The Restenford Journals #5 (25 MARCH 2024)

    I think I overdid it earlier in the day was kind of tired by the time our session rolled up on us. Got a long walk in; my Morning Constitutional as I call it, and some yard work which I have to be careful of due to CHF. Looking forward to our game though I plowed on ahead and did a little prep before session and we were going to have a new player this evening as well bring our core to about 4 to 6 of the 12 folks in the ROll20 list.

   We picked up with our unnamed band of adventurers being escorted out of the Dungeon of Castle Grellus which I believe we covered at the end of last session but since we had a new PC I retconned it to include a Thief named Seren who was serving some time for a minor misunderstanding with the Baron's Men. Being accidently hurried out of the dungeons with Tushuab the Ranger, Davon the Magic-User, Finlo the Elf, and Eldrin the Elf so as the Pcs did not mention he was not a part of their cohort he gets roped into an early release and tasked with investigating if Bandits have holed up the ruins of Falcon's Rest. An old bandit-hold located in the Xerbal Mountains between the Barony of Restenford and another Barony on the other side of the mountains. Tribute and Trade has been disrupted and bandits are to blame which has resulted in a serious lack of goat and lamb in Restenford which are welcome diversions to the abundance of fish in the local diet. The Baron-Champion's father and another Baron crushed the hold many years prior but the Bandit Falcon nor his family were ever captured nor heard of again. Over the years treasure seekers have ventured into its ruins and returned empty handed. Getting them out of Restenford prevents a lynch mob from attacking the PCs and may cool the fisherfolk's memories especially if they return with news of goat and lamb returning to the plates of the townsfolk.

   The PCs released are walked up the road to another Guard Shack; Restenford relies on small Stone Guard Houses as opposed to a large set of walls for defense, and another one of the Baron's men are encountered. An attractive Half-Elfin Fighter named Brenda Twinkle. Davon makes some minor advances and rolls well; a modified 12, but soon the PCs set off on the Mountain Road. A few miles out of town they are passing by the Common Fields and Orchard's at the South Western Base of Bald Hill when they encounter townsfolk working the fields. These folk are distrustful of he strangers and retreat calmly into the fields to continue their work when approached. A figure in robes and staff observes the PCs from afar but does not approach them so the PCs travel around Bald Hill via the Mountain Road.

   I have covered how i do ambushes in my game and they can be quite deadly. I allow certain PCs a chance to notice something "odd" at this point in their travels. A 2 in 6 chance for Ranger and the Elf for the fact that this section of forest has become deathly quiet and the birds are not chirping as they have been all along their journey. AS this happens the party has several members who leave the comfort of the road and their new ally jaunts forward checking for tracks while others stand their ground and pull out missile weapons. This triggers a check to see if the bandit ambushers ca still seize surprise so I roll a quick check and they do not but do reveal themselves and a gruff voice out of sight under the canopy of the woods calls for the PCs to toss down their purses and they'll be allowed to pas or retreat back to Restenford. The figures that raise up from cover are eight in number and are well armed and armored Orcs all armed with stolen Long Bows.

   I am surprised that the actions of the PCs did not involve a more direct response but Seren attempts to parlay and lie about merchants coming up from behind and they would indeed make better targets than them as they are poor and cash strapped. I roll  Reaction Roll despite this being an obvious Bandit shake down encounter and get "indifferent". The Orcs are ok with taking body parts in lieu of coinage for a good meal of man-flesh. CHA social stuff tends to get better results in urban settings as opposed to wilderness or dungeon delving but I applaud the attempt. Eldrin spots the large form of the figure making the threats from a hidden spot off of the Mountain Road concealed in the shadows of the well manicured forestry. 

   AS usual the Party loses Initiative but since many had stepped aside into the undergrowth when the saw Eldrin run off they are not immediately factored in for the initial arrow volley. This bodes very ill for the Seren who is in advance of the party facing down 8 long bows as well as Tushuab and Finlo behind them. The rolls favor the PCs and damage i mitigated by being spread out and the two casters who were casting Sleep were not  targeted as they were out of sight. The entire cohort of Orcish bandits are put to slumber ! The bandit leader Krellus is unaffected due to his level. HE however gets off his Spell as well and the slumbering orcs and himself are Blessed. I quickly go over how ambush and surprise work with me and the party dodged a deadly bullet by noticing the silence on the road. The party splits with Davon, Finlo and Seren approaching to dispatch sleeping or archers while Eldrin and Tushuab engage in arrow fire with the bandit leader in the woods missing him totally as he casts another spell and lets loose a Mighty YAULP ! Davon is attacked from behind and backstabbed by a previously unseen half-orc skulking in the shadows by the roadside but luckily gets a minimum damage strike. I knew when I rolled  a random in this location that the Bandit Ambush could turn deadly due to the Bandit leaders levels but the party has survived on good fortune so far.

   Going into the third round of combat the PCs discover the Bandit Leader Krellus has a high AC so Eldrin has resorted to fleeing and shooting as he leaps between trees in the woods relying on his greater speed in leather over Krellus in his medium armor. Below on the Mountain Road the other three have begun a dance of death with this dual wielding brigand with Davon running off to go Invisible rather than melee the half-orc. The duo of Finlo & Seren score multiple hits upon their opponent but his blows are deadlier and eventually lead to Finlo shattering his shield to avoid a death of many cuts and feints. Davon's invisibility fades as he casts Web upon the other bandit half-orc Gorehag. Seeing his chances for survival dimming Krellus quits the field and takes a few arrow shots at his back for his troubles. Most of this weeks session is tied up in this battle but the folks are chuckling and having a hoot so its all good. 

   After searching the bodies and dispatching the wounded the PCs decide to track the fleeing bandit leader and since they have a Ranger and it was so recent I hand wave the Tracking roll and they follow the tracks back to the far side of Bald Hill and discover a small cave. They attempt to be quiet so I make a quick roll for the single occupant of the cave and its a 6 so he is busy gathering up supplies to leave Bald Hill. Eldrin and Seren decide to take the opportunity to Back Stab him. I allow the Free Attack since Krellus is distracted and slightly panicked, then roll Surprise. They gain Surprise after the Free Ambush attack and finish him with a series of tabs in the shadowy torch light of the cavern. I would say it was anti-climatic but in a straight up fight Krellus would have killed both of them and catching him flatfooted without shield and DEX was their best option so, Well-Played.

   Spending he evening in the cave they discover a hidden cache of treasure and loot the bandit leaders corpse revealing large door key and some chest keys but no doors nor chests in the cavern. A months worth of rations the Elf Finlo & Seren intend to return tot he locals working the fields east of Restenford while Tushuab and Eldrin go searching for more tracks. They lose them on the rocky sparse ground of Bald Hill so travel out between the Bald Hill and the start of the Xerbal Mountains before finding the m again. The PCs decide to venture into the Xerbal Mountains and luckily maintain eye of the Mountain Road from the small game trails and paths they explore. But a few days from Bald Hill in the edge of the Xerbal Mountains they find a Stone House with an Iron reinforced door which the keys do indeed fit. Inside they find a stinking mess of a living situation and another locked door in he windowless structure leading to a pair of bunks some arming dummies and poor living conditions but an Iron chest which the keys found on Krellus do indeed open. A large assortment of coin and some gems as well as more items of note which they divide amongst themselves after another day of rest in the mountains. 

   I call it for the evening and we plan on playing Stone Hell on the Borderlands next week. The PCs have found a few lairs they can utilize outside of town and I will count these are safe or conquered locations for XP & loot. Fun session and set up nicely for the next time we return to the Isle of Lenard.

   

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