Highfell Journals (16 SEPTEMBER 2024)

     This is the first recap of a new Dragonslayer RPG Campaign I am running on ROll20, using Discord for Voice. We started with a basic session zero but since everyone had characters ready we went over some optional rules and would be playing as close to RAW as possible for the campaign. Rulings would of course be made during course of play. I used my Heroic Stat Roll Method of 2d6+6 for Stats and we being campaign play with Bristerhahn Yiaggisdir a Chaotic Neutral Human Fighter, Galandar a Neutral Good Elfin Magic-User who employs Hurbert & Aulbert Neutral Human Men-at-arms, Alaric Windrider a Lawful Neutral Monk of Acanatryl, and Wolf Crest (Thy-Thuökan) a Lawful Neutral Elfin Fighter/Thief. So a well rounded party of four and we will be adding another two players over the next month.

    We begin as many adventures do sitting in a tavern, the Inn of the Wanton Wench to be exact in the remote town of Thatchum in the Northern Reaches. I had planned to do the intro at another location but for expediency we went with the classic trope. Although the party knows of each other from loose affiliations and have ended up here after guarding a caravan coming up from Threshold the capital of the Northern Reaches. Each player went over basic back story; I do prefer the simple two sentence back story over complicated short stories, and their specific reasons for being in this off beaten location. WE go over the general atmosphere of  the Wanton Wench and get straight into some basic roleplaying with the party's focus on information gathering. I roll off of two separate rumor charts. This leads to Bristerhahn flirting with the staff and then being directed to Truna “The Bearded Lady” DunDonnel owner of the establishment. The tall burly fighter leads off with flattery and learns a bit more of the mysterious Wizard Bartholmew Krimm and his grand-daughter Ermelinda Krimm including how Brother Ambrose; recently returned to Thatchum from learning his profession of Cleric of Saint Ygg had quite the affair when they were young. "Foolish children" she comments off hand. She also recalls last time she saw them in Thatchum they were supplied for a long journey and were laden with equipment now whether that was for Highfell or some other location she does not know but it was two years ago almost to the day. Meanwhile the others pry information from the locals and sip their meager drinks as their coins are low. I continue to use Reaction Rolls but notice they are curiously missing from the Dragonslayer RPG core rules. I use my variation on cascading reaction rolls from Mentzer off the top of my head. Yeah, I can't let the Reaction Roll go so it is immediately ruled into my Dragonslayer RPG game.

    Afterwards Wolf Crest investigates the local market seeking local thieves guild contacts. He instead meets an interesting character in the marketplace within an extravagant tent. Curious items are everywhere and he engages in some RP with Quinari Stol. A sort of traveling merchant and oddity, obviously from far off land and extremely personable. Wolf Crest begins dropping hints for information on Thieves Guilds in Thatchum to which Quinari deems mild offense at being associated with criminal elements. He departs with assurances if there are any "jobs" in Thatchum he will contact him post haste as the bizarre little man approaches another possible customer and begins hocking his wares.

    Meanwhile Alaric attends the Temple of the Blue Star. This Domed complex houses the clergy of Arcanatryl in Thatchum and they used to administer to the daily affairs of the village before the appointment of Derrick Von Saulter as the Baronet of Brine. They work hand in hand with the Mystics of Matowb and people still seek their aid in civic items on occasion. After Alaric makes his introductions I have him roll a Reaction Roll and he gets a 7 so I have the High Priest Maladar Stargazer does the minimum of courtesy for him and he is assigned a small 5 x 7 cell near the toilets and is expected to maintain the cleanliness of the sanctuary. Noting that there are also several Clerics of Dogma in the Temple he approaches one after getting his cell in order. He inquires about Bartholmew Krimm and his residence. He receives information on how the wizard was a bit of a curmudgeon and his grand daughter came to town much more often than he did, obviously the elderly wizard had some level power but he refused to be a part of the Mystics and focused on his studies alone in his cottage in the Fargonne Woods. Alaric gets directions to the general location and confirms Bartholmew, Ermelinda and his man servant Baldwyn have not been seen in two years. 

    Reuniting together at the Inn of the Wanton Wench they set out for the Fargonne Forest. Noting several logging trails they finally happen upon the path that leads into the forest as described by one of the clergy spoken to earlier. I allow a d6 drop for both Elf PCs in the party and they pick up on the trail easily and notice others have been on it recently as well. Prolly should have allowed the Fighter to roll as well in retrospect. As they enter the forest I describe the type of forest and weather, the trail is marked by stone blocks spaced roughly 20 to 30 feet apart as sort of minimalist way-markers. Eventually they find a smaller trail which is cobblestone but concealed under pine needles, the path narrows and is shadowed by the tall pines. A sign is noted shortly and says in common "Go Away". A crotchety old wizards No Soliciting sign. They continue and it is noted for reference this is roughly three miles from Thatchum in the Fargonne Forest.

    Entering a glade they find a nice well maintained three story cottage of stone and wood, its sleek black slate rough glistening with moisture and a hint of frost at the corners of the building. Approaching they find the front door is spiked open which makes the party pause and they ask if it is rusted or a fairly new addition. It appears to be a new things and I note the grass is a  bi thigh around the doors and sides of the cottage. Alaric knocks with his staff and a carved gargoyle head on the left says "Ding Dong, Ding Dong. One is right, but two is wrong!" As with anything that is unusual this brings game play to a crawl until the Fighter Bristerhahn just walks into the cottage followed by Wolf Crest who splits to his left and begins looking for someplace to hide. Alaric & Galandar stand on the stoop under a small overhang to protect against rain and weather inspecting the exterior. 

    Bristerhahn & Wolf Crest get descriptions of the interior, a large open area with a kitchen on the left hand side with an unusual plant being watered by a floating mug, and a fireplace with cozy chair, benches and bookshelves on the right. A single candle is lit and burning upon the hearth. There is ambient light in the chamber from the glass windows. Alaric & Galandar along with Hurbert & Aulbert can observe the room from the open door. At the rear of the open room are stairs, one leading down and one leading up and in the center of the far wall a single wooden door. As Wolf Crest observes the watering mug Bristerhahn inspects around the hearth while the others observe from the safety of the door, Alaric knocks again with his staff and again the Gargoyle head Speaks "Ding Dong, Ding Dong. One is right, but two is wrong!". Wolf Crest the Elf tosses Bristerhahn a bit of fruit which he eats and feels refreshed from his three mile hike in armor. The other watch as Bristerhahn debates eating another Galandar warns of the rhyme from the gargoyle and he does not. However at the end of this round I have Wolf Crest roll his Elf resistance to Sleep & Charm and have Bristerhahn roll a save versus Poison. Wolf Crest succeeds while the fighter fails, he sits down upon the bench and falls into a deep sleep. Galandar enters the room. The mug comes to rest upon a shelf and the lid to the barrel rises and covers the barrel in the kitchen. Then it appears Bristerhahn is being dragged out of the cottage towards the door, seeing this Alaric begins to chant. 

    The Party follows as Alaric begins to chant his Holy Chant. I fail to realize this is the Monk's Sole Action if he uses the chant and can do nothing else really but I allow him to follow. We remedy this shortly after rereading it. I honestly should have taken another day to thoroughly reread the ruleset but life has been busy and we are playing it fast and loose to have some fun anyway. I make a ruling in a few minutes that he cannot keep chanting and walking around, dodging with is parry ability and stuff while doing the Holy Chant but we will get top that. The Holy Chant prevents slumber or charm and repeals summoned or conjured creatures. SO Bristerhahn falls to the ground with an unceremonious thump as he is being dragged towards a set of low walls. Inspection of the low walls reveals it is a garbage dump for the cottage. Wolf Crest digs around and discovers other creatures have been digging around in it recently as well. Small booted footprints are discovered and whispers of thieving gnomes or goblins being about. The others lean towards goblins but Wolf Crest advises they be wary of gnomes, garbage gnomes I guess which honestly gives me an idea. More on that later though.

    They return to the cottage and go inspect the door and I call for Saving Throws versus Poison but with the Holy Chant still up since I have not ruled he cannot move around with Chanting I discount the need as they are currently 'protected' from Sleep effects. They enter a bathroom but Alaric stays out of the chambers and looks out the window and chants.... well like I said I have not made that ruling after rereading the ability so its still going on lol. Learning Curve and all that. The PCs search the bathroom, in nice condition and clean as well, while a large venomous spider creeps up on Alaric and fails to get Surprise. It came down on the ceiling from the stair well. This leads to a bathroom battle with a Large Spider, is this a parody of reality ? No one wants to get cornered on the crapper with a large arachnid staring at them afterall. The large spider is dispatched readily by the party. The 5 foot square confines is starting to close on the party and they realize their fairly average party size is a bit much for a 10 by 15 bathroom. Wolf Crest is trying to lift items but everything is in jars with loose lids so the soap and rose water must be left behind although a monogramed towel fits nicely but the gold thread is but golden in color and not worth anything so it is left on the peg he inspected it on.

    They quickly; and I mean they declare they move quickly upstairs, to find themselves in a dimly lit section of the house. At the top of the stairs a door to the back is barred from the inside. Looking down the hall a room is at the end of the hall and light shines in from windows while a door is in the hall, Bristerhahn quickly opens it and finds himself staring at himself. A slightly better looking version of himself, he smiles and nods "Yeah, You look good" Wolf Crest slides into the room and starts looking at the bed, nicely made with linen and looks under pillows and under the bed for hidden loot. The Men-at-Arms are put down the hall while Galandar stands in the hall behind Bristerhahn who approaches the tall mirror to inspect his reflection further. Alaric stands by the locked door and observes the stairs.

    It is amazing how quickly players slide back into battle board mode when given the chance ;)

    Wolf Crest finds a mantle laying between the bed and wall , he moves to move the bed out, meanwhile the Men-at-Arms shout an alarm as they are assailed by figures lurching from the far chambers as they set up their position. A trio of goblins all miss the lead figure of Aulbert. They reek of mead and stale ale, these goblins are slightly inebriated ! It is at our anointed Hard Stop time of 1030 so we call it a night an leave it on a minor cliffhanger of tipsy goblin attackers. I was tempted to change them to grimy gnomes but goblins are the atypical low level minion raider humanoid so we stuck with it. 

    We have a quick discussion of how this is now an action economy round. Since we are starting a new rules system I am encouraging discussion on interpretation of the rules set by players. We like to chat anyway. Only thing that really needs to be declared is spells before the rolling of dice, then in order of marching order or order of action depending upon direction of attack we get the Players responses one at a time and resolve them before going to he next player. This method tilts things in favor of the PCs imo. My guys are excited for it so I am gonna roll with it. 

    Game Well, Game Often Y'all

Comments

  1. There is an initiate tracker on the roll20 tool bar. Could load it default marching order and click through it as we go from pc to pc...

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