Highfell Journals Session #7 (4 November 2024)
We pick up in the Flaming Faggot Inn after the PCs spent an entire week relaxing after their endeavors into plundering Shandalar's Tower. Ravithor copies scrolls taken from a deceased adventurer while Bristerhahn drinks and spreads coin about in the common area of the Inn. Postulant Alaric aids travelers with writing letters and the others enjoy their downtime between and inquire about the raiding gnolls in the area. They hear that there is a bounty of 3 SP/Gnoll Ear being offered by Handel Bjornson a Von Saultner Designate for the leader of Woodvale. They inquire about the area where strange things have been occurring and Marge recalls finding an piece of verse she found as a child and reads it tot he gathered folks in the Inn.
Curious to find adventure and coin the PCs begin asking questions of that area of the Fargonne Forest and discover it has a small set of forested hills called the Sacerns, or simply Sacern Hills.. Rumors are gathered from the local lumberjacks and tradesfolk and they discover it has a history of raiders using the area but the missing provisions and farmers vegetables and livestock is different than in the past. Folks have gone missing and remnants of Gnoll weapons and tracks have been discovered. It is odd that the fiendish marauders to raid this far West of the Fargonne Forest .A call is put out for a group of Men-at-Arms and a group of 8 volunteer their services and they are all hired. The PCs learn a variety of rumors over a few days drinking with the lumberjacks and then set out.
It is about 3 to 4 miles from Woodvale heading north on the main road where they find the path to the glen often used by travelers. A spring and plenty of foliage and a good open area of camping is located. The PCs leave the Men-at-arms to set up their camp and gather firewood and hunt. The PCs then head down old trails towards the Sacern Hills and search for caverns. The Barbarian Rork & Bristerhahn and charged wit leading the party and Bristerhahn finds a cave after a few 3 hours of searching. The entry it covered with fallen timber and foliage concealing the entrance and making it tight to enter an otherwise large cavemouth. Pulling aside the foliage so Wolf-Crest can inspect the entry beyond Bristerhahn triggers a cruse trap that allows several bras pots to fall creating quite the racket. The PCs scatter and hide behind the pine trees around the area which is shadowy from their proximity to the hill. This is rather comical in execution with a Dwarf Cleric Hjort holding a torch while hiding behind a big pine. I make a die roll and get a 5 so the 3 in 6 odds of the guards coming out to investigate does not happen, but they are alarmed. After waiting a turn they enter the passage beyond and begin tossing a torch ahead of the party as they go down the sharp decline into the caverns. As they advance a large gong is heard as guards at the edge of their torchlight strike a warning gong.
I am debating on investing in some digital battle maps or taking the time to draw them up for some of the larger set piece room battles. I have several in a folder which would work but this past week has been a bit of ting with my current illness, chest congestion that slings and a nagging cough. Yuk
I Roll for Initiative and start taking actions. Several PCs cautiously move forward but Bristerhahn rushes forward and slays the Orcs before they can run after striking the large brass gong. The Pcs are now scattered and reform up and move to the East to be greeted by the Orcs coming from the east guard rooms. They engage and its a back and forth battle but as it progresses more Orcs come from the West trapping the PCs between them. Ravithor declares to cast a Sleep Spell. and Wolf-Crest fells an lone Orc attempting to flee after his brethren are put to magical slumber. There are some severe wounds dealt to the Barbarian Rork but they press on after Binding Wounds. Exploring eastward and attempting to use the rhyme recited by Marge to be their method of movement they find a crude guardroom where the Orcs had been gambling. Their coinage claimed and knuckle bones as well the PCs travel West.
Combat is flowing quicker this session as folks are more familiar with the combat round laid out in Dragonslayer. Exploration of rooms seems to down tick in time and the party splits up allot but its going smoothly. The 2d6 for a great two handed sword is devastating to single hit die opponents and gives the game a very pulpy flow for combat so far.
Discovering another guardroom, a better equipped and furnished guard room however, the PCs give quick cursory inspection before heading North. They ignore the other two side passages nearby. This chamber opens into a common area of sorts with roasting meats, tables for planning with maps laid out and a waiting group of a dozen Orc and a large Orc commanding. Bristerhahn challenges the largest Orc to single combat and is then targeted by missile fire by the large Orc, other Orc call him Argeshak. This battle drags on for several rounds and is rather close with the Barbarian entering into a Rage after several rounds of combat. I make a ruling that the Monk's Chant ability keeps Conjured and other worldly creatures from physically touching but does not affect mundane creatures of the physical world out side of the regular bonus to Armor Class and Saving Throws versus their attacks. Argeshak is severely wounded by a well placed shot by Wolf-Crest. The PCs slaughter many of these Orcs but it seems they could fall to a flurry of Orcish weapons at any time. Ravithor is forced to cast Shield Spell after being nearly killed by a sling stone. Eventually however the Orc break and Rork in his bloodlust pursues. This leads to the entire party chasing after the Orcs ignoring sides passages just beyond the hall of the room they were fighting in.
Chasing the fleeing pair of Orc and having a healthy blood trail from the severely wounded Argeshak they come to an intersection as the Barbarian's Rage ability subsides. I allow another Single-Minded Check as his rage has broken control, albeit temporarily by his Intelligent Elfin Blade. It is successful and the Blade is tossed to the ground where it speaks, demanding to be picked up and wielded again. The PCs are all mainly wounded and are debating on falling back but plan to take a Turn to Bind Wounds before pushing forward, or falling back and exploring side passages on their return to their base camp but a few hours away. Our time is up for the evening.
It's been a fun Hack & Slash kind of session and the PCs seem to enjoy that allot. I noticed I had to nudge play forward a few times by just calling for Initiative and asking for actions but You will have that on occasion. I take note of the a party's advance into this set of caverns and note they will get Bonus XP for discovering the Dungeon. I have settled that this will aid in leveling with a Bonus of 150 XP per entrance or new exit discovered for Dungeon Exploration. Something to give them a want to push on and find new levels. Been fighting a lingering chest congestion so I am short of breathe at the end of this session and can barely talk, looking forward to the next game though.
Game Well,
Game Often Y'all
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