Rise of the Runelords

Session 14
Prepare for the Horde!

Present Players: Eydan, Purrcival, Jaren, Aurelia, Feda, Vincent
 

Session Notes:

A final session for the battle of Thistletop. The party spent the entire session dealing with the repercussions of aggro'ing the entire goblin force within Thistletop. The party effectively bottle necked the goblin forces in the beginning of the attack, but soon the vast numbers managed to find side entrances and ramp up the attack. The heroes pulled out all the stops using a couple of summon monster scrolls; including the one that they found in the Chopper's dungeon which summoned a fiendish winged python. It effectively barricaded the stairs along with Jaren. Gogmurt made a nuisance of himself by summoning creatures and sending them down the stairs to attack the party. Gogmurt grew a little too confident in throwing his flaming spheres and eventually Jaren was able to destroy him with a massive blow. The chief of the tribe continually prodded the goblins to attack and was rather successful at keeping them moving forward until the two Yeth Hounds that were trapped in the Temple of Lamashtu unleashed their terrifying howl. This caused the entire battle to go nuts with goblins fleeing in all directions (including the chief) and the party being split up by the panicking effect of the magical howl. Purrcival was able to save Jaren from fleeing due to his Saving Finale spell, but Orik and Vincent fled in terror back into the barracks. This scatter caused the fight to get much more intense with the remaining goblins and the two Yeth Hounds nearly ending the heroes' adventure permanently. However, thanks to some very lucky rolls the party pulled through and broke the remaining goblin's morale. The session ended with the party waiting to see if there was a round 2 coming or if they should now pursue the retreating goblins.

 

DM Notes:

  • Man, that was a tough fight. Feda was nearest to death (2 HP from dying) after being bitten from staggered into dying by a Yeth Hound. Could of easily been her end.
  • Aurelia was also knocked unconscious but was able to avoid getting too far into the negatives.
  • Overall, managing combat across maps was a huge pain in the ass on Roll20. I think just moving them into walls and having them appear is a good solution for future combats.
  • It really sucks to panic a PC for 6 rounds. It is just forever in combat and causes them to not have much to do.
  • Touch attacks from a wand did work on Jaren. It earned a lot of animosity towards the druid.
  • Purrcival's Bard Song having an additional +1 on the fear save + Saving Finale probably saved the entire fight for the party. It was the difference in 2 more PCs being panicked for 6 rounds, which would have had the remaining people overwhelmed.

 

Rewards / Loot:

  • Wand of Produce Flames (12 charges)
  • 2 Masterwork Small Leather Armor
  • Wand of Tree Shape (3 charges)
  • 182 gold (in assorted coins)
  • 4 Masterwork Small Horsechoppers
  • 4 Elf Bane Arrows
  • Masterwork Composite (+4) Longbow

 

Challenges / Monsters:

  • A lot of goblins including a goblin warchanter and multiple goblin hunters
  • A whole pack of goblin dogs
  • Gogmurt the goblin druid
  • Two Yeth Hounds

End Date: Spring 22

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Session 13
…They're crazy, can we go?

Present Players: Eydan, Purrcival, Jaren, Aurelia, Feda, Vincent
 

Session Notes:

The party started the session trying to determine how much they trust Lyrie (not much) and how much info they can pull from the wizard. At first Jaren is sympathetic, but it isn't longer before he realizes Lyrie is very unstable and overall not a nice person. After Purrcival sniffs the little bag of artifacts (toenails, hair, etc.) he realizes that they belong to Tsuto. Once the party figures this out they manage to get some decent information from the wizard by showing them Tsuto's journal that talks very highly of Nualia. Once she begins to rage at Nualia the party is much more confident in her cooperation and Lyrie points out the secret door downstairs where Nualia is currently working.

 

Going further down into the bowels of Thistletop the party finds familiar Thassilonian stonework. Eydan scouts ahead to make sure there are no trapped areas. Unfortunately, the trap is well hidden and Eydan stumbles onto a pressure pad which causes two large gates to crash down on either side of him. After the gates crash down two within the narrow area begin to vigorously swing stone glaives. Eydan manages to ensare one with a tanglefoot arrow, but the other lands a couple of significant blows. The party works quickly to break down the grates with the help of Feda's divine touch (domain ability to break constructs / objects) and Jaren's rather large sword.

 

The trap delays the party a great deal and by the time they arrive at the next door they hear someone casting spells in preparation of a fight. By the time the party manages to bust into the room they find a fully buffed cleric of Lamashtu ready to throw down. The following fight is relatively contained with good front to back positioning with Jaren and the clerics holding down the front and the rest of the party throwing spells and arrows over their shoulders. The cleric manages to handle a few rounds hand to hand with Jaren, but soon his blows drop the Nualia with a brutal beheading. The two Yeth Hounds last a bit longer, but Feda is able to bless the party's weapons and negate their damage reduction.

 

After the fight the party heals up with  a channel from Vincent, and they begin to plan their next steps. They want to take out Bruzathamus the bugbear ranger that Lyrie confirmed lives in Thistletop. Lyrie once again helpfully points the party on the way, though mostly so she can go back to reading now that she is satisfied the party is going to take her to Tsuto. The party surprises Bruzathamus who is in his room with a harem of 5 goblins in heavy make up. The two parties quickly clash, but one of the dolled up goblins managed to slip past and run up the stairs screaming bloody murder. Eydan is able to drill Bruzathamus with enough arrows that the bugbear collapses in a bloody pile. However, the party hears the whole fort mobilizing against them, and as a nearby door slams open revealing a heavily armored human they prepare for a dire battle. They are all shocked when the armored human throws down his sword and declares, "the whole fortress as crazy and he just wants off this godforsaken island". He offers to help the party if they'll help him, and they gladly accept the offered sword.

 

DM Notes:

  • We've made it to nearly the end of Book One of Rise of the Runelords
  • After running it by the party, I've decided to drop the revised action economy. I like what it is trying to do, but currently it lacks the rule support and balance I'd prefer. It really breaks low level fighters (Jaren) as far as expected damage output.
  • I managed to end the session on just the right note. The party had just alerted the goblins and things were looking dire, and I was able to have a sudden shift in their hopes as Orik burst through a door and declared these cultists of Lamashtu nuts, can we work together?
  • I expect this will be a difficult fight, but the party has pretty good tactical location options. I expect a bit of a grindy fight, but one that I expect the party will slog through successfully.
  • Normally, goblins morale would probably break relatively quickly in such a fight, but the goblins have limited options given the rope bridge isn't fully repaired yet.

 

Rewards / Loot:

  • Sihedron Medallion
  • Masterwork Breastplate
  • Masterwork Bastard Sword
  • Masterwork Composite (+3) Longbow
  • Gold Holy Symbol to Lamashtu (100 gp)
  • 7 Platinum Pieces
  • 5 Gold Pieces

 

Challenges / Monsters:

  • Glaive Cage Trap
  • Nualia, Cleric of Lamashtu
  • 2x Yeth Hounds
  • Bruzathamus
  • Bruzathamus' Harem

 

 

End Date: Spring 22

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Session 12
Tenta-what?

Present Players: Eydan, Purrcival, Jaren, Aurelia, Feda
 

Session Notes:

The party assesses trying to cross the ravine between the mainland and Thistletop, but ultimately decide that they will attempt to use a boat to attack from the rear of the island since there don't appear to be any watch towers around the back. They head back to town and buy some climbing supplies to help some of the less agile members surmount the rocky cliff. While buying from the General Store they grin and bear the markup that Ven Vinder throws on their goods. They also convince Turch Sterglus to take them out on a quick trip to  Thistletop. The trip is mostly uneventful with Turch filling their ears with tales of his fishing adventures. They do learn that the islands near the shore to the south west of Thistletop is known to harbor harpies but they generally aren't too much of a bother.

 

Once they get to Thistletop Purrcival points out an oddity about the structure, it appears to be the head of a large statue. He informs the party that there used to be statues that could defend the realms of the Runelord's and that this head is likely from one such statue. The clerics cast water walk and the party says goodbye to Turch, plodding over the water to the island. On the Eastern side of the island they find a tunnel covered with vines. Purrcival easily climbs up near the hole and sniffs to see if it is dangerous. He smells dead things and hears a soft crunching noise. He decides to stealthily hammer in a piton so his party can climb up but as he does so a large tentacle whips out of the hole poisoning him badly. He quickly retreats and a strange looking aberration crawls to the edge of the hole swinging madly with numerous tentacles. Purrcival identifies it as a Tentamort. These strange creatures have poisonous stingers and often bury their eggs in victims that insides have begun to melt from the insidious poison. This information is no great comfort to the badly poisoned Purrcival who continues to fall back. The party continues to throw spells and arrows at the creature, but it retreats once the meal is out of reach. Eventually Jaren rushes the whole and begins to battle the creature. He manages to defeat it and the party secures the entrance.

 

The Tentamort area appears unused; however, the party does find some desiccated goblin bodies in one side room. One of the bodies has a magical hide armor still covering its frame, but there is also a small bit of movement on the creature that the party spots. After some debate, Feda moves over and stomps the baby Tentamort spilling ichor across the floor. They acquire the loot and try to identify the body. Purrcival is relatively sure that this goblin was once one of Thistletop's lieutenants given the quality of the equipment. With no sound of alarm on the floor the party begins to tentatively explore the floor. Feda manages to identify an 'invisibility' spell being cast in an adjacent room and the party rushes in. They find themselves in a war room where it looks like the assault on Thistletop was planned, and not knowing exactly where the enemy is Jaren charges down one side of the table. He barges over an invisible creature and the party quickly collapses on the prone mage. She quickly surrenders and the party retreats with their prisoner back to the Tentamort area.

 

DM Notes:

  • The party decided to take the side tunnel rather than fighting through the fort up top.
  • Interestingly the party doesn't have any real escape plan until they manage to regain spells. I predict this is going to be very difficult unless they are really clever, but we'll see how they manage it.
  • It is interesting as a DM to try to figure out how the NPCs react. Especially for pre-written modules where the enemies are written in relatively static configurations. The "static" nature of content hardly seems to survive the chaos that players bring to the table.
  • Depending on how they 'train' these enemies together things could get real messy. The party overall isn't adapt at escaping once battle has joined, especially if that battle is in the middle of an island compound.
  • Magic items can be surprisingly hard to identify even the armor that isn't super highly enchanted wasn't identified on a '20'
  • I'm becoming less of a fan of the revised action economy. I'll likely ask the players to stop using it before Book 2. It is causing some oddities with the challenge structure of the encounters (partly to blame for the damage potential so early for martial characters being able to obliterate high level creatures).
  • I was surprised Jaren didn't ask about his sword's lore while he was in town. I had a few tidbits to throw his way. I'm still trying to determine the best way to handle these items that I want to be part of a longer storyline.
  • We're pretty deep into the climax of Book One, but I'm looking forward for some side quests after Thistletop. I'd also like to balance out the RP, Explore, Combat ratio. Lately we've been upping the Explore / Combat (not unexpectedly).

 

Rewards / Loot:

  • Magic Hide Armor
  • Masterwork Shortbow
  • Potion of Cure Light Wounds
  • Arcane Scrolls
  • Wizard Spellbook
  • Wand of Magic Missile
  • Shawl of Lifekeeping
  • Various Treasures from the captured wizard

 

Challenges / Monsters:

  • Gaining entry into Thistletop
  • Tentamort
  • Human Wizard

 

End Date: Spring 22

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Session 11
And we all fall down

Present Players: Eydan, Purrcival, Jaren, Aurelia, Vincent, Feda

 

 

Session Notes:

The session commences with the continued siege of Thistletop's briar patch. The party scouts the area a bit more and attempts to hack through the thick briars before deciding they need to push in through the goblin tunnels to make any progress. The party pushes through taking a number of arrows thrown from retreating goblins. Eventually they make their way to a more open area and face off against waves of goblins. The party gets split up due to the twisty tunnels and small spaces, which allows for a Firepelt cougar to rush past the frontline and flank Aurelia and Eydan. The cat's druid companion manages to throw a few spells but stays further back then before respecting the dangerous members of the party. In the backline the cougar goes to town on Eydan and Aurelia repeatedly tripping them and nearly knocking them unconscious. Jaren begins to absolutely decimate the goblins as he lands critical blow after critical blow, but the druid tries to ensure that there is always a few goblins between him and the angry man with a large sword. Aurelia manages a master class in playing dead and with Jaren pressing towards the druid he whistles to call off his companion. The two of them run off leaving a few goblin stragglers behind to hold off the party. The party takes a few moments to heal their wounds and examine a strange hole that seems to drop 70 feet down before opening into a sea cave. They decide to delay investigating it further and begin pushing toward the rope bridge that connects the briar patch to the rounded island that makes up Thistletop.

 

To help provide cover on their assault Feda moves onto the swaying bridge and casts obscuring mist to keep the goblins watching from the small wooden fort from pelting the party with arrows. As Feda moves out  Eydan is able to pick off one of the goblins and injure another further discouraging arrows coming at the party. Once the spell completes the party begins to rush over the bridge, but suddenly the left rope on the bridge snaps dumping Vincent, Aurelia, and Feda into the churning water some 80 feet below. As they collide with the water from such a height all three of the characters are knocked unconscious and begin to quickly sink into the depths. Jaren manages to avoid falling into the water below, but finds himself hanging in the mist by the right hand rope of the now tilted bridge. Hearing his allies splash far below he makes a quick cut across the rope and plunges through the mist like some man of the jungle. Jaren manages to release the rope during the arc (and avoid smashing into the cliff face of the island) plunging into the water besides his unconscious allies. He begins to swim down to them but things are looking dire as Vincent and Aurelia begin to drown.  He gets close enough to Feda to activate her air balloon bought at Bottled Solutions. Luckily it operates as intended and she is pulled to the surface still unconscious. Purrcival plunges over the cliff wall using his natural climbing talents to get near enough for a very clutch channel energy. This rejuvenating magic manages to bring everyone to consciousness. The three people in the water are not very talented swimmers but with the assistance of Purrcival's bard song, Feda's animate rope spell, and Jaren's natural swimming talents everyone is able to make good progress to the shore. However, out of a nearby tunnel swims a very strange creature looking like a mix of a seal and shark. Purrcival identifies it as a bunyip, and it charges the party with a frightening mouth of teeth. It battles the party while Vincent continues to try to make it to shore half walking on the sea floor, half swimming. The bunyip doesn't make it easy as Jaren tries to land a blow on the aquatic creature. It cleverly uses the water as cover diving at inopportune moments making it nearly impossible to hit, however, Aurelia's magic has no problem repeatedly burning it with magical missiles of force. Aurelia wears the creature down and Purrcival lands a solid arrow for good measure forcing the bunyip to flee further out to sea. Vincent is able to make it out and Eydan uses his message spell to tell the party to explore the cave since he think it connects. The party's guess proves right and they are able to link up out of sight of the fort.


Jaren and Feda spend some time searching the bunyip's lair managing to find a fair amount of loot from its victims. Eventually everyone makes it up the tunnel in the cave roof and mark down day as a success if not a resounding one. They fall back to further in the Thistlewood to rest and regroup.

 

DM Notes:

  • I need to investigate Jaren's Roll20 account to see if he bribed someone. He was rolling so well throughout the session.
  • Druid animal companions are not to be underestimated. I expect next time the cougar makes an appearance they'll have no mercy.
  • The party underestimated fighting goblins in the confined tunnels, I doubt they'll underestimate attacking creatures on home terrain again.
  • The bridge trap went great. Eydan never got close enough to auto-detect it and the people who were trying to make it across rolled low.
  • The drowning situation was very close, but everyone acted very decisively to save each other which was cool to see.
  • I think the bunyip might have been able to get a meal if there weren't magic missiles involved. The improved cover from fighting water creatures from land is tough to pierce at this level.

 

 

Rewards / Loot:

  • Wand of Shield (9 Charges)
  • Deep Green Spinel (100 GP)
  • Rusted Kukri w/ Violet Garnet (500 GP)
  • 48 Gold Pieces
  • Flaming Arrows (3)

 

Challenges / Monsters:

  • 4 Goblin Dogs
  • 10+ Goblins
  • Bunyip
  • Trapped Rope Bridge

 

End Date: Spring 21

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Session 10
Sketchy Alchemy, Ancient Scrolls, and Prickly Woods

Present Players: Eydan, Purrcival, Jaren, Aurelia, Vincent, Feda

 

 

Session Notes:

The party returns to the town in pretty good shape all things considered, and they take some time to divide up the loot. The various magical trinkets that were recovered are divided among the party, and Aurelia takes some of the emeralds for use in some jewelry crafting. The party feels a bit bad about Farmer Meddles losing all of his livestock so they also spend some money to restock his farm to help him recover from the aggressive ankhegs. After a job well done they decide to rest and spend a day around town restocking while they wait for the sheriff to return with reinforcements from Magnimar.

 

Looking forward to spending some of their loot the party investigates the town's two alchemy shops. They find Bottled Solutions to be very well stocked for such a small town, but Purrcival is aware of some rumors in town that the shop's alchemy items are prone to have some unintended effects. The party cautiously buys a few items from the shop, but the rumors have them a bit nervous so they decide to visit The Pillbug's Pantry for the rest of their supplies. The shop specializes in healing herbs and a few potions and is run by a rather odd looking fellow named Aliver Podiker. Some minor items are bought, but the stronger potions are still a bit pricey for the party. Jaren and Purrcival make a side trip to visit Savah, Jaren is particularly excited to show off his new sword to his crush. He falters a bit after telling his story about his new sword and ends up dragging out a Purrcival barely able to contain his laughter.

 

Next they take the ancient scrolls recovered from the dungeon to The Curious Goblin bookstore. It is run by an old human ex-adventurer Chask Hadlan. When the party they enters they find the proprietor and Brodert Quink engaged in what seems a well-worn argument over a chess match that Brodert seems to be winning (the argument, not so much). Chask mostly ignores the group until Feda bumps Jaren in the back prompting him to show off the strange sword they found. This gets the two chess player's attention and they instantly begin to lob questions at the party while bouncing theories back and forth. For the most part only Purrcival is able to keep up with the two of them in regards to the history of Varisia, but the party is disappointed to learn they don't know much about the sword without further research. Once the two scholars realize the party is carrying a treasure trove of scrolls they beg permission to examine them and in exchange will try to determine more about the sword using their relatively large collection of books and scrolls.

 

The next day sheriff Hemlock returns with a good number of men provided by Justice Ironbriar from Magnimar. The sheriff is happy to report that Ironbriar was relatively prompt to meet him and also sent a long a trusted lieutenant , a half-elf named Elthon. Now that the sheriff is back in town the party tries to interrogate Tsuto but fail to convince the surly half-elf to give out any relevant information. Elthon volunteers to escort him back along with a few other guards so that Tsuto is brought to justice, most likely spending the rest of his life deep in The Hells, the underground dungeon/prison of Magnimar. Now that the party is confident the town is relatively well defended they head off towards Thistletop to see if they can find the humans that were helping Tsuto.

 

The party easily finds the Thistlewood, but they find it a bit difficult to navigate. They spend the majority of the day wandering the wood without much to show for it, however, they do manage to find Thistletop near the end of the day. Eydan examines the thorny wall that surrounds the shore, but is unable to progress much further. The party decides to retreat to town and return early in the morning to do more extensive scouting of the thistle patch. The next morning sees the party quickly returning to the wall and finding the hidden entrance. Eydan is able to scout it out finding a large number of goblins and some goblin dogs. The tunnels are too small for the party to fight in, so the party decides to lure the enemies out towards the entrance for an ambush. The tactic doesn't work out as ideally as the party hopes when the goblins are happy to ping the party with arrows  from the safety of the small tunnels. The attack is further complicated when a goblin wielding a flaming sword walks through the thorn wall and causes the plants in the area to writhe about and entangle the party. Feda nearly kills the goblin with a charge, but he manages to barely escape back through the thorn wall. The session ended with the battle well under way, next time the siege of Thistletop continues!

 

DM Notes:

  • Schrodinger's Mick decided to go with the re-roll from the Dream Journal, so we treated it as him getting knocked out only in the dungeon. It wouldn't have really changed much as the hydra would have still dissipated once the threat to the temple was gone.
  • The party got extremely nervous when I asked them to asterisk their items from Bottled Solutions evil laugh
  • Props to the low charisma people in the party. Eydan is rude and Jaren is awkward, very well done so far.
  • The party nearly tried a water assault. That would have been interesting, but they decided to go through the Thistlewood (can't disagree that does sound safety given the amount of armor some of the party wears).

 

 

 

Rewards / Loot:

  • Nothing in particular

 

Challenges / Monsters:

  • Ongoing Goblin Problems

 

End Date: Spring 21

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Session Nine
Well Hydra-ted Farms

Present Players: Eydan, Purrcival, Mick, Jaren, Aurelia, Vincent, Feda

 

Party Levels to Level 3

 

Session Notes:

The party left Ameiko's estate with assurances that the brick wall would be constructed. The party decided to rest for the night and regroup in the morning to discuss the next steps. The consensus was that the party should off load any loot acquired thus far, and wait until sheriff Hemlock is back in town with reinforcements. The loot was sold with little issue beyond a little soul searching on how to handle the prayer book of Lamashtu. About midday Purrcival was approached by a very nervous looking farmer and a curt guard. The farmer introduced himself as Mr. Leon Meddles and he begged for assistance at his farm. Purrcival basically suggested they get someone with more authority and went to find Feda.

 

At the temple Feda gathered the troops at it were and listened to the farmer's story. His farm had been attacked by overly aggressive ankhegs. Aurelia knew the creatures were large burrowing insects that are prone to spit lines of acid when distressed, but they don't generally attack farms and can even be beneficial to the soil. Farmer Meddles explained they ripped his livestock apart and were even attacking the buildings. He and his wife barely escaped to town, and he begged the party to kill or drive off the creatures and determine what was causing them to be so ornery. The party readily agreed to help the man, and after he gave them directions (very happy to not return to the dangerous farm) they left to the ankheg infested farm. They found it badly damaged from acid and mandible bites and were accosted by 3 ankhegs. The creatures attacked the party from multiple angles, but were easily killed with the party only taking wounds from their acidic spittle. The party wasn't able to find the source of the creature's odd aggressiveness so they ventured into the ankheg tunnels leading beneath the farm.

 

After following the tunnels about 100 feet at a sloping incline the party came upon a worked stone room housing an ankheg nest and a glowing red gem. Eydan burst into the room and nearly killed the ankheg guarding the nest with a single blow from his longbow before having his emotional state attacked by some magical effect. The effect caused him to grow incredibly angry, but Eydan was disciplined enough to fight it off. After Eydan's devastating blow the ankheg quickly fell to the rest of the party who were all likewise attacked by some magical effect. The party traced it back to a cracked red gem glowing with arcane energy on top of a sarcophagus in the room. They did a cursory investigation of the room finding a statue to Lissala and one other sarcophagus with no gem. After trying to pry the gem out for a bit they decided to proceed down some stairs at the back of the room.

 

Shortly past the stairs the party encounters three Sinspawn caked in dust from eons of standing vigil. They react as soon as the party comes into view shaking off the dust and jumping into combat with teeth and claws. Aurelia, still affected by the gem, takes the battle to them and gets up close and personal. A few blows are traded back and forth before the Sinspawn are defeated. The party then begins to scout out the surrounding dungeon. Jaren notices his serpent amulet given to him by Mersoolian begins to grow warm and in each of the room torches spring to life in reaction to his presence. The first few rooms mostly consist of supply rooms and don't hold anything of much interest to the adventurers. However, they do spot a wall with gouges and shards of iron beneath it at the back of one of the larger store rooms. The party investigates and finds two alcoves hidden in the wall that seem to have snake indentations on small plates. They detect as magical and when Jaren holds his amulet up to one it snaps into place almost like a magnet. They surmise they'll need to find another amulet to gain access but decide on clearing the dungeon before going back and search the sarcophagus earlier in the dungeon.

 

The next room they decide to enter has a large set of doors locked with another plate that accepts the serpent amulet. Jaren presses his amulet into it and the doors swing open. It reveals a huge chamber dominated by a raised dais with an altar to Lissala and a large demonic looking statue leering over it all. The statue has a feminine upper torso, a large snake like tail, six arms muscular arms, and a fanged maw open in an expression of what could be pain or ecstasy. The two middle arms are clutching a large curved mithril sword that has been plunged through the statues chest. The two lower hands  are extended as if to receive something, and the last two hold wicked looking stone daggers high in the air. The party tentatively enters the room and as they do the shadows in front of the altar coalesce into some sort of hydra with five heads who seems imbued with energy from the Plane of Shadow. There is a bit of confusion on the tactics for the fight and the party gets a bit spread out as Jaren faces down the creature with little back up early in the fight. He valiantly cuts off a head with his sword glowing with holy fire thanks to Vincent's spells, however, it responds with a vicious flurry of blows on its own. It leaves Jaren on the ground unconscious and the party reels on what to do. They are able to heal Jaren and thanks to Feda's magic glyphs are able to temporarily blind the hydra. During this time Mick is able to take the amulet over to the statue and put it into one of the waiting hands which readily closes over it. However, this puts him on the far side of the room as the rest of the party retreats. The party attempts to help each other out by dragging each other out of the room, but it ends up with Feda (damn these Dwarven legs) and Mick still within and the hydra barreling toward them. It pounces on them knocking Feda out before savagely murdering Mick (critical hit when he was low HP). As all the threats to the altar are gone the shadow hydra dissipates.

 

The rest of the session is spent looting the remainder of dungeon and discussing what to do about the dead Mick. Eydan destroys the gem on the sarcophagus and finds another of the serpent amulets and a very ornate robe (which he strips the gems from). Using the second amulet Eydan is able to make the statue release the sword from its chest and he pulls out a marvelous blade (see the section below). Eydan feels a wave of happiness from the sword as he frees it from the abyssal statue and Jaren can barely contain his excitement at the prospect of the beautiful mithril blade. The party finds a pool of water off of the altar room that appears to have been ripped in the dungeon floor due to some cataclysmic event. There are a large number of bones around the pool some of them are split apart as if marrow has been eaten from them, some are leaning into the pool, and some have rusted daggers stabbed through their rib cages. In the pool the party finds strips of fabric and gems from an ornate robe along with another serpent amulet. The party also finds a section of the dungeon that seems to have collapsed and in one collapsed hallway they find a pile of skeletons who appear to have been using their gear to attempt to dig through the earth. In the midst of the rusted gear they find a magical shield which Purrcival identifies as a Frosted Light Steel Shield. The storage room's secret wall is opened using the amulets and reveals a treasure trove of ancient scrolls, magical chainmail that glows with an inner light, and another of the more ornate robes.  They also find a room that looks like it was once used to construct golem like creatures, but the rusty few that stand at attention do not react as the party only sends in those wearing serpent amulets. They are able to recover a few plates of mithril that Feda looks forward to playing with. With the looting done, the party returns to town to tell the farmer his land is once again safe.

 

The Curious Sword:

The sword could easily be one that you would see on parade or in a pampered noble's hands used more for decoration rather than war, but anyone with battle experience would recognize this as a beautiful instrument of war. It is crafted of mithril but mixed throughout the blade are swirls of gold metal. The effect is stunning as it leads to a large crafted in the shape of a silver dragon with its wings spread wide. Near the bottom of the blade you see a strange flowing script that form a singular word. The hilt is well protected with some unrecognizable hide that is a dark grey hue and at the bottom is a large pearl. It stands out from the rest of the blade as it appears pitted and cracked with the expected luminescent shine only barely visible.

 

DM Notes:

  • The rage gem didn't really have much influence as the party don't really interact "in-character" for a lot of stuff. Not a complaint, just an observation when planning future objects of interest.
  • I did not suspect that they would bypass the glowing gem entirely, this hurt them later when it came to searching the dungeon without a second serpent amulet.
  • I think the hydra fight was winnable (but hard). I tried to relay this by making the creature seem intimidating, but I'm not sure I succeeded given the party's actions.
  • Low level combats are annoyingly swingy. This time the creature got a lucky critical murdering someone but it could of easily been the characters getting a lucky hit and murdering the creature. I had given the party a Dream Journal of the Pallid Seer to avoid such deaths, but during the session I forgot about it. I'm going to offer the party a chance to retroactively use it to turn the hit into a normal one instead of a critical allowing Mick to survive.
  • The other option the party is investigating is to get him reincarnated by a druid, though they don't know one off hand who can cast such a powerful spell.
  • Mick is a bit of Schrödinger's cat at the moment until we determine if he is going to retroactively use the Dream Journal or opt for the (expensive) reincarnation + restorations.
  • The party was less willing to go all in on murdering  (reducing DPS) and burning heads (to make it permanent) than I expect against the hydra. I suspect the fight would have been easier if the party had spent time murdering heads as they appeared then trying to apply burns as the headless creature thrashed about in rage.
  • I gave the dungeon a pretty sensible reason to exist in universe, but no one commented on it. DM is disappoint (maybe it was too subtle).
  • As expected the sword elicited a lot of interest and curiosity. I look forward to see how it plays out.

 

Rewards / Loot:

  • 4 Harvested Ankhegs
  • 90 Small Emeralds (900 GP)
  • 15 Large Emeralds (1875 GP)
  • Mithril Plates (400 GP)
  • Frosted Light Steel Shield
  • Chainmail of Quickness
  • 2 Serpent Amulets
  • Ancient Thassilonian Scrolls

 

Challenges / Monsters:

  • 4 Ankhegs
  • 3 Sinspawn (Wrath)
  • 1 Shadow Hydra
  • 3 Clockwork Warriors

 

End Date: Spring 19

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Session Eight
Under the Glassworks Part 2

Present Players: Eydan, Purrcival, Mick, Jaren, Aurelia, Vincent

 

Session Notes:

The party found themselves in a pile of broken boards from the collapsed platform that was built as a walkway across an ancient prison. They were able to heal up thanks to Vincent's channeling abilities and proceeded to investigate the area. They did not really find anything of note beyond a few ancient skeletons, overall the prison seemed mostly undistrubed. After a bit of effort they pulled down the safety hazard of a walkway and climbed into the next hallway deeper into the dungeon. The next room they found was an ancient torture chamber full of some relatively impressive instruments, however, they were all badly rusted and worthless. They explored more rooms in the area finding an ancient study that had been torn to pieces. It was mostly ransacked but Mick was able to find an scroll of flaming sphere among the detritus. Adjacent to the study the party found three 5-foot cells with strange skeletons in them. The skeletons were all badly deformed (multiple arms, overly large skulls, extended rib cages) and the party could only determine that they were very old.

 

Descending deeper into the dungeon Eydan came into contact with what appeared to be a flying human head and a three armed goblin with a flaming sword. He quickly backed up the stairs and the party proceeded to take a defensive stance bottlenecking the creatures. The vargouille let out a piercing shriek that paralyzed a portion of the party, but as soon as they were able to break line of sight their members were freed from the fearsome effect. The party's morale almost broke completely as the goblin pulled a lever causing a large rumbling under the earth. Soon the rumbling caused eleven cells to rise from the earth and unleash a horde of zombies. However, thanks to a well-placed grease spell and a well-positioned Jaren the zombies were winnowed down. The only major damage taken by the party was when Mick critically failed at dousing the zombies with a potent alcohol (mostly covering Jaren) followed by another critical fail at throwing his torch causing Jaren to burn vigorously for a few rounds. After the zombies were dispatched there was a fight with the strange goblin which the party eventually realized must be the missing "hero" goblin that got lost in a cave system from the Seventooth Goblin tribe. The creature was surprisingly strong almost felling Vincent as he was healing Jaren's burns, but after a brief scuffle they were able to defeat the creature. The party decided to not push their luck any further and to rest under the glassworks before proceeding.

 

When they returned to the dungeon they found it almost completely empty. Further exploration found a few magical trinkets, but no threat showed itself beyond Eydan seeing spikey red writing appear on the wall. They did find a strange spherical chamber that seemed to have no gravity. Within this strange cell spikey black lightning formed strange scripts on the wall. Purrcival was able to identify it as a variation of the ancient Thassilonian tongue. It mostly translated to "wrath", "anger", etc. They did find two spiral staircases one leading upward and one leading much further underground, however, both were badly damaged and full of rubble making them unpassable. As the party prepared to leave the dungeon a very angry sparrow swooped and dived at Eydan aggressively, but it quickly fled before the party could make sense of the attack.

 

The party returned to town to investigate how to permanently destroy the minor Runewell of Wrath that they found under the glassworks. Their first stop was at the Turandarok Academy where the headmaster was able to tell them a bit more about its history and explain that one can empty it of power by repeatedly summoning sinspawn. However, it will continue to gather power from wrathful acts in a large radius around it (many miles). To permanently destroy it they will need to empty the cauldron, fill it with holy water, and boil it for 24 hours. The party quickly realized this process would be insanely costly in raw resources even with the support of the local temples. Instead the party agrees that they will only tell those that need to know about the Runewell and they'll ask Ameiko to brick up the tunnels under the glassworks. They go visit the newest noble of Sandpoint and are greeted by her majordomo Leodak who manages the Kaijitsu estate. After a short while they meet Ameiko and have a nice visit. They find her to be in surprisingly good cheer about the recent terrible events, but she does complain about the other nobles in town. She especially has problems with the Scarnetti who don't think she should be running the glassworks. Ameiko agrees to brick up the tunnels without knowing exactly what is beneath the glassworks beyond it being extremely dangerous once she has hired some workers back at the glassworks. Before the party leaves Ameiko requests their presence at a ball celebrating Sandpoint's newest nobility, but she assures them that they've got some time since it will be well after the funeral.

 

DM Notes:

  • Zombies quickly go from intimidating to comedic when combining Grease + a narrow staircase
  • Vargouille didn't get to kiss anyone :(

 

Rewards / Loot:

  • Scroll of Flaming Sphere (CL 5)
  • Flaming Longsword
  • Masterwork Handaxe
  • Silver Dagger
  • Wand of Shocking Grasp (26 Charges)
  • Scroll of Burning Hands (CL 3)
  • Book of Lamashtu Prayers and Horrible Monsters
  • Bottle of Wine

 

Challenges / Monsters:

  • 11 Human Zombies
  • 1 Vargouille
  • Koruvus
  • A rickety path

End Date: Spring 18

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Session Seven

Present Players: Eydan, Purrcival, Mick, Jaren, Feda, Aurelia, Vincent

 

Session Notes:

The session started the session making sure Tsuto was very securely tied (no one trusted Mick's ability to tie up a prisoner). They then searched the nearby rooms finding Ameiko battered but alive. She thanked the party profusely, but the joy of safety was cut short when they told her about her father's corpse in the glassworks. The party took the prisoners to the prison and took Ameiko to the Cathedral for further healing. There they made arrangements for the corpses in the Cathedral and were introduced to an old ally of Brother Walter. Vincent a cleric of Sarenrae greeted the party and after hearing about the tunnel in the glassworks offered his aid.

 

Exploring the tunnels they determined it was an old smuggler's tunnel that led down to the beach. The party backtracked the goblins to a cave on the beach. They were able to disable the door to curtail any further raids from that direction, and went back to explore more of the tunnels. They soon found themselves in a much older section of tunnel that vaguely resembled the Thassilonian dungeon the party rescued Lucinda Quink from before the festival. Soon the party came upon a Sinspawn of Wrath, an ancient creature used in the Runelords' armies as a sort of shock troops. These specimens were not the largest of their kind and soon felt to the overwhelming forces of the party. Exploring further they found an altar with a strange liquid, which the party was able to identify as Waters of Lamshtu, the Mother of Monsters. The next room contained a fountain ringed with human skulls and a dais with a lavalike clear liquid. Over the liquid hovered a quasit that splits hand open with a  dagger to drop blood into the liquid. This caused a chain reaction spawning another of the Sinspawns. After a brief fight where Feda was able to bless the party's weapons to pierce the creatures hide and illuminate it with faerie dust, the creature fell to the well prepared party. Further exploration put the party in an old prison once again fighting Sinspawn of wrath. The fight was going well but soon the large number of creatures on the rickety wooden platform caused it to collapse. This left the party on the room's floor in slight disarray.

 

DM Notes:

  • Running a game while not feeling well is not the most fun.
  • The revised action economy is extremely beneficial to melee types at low level. The level 2 samurai was able to do 35 damage in a single turn.
  • As a DM, it is an interesting challenge to balance the encounters for the party at this level. The PC's are extremely squishy, a solid hit can remove half their HP; however, they're able to put out a lot of damage given their advantage of action economy due to party count and the revised action economy allowing them to take a lot more offensive actions.
  • A lot of dungeon crawling and exploring. I expect the next few sessions will follow this theme.

 

Rewards / Loot:

  • Masterwork Ranseur inlaid with Pearl (400 GP)
  • Tiny Returning Cold Iron Dagger
  • Tiny Silk Dress
  • Tiny Tiara

 

Challenges / Monsters:

  • 4 Sinspawn (Wrath)
  • Quasit Witch, 2 Sinspawn (Wrath), Medium Water Elemental
  • 3 Sinspawn (Wrath) + Rickety Wooden Platform

 

End Date: Spring 17

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Session Six
Goblins at the Glassworks

Present Players: Eydan, Purrcival, Mick, Jaren, Feda (Partial session), Aurelia

 

Session Notes:

The usual suspects (Mick, Eydan, Jaren, and Purrcival) convene at the Rusty Dragon for breakfast only to find it extremely busy as the halfling assistant manager Bethana tries to manage the floor by herself. No one has seen Ameiko since they closed last night and Bethana is doing her best to cover the absence. Jaren talks to Bethana as he orders food and talks a bit of Ameiko and her father's relationship but only learns that there was a large rift after Ameiko's mother died. Bethana is relatively certain last night was the only time Lonjiku ever came to the Rusty Dragon. The party is concerned and asks Bethana to come to them if she needs any aid.

While eating breakfast the group hears two rough looking merchants complaining about being ambushed on the road by a group of goblins. Mick over hears them talking and goes to investigate trailed by the group. They determine the merchants were attacked near Thistletop and that their guards were killed, their wagon looted, and their prized warhorse stolen. They seem particularly upset as they were hoping to sale the warhorse in Magnimar. After a bit of back and forth where they insult Sandpoint and the guards of the small town Eydan is done with them and heads back to his own table.

Meanwhile the scene shifts to Aurelia, a Varisian sorcerer talking with her mentor Madame Risa. Risa explains that the group is going to help protect Sandpoint while Sherriff Hemlock was away and that it would be good for Aurelia's magic to experience some adventure. She advises her to follow Eydan and Feda's example of the adventuring lifestyle and perhaps look toward Mick as a cautionary tale at best. Aurelia follows her mentor's wish and takes the letter of introduction to Feda at the Cathedral. They get introduced by Father Zantus and head towards the Rusty Dragon to meet the rest of the group. Everyone finishes their breakfasts and head out to patrol the town while Sherriff Hemlock is away getting help from Magnimar. It isn't long before Bethana finds them and shows them a disturbing letter she found in Ameiko's room. It is from her half-brother Tsuto, who Purrcival knows is the bastard of Ameiko's mother and has always caused a rift in the family. The note tells Ameiko to meet him at the Glassworks at midnight. The group fearing the worst, heads toward the Glassworks.

They find smoke still rising from the chimneys but all the curtains drawn tight. After a bit of snooping around the building Mick gets tired of it and kicks a door in with a loud racket. He investigates the room only to open the next door as a goblin flees around the corner. The party charges into the tight hallways of the glassworks and does battle with a band of goblins. After a tense battle the party emerges victorious as the final fleeing goblin gets tackled by Mick who knocks it out. The group investigates the Glassworks to find its interior mostly destroyed by the goblins. Based on the destruction the parties infer they've been bored in the Glassworks for a few hours minimum. In the main workshop they discover Lonjiku Kaijitsu tired to a chair and covered in brittle solid glass. It looks like someone tortured the man with molten glass before letting him perish. Spread around the room are what appears to be crude imitations as the workers are hacked up and also covered in glass. It looks like whoever spent time with Lonjiku was much more patient and sadistic then the goblin's work. Further exploration of the Glassworks finds stairs downward where the party fights another band of goblins and Tsuto, a half-elf archer. The fight is rough as Tsuto makes use of the goblins as meat shields and unleashes flurries of arrows at the party. He seems difficult to hit and able to deflect the few arrows that get close. Jaren goes down early in the combat to a flurry of arrows but Mick is able to flank Tsuto forcing him to flee. Mick manages to grapple him for a couple of rounds as the rest of the party tries to navigate closer in the tight confines of the basement and adjacent tunnel. Aurelia drops a grease spell behind Tsuto as they grapple, and when Tsuto does manage to break free it stops him from easily escaping. Tsuto breaks the grapple and snaps quick shots at Mick who drops to the ground prone causing it to miss. He does get a kick to the face for his trouble, but considers it a big win over the painful arrows. Tsuto acrobatically moves across the grease, but a healed Jaren catches up with him and delivers a critical blow knocking the half-elf unconscious. Eydan stabilizes Tsuto and secures him before turning to explore the basement more fully.

 

Rumors:

  • A merchant wagon from the Iron Wheel trade organization is ambushed by goblins on the north east road. Two of the merchants manage to get away but are upset at the loss of their warhorse who was trained by Trevor Goldsmith. 

 

DM Notes:

  • As a change of pace this session was mostly combat. The party realized they've got a lot of people running around if the corridors get tight.
  • We got a new player who joins us as Aurelia, a Varisian sorcerer recently apprenticed to Madame Risa (I keep spelling this Riza). It is her first time with RPGs so I look forward to introducing her to the hobby. I think we're a pretty good group so hopefully she enjoys it.
  • It will be slightly worse next week as we're going to have a total of 7 (!) players, though it does make for a more consistent schedule because we can more easily hit the requisite 4 players.
  • The fights took a while due to the tight corridors of the glassworks. The enemies were able to effectively bottleneck the PCs, but whenever Mick or Jaren were able to get near they made sure goblin parts flew in a bloody massacre. Jaren's minimum damage effectively murders your average goblin when he is power attacking and Mick is able to trade feats for Cleave making him very effective versus their mobbing tactics.
  • Tsuto was really close to escaping, but the grapple from Mick was clutch and then he was further hampered by the grease spell. I think if he had managed to escape one round sooner from Mick then he might of made it away due to his monk movement speed though the lack of darkvision would of made it tricky.

 

Rewards / Loot:

  • Masterwork Composite (+1) Longbow
  • Potion of Cure Light Wounds
  • Masterwork Thieves' Tools
  • Masterwork Flute
  • Silver Earrings (25 GP for the pair)
  • 6 pouches of gold dust (worth 50 GP each)
  • 8 pouches of silver dust (worth 5 GP each)
  • 10 platinum pieces
  • 3 Masterwork Horse Choppers
  • Tsuto's Journal

 

Challenges / Monsters:

  • 3 Goblin Commandos
  • 1 Goblin Dog
  • 11 Goblins
  • Tsuto Kaijitsu

End Date: Spring 17

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Session Five

Present Players: Eydan, Purrcival, Feda, Mick

The party has reached Level 2.

Session Notes:

The party starts off with an unconscious Mick in Gorvi's wheelbarrow heading toward the guard garrison. Mick is brought back to consciousness after an un-ceremonial dunk in the horse trough thanks to Gorvi and Eydan. Eydan thanks Gorvi for his trouble and tips him a silver for the wheel barrow usage. Once Mick finds himself put back together the party gets back on track investigating the magical cloak with four holes torn into it that they found in the Ezekian Family Tomb. They take it over to Headmaster Gandethus at the Turandarok Academy to take a look. He recognizes it as used up Robe of Bones and explains that anyone wearing the robe can tear off patches to summon corporeal undead. They generally are skeletal, but he isn't surprised when the party tells him of the zombies in the crypt. They visit a bit more with Headmaster Gandethus who shows them around his collection again and lets Purrcival know he did in fact trade off a real claw print from the Sandpoint Devil. He shows them a melted plaster cast that the party had given him previously, and he confirms that the rumors that traces verifying the Sandpoint Devil almost always find themselves destroyed mysteriously. After a bit more chatting the party says their goodbyes to the Headmaster. The party splits up with Feda heading back to the temple and the rest of the party deciding to visit the local bars, mostly at Mick's prompting. The rest of the party goes off to visit Riza's Place an old Varisian bar that is mostly only visited by locals. They are greeted warmly enough and try some of the house special spiced potatoes and cider. Mick sees someone he recognizes in the bar, but doesn't really introduce the party. Eydan recognizes the young girl as a common lookout for the Sczarni active in town, but she doesn't seem to be on the job or seem to recognize Mick. The local butcher Chod also shows up to talk about the goblin raid but Eydan rather abruptly shuts him down from trying to tell any tall tales of his exploits. Purrcival tries to be a little gentler and Chod is more than happy to chat a bit. He gossips a bit about the Scarnetti's, a local noble family, trying to shut down the Pixie's Kitten and eventually excuses himself to get back to work at his shop. The party spends a few hours there before touring the other bars. Mick makes it a point to try to get Jaren and Purrcival drunk, but only Purrcival is willing to give it a go and gets proper drunk slightly before Mick. Feda spends the time they're out carousing to watch the Junker's Toss for goblins and doesn't find anything than a slightly awkward interaction with Gorvi. The rest of the party eventually splits up to their sleeping quarters. Eydan does a quick tour of the beach and sees Headmaster Gandethus walking the beach collecting seashells and other oddities but doesn't find any goblins or their spoor. Meanwhile, Mick does some investigating at the Pixie's Kitten trying to see if he can get any more intel on visitors to see if sheriff Hemlock is a usual visitor. He gets distracted by some of the ladies in the establishment and doesn't make much progress with his investigation, but he does greatly enjoy himself that night.

The next day the party doesn't really have much on their agenda and spend a day about town after a quick breakfast at the Rusty Dragon. Purrcival and Eydan are met by a crying Amele Barett with her two children who tells them something has been terrifying poor Aeren, who Eydan recognizes as the kid he gave a toy catapult to at the festival, since the goblin raid. At first the parents thought that it was just him making up stories and trauma from the raid, but early this morning they were awoken to Petal the family dog yowling at something and then screams of pain from Aeren. Her husband Alergast rushed into the room only to find a goblin on the child's chest chewing at his forearms. He chased it back under the house, but they weren't sure what to do. She pleads with the two of them to help and Eydan agrees to go back with her to the home while Purrcival tries to find the rest of the party. Eydan goes in and investigates the house only to find a grisly scene. He comes upon the dead dog with a dagger through its ear and the still warm corpse of Alergast being chewed on by a goblin. Eydan quickly drops the creature with two arrows. Seeing there is nothing that can be done with the bodies he covers them with a sheet and stays in the house until the rest of the party arrives. Purrcival meets Feda at the temple and tells her directions before heading off to the garrison where he finds Mick and sheriff Hemlock. They all arrive roughly at the same time where Eydan shows them the grim scene and the now unconscious goblin that he has captured. They help make arrangements with the sheriff's help to get the Barett family a place to stay and escort the goblin back to the garrison. They spend some time interrogating the creature but it seems insane even for a goblin mostly ranting that it wants to return to its "kingdom" which the party summarizes is the crawlspace under the Barett's home. They spend the rest of the day gathering resources for interrogating such as a charm spell and a zone of truth from the clerics at the temple. Mick meets up with sheriff Hemlock and comes clean on his attempts to spy on the sheriff for the Sczarni, but the sheriff Hemlock assures him that is alright and doesn't seem altogether surprised by the confession. The sheriff admits things are on a bit of a knife's edge due to the various political factions in play, but that currently the Pixie's Kitten is safe unless the Scarnetti family gets more power or if the Sczarni are able to dig up any dirt on the patrons at the Pixie's Kitten. He encourages Mick to work with his current group who seem to be a good lot and if he is able to provide any information on the Sczarni in town.

That night they meet up at the Rusty Dragon to discuss what can be done, and while they are eating Lonjiku Kaijitsu barges in and ranting in a foreign tongue no one recognizes. When he spies the party he comes over and starts berating them for getting in the way during the raid and that they should of let the professionals handle it. If they had there probably wouldn't have been any goblins left to kill poor Alergast. The party is rightfully offended and Eydan stares the man down enough that falters a bit. Before Lonjiku retorts Ameiko comes into the common room demanding to know what's going on, Lonjiku turns on Ameiko and again unleashes a torrent in a foreign tongue. It comes to head when Lonjiku makes a grab for Ameiko's hair to tug her out of the establishment. The party as a whole stands up to assist, but before they are needed Ameiko bashes her father across the face with a soup covered ladle spreading across his face and clothes. It mostly damages his pride, but you can tell it stuns the man. She tells him to get out of her tavern, and he stammers a bit before fleeing the establishment. Unable to resist dropping one last barb he tells her, "You're dead to me as your mother!" fleeing before she can spit out a retort. Feda makes sure he is well gone and joins the party in giving Ameiko some support after the spat. Ameiko lets them know that it isn't unusual for her father and her to come to terms though rarely to blows and almost never in public, she isn't sure he ever has visited her establishment before tonight and it seems that he almost certainly won't be visiting again.

The next day the part is extremely busy with further interrogating the goblin and a meeting that sheriff Hemlock sets up with Mayor Deverin. Headmaster Gandethus is able to charm the goblin with one of his spells, however, he doesn't earn much more information than the party already gained. The Headmaster is able to confirm that it is a Mosswood goblin that has been captured from the recent raid. It seems the raid was led by a longshank, but the goblin is either unaware or unwilling to tell his new friend anything more. The goblin does let him know that there are multiple "longshanks" involved, and that at least one was a scary looking female and another was a effeminate male "longshanks".  After the interrogation the party backtracks the trail from the town wall, but it seems to lead to the east toward some locales that goblins are known to frequent. The party isn't able to figure out exactly where it leads beyond that and return to town to meet with the mayor. Mayor Deverin introduces herself and thanks the party for their recent support. She tells them there is a gold reward with her secretary in the foyer and that she is going to allocate more as needed. A productive meeting follows with mayor Deverin, sheriff Hemlock, and the newly arrived ranger Shalelu Andosana. They hash a plan where the sheriff will go to Magnimar for more guards to support the town for at least a couple of weeks, Shalelu will scout out some of the nearby goblin settlements to see if she can determine where they are massing, and the party will stay in town to keep the peace.

Shalelu joins the party for a dinner at the Rusty Dragon before leaving to scout the nearby areas. As they arrive they are greeted with an outraged Aldern Foxglove who rants about having already paid for the horses and manservants, and that he is extremely disappointed in the party. Eydan tells the man there are actual lives at stake with this goblin threat and that he should get over himself. He dismisses the nobleman by tossing him a copper piece and heading into the Rusty Dragon. Aldern clenches the copper in his fist and rages off toward the other inn in Sandpoint. Shalelu is a bit confused, but Eydan shrugs it off as "nobles". During dinner Shalelu and the group trade adventuring stories and she tells the group about the nearby goblin tribes and the goblin "heroes" who led them. The party discuss the goblin tribes' areas and agree that it is most likely that any leaders of these goblins are in Thistletop since it is the most easily defended. She leaves shortly after dinner and the session ends with the party awakening the next day at the Rusty Dragon.

Rumors:

  • The Scarnetti family has a strong moral disagreement with the Pixie's Kitten and want it to be shut down to conserve good Sandpoint values.
  • Shalelu and a Bugbear from the Nettlewood have been feuding for months and so far neither has gotten the advantage over the other.
  • Ven Vinder is not a fan of the party and some of his friends were not giving them kind looks at some of the bars.

DM Notes:

  • Another session of mostly world building. I expect the next 2-3 sessions will more than balance that out, but we shall see.
  • The party managed to visit Riza's place, continuing to check random locations in town off their list.
  • They've managed to get a pretty good roster of allies and only a couple of NPCs pissed at them so far. However, they've mostly avoided "high" society until this session so stakes were relatively low.
  • The party is splitting up a fair amount which has caused the spotlight to spend more time on some over others. So far no one has complained and I think it is almost unavoidable given the numerous side quests  / hooks / rumors in town but I need to continue to be cognizant of the danger of people zoning out when not in the spotlight though.
  • The player notes are really helpful to see what the PCs are keeping up with and what I may need to explain further in these session notes. Shout out to Kyle and Sawcy for posting them to the drive after each session. They are a big help when rambling in these session overviews!​

DM Question:

  • Thoughts so far? I've not gotten much feedback (which I'm going to assume is a good thing), but let me know if I should continue on course or if I need to make adjustments in game style or the mixture of RP, Exploration, and Combat.

Rewards / Loot:

  • 100 Gold to each party member from the Mayor

Challenges / Monsters:

  • Goblin Commando
  • Kaijitsu Family Feud
  • Boar Hunt..? Oh wait.

End Date: Spring 16

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