D&D 5E Goonalan's 5th Ed Games- The Union in the Red Larch Adventure Session #72 to #75 (12/04/17)

Goonalan

Legend
Supporter
Chapter 11: Session #2 OOC.

The following are the notes sent to the PCs, a summary of the action from the second session which appears in story form above.

Session #2, Wednesday 12th August 2015

Starring-
Zalt, Half-Elf Warlock 1 played by Simon.
Grimm, Human Paladin of Tymora 1 played by Zoki.
Hellwhip, Human Ranger 1 played by Pedja.
Zyler, Human Cleric of Tempus 1 played by Christer.

The Action-

1. Quest #2 Destroy the Goblin Bandits, make the road to Phandalin safe for travellers by killing or dispersing the Goblin bandits.

2. Check around the exterior of the cave, it seems to be the only way in- there are lots of Goblin trails here. A stream runs out of the cavern- time to investigate.

3. First chamber contains three emaciated angry Wolves, Hellwhip acts quickly- he feeds the beasts, calms them and then releases them into the wild. XP AWARDED.

4. Sudden flash flood surges down the cavern passage, adventurers dive out of the way of the oncoming tide- odd that the watery surge should happen just as you are investigating. A Goblin is spotted ahead, high on a bridge over the passage you are exploring. Did the Goblins trigger the flood?

5. Chamber that held Wolves is investigated further, a natural chimney leads up into another cavern- the newly discovered chamber contains a very big Goblin (a Bugbear perhaps) and some other creatures, including at least one more Wolf. The chimney however proves to offer poor access, you cannot safely attack this way. Zalt is wounded here- slipping and falling when he is only halfway up, Zyler takes over. XP AWARDED.

6. An ascending rocky passage is investigated- there seem to be lights ahead, more Goblins perhaps. Part of the passage collapses under the weight of Zyler- Grimm is bruised by the rockfall. XP AWARDED.

7. Moments later there's a second flash flood, Zalt is hit and swept out of the cave, and left badly wounded (on 2 hit points). Goblins arrive on the scene- two on the bridge throwing javelins, two charging into the adventurers with scimitars swinging. Fight! All four Goblins are killed but most of the adventurers are injured, several badly. Zyler heals but not enough. XP AWARDED.

8. Retreat. Exit the cave to take a short rest (one hour minimum) to heal up Hellwhip- he's still badly wounded (on 2 hit points). Adventurers watch the cavern entrance- make sure Goblins do not exit or attack.

9. During rest, adventurers hailed by a Goblin- “Who are you? What do you want?”, after a brief chat the Goblin gets his boss- Klarg, probably the Bugbear Zyler spotted earlier. Klarg is not stupid (he has an 'O' level in Woodwork), the Goblins do not have Gundren, but they do have Sildar. Klarg offers the adventurers a way out- kill a Goblin called Yeemik (his rival in the clan) and they can leave with Sildar, he'll also tell them what has happened to Gundren. Deal done- at least for now. XP WILL BE AWARDED LATER.

10. During above action Zyler receives the first Inspiration Point, basically Christer is playing the Cleric of Tempus (God of Battle) as Bruce Willis without his vest, it helps that his lowest dice roll in game so far is a '17'.

11. After rest, adventurers head back in again, and following Klarg's instructions, back up the rocky passage- they bust in on Yeemik and his Goblin friends. Fight! Adventurers cut down three of the six Goblins before Yeemik asks for parley while threatening to kill Sildar (he's on 1 hit point). The fighting stops for a chat, several of the adventurers are hurt in the combat. XP AWARDED.

12. Yeemik offers the adventurers a way out- if they kill Klarg he will allow them to keep Klarg's treasure and to take Sildar. The guys think about it, except for Zalt who blasts Yeemik- dead. Two Goblins left- one fights and is killed, the other bows before mighty Zalt. His name is Catflap. XP AWARDED.

13. Catflap tells the adventurers that the tribe ambushed and captured Gundren and Sildar, Klarg took Gundren, Yeemik took Sildar. Several Hobgoblins helped out with the ambush, but he has not seen them since- they headed off with Klarg. XP AWARDED.

14. Sildar tells the adventurers lots of stuff- a) Gundren and his brothers (Tharden & Nundro) have, he thinks, found Wave Echo Cave; b) Wave Echo Cave, centuries ago, was home to a group of Gnomes, Dwarves and Humans (known as the Phandelver Pact), they produced magical items there- Phandalin (the town) grew rich because of this fact; c) a horde of Orcs destroyed Phandalin and the cave's inhabitants (presumably) a good while back- the cave existed only as rumour- until now; d) Sildar when he was captured overheard that the Hobgoblins (see above) had been sent specifically to recover Gundren; they work for an organisation or an individual known as the Black Spider; e) Sildar is a member of the Lords' Alliance, an organisation which seeks to expand civilisation into the wild lands; and lastly f) Sildar needs to get to Phandalin today, Quest #3 Get Sildar to Phandalin, and is willing to pay (50gp). XP AWARDED.

15. The adventurers question Sildar a while, they are convinced that everything he has said is the truth. Sildar needs to get to Phandalin because the best chance the Lords' Alliance have of expanding Phandalin is to open Wave Echo Cave again, Gundren is in fact their best hope. Sildar has friends in Phandalin who can help him to find Gundren. XP AWARDED.

16. Adventurers are an extended rest away from level 2.

Session #2 Ends.

Ongoing Quests- #1 Deliver Gundren’s Provisions; #2 Destroy the Goblin Bandits & #3 Get Sildar to Phandalin

NPCs of note- Gundren Rockseeker (Dwarf patron)- missing? & Sildar Hallwinter (Gundren's bodyguard)- found.

Enemies of note- Goblins & Wolves, Catflap (surrendered Goblin), Yeemik (Goblin wannabe chief)- dead & Klarg (Bugbear chief)- not daft. Also Hobgoblins & the Black Spider?

New Info- Sildar has been found, Gundren (probably) has been taken by Hobgoblins to the Black Spider. Gundren may have found Wave Echo Cave, this would be great for Sildar, the Lords' Alliance, the town of Phandalin and the Sword Coast at large.

Any questions- please ask, otherwise, read on...
 

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Goonalan

Legend
Supporter
Chapter 12: Zalt the cynic.

Zalt moves close to Zyler, and then leans in and whispers in the priest of Tempus' ear. Zyler is a little spooked, unsure at first of the warlock's intentions, eventually he calms enough to allow the warlock to deliver his secret message. Zalt moves on, leaving Zyler readying his weapon and anxiously keeping watch on the exits to the chamber. He shuffles quietly to Hellwhip, and again delivers his whispered message- to nods this time, and then lastly to Grimm.
“That's ridiculous”, Grimm pointedly and loudly states, and is immediately shushed by his three companions who look round to stare at the paladin.
“Look I realise you're the suspicious type, a bit of a cynic, but there's no reason to believe that Klarg would want to attack us.” Grimm offers in slightly quieter tones, although just as impassioned.
Zalt goes to speak, Hellwhip to point, while Zyler shakes his head exasperated.
“No. I'm sorry, I can't believe it. I've tried to stay silent but... I'm sorry to say this Zalt but you have trust issues, you question every little thing. You expect the worst of people, what possible reason...”
Zalt quickly leans in, Grimm flinches- although covers it well, the warlock whispers in the paladin's ear again, and then leads the armoured warrior by the arm to the rocky passage the adventurers traversed to get to Yeemik's lair, their present location.

Zalt points down the passage, Grimm peers intently into the darkness.
“I don't see anything.” The paladin states with an added harrumph.
Zalt leans in and whispers to the paladin.
“Dark what?” Grimm snaps back.
Zalt whispers again.
“Darkvision!” Grimm enunciates, as if trying the word for the first time, “Oh, I see. You mean you can see in the dark. That must be a boon, well what can you see down there?”
Zalt sighs loudly- “a nasty looking wolf”, he flatly states. The warlock can't be bothered with the pretence any more.
“Really, it's all just black for me- I can't see a thing...” Grimm peers into the dark.
Hellwhip taps Zalt on the shoulder, the warlock spins around- “forget him, do it,” the ranger nods towards the passage.

Zalt begins to whisper again, this time in a low, barely audible voice, not words so much as the shapes and echoes of words, of sounds that shush and flow- of the tide. Grimm all the while pulls faces- not sure if he's supposed to be making sense of Zalt's garbled speech. Suddenly a loud growl from the base of the rocky passage, followed swiftly by a startled yelp- the wolf, in fact Klarg's wolf- Ripper, is badly hurt, barely able to keep on its feet, and terrified. Ripper flees the scene at maximum speed, down the passage and out of the cave- yelping all the way, and leaving its master to his fate.

“Ripper! Noooooo!” Klarg watching on from the bridge over the passage cries out, as if in mortal pain, the bugbear watches his only friend in this life depart.

A moment later the bugbear shouts again, this time his voice is raised in anger, and not loss- “Klarg very sad now. Klarg attack now. Klarg kill bad men!”

At which point two goblins come rushing around the corner and into the chamber in which the adventurers stand, and straight into the clutches of Zyler and Hellwhip.

The next event however takes a week to tell...
 

Goonalan

Legend
Supporter
Chapter 13: Nothing happens to Ken Lee.

One week ago, in the city of Waterdeep, apprentice mage Ken Lee takes part in a short and humdrum ceremony, his graduation- he's an apprentice no more. Soon after nothing happens, perhaps not nothing- lots of events take place in the myriad lands of the realm, but nothing happens to Ken Lee- nothing at all.

The next day the wizard rises, does his chores, potters about his master's tower, and... well, accomplishes nothing much; and so it goes for the next two days and nights. Much as it has done for the last five or so years.

I should do something Ken Lee thinks, I should get out there and make something of my life, I should adventure- see the sights, learn new spells, I should... I should, and then he blows out the candle and goes back to sleep.

He awakes a short time later, it's not even morning- it's the middle of the night, he awakes to screams.

Perhaps not screams - shouts is possibly a better description- however some screaming is involved, his master is clearly very angry with him. The tirade goes on for quite a time, although Ken Lee chooses not to listen to much of what is being said. The wizard's attention is focussed instead on the fact that all of his possessions seem to have disappeared, replaced by an overfull and uncomfortable looking backpack, which sits forlornly in the centre of his now spartan looking bedchamber.

Six hours later Ken Lee finds himself part of a merchant's caravan heading for Neverwinter, sat astride a cantankerous mule- his funny bits hurt already; it's too hot, there are flies, and he's trying desperately to remember anything that his master said before he threw him out.

Two days later it gets worse.

He's on his own, save for the dirty mule, and watching the caravan train fade into the distance.

Ken Lee manoeuvres the mule around so that it faces down the Triboar Trail, which only takes about five minutes of pushing, shoving and swearing at the damned stupid animal.

Eventually he heads off- to Phandalin, he's remembered at last where he's heading.

He doesn't get far, just over an hour down the track he stumbles upon a scene of devastation, two dead horses- both swathed in flies, a quartet of ravaged goblins similarly clouded, and worst of all a trio of emaciated wolves feasting on the remains of the fallen.

The nearest wolf looks up and snarls. That's not good, Ken Lee thinks, and then remembers he is a wizard and readies a spell. A second or so later and the mule is off and the wolves are coming, Ken Lee alas has no time for spells, he's hanging to on to his mount for dear life.

He fails. The mule goes one way, he goes the other, the elf is quickly to his feet- two of the wolves dash after the fleeing equine, the third stops maybe thirty feet from him, and then snarls again.

Think now, Ken Lee thinks, followed by- I'm a powerful wizard, one wolf- that's all, just one wolf...

At which point the other two wolves saunter back into view, all three growl and snarl in his general direction.

Ken Lee stops thinking and starts running.

He gets maybe thirty feet.

THWONG.

“Yerk!” the high elf exclaims, and then a second later passes out, the last thing he remembers is staring down at three wolves leaping up to snap and bite inches away from his face.

He awakes a while later dangling a good ten feet above the ground, his right leg, ankle and foot a blister of red hot pain, he's caught in a snare and hanging upside down from the branch of a large tree. Eventually he figures a way to free himself from the trap.

“Oof!” Ken Lee exclaims as he thumps hard into the packed dirt of the trail, a moment or two later he passes out again.

An indeterminate time later he awakes once more, and a little while later staggers to his feet, still somewhat dazed, although now very aware that his backpack, waterskin, food, and well... all of his possessions are still strapped to the back of his former mule.

Ken Lee groans, and then stumbles forwards along the trail, heading back towards the road. Or so he thinks.

Ten minutes later the wizard arrives at a clearing with a cavern entrance on the far side, unbeknownst to him the lair of the Cragmaw Goblins. Water - he rushes to the nearby stream and drinks deeply, splashes water on his face in an attempt to wash away the curtain of grey and pain that seeks to smother him.

The wizard takes a moment- he stands and looks around him, this isn't right he thinks, his follow up thought- a cave! Ken Lee shrugs, looks around- still a little woozy, and then shuffles into the dark opening. “Hello?” he half-calls half-whispers, his voiced swathed in doubt. Something ahead in the dark growls- it can't be he thinks, simultaneously a much larger and nastier looking wolf- Ripper, pads forward and into the light, and snarls.

“Yerk!” Ken Lee yelps, and dashes to the nearest exit, into a dark cavern chamber. The only spot of light, visible thanks to his darkvision, is at the far end of the chamber- and up, as it turns out, a very steep rock chimney with a flickering light at the far end. The elf scrambles up in double quick time, the sound of the wolf making hard work of its ascent following on behind him. He stumbles up and out into a much larger chamber, lit by a camp fire- fire, the mage's mind does somersaults. He grabs one of the burning brands from the conflagration and returns to jab it repeatedly into the face and forelegs of the wolf as it tries to clamber up, and into, the chamber. The creature yowls once or twice and then descends the chimney at speed. A minute or so later the wizard is certain that the wolf has gone.

Where the hell am I? He thinks, his mind a flurry of activity- his senses sharpened, aware that he is in danger; and yet his thought process muddled- he's not been making good choices. Ken Lee takes a moment to look around- a rough cavern with lots of barrels and boxes- merchants' goods, a huge chest, a camp fire, a rocky passage leading into darkness, and the all pervading stink of unwashed bodies, filthy dirty unwashed bodies. Gods help me Ken Lee thinks, I know where I am- I'm in trouble.

And then a voice.

“Ripper! Noooooo!”

Followed a moment or two later by- “Klarg very sad now. Klarg attack now. Klarg kill bad men!”

The wizard follows the sound of the voice, creeping as quietly as he can, ten paces on and he finds himself standing on one side of a rope bridge, which crosses over the passage he first entered the cave. On the far side of the bridge stands a great hairy brute of a creature, a bugbear perhaps, although he has only pictures in books to rely upon.

A second later the sound of fighting, coming from further ahead, beyond the bugbear- yelps and cries, and... and... suddenly Ken Lee realises he's doing something, that he is taking action- he's adventuring. This is it- he thinks, and then casts a spell, his best spell, his most powerful spell.

“Sleep.” He whispers aiming the enchantment at the back of the ferocious-looking hairy giant before him.

Just for a moment he allows himself to dream, his mind races again, this time filled with the endless possibilities- he's an adventurer now, he's certain that this is his calling, he's here to save the day; perhaps the bugbear has trapped a gang of heroes, or else a quartet of dusky maidens. He will come to their rescue, with his magic, his prowess, his intellect- he will be feted, the women will swoon; Ken Lee hopes beyond hope that at least one of those he is about to rescue is a beautiful woman, he has read about the things they can do. This is it- instant fame and recognition. This is...

The bugbear suddenly lurches into action, “KLARG KILL!” it yells and with its great morningstar raised it rushes off around the corner and out of sight, oblivious to Ken Lee and his powerful spell.
“Oh!” he exclaims, and then inches back to hide behind a nearby stone outcropping, he silently prays that it will all go away very soon, and he can get back to doing nothing.
 

Goonalan

Legend
Supporter
Chapter 14: Klarg & Ken.

The first goblin rushing in with its scimitar drawn to attack the adventurers is very quickly sent skittering back, a hammer blow from Zyler's, well... hammer, the poor creature looks as sick as a dog, and yet it lives- some consolation. The second goblin following on pulls up short, grabs out its shortbow and seconds later fires an arrow into Zyler's side, the priest winces. Grimm strides forward, to the priest, screams “FOR TYMORA!” aiming his words directly at the worshipper of Tempus, barely glancing at the wounded goblin which moments later he cuts in two. The paladin continues forward to menace the second bow-wielding goblin, at which point Klarg lurches around the corner, spots Grimm and rushes forward screaming. The paladin suddenly looks less sure of himself, he however ducks and dodges just in time to avoid the bugbear's morningstar.

Zyler steps up to join Grimm- the pair are blocking the enemies' path to their companions, the priest's warhammer comes again and shatters the remaining goblin's skull, like an over-ripe melon it explodes. Not to be outdone Grimm shapes and stabs Klarg in the gut, the bugbear wheezes and oozes blood. Grimm grins, too soon, Klarg rights himself and then flails wildly, the bugbear's morningstar connects with the paladin's shoulder. The knight is lifted off his feet and slammed into the cavern wall, all the air and much of his life gone from him. Grimm mouths a prayer and tries desperately to gulp down the pain.

“Klarg Kill” Klarg states, in a matter-of-fact manner, and closes in on the paladin; a second later the bugbear twists and turns, his progress halted, a crossbow bolt protruding from the creature's barrel chest, blood pumps and spurts from the wound. Zalt's hands dance in an effort to reload his weapon.

Enough is enough, Klarg is spent- he spills his weapon and sinks to one knee, one hand clutching at the crossbow bolt, the other out before him, either to defend himself from attack or else in supplication.
“Klarg yield. Klarg tell all- if Klarg live?”
Klarg looks up, gasping- a slick of blood from his mouth.

Zyler nods at the bugbear.
“You will live, if only for a short time more- until they stretch your neck and you dance on air.” The priest spits.

A minute or so later the broken bugbear has been lassoed and hog-tied, Grimm however still looks to be in a lot of pain, almost unable to catch his breath; alas the adventurers have no access to healing. The paladin of Tymora grits his teeth and gets on with it.

“Talk” Zalt states and steps in close now that the tall goblinoid has been secured, “tell us where Gundren is?”
“Klarg not know- truly. Dwarf taken by Targor Bloodseeker, hobgoblin warrior and his crew. Targor work for King Grol- lord of all Cragmaw Goblins. Klarg not know where King Grol. Klarg not know where Targor. Klarg speak truth.”
The assembled adventurers look less than impressed.
“That's it.” Zalt looks furious.
Klarg grimaces and cowers, and then remembers something.
“Klarg hear Targor say about Black Spider.” Klarg adds archly
“The what?” Zalt snaps.
“Black Spider.” Klarg repeats.
“What did Targor say about the Black Spider?” Zalt asks, and leans in to hear.
“Targor say...”, at this point Klarg adopts a strange croaky voice- his impression of Targor, “he says- something something the Black Spider”, Klarg takes a moment to think deeply, “and then he say- something something.”
Klarg nods and smiles, proud of his powers of recall.
“That's it?” Zalt fumes.
Klarg nods eagerly, very pleased with himself.
“And you, of course, know nothing of the Black Spider, whether it is an organisation or a person. In fact I'd put money on the fact that you have never heard of 'the Black Spider' before. Am I right?” Zalt snarls.

Klarg nods frantically, still grinning, assured that he is helping.
Zalt turns and stalks away.
“Klarg tell all Klarg know. Klarg tell true.” The bugbear nods his head furiously, agreeing with himself, hoping the others will too.

The interrogation is however interrupted - staggering from the passage ahead of the adventurers comes a very scruffy looking elf, clutching at the wall of the cavern to stay on its feet.
“I'm not doing nothing- I'm doing something!” The elf gabbles and then looks up and grins.
The assembled adventurers draw weapons and ready themselves for attack.
“Who are you?” Zalt eventually asks.
“I'm an adventurer. I've been adventuring.” Ken Lee states, and then briefly grins as he slides down the wall into an unmoving heap on the cold cavern floor.
 

Goonalan

Legend
Supporter
Chapter 15: Rewards.

The four adventurers still standing accomplish a lot in the next thirty or so minutes, Klarg is made to lead them into his chamber, the area Zyler (and Ken Lee) visited at the top of the chimney. The merchant goods stored there are thoroughly searched, and very briefly catalogued, Zalt confirms from the markings on the crates that the items are the property of the Lionshield Coster, a merchant consortium. The warlock insists they take the smallest crate with them to Phandalin- there may be a representative of the Coster there, there may be a reward for their return. The young man is always thinking.

A large chest is also discovered, containing a smattering of coin- a mixture of copper and silver, also present a statuette of a frog with gemstone eyes.
“We'll sell this.” Zalt states and throws the thing in his sack.
The best find however is a pair of small flasks.
“Potions of Healing. We can use...” Zalt begins but is cut off in his prime.
Grimm grabs the first flask, unstoppers it and chugs it down.
“Nice.” The paladin wipes his mouth with the back of his hand, “minty”, he adds and then grabs the second potion and tucks it into his belt.
“Good work, lad” the paladin adds and then goes to ruffle Zalt's hair, stopped short by the warlock's visage- Grimm stutters, “I mean, good work Zalt”, and then quickly moves away.
A moment later he risks a glance back- Zalt is staring at him still, the paladin grins, swallows hard and moves off again.

With the cavern explored the adventurers, with Klarg carrying Ken's body, exit and head back up the trail- miraculously the oxen and the cart are still present and correct, although there are signs that wild creatures have been investigating the road kill. Also present is a sweet looking mule, standing less than ten feet away from the cart and oxen, munching on the long grass; the mule is saddled and loaded with an over-filled backpack, Hellwhip rifles through the gear, comes up grinning- he finds a journal.
“Says it belongs to someone called Ken Lee...” Hellwhip reads on, “he's a wizard, just” the ranger finishes.
The news is met mostly with shrugs.
“I wonder where Ken is?” Grimm asks, “perhaps we should take a look around to see if we can find this poor unfortunate, he's probably lost in the wilds.” The paladin stands with his hands on his hips, slowly turning on the spot like a lighthouse to shine the light of his vision on the thick green sward.
Zalt shakes his head, “Klarg is carrying Ken Lee, you fool”, the warlock states and strides forward to grab the journal from Hellwhip's hand. His companions mostly catch up with the warlock's thinking.
“Oh.” Zyler states.
“What?” Grimm adds, still slightly unsure of the order of events.
Hellwhip only smiles at Zalt and nods his head.

It takes the rest of the day, and much of the early evening, to get to Phandalin. About six hours into the journey Ken Lee awakes from his rest and makes sense of things finally for the paladin - Ken Lee is indeed Ken Lee, the mystery is solved. He's also a wizard, which is met with a great deal of suspicion. The five adventurers exchange stories, or at least four of the five do- Zalt doesn't say much, content instead to listen and file away his companions tall tales.

Ken Lee has business in Phandalin it seems, he's allowed a spot aboard the wagon, all the way to the town.
 

Goonalan

Legend
Supporter
Chapter 16: An evening in Phandalin.

Miraculously Barthen's Provisions is still open, it seems the old merchant doesn't miss an opportunity for a sale, at least not until the sun goes down. The adventurers quickly deal with the old fellow, not being impolite but keen to make their way to the Inn, it has been a long day after all. Sildar, their patron's rescued bodyguard, goes ahead to secure lodgings and to prepare a table for his saviours' arrival.

The cart is unloaded, the oxen fed, watered and stabled- Barthen alas doesn't make a sale, although the adventurers promise to return on the morrow to take a nose around his wares. The provisioner also hands over Gundren's payment for the safe arrival of the supplies. The old man is more than a little worried however to learn that the dwarf has been kidnapped, or else taken captive, he urges the adventurers to make Gundren's recovery a priority- it seems the pair are firm friends. The merchant's last comment to the departing adventurers, “Phandalin has it's own problems”, intrigues the quintet, it seems their job prospects have perhaps increased dramatically, the merchant cannot be persuaded to say more alas.

The inhabitants of the Stonehill Inn however are much less reserved, a mixture of alcohol, good company and more than a little fear serve to loosen their tongues. The Inn itself is comfortable, the ale good and the food plentiful and well prepared. The Stonehill family; Innkeep Toblen, wife Trilena and young son Pip, are all excellent hosts. However the night will be remembered not for the establishment's excellent fare, or attentive service, but for the stories told by the inhabitants of the bar.

The adventurers take a moment, at the end of the evening, to recap for their mutual benefit all that they have discovered about Phandalin, and the present situation in the town.

First off, Zalt learns that there is indeed a Lionshield Coster located in the town, the merchant place is managed by a fiery woman by the name of Linene, the adventurers agree to visit the establishment in the morning.

Each of the adventurers has a story to tell about Harbin Wester, the Townmaster, or as he is most often referred to- 'that fat incompetent fool', it seems that Phandalin's leader is blind to the town's problems. Zalt, again, manages to delve further into the issue- the warlock learns that Harbin's folly is unlikely born of malice- the man is good at sums, but unable to deal with people, consensus is he's not the villain of the piece.

Grimm discovers from a tipsy farmer called Narth that a temple to Tymora exists only a short walk away from the Inn, the place is station to Sister Garaele. Narth further confides that the good sister was observed two days ago looking bruised and battered. The farmer is obviously greatly concerned for her welfare, he makes the paladin promise to visit with the priestess.

Zyler explains that Phandalin is home to an ex-adventurer by the name of Daran Edermath, he owns a nearby orchard using the fruit to produce “Edermash”, a much-loved local brew. The priest of Tempus asserts that the adventurers should perhaps look in on the retiree in the morning. Ken Lee agrees- the wizard remembers that his master mentioned Daran's name during his tirade. Zyler goes on to explain that he gained this information by close questioning the barmaid Elsa, the other adventurers remember a little more about the priest's encounter with the maiden, and giggle or smirk behind their hands.

Ken Lee recounts that while losing money hand-over-fist gambling with a gaggle of miners he learned that the diggers were sometimes threatened by orcs in the hills. Also that the aforementioned 'fat fool' of a Townmaster is offering a reward for the cessation of this menace.

The key piece of information, the real problem for Phandalin as elucidated by seemingly every member of the crowd at the Inn; the Redbrands- a local mercenary gang, initially hired six months or so past to protect the town. Of late it appears these ruffians have started to extract protection money from the town's businesses, they also seem to have got a lot better organised. Harbin, the Townmaster, has defended their actions, the 'fool' seems to be out of his depth and unable to cope with the situation. Rumours, reported to Zalt, are that one of the citizens of the town, a woodcarver by the name of Thel Dendrar, was murdered by the Redbrands a day or so ago. Trilena the Innkeeper's wife pleads with the warlock to go and see Halia Thornton who runs the Phandalin Miners' Exchange, it seems she knows what's going on, and is prepared to get her hands dirty doing something about it.

Lastly Sildar, before retiring to bed, informs the adventurers that he is going to visit with the Townmaster tomorrow, he has friends in Phandalin- he assures them. After hearing the complaints of the citizens in the bar this evening, he swears he will do what he can to inject a little backbone into proceedings - the Redbrands better watch out.

And so, after an exciting first adventure Zyler, Zalt, Hellwhip, Grimm, and of course, Ken Lee settle down to a night of much needed rest, to review the events and experiences of their journey, and to learn from their mistakes.
 

Goonalan

Legend
Supporter
Chapter 17: Zyler in action.

Lying in his bed Zyler takes a moment to re-live his conversation with Elsa the buxom barmaid at the Stonehill Inn. The priest is slightly anxious, he feels he has missed some hidden meaning or secret message in their conversation.

“You're an adventurer then?” Elsa enquires, her eyes sparkling.
“I suppose. Yes,” Zyler finally agrees after considering his options.
“Oh. We have an adventurer in Phandalin, his name's Daran Edermath- he owns the orchard. He's very...” Elsa searches for the right word, “very fit- like you,” she finishes and then flushes a little.
“Oh.” Zyler adds, and then responds to the compliment, “I am, as you say, very fit. Thank you for noticing.”
“Yes, you are,” states Elsa coyly.
“Yes, I am,” the priest agrees again.

The moment lengthens as Elsa continues to smile at the priest, all the while pouring pints, and every now and then bending low to grab fresh tankards from beneath the bar.

“Is it hard work?” Elsa enquires, and then leans over the bar to brush away an errant lock of hair from the priest's face, “is it very hard?” she asks again and moistens her lips with her tongue.
Zyler smiles, awkwardly, and then takes a moment to gather his thoughts, is he being 'pumped' for information? There's something suspicious about the conversation.
“Very hard, at times,” he finally agrees, and then nods and smiles back at Elsa, deciding to play along.
“Perhaps I could visit your room later,” Elsa whispers, and then licks her lips again- a slightly off-putting habit Zyler notes, and then surfaces into the here and now.
“You want to come in my room?” he asks, a little sternly and loud enough for several other inhabitants of the bar to take note of the conversation, he's now utterly confused.
His question alas seems to generate only laughter and smiles.
A trio of farmers a little way along the bar raise their tankards and salute the priest of Tempus, one of the fellows even manages a rousing cheer. "That's nice," the priest thinks, and then turns back to Elsa.
“You want to come with me?” he asks, “to my room?” he clarifies.
“Oh yes,” Elsa flushes and puts her hand on his arm, she grip his wrist and then begins to rub, quite hard, at the spot- up and down his forearm.
Zyler watches this for a while, and then looks up- Elsa's face is wreathed in smiles, her eyes sparkle and dance, her lips at times open wide; the barmaid seems to be making a noise every now and then- a moan followed by the hiss of her in-drawn breath.

Zyler's brow furrows - what is... and then he gets it, or at least he thinks he does.
“Do you seek succour, fair maiden?” he asks, now with a twinkle in his eye too.

“Oh. Yes,” Elsa leers, and strokes his arm harder still.
Zyler grins back at Elsa, then wrenches his arm free of her caress and grabs her hand, with his other hand he reaches over the bar and lays it flat upon the now startled looking barmaid's forehead. Finally he bows his head and intones in a loud and clear voice.

“Lord Tempus, bless this child and keep her safe from harm.
Reach down from the firmament and touch this forsaken soul with your fiery love...”

The priest's prayer goes on for a while, a discontent and frustrated Elsa tries but fails to loose the priest's grip. She endures. Finally the words are said, Zyler opens his eyes and lets Elsa free, keen to see the effect his blessing has had on the now devout barmaid- his first convert.

Elsa scowls at the priest, which instantly confuses him. The barmaid tuts loudly, folds her arms across her ample breasts, and then moves off quickly leaving the priest alone with his thoughts. Zyler ponders a moment, a little lost. The bar around him is however now filled with laughter, the priest notices and smiles, such is the joy felt by others at the mention of Tempus, his holy lord.

Back in his bed Zyler smiles to himself and inwardly shrugs- he cannot for the life of him fathom the hidden meaning of the exchange. The priest resolves to keep a close eye on the wench, no great hardship he thinks- Elsa is a very beautiful young woman, alas an innocent in the ways of the world. Then he sleeps.
 

Goonalan

Legend
Supporter
Chapter 18: Session #3 OOC.

The following are the notes sent to the PCs, a summary of the action from the third session which appears in story form above.

Session #3, Thursday 20th August 2015

Starring-
Zalt, Half-Elf Warlock 1 played by Simon.
Grimm, Human Paladin of Tymora 1 played by Zoki.
Zyler, Human Cleric of Tempus 1 played by Christer.
Ken Lee, High Elf Wizard 1 played by Bob.

The Action-

1. The adventurers decide to exit the goblin lair, they'll be back to clear up the bad guys later- they also need to chat with Klarg, having killed Yeemik like the Bugbear asked, after that it's time to get Sildar to Phandalin, first however they take a Short Rest. Alas their plan doesn't work out.

2. As it turns out there's a very well fed wolf- Ripper, a pair of Goblins, and Klarg preventing the guys from leaving - the mighty Bugbear warrior has tricked the guys, it gets to fighting. At which point we recap Ken Lee's story, the Wizard is not having a good day - his mule has run off, he spent a little while upside down in a tree, and now he's wandered into a Goblin cave. The Wizard hears the fight and goes to investigate.

3. The adventurers scare off Ripper, kill the Goblins and capture Klarg - who is tied up; they also get their hands on Klarg's treasure. They do not however learn where Gundren has been taken, except that the Dwarf was given to Targor Bloodseeker, a nasty Hobgoblin in the employ of King Grol, the lord of the Cragmaw Goblins. Klarg also mentions the Black Spider, but he has no idea what it is. Klarg is not very well informed, although he tries hard to please. The adventurers have completed Quest #2 Destroy the Goblin Bandits. XP AWARDED.

4. The adventurers grab Klarg, and a crate full of merchandise from a Lionshield Coster consignment, they find a bunch of this stuff in Klarg's cave; and then head onto Phandalin with Sildar.

5. The adventurers arrive in Phandalin late evening and deliver the wagon and its contents to Barthen's Provisions, completing Quest #1 Deliver Gundren’s Provisions. They talk with Barthen awhile, the merchant is unhappy to hear that Gundren is missing - he points the adventurers to the Stonehill Tavern, and hints that things are not as they should be in Phandalin. The adventurers also learn that there is a Lionshield Coster merchant in Phandalin, she (Linene) will want to know that the Goblin cave contains a cart load of her goods, she's feisty, Barthen warns. The adventurers have also completed Quest #3 Get Sildar to Phandalin, although the bodyguard has yet to pay them for getting him safely to Phandalin. XP AWARDED.

6. The adventurers retire to the Stonehill Inn, Sildar has paid for their rooms and bought them dinner and drinks. The guys take a little time to talk with the locals, they cause quite a stir as they still have Klarg, the Bugbear, in tow. They certainly make an impression on the Inn's inhabitants, eventually Klarg is found a place to sleep in the town cells.

7. The adventurers learn lots of new things, including- a) the Townmaster Harbin Wester is a fat fool, according to more or less everyone they talk to; b) Sister Garaele, the local priestess of Tymora was spotted recently returning to Phandalin - she looked beaten up, this according to Narth a local farmer; c) Phandalin is home to a 'sexy' adventurer called Daran Edermath, Zyler it turns out is also 'sexy', according to the barmaid, Elsa- Zyler proves immune to Elsa's charms, the priest only has eyes for Tempus; d) there are Orcs in the hills, according to Lanar a dwarven miner, there's a reward for killing them- see Harbin the Townmaster for details; e) there's a local mercenary gang- the Redbrands, they were hired to protect the town, of late they have started to extract protection money from the town's inhabitants- Harbin the Townmaster has defended their actions, he seems to be out of his depth. There are further rumours that one of the citizens of the town, a woodcarver by the name of Thel Dendrar, was murdered by the Redbrands a day or so ago. Trilena, the Innkeeper's wife, pleads with Zalt to go and see Halia Thornton who runs the Phandalin Miners' Exchange, she knows what's going on; f) further chatter reveals that Halia (see above) is a doer, rather than a worrier like  Harbin the Townmaster, she gets things done, other citizens recommend the adventurers visit with her. XP AWARDED.

8. Sildar informs the adventurers, before retiring for the night, that he will meet them at breakfast for a chat, and that they should be careful who they share their 'information' with. The member of the Lords' Alliance also tells the adventurers that he will be moving into the Town Hall tomorrow- it's time Phandalin grew a backbone, he's going to bring a little order to the place.

9. The adventurers take an extended rest- Zyler, Zalt, Hellwhip and Grimm are all Level 2.

Session #3 Ends.

Ongoing Quests- None, but lots of places and people to check out (see above & below).
NPCs of note- Gundren Rockseeker (Patron)- MISSING, Sildar Hallwinter (Lords' Alliance), Elmar Barthen (Barthen's Provisions), Toblen Stonehill (Stonehill Inn), Tilena Stonehill (Toblen's wife), Pip Stonehill (Toblen & Trilena's young son). The adventurers have also been told about the following NPCs- Linene Graywind (Lionshield Coster), Sister Garaele (Shrine of Tymora), Harbin Wester (Townmaster), Daran Edermath (local adventurer), Halia Thornton (Phandalin Miners' Exchange).
Enemies of note- Klarg (Bugbear Chief)- captured; Hobgoblins lead by Targor Bloodseeker (took Gundren); King Grol? (Cragmaw Goblin leader) & the Black Spider?
New Info- Gundren has been taken by Targor Bloodseeker and his Hobgoblins to the Black Spider, or King Grol, or... Gundren needs to get found and rescued, remember he also has two brothers- Tharden and Nundro. Sildar is going to do some asking around and help the town if he can. The Redbrands are very bad people, rumoured to have killed a local - something needs to be done about them, see Halia. There are Orcs in the hills, pestering the miners, see Harbin the Townmaster - who is also a fat fool. Sister Garael got injured somehow, maybe she needs help. There's an adventurer living in Phandalin - Daran Edermath. The Lionshield Coster, run by Linene, will probably want their stuff back.

Lots to do in the morning.
 

Goonalan

Legend
Supporter
Chapter 19: A new day.

The adventurers rise and shine in the Stonehill Inn, first stop breakfast and then out the doors into the town of Phandalin. Their tasks, divided up over the early repast, to visit with a variety of inhabitants of the town, and to gauge the mood. Particularly in respect of the Redbrands, just how bad are they.

Sildar Hallwinter joins them for the meal and asks to meet with them again for lunch at the Inn, at which point he too will have further information, and be able to pay them for getting him safely to Phandalin; he also cautions the adventurers to take care while they are on their travels.

This in mind, the quintet exit the Inn, and are immediately hailed by Pip, the eight year old son of their hosts, the Stonehills.
“Silver for a secret?” the young lad offers, his eyes gleaming.
Grimm is on familiar ground here, he ruffles the young lad's hair and proffers a shiny silver coin.
“This one's for the secret, the second”, he opens his other hand to reveal another silver coin, “the second is for you to keep your eyes open, anything you see and hear that sounds important, anything that you think we should now about. Got it?” Grimm smiles warmly down at the young chap.
Pip nods, and grins back.
“Good. Now the secret?” Grimm asks.
“My friend Carp says he's seen them Redbrands coming out of a tunnel in the woods, near the old manor house.” Pip grins up at the paladin, confident of the value of his information.
“That's the kind of thing we need to know.” Grimm nods and smiles some more.
“Now where can we find your friend Carp?” the paladin asks.
“The Alderleaf farm”, Pip grabs at Grimm and points with his other hand, keen to make the paladin follow his gaze.

A moment or two later, Grimm shares his news with his companions, a follow up is a priority, the Alderleaf farm is on the list of places they intend to visit.

The rest of the morning is spent circling the town, although mainly sticking to the centre of the settlement, a pair and a trio, the adventurers reconvene at the Inn for lunch. They all have tales to tell, as does their dinning companion, Sildar.

In no particular order they unearth the following information-

Sister Garaele, the priestess of Tymora, reported injured by Narth the farmer, is mortified to hear the rumour- she is, as Grimm candidly attests, in fine fettle. The beautiful elf is however clearly concerned with the situation in Phandalin, the Redbrands she states are “nothing more than brigands.” Something should be done about them, she suggests, Grimm nods conspiratorially, the priestess goes so far as to offer her healing powers to aid any group that seeks to accomplish the task. Very kind, Grimm promises to return with good news, the Lady willing.

The fiery Linene from the Lionshield Coster reiterates Garaele's feelings with regard to the Redbrands, the woman is over-joyed to also learn that the adventurers have located her missing shipment. She agrees to pay 50 gold coins and give a 10% discount on her goods for its return in full, Zalt negotiates the salary, the adventurers are it seems guaranteed further employment. Good work. Linene also directs the adventurers to Halia Thornton at the Phandalin Miners' Exchange, Halia may have further information about the Redbrands, she has her fingers in many pies.

Ken Lee, who has somehow insinuated himself into the group, without asking, does much of the talking when the adventurers visit the Alderleaf farm; a halfling farm as it turns out, and beautifully presented. Qelline Alderleaf, Carp's mother is a little suspicious at first- what has Carp been up to? Why do you need to speak with him? Eventually Carp is called to give evidence. After a good deal of chatter, most of it placatory, the adventurers are given a guided tour of the local woods, with special attention given to the hidden tunnel out of which a duo of Redbrands emerged. Carp even gets the chance to employ the 'silver for a secret' offer, Grimm repeats his routine and Carp tells them that he also saw three big hairy goblins enter the tunnel about three nights past.

Later, after lunch with Sildar, Grimm meets with the young halfling again, chaperoned by Qelline, and shows the young chap their captive- Klarg; Carp is amazed and a little frightened, however he identifies the figures he saw- three bugbears. The adventurers are less pleased with this news.

Daran Edermath, a half-elf ex-adventurer, is pleased to speak with the adventurers, and even more pleased to make the acquaintance of Ken Lee. The wizard was told to meet with the Daran by his master back in Waterdeep, he remembers now. Daran it seems has been keeping an eye on the Redbrands, and like many other inhabitants of Phandalin is keen for something to be done about them. He estimates that there are approximately twenty Redbrand ruffians, lead by a character called Glasstaff- furthermore the mercenaries are located in the cellar beneath Tresendar Manor, although a group of them also drink most evenings in the Sleeping Giant Taphouse- a dive, he advises. The ex-adventurer implores Ken Lee and his friends to take care of the problem, he would be pleased to offer further employment to the adventurers should they first take care of the Redbrand problem.

Last stop on the adventurers' circuit, prior to lunch with Sildar, is a visit with Halia at the Phandalin Miners' Exchange, the upshot of the meeting is the adventurers are offered 100 gold coins to rid the town of the Redbrands, to kill Glasstaff, and to locate any correspondence the leader has. Halia believes that the mercenary group are perhaps aligned with a larger organisation, she also repeats much of the information the adventurers have gathered about the gang already.

All of the inhabitants are also questioned about Harbin Wester, the Townmaster, their comments are universally negative, the man is somewhere between 'a fool' and 'a dangerous idiot.'

Next stop lunch at the Stonehill.
 

Goonalan

Legend
Supporter
Chapter 20: The investigation continues.

Sildar is as good as his word, he pays the guys and then treats them to a hearty lunch; he's celebrating having accepted the post of deputy to the Town Master, it seems the power of the Lords' Alliance extends as far as Phandalin. That said, Sildar has another problem he hopes the adventurers can help him with, the Alliance sent one of their agents to Phandalin about three months back - the man Iarno Albrek has alas not been heard from since. Sildar has discovered that Iarno was last seen in the vicinity of Tresendar Manor, the hideout of the Redbrands. He fears the worst, however there exists a chance that Iarno is still alive- perhaps a prisoner of the ruffians. Sildar takes a moment to describe Iarno- a short, dark haired, bearded man in his mid 30s, a wizard. He will of course pay for Iarno's safe return, or else the return of his body. The adventurers quickly agree to take on the task, after all they have business with the Redbrands.

Sildar is pleased to hear this, and offers an additional reward for the destruction of the Redbrands, the adventurers smile with joy- they could end up getting paid twice, from Halia and Sildar. The adventurers also take the time to share with Sildar their findings from their time visiting with the inhabitants of the town.

The meal over, Sildar requests one last favour - for the adventurers to return with him to see the Townmaster, he wants the guys to meet the man and later share with him their impressions of the fellow, and so it comes to pass.

An hour or so later in a backroom of the Town Hall the adventurers meet with Harbin Wester, a fat bank manager type.

“And I am Grimm, follower of Tymora,” the paladin completes the introductions, the adventurers have decided to play dumb with the Townmaster.
“Adventurers you say, well that's most apposite- I have a task for you, if you're up to the challenge,” Harbin, the fat Townmaster waddles and gleams as he talks.
“Several miners have reported encounters with Orcs in the hills nearby, and further along the Triboar Trail towards the ruins of Conyberry.”
Grimm nods along as Harbin unravels his tale, the other adventurers watch on.
“There's a reward of course- 100 gold coins if you will eradicate this threat, of course you'd have to supply some proof of the dead.” Harbin looks up at the sea of expectant faces.
“Well? Will you take the job?” he finally asks.
“Yes, of course.” Grimm replies with a friendly smile, “we may need to rest a day or so, we've just fought and killed a nest of goblins on the road to Phandalin.”
“Of course, and thank you.” Harbin states.
“We've also located goods belonging to Lionshield Coster, a previous delivery ambushed by the same goblins,” Ken Lee adds.
“Remarkable. You've done remarkably well. I thank you again... but the Orcs?” Harbin turns the conversation again.
“We've said we'll deal with the Orcs!” Zalt snaps.
“Yes...” Harbin stammers, a little taken aback by the warlock's vehemance.
“Are there any other problems in Phandalin?” Zyler casually enquires.

Harbin takes a moment to think, or else consider his options.
“No, that is... No. I don't think so,” he finishes.
“Not even with the Redbrands?” Zalt fires back with a sneer.
“The Redbrands? No, I mean... There's a certain amount of... well, shall we call it- rough play, but surely that's to be expected. You need to understand the Redbrands are a mercenary outfit, they keep us safe...” Harbin is cut off in his prime.
“Safe!” Grimm and Zyler exclaim in chorus.
“They killed a man.” Zyler starts.
“The woodcarver.” Grimm finishes.
“More than a little rough play, wouldn't you say- murder?” Zalt ends it and stares daggers at the flustered Townmaster.
“I... I... That is...” Harbin flounders.
“They call you a fat fool.” Zalt twists the knife.
“I... I... Who does? Who calls me...” Harbin's anger quickly fades. The Townmaster looks like a broken man.
“The Orcs, please- you need to do something about the Orcs. Don't upset them- don't upset the Redbrands, they're dangerous- Phandalin needs them,” the fat man continues to flounder.

“Are you in league with these miscreants?” Grimm finally asks.
“No!” Harbin barks back, on safer ground now- the truth.
“I am good with numbers. I can make Phandalin work, on paper. I... I don't know what to do. I need help,” Harbin finally confesses and, unburdened at last, sighs deeply.

Zyler slides one of his massive hands onto the Townmaster's shoulder, he squeezes the spot.
“We will help you, with the Orcs, and with the Redbrands- Tempus will lead the way. Phandalin will be safe, I swear this to you.”

The adventurers stop for a brief chat with Sildar- they're convinced that Harbin isn't working with the Redbrands, only terrified of them - he concurs. Then it's time to head off, into action, next stop the Sleeping Giant Taphouse - time to set up an ambush for any Redbrands that make the mistake of heading there for a drink this evening.
 

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