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We D&D- Tyranny of Dragons Part 2: The Rise of Tiamat #24b Strike Team 1 Part 2 A Ton of Undead.
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<blockquote data-quote="Goonalan" data-source="post: 7617416" data-attributes="member: 16069"><p style="text-align: center"><strong>We D&D.</strong></p><p></p><p><strong>Session #27 Hoard of the Dragon Queen #13 The Trollclaws.</strong></p><p><strong></strong></p><p><strong>Brothers of the First Light.</strong></p><p><strong>Lummins (played by Rob) Male Half-Elf Cleric of Lathander Lvl 4</strong></p><p><strong>Lux (played by Sandy) Female Human Warlock Lvl 4</strong></p><p><strong>Watt (played by Jackie) Male Human Bard Lvl 4</strong></p><p><strong>Sgt Bobby Markguth (played by Pete) Male Human Fighter Lvl 4</strong></p><p><strong></strong></p><p><strong>Secondary PCs.</strong></p><p><strong>Hotlips Houlihan (played by Sandy) Female Halfling Rogue Lvl 4</strong></p><p><strong>Derek Pilch (played by Jackie) Male Human Druid Lvl 4</strong></p><p><strong>Hard Bonk (played by Rob) Male Half-Orc Monk Lvl 4</strong></p><p><strong>Sgt Harald Hardaxe (played by Pete) Male Shield Dwarf Fighter Lvl 4</strong></p><p></p><p>Note, this is session #27 of our game but only session #13 of the Hoard of the Dragon Queen scenario.</p><p></p><p>And so, the PCs are on the road to Waterdeep, keeping an eye on the Cultist wagons, and at the same time trying to discover the Cultists disguised as passengers et al, while staying undercover themselves.</p><p></p><p>It’s all go for the Players.</p><p></p><p>The caravan, at present, looks like this, apologies it’s complex but this is Sandy’s doing (Lux)-</p><p></p><p>Wagon #1 Owner: Achreny Ulyeltin (Male Human). Cargo: Furs & Hides. On board- Achreny Caravan Master & Sgt Bobby Guard Master + Ralph Little (Male Halfling) Teamster + Eldkin Agetul (Female Dwarf) Guard + Leda Widris (Female Human) Guard + Aldor Urnpolehurst (Male Human) Passenger- a dodgy lawyer + Gamsy (Male Human) Prisoner- probably another Cultist.</p><p></p><p>Wagon #2 Owner: Achreny Ulyeltin (Male Human). Cargo: Furs & Hides. On board- Dalton Fix (Male Halfling) Teamster + Ren Stubby (Male Halfling) Teamster + Orvustia Esseren (Female Human) Guard + Sulsedeg the Pole (Male Human) Guard (Very Tall) + Dort (Male Human) Passenger- Cultist? + Chiggly Vonn (Female Human) Passenger- Cultist?</p><p></p><p>Wagon #3 Owner: Dragon Cult. Cargo: Loot? On board- Rand Dupe (Male Human) Cult Teamster + Teamster + Cult Guard (x2) + Cult Passenger (x?).</p><p></p><p>Wagon #4 Owner: Dragon Cult. Cargo: Loot? On board- Cult Teamster (x2) + Cult Guard (x2) + Cult Passenger (x?).</p><p></p><p>Wagon #5 Owner: Dragon Cult. Cargo: Loot? On board- Cult Teamster (x2) + Cult Guard (x2) + Cult Passenger (x?).</p><p></p><p>Wagon #6 Owner: Samardag the Hoper (Male Human). Cargo: Porcelain. On board- Samardag Wagon Master & Drek ‘the Magnificent’? (Male Human) Samardag’s NEW Bodyguard + Gond Bagshaw (Male Gnome) Teamster + 4 NEW Guards (all Male Humans), one called ‘Badda’, another called ‘Morbadd’, another called ‘Gork’ maybe (Cultists? Or just idiots).</p><p></p><p>Wagon #7 Owner: Lasfelro the Silent (Male Human). Cargo: Unknown? On board- Lasfelro Wagon Master + Gargoyle + Wererond (Female Human) Teamster + Tyjit (Female Dwarf) Guard + Tardol (Male Half-Orc) Guard- Cultist? + Hotlips Houlihan Passenger + Green Imsa (Female Human) Passenger- with green skin!</p><p></p><p>Wagon #8 Owner: Oyn Evermor (Male Human). Cargo: Exotic Birds. On board- Oyn Wagon Master + Enom Dark (Male Halfling) Teamster + Hard Bonk Guard + Garlik (Male Human) Guard- Cultist? + Lint Fermund (Male Half-Elf) Passenger- Cultist?</p><p></p><p>Wagon #9 Owner: Beyd Sechepol (Male Half-Elf). Cargo: Beer. On board- Beyd Wagon Master & Lummins Beyd’s Bodyguard + Losvius Dark (Male Halfling) Teamster + Lux Guard + Lasmeer (Male Half-Elf) Guard- Cultist? + Radecere (Male Gnome) Passenger- Cultist?</p><p></p><p>In addition, there are now eleven other folk travelling independently, but with the caravan, on their own mounts, including Derek Pilch (Human Druid), Watt (Human Bard) & Sgt Harald Hardaxe (Dwarf Fighter) and Sir Lumsden F’Tang & his two retainers (a Knight and a Wizard)- all three Cultists?</p><p></p><p>On we go…</p><p></p><p style="text-align: center">[ATTACH=full]113028[/ATTACH]</p><p></p><p><strong>Day #11</strong></p><p></p><p>Still in the Fields of the Dead, actually climbing in to the lower hills of the Trollclaws, perhaps the hardest and most dangerous part of the journey.</p><p></p><p>Things do not go to plan.</p><p></p><p>Early evening, after the day’s travel is done, Hotlips (Halfling Rogue) decides to go for a nose around one of the Cultist wagons- the Players have been chatting between sessions, they’ve decided to put some effort in to investigating the wagons, rather than just weed out the Cult spies in the passenger manifest. Anyway, Hotlips gets caught nosing around by a pair of surly Cultist Guards and is warned off (with threats made), and later reported to Achreny (Caravan Master) & Sgt Bobby (Human Fighter & Guard Master).</p><p></p><p>Later still the Halfling Rogue (still dressed like a dandy) gets a severe telling off by the pair, which is odd to watch around the table- Pete (Sgt Bobby) telling off Sandy (Hotlips), that’s a switch-around.</p><p></p><p>Lux (Human Warlock) has been talking to people all day, she’s fairly certain that she has identified at least three Cultists pretending to be Guards or Passengers, and is also 90% certain that the Cult wagons are going all the way to Waterdeep. See later for new caravan list, and Cultists identified.</p><p></p><p>Derek Pilch however (played by Jackie, and after a little help from her fellow Players via e-mail between sessions) tries a new approach to the Sir Lumsden and his predilection for beating his mount conundrum. The new approach starts with the Druid apologising profusely, and at length, to Sir Lumsden- and once again volunteering to take good care of all three of the group’s mounts. Derek goes on to explain that he is a Druid of the Land and that it hurts him to see the beasts suffering. Sir Lumsden eventually agrees to give the Druid a trial run after Derek puts on a show with Moss, his old Pony. Employing a Speak with Animals spell (surreptitiously) he gets Moss to go fetch his backpack, to put out a campfire (the curmudgeonly Pony pees on it) and perform a few other tricks. Sir Lumsden is mighty impressed.</p><p></p><p>Sgt Bobby, the Guard Master, has also had time to chat with the manacled Gamsy (caught stealing from Sgt Harald), he’s certain the guy is a Cultist.</p><p></p><p><strong>Day #12</strong></p><p></p><p>The Fields of the Dead, now travelling through the lower hills of the Trollclaws.</p><p></p><p>And so today’s action…</p><p></p><p>While travelling Lux attempts to sweet talk Sir Lumsden a little- it doesn’t go well, the Noble interrupts her spiel when he has heard enough and accuses her of being a cheap harlot just trying to charm him out of his pants and his inheritance. Lux has never been so insulted (although there’s plenty of time yet, and if she keeps rolling low, well… who knows), the Warlock extricates herself from the situation swiftly. Lux broods for the rest of the day.</p><p></p><p>Lummins (Half-Elf Cleric) spots that one of the Guards (Garlik on Wagon #8) has a dragon embellished pommel on a hidden dagger (in his boot), another Cultist identified- he figures (rightly, as it happens).</p><p></p><p>A little later, around Beyd’s Beer Wagon the two Sgt’s Bobby and Harald establish a semi-permanent (every evening) dice school, Sgt Bobby wins big- and everyone is smiles, he’s making friends, and is very loud and likeable. Sgt Harald loses every game he’s in and grouches loudly, the other Guards are wary of the surly Dwarf. Several of them caution Sgt Bobby (individually and in-private) that Sgt Harald is a trouble-maker, which makes Pete laugh (he plays both PCs).</p><p></p><p>Later still Hotlips and Watt attempt to go for a mooch around the Cult wagons, Watt keeps well-hidden- but Hotlips is spotted before she can even get close. The Halfling is reported (again) to Achreny (Caravan Master) and Sgt Bobby (Guard Master) and gets another dressing down, she’s on her final warning- one more incident and they’ll kick her off the caravan at the next port of call.</p><p></p><p>For a while Hotlips can’t work out why she keeps getting spotted by the Cultists, then she figures it out- or else notices that Tardol (a Half-Orc Guard on the same wagon as her- and suspected Cultist) is following her. Everywhere she goes Tardol turns up a short while later. Damn!</p><p></p><p><strong>Day #13</strong></p><p></p><p>The Trollclaws proper, and a slow day, the gradient rises and the road/track is rough and ready, hardly maintained at all, the going is tough- the caravan is forced to travel for 12 long hours to get to a safe camp site for tomorrow’s rest day. The next seven days (at least) will be spent in the Trollclaws, this is the calm before the storm.</p><p></p><p>En route Watt tries to entertain folk with a song, he’s off key (rolls a ‘2’ plus bonuses)- Sir Lumsden pays him a silver to shut up, the Bard is suitably offended. The Noble is doing his best to offend all of the PCs (or else the DM is).</p><p></p><p>Later however the Noble is very complimentary to Derek Pilch, his horse (Alan) is performing well- Alan (the horse) confirms that Sir Lumsden has not beaten him for two days. Woo-hoo!</p><p></p><p>One of the Teamsters on a Cultist wagon gets in to trouble later on, a horse slips- the reins jerk out of his hands, the wagon almost lurches off the side of a high-ish pass. In all the excitement the Teamster (Rand Dupe) fractures his wrist. Lummins sets and splints it (and secretly applies a Cure Wounds spell), soon the hurt has entirely gone, Lummins explains he has magic hands. Rand is overjoyed to be without pain (and able to do his job) he confides to the disguised Priest of Lathander that the fellers he’s working for are a suspicious bunch, they’ve not let him near the load, and are reluctant to even say where they’re going and why. Alas Lummins pushes a little too hard for info and Rand clams up, he remains however very grateful, Lummins will no doubt be back at a later date to check on the wound, and with more questions that need answers.</p><p></p><p><strong>Day #14</strong></p><p></p><p>Rest day in the lower Trollclaws, preparation for the big push starting tomorrow- through the high passes and across Trollclaw Ford. There’s a bit more vegetation here in the hills, and so Achreny (Caravan Master) suggests to Sgt Bobby (Guard Master) that he organise a hunt, but not to stray too far. A bit of fresh meat may improve the mood, particularly as there may be tough times ahead on the road.</p><p></p><p>As it turns out there are plenty of volunteers to join Sgt Bobby on the hunt, including almost all of the PCs (although as per the rules the PCs only get to play five of their PCs), however (and once again) things do not go quite as planned.</p><p></p><p>Watt falls down a fifteen-foot scarp and ends up stuck in a ditch- it takes him thirty minutes to extricate himself from the predicament, fortunately there’s no-one about to share his embarrassment.</p><p></p><p>Lux however… the Warlock foolishly decides to bring down a deer with an Eldritch Blast- there’s not much left of the beast, and Sir Lumsden is around to see it and he laughs himself silly (although he’s also now slightly wary of the Warlock).</p><p></p><p>Lux is very unhappy, Sandy playing Lux realises (in hindsight) that bringing down a deer with an Eldritch Blast may not have been the sensible option, she goes bananas on Sir Lumsden- with swearing and everything. Which, of course, just makes matters worse, soon enough a crowd has gathered to join the Noble in his sport- baiting and laughing at Lux. Her attempts to Intimidate the Noble (she rolls a ‘1’) just seem to make matters worse. In the end Sgt Bobby has to rescue her from the (very small) mob, Lux stalks off to hide her shame for the rest of the day (again).</p><p></p><p>Sandy (who plays Lux and Hotlips) has gone and broken her dice, neither of her PCs can get anything done, she’s had lots of good ideas but is constantly being stymied by low rolls. Whereas some of her compatriots are just rolling high all of the time… seemingly.</p><p></p><p>Lummins also bags a deer, more impressively he manages the feat using just his spear. But the winner of the hunt, or else the most kudos goes to- Sir Lumsden, who brings down two deer and a wild pig, and delivers them field dressed to the pot.</p><p></p><p>Otherwise it’s a quiet day off.</p><p></p><p><strong>Day #15</strong></p><p></p><p>The start of the high Trollclaws, and it’s tough going all day.</p><p></p><p>Early evening, when the shadows are longest, Samardag’s the Hoper’s cart is attacked, a pair of Peryton silently swoop down on the wagon.</p><p></p><p>The first Peryton is on Gork, one of the new-ish Guards hired to replace Watt & Sgt Harald, before he even knows what’s going on, the terrifying beast tears open the man’s chest and rips out his heart, dead.</p><p></p><p>The screams from the wagon bring others running, remember the Players can select a maximum of five PCs for play in each of these encounters, their other PCs are elsewhere doing other things (fighting off-screen enemies), or else just too far away from the action.</p><p></p><p style="text-align: center">[ATTACH=full]113029[/ATTACH]</p><p></p><p>Before the PCs can get in to action Drek the Magnificent, supposedly an experienced adventurer but actually a farmer’s son- real name, Malcolm Turnip, is grabbed by the second Peryton and still screaming lifted half-a-dozen feet in to the air. The beast then butts its razor-sharp antlers in to the fellow’s face and upper body and gores Malcolm to death.</p><p></p><p>Lux’s Eldritch Blast rips in to the first Peryton, making off with Gork’s bloody heart.</p><p></p><p>Sgt Bobby scales the wagon, and then leaps at the second Peryton- slashing the beast wildly with his longsword. The Peryton drops the torn and broken body of Drek, as it loses height- Sgt Bobby hits again (with an Action Surge) and decapitates the beast (with a Crit).</p><p></p><p>Let’s face it Sgt Bobby looks v.v. cool right now.</p><p></p><p>Shame about Drek and all that but… very cool.</p><p></p><p>Seconds later Sgt Harald hits the first Peryton with a bolt from his heavy crossbow, while Lummins manages only a glancing blow with a Scorching Ray (the other two Rays are way off target). The badly wounded Peryton escapes the scene.</p><p></p><p>The adventurer’s named above are the heroes of the hour, and the five guys that joined the wagon at the last village before the Fields of the Dead are discovered to be the bored sons and daughters of farming families, and not a bunch of experienced adventurers. Samardag the Hoper, who hired the group, is distraught- as are the remaining three farmer’s kids, they just want to go home.</p><p></p><p>It takes a while to calm things down, but eventually after the roadside burial of the two fallen would-be-guards, the caravan heads off again.</p><p></p><p>Before the end of the day it becomes very obvious, both to Lux & Lummins, that they are being watched. It seems their displays of magic use have got the Cultist’s attention.</p><p></p><p>Later that night, while the caravan is camped out in the wild, the three surviving farmer’s kids get even more emotional- every sound in the night is a hidden threat, or else some terrifying beast about to attack. The whole campsite is awake soon after; such is the kid’s terror. Sgt Bobby tries to calm the situation and stop the trio from making so much noise. Sgt Harald wanders by, punches two of the kids out (nice Action Surge) and calls the one still conscious, and now no-longer screaming (funny that), a ‘sack of shi*’ and tells him to ‘Dwarf-up’. Tough love, in action.</p><p></p><p>The three farmer’s kids will be let off the caravan at the next port of call, The Troll’s Den- a fortified waystation and inn on the other side of the Trollclaws. </p><p></p><p>Oh, and Samardag the Hoper apologises profusely, and then offers a little extra money to Watt & Sgt Harald- the pair get their old jobs back.</p><p></p><p><strong>Day #16</strong></p><p></p><p>High in the Trollclaws.</p><p></p><p>The caravan is subdued after yesterday’s deaths- and last night’s dramas (and lack of sleep). Achreny (Caravan Master) starts the day by giving a little speech about ‘all pulling together’. Then it’s Sgt Bobby’s turn to offer a few words, because the DM likes to put Pete on the spot every now and then. Sgt Bobby’s words of wisdom are, in essence, things will get better when we get out of the Trollclaws… probably. </p><p></p><p>Very stirring.</p><p></p><p>Later Sgt Harald observes another Cultist on his wagon, the guy has a belt buckle shaped like a dragon, so he must be. Right?</p><p></p><p>Lummins, casting about for something to do, decides to help Derek Pilch out with Sir Lumsden’s horses. Sir Lumsden is happy to meet Lummins- a hero in the Noble’s eyes after the Peryton attack. Lummins, unsure how to play it (Derek thinks these guys are Cultists), eventually comes down on the side of truth and introduces the Light of Lathander in to Sir Lumsden’s heart, and miraculously it works. Sir Lumsden wants to hear more and schedules another meeting with Lummins later on- which also goes smoothly. Note by the end of the day Sir Lumsden has promised to make a significant contribution to the Church, and also to attend a few services in Waterdeep, his final destination.</p><p></p><p>Sir Lumsden is a new-ish man, and much nicer to Derek (even apologising for his earlier behaviour), he and Lummins continue their campfire religious chats which on occasion also feature Sgt Bobby, who has also latterly seen the Light. Sir Lumsden and his crew are not Cultists, of this the Players are now certain. </p><p></p><p>Hard Bonk (Half-Orc Monk) however is certain that both Passengers and the other Guard on his wagon are Cultists, or else they all seem to know each other well from some previous encounter- less likely, particularly as they pretend otherwise at times.</p><p></p><p><strong>Day #17</strong></p><p></p><p>Still high in the Trollclaws, crossing the Trollclaw Ford today.</p><p></p><p>Midday and on a narrow pass approaching the ford one of the Cultist wagons takes a sharp turn and loses a wheel over the edge of the pass- the wagon is however saved, although some of the cargo comes loose and several boxes fall off, a pair of them split open- there’s a big to-do. The Cultist Guards from all of the wagons, and it is noted- a couple of other fellows (who the PCs have marked down as Cultists) from other wagons come to help clear up the mess.</p><p></p><p>Lux does a great job of distracting several Guards, playing the damsel in distress- with plenty of cleavage (Sandy’s idea, I want to make that clear). Watt meantime casts Invisibility on Hotlips, and the Halfling sneaks aboard the Cult cart, and is still there when it’s fixed and made ready to depart. Sgt Bobby is also one of the first on to the scene and has his elbows out- he helps to get the spilled loot back in to the boxes, and in the process spots several items taken from Greenest, he’s certain- including a Silver Teapot that belonged to Governor Nighthill. Sgt Harald also gets close enough to check out the hoard.</p><p></p><p>Hotlips meanwhile sits tight, she’s on the cart to try to overhear what the Cultists are talking about- nothing of interest, as it turns out, at least not before the spell’s duration expires. The Halfling has to get off the cart quickly and then down a scarp to avoid being spotted, resulting in bruised knees and ego. The Cultists overhear her struggle and stop the cart for a minute to take a look around, but they can’t find her, or anything wrong, and so head on again.</p><p></p><p>The Players were a little foxed at the time (and after via e-mail) they expected to get some more clues, eventually Hotlips comes up with an explanation as to why the Cultists were not giving away their secrets. The Halfling’s inspiration is dead simple- the Teamsters are not Cultists while the Guards and any Passengers very likely are.</p><p></p><p>The PCs will work to explore this new theory.</p><p></p><p>Later Hard Bonk joins the two Sgt’s card school and soon becomes an integral member of the company, he loses every hand he’s dealt, he’s incredibly popular with the other Guards et al- he seems unconcerned with his loses, ideal.</p><p></p><p><strong>Day #18</strong></p><p></p><p>The Trollclaws, and the weather suddenly gets worse- rain, lots of it. By the end of the day everyone is soaked, there’s nowhere to hide. To make matters worse the temperature drops and a few of the good folk are starting to look frayed and run down.</p><p></p><p>In areas with low visibility Sgt Bobby has to ride ahead and attempt to figure out the best parts of the track to take, Derek the Druid helps out on Moss.</p><p></p><p>Lummins during the evening gets around to see all of his disguised comrades, ostensibly to explain Lummins’ Patented Cultist Percentage-o-meter, see it in action on the caravan list below.</p><p></p><p>A tough, but quiet, day- only two more days in the Trollclaws, probably.</p><p></p><p><strong>Day #19</strong></p><p></p><p>The Trollclaws, and still the rain comes down.</p><p></p><p>Only an hour or so down the road and the caravan comes across a cart under attack. Fortunately, exactly five of the PCs are up with the lead wagon of the caravan, and in to action only seconds later…</p><p></p><p style="text-align: center">[ATTACH=full]113030[/ATTACH]</p><p></p><p>A group of Hobgoblins have surrounded a lone (and broken) wagon, beneath which a trio (at least) of Human defenders are taking cover and attempting to keep the Hobgoblins at bay. As the PCs, hidden by the rain, rush to help, the Hobgoblins abandon their positions and charge the defenders. Lux skids to a halt and fires a Shatter in to the midst of a clutch of Hobgoblins (and they all fail their saves) and slays three of the creatures in a thunderous burst. To make matters worse Watt repeats the trick, although only wounding two more Hobgoblins.</p><p></p><p>The charging Hobgoblins however are already amongst the defenders; the Hobgoblin Captain cuts down one of them. Sgt Bobby Action Surges his way as close to the action as he can and spins a dagger in to the Hobgoblin Captain’s back, “Fight me! Bastard!”, the good Sgt screams at the Captain. The large Hobgoblin nods, and then hisses at two of his colleagues who immediately flank their boss, then the trio set about taking Sgt Bobby down. The brave Fighter is cut badly (and repeatedly), Sgt Harald rushes in to help his comrade in arms.</p><p></p><p>Lummins fires Scorching Rays in to the melee, seconds later two more Hobgoblins fall, then the defenders formerly hidden under the wagon come out to join the fight, soon enough there’s only the Hobgoblin Captain left standing.</p><p></p><p>The smarter than the average Hobgoblin flees the scene, he doesn’t get far- an Eldritch Blast (Lux), an arrow in the back (Watt), a dagger in the back (Sgt Bobby) and lastly a Scorching Ray… or two (Lummins).</p><p></p><p>Dead, and of course the guy that comes out looking like the golden boy is Sgt Bobby, the lead wagons of the caravan arriving on the scene just in time to see the brave Sgt challenge a trio of Hobgoblins in order to save the cart’s defenders… and thus the legend grows.</p><p></p><p>Alas three of the defenders lose their lives in the confrontation, and again there are more burials by the road-side. However, two Guards and a young merchant have been saved from certain death. Ralf Hopscotch, Lumber Merchant, promises, well… lots of things, if the PCs/caravan can help them out of the Trollclaws and to The Troll’s Den and safety.</p><p></p><p>An hour or so later and the PCs (mainly Lummins and Derek Pilch with the ideas, and the necessary skills) cobble together a method of pulling the merchants wagon home rather than having to leave it here.</p><p></p><p>It’s slow going for the rest of the day, and after the stoppage the caravan has to carry on until late in the evening to make up for lost time, but there are no encounters and the weather at last takes a turn for the better- the rain stops, and the evening is cool rather than cold.</p><p></p><p>That however is the end of this session.</p><p></p><p>And this is the new/old/updated look of the caravan-</p><p></p><p>Wagon #1 Owner: Achreny Ulyeltin (Male Human). Cargo: Furs & Hides. On board- Achreny Caravan Master & Sgt Bobby Guard Master + Ralph Little (Male Halfling) Teamster + Eldkin Agetul (Female Dwarf) Guard + Leda Widris (Female Human) Guard + Aldor Urnpolehurst (Male Human) Passenger- a dodgy lawyer + Gamsy (Male Human) Prisoner (100% CULT).</p><p></p><p>Wagon #2 Owner: Achreny Ulyeltin (Male Human). Cargo: Furs & Hides. On board- Dalton Fix (Male Halfling) Teamster + Ren Stubby (Male Halfling) Teamster + Orvustia Esseren (Female Human) Guard + Sulsedeg the Pole (Male Human) Guard (Very Tall) + Dort (Male Human) Passenger (100% CULT) + Chiggly Vonn (Female Human) Passenger (100% CULT).</p><p></p><p>Wagon #3 Owner: Dragon Cult. Cargo: Loot? On board- Rand Dupe (Male Human) Teamster (25% CULT) + Teamster + Cult Guard (x2) + Cult Passenger (x?)- NO PASSENGERS?</p><p></p><p>Wagon #4 Owner: Dragon Cult. Cargo: Loot? On board- Cult Teamster (x2) + Cult Guard (x2) + Cult Passenger (x?) - NO PASSENGERS?</p><p></p><p>Wagon #5 Owner: Dragon Cult. Cargo: Loot? On board- Cult Teamster (x2) + Cult Guard (x2) + Cult Passenger (x?) - NO PASSENGERS?</p><p></p><p>Wagon #6 Owner: Samardag the Hoper (Male Human). Cargo: Porcelain. On board- Samardag Wagon Master & Watt Samardag’s Old/NEW Bodyguard + Gond Bagshaw (Male Gnome) Teamster + Sgt Harald Guard + Trell (Male Human) (75% CULT) + 3 Passengers (all Male Human Farmers sons, idiots).</p><p></p><p>Wagon #7 Owner: Lasfelro the Silent (Male Human). Cargo: Unknown? On board- Lasfelro Wagon Master + Gargoyle + Wererond (Female Human) Teamster + Tyjit (Female Dwarf) Guard + Tardol (Male Half-Orc) (100% CULT) + Hotlips Houlihan Passenger + Green Imsa (Female Human) Passenger- with green skin!</p><p></p><p>Wagon #8 Owner: Oyn Evermor (Male Human). Cargo: Exotic Birds. On board- Oyn Wagon Master + Enom Dark (Male Halfling) Teamster + Hard Bonk Guard + Garlik (Male Human) (100% CULT) + Lint Fermund (Male Half-Elf) (75% CULT).</p><p></p><p>Wagon #9 Owner: Beyd Sechepol (Male Half-Elf). Cargo: Beer. On board- Beyd Wagon Master & Lummins Beyd’s Bodyguard + Losvius Dark (Male Halfling) Teamster + Lux Guard + Lasmeer (Male Half-Elf) (100% CULT) + Radecere (Male Gnome) Passenger (75% CULT).</p><p></p><p>Wagon #10 Owner: Ralf Hopscotch (Male Human). Cargo: Lumber. On board- Ralf Wagon Master + Phineas (Male Human) Guard + Foldor (Male Human) Guard- both somewhat terrified by events.</p><p></p><p>In addition, there are now nine other folk travelling independently, but with the caravan, on their own mounts, including Derek Pilch, Sir Lumsden F’Tang & his two retainers (a Knight and a Wizard)- (all 0% CULT).</p><p></p><p>As you can see the Players are now voting on who is and who isn’t a Cultist, there are four of them (Players) and so 100% Cult just signifies that all four Players believe the individual is a member of the Cult. Remember that every day a maximum of five PCs get to make a roll of some sort as they attempt some form of activity or interaction. Remember, you’re seeing the results here rather than all of the awkward (or otherwise) conversations the PCs get themselves in to with the various individuals on the caravan (all potential Cultists).</p><p></p><p>Just to reiterate I have hidden 10 Cultists in the caravan (not including those on the Cult wagons), the guys- looking at Lux’s list above, have identified all ten of them- remember Tain, definitely a Cultist was killed by Hard Bonk right back at the start. Only that’s not the case, they’re mostly right with their selection but… well, they’ve got eight out of ten right so far. Note I haven’t told them there are ten Cultists hidden amongst the passengers, or indicated whether their selections (above) are right or wrong.</p><p></p><p>Also, worth noting that these sessions are much shorter than usual, and much more laid back- one PC gets in to a 5 to 10-minute conversation or activity, and then another- there’s a lot of rinse and repeat but the interaction (and chats) are all good. The Players have developed an approach, Sgt Bobby loud and jovial all the way through to Sgt Harald who is rude and in your face.</p><p></p><p>It seems to be working, although I think the Players are gagging for a bit more action (combat), I told them ahead of time that there would be a maximum of five of these sessions, I’m aiming to get through at least ten days of travel in each session- so there could be three more to come.</p><p></p><p>I also made it clear to the players that they could make the travel go quicker, they were nonplussed at this statement. I therefore explained again- I said at the start, and have reiterated in every session, that a maximum of five PCs can make a Skill Check or else get involved in some activity every day of travel. Again, the players were confused- ‘Maximum’, I explained is the key word in the sentence, the ‘Minimum’ number activities needed to complete a day of travel is zero.</p><p></p><p>In short if the PCs chose to just travel, and not get up to any investigations et al, then the day just passes- subject to any other encounters I throw at the caravan. We can spend the best part of thirty minutes to an hour playing through a day’s activity, or we can do it in five to ten minutes tops- depending on what they (the PCs) want to get up to.</p><p></p><p>Oh! Yeah!</p><p></p><p>Was the most repeated exclamation. </p><p></p><p>More next time.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 7617416, member: 16069"] [CENTER][B]We D&D.[/B][/CENTER] [B]Session #27 Hoard of the Dragon Queen #13 The Trollclaws. Brothers of the First Light. Lummins (played by Rob) Male Half-Elf Cleric of Lathander Lvl 4 Lux (played by Sandy) Female Human Warlock Lvl 4 Watt (played by Jackie) Male Human Bard Lvl 4 Sgt Bobby Markguth (played by Pete) Male Human Fighter Lvl 4 Secondary PCs. Hotlips Houlihan (played by Sandy) Female Halfling Rogue Lvl 4 Derek Pilch (played by Jackie) Male Human Druid Lvl 4 Hard Bonk (played by Rob) Male Half-Orc Monk Lvl 4 Sgt Harald Hardaxe (played by Pete) Male Shield Dwarf Fighter Lvl 4[/B] Note, this is session #27 of our game but only session #13 of the Hoard of the Dragon Queen scenario. And so, the PCs are on the road to Waterdeep, keeping an eye on the Cultist wagons, and at the same time trying to discover the Cultists disguised as passengers et al, while staying undercover themselves. It’s all go for the Players. The caravan, at present, looks like this, apologies it’s complex but this is Sandy’s doing (Lux)- Wagon #1 Owner: Achreny Ulyeltin (Male Human). Cargo: Furs & Hides. On board- Achreny Caravan Master & Sgt Bobby Guard Master + Ralph Little (Male Halfling) Teamster + Eldkin Agetul (Female Dwarf) Guard + Leda Widris (Female Human) Guard + Aldor Urnpolehurst (Male Human) Passenger- a dodgy lawyer + Gamsy (Male Human) Prisoner- probably another Cultist. Wagon #2 Owner: Achreny Ulyeltin (Male Human). Cargo: Furs & Hides. On board- Dalton Fix (Male Halfling) Teamster + Ren Stubby (Male Halfling) Teamster + Orvustia Esseren (Female Human) Guard + Sulsedeg the Pole (Male Human) Guard (Very Tall) + Dort (Male Human) Passenger- Cultist? + Chiggly Vonn (Female Human) Passenger- Cultist? Wagon #3 Owner: Dragon Cult. Cargo: Loot? On board- Rand Dupe (Male Human) Cult Teamster + Teamster + Cult Guard (x2) + Cult Passenger (x?). Wagon #4 Owner: Dragon Cult. Cargo: Loot? On board- Cult Teamster (x2) + Cult Guard (x2) + Cult Passenger (x?). Wagon #5 Owner: Dragon Cult. Cargo: Loot? On board- Cult Teamster (x2) + Cult Guard (x2) + Cult Passenger (x?). Wagon #6 Owner: Samardag the Hoper (Male Human). Cargo: Porcelain. On board- Samardag Wagon Master & Drek ‘the Magnificent’? (Male Human) Samardag’s NEW Bodyguard + Gond Bagshaw (Male Gnome) Teamster + 4 NEW Guards (all Male Humans), one called ‘Badda’, another called ‘Morbadd’, another called ‘Gork’ maybe (Cultists? Or just idiots). Wagon #7 Owner: Lasfelro the Silent (Male Human). Cargo: Unknown? On board- Lasfelro Wagon Master + Gargoyle + Wererond (Female Human) Teamster + Tyjit (Female Dwarf) Guard + Tardol (Male Half-Orc) Guard- Cultist? + Hotlips Houlihan Passenger + Green Imsa (Female Human) Passenger- with green skin! Wagon #8 Owner: Oyn Evermor (Male Human). Cargo: Exotic Birds. On board- Oyn Wagon Master + Enom Dark (Male Halfling) Teamster + Hard Bonk Guard + Garlik (Male Human) Guard- Cultist? + Lint Fermund (Male Half-Elf) Passenger- Cultist? Wagon #9 Owner: Beyd Sechepol (Male Half-Elf). Cargo: Beer. On board- Beyd Wagon Master & Lummins Beyd’s Bodyguard + Losvius Dark (Male Halfling) Teamster + Lux Guard + Lasmeer (Male Half-Elf) Guard- Cultist? + Radecere (Male Gnome) Passenger- Cultist? In addition, there are now eleven other folk travelling independently, but with the caravan, on their own mounts, including Derek Pilch (Human Druid), Watt (Human Bard) & Sgt Harald Hardaxe (Dwarf Fighter) and Sir Lumsden F’Tang & his two retainers (a Knight and a Wizard)- all three Cultists? On we go… [CENTER][ATTACH type="full"]113028[/ATTACH][/CENTER] [B]Day #11[/B] Still in the Fields of the Dead, actually climbing in to the lower hills of the Trollclaws, perhaps the hardest and most dangerous part of the journey. Things do not go to plan. Early evening, after the day’s travel is done, Hotlips (Halfling Rogue) decides to go for a nose around one of the Cultist wagons- the Players have been chatting between sessions, they’ve decided to put some effort in to investigating the wagons, rather than just weed out the Cult spies in the passenger manifest. Anyway, Hotlips gets caught nosing around by a pair of surly Cultist Guards and is warned off (with threats made), and later reported to Achreny (Caravan Master) & Sgt Bobby (Human Fighter & Guard Master). Later still the Halfling Rogue (still dressed like a dandy) gets a severe telling off by the pair, which is odd to watch around the table- Pete (Sgt Bobby) telling off Sandy (Hotlips), that’s a switch-around. Lux (Human Warlock) has been talking to people all day, she’s fairly certain that she has identified at least three Cultists pretending to be Guards or Passengers, and is also 90% certain that the Cult wagons are going all the way to Waterdeep. See later for new caravan list, and Cultists identified. Derek Pilch however (played by Jackie, and after a little help from her fellow Players via e-mail between sessions) tries a new approach to the Sir Lumsden and his predilection for beating his mount conundrum. The new approach starts with the Druid apologising profusely, and at length, to Sir Lumsden- and once again volunteering to take good care of all three of the group’s mounts. Derek goes on to explain that he is a Druid of the Land and that it hurts him to see the beasts suffering. Sir Lumsden eventually agrees to give the Druid a trial run after Derek puts on a show with Moss, his old Pony. Employing a Speak with Animals spell (surreptitiously) he gets Moss to go fetch his backpack, to put out a campfire (the curmudgeonly Pony pees on it) and perform a few other tricks. Sir Lumsden is mighty impressed. Sgt Bobby, the Guard Master, has also had time to chat with the manacled Gamsy (caught stealing from Sgt Harald), he’s certain the guy is a Cultist. [B]Day #12[/B] The Fields of the Dead, now travelling through the lower hills of the Trollclaws. And so today’s action… While travelling Lux attempts to sweet talk Sir Lumsden a little- it doesn’t go well, the Noble interrupts her spiel when he has heard enough and accuses her of being a cheap harlot just trying to charm him out of his pants and his inheritance. Lux has never been so insulted (although there’s plenty of time yet, and if she keeps rolling low, well… who knows), the Warlock extricates herself from the situation swiftly. Lux broods for the rest of the day. Lummins (Half-Elf Cleric) spots that one of the Guards (Garlik on Wagon #8) has a dragon embellished pommel on a hidden dagger (in his boot), another Cultist identified- he figures (rightly, as it happens). A little later, around Beyd’s Beer Wagon the two Sgt’s Bobby and Harald establish a semi-permanent (every evening) dice school, Sgt Bobby wins big- and everyone is smiles, he’s making friends, and is very loud and likeable. Sgt Harald loses every game he’s in and grouches loudly, the other Guards are wary of the surly Dwarf. Several of them caution Sgt Bobby (individually and in-private) that Sgt Harald is a trouble-maker, which makes Pete laugh (he plays both PCs). Later still Hotlips and Watt attempt to go for a mooch around the Cult wagons, Watt keeps well-hidden- but Hotlips is spotted before she can even get close. The Halfling is reported (again) to Achreny (Caravan Master) and Sgt Bobby (Guard Master) and gets another dressing down, she’s on her final warning- one more incident and they’ll kick her off the caravan at the next port of call. For a while Hotlips can’t work out why she keeps getting spotted by the Cultists, then she figures it out- or else notices that Tardol (a Half-Orc Guard on the same wagon as her- and suspected Cultist) is following her. Everywhere she goes Tardol turns up a short while later. Damn! [B]Day #13[/B] The Trollclaws proper, and a slow day, the gradient rises and the road/track is rough and ready, hardly maintained at all, the going is tough- the caravan is forced to travel for 12 long hours to get to a safe camp site for tomorrow’s rest day. The next seven days (at least) will be spent in the Trollclaws, this is the calm before the storm. En route Watt tries to entertain folk with a song, he’s off key (rolls a ‘2’ plus bonuses)- Sir Lumsden pays him a silver to shut up, the Bard is suitably offended. The Noble is doing his best to offend all of the PCs (or else the DM is). Later however the Noble is very complimentary to Derek Pilch, his horse (Alan) is performing well- Alan (the horse) confirms that Sir Lumsden has not beaten him for two days. Woo-hoo! One of the Teamsters on a Cultist wagon gets in to trouble later on, a horse slips- the reins jerk out of his hands, the wagon almost lurches off the side of a high-ish pass. In all the excitement the Teamster (Rand Dupe) fractures his wrist. Lummins sets and splints it (and secretly applies a Cure Wounds spell), soon the hurt has entirely gone, Lummins explains he has magic hands. Rand is overjoyed to be without pain (and able to do his job) he confides to the disguised Priest of Lathander that the fellers he’s working for are a suspicious bunch, they’ve not let him near the load, and are reluctant to even say where they’re going and why. Alas Lummins pushes a little too hard for info and Rand clams up, he remains however very grateful, Lummins will no doubt be back at a later date to check on the wound, and with more questions that need answers. [B]Day #14[/B] Rest day in the lower Trollclaws, preparation for the big push starting tomorrow- through the high passes and across Trollclaw Ford. There’s a bit more vegetation here in the hills, and so Achreny (Caravan Master) suggests to Sgt Bobby (Guard Master) that he organise a hunt, but not to stray too far. A bit of fresh meat may improve the mood, particularly as there may be tough times ahead on the road. As it turns out there are plenty of volunteers to join Sgt Bobby on the hunt, including almost all of the PCs (although as per the rules the PCs only get to play five of their PCs), however (and once again) things do not go quite as planned. Watt falls down a fifteen-foot scarp and ends up stuck in a ditch- it takes him thirty minutes to extricate himself from the predicament, fortunately there’s no-one about to share his embarrassment. Lux however… the Warlock foolishly decides to bring down a deer with an Eldritch Blast- there’s not much left of the beast, and Sir Lumsden is around to see it and he laughs himself silly (although he’s also now slightly wary of the Warlock). Lux is very unhappy, Sandy playing Lux realises (in hindsight) that bringing down a deer with an Eldritch Blast may not have been the sensible option, she goes bananas on Sir Lumsden- with swearing and everything. Which, of course, just makes matters worse, soon enough a crowd has gathered to join the Noble in his sport- baiting and laughing at Lux. Her attempts to Intimidate the Noble (she rolls a ‘1’) just seem to make matters worse. In the end Sgt Bobby has to rescue her from the (very small) mob, Lux stalks off to hide her shame for the rest of the day (again). Sandy (who plays Lux and Hotlips) has gone and broken her dice, neither of her PCs can get anything done, she’s had lots of good ideas but is constantly being stymied by low rolls. Whereas some of her compatriots are just rolling high all of the time… seemingly. Lummins also bags a deer, more impressively he manages the feat using just his spear. But the winner of the hunt, or else the most kudos goes to- Sir Lumsden, who brings down two deer and a wild pig, and delivers them field dressed to the pot. Otherwise it’s a quiet day off. [B]Day #15[/B] The start of the high Trollclaws, and it’s tough going all day. Early evening, when the shadows are longest, Samardag’s the Hoper’s cart is attacked, a pair of Peryton silently swoop down on the wagon. The first Peryton is on Gork, one of the new-ish Guards hired to replace Watt & Sgt Harald, before he even knows what’s going on, the terrifying beast tears open the man’s chest and rips out his heart, dead. The screams from the wagon bring others running, remember the Players can select a maximum of five PCs for play in each of these encounters, their other PCs are elsewhere doing other things (fighting off-screen enemies), or else just too far away from the action. [CENTER][ATTACH type="full"]113029[/ATTACH][/CENTER] Before the PCs can get in to action Drek the Magnificent, supposedly an experienced adventurer but actually a farmer’s son- real name, Malcolm Turnip, is grabbed by the second Peryton and still screaming lifted half-a-dozen feet in to the air. The beast then butts its razor-sharp antlers in to the fellow’s face and upper body and gores Malcolm to death. Lux’s Eldritch Blast rips in to the first Peryton, making off with Gork’s bloody heart. Sgt Bobby scales the wagon, and then leaps at the second Peryton- slashing the beast wildly with his longsword. The Peryton drops the torn and broken body of Drek, as it loses height- Sgt Bobby hits again (with an Action Surge) and decapitates the beast (with a Crit). Let’s face it Sgt Bobby looks v.v. cool right now. Shame about Drek and all that but… very cool. Seconds later Sgt Harald hits the first Peryton with a bolt from his heavy crossbow, while Lummins manages only a glancing blow with a Scorching Ray (the other two Rays are way off target). The badly wounded Peryton escapes the scene. The adventurer’s named above are the heroes of the hour, and the five guys that joined the wagon at the last village before the Fields of the Dead are discovered to be the bored sons and daughters of farming families, and not a bunch of experienced adventurers. Samardag the Hoper, who hired the group, is distraught- as are the remaining three farmer’s kids, they just want to go home. It takes a while to calm things down, but eventually after the roadside burial of the two fallen would-be-guards, the caravan heads off again. Before the end of the day it becomes very obvious, both to Lux & Lummins, that they are being watched. It seems their displays of magic use have got the Cultist’s attention. Later that night, while the caravan is camped out in the wild, the three surviving farmer’s kids get even more emotional- every sound in the night is a hidden threat, or else some terrifying beast about to attack. The whole campsite is awake soon after; such is the kid’s terror. Sgt Bobby tries to calm the situation and stop the trio from making so much noise. Sgt Harald wanders by, punches two of the kids out (nice Action Surge) and calls the one still conscious, and now no-longer screaming (funny that), a ‘sack of shi*’ and tells him to ‘Dwarf-up’. Tough love, in action. The three farmer’s kids will be let off the caravan at the next port of call, The Troll’s Den- a fortified waystation and inn on the other side of the Trollclaws. Oh, and Samardag the Hoper apologises profusely, and then offers a little extra money to Watt & Sgt Harald- the pair get their old jobs back. [B]Day #16[/B] High in the Trollclaws. The caravan is subdued after yesterday’s deaths- and last night’s dramas (and lack of sleep). Achreny (Caravan Master) starts the day by giving a little speech about ‘all pulling together’. Then it’s Sgt Bobby’s turn to offer a few words, because the DM likes to put Pete on the spot every now and then. Sgt Bobby’s words of wisdom are, in essence, things will get better when we get out of the Trollclaws… probably. Very stirring. Later Sgt Harald observes another Cultist on his wagon, the guy has a belt buckle shaped like a dragon, so he must be. Right? Lummins, casting about for something to do, decides to help Derek Pilch out with Sir Lumsden’s horses. Sir Lumsden is happy to meet Lummins- a hero in the Noble’s eyes after the Peryton attack. Lummins, unsure how to play it (Derek thinks these guys are Cultists), eventually comes down on the side of truth and introduces the Light of Lathander in to Sir Lumsden’s heart, and miraculously it works. Sir Lumsden wants to hear more and schedules another meeting with Lummins later on- which also goes smoothly. Note by the end of the day Sir Lumsden has promised to make a significant contribution to the Church, and also to attend a few services in Waterdeep, his final destination. Sir Lumsden is a new-ish man, and much nicer to Derek (even apologising for his earlier behaviour), he and Lummins continue their campfire religious chats which on occasion also feature Sgt Bobby, who has also latterly seen the Light. Sir Lumsden and his crew are not Cultists, of this the Players are now certain. Hard Bonk (Half-Orc Monk) however is certain that both Passengers and the other Guard on his wagon are Cultists, or else they all seem to know each other well from some previous encounter- less likely, particularly as they pretend otherwise at times. [B]Day #17[/B] Still high in the Trollclaws, crossing the Trollclaw Ford today. Midday and on a narrow pass approaching the ford one of the Cultist wagons takes a sharp turn and loses a wheel over the edge of the pass- the wagon is however saved, although some of the cargo comes loose and several boxes fall off, a pair of them split open- there’s a big to-do. The Cultist Guards from all of the wagons, and it is noted- a couple of other fellows (who the PCs have marked down as Cultists) from other wagons come to help clear up the mess. Lux does a great job of distracting several Guards, playing the damsel in distress- with plenty of cleavage (Sandy’s idea, I want to make that clear). Watt meantime casts Invisibility on Hotlips, and the Halfling sneaks aboard the Cult cart, and is still there when it’s fixed and made ready to depart. Sgt Bobby is also one of the first on to the scene and has his elbows out- he helps to get the spilled loot back in to the boxes, and in the process spots several items taken from Greenest, he’s certain- including a Silver Teapot that belonged to Governor Nighthill. Sgt Harald also gets close enough to check out the hoard. Hotlips meanwhile sits tight, she’s on the cart to try to overhear what the Cultists are talking about- nothing of interest, as it turns out, at least not before the spell’s duration expires. The Halfling has to get off the cart quickly and then down a scarp to avoid being spotted, resulting in bruised knees and ego. The Cultists overhear her struggle and stop the cart for a minute to take a look around, but they can’t find her, or anything wrong, and so head on again. The Players were a little foxed at the time (and after via e-mail) they expected to get some more clues, eventually Hotlips comes up with an explanation as to why the Cultists were not giving away their secrets. The Halfling’s inspiration is dead simple- the Teamsters are not Cultists while the Guards and any Passengers very likely are. The PCs will work to explore this new theory. Later Hard Bonk joins the two Sgt’s card school and soon becomes an integral member of the company, he loses every hand he’s dealt, he’s incredibly popular with the other Guards et al- he seems unconcerned with his loses, ideal. [B]Day #18[/B] The Trollclaws, and the weather suddenly gets worse- rain, lots of it. By the end of the day everyone is soaked, there’s nowhere to hide. To make matters worse the temperature drops and a few of the good folk are starting to look frayed and run down. In areas with low visibility Sgt Bobby has to ride ahead and attempt to figure out the best parts of the track to take, Derek the Druid helps out on Moss. Lummins during the evening gets around to see all of his disguised comrades, ostensibly to explain Lummins’ Patented Cultist Percentage-o-meter, see it in action on the caravan list below. A tough, but quiet, day- only two more days in the Trollclaws, probably. [B]Day #19[/B] The Trollclaws, and still the rain comes down. Only an hour or so down the road and the caravan comes across a cart under attack. Fortunately, exactly five of the PCs are up with the lead wagon of the caravan, and in to action only seconds later… [CENTER][ATTACH type="full"]113030[/ATTACH][/CENTER] A group of Hobgoblins have surrounded a lone (and broken) wagon, beneath which a trio (at least) of Human defenders are taking cover and attempting to keep the Hobgoblins at bay. As the PCs, hidden by the rain, rush to help, the Hobgoblins abandon their positions and charge the defenders. Lux skids to a halt and fires a Shatter in to the midst of a clutch of Hobgoblins (and they all fail their saves) and slays three of the creatures in a thunderous burst. To make matters worse Watt repeats the trick, although only wounding two more Hobgoblins. The charging Hobgoblins however are already amongst the defenders; the Hobgoblin Captain cuts down one of them. Sgt Bobby Action Surges his way as close to the action as he can and spins a dagger in to the Hobgoblin Captain’s back, “Fight me! Bastard!”, the good Sgt screams at the Captain. The large Hobgoblin nods, and then hisses at two of his colleagues who immediately flank their boss, then the trio set about taking Sgt Bobby down. The brave Fighter is cut badly (and repeatedly), Sgt Harald rushes in to help his comrade in arms. Lummins fires Scorching Rays in to the melee, seconds later two more Hobgoblins fall, then the defenders formerly hidden under the wagon come out to join the fight, soon enough there’s only the Hobgoblin Captain left standing. The smarter than the average Hobgoblin flees the scene, he doesn’t get far- an Eldritch Blast (Lux), an arrow in the back (Watt), a dagger in the back (Sgt Bobby) and lastly a Scorching Ray… or two (Lummins). Dead, and of course the guy that comes out looking like the golden boy is Sgt Bobby, the lead wagons of the caravan arriving on the scene just in time to see the brave Sgt challenge a trio of Hobgoblins in order to save the cart’s defenders… and thus the legend grows. Alas three of the defenders lose their lives in the confrontation, and again there are more burials by the road-side. However, two Guards and a young merchant have been saved from certain death. Ralf Hopscotch, Lumber Merchant, promises, well… lots of things, if the PCs/caravan can help them out of the Trollclaws and to The Troll’s Den and safety. An hour or so later and the PCs (mainly Lummins and Derek Pilch with the ideas, and the necessary skills) cobble together a method of pulling the merchants wagon home rather than having to leave it here. It’s slow going for the rest of the day, and after the stoppage the caravan has to carry on until late in the evening to make up for lost time, but there are no encounters and the weather at last takes a turn for the better- the rain stops, and the evening is cool rather than cold. That however is the end of this session. And this is the new/old/updated look of the caravan- Wagon #1 Owner: Achreny Ulyeltin (Male Human). Cargo: Furs & Hides. On board- Achreny Caravan Master & Sgt Bobby Guard Master + Ralph Little (Male Halfling) Teamster + Eldkin Agetul (Female Dwarf) Guard + Leda Widris (Female Human) Guard + Aldor Urnpolehurst (Male Human) Passenger- a dodgy lawyer + Gamsy (Male Human) Prisoner (100% CULT). Wagon #2 Owner: Achreny Ulyeltin (Male Human). Cargo: Furs & Hides. On board- Dalton Fix (Male Halfling) Teamster + Ren Stubby (Male Halfling) Teamster + Orvustia Esseren (Female Human) Guard + Sulsedeg the Pole (Male Human) Guard (Very Tall) + Dort (Male Human) Passenger (100% CULT) + Chiggly Vonn (Female Human) Passenger (100% CULT). Wagon #3 Owner: Dragon Cult. Cargo: Loot? On board- Rand Dupe (Male Human) Teamster (25% CULT) + Teamster + Cult Guard (x2) + Cult Passenger (x?)- NO PASSENGERS? Wagon #4 Owner: Dragon Cult. Cargo: Loot? On board- Cult Teamster (x2) + Cult Guard (x2) + Cult Passenger (x?) - NO PASSENGERS? Wagon #5 Owner: Dragon Cult. Cargo: Loot? On board- Cult Teamster (x2) + Cult Guard (x2) + Cult Passenger (x?) - NO PASSENGERS? Wagon #6 Owner: Samardag the Hoper (Male Human). Cargo: Porcelain. On board- Samardag Wagon Master & Watt Samardag’s Old/NEW Bodyguard + Gond Bagshaw (Male Gnome) Teamster + Sgt Harald Guard + Trell (Male Human) (75% CULT) + 3 Passengers (all Male Human Farmers sons, idiots). Wagon #7 Owner: Lasfelro the Silent (Male Human). Cargo: Unknown? On board- Lasfelro Wagon Master + Gargoyle + Wererond (Female Human) Teamster + Tyjit (Female Dwarf) Guard + Tardol (Male Half-Orc) (100% CULT) + Hotlips Houlihan Passenger + Green Imsa (Female Human) Passenger- with green skin! Wagon #8 Owner: Oyn Evermor (Male Human). Cargo: Exotic Birds. On board- Oyn Wagon Master + Enom Dark (Male Halfling) Teamster + Hard Bonk Guard + Garlik (Male Human) (100% CULT) + Lint Fermund (Male Half-Elf) (75% CULT). Wagon #9 Owner: Beyd Sechepol (Male Half-Elf). Cargo: Beer. On board- Beyd Wagon Master & Lummins Beyd’s Bodyguard + Losvius Dark (Male Halfling) Teamster + Lux Guard + Lasmeer (Male Half-Elf) (100% CULT) + Radecere (Male Gnome) Passenger (75% CULT). Wagon #10 Owner: Ralf Hopscotch (Male Human). Cargo: Lumber. On board- Ralf Wagon Master + Phineas (Male Human) Guard + Foldor (Male Human) Guard- both somewhat terrified by events. In addition, there are now nine other folk travelling independently, but with the caravan, on their own mounts, including Derek Pilch, Sir Lumsden F’Tang & his two retainers (a Knight and a Wizard)- (all 0% CULT). As you can see the Players are now voting on who is and who isn’t a Cultist, there are four of them (Players) and so 100% Cult just signifies that all four Players believe the individual is a member of the Cult. Remember that every day a maximum of five PCs get to make a roll of some sort as they attempt some form of activity or interaction. Remember, you’re seeing the results here rather than all of the awkward (or otherwise) conversations the PCs get themselves in to with the various individuals on the caravan (all potential Cultists). Just to reiterate I have hidden 10 Cultists in the caravan (not including those on the Cult wagons), the guys- looking at Lux’s list above, have identified all ten of them- remember Tain, definitely a Cultist was killed by Hard Bonk right back at the start. Only that’s not the case, they’re mostly right with their selection but… well, they’ve got eight out of ten right so far. Note I haven’t told them there are ten Cultists hidden amongst the passengers, or indicated whether their selections (above) are right or wrong. Also, worth noting that these sessions are much shorter than usual, and much more laid back- one PC gets in to a 5 to 10-minute conversation or activity, and then another- there’s a lot of rinse and repeat but the interaction (and chats) are all good. The Players have developed an approach, Sgt Bobby loud and jovial all the way through to Sgt Harald who is rude and in your face. It seems to be working, although I think the Players are gagging for a bit more action (combat), I told them ahead of time that there would be a maximum of five of these sessions, I’m aiming to get through at least ten days of travel in each session- so there could be three more to come. I also made it clear to the players that they could make the travel go quicker, they were nonplussed at this statement. I therefore explained again- I said at the start, and have reiterated in every session, that a maximum of five PCs can make a Skill Check or else get involved in some activity every day of travel. Again, the players were confused- ‘Maximum’, I explained is the key word in the sentence, the ‘Minimum’ number activities needed to complete a day of travel is zero. In short if the PCs chose to just travel, and not get up to any investigations et al, then the day just passes- subject to any other encounters I throw at the caravan. We can spend the best part of thirty minutes to an hour playing through a day’s activity, or we can do it in five to ten minutes tops- depending on what they (the PCs) want to get up to. Oh! Yeah! Was the most repeated exclamation. More next time. [/QUOTE]
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