• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

[D&D 5e] Not KotS 7a Bad Dice/Decisions?

Not KotS

Session #006c: Big Fat Ron’s Deal

The Inspectors.

Chromium Malifax aka C-Fax (Rob), Male Silver Dragonborn (Noble) Paladin of Bahamut Level 1
Mavis Golightly aka Mave (Sandy), Female Half-Elf (Acolyte) Cleric of Chauntea Level 1
Arbuthnot McGow aka McGow (Al), Male Mountain Dwarf (Soldier) Fighter Level 1
Snakebite (Kenji), Female Half-Orc (Outlander) Monk Level 1
Travis Pickle (Yui), Male Lightfoot Halfling (Criminal) Rogue Level 1

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, keep in mind Dicky could be travelling incognito. Reward: 2000 XP & 1000gp each.
#002 Find and investigate the ancient dragon burial site Dicky was looking for, he might be there. Reward: 250 XP. COMPLETE
#003 Destroy the kobold menace, including their leader- ‘Chopper.’ Reward: 250 XP & 75gp, with 1gp paid for every kobold tail handed in. COMPLETE
#004 Stop Orcus-worshipping Karl’s ritual to bring an undead army to Kirkgate. Basically, save the village, begs (eventually) Lord Crumble. 1000 XP & 250gp reward.
#005 Find/Save Cheggers. That's it really, the PCs just need to find/save Cheggers, for Fionulla. 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.

Next…

NK009.010 Ron Chat.png

Now, the next bit takes quite a while, Big Fat Ron you see is rather chatty, and he asks questions too, and the PCs- of course- want to make checks, and they’re eager (as always) to tell their story.

So, the DM (Big Fat Ron) attempts to play the PCs a little, because the DM (Big Fat Ron) knows that PCs love to tell their story, and some of them are particularly happy to listen to themselves talk- at great length- at times.

C-Fax and Mavis both fall for this move big time- although everyone is in at the start, all the PCs are keen to impress. Later, it takes McGow to warn them (much too late, about ten to fifteen minutes in) that Big Fat Ron is not really giving them any answers here- in fact it’s 90% just C-Fax and Mavis doing all of the talking, telling their story i.e. everything the Inspectors have seen and done up until this point.

But it’s too late for that- Ron has heard enough, he now knows what he has to offer, and has an inkling of its worth.

In short-

Ron knows where Dicky Bird is.

Ron knows where Cheggers is.

Note Ron had earlier asked for descriptions of these two individuals, from C-Fax and Mavis, which they happily provided- of course.

Furthermore…

Ron knows who the spy in Kirkgate is.

And…

Ron knows someone who knows where Karl is- or else- where Karl was (and very likely still is), or else he knows someone who has met (repeatedly, he believes) with Karl. Ron, after a few more caveats, clarifies- “I finks I kno wur Karl iz.”

Remember, when you do Ron’s voice it’s clever, not dumb. Ron wants to help the PCs, he wants to live, to be free- and he oh so wants not to be poor.

Move on.

This last bit is complicated Ron further explains, and keep in mind his job when he was sent here was to find Karl, so it’s something he’s been working on himself, and he’s a very bright goblin boss is Ron.

He also happily relates that the answer to the above question (the last one) only became clear to him after just talking with C-Fax and Mavis.

Here’s the deal…

Ron will provide answers to all four questions; however he wants his freedom and the chest and all of its contents.

There is arguing.

Ron is feeling rather smug.

As is the DM.

They both try hard not to show it.

The arguing goes on for a good long while, I pretty much left the players/PCs to themselves, and they entertained me royally for about another ten to fifteen minutes more, I barely said anything.

Eventually, it boils down to this.

McGow & Travis- No! We’re not giving money to a goblin! McGow wants to kill the little bastard, Travis doesn’t give a stuff about Ron, he just doesn’t want anyone taking his share of the treasure.

McGow makes it clear (repeatedly, and boy do I mean repeatedly) that C-Fax and Mavis have just been played by Ron.

“Tha sneaky goblin bar-steward, ee’s ad yew over!”

So, that’s two for ‘no deal’, but-

C-Fax and Mavis are good to go with the deal- it’s only money after all.

Travis is apoplectic for a while after this gets said and then oft repeated, mostly by C-Fax just to annoy the rogue, Yui is hamming it up good.

If the pair aren’t adventuring for the money, then what are they adventuring for? Fun? Travis wants to know.

So, two for ‘deal’.

And…

Snakebite sits on the fence, although that’s not entirely true- keep reading. She tries (and then tries again, and again, and...) to explain to McGow and Travis (and anyone else that will listen) the difference between cost and price.

To make clear. The conversation here is very- dense, there’s a lot of chat, a lot of back and forth- the ‘no’ camp and the ‘yes’ camp are generally talking over each other, and so Kenji (playing Snakebite) must keep stopping and starting with his/her marvelous ‘cost vs price’ analogy.

Snakebite therefore takes ten minutes and maybe five attempts to get the following said, in precis-

The price of the answers to their questions is set, it is known- a chest full of money and stuff (a magic wand) and Big Fat Ron’s freedom. That’s the price that must be paid.

The cost of not getting the information they need is… unknown. Not knowing could cost Dicky & Cheggers their lives, and Kirkgate its continued existence. Or it could cost none of these things. That is the cost that must be borne.

And when this still doesn’t quite tip the balance.

The half-orc monk clarifies-

To Travis- finding Dicky and saving Kirkgate will pay handsomely, more than the money in the chest- a lot more.

To McGow, and we’ll do this one in true Snakebite style.

The half-orc saunters over to the fuming dwarf, slaps a meatier hand on McGow’s meaty shoulder, looks down into his eyes, and says- “der will be udder goblins. Dey are… [Snakebite reaches out with her right arm and measures the horizon in one fell (but dramatic) swoop] every-there.”

The best thing about Kenji’s delivery of a good Snakebite-ism is they sound like they should mean something more than they say, but- they mostly really don’t.

McGow changes sides. He didn’t want to, initially, but Al (playing McGow) was laughing like a drain when Kenji/Snakebite did the line. McGow, now he thinks about it- doesn’t give a stuff about Ron- he does however want Dicky back and Kirkgate saved, and money he’s not spent is money he’s never had.

Which just leaves Travis arguing that spending a lot of money just to find out where his uncle Dicky is…

But then even he figures out that he can’t end the above sentence without being thought of as a monster.

Or else- more of a monster.

The rest is haggling.

And a bunch more rolls.

Big Fat Ron eventually settles for half the money (140gp) and his freedom; it took another five plus minutes to get everyone to agree to this.

Just to say the two fights in this session took less time to play out (combined) than the chat with Ron here.

The PCs do the deal- and then other deals, see below.

The Inspectors got played big time.

And so, the questions with the answers this time-

Question #1.

Ron knows where Dicky Bird is, he was sent with the last load of prisoners about five days ago to the Narthex in the Labyrinth, the base of the Bloody Heck. Dicky is most likely still alive and more than likely on his way into the Underdark.

This answer does not go down well- and leads to rather more questions, in short order the PCs must pay another fifty gold coins to get directions to a place called the Seven Pillared Hall. Note, there’s much more to this answer (another ten plus minutes of chitter-chat), but it doesn’t need to be shared right now.

In conclusion Dicky is out of reach, for now- the Inspectors need to solve the Kirkgate problem first- this, eventually, is agreed upon.

Although, it takes another five minutes of semi-bickering to reach this conclusion, of course.

Note, I use the word bickering- it’s not the players that are bickering, it’s their PCs who are chaffing, generally with comic effect.

McGow is getting to be a fractious loudmouth (when called for, he doesn’t do it often)- with a heart of gold, of course; while Travis clearly has no moral compass, or else it’s broken, and he likes to pick a (verbal only, so far) fight.

We go on.

Question #2.

Ron knows where Cheggers is, he was never sent to the Bloody Heck, he therefore must have been sent to Karl, probably to be sacrificed.

Bugger!

More questions follow this answer… but keep reading.

Question #3.

Ron knows who the spy in Kirkgate is, although… he doesn’t know her name- only that she’s a lady elf with a bow who used to be friends with a kobold called Eggnog.

At which point all the PCs (with McGow carrying Ron in a headlock) go running- back up the stairs, through the third- then second- then first levels of the dungeon and up into the ruined tower in Dragon Castle.

Fionulla is nowhere to be found, no matter how loud they shout.

Tybo, the goblin prisoner, is still tied up and shoved in a corner.

The goblin, when ungagged and asked, reveals that Fionulla departed soon after the PCs descended into the dungeon.

Tybo also reveals that another goblin came up the stairs and then walked straight out of the tower maybe thirty minutes ago. That was Spiggot- he played his part in the PCs charade on the lower level and then walked out of their lives… for ever.

Back to the fact that Fionulla has gone, none of the PCs give a stuff about Spiggot.

Mavis calculates that Fionulla, the spy, has over an hour head start on them already.

There is swearing.

And then more swearing when the PCs figure out that they are approx. five hours away from Kirkgate, a journey they’ve only made once before- in the light, and with a guide, and that it’s going to start getting dark soon.

There is an indecent amount of swearing, I learn some new Japanese words that I will most likely never use.

But… (and eventually) one last answer is needed from Ron.

Question #4.

Ron knows someone who knows who/where Karl is- or at least has met him, the goblin boss first explains how he knows.

Ron met with Hagrid, the reprobate cannibal deep gnome, the little fool let slip that he received his orders from Karl (the Master) via a magical mirror. In short Hagrid had never actually met Karl.

Ron met with Eggnog, the kobold- who was acting as a go-between with the spy in Kirkgate (Fionulla) and delivering messages to the Bloody Heck (and the kobolds, of course). Eggnog told Ron that the only person who had ever met Karl is… the spy in Kirkgate. Fionulla.

Note, C-Fax and Mavis told Big Fat Ron at the start of this interrogation about the elven ranger that led them to various places- here, the kobold’s lair, etc.

So, find Fionulla- find Karl.

But, then just to make his point, Ron has this to say-

“Gud goblin boss hav spies in tribe, gobz wot report to ‘im abowt wot is goin on an dat. Dem spies secret, dat ‘ow gud boss stay boss.”

And as the PCs fathom this he adds-

“Elf laydee-ranger iz spy off Karl, in Kirkgait- Yes? Der for Karl mus bee in Kirkgait.”

Karl is in Kirkgate.

The PCs are, at this point, replaying all the stuff that Fionulla said to them along the way- about her spying on the kobolds, spying on the inhabitants of Kirkgate, and…

Well, that was the end of the session.

Oh, and I let slip that the PCs are approaching their first milestone, probs next session- level two at last.

And that was nearly an hour over time, there was a lot of chatting (and swearing) at the end, it was a cracking session.

With a little XP distributed (in 10 XP ticks on my sheet) for various investigations and roleplay- Snakebite 80 XP, McGow 50 XP, Travis 40 XP each, C-Fax & Mavis 20 XP each.

Cheers goonalan and the Tokyo Massive.
 

log in or register to remove this ad

Session #006: Tables

The Adventurers (in no particular order).

Chromium Malifax aka C-Fax (Rob), Male Silver Dragonborn (Noble) Paladin of Bahamut Level 1
Mavis Golightly aka Mave (Sandy), Female Half-Elf (Acolyte) Cleric of Chauntea Level 1
Arbuthnot McGow aka McGow (Al), Male Mountain Dwarf (Soldier) Fighter Level 1
Snakebite (Kenji), Female Half-Orc (Outlander) Monk Level 1
Travis Pickle (Yui), Male Lightfoot Halfling (Criminal) Rogue Level 1

Dead PCs.
The Inspector aka Spek (Kenji), Male Rock Gnome (Charlatan) Sorcerer Level 1 Killed in Session #2 (Enc#3) by Eggnog, the Kobold Dragon Priest. Spek's head melted to nothing when hit by an acid flavoured Chromatic Orb, it didn't help that the gnome sorcerer was on one hit point at the time, twenty-three acid damage later and Spek was spent. Not even time to scream.

To-do list/Quests-
#001 Save Dicky Bird aka The Fat Pidgin, and bring him home safely to Edna Gingster, keep in mind Dicky could be travelling incognito. Reward: 2000 XP & 1000gp each.
#002 Find and investigate the ancient dragon burial site Dicky was looking for, he might be there. Reward: 250 XP.
#003 Destroy the kobold menace, including their leader- ‘Chopper.’ Reward: 500 XP & 75gp, with 1gp paid for every kobold tail handed in to Lord Crumble at Kirkgate.

#004 Stop Orcus-worshipping Karl’s ritual to bring an undead army to Kirkgate. Basically, save the village, begs (eventually) Lord Crumble. 1000 XP & 250gp reward.
#005 Find/Save Cheggers. That's it really, the PCs just need to find/save Cheggers, for Fionulla. 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.

XP Table
1307 Mavis
1207 C-Fax
1197 McGow
1167 Travis
978 Snakebite
269 Spek & DECEASED

Book of the Dead:

25 XP each

4 x Bandit (Enc#2x4)
As per MM Bandit except a better HP spread = 2d5+8.
25 x Kobold Mook (Enc#1x5, #4x10 & #5x10)
As per MM Kobold except AC 13 (Padded), Resist: Acid & better HP spread = 2d4+2.
4 x Mastiff (Enc#2x4)
As per MM Mastiff except a better HP spread = 1d5+4.

35 XP each
8 x Goblin Cutter (Enc#9x8)
As per MM Goblin except leather armour (AC 13) and armed with three daggers each, one for stabbing and two for throwing.
5 x Kobold Sneak (Enc#3x1, #4x1 & #5x3)
As per MM Kobold except AC 14 (Leather), Resist: Acid, Str 10, Dex 16 (+5 To Hit), Con 10, 1d6 Sneak Attack, & better HP spread = 2d4+4.
3 x Kobold Stoner (Enc #1x1, #2x1 & #4x1)
As per MM Kobold except AC 14 (Leather), Resist: Acid, Dex 16 (+5 To Hit), Con 10, Special Fire & Glue shots with Sling, & better HP spread = 2d4+4.

50 XP each
8 x Goblin Warrior (Enc#6x2, #8x1 & #9x5)
As per MM Goblin except better HP spread = 2d4+4.
8 x Kobold Warrior (Enc#1x2, #3x3, #4x1 & #5x2)
As per MM Kobold except AC 15 (Leather & Shield), Resist: Acid, Str 11, Con 12, armed with Shortsword instead of Dagger, 3 HD & better HP spread = 3d4+9.
1 x Rat Swarm (Enc#6x1)
As per MM Swarm of Rats.
3 x Wolf (Enc#7x3)
As per MM Wolf except better HP spread = 2d5+8.

75 XP each
8 x Goblin Scout (Enc#6x2, #7x3 & #8x3)
As per MM Goblin except Dex 16 (+5 To Hit), Con 12, 3 HD & better HP spread = 3d4+9.

100 XP each
1 x Hagrid, Deep Gnome (Enc#2x1)
As per MM Deep Gnome except Wis 11, Cha 11, 5 HD & MAX HP = 40. Hagrid also wears a magic item, an amulet, that acts like a +1 Ring of Protection (+1 to AC & Saves).

150 XP each
1 x Sgt Groan, Hobgoblin Torturer (Enc#8x1)
As per MM Hobgoblin except AC 13 (Hide Armour of Fire Resistance) = Fire Resistance; Str 14 (+4 to hit), Wis 12, Cha 12; armed with a red-hot poker (1d4+2 bludgeoning plus 1d3 ongoing fire damage); 3 HD (3D8+3) and better HP spread (3d4+15).

200 XP each
1 x Big Fat Ron, Goblin Boss (Enc#9x1)
As per MM Goblin Boss except Con 14, Int 12, Wis 10, Cha 12, armed with a light crossbow (instead of javelin/shortbow) MAX HP = 6d6+12 = 48.
1 x Chopper, Goblin Boss (Enc#5x1)
As per MM Goblin Boss except Str 12, Con 14, Int 12, Wis 10, Cha 12, MAX HP = 6d6+12 = 48.
2 x Eggnog + Unnamed, Kobold Dragon Priest (Enc#3x1 & #5x1)
As per MM Kobold except AC 15 (Robes & Mage Armor), Resist: Acid, Str 10, Dex 12, Con 12, Int 14, Wis 16, Cha 10, armed with Claws (1d3 slashing) & Quarterstaff, 1st level Spellcaster (Wizard), 5 HD & better HP spread = 5d4+15.
 

Not KotS

Session #007a: Bad Dice/Decisions? (Enc#10)

The Inspectors.

Chromium Malifax aka C-Fax (Rob), Male Silver Dragonborn (Noble) Paladin of Bahamut Level 1
Mavis Golightly aka Mave (Sandy), Female Half-Elf (Acolyte) Cleric of Chauntea Level 1
Arbuthnot McGow aka McGow (Al), Male Mountain Dwarf (Soldier) Fighter Level 1
Snakebite (Kenji), Female Half-Orc (Outlander) Monk Level 1
Travis Pickle (Yui), Male Lightfoot Halfling (Criminal) Rogue Level 1

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.
#002 Find and investigate the ancient dragon burial site Dicky was looking for, he might be there. Reward: 250 XP. COMPLETE
#003 Destroy the kobold menace, including their leader- ‘Chopper.’ Reward: 250 XP & 75gp, with 1gp paid for every kobold tail handed in. 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 & 250gp 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.

Well, there were a few revelations last time.

Karl is in Kirkgate. Fionulla is his spy. Cheggers is with Karl (or else sacrificed already), and poor old Dicky Bird is heading into the Underdark and to a life of slavery.

First thing’s first- the PCs still need to save Kirkgate, and so… they leap into action.

Who am I kidding.

What the Inspectors do is reiterate much of what happened last time, replay a selection of other scenes they’ve been present for, and then argue about the following-

Should they get up and go right now- try to follow Fionulla/head back to Kirkgate, or- should they take a long rest now and then make the journey.

Note, the DM has told the PCs that it will require a series of Survival checks to get back to Kirkgate, or else to attempt to follow Fionulla. The checks made harder because it’s about to get dark, and the PCs have only been the route once, and… several of them are not blessed with darkvision. Also, Fionulla is a ranger, and thus probably hard to track. In the daylight things will be much easier.

But that’s not the end of the chattering here, the subject of the rest of it, which is also the most of it, is- who is Karl? The PCs remember the voice in the mirror, all the way back in Hagrid’s lair, the voice sounded like an older male, probably a human.

So, several PCs have already offered a few runners and riders- top of the list, suspect wise, is… Jefron Puddleduck, the sage that asked the PCs far too many (for some) questions. That seems a little harsh- shouldn’t sages have enquiring minds? Also, the PCs have met Jefron twice I think, both times for 5-10 minutes each.

Lord Crumble and WH Smythe are also on the suspect list.

Lots of conversations (from weeks past) are revisited, and (most likely) very inaccurately replayed, with new meaning being found here, there and everywhere.

Then the DM, about thirty minutes into the session, says something like- “well, you’ve been talking about things for half-an-hour now. So, that time is gone.”

This lights a fire under the decision-making faculties of most of the players, and soon after-

Tybo the goblin is told off by C-Fax and Mavis, then given about 5gp to spend, and then told to bugger off sharpish. Tybo scarpers.

Note, Big Fat Ron (& Spiggot) were given (or else took) their freedom at the end of the last session. Big Fat Ron carrying a bag with 190gp of the PCs (Travis’) money in it.

C-Fax uses the very last of his healing on Travis, while Mavis heals the still critically wounded Snakebite. Everyone (except Travis) has a healing potion, but that’s all they have in the tank (except Healing HD, although Snakebite & Travis have already spent theirs).

Note, Mavis also attunes the Wand of Magic Missiles before they depart.

Then, the PCs head off into the dense woods that surround Dragon Castle just as night falls (and the Survival DCs increase)- the plan is to try to follow Fionulla, if they can, and if not to get back to Kirkgate as soon as possible.

Just to note, the PCs forget all about Sgt Groan (the hobgoblin torturer) who is still lying passed out on the stairs in the lowest level of the dungeon.

The journey to Dragon Castle, with Fionulla showing them the way- and in daylight, took them five hours last time.

And so, as above- the PCs head off into the dense woods that surround Dragon Castle just as night falls.

And soon after are completely lost.

Eventually they make it out of the woods, after some better checks- some more bickering, mostly about whether Mavis should keep casting her Light spell or not. It only takes the PCs 2.5 hours to get clear of the place, it took them an hour to get through the woods on the way to Dragon Castle.

The next part of the journey is two hours of uncultivated wilds- which they stumble through in exactly two hours- easy. Their dice are fixed.

The last part of the journey is two hours of rambling country lanes, farmers fields, and… the PCs dice are just broken.

That’s when the stirges come out to play.

Note, this wasn’t on my encounter roster, just some wandering monsters.

Enc#10 Wandering Stirges 200 XP CR 2 Deadly.
8 x Stirge (25xp each)
As per MM Stirge except better HP spread = 1d3+1.
Tactics- Drink all the PCs lovely blood.

NK009a.001 Stirge Attack.png

Here we all are, following Snakebite, only one of two PCs with the Survival skill, and the only one with a decent bonus.

In short order a stirge alights upon Snakebite, jabs its proboscis in, and then starts siphoning off the half-orc’s claret/blood. Another stirge repeats the trick with C-Fax who, in truth, didn’t even know the encounter had started.

NK009a.002 Suprise Over.png

There’s a bit of a panic. Snakebite wrenches the stirge off herself and rips it apart with her bare hands. Mavis and Travis meantime are the artillery- Magic Missiles and the rogue’s singing crossbow.

The pair take down five stirges in one combined salvo.

NK009a.003 C-Fax down, nearly.png

But the stirge on C-Fax defies the odds and keeps on sucking his blood. The paladin falls, or else he has to spend his healing HD to prevent himself from doing so.

Soon after however the last stirge is killed.

The DM decides to penalize the PCs further by making them make constitution checks to see if they are exhausted yet.

The (notetaking) DM calculates that the PCs have been awake and mostly in action for 17 hours now.

There are failures- Mavis & C-Fax from memory.

However, the PCs are now- the DM also lets them know (to tempt them)- only one hour away from Kirkgate. There are farms hereabouts, although- it’s 2 AM atm.

The PCs go on- and continue to roll abysmally.

And so, an hour later and they’re still an hour away from Kirkgate- they were heading in the wrong direction for much of the last hour, therefore the PCs find a spot, set a watch, and flop- they are all exhausted.

Rest, at last.

Then- rise and shine, and the way to Kirkgate is still difficult to spot, a hazy wet mist seems to have enveloped the entire region.

Keep in mind we’re in high summer here.

The wet mist is like the condensation rising on a warm spring/summer morn, when the sun comes up and the land seems to steam and fume.

Only, the PCs have just enjoyed a full rest, and so it must be eleven bells already, the sun has been up for six or so hours.

The weather is… odd.

But the PCs are recovered, and the mist is not all encompassing, and when every now and then it parts- why, there’s Kirkgate.

It takes another hour to get back to the walled village. Midday.

Note, the PCs started off trying to follow Fionulla but never found one trace of her, they therefore stopped looking for her trail early into their journey. They just wanted to make it back to Kirkgate in the end.

The guard on the town gate (Melvin Frizbee) hasn’t seen Fionulla, but then again, he only came on shift a few hours past.

Note, the PCs think that Fionulla could have got back to Kirkgate from Dragon Castle by midnight (at the earliest), so she’s had plenty of time to… well, the PCs are not quite sure what comes next.

Their plan is, however, to talk to no-one here in Kirkgate, except for- Sister Margaritta. Sister M is to be trusted, and- she knows the most about Fionulla, and she told the PCs that there was something wrong with her of late.

Note, the PCs have connected the dots- Cheggers has been taken by Karl, Fionulla is Karl’s spy; the PCs have already discussed this and speculated that these two events are connected.

Some of them (Mavis & C-Fax) even want to try and ‘save’ Fionulla.

So, to the Church of Chauntea.

NK010.001 Going to see Sister M.png

Through the mist.

But that’s enough for the first part of this session.

The next bit is a cracker.

40 XP each for the random stirges.

With a little XP distributed (in 10 XP ticks on my sheet) for various investigations and roleplay- Snakebite 30 XP, McGow 20 XP, C-Fax, Mavis & Travis 10 XP each.

There were a lot of low rolls in there, let’s hope they’ve got them out of their systems.

Cheers goonalan and the Tokyo Massive.
 

Into the Woods

Remove ads

Top