This session kicks off with an encounter I've used a few times over the years, and it finally pays off!
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Adventure Log 6/22 - Klayton and
Albrecht and Svetlo
NPCs Ulster,
BlueJay, Avalon, Yelrah, and Fineach
The group
continued north with little issue, until after lunch they heard the growing
sound of buzzing - giant bees! They
bravely ran off into the woods to avoid the bees. There they found a bear cub trapped below a
fallen tree! They rescued it, with Albrecht
mightily heaving the tree off of the poor thing!
The bear cub
waved and ran!
A bit later,
the intrepid explorers encounter a large, bearded man at a lodge; he invites the
party in and they talk and drink mead
and eat honeyed cakes. Albrecht realizes
it is strong mead as he passes out. The
group trades some iron pitons for beeswax candles, then they drag Albrecht to
the barn to let him sleep it off in the hay!
The watch hears a terrible shrieking that is cut off suddenly, but are
otherwise unmolested during the night.
The next
morning, the bearded man provides travel rations and firkins of mead for all -
Wolf Sausage and Honeyed Mead! No doubt
the sausage came from the massive wolf whose head drips from a pike near the
lodge door.
(DM Note - readers of the Fellowship of the Ring will recognize Beorn, whom I lifted in all but name for this encounter; he may yet prove a useful ally in the fight against Chaos).
Eventually,
the Group decides to cut through the bee-fields, and solemnly swear to No
Frolicking among the flowers. The Black
Lab-sized bees provide incentive to maintain the oath.
Their
journey northward is mostly uneventful, encountering only a Twk-Man and a pair
of hunters. The Twk-Man trades the
following information for salt:
The Goblins
are marching
The Lady of
the Lake needs help
The statues
have awakened
While the
hunters merely exchange greetings.
Night falls,
and Klayton bleeds on his rug, calling forth the cabin. The strange portal to the Garden of Ynn has
disappeared. Near dawn, the Group awaken
to the sound of someone - or something - trying the door. As they ready themselves for a fight,
Albrecht realizes his dagger is vibrating in his hand as he takes his place
near the cold hearth and chimney.
Klayton
opens the door using Mage Hand and CARNAGE ENSUES!
A Goblin
charges in, screaming 'Bree-Yark!' and Yelrah slams it into the wall (natural 20), breaking several parts
necessary for life, and the beastie dies. As this is happening, footsteps are heard on the roof, nearing the chimney.
Albrecht learns that his Dagger (recovered several sessions prior) vibrates when goblins are afoot and begins glowing when they are
closer. A goblin slides down the chimney
in time to see its companions cooked in a massive Burning Hands from Klayton!
The
chimney-goblin is captured and hogtied.
It refuses to say anything useful beyond Bree-Yark! Albrecht uses
Comprehend Languages and his own knowledge of Orcish to learn several creative
insults and also that the PCs will die.
At this point, Klayton runs it through, so that he can return to napping.
Yelrah
claimed the goblin’s mighty blade (a crappy dagger).
Just as the
party calmed down and drifted back to sleep, they were awakened to slamming on
the cabin door!
Again with
the Mage Hand, but it wasn’t a goblin, it was a hulking Ogre Zombie!
(DM Note - Several players
used their once-per-session D30s for massive damage - it was arguably more fun
than exploding damage dice! We realized that an exploding D30 would be this
side of hilarious!)
With the
dawn came the inevitable butchering of the slain monsters to sate the Groups’
strange desire for bloodlust and more random encounters.
They were
not disappointed when a little man (about a foot tall) wearing leaves as
clothing and a large acorn cap on his head appeared. After conversing, the little man offered to
buy the house, but was politely rebuffed.
He says if interested in selling, simply find an oak tree and call his
name.
His name
being Jack-in-the-Green.
The Group
bid farewell to Jack-in-the-Green and proceed north at a trot to avoid further
wandering monsters. It was past
lunchtime when they sighted a keep on an island in the river.
Proclaiming
it their destination, they slowed their roll when they realized the poor repair
that the keep was in. The drawbridge was down, though in ill-repair, and the
portcullis was rusted in the ‘up’ position.
As they stepped into courtyard, a terrible shrieking was heard around
and above them….
Throughout
the session there is a strong belief that the bear cub, the bearded man (and
perhaps his family), and the little man are druids. Being a clever DM, I can take a hint...
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