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[D&D 5e] Not KotS 8a Explanations- Fionulla's Story.

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.
 

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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.
 

Not KotS

Session #007b: Gull Gy Gin-Grrr! (Enc#11)

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.

So, to the Church of Chauntea.

NK010.001 Going to see Sister M.png

Through the mist.

Just to say that this was a cracking encounter, the best one yet.

The PCs are on their way to see Sister Margaritta, the only person in Kirkgate they truly trust (apparently), and the best friend of the newly revealed spy Fionulla, the elven ranger.

There’s been a wet mist shrouding the region since the start of day.

Then, a skeleton tears itself out of the dirt ahead, bursting from its grave, and comes staggering towards the PCs, the undead creature is armed with an ancient looking sword.

The PCs come alive, and the DM let’s them know (because he is nice), I think I said something like- “Survive this one and your level two, this is the milestone.”

They’re very up for it- there’s a lot of “Come on!”, it’s noisy for a short while.

NK010.002 Skellington.png

The skeleton doesn’t last long, and particularly because almost all the PCs are not in the least surprised by unfolding events- good rolls.

But…

NK010.003 More Skellingtons.png

There are plenty of skeletons to go around.

And I’m holding off showing you (the reader) the encounter stats, for a reason… or two.

It gets fighty.

NK010.004 All the Skellingtons.png

And there really are plenty of skeletons to go around, but keep in mind the PCs are all fit and healthy here- they’ve just taken an extended rest before arriving back at Kirkgate.

That turned out to be a fortunate turn of events- getting lost on the way back to Kirkgate.

Half of the skeletons are firing very crude bows and arrows, the others are armed with old, rusted swords.

Travis is unhappy because the skeletons are resistant to the piercing damage of his crossbow, he’s worked this out- with some help from his more D&D experienced friends.

C-Fax and Snakebite have already taken hits.

But then…

NK010.005 Zombie Spek!.png

Terror extreme!

A small badly deformed and already very decayed gnome rips itself out of the grave in which he was so recently buried (was that yesterday morning, or the day before?).

Zombie Spek!

Note, Zombie Spek (oddly) has one line- which he delivers every turn, it’s this-

“Gull Gy Gin-GRRR!”

In translation- “Pull My Finger!”

Delivered whilst trying to prod the nearest PC with one of his/its mangled zombie fingers.

Note, the attack only hits once- for 1d4 necrotic damage (2d4, the only hit was a crit), but it caused some consternation within the PCs ranks, particularly because the target of Spec’s ire, i.e. the nearest PC to wherever I placed him on the map is, of course… Snakebite.

So, I’m trying to kill Kenji’s new PC with his previous PC. That’s got a nice ring to it.

Oh, and C-Fax has got his Bahamut Battle symbol up and running, he’s of the opinion that this is going to get bad.

Prescient.

NK010.006 Zombie Hounds.png

At which point a pair of zombie hounds come loping out of the mist and start getting into the action.

I gave this pair far too many hit points- my bad.

But still the PCs are holding their own, or else not taking hits. It’s all a little frightening for the players- it would be fair to say that Yui (playing Travis) is not happy with having to get involved in melee, but the skeletons kind of gathered the PCs up.

Then, at last…

NK010.007 Fi Crits McGow.png

The DM develops a proper talking part, and the combat can really get going.

Fionulla is here, the ranger looms out of the mist and starts firing her bow.

So, here’s the thing- Fionulla has been telling the PCs that she’s no good at combat, a poor adventurer etc. but, that’s not quite true. Fionulla in all the other fights has been +3 to hit and with just one attack per turn. Well, that was a ruse.

Fionulla is +5 to hit, with bow and sword, and has two attacks/turn. And maximum hit points.

Her first shot is a crit, McGow only just survives it, the dwarf is down to just one hit point.

The air turns blue.

Here's the roster for the bad guys, at last.

Enc#11 Fionulla’s Fate 695 XP CR 6 Deadly.
1 x Zombie Spek (25xp)
As per MM Zombie except Small size; Con 12 & therefore HD 3d6+3; Vuln: radiant; Resist: necrotic; Speed: 15 & Slam attack replaced by ‘Pull My Finger!’ for 1d4 necrotic damage.
12 x Skeleton Decrepit (35xp each) As per MM Skeleton except AC 12; Dex 12, Con 11 & therefore HD 2d8; Vuln: radiant; Resist: piercing & necrotic; Only +3 to hit for attacks, and +1 damage.
2 x Zombie Hounds (75xp each) As per MM Zombie except AC 10; Str 13, Dex 10, Con 16; Speed: 30; Vuln: radiant; Resist: necrotic; Slam replaced by Bite attack +3 to hit, 1d4+1 piercing plus 1d3 necrotic damage, and DC 11 Strength check or pulled Prone; Last Bite- when reduced to zero HP or below the hound makes an attack (any random target in range) before collapsing dead; 4HD & better HP spread 4d8+12 = 4d5+24.
1 x Fionulla (100xp each) As per MM Scout except add Elf Traits and maximum HP = 27.
Tactics- Undead- attack and kill, no surrender, to the bitter end; Fionulla- do a lot of shouting and pretty much the same as the undead. Kill the Inspectors or die trying.

Fionulla’s second bow attack (this act alone causes one player to accuse me of cheating; we’ll get to this) also leaves Travis hurting.

Player: Two attacks? Fionulla only has one attack, we’ve been adventuring with her for ages!
DM: She was lying.
Player: Oh, I never thought of that. The bitch. I bloody liked her.

They sometimes get involved don’t they.

Note, all ranged attacks from further away than ten feet are at -2 to hit, because of the mist.

The PCs however cannot get away, or else risk taking an opportunity attack to do so, to get at Fionulla, who is- I’ll remind you- screaming atm at the PCs.

What’s she screaming you ask, well… a mixture of angry things, and the next bit of the plot.

“Karl said I could have him back- MY SWEET SWEET CHEGGERS!”

“You fools, you should have stayed away. YOU… FOOLS!”

“CHEGGGGGGGERRRRRRSSSS!!!!!”

That kind of thing, and a few threats beside.

Note, all the PCs got on with Fionulla but, only three of the PCs showed any care or consideration for the elven ranger- Mavis (who went out of her way to try and help Fionulla, repeatedly) and to a lesser extent C-Fax and Snakebite. My point, I was always going to be shooting Travis and McGow first.

McGow gets his Second Wind, and then a moment later the dwarf gets shot again by one of the last decrepit skeletons still standing.

NK010.008 McGow gets shot again.png

It’s a crit, but my damage roll is very low.

Mavis meantime has now used all but one charge of her Wand of Magic Missiles, and she’s loath to use the last. She’s also got her Bless spell up and running, and so the healer has just one spell in the bank.

NK010.009 McGow down.png

Then one of the zombie hounds savages the dwarf, and he’s down- or else he would be if it wasn’t for his healing HD.

We’re now at the stage of the combat when every attack from a monster leads to a mixture of hushes, some random swearing, and… then the dice drop, and… there is cheering- another miss.

Fionulla shoots Snakebite.

NK010.010 Fi shoots McGow down.png

And he too would be down, if it wasn’t for his healing HD.

So, Fionulla shoots C-Fax.

NK010.011 Fi shoots C-Fax down.png

And he would be down too, if it wasn’t for his healing HD.

And this is where we’re at.

Both zombie hounds started with 40 or more hit points, they were very (too) tough.

NK010.012 End of 4th Turn.png

C-Fax and McGow have nothing left in the tank, another hit and they’re down. Snakebite still has her Relentless Endurance to spend. Travis is injured, but that’s all, and Mavis has not taken a hit yet, and still has one spell left in the bank.

One of the zombie hound’s falls, after Mavis gets it with a Sacred Flame and Travis completes the kill, McGow ignores the skeleton that has been shooting at him from just ten feet away and instead charges over to Fionulla, the very sweary dwarf slams his warhammer into her.

The ranger, it turns out, is quite adept with her sword too, which she switches too.

NK010.013 Getting Close.png

Here we all are again, only in semi-3d.

Note, the PCs are not being quiet during this fight- C-Fax and Mavis are trying to talk Fionulla down, reminding her that they know all about evil Karl, and the fact that he has her beloved Cheggers.

But Fionulla has nowhere to go, she tells them-

“If I don’t kill you, Karl will kill Cheggers! CHEGGGERS!”

Is what it all boils down too.

Obviously, this pair are also telling their friends that Fionulla must be taken alive.

Travis and McGow are less convinced of this, this pair are also doing a lot of (nervous, from Travis) shouting, most of it I’m unable to write here- let’s just say that sexist and racist just about covers it. The pair are not happy atm.

Travis (or else Yui) is going to murder someone if Travis dies here.

But then…

Snakebite takes a critical hit from Zombie Spek.

I told you dead Spek landed a hit/crit- here it is.

The half-orc’s Relentless Endurance kicks in, the monk has just one hit point left.

Snakebite, with extreme prejudice, kicks the head off Zombie Spek, and then rushes to join McGow in the fight against Fionulla.

Just in time…

NK010.014 Snakebite down and dying.png

Fionulla cuts Snakebite down.

There is a lot of screaming coming from Japan.

Mavis casts her last spell- a Healing Word on the fallen half-orc monk, Snakebite blinks open her eyes.

Not dead. No longer dying.

Just in time…

NK010.015 Mave heals Snake then Crit from Skel archer.png

Mavis gets hit- another crit- from the last skeleton archer.

She survives.

NK010.016 FTW.png

And then, at last- C-Fax ignores the zombie hound, he’s had enough- takes the opportunity attack, and… a miss, and then rushes over to Fionulla and smashes the guard of his longsword into the screaming elven ranger’s head, she’s down- ko’d.

This just after McGow nearly (but not quite) obliterated the elven ranger/spy with a crit from his warhammer. Fionulla was also down to just one hit point, the DM foolishly let the PCs know.

The last two enemies, a zombie hound and a decrepit skeleton are swiftly sent to oblivion.

The fight, at last, is over.

We were into the seventh turn, and it took an age to play out, the players had a lot invested in this one. It was a cracker.

And then…

NK010.017 The Light Returns Level UP!.png

The mist is suddenly gone, from the graveyard, from Kirkgate and from the entire region- the PCs, open-mouthed, watch the fog- from the center outwards (the center being the spot in which they stand)- just fade to nothing. In less than ten seconds it’s gone.

The sun is there for everyone to see.

The PCs have saved the day, and are now all level two- milestone reached, no need for an extended rest, they are all fully healed and ready to face their next challenge.

Warmed by the light.

Although that’s not quite the case, it takes the remaining forty or so minutes of the session to action the level up, to make all the necessary choices and/or changes.

There’s also a fair amount of time spent reliving the last fight.

That’s 139 XP each for the encounter with Fionulla and her undead friends.

The spy, however, is captured.

Although the DM has let the PCs know already that without healing Fionulla is going to be ko’d for a few hours yet.

Then he also lets the PCs know that they can hear screaming.

Keep in mind this is ten seconds after the fight ended, and the mist cleared.

“Help!”

It’s Sister Margaritta’s muffled voice, and it’s coming from the church.

But that’s for next time.

Cheers goonalan and the Tokyo Massive.
 

Session #007: Tables

The Adventurers (in no particular order).

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 (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, 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.
#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. Karl is in Kirkgate. 1000 XP & 250gp reward.
#005 Find/Save Cheggers. That's it really, the PCs just need to find/save Cheggers, 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.

XP Table
1496 Mavis
1396 C-Fax & McGow
1356 Travis
1187 Snakebite
269 Spek & DECEASED

Book of the Dead (& Defeated):

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.
1 x Zombie Spek (Enc#11x1)
As per MM Zombie except Small size; Con 12 & therefore HD 3d6+3; Vuln: radiant; Resist: necrotic; Speed: 15 & Slam attack replaced by ‘Pull My Finger!’ for 1d4 necrotic damage.

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.
12 x Skeleton Decrepit (Enc#11x12)
As per MM Skeleton except AC 12; Dex 12, Con 11 & therefore HD 2d8; Vuln: radiant; Resist: piercing & necrotic; Only +3 to hit for attacks, and +1 damage.

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.
2 x Zombie Hounds (Enc#11x2)
As per MM Zombie except AC 10; Str 13, Dex 10, Con 16; Speed: 30; Vuln: radiant; Resist: necrotic; Slam replaced by Bite attack +3 to hit, 1d4+1 piercing plus 1d3 necrotic damage, and DC 11 Strength check or pulled Prone; Last Bite- when reduced to zero HP or below the hound makes an attack (any random target in range) before collapsing dead; 4HD & better HP spread 4d8+12 = 4d5+24.

100 XP each
1 x Fionulla, Elven Scout (Enc#11x1)
As per MM Scout except add Elf Traits and maximum HP = 27.
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 #008a: Explanations- Fionulla’s Story.

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.
#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.

The PCs can hear screaming.

Keep in mind this is ten seconds after the fight ended, and the mist cleared.

“Help!”

It’s Sister Margaritta’s muffled voice, and it’s coming from the church.

There’s a rush to the spot, with C-Fax hoisting up and over his shoulder the unconscious body of Fionulla, the spy. Within the church proper the PCs are led by Sister M’s shouts to her room, she’s locked in, the key is still in the door, and the rest… the rest comes in a rush.

In the next hour-and-a-half, or so (in-game) the PCs get through a lot of stuff, a lot of it chatter but also a fair bit of running around.

Note, the hour-and-a-half in-game takes well over two hours of real time to achieve, so hang on in there- there’s a lot of chatter, and back and forth with this one. It took me two goes with this write up to put things in the right order, the PCs went a little shotgun here.

And so…

Sister Margaritta tells her tale- Fionulla came to the church mid-morning, in a terrible state- crying and raging, she told her story to the priestess of Chauntea, all of it- about Cheggers, about his abduction, about a man called Karl- who says that he is has Cheggers, and about the things that Fionulla had been doing to placate Karl. Spying on the villagers, reporting travellers on the roads etc.

Sister M, of course, consoled her, pleaded with her, offered Fionulla a way out- tell the truth, do not give in to Karl, but… Fionulla went back and forth- teary and committed to telling everything to the adventurers/authorities one minute, while in the next stating that she would do anything to save her beloved ‘Cheggers’.

And it was her rage that won, Sister M could not persuade her, and so- Fionulla locked the good Sister in her rooms, and then… well, the PCs take up the story- their encounter with Fionulla and the undead in the graveyard.

Although, there’s a gap here to be explained- Fionulla locked Sister M into the church an hour or more before the PCs arrived at the church/graveyard.

But the Inspectors need answers, and keep in mind that Fionulla right now is still unconscious, Sister M gets to work on bringing the spy around, for questioning- but that will take a while.

The PCs can’t wait.

Who is Karl?

Where is Karl?

Sister M, alas does not have the answers, although (and after a lot more chatter) there was one thing that the raging Fionulla said that struck the priestess as odd.

“The dragon in the graveyard”, Fionulla said- Sister M repeats the phrase- “the dragon in the graveyard.”

It’s not a lot but… just enough.

C-Fax gets it. Immediately.

And soon after the paladin (semi-)takes charge of the situation.

Note, Sister M tells her story without rancour, she’s certain that Fionulla can be saved, the elven ranger is a good person- put in an impossible situation.

And so…

C-Fax tells his colleagues that they are looking for something with the image of a dragon carved into it- a grave, a tomb, or else- some other structure. The same dragon/image- Bahamut- as seen at Dragon Castle.

Note, Sister M is initially very doubtful about this, she hasn’t seen anything like this in the graveyard, and she was born into the job here, her mother was the priestess before her, although she’s held the position for nearly thirty years now.

But… even as she says the words, she explains- there’s a dark end to the graveyard- it’s an ancient place, the site was here before the village, as was the church- or else the remains of a church. Kirkgate is properly ancient- for a full history, she advises, consult the local sage- Jefron Puddleduck, it’s one of his specialist subjects.

The PCs silently seethe a little, Jefron’s still their number one suspect, but they’re not telling Sister M this, not yet.

Sister M goes on-

The old part of the graveyard is, as it turns out, where the PCs buried Hagrid, the feral cannibal deep gnome.

And so…

C-Fax runs out of the door, and then out of the church soon after, the other PCs swiftly following on (somewhat bemused some of them).

There’s a fire lit beneath the paladin’s backside- or else he’s figured something/it out. He’s not saying anything more right now but he’s begging his fellow players to go with it/him. He thinks he knows what he’s doing.

First job, according to the paladin, is to tidy the undead away, although- there’s not a lot of work to do, the remains of the skeletons and zombie hounds are almost gone, they’ve rotted away, they’re just dark stains on green grass. It’s only Spek’s body that needs re-interring, all other signs of the battle have just about disappeared.

Which, of course, is a little odd.

But that’s job one done in a flash.

Note, Zombie Spek is (less than delicately) chucked in a nearby crypt- Snakebite wants never to see the undead gnome again, she therefore makes sure that the crypt door is firmly wedged back into place.

Next, the PCs rush off to the old part of the graveyard, the section in which Hagrid was buried- they know just the spot.

And…

Well, that’s a turn up.

Hagrid’s grave is… sunken, two days ago it was marked by a small mound of displaced dirt, but now- it’s a foot deep shallow (small) body-shaped depression.

This oddity is commented upon, and observations offered- Hagrid’s body is gone is the premium suggestion (which is punctuated by loud swearing)- but further investigations will take time (and effort) and the PCs are in a rush. Sister M, when they departed the church of Chauntea let them know that Fionulla will be conscious, she thinks, within the hour. She will also be as weak as a kitten, and so- no threat.

C-Fax is, he says, certain.

Certain of what he’s just not saying. Yet.

The PCs search/investigate the ancient graves, tombstones, and the funerary statuary hereabouts, looking for the image of Bahamut, the Platinum dragon- as depicted on the walls of Dragon Castle, or else something very similar. The DM is looking for very high numbers (in fact- number- singular- a ‘20’ is needed) he lets the players know this.

But C-Fax is already on it, he strides off into the overgrown corner of the cemetery, and thirty seconds later stops and points at a seemingly random mausoleum just a little ahead of him.

“There is great evil here!” The dragonborn paladin of Bahamut states.

NK010.019 Mausoleum.png

He says this to Snakebite, the half-orc monk (perception ‘20’) found the vine covered mausoleum, with a dragon carved into one of its rear pillars, about twenty seconds before the paladin follows his Divine Senses to the same spot.

There’s a door into the mausoleum- of course there is, and it has been opened- recently, and multiple times, the scratches in the stone bear witness to this. McGow has the portal open in seconds, and you must duck to get in but… once inside there’s a hole in the paved floor ahead, and beneath the hole- a set of stairs descending into the dark.

The stairs go down. Right down.

NK010.020 Below below.png

Bingo!

McGow is roped-up (just in case) and lowered down to take a poke around for a short while, he doesn’t go too far, but far enough to note that the stairs open out at the bottom and spill into a much larger chamber, a constructed- flagged and clad crypt.

NK011.000 The Crypt.png

And there are lights down there.

Then, he climbs back up to his friends to report back.

Because the time isn’t right, not just yet, according to C-Fax.

The paladin is now on a mission.

This then, at long last, is C-Fax’s revelation.

Karl is bringing an army of undead to Kirkgate, where do you get an army of zombies, skeletons and the like from- that’s right, a graveyard.

Also, where-else would an Orcus worshipper have his lair?

C-Fax doesn’t know why the dragon symbols are on these places but… there’s something in it, it’s all connected, and Karl…

Karl’s here in Kirkgate, either out in the village, or else… and the paladin thinks that the following is much more likely.

Karl is down the stairs.

Karl is someone that the PCs have not met yet, that most likely no-one has met yet, except maybe Cheggers, and a few other unfortunate souls.

Karl is laired below the graveyard, and most likely- C-Fax is running with this one- most likely- Karl needs a spy, and Hagrid, and the kobolds, and the Bloody Heck; because… he’s down beneath the graveyard doing whatever he’s doing- a ritual, or else… something to bring the dead here back to un-life.

It’s a compelling theory.

It makes sense, and the PCs- all of them- are happy with it as far as explanations go.

The theory that Karl is one of the villagers- Jefron, Lord Crumble, or else WH Smythe, is losing traction. Karl is down in his hole.

The fire is now blazing under the backsides of all the PCs, and so…

NK010.018 Sister M et al.png

They head back to the church, just in time for Fionulla- now awake, but still very tearful- and to begin with thoroughly apologetic, to tell her story.

Which is everything that the PCs expected to hear- a longer version of the tale that Sister M recounted, but what’s missing is this- Karl, who he is and where he is.

And to make clear, Fionulla didn’t know that Karl was called Karl until the PCs told her.

Here’s her story- and imagine me telling it, interspersed with jagged sobs.

“I first met Karl, or else I first heard Karl’s voice, in the graveyard here- this was a month or more ago, I was at a very low ebb- Cheggers had gone, and I didn’t know where. I had taken to visiting with Sister M- here, the only friend I had left, and…

Suddenly there’s this voice in the darkness telling me that he (the voice) had Cheggers, and if I did what he asked then I could have Cheggers back- safe and well. The first time this happened I ran- as fast as I could, I thought there was someone there- someone coming for me too. But I came back- to see Sister M again, and… to listen to what Karl had to say again.

The second time I heard the voice- again- in the graveyard here, but a different place to the first; I had questions of my own to ask.

Karl had all the answers, he knew our secrets, the places we had visited in the forest- me and Cheggers, he knew everything about me- everything I had told my love. My Cheggers. I knew it then- Karl had my love, my Cheggers; and thus, I began spying on the villagers here, watching the roads- reporting the comings and goings of travelling merchants.”

The PCs are, for a good while, unconvinced- a voice, who’s voice? Where was the speaker? Fionulla is a ranger? The teary elf further explains- “there was never anyone there, just a voice, once- just once, I thought I saw the shadow of a robed figure, but… then nothing. There were no tracks- never any tracks - I looked, and looked- time and time again, nothing.

It was only when I was at Dragon Castle with the you that I remembered seeing the same image- of Bahamut, although I didn’t know it as Bahamut- C-Fax told me this. I remembered seeing that same image in the graveyard, just once- when I was searching for the owner of the voice, for Karl. And so, this morning- after talking, and then confessing to Sister M, and then locking her in- I went back out into the graveyard- to search for the dragon image, I knew that I had seen it, and it felt… important. Connected.

But then I saw you coming- to the church, and the next thing- the voice/Karl is back, and in my ear- he said ‘your wait is over… you let these fools into my plan, you thought you were smarter than me. Kill these wretched meddlers and you can have your precious Cheggers back, fail… and he dies.’ And with that Karl was gone, the undead burst from the ground and started attacking you and then… so did I.”

The PCs take a while to digest all of this, and to ask a few more questions of their own, remarkably they’re all playing nicely here. Note, they learn that Fionulla reported their arrival in Kirkgate to Karl (the first night in the inn), but since then she has been making false reports- all is well, nothing going on here etc. to allow the Inspectors time to do their work.

Keep in mind that lots of PCs are making lots of checks here, to assess the truth of Fionulla’s story, and to run what she knows alongside other stuff the villains have told them, and… it’s all checking out; and keep in mind Fionulla- throughout all of the above- is a teary mess.

As she repeatedly states- “Cheggers is dead!”

McGow and Travis are both already past their desire to exact any form of revenge upon Fionulla, as McGow put it later.

“She’s ‘ad a ruff ride, a’ready.”

C-Fax however is still convinced of his theory, Fionulla’s story- which all the PCs believe (they all made checks) does little to invalidate his theory, point of fact it backs it up.

The only niggle is Karl, every time they remember his speech (in the mirror), or else hear his reported speech- ‘these wretched meddlers’, he sounds more and more like Jefron Puddleduck, the sage.

Note, the PCs also think that the shadowy robed figure that Fionulla saw in the cemetery was also Karl, as was the shadowy figure that strangled and killed Hagrid.

Much babbling chatter follows- we circle for a while (probably another twenty or so minutes).

Then, action- Fionulla is ordered to stay here in the church- for her own good, the church is consecrated ground, the graveyard- well, there are obviously problems there but, the church is a sanctuary. Sister M and Mavis insist.

Fionulla needs to disappear, to stay out of sight (and mind) of the inhabitants of Kirkgate, until this is all resolved. The thinking here being- if Fionulla was employed to spy on Kirkgate for Karl, then the likelihood is that Karl needed an extra set of eyes in Kirkgate, or else just a set of eyes in Kirkgate. He therefore wasn’t privy to everything going on in the village. Karl is not all-seeing, the betting is (right now)- he’s down below the graveyard here, sitting in the dark, waiting for the time to be right.

The PCs are absolutely itching to find out what’s down the stairs they found.

But here’s the thing- the above exchange (and the twenty minutes spent circling the idea) brings about a fresh avenue of thought.

According to the voice in the mirror, all the way back in Hagrid’s lair, there were eight days to go before the undead army will come to Kirkgate.

That makes it five days to go atm.

Why the countdown? And it was Travis who asked the question.

Why not bring the undead army to Kirkgate now?

The answer must of course be- again, according to Travis, he’s a bright young thing (but menacing with it) the undead army cannot come to Kirkgate any sooner, some other event must take place to bring it here- to raise the dead in the graveyard.

Like a ritual, Karl needed sacrifices- already supplied and now must enact whatever pattern is needed to bring the dead back to life.

The point being- this really can be stopped.

And now the PCs are getting very excited- they really want to head down below.

They’ve got it!

But, several PCs remember the problems they had in the last fight with regard to piercing weapons and skeletons, basically every one needs to find something that bludgeons, and so… a shopping trip is called for, although mostly it’s a dashed conga of adventurers through the village, which is now alive and awake in the sunshine, to Hammertime; and then to WH Smythe’s.

Bludgeoning weapons, in great variety, are acquired.

However the PCs have a profile now, and the last time the good folk of the village saw them in the market square they were asking about goblins, or else something to do with a dragon seen in the Norwood. Countryfolk love a story. So, the PCs need to do some chatting, although- it’s mostly Mavis and C-Fax who (initially) go on point for this, which makes things a little more difficult still because the pair are having to dissemble, or else deceive.

But here’s the thing, the DCs here are low (DC 11), and it’s not all C-Fax and Mavis, the rest of the PCs swing into action- Snakebite helpfully offering more odd nuggets of un-wisdom.

All is well with the world, the dragon in question was a drawing/engraving of a dragon- on an old, ruined castle wall, and not a real dragon. The were a few goblins in the woods but the Inspectors saw them off, although the PCs caution that the Norwood is still dangerous, give the place a wide berth, just in case.

The latter amendment is added when McGow remembers again- or else for a second time- there are more members of the Bloody Heck coming to the region, and pound for a penny- the only place they know in the area will be- Dragon Castle in the Norwood. None of this information is shared with the village folk, of course- only, don’t go there. Although the PCs, as it turns out, are probably going to have to revisit this place.

Blimey, but they’re busy.

The Inspectors escape their interrogators, and their admirers, and then head back to the Inn- briefly, to shuffle through their gear, pay for their rooms some more- eat, and then race back to the church.

They must answer a few more questions from concerned locals in the inn- but their story (from their shopping trip) is already doing the rounds, and the DCs are still low.

The 2nd level PCs clocked up a whole host of ticks (worth 10 XP each) for good roleplay, clever thinking etc. in this session so far- C-Fax 90 XP, Mavis & Travis 60 XP each, McGow & Snakebite 40 XP each.

Next stop, down the stairs to see Karl.

But that’s for next time.

Cheers goonalan and the Tokyo Massive.
 

Into the Woods

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