We D&D.
Session #47 The Rise of Tiamat #06a Sgt Bobby vs Orcaheart- Lummins FTW.
Brothers of the First Light.
Lummins (played by Rob) Male Half-Elf Cleric of Lathander Lvl 9
Lux (played by Sandy) Female Human Warlock Lvl 9
Watt (played by Jackie) Male Human Bard Lvl 9
Sgt Bobby Markguth (played by Pete) Male Human Fighter Lvl 9
&
Hotlips Houlihan (played by Sandy) Female Halfling Rogue Lvl 9
Secondary PCs.
Left at 8th Level- we’ll get them back if (and when) they’re needed later on.
Derek Pilch (played by Jackie) Male Human Druid Lvl 8
Hard Bonk (played by Rob) Male Half-Orc Monk Lvl 8
Sgt Harald Hardaxe (played by Pete) Male Shield Dwarf Fighter Lvl 8
This is session #47 of our game, but only session #06a of The Rise of Tiamat scenario, this session is in two parts because… well, we went on and on- with the chatter, read on and you’ll find out why.
So, back in Waterdeep- downtime activity done, and the PCs are gathered together for a meeting with various members of the Harpers- Leosin Erlanthar (the rescued Monk) is of course present to guide the PCs through proceedings. The Brothers of the First Light are also introduced to Lady Dala Silmerhelve, a Winterhaven noble with a degree of expertise. She starts the briefing-
“The disturbance that's been sensed across the Sword Coast is the Draakhorn- an ancient device whose sounding alerts dragons across Faerun that great events are unfolding. It's impossible to say what the sounding means, but the dragons hear it clearly and will eventually answer its call.”
That’s not good.
Lady Silmerhelve continues-
“The Sea of Moving Ice was the last known location of the Draakhorn. No one can pinpoint its present location from the sound, or even verify with certainty that the relic is still in the northern sea, but the search must start there. The one person who could tell us more is a Tiefling Sorcerer called Maccath the Crimson. No one alive knows more about the Draakhorn than her, but the Arcane Brotherhood, of which she is also a member, hasn't seen her for three years. She was investigating the Sea of Moving Ice when she disappeared.”
The PCs have a few questions, Silmerhelve goes on to explain that the Arcane Brotherhood are a league of mages based in the city of Luskan, at the fabled Hosttower of the Arcane.
Maccath then is a high-ranking mage who specialised in the study of Dragon-kind, and reportedly after exhausting the resources of the Hosttower set sail to investigate Dragons and their lore first hand.
To that end she sailed north, in to the aforementioned Sea of Moving Ice, in search of an ancient White Dragon known as ‘Old White Death’.
The PCs questions done Lady Silmerhelve continues-
“Maccath reported her progress to the Hosttower by way of Sending spells. Her last report spoke of seeing Ice Hunters paddling their sealskin boats toward a huge iceberg, flattened like a plateau across its surface, but ringed by icy peaks. She had intended to follow the Ice Hunters and investigate the iceberg. After that, no more reports came. Attempts to find Maccath using scrying and other magical means located only her ship, adrift and heavily damaged. Some of the ship's crew were seen dead, but no sign of the Tiefling Sorcerer was ever found. However, the lair of an ancient White Dragon would no doubt be protected against scrying magic. If Maccath is alive, in addition to the lore she can share regarding the Draakhorn, the Arcane Brotherhood would be most grateful to get her back.”
Any more questions?
As it turns out no, the PCs are revved up and ready to depart- although first a little shopping for clothing and equipment for their time in the Sea of Moving Ice, basically foul-weather/cold wear (including snowshoes, but not crampons).
Then a look at Frostskimmer, a rigged-out and crewed longship which is on standby to take the PCs north- alas the offer of Frostskimmer doesn’t cut any ice with the Brothers, they’re taking the Lighthouse. There’s a brief bit of chatter when questions are asked as to whether they can lift the Frostskimmer out of the water and lodge it in to the lower caverns of the flying ice castle- but the project would take far too long to achieve. Note the PCs are now working the Lighthouse in to their version of Tracy Island (of Thunderbirds fame).
Later the same day the Lighthouse departs, heading towards the freezing north. The kindly DM has no problem with this- why not.
It takes the best part of seven days for the flying ice castle to travel six hundred miles to the Sea of Moving Ice- at which point an around-the-clock watch is sorted out for the Farseer of Illusk, the Brothers are going to attempt to spot the odd-looking ice berg, and/or the Ice Hunters from the air.
Remarkably on their first day in the region (and this is done RAW, of course) Lux (Human Warlock) at the Farseer spots a small group of half-a-dozen fishing boats (actually hide canoes). The boats are inhabited by fur wearing humanoids- the Farseer is not powerful enough to make out details, that is until the Lighthouse descends (covered by a cloud bank) to take a closer look.
The fishermen fish, Lux (after chatter with Lummins (Half-Elf Cleric)) decides to keep observing the group- her patience pays off, about six hours later the fisherfolk head for home with their catch- the light is still good, it usually is in the far north.
The canoes return to a mountain-ringed flat-middled massive ice berg, in the centre of the plateau is clearly located a clutch of lodges and many more tents and igloos.
The PCs discover Oyaviggaton on their first day of searching, and again, this was RAW, with no bonuses for using the Farseer.
No time like the present, the Lighthouse begins to spew out its snowstorm (with thunder and lightning extras) and then descends to drop the away team- the Brothers of the First Light, all swaddled in furs.
The Lighthouse, of course, ascends again in to the heavens to watch and wait.
An hour or so later, with the storm now spent, the PCs (fresh as daisies, in their snowshoes- no Exhaustion) tramp in to the outer reaches of the Ice Hunters settlement, spotting first a row of preserved bodies- frozen in ice. Watt (Human Bard) and Lux investigate- best guess several of these fine folks were from the south, although... perhaps the people are a little less than friendly around here.
Soon after the Brothers are met, initially by a clutch of Ice Hunter guards.
Things are tense for a while- particularly as the two groups have no common language.
The Ice Hunter guards are quickly out of their depth, at which point Barking Seal (the Chieftain), Bonecarver (the Shaman) and Orcaheart (the Village Champion) and a dozen other warriors and assorted onlookers come to see what’s going on.
Note, the PCs initially have no idea what the Ice Hunter guards are saying (in Uluik)- Lummins however quickly solves the problem with a Tongues spell when the Shaman turns up. Point of fact the two leader types- Barking Seal and Bonecarver, it very soon becomes apparent, are not at all pleased to see the PCs.
Watt, the Bard, starts the chatter by explaining that he and his colleagues are “Sky Gods come to talk with the Tiefling Sorcerer called Maccath who lairs here.”
It gets tetchy for a while but the three chatterboxes (and some great skill checks) are enough to calm the situation. The Ice Hunters however continue to claim that they have no idea who Maccath the Crimson is, and when the Brothers go on to ask about the ancient White Dragon- Old White Death, the pair simply state that the Dragon died many years past.
The conversation circles for a while, with Barking Seal and Bonecarver taking it in turns to get frustrated and yell (every now and then) at the PCs to “leave now or suffer the consequences.” After nearly thirty minutes of roleplay- back and forth, the PCs are no more forward with the endeavour.
At which point Sgt Bobby (Human Fighter) draws Hazirawn and starts making threats (through a translator), the tetchiness increases- particularly when Orcaheart (the Tribal Champion- seven feet tall and big with it) stomps forward and starts grunting back at the warrior.
Eventually a deal (sorta) is done- the two champions will fight, if Orcaheart wins then he claims Sgt Bobby’s belongings- and the Brothers of the First Light have to clear off and leave the Ice Hunters in peace. If Sgt Bobby wins then the Brothers will be allowed shelter and food, and in the morning (this is all happening on a crisp and clear night) Bonecarver and Barking Seal will answer all of their questions.
It's the best deal they’re going to cut, and Sgt Bobby (Pete) is up for it.
My poor Orcaheart, he doesn’t know what’s about to hit him, or should that be poor Sgt Bobby… we will see, the diabolic DM (who me?) has a few surprises yet.
Note the fight is until ‘last blood’, which means there’s no killing blow but one combatant or the other needs to be rendered unconscious.
Then, however Bonecarver (the Shaman) insists that the contest be without magic- the Shaman with a few spells of his own detects that Hazirawn is indeed a magical blade, and that Sgt Bobby also wears a ring with mystical powers (actually Resist Poison). So, the rules are no magic, no healing allowed- just brute strength and toughness.
He-he!
This new turn of events leaves the PCs a little unsure of how to play it, except for Sgt Bobby of course who swiftly states that he’s up for the challenge.
And so, it comes to pass…
Oh, and just to say I maxed Orcahearts hit points- I am a very bad man.
The violent pair circle each other for a while, Sgt Bobby goes to attack but the crowd begin to boo and hiss- what’s this? The crowd close in- jabbering and pointing furiously at Sgt Bobby, the melee comes to a grinding halt.
Bonecarver (the Shaman) quickly explains- the fight starts with insults- “What now?” is Sgt B’s (Pete’s) reply. The Shaman explains the Ice Hunter way- basically, in the first three rounds each combatant offers insult to the other, the winner of this opening tirade gains favour from the gods and may make the first attack (game terms- gets Initiative, and gains an Inspiration Point to use in this fight only).
Sgt Bobby is of course up for this too- he’s not a wordy fellow but he’s got pretty much all of the insults and associated swear words covered (believe me).
I won’t bore you with the round-by-round swear-off, only the highlights- Orcaheart offers non-pithy comments for two rounds, and then comes out with the most profound of swear-sults for his third attempt. He compares Sgt Bobby to ‘a fatted sea cow (sea lion, probably) with shrivelled dugs (old wrinkled breasts) which bleats in terror as the ice master approaches with its massively engorged flesh harpoon’ (err… in translation- you’re fu…). Which gets a laugh.
Sgt Bobby, in reply, makes ribald remarks of a delicate nature, making mention of Orcaheart’s obesity and probable learning difficulties, the Fighter also touches on the big lad’s parentage.
Sgt Bobby gets a +2 on his Intimidate roll, I get +2 and Advantage- bonuses as adjudicated by the other Players around the table (thanks folks).
Orcaheart (that’s me) rolls a ‘2’ & a ‘3’, Sgt Bobby rolls a ‘20’.
It is rarely fair- the D20 lieth nearly all of the time- or so, it seems to me.
The crowd go wild for Sgt B, Orcaheart insists that the excess weight he is carrying is due to his- a) ‘big bones’, b) a glandular condition, and c) his slow metabolism, all of which contribute to his difficulty keeping trim.
Lummins keeps translating all the chatter.
And so, to the fight proper… and we’ll go round-by-round because, well… you’ll see.
Sgt Bobby gets in the first cut but then manages to miss with his next two attacks (and that’s his Action Surge spent, already). Orcaheart swats and swipes (shield and spear combo) but fails to connect. The big Ice Hunter feller has got three attacks it seems, that’s a slight worry.
Sgt Bobby slices a deep gouge in Orcaheart’s thigh (a Crit- but remember this is a plain old longsword Sgt B is fighting with- not Hazirawn), and yet still the Ice Hunter Champion, seemingly unconcerned, continues swatting and missing.
To make matters worse (for me) Bobby finds the sweet spot yet again- another Crit, and Pete is loving this by the way- sans magic, it’s all Sgt Bobby’s beef that is winning the day.
Orcaheart keeps on swinging and missing- three attacks as usual, and my highest roll is a ‘4’.
Them dice!
First blood, and the early rounds, to Sgt B.
Sgt Bobby hits again, and the Ice Hunter crowd are getting boisterous, and not in a good way.
Orcaheart gets heart- he slams his shield in to Sgt Bobby’s face and then stabs the Fighter twice in quick succession, the second hit a Crit (and that’s 36 damage to Sgt Bobby in that round- that hurt) the Players get a little quieter around the table.
Sgt Bobby slices the big Ice Hunter right back, and then gets his Second Wind, but it’s not enough- Orcaheart hits again, and then follows up with yet another Crit, and now the chatter around the table has almost stopped.
Sgt Bobby is bloodied, Orcaheart isn’t- Pete is asking, and I’m very happy to tell him.
Sgt B cuts Orcaheart, more of a nick than an actual hit you understand.
He spends his swear-gained Action Point- and misses.
Pete is starting to look worried.
Too soon…
Orcaheart growls, raises his shield above his head and slams it down on Sgt B, woozy the big man attempts to side-step and instead steps directly in to the path of the Ice Hunter Champion’s spear- and another Crit, (three in three rounds- although that’s actually nine attacks). To make matters worse, as Sgt B brings up his shield to block a follow up blow he overbalances and is speared again.
Sgt Bobby’s on 3 HP.
Now’s the time for Pete to look worried- and oh, so he is.
This really isn’t going to plan.
Lummins tries to save the day, or at least to prolong the agony, the Priest of Lathander aims a surreptitious 5th Level Healing Word at Sgt Bobby, which is spotted by Bonecarver- and instantly called out.
Although not before Sgt Bobby gets some much-needed relief.
Barking Seal orders the Ice Hunters present to “Seize the Intruders!”, which is obviously instantly translated by Lummins.
It kicks off big style, the fight is on… an epic battle, surely.
The fracas lasts approximately 6 seconds- Hotlips (Halfling Rogue) combat rolls in to the arena, brings up her crossbow and shoots Barking Seal in the head (assassination attempt)- DEAD.
And I mean spectacularly DEAD, Barking Seal has approx. 6 HP, Hotlips’ assassination inflicts 41 damage, all told.
A second later Sgt Bobby flings away his longsword and grabs out Hazirawn, he slices Orcaheart real-good, and now the Village Champion is screaming (bloodied and beyond).
Bonecarver, the Shaman, takes charge and yells for the Ice Hunters to slaughter the intruders, and to unleash the sled dogs, there are a lot of snarling dogs in camp- this is going to be fun.
Note this encounter involves Orcheart (Gladiator), Bonecarver (Druid), 25 Ice Hunters (Tribal Warriors) & 12 Sled Dogs (Wolves).
The Shaman then Entangles (with tendrils of ice) Sgt Bobby and Hotlips, or at least attempts to- remarkably it’s Sgt Bobby that quickly breaks free, Hotlips is caught in the spell’s icy clutches.
Soon after the Halfling is stabbed and then bitten twice- the Ice Hunters initially focus their attacks on Hotlips (the assassin- remember), and Sandy (playing Hotlips) is not at all happy.
Sgt Bobby is also very quickly surrounded, he’s being attacked by Orcaheart, four sled dogs and three Ice Hunters, incredibly (with ten attack rolls, every one of them with Advantage) the Fighter keeps all of his attackers at bay, not a scratch on him.
DICE BASTARDS!
Hotlips, is stabbed and then bitten again.
This is going badly for the PCs.
A large group of sled dogs and Ice Hunters close in on the other PCs, the squishier members of the group who are so used to standing at the back- that’s Lummins, Watt & Lux.
Lummins ignores everything that is going on, the Half-Elf Priest of Lathander strides through the rush of attackers, taking seven AoO (only one hit) en route, and then hoists his holy symbol upon high and fires up- the inevitable- Radiance of the Dawn.
There are 34 enemies in the compass of the burning holy light of Lathander.
Seconds later the light begins to fade, the battlefield is strewn with the fallen, the three remaining (from 12) sled dogs whine and screech mostly in terror, barely hanging on to life. Five Ice Hunter still stand, although four of these were situated outside the radius of the radiant light. Orcaheart flees (on 6 HP) briefly- the massive Trible Champion, blinded by the intense light, runs in to a handily placed ice-covered boulder, and is left knocked out and sprawled upon the floor.
Bonecarver (the Shaman, on 3 HP) falls to his knees before Lummins and weeps, in between tears begging for his people to be spared, even offering his life to save the tribe.
It’s at this point that (and expanded upon very soon after) that the PCs start to question what has occurred here, specifically the theme of their question is- are they, in fact, the bad guys? I think it started with Rob (playing Lummins) who said, “I don’t think I should have done that.”
There’s quite a lot of chatter between PCs (and the Players), interspersed with Bonecarver’s story- and the answers to the PCs various questions, here’s the usual list of what the PCs learn-
a) The Ice Hunters have been made to stay here at Oyaviggaton, servants (and prisoners) of Old White Death, the great Dragon who lives below.
b) The Tiefling (the ‘horned one’) the PCs are looking for is also being held by the Dragon, she’s also down below.
c) There are also Ice Trolls, Ice Toads and Kobolds below- all servants of the Dragon.
d) Bonecarver further shows the PCs the entrance to the caverns below and describes the layout of the upper level of the place (I drew the guys a very crude map). The Dragon’s lair is below this level- Bonecarver has never been within.
The PCs have lots of follow up questions, but the info above is about all of the detail that Bonecarver can remember, what with him being a broken man and everything at the moment, his tribe having been decimated and all…
The Players/PCs spiral for a while, there’s a hefty chunk of self-reproach from Rob (Lummins) and lots of apologies offered to Bonecarver, Sgt Bobby even goes and wakes up Orcaheart (by peeing on him- Pete, you dirty dog). Eventually the big Village Champion is made comfortable.
Note the conversations here (aided by the arrival of take away food) went on for over an hour, mostly a spiralling re-run of the Radiance of the Dawn moment, and suggestions of how to play it differently if a similar situation were to arise again. They take it seriously, this game- at times, the morale implications of their actions, even in a fantasy fiction- the Players are, by their own admissions, attempting to play the good guys here.
So, in conclusion, killing all of the Ice Hunters was the right thing to do in this situation, but not something the Players (and their PCs) want to repeat, other (less violent) avenues should be attempted, as previously stated- should the situation arise again.
The (slightly) redeeming outcome of the situation is that (unsurprisingly) Sgt Bobby, and Orcaheart start getting on like a house-on-fire (very well). They both appreciate fine weapons, love fighting- hate role-play, have pain-in-the-backside families that nag-nag-nag, and hate taking orders.
The roleplay, and associated PC chatter, continues even after the take away food has been consumed- then, at last, the PCs head on- vowing to slaughter Old White Death and set the Ice Hunters free.
Bonecarver, doesn’t look at all impressed by the Brothers “hollow words”. However, Orcaheart is so caught up in the moment he vows to accompany his new best friend Sgt Bobby in to the icy depths of the berg and see the challenge through.
Also, Pete (Sgt Bobby) rolled another natural ‘20’, this time using a Charisma-based skill check (I forget which) he’s never done that before. Also, I’m trying to ease Pete in to the world of role-playing games, and to present to him strange new options which do not involve just slaughtering everything in sight.
Keep in mind that Orcaheart, I’ve already described the guy to the PCs, is a seven-foot-tall- sumo-sized feller, clad in furs and smeared in seal fat, with a thick mop of black-on-black hair (Beatles cut). Also, after Lummins’ Tongues spell expires the big lad and Sgt B are reduced to mime.
Me and Pete ended the session with a little comedy gold, trying to mime various inanities at each other across the gaming table- there were tears in my eyes, I’m not sure everyone got the joke.
Anyway, not long left of this session, after the mountain of chatter, and one very long short rest- the PCs descend in to the Dragon’s lair.
But that’ll be in the second part of this write up, see you there.