as a mechanic to award XP for RP and progressing the PCs enquiries.

Sgt. Thurmina is not at all helpful- particularly when she recalls the look on Bill Grundy's face as she held him in her arms. Bill Grundy was the Fallcrest Watchman that Allain slew- she goes so far as to tell the PCs the names of Bill's widow and now fatherless children. No new information is found, the ship got away as did the others on the dock that night- Allain was the only one captured, and he deserves to die for what he did. Jeb swears he will find a way of postponing Allain's execution, so he can investigate the matter properly- Thurmina mockingly states that he will have to gain the favour of someone very important to do that, the bastard Allain swings in the morning.

The PCs investigations at the docks prove to be futile, there's a lot of activity- people are busy, and besides no one remembers nuffin'.

The answer is obvious, Maldor actually has been saying it all along- we need to impress someone very important, we need to find the necklace for the mystery important patron in the Moonstone catacombs, and we need to do it now.

The PCs head off to get the guard and thereby the key to said tomb.

Next Time... Filthy Rotters.
 

Maybe hire a good lawyer to argue it down to manslaughter.

It doesn't seem as if he was intending to kill anyone, it just happened.

Temporary insanity?

Demonic possession?

It was a dopplganger that did it?

He wasn't really there and what they saw and fought was an illusion, because a wizard did it.

Though, there are rituals that can be use to discern the truth, so it had better be one amazing and likely very expensive lawyer.

Might just be easier to break him out of prison and then smuggle him out of the city.
 

It seems the players have no answer for you Mircoles, that's partly due to the fact that the write ups here are two weeks behind the action, I keep trying to catch up but with work etc. this is the closest I've ever been.

The story has moved on, if only a little...


Fallcrest- Finding Dreus
Session 14 Part 2

And so the PCs pick up the guard, and Ressilmae Starlight, he's desperate to see this done, and head over to the Moonstone catacomb in the Tombwood. Ressilmae tells the PCs again, 'return with the necklace, that's all you need do...'

And so our intrepid adventurers descend in to the catacombs- which prove to be ancient, ruined and rotten- the air warm and musty and full of spores, they're immediately on their guard, although they can hear nothing untoward. The gang creep in.


The Moonstone Catacombs.

All is going well, well as good as it can go when you're creeping around in the dark in a ruined catacomb...

Then Maldor spots something, a big ball of sprouty-toothy something, with a great central eye and a number of small stalks atop the floating sphere- yes, that's right, a... hang on that looks like a toadstool not an eye stalk...

As Maldor said on chat-

'What the hell?'

Thankfully Rogar spots the floating creature as well- his sling fires and the floating fungi explodes showering the area with ragged scraps of its exploded carcass.

It gets worse, from the ripening mould which is scattered in great clumps all over the catacombs, come shuffling forth a pair of fungi men.

For those stat based creatures, like me, we have in play- Myconid Guard (Level 4 Soldier) & Myconid Rot Priest (Level 3 Brute), already deceased is a Myconid Gas Spore (Level 4 Skirmisher Minion).


Hey, they look like Fungi's.

Jebediah is in to the action using his Telekenetic Leap to cover the distance quickly, and blocking off one the Myconids. Maldor meanwhile lets loose with his Radiant Vengeance, alas he only succeeds in scoring a smoking hole in the stonework behind the fungus man.

The Fungus Guard closes the distance to Maldor and lashes out, scoring a massive hit on Maldor with his Spiny Strike- 16 damage, Maldor pales.

Neb drops a Scorching Burst on the Myconid Guard, the creature however shares out the pain using its Roots of the Colny power- the Myconid Rot Priest taking half of the 15 points of Fire damage.

Resolute rushes forward and Bull Charges the Myconid Guard, a devastating blow ('20') and the creature takes 18 more damage and is sent sprawling to the floor.

Drake attempts to place his Astral Seal on the Rot Priest, alas he aims high and wide- the Rot Priest shuffles closer still.

Rogar looses a Sling Stone at the Rot Priest, who is hit hard- the creature shares the damage again and the Myconid Guard takes an additional thump from a second sling attack courtesy of Rogar's Ironsoul Flurry.

More to the North West, Rogar screams as a Myconid Rotslammer shuffles in to the light.

Maldor places his Oath of Enmity on the Myconid Guard, closes the distance and unleashes his Overwhelming Strike with great effect- another 16 point hit. The Myconid Guard is sent staggering backwards (and on 4 HP only).

The Myconid Rot Priest however sees his opportunity, shuffles forward and emits a black choking mist- its Decomposing Spray- Rogar, Maldor & Neb are all caught in the fog and begin to choke and splutter as they take Necrotic damage. Alas the Myconid Guard is also caught in the storm- the creature subsides and falls in to rot in an instant- deceased.

Neb's Scorching Burst comes again and the Myconid Rot Priest is bloodied, to make matters worse Resolute launches himself forward and with his Grappling Strike encircles the strange fungus man's midriff with his ham hock arms and squeezes. The Rot Priest is left Grabbed, bloodied and flailing ineffectively (and on only 11 HP).

Drake sees his opportunity and fires his Lance of Faith at the clutched Rot Priest, again his aim is out- he makes amends by sending his Healing Word to patch up Maldor- the Elven Avenger is back on full health, his new Holy (Nimbus) Symbol also sending out waves of holy power buoying his allies (all in range 3 Temp HP).

Rogar dodges and dances forward to unleash his Steel Wind on the still Grabbed Rot Priest (and for 19 damage with his Ironsoul Flurry), the Rot Priest explodes in a wild maelstrom of spore, fortunately those in the burst are not harmed but healed (Life Burst heal 10 HP), Rogar and Resolute are on full health.

And you'll note the Myconid attacks are slow coming- this is done with good reason, as you will see later. You will see but the players wont- much to my chagrin.

Jebediah races forward to head off the Myconid Rotslammer, charges the creature but fails to connect- for his efforts he is Fungal Slammed in return (9 HP damage), but he prevents the creature getting past him to Drake and Neb.

Neb sends over yet another Scorching Burst, and the Rotslammer is badly scorched (15 Fire damage- his third attack and hit, all for 15 Fire damage), the Myconid squeals in the flame.

And then out of a dark corner comes, or rather shuffles, the Myconid Sovereign, the creature is tall- eight feet tall, and to distinguish it further it wears over its cone-shaped head a beautiful necklace.

Yep, that necklace.

Maldor is ready for the Sovereign (actually he had a Readied Action stored), the Avenger lets loose his Sequestering Strike, connects with the creature (for 19 HP damage), and teleports with the now disorientated Myconid Sovereign back in to the midst of his fellow party members. He's Fungal Slammed back for good measure, and hurt again.


The Myconid Sovereign- Sporeticus!

Resolute steps forward and attempts to further impede the Myconid Sovereign with his Grappling Strike, alas the creature fights back and prevents his attack.

Drake's luck returns, his Exacting Utterance power bathes the Sovereign in radiant light, the creature seems to sag- as if it were defeated already, or else resigned to taking a beating (gain vulnerability 5 and all PCs that attack the target gain 5 Temp HP).

Rogar unleashes hell (as they say in 'SPARTA!') a Combat Advantaged Open the Gate of Battle, with a Sneak Attack bonus, and an Ironsoul Flurry for good measure. The Myconid Sovereign is thumped, kicked, gouged and punched (for 37 HP damage- wow!).

Maldor backs up Rogar's good work – he names the Myconid Sovereign as his Oath of Enmity and then lays about the creature with his Overwhelming Strike- twice in quick succession (courtesy of an Action Point), again a series of terrible blows (for another 35 damage)- the Myconid Sovereign staggers under the onslaught (reduced from 132 HP to 41 HP in the blinking of an eye).

Jeb begins to take Poison damage from the Rotslammer's last attack- he fights back with his Booming Blade attack (for 9 HP damage), alas the Githyanki cannot shake the burn of the toxin. What's worse the Rotslammer connects again (for another 11 HP damage) leaving Jeb nursing yet another wound, and almost bloodied.

Neb launches his fourth Scorching Burst, and connects again with the same fiery-nastiness, this time with the Sovereign (another 15 HP hit with Drake's Exacting Utterance in effect). The Sovereign unleashes his Rotting Burst catching Rogar and Resolute (for 6 Poison damage each) and leaving the pair unsteady on their feet and out-of-sorts (Dazed).

Resolute fights back, Grappling Strike again, and the Sovereign is scooped up and clutched to him (again 15 HP damage), the Myconid master is having the life crushed out of him (down to 11 HP now).

Drake connects with a Lance of Faith on the Rotslammer (8 Radiant damage), burning a hole in the creature- the young Priest of Pelor prays for Jeb to shake off the Poison affect- alas his prayers go unanswered (Jeb fails his save).

Rogar again launches his Steel Wind, alas he's too confused to see clearly, he misses by a mile (he rolled a '1').

Maldor is at the Myconid Sovereign again with his Overwhelming Blade (managing to hit on his third attack with his Oath of Enmity and his Elven Accuracy)- the Sovereign is cut clean in two and thumps hard to the floor. For good measure Maldor grabs up the necklace.

And this is the reason I've been adding to the encounter slowly, I've stated in a clear voice- maybe half-a-dozen times, that the PCs just need to get the necklace. That's all they need to do... Yeah, you know what happens next, with only one Myconid left on the scene, and conditions ideal for a quick exit/escape...

Well, next time we'll see.
 

Fallcrest- Finding Dreus
Session 14 Part 3

We fight on- you, of course, guessed as much.

Jebediah is getting overwhelmed himself, he can't shake off the Poison damage and is hit again by the Rotslammer's Rotting Burst, he's very bloodied and not coping with things (on 3 HP).

To make matters worse a second Myconid Rot Priest now joins the action, also flailing at Jeb with its Stipe Staff, Jeb dodges just in time and unleashes Sword of Sigils (for 11 HP damage each), cutting in to both of his attackers, alas neither are bloodied.

And another of the Gas Spores appears and floats forward at speed, and just collides with Rogar, or rather doesn't the Halfling Monk is too quick, and gets out of the way.

Neb lets loose the fire again- Burning Hands this time, but with similar effects (again 15 Fire damage each)- only the Rotslammer's Roots of the Colony power prevents the newly arrived Rot Priest being bloodied by the attack- as it is the Rotslammer is bloodied and worse.

Resolute moves over to help Jeb, hits out with his Funneling Fury and smashes both Myconids (for 10 HP damage each), both are now bloodied and the Rotslammer barely grips to life. But he's not done (Action Point), Resolute launches his Dual Strike and connects with both Myconids again, the result of which is the Rotslammer slumps down and flops to the cold stone floor. The Rot Priest looks to be on the way out also.

Drake meanwhile takes aim and launches another Lance of Faith at the Gas Spore, and connects, the thing explodes and catches Rogar in its Poisonous burst (although with Second Chance I miss my attack and Rogar is fine).

Drake calls over to Rogar, in chat- 'Oh yeah, sorry I forgot about that.'

Drake makes the hurt go away- his second Healing Word is for Jeb, the Githyanki is now no longer bloodied, and all PCs within range of his Holy (Nimbus) Symbol are again boosted.

Rogar rushes over to the Rot Priest, the last Myconid left standing (again), and attempts his Steel Wind assault again (and rolls another '1').

Maldor therefore strides in, intones his Oath of Enmity and with his usual Overwhelming Strike (for 13 damage) cuts down the Rot Priest, it's Life Burst as it expires heals all of the PCs save Drake- they had the creature surrounded.

Jeb shouts a warning, there are more Myconid's shuffling towards them, and the sound of movement in the catacomb... everywhere, in all directions.

And yet there's time to move off again, to get clear of the catacombs, but... the PCs don't.

And so the I make mention again of the fact that there are lots of noises- many creatures approaching.

And still they stay.


I'm Sporeticus!

A Myconid Rotslammer rushes in and Fungal Slams Resolute but high and wide, while a pair of Myconid Guards shuffle in to the light, the first delivers a stinging Spiny Strike to an exposed Drake (for 14 HP damage), the second is content to flail wildly at Maldor.

Neb backs away and launches a... Fire Shroud, one of the Myconid Guards is charred (for only 13 Fire damage this time) and continues to burn, alas the other two Myconids are somehow shielded from the flame.

Neb suddenly realises he's not alone, he turns around to find himself staring at a swarm of tiny toadstools- a Myconid Colony Swarm, the creatures swarm and swamp him- biting and scratching at his at his lower legs- he's cut, bitten and bleeding (and takes 13 HP damage).

Jeb meanwhile fails again to throw off the Posion spores which choke him still (that's five attempts at the save and his highest roll is a '6').

Resolute meanwhile lands another Grappling Strike (and another '20') and grabs up and chokes one of the Myconid Guards (and 11 HP damage).

Rogar skips in to the action and lets loose his Steel Wind attack, he catches one of the Myconic Guards and the Rotslammer, he follows up with his Ironsoul Flurry- the Myconids however shrug off the damage- still strong (14 HP damage on Guard & 8 HP on the Rotslammer).

Rogar strikes again (Action Point), leaps in to the air and with his Steel Strike again manages to connect once more with the Rotslammer (another 10 HP damage), alas he fails to connect with the Myconid Guard.

Maldor is caught by a Spiny Strike from a Myconid Guard (for 12 HP damage), the Elven Avenger strikes back Overwhelming Strike (for 11 HP damage)- it's a slog fest, the second Myconid Guard flails at Maldor but is high and wide.

Jeb continues to take Poison damage, he's almost bloodied. He uses his Dimensional Warp to rearrange the battlefield- teleporting Drake out of danger and himself in to the action, alas his Booming Blade is ill-judged, he does however manage to finally shake off the Poison damage.

Drake uses his Light of Arvandor to deliver a Radiant Burst to one of the Myconid Guards and the Rotslammer (both take 10 Radiant damage), the Guard is at last bloodied.

The badly damaged Myconid Guard spews out a fog of spores- Pacification Spores, catching Jeb and Maldor and leaving both unable to take Standard Actions, and a little further damage- Jeb is now bloodied.

The other Myconid Guard continues to burn (courtesy of Neb's Fire Shroud), Resolute is bashed again with Spiny Strike (for 15 HP damage), the creature also manages to stamp out the flames that lick and curl around his fungus form.

Neb takes a little Poison damage as he starts by the Myconid Colony Swarm, he shuffles back and unleashes his patented Scorching Burst, this time at a target ideally suited for this attack, but somehow fails to find his target.

The Swarm comes forward in a wave and unleashes it's myriad Fungal Slams, Neb immediately throws up a Shield spell and wards of all attacks.

Resolute uses his Grappling Strike to grab and crush the already battered Myconid Guard (leaving the Guard on 9 HP only).

Rogar follows up with his Eternal Mountain move, and then his Eternal Mountain attack- he connects with the Rotslammer (for 17 HP damage) and the creature is very bloodied; he also spins out yet another sling stone and catches one of the Myconid Guards, bloodying it also.

Maldor shuffles back, attempts to stay out of the way (unable to make Standard Actions), he fails to shake of the Myconid's Pacification effect.


The Rotinator (Myconid Colony Swarm) nibbles at Neb's toes.

The Myconid Rotslammer fires its Rotting Burst and catches Rogar, Drake, Maldor and Jeb, (for 9 Necrotic damage each, and 5 ongoing) the latter is now bloodied (and on 14 HP, while Drake is now on 12 HP).

Jeb, Pacified like Maldor, does his best to stay out of the way- he continues to take Necrotic damage however (and is now on 9 HP), he does however shake off all ill effects- ready for action.

Drake continues to take Necrotic damage (down to 7 HP), he sets his Astral Seal on the Myconid Rotslammer, he shuffles back again but does not get out of the burst of Pacification Spores from the second Myconid Guard, alas- for the young Priest he is unaffected by the spores.

However Rogar and Jeb are caught within the cloud- Rogar is left pacified and almost bloodied, while Jeb is left unconscious on the floor (0 HP).

The other Myconid Guard flails with its Spiny Strike at Maldor, but fails to connect.

Neb continues to dodge back, after being caught in the Swarm once again for a little Poison damage, his Scorching Burst is glorious, catching the Swarm square-on (for 22 Fire damage), almost bloodying it in an instant. The Colony Swarm moves up again- nips, bites and scratches at Neb but to no effect.

Rogar takes a little more Necrotic damage, he's still not bloodied, he is however still Pacified- which is most inconvenient. For Maldor it's the other way around- he starts with a little Necrotic damage (he is bloodied now- on 20 HP), he shakes off his Pacified state but not the ongoing damage.

The Myconid Rotslammer wails on Rogar with its Fungal Slam, and now the Halfling Monk is bloodied (down to 16 HP).

While Jeb throws off his Pacified state but fails his first Death Save, he lies still upon the cold stone floor.

Drake to the rescue unleashes his Healer's Mercy, and in an instant Rogar and Maldor are now no longer bloodied, while Jeb opens his eyes (he's on 16 HP). Drake is not finished however (Action Point), he takes his Second Wind (now on 15 HP), the effort leaves him spent (Weakened).

Jeb alas is not met by a pleasant sight, before he can even get back to his feet one of the Myconid Guards uses its Spiny Strike to thump at him again (Jeb's back down to 7 HP left). The second Guard flails at Resolute but fails to connect.

Neb meanwhile repeats his actions, almost exactly- he starts by taking a little Poison damage, he's still not bloodied however, he shuffles back and then drops another Scorching Burst on the Colony Swarm (for 20 more Fire damage), the Swarm is bloodied (and down to 9 HP).

The Colony Swarm decides that Neb is not nice at all, and so chooses to try to get away from the Tiefling Wizard's fire attacks- it spots a much easier target- Jeb. Shuffles forward and attacks with its myriad Fungal Slams- and Jeb is down again (reduced to -3 HP).

Resolute crushes the last drop of life out of the Myconid Guard he is Grabbing with his Grappling Strike, he tosses the spent fungi aside and moves to help- his friends.

Rogar, still Pacified, manages to keep out of trouble using his Lion's Den move to keep out of the way, he throws off all ill effects upon him- ready for action next time.

Maldor launches his Shared Madness attack, scoring a critical effect on the Rotslammer- the attack also effects the last standing Myconid Guard (for 15 Psychic damage each). The Rotslammer is well bloodied- the last Myconid Guard is destroyed.

The Rotslammer uses its Fungal Slam again on Maldor, the Elven Avenger dodges and avoids the blow- just the Colony Swarm and Rotslammer left, and both are very bloodied.

Alas Jeb is still in the Swarms aura, he suffers dozens of little poisonous bites (down to -6 HP), The Colony Swarm however is not finished, Drake attempts to rush by the thing to get to the fallen Jeb, the Swarm lurches forward and unleashes another tide of Fungal Slams (for 17 HP damage), Drake slumps and falls (now on -3 HP).

Neb unleashes another Scorching Blast but the Swarm is already out of the way- the Tiefling Wizard misses. The Swarm is however still not done- it shuffles forward again and another wave of Fungal Slams rain down upon Neb (for 12 HP damage), the Wizard is bloodied- and on his last legs (with 6 HP left). He launches his Infernal Wrath (for 19 HP damage) and the Swarm is burnt and scoured from the earth.

Just the Myconid Rotslammer left then.

Resolute rushes over to the fallen Drake, grabs out a Healing Potion and presses it to the young Priest's lips- soon enough Drake's eyes are open.

Rogar rushes over, a Steel Wind Move, followed by a Steel Wind attack, with Ironsoul Flurry when he connects (for 18 HP damage), and the Rotslammer is beaten and broken, it slumps forward and comes to rest.

Drake crawls over to Jeb and delivers his Healer's Gift, and Jeb's eyes are open too.

And in chat Jack (Drake) adds- 'grab the necklace and run', which is a little late- me and my players have an extended chat after the game has ended (which it has now).

My point to them goes a little like this- the fight was about recovering the necklace, I deliberately set the encounter up (with the much staggered entrance of the bad guys) so that the PCs could retreat without taking too much (if any) damage. Same with the idea that the catacombs could be locked shut, and the same again with the Fallcrest Guards et al awaiting top side. My point was this- they didn't need to fight everything, don't get me wrong it was a great fight- and at the end I threw everything I had at them. But it took the best part of two hours to play out, a long time on Skype in one combat.

As with the Kruthik combat earlier I felt that the players were limiting their tactics, or else deliberately deciding that what they wanted was a lot of toe-to-toe combat. If that's what they want.... well, I'll do more of it but that's what ended our last attempt at 4e.

I want to get the players thinking that not all encounters can overcome by just standing there and unloading all their powers, the result of our chat is that even though the players knew all of the above, and realised that they could get out after recovering the necklace they decided (or rather didn't decide- I think Bob (Maldor) in game said- 'should we get out now?' to no reply) that they would fight on so that they could 'clear out' the catacombs. As in search for any treasure.

Which I thought was a little odd at the time, but now I write this even odder, it's very power-gamer, a little like the very easiest thing to do, and as there was no actual conversation about it that I could detect then really just... lazy, perhaps. I don't mean to be insulting here, I'm doing my best to make this 4e campaign nothing like our previous effort (H1-3 combat grind). The players are matching me with RP, but in-combat, they're doing the same things they did previously.

I can't think of a single time when they have actually retreated from a combat...

Should I design a combat specifically to teach them this tactic? Although I fear I may kill a few of them in attempting to do so.

The decision we made in the end was that I should state, in a loud voice, the conditions for victory for fights such as this... I have no problems in doing this, I don't want to do it- I want the players to work it out for themselves, I told them time and time again- 'all you need to do is recover the necklace', the same with the Kruthik encounters, 'you just need to destroy the nests'.

I'm actually more peeved about this now than I was at the time- and aware that my players are going to answer back, possibly in this column. Rest assured we're having a cracking game, we played session #16 on Thursday last- it was fantastic.

I want to make my players make decisions, in RP and in Combat- I don't want them to approach either situation with one set solution. The RP is great- that's working; the combat I'm less convinced. They seem to think toe-to-toe is the only option- last man standing.

We'll see, and if anyone has any suggestions et al then pile in please.
 

Maybe hire a good lawyer to argue it down to manslaughter.

It doesn't seem as if he was intending to kill anyone, it just happened.

Temporary insanity?

Demonic possession?

It was a dopplganger that did it?

He wasn't really there and what they saw and fought was an illusion, because a wizard did it.

Though, there are rituals that can be use to discern the truth, so it had better be one amazing and likely very expensive lawyer.

Might just be easier to break him out of prison and then smuggle him out of the city.

We never thought about breaking him out. If he killed a man he should pay for his actions, hiring a good lawyer would have been preferable, but our top priority was postponing the execution. You see when we found out about the execution we had less than a day. So lawyer wouldn't have helped much.

I have been stating that we need to make some powerful friends, and do this necklace thing you just read about, but at first everybody had different ideas, and people were more leaning towards the good half-ling's ideas than those of a dark and mysterious avenger of Raven Queen, go figure.

But we finally did get the execution postponed, so now we can think about the lawyer, or even better get our powerful friends to influence the sentencing. We still want him to pay for his crimes in some way. And maybe he didn't do it after all, magic can do weird stuff. Maybe he himself was tricked into believing that he killed the guard. But this is just too far fetched.

Anyhoo... It's Thursday and I just want to share my excitement with all of you because it is game night, and our sessions are getting better and better.
 

Into the Woods

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