Not KotS
Session #013a: Under New Management.
The Inspectors.
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
Dead PCs
The Inspector aka Spek (Kenji), Male Rock Gnome (Charlatan) Sorcerer Level 1- Killed in Session #2 by Eggnog the Kobold Dragon Priest.
To-do list/Quests-
#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.
#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. 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.
It was a funny one this week, and there’s no action to be found here (in this bit)- a bit of verbal jousting but that was mostly betwixt and between the players. I didn’t have much to say for quite a while.
Let me explain.
The session started with a bit of talk/chat/lecture- call it what you will, all done OOC.
The talk/chat/lecture is presented by Sandy (playing Mavis) and Rob (C-Fax), although it was very mostly Rob doing the talking. The problem being- 1) the hobgoblins are tough, very tough some of them- the soldiers particularly, and 2) C-Fax and Mavis have both taken a beating (and have had to use lots of their stuff/powers). So, the chatter is part tactical discussion, part the pair bemoaning their lot, and the rest speculation and floundering. How do we get through this and stay alive? Is the question (most of the time) being asked/discussed.
But here’s the thing- McGow, Snakebite and Travis are in fine fettle, they’ve not taken a hit and they’ve still got plenty of powers to use, and so…
It seems that the C-Fax/Mavis household has been fretting all week (between sessions) about what lies ahead here.
There’s no resolution to this chatter, no new direction- perhaps just a bit of a motivational talk, or else the LG pair are just into sharing, their three comrades in arms are however keen to get below and get into the hobgoblins. They’re unperturbed about the present situation.
And so…
We get back to gaming.
Or else nearly.
The revolution has begun.
So, we’re still OOC atm, and it seems that Travis and friends want a chance to take over the interviewing of prisoners, and very specifically the interviewing of Sgt Groan, which is what comes next, when we eventually get going.
But that’s still not yet as the Inspectors have a sometimes fractious (but not a lot) discussion about interviewing/interrogation techniques that are acceptable to Mavis & C-Fax, but Travis has a plan. It’s called acting, or else deceiving.
Note, it’s Sgt Groan who is going to be deceived and not C-Fax and Mavis, the PCs are going to put on a show, or else Travis, McGow and Snakebite are.
Just to make clear- this isn’t a revolution, I’m seeing it more of a coming of age. Yui (Travis), Al (McGow) & Kenji (Snakebite) have been playing second fiddle to Rob (C-Fax) and Sandy (Mavis) for quite a while, and particularly for the interrogations (and other talkie bits). Basically, they want to have a go.
Which is obviously a great idea.
And so, very eventually we get around to playing D&D, only three quarters of an hour later than scheduled.
Here we all are, a little healing has taken place, Sgt Groan is awake, and the PCs are ready to get on with it, although…
Mavis and C-Fax are taking a back seat but watching on- making sure their delicate sensibilities are not being offended.
And so, the interrogation of Sgt Groan begins with the hobgoblin being stripped of his armour, weapons, money, pants etc. Note, the above is done roughly- by McGow and Snakebite, who are both straining not to punch the hobgoblin in the mouth, the pair are bristling however- all part of the act.
Throughout what follows McGow and Snakebite do their best to stare daggers at Groan, while very obviously menacing (big time) the hobgoblin. All the tropes- Snakebite cleaning her nails with a dagger, McGow flexing his muscles & cracking his knuckles, and when Mavis and C-Fax are not watching the pair of them miming throat-cutting actions. And lots more tough guy work.
Travis meantime is as nice as pie, the spiel is- answer the following questions and everything will be okay, fail to answer the questions and… the threat doesn’t have to get said, which is fortunate.
Obviously, Sgt Groan speaks the common tongue, so that makes things easier.
And I’m not going to do the back and forth, save to say, throughout- it’s good cop, bad cop and the other bad cop while the United Nations representatives stand in the corner and watch on (fretting).
And… well, it goes okay.
Or else Sgt Groan tells Travis lots of stuff, and answers all his questions, but… and the moment has passed (we played this session over a month ago) so, I can reveal that the PCs (adjusted) rolls were- at least the ones that counted; Intimidate for Snakebite (10) & McGow (9), and Travis with a bit or Persuasion (12).
Keep in mind they all had +2 on the rolls, Sgt Groan is frightened of these guys, they already beat him down and killed all his friends once, and now they’re at it again.
How to reward mediocre rolls- easy, tell ‘em some (semi-)lies.
Note, the set up and the roleplay was great, the rolls were not great- two out of three of them, and the rolls were in the dice tower, and so the players don’t get to see the results. Until now.
Questions are asked and answered, and the Inspectors learn the following-
- There are another ten hobgoblins down below- mostly grunts (6), a couple of soldiers, an archer and the leader of this pack- War Captain Kerrang.
- War Captain Kerrang is a very tough hobgoblin, a veteran, he wields a magical blade.
- The gang are here to acquire more slaves and support evil Karl’s endeavours.
- Shift change is at midnight, at which point half-a-dozen hobgoblins will head up to the surface to take over guarding Dragon Castle for the night.
Don’t ask me why they didn’t do this- I’m just doing the story and that.
And to make clear, this has not happened before- in previous interrogations there were always a few rolls (usually from Mavis) to check the veracity of what’s being said.
Not this time.
And so, while answers 2) and 3) above are accurate; Groan’s answer to question 1) is a big fat lie- there are nearly twice as many hobgoblins down below, and shift change- question 4), is in about an hour’s time.
Note, Travis et al are not concerned with all the other stuff going on- the plot, the fate of Dicky Bird etc., they just want to kick the backsides of the hobgoblins down below.
The Inspectors plan (as established very early in the session) is they’re going to wait for the shift change and then ambush the hobgoblins coming up from below.
It’s a great plan.
The only problem being is it’s going to happen (the shift change) a lot earlier than they expected.
So, a short rest for the PCs followed by a brief prayer to Bahamut, and… just two successes- Travis & McGow. The pair get that tingling feeling, one of the items they are looking for is down below.
Note, C-Fax has advantage on this check- he’s always praying to Bahamut, and yet… he is the only PC that has not passed a single check yet- it’s DC 11.
And so, next the PCs try to find some great places to hide out to ambush the shift change. They want the hobgoblins to go past them- so that the PCs get between the Bloody Heck and the rest of the company still below.
However, about thirty seconds into this activity and…
Snakebite, very fortuitously, she’s keeping watch- hears the hobgoblins (or else some other armoured mob) coming.
Shift change is two hours early.
Note, at this point Sgt Groan (tied up, nearly naked etc.) is back up on the surface and out of the way, having just been deposited there by C-Fax & Mavis.
Everyone hide! Not quite. Snakebite ducks under the table, Travis was already hidden here. McGow steps behind some barrels- he doesn’t really do hiding. While at this point C-Fax and Mavis are just coming back down the stairs, after depositing Sgt Groan up in the tower. This pair are not aware that the hobgoblins are arriving, yet…
However... McGow greets the hobgoblin archer- now screaming and pointing at the surly dwarf, with the following line-
“Can you go back out again- I haven’t had chance to hide yet!”
McGow’s stealth is an adjusted ‘7’.
Further note, Travis and Snakebite have spotted that as well as two more hobgoblin soldiers (and more grunts) here, there’s another Warcaster, a bloody wizard.
Sgt Groan is going to die when they see him next.
Note, this pair have already formulated their plan- it’s this, stay silent and still until it all kicks off, see how bad things get and then decide on a new plan (fight or flee).
But that my friends was a good ninety (I kid you not) minutes of play.
Oh, and here are the bad guys-
Enc#18 Shift Change 1125 XP CR 6 Deadly.
5 x Hobgoblin Grunt (75xp each) As per MM Hobgoblin except AC 14 (leather & shield); Martial Advantage only 1d6 extra damage; Armed with Longsword & Dagger only; Better HP spread on Fantasy Grounds 2d5+8 (10-18 HP each).
1 x Hobgoblin Archer (150xp) As per MM Hobgoblin except AC 13 (leather); Dex 14; Longbow +4 to hit & +2 damage; 3 HD & better HP spread on Fantasy Grounds 3d5+12 (15-27 HP each).
2 x Hobgoblin Soldier (150xp each) As per MM Hobgoblin except AC 18 (chain mail & shield); Str 15; Longsword +4 to hit & +2 damage; 3 HD & better HP spread on Fantasy Grounds 3d5+12 (15-27 HP each).
1 x Hobgoblin Warcaster (300xp) As per MM Hobgoblin except AC 11 (robes or AC 14 with Mage Armour); Con 14, Cha 15; 2nd Level Sorcerer (Charisma) Spell Saves DC 12, +4 to hit (cantrips- light, prestidigitation, ray of frost & shocking grasp; level one- burning hands, mage armour & thunderwave); 3 HD & better HP spread on Fantasy Grounds 3d5+15 (18-30 HP).
Tactics- Hobgoblin Grunts- rush into action, obey orders- go for help below if it all gets too much; Hobgoblin Soldiers & Archer- get into melee/bow range- target enemies already engaged, order grunts around, flee below for reinforcements if it all goes bad; Hobgoblin Warcaster- get mage armour up and running and take control of the action, then- shock and blast, destroy (or capture and enslave) all enemies. Remember- more slaves are needed.
5 x Hobgoblin Grunt (75xp each) As per MM Hobgoblin except AC 14 (leather & shield); Martial Advantage only 1d6 extra damage; Armed with Longsword & Dagger only; Better HP spread on Fantasy Grounds 2d5+8 (10-18 HP each).
1 x Hobgoblin Archer (150xp) As per MM Hobgoblin except AC 13 (leather); Dex 14; Longbow +4 to hit & +2 damage; 3 HD & better HP spread on Fantasy Grounds 3d5+12 (15-27 HP each).
2 x Hobgoblin Soldier (150xp each) As per MM Hobgoblin except AC 18 (chain mail & shield); Str 15; Longsword +4 to hit & +2 damage; 3 HD & better HP spread on Fantasy Grounds 3d5+12 (15-27 HP each).
1 x Hobgoblin Warcaster (300xp) As per MM Hobgoblin except AC 11 (robes or AC 14 with Mage Armour); Con 14, Cha 15; 2nd Level Sorcerer (Charisma) Spell Saves DC 12, +4 to hit (cantrips- light, prestidigitation, ray of frost & shocking grasp; level one- burning hands, mage armour & thunderwave); 3 HD & better HP spread on Fantasy Grounds 3d5+15 (18-30 HP).
Tactics- Hobgoblin Grunts- rush into action, obey orders- go for help below if it all gets too much; Hobgoblin Soldiers & Archer- get into melee/bow range- target enemies already engaged, order grunts around, flee below for reinforcements if it all goes bad; Hobgoblin Warcaster- get mage armour up and running and take control of the action, then- shock and blast, destroy (or capture and enslave) all enemies. Remember- more slaves are needed.
But we’ll meet these guys properly in the second part of the session.
Oh, and a bit of XP from this one- but not a lot, Travis 30 XP & Snakebite 10 XP. That’s it.
But just to make clear, the interrogation techniques employed were great, but the lack of checks being made to verify what the Inspectors were being told (and the low rolls) brought them to this. Again, and this for the players- because there was a chat about this after the fracas- the idea was all good.
Next time.
Cheers goonalan and the Tokyo Massive.