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[D&D 5e] Not KotS 11b Burp!
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<blockquote data-quote="Goonalan" data-source="post: 9708863" data-attributes="member: 16069"><p style="text-align: center"><strong><span style="font-size: 26px">Not KotS</span></strong></p><p><strong></strong></p><p><strong><span style="font-size: 22px">Session #011b: Burp!</span></strong></p><p><strong></strong></p><p><strong>The Inspectors.</strong></p><p>Chromium Malifax aka C-Fax (Rob), Male Silver Dragonborn (Noble) Paladin of Bahamut Level 2</p><p>Mavis Golightly aka Mave (Sandy), Female Half-Elf (Acolyte) Cleric of Chauntea Level 2</p><p>Arbuthnot McGow aka McGow (Al), Male Mountain Dwarf (Soldier) Fighter Level 2</p><p>Snakebite (Kenji), Female Half-Orc (Outlander) Monk Level 2</p><p>Travis Pickle (Yui), Male Lightfoot Halfling (Criminal) Rogue Level 2</p><p></p><p><strong>Dead PCs</strong></p><p>The Inspector aka Spek (Kenji), Male Rock Gnome (Charlatan) Sorcerer Level 1- Killed in Session #2 by Eggnog the Kobold Dragon Priest.</p><p></p><p><strong>To-do list/Quests-</strong></p><p>#001 Save Dicky Bird aka The Fat Pidgin, and bring him home safely to Edna Gingster, although Dicky is on his way to the Narthex, which is in the Labyrinth, which is near the Seven Pillared Hall- which is in the Underdark- Bugger. Reward: 2000 XP & 1000gp each.</p><p><s>#002 Find and investigate the ancient dragon burial site Dicky was looking for, he might be there. Reward: 250 XP.</s> COMPLETE</p><p><s>#003 Destroy the kobold menace, including their leader- ‘Chopper.’ Reward: 250 XP & 75gp, with 1gp paid for every kobold tail handed in.</s> COMPLETE</p><p>#004 Stop Orcus-worshipping Karl’s ritual to bring an undead army to Kirkgate. Basically, save the village, begs (eventually) Lord Crumble. Karl is in Kirkgate. 1000 XP & 500gp reward.</p><p>#005 Find/Save Cheggers. That's it really, the PCs just need to find/save Cheggers (he’s with Karl, if he’s still alive), for Fionulla (the spy). Reward 100 XP.</p><p>#006 Find and kill/capture the Bloody Heck- including any leaders. Recover any prisoners they have kidnapped. Find out where Karl is based. Reward: 400 XP & 100gp, with 1gp paid for every member of the Bloody Heck confirmed dead or captured.</p><p>#007 Find all five symbols of Kurgan Kurgan’s office to open the way below Kirkgate. 1000 XP reward (and the PCs get to keep the items of course). One item found so far.</p><p></p><p>And the rest of the session is spent doing, although there’s a little bit of action at the end.</p><p></p><p>So, the Inspectors head back to see Lord Crumble, and by this point the previously surly guards (Derek & Clive) just nod them straight in to see their master.</p><p></p><p>[ATTACH=full]411787[/ATTACH]</p><p><strong>Here we all are, again…</strong></p><p></p><p>And so, this is another opportunity for me to see where the PCs are at with the plot, the story is (in precis)-</p><p></p><p>Evil Karl is down below the graveyard enacting some sort of ritual to get a portal to the domain of Orcus open- he has everything that he needs, an undead army is on its way in five days’ time.</p><p></p><p>Evil Karl is out of touch with events up here on the surface- the kobolds are out of commission; the Bloody Heck have been vanquished (although…) and Karl’s little helper- Hagrid (and company) are all dead.</p><p></p><p>The Inspectors don’t say anything about Fionulla the spy- who has also, of course, switched sides.</p><p></p><p>To get to Evil Karl the Inspectors need to gather five magic items (they have one already) to appease an ancient dragonborn skeletal knight- Kurgan Kurgan, who will then allow them to descend further into the dungeon to defeat Evil Karl.</p><p></p><p>And that’s about it- except to say that the PCs are 99% certain that they know where the missing magic items will/might be- Dragon Castle, home in ancient times to more worshippers of Bahamut, and home (possibly) at present to a bunch more goblins from the Bloody Heck.</p><p></p><p>Lord Crumble has questions of course, but the PCs have the answers to all but one of them, which is-</p><p></p><p>“But what if the item’s you need are not there? What if they are somewhere else? Or else lost- for ever?” Lord Crumble frets.</p><p></p><p>Mavis explains that they will be praying to Bahamut to show them the way, like Kurgan Kurgan told them too, but then soon after settling the old man’s nerves (good roll) she ruins the effect by admitting that their prayers thus far have been… unanswered.</p><p></p><p>The conversation goes on for a while longer, Lord Crumble wants to know what the Inspectors are going to do next- which is stock up, rest and then head on out in the morning to Dragon Castle.</p><p></p><p>Lord Crumble, in the end is reduced to begging the Inspectors to get this done, and so… Travis sees his opportunity, and after some titanic rolls (a ‘20’ followed by… a ‘20’) he convinces Kirkgate’s boss man to do a variety of things including- to pay the PCs for the members of the Bloody Heck they have despatched so far (30gp), to pay for the hire of horses for their journey to Dragon Castle tomorrow, and… to double the reward. That’s 500gp to make all of this go away.</p><p></p><p>Note C-Fax was initially unhappy with Travis’ mercenary manoeuvres but even he was impressed with the idea of acquiring mounts to speed things up a little. The paladin asks Travis a little later- after the audience is over- “How did you know there was some place to hire horses from here in Kirkgate?”</p><p></p><p>Travis’ reply-</p><p></p><p>[ATTACH=full]411788[/ATTACH]</p><p><strong>“It says Loob Stables on the map.” Travis/Yui’s logic is flawless.</strong></p><p></p><p>Next stop, even though it’s late (nearly 9 PM) is to the stables, for a chat with Jiffy Loob, the half-orc owner- a deal is swiftly done. Jiffy, incidentally, is very pleased to meet Snakebite, point of fact the tanned, lithe and heavily muscled half-orc stable owner, with a twinkle in his eye, complements Snakebite any chance he gets.</p><p></p><p>“You look pretty damn tough if you don’t mind me saying so Lady Snakebite.”</p><p></p><p>“I bet you hit real hard Lady Snakebite. I bet what you hit- stay hit.”</p><p></p><p>This, a little later Snakebite confides, is what passes for flirting in orc/half-orc society.</p><p></p><p>The PCs will pick up their mounts tomorrow morning.</p><p></p><p>Then, at last, back to the Old Gatehouse Inn for food and bed.</p><p></p><p>Note, two of the PCs burnt through all of their Healing HD yesterday- C-Fax and Snakebite, so they’ve only one to use today. However, C-Fax’s magical holy symbol of Bahamut has got its single use Blessing of Battle power back, and Mavis’ Wand of Magic Missiles is now fully charged.</p><p></p><p>But the Inspectors still have a few jobs to do before they depart for Dragon Castle, and so the following also gets done (sorry, lots of admin/chatter this week)-</p><p></p><p>The Inspectors take a meeting with Jefron Puddleduck, and over the course of nearly an hour, they learn all about the ancient history of Kirkgate, but here’s the thing- nothing new at all, this info just covers the stuff that the PCs have already worked out for themselves. Kirkgate was just one of many fortified settlements that served as the front line in some ancient war involving dragon-kind in ancient times. There’s a lot of subsidiary info on offer but none that helps the plot along, point of fact Jefron knows nothing about the ancient redoubt the PCs are at present investigating beneath the graveyard, nothing about Kurgan Kurgan, or the fact that there’s also a portal to a domain of Orcus there.</p><p></p><p>At least the sage doesn’t mention any of this stuff, he does know about the graves in the graveyard however.</p><p></p><p>And to make clear, the PCs are not sharing information with Jefron, the conversation- after the PCs ask their questions, turns to the Netherese mirror that the PCs have stored with Jefron- the sage wants to buy the artifact- he offers the PCs 100gp. Alas the sage is not aware of Travis’ new found skill- the halfling gets to work and a little while later (‘20’, his third of the session) the mirror has a new home, sold for 200gp.</p><p></p><p>C-Fax, at least for a short while, isn’t happy about selling the artifact but… even Mavis can’t see the harm, and besides if they need the mirror again for any reason then Jefron is prepared to let them use/borrow it, providing the PCs let him in on what they need it for.</p><p></p><p>The sage is convinced that the PCs are up to something atm, he asks plenty of questions but, the PCs are not for sharing- even the paladin is keeping schtum.</p><p></p><p>By the end of the interview the PCs are convinced- Jefron is not Evil Karl, he’s just a very clever and curious old fellow. He can be trusted.</p><p></p><p>We move on to a spot of shopping mostly to top up on items lost, broken or spent- there are however no more Potions of Healing to be had. Note, it still takes the best part of twenty minutes (real time) to do the shopping, no roleplay- just PCs/players wanting to check out their options and discuss the merits of thrown hammers versus thrown axes (or something similar).</p><p></p><p>The Inspectors also take a moment to check in with Rondo a la Turk at Kirkgate Barracks- Chopper is still healthy and well, and in his cell- the goblin boss is a delight, he even helps with the cleaning, although Rondo states- the ‘lil bugger eats like a horse’.</p><p></p><p>Last stop before departure is the Church of Chauntea, the PCs chat some more with Sister Margaritta who lets them know that she has had to swear the sextant (Septimus Nern) to secrecy, the pair have had a look at Hagrid’s grave and they’re certain that not only is the body of the deep gnome no longer there but… how to put this- “it looks like Hagrid broke out of his coffin and burrowed down through the dirt.” Which means?</p><p></p><p>Well, the smart money is on the Inspectors seeing Hagrid again- sometime in their future, when they get back down below. Also, Hagrid (like Spek) has very likely joined the ranks of the undead.</p><p></p><p>Bugger.</p><p></p><p>And very lastly, the PCs secure a very detailed map (with accompanying explanation) from Fionulla of the route to Dragon Castle in the Norwood. The PCs have been there before, of course, but the first time was with Fionulla, and with the ranger absent for the return journey to Kirkgate, well… they struggled and got lost- more than once.</p><p></p><p>So, bonuses on their Survival checks (all of them) are secured, but it’s a late-ish get away.</p><p></p><p>The Inspectors saddle up and head off to Dragon Castle.</p><p></p><p>The journey, as previously, is in three parts- two hours of farmer’s fields and country lanes (DC 10 Survival), two hours of the semi-wilds (DC 11), and an hour through the Norwood (hardest check- DC 13). The PCs could get back to the castle in just five hours, which will give them plenty of light to work with.</p><p></p><p>The first hour or so of the journey goes well- with the PCs getting used to their mounts, but then- whilst the Inspectors are riding between stone-walled farmer’s fields they are ambushed by…</p><p></p><p>A small male human child.</p><p></p><p>The child is…</p><p></p><p>[ATTACH=full]411789[/ATTACH]</p><p><strong>Burp Lowder, yes that’s right, son of Parp Lowder.</strong></p><p></p><p>The Inspectors do not learn Burp’s name straight away, Burp is… for want of a better word- a maniac. Or else he’s manic. He shouts, he points, he screams, he cries, he collapses, he… and everything all at once. He’s also about ten years of age.</p><p></p><p>The PCs must do a great many things (with roleplay and associated skill checks) to calm him down, to heal him, to chivvy him, and then to make sense of what he is telling them.</p><p></p><p>This takes a while, almost all the rest of the session.</p><p></p><p>The PCs learn the following-</p><p></p><p>The young lad is Burp Lowder, son of Parp & Speek Lowder, and brother to little Nikki Lowder. He lives with his family on Lowder Farm which is about three miles to the west of this spot- he thinks.</p><p></p><p>Burp’s dad, Parp, gave the PCs a ride to Kirkgate. Parp told his family all about the heroes that fought off the kobolds that ambushed his cart. Basically the heroes are heroes to the Lowder’s.</p><p></p><p>But here’s the important bit-</p><p></p><p>Lowder Farm was attacked this morning by ‘abaht a dozen girt big gobbledigooks’, one of whom- ‘frazzled Betsy the cow wid iz lightning stick!’</p><p></p><p>There’s a little more than this- but not much, save to say that all of this happened about an hour or so ago (Burp thinks) and that he only got clear because he was getting water from the brook. He witnessed the attack but was too far away to warn or else help his family. He knew he had to find someone to help…</p><p></p><p>And then he saw the heroes/Inspectors.</p><p></p><p>Lowder Farm is not on the route to Dragon Castle, which Travis points out once or twice, although even the halfling isn’t hesitating- Parp and his family must be saved from the ‘gobbledigooks’.</p><p></p><p>Note, the PCs think that the ‘gobbledigooks’ may turn out to be more members of the Bloody Heck, who are after all- slavers.</p><p></p><p>They’d be right to think that.</p><p></p><p>So, next stop is Lowder Farm, with Burp leading the way, although not all the way, once they get close enough the young lad is persuaded to take cover and hide.</p><p></p><p>The PCs have also learned enroute (with a few follow up checks) that the ‘girt big gobbledigooks’ are very likely to be hobgoblins, and that the hobgoblin wizard (with the lightning staff) seemed to be in charge of the gang.</p><p></p><p>Note, this information- the fact that the attackers are likely to be hobgoblins- goes down less well. A discussion about hobgoblins (for the uninitiated) follows. The consensus- hobgoblins can hurt.</p><p></p><p>We did a little bit more in this session, including a little recon of the farm but it makes sense to write it all up in the next one.</p><p></p><p>XP for smart play along the way- Travis 70 XP, Mavis 50 XP, Snakebite 40 XP and 30 XP each for C-Fax & McGow.</p><p></p><p>Next time.</p><p></p><p>Cheers goonalan and the Tokyo Massive.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 9708863, member: 16069"] [CENTER][B][SIZE=7]Not KotS[/SIZE][/B][/CENTER] [B] [SIZE=6]Session #011b: Burp![/SIZE] The Inspectors.[/B] Chromium Malifax aka C-Fax (Rob), Male Silver Dragonborn (Noble) Paladin of Bahamut Level 2 Mavis Golightly aka Mave (Sandy), Female Half-Elf (Acolyte) Cleric of Chauntea Level 2 Arbuthnot McGow aka McGow (Al), Male Mountain Dwarf (Soldier) Fighter Level 2 Snakebite (Kenji), Female Half-Orc (Outlander) Monk Level 2 Travis Pickle (Yui), Male Lightfoot Halfling (Criminal) Rogue Level 2 [B]Dead PCs[/B] The Inspector aka Spek (Kenji), Male Rock Gnome (Charlatan) Sorcerer Level 1- Killed in Session #2 by Eggnog the Kobold Dragon Priest. [B]To-do list/Quests-[/B] #001 Save Dicky Bird aka The Fat Pidgin, and bring him home safely to Edna Gingster, although Dicky is on his way to the Narthex, which is in the Labyrinth, which is near the Seven Pillared Hall- which is in the Underdark- Bugger. Reward: 2000 XP & 1000gp each. [S]#002 Find and investigate the ancient dragon burial site Dicky was looking for, he might be there. Reward: 250 XP.[/S] COMPLETE [S]#003 Destroy the kobold menace, including their leader- ‘Chopper.’ Reward: 250 XP & 75gp, with 1gp paid for every kobold tail handed in.[/S] COMPLETE #004 Stop Orcus-worshipping Karl’s ritual to bring an undead army to Kirkgate. Basically, save the village, begs (eventually) Lord Crumble. Karl is in Kirkgate. 1000 XP & 500gp reward. #005 Find/Save Cheggers. That's it really, the PCs just need to find/save Cheggers (he’s with Karl, if he’s still alive), for Fionulla (the spy). Reward 100 XP. #006 Find and kill/capture the Bloody Heck- including any leaders. Recover any prisoners they have kidnapped. Find out where Karl is based. Reward: 400 XP & 100gp, with 1gp paid for every member of the Bloody Heck confirmed dead or captured. #007 Find all five symbols of Kurgan Kurgan’s office to open the way below Kirkgate. 1000 XP reward (and the PCs get to keep the items of course). One item found so far. And the rest of the session is spent doing, although there’s a little bit of action at the end. So, the Inspectors head back to see Lord Crumble, and by this point the previously surly guards (Derek & Clive) just nod them straight in to see their master. [ATTACH type="full" size="3840x2016"]411787[/ATTACH] [B]Here we all are, again…[/B] And so, this is another opportunity for me to see where the PCs are at with the plot, the story is (in precis)- Evil Karl is down below the graveyard enacting some sort of ritual to get a portal to the domain of Orcus open- he has everything that he needs, an undead army is on its way in five days’ time. Evil Karl is out of touch with events up here on the surface- the kobolds are out of commission; the Bloody Heck have been vanquished (although…) and Karl’s little helper- Hagrid (and company) are all dead. The Inspectors don’t say anything about Fionulla the spy- who has also, of course, switched sides. To get to Evil Karl the Inspectors need to gather five magic items (they have one already) to appease an ancient dragonborn skeletal knight- Kurgan Kurgan, who will then allow them to descend further into the dungeon to defeat Evil Karl. And that’s about it- except to say that the PCs are 99% certain that they know where the missing magic items will/might be- Dragon Castle, home in ancient times to more worshippers of Bahamut, and home (possibly) at present to a bunch more goblins from the Bloody Heck. Lord Crumble has questions of course, but the PCs have the answers to all but one of them, which is- “But what if the item’s you need are not there? What if they are somewhere else? Or else lost- for ever?” Lord Crumble frets. Mavis explains that they will be praying to Bahamut to show them the way, like Kurgan Kurgan told them too, but then soon after settling the old man’s nerves (good roll) she ruins the effect by admitting that their prayers thus far have been… unanswered. The conversation goes on for a while longer, Lord Crumble wants to know what the Inspectors are going to do next- which is stock up, rest and then head on out in the morning to Dragon Castle. Lord Crumble, in the end is reduced to begging the Inspectors to get this done, and so… Travis sees his opportunity, and after some titanic rolls (a ‘20’ followed by… a ‘20’) he convinces Kirkgate’s boss man to do a variety of things including- to pay the PCs for the members of the Bloody Heck they have despatched so far (30gp), to pay for the hire of horses for their journey to Dragon Castle tomorrow, and… to double the reward. That’s 500gp to make all of this go away. Note C-Fax was initially unhappy with Travis’ mercenary manoeuvres but even he was impressed with the idea of acquiring mounts to speed things up a little. The paladin asks Travis a little later- after the audience is over- “How did you know there was some place to hire horses from here in Kirkgate?” Travis’ reply- [ATTACH type="full" size="3846x2037"]411788[/ATTACH] [B]“It says Loob Stables on the map.” Travis/Yui’s logic is flawless.[/B] Next stop, even though it’s late (nearly 9 PM) is to the stables, for a chat with Jiffy Loob, the half-orc owner- a deal is swiftly done. Jiffy, incidentally, is very pleased to meet Snakebite, point of fact the tanned, lithe and heavily muscled half-orc stable owner, with a twinkle in his eye, complements Snakebite any chance he gets. “You look pretty damn tough if you don’t mind me saying so Lady Snakebite.” “I bet you hit real hard Lady Snakebite. I bet what you hit- stay hit.” This, a little later Snakebite confides, is what passes for flirting in orc/half-orc society. The PCs will pick up their mounts tomorrow morning. Then, at last, back to the Old Gatehouse Inn for food and bed. Note, two of the PCs burnt through all of their Healing HD yesterday- C-Fax and Snakebite, so they’ve only one to use today. However, C-Fax’s magical holy symbol of Bahamut has got its single use Blessing of Battle power back, and Mavis’ Wand of Magic Missiles is now fully charged. But the Inspectors still have a few jobs to do before they depart for Dragon Castle, and so the following also gets done (sorry, lots of admin/chatter this week)- The Inspectors take a meeting with Jefron Puddleduck, and over the course of nearly an hour, they learn all about the ancient history of Kirkgate, but here’s the thing- nothing new at all, this info just covers the stuff that the PCs have already worked out for themselves. Kirkgate was just one of many fortified settlements that served as the front line in some ancient war involving dragon-kind in ancient times. There’s a lot of subsidiary info on offer but none that helps the plot along, point of fact Jefron knows nothing about the ancient redoubt the PCs are at present investigating beneath the graveyard, nothing about Kurgan Kurgan, or the fact that there’s also a portal to a domain of Orcus there. At least the sage doesn’t mention any of this stuff, he does know about the graves in the graveyard however. And to make clear, the PCs are not sharing information with Jefron, the conversation- after the PCs ask their questions, turns to the Netherese mirror that the PCs have stored with Jefron- the sage wants to buy the artifact- he offers the PCs 100gp. Alas the sage is not aware of Travis’ new found skill- the halfling gets to work and a little while later (‘20’, his third of the session) the mirror has a new home, sold for 200gp. C-Fax, at least for a short while, isn’t happy about selling the artifact but… even Mavis can’t see the harm, and besides if they need the mirror again for any reason then Jefron is prepared to let them use/borrow it, providing the PCs let him in on what they need it for. The sage is convinced that the PCs are up to something atm, he asks plenty of questions but, the PCs are not for sharing- even the paladin is keeping schtum. By the end of the interview the PCs are convinced- Jefron is not Evil Karl, he’s just a very clever and curious old fellow. He can be trusted. We move on to a spot of shopping mostly to top up on items lost, broken or spent- there are however no more Potions of Healing to be had. Note, it still takes the best part of twenty minutes (real time) to do the shopping, no roleplay- just PCs/players wanting to check out their options and discuss the merits of thrown hammers versus thrown axes (or something similar). The Inspectors also take a moment to check in with Rondo a la Turk at Kirkgate Barracks- Chopper is still healthy and well, and in his cell- the goblin boss is a delight, he even helps with the cleaning, although Rondo states- the ‘lil bugger eats like a horse’. Last stop before departure is the Church of Chauntea, the PCs chat some more with Sister Margaritta who lets them know that she has had to swear the sextant (Septimus Nern) to secrecy, the pair have had a look at Hagrid’s grave and they’re certain that not only is the body of the deep gnome no longer there but… how to put this- “it looks like Hagrid broke out of his coffin and burrowed down through the dirt.” Which means? Well, the smart money is on the Inspectors seeing Hagrid again- sometime in their future, when they get back down below. Also, Hagrid (like Spek) has very likely joined the ranks of the undead. Bugger. And very lastly, the PCs secure a very detailed map (with accompanying explanation) from Fionulla of the route to Dragon Castle in the Norwood. The PCs have been there before, of course, but the first time was with Fionulla, and with the ranger absent for the return journey to Kirkgate, well… they struggled and got lost- more than once. So, bonuses on their Survival checks (all of them) are secured, but it’s a late-ish get away. The Inspectors saddle up and head off to Dragon Castle. The journey, as previously, is in three parts- two hours of farmer’s fields and country lanes (DC 10 Survival), two hours of the semi-wilds (DC 11), and an hour through the Norwood (hardest check- DC 13). The PCs could get back to the castle in just five hours, which will give them plenty of light to work with. The first hour or so of the journey goes well- with the PCs getting used to their mounts, but then- whilst the Inspectors are riding between stone-walled farmer’s fields they are ambushed by… A small male human child. The child is… [ATTACH type="full" size="3846x2037"]411789[/ATTACH] [B]Burp Lowder, yes that’s right, son of Parp Lowder.[/B] The Inspectors do not learn Burp’s name straight away, Burp is… for want of a better word- a maniac. Or else he’s manic. He shouts, he points, he screams, he cries, he collapses, he… and everything all at once. He’s also about ten years of age. The PCs must do a great many things (with roleplay and associated skill checks) to calm him down, to heal him, to chivvy him, and then to make sense of what he is telling them. This takes a while, almost all the rest of the session. The PCs learn the following- The young lad is Burp Lowder, son of Parp & Speek Lowder, and brother to little Nikki Lowder. He lives with his family on Lowder Farm which is about three miles to the west of this spot- he thinks. Burp’s dad, Parp, gave the PCs a ride to Kirkgate. Parp told his family all about the heroes that fought off the kobolds that ambushed his cart. Basically the heroes are heroes to the Lowder’s. But here’s the important bit- Lowder Farm was attacked this morning by ‘abaht a dozen girt big gobbledigooks’, one of whom- ‘frazzled Betsy the cow wid iz lightning stick!’ There’s a little more than this- but not much, save to say that all of this happened about an hour or so ago (Burp thinks) and that he only got clear because he was getting water from the brook. He witnessed the attack but was too far away to warn or else help his family. He knew he had to find someone to help… And then he saw the heroes/Inspectors. Lowder Farm is not on the route to Dragon Castle, which Travis points out once or twice, although even the halfling isn’t hesitating- Parp and his family must be saved from the ‘gobbledigooks’. Note, the PCs think that the ‘gobbledigooks’ may turn out to be more members of the Bloody Heck, who are after all- slavers. They’d be right to think that. So, next stop is Lowder Farm, with Burp leading the way, although not all the way, once they get close enough the young lad is persuaded to take cover and hide. The PCs have also learned enroute (with a few follow up checks) that the ‘girt big gobbledigooks’ are very likely to be hobgoblins, and that the hobgoblin wizard (with the lightning staff) seemed to be in charge of the gang. Note, this information- the fact that the attackers are likely to be hobgoblins- goes down less well. A discussion about hobgoblins (for the uninitiated) follows. The consensus- hobgoblins can hurt. We did a little bit more in this session, including a little recon of the farm but it makes sense to write it all up in the next one. XP for smart play along the way- Travis 70 XP, Mavis 50 XP, Snakebite 40 XP and 30 XP each for C-Fax & McGow. Next time. Cheers goonalan and the Tokyo Massive. [/QUOTE]
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