PCs:
Korin Clubfoot, dwarf, F5
Mia the elf, T3/MU2
Norbor the half-orc, F3
PARTY'S HENCHMEN:
Cleon, F2
Xenop, C2
Mukaz, F1
Orbo, C1
Tand, R1
Ausillar the half-elf, R1
SESSION RECAP:
During the party's stay in Verbobonc, Cleon and Xenop train to become stronger. Since the party decided to go to the Temple of Elemental Evil and knowing that it is a very dangerous place, they decide to hire 9 men-at-arms to accompany them in their travels and guard their camp as well as some extra henchmen, who wanted to explore dungeons for their own reasons.
The party realises that Korin's reputation has grown since the last time they visited Verbobonc. He is now known as "The Dragonhunter" because not only he survived the encounter with the dragons but also was part of the group that searched the area for its lair! They also find out that the story has changed and there are rumours that the dragons were hiding to avoid his awesome strength, sometimes they even say that he forced the dragons to flee during their fight. The noble dwarf isn't too happy about it, however it has its perks. One of them is shown when the party seeks audience with Bertham the Sage, a known wiseman of Verbobonc. They wanted to learn about potential places with magical weapons and he agrees to research for stories that could be based in facts in return for a small interview with Korin and a discount to his regular price. Korin agrees to share everything he could remember from the dragons with him and after they pay him he begins his research. In about a month he promises to have results.
Since they have a lot of time until that happens and Cleon and Xenop completed their training, the group decides to march to Nulb and from there to scout the area around the Temple. They are warned however that Nulb is place known for its lowlife criminals that inhabit it. They decide to buy horses for all their henchmen and hirelings and march with all their force of 18 men (and women) to make sure that the pirates and bandits of Nulb want try anything funny against them.
After 3 days of travel, they ride to Nulb. They meet many smugglers and pirates in the village. The criminals are shocked to see a small army of fully armored horsemen arriving suddenly in their village. Many head turns and the group realises that they consider them suspicious. However, they also meet potential allies, like the blacksmith Otis who realised he shares the same alignment with some of them and as soon as Korin reveals his identity, Otis, who have heard about his adventures in Hommlet and Veluna tells them that he is an agent of Veluna City keeping an eye out for the Temple. He also tells them that there are other allies in the area, like the owners of the herb shop.
There they meet the ex head priestess of Hommlet, a loyal cleric of St. Cuthbert known as Y'Dey. She shares the same faith as Orbo, one of the group's cleric and now all of the good guys of Nulb now each other. The party rests for a night and prepares for the expedition.
The group marches outside of the Temple to scout the area. They make camp around 500 feet away from the temple and wait there for a few hours. They are periodically been attacked by giant rats and some strange chameleon. Realising that they will spend most of their time fighting of strange animals that come out of the Temple, they decide not to push their luck and retreat back to Nulb to come back the next day ready for more.
LOOT AND KILLS:
Loot:
-
Kills:
12 giant rats
1 chameleon
DECEASED PLAYER CHARACTERS:
Urikas the elf, F1/MU1, Readying 25, 576 CY, eaten by ghouls
Zyla the elf, C1, Readying 25, 576 CY, eaten by ghouls
Jack, F1, Readying 28, 576 CY, slain by the evil cleric named Lareth
Causticas the elf, F3/MU3, Goodmonth 14, 576 CY, burned alive by a red dragon
Yus, C1, Brewfest 6, 576 CY, Poisoned by a purple worm's sting
Trenaccatlo, F1, Ready'reat 27, 576 CY, devoured by a two-headed giant troll
Korin Clubfoot, F5, Flocktime 11, 577 CY, poisoned by giant centipedes / REVIVED
THOUGHTS AFTER THE SESSION:
The party was shocked to almost lose its most experienced PC to one more random encounter in the wilderness. Realising that they won't be safe if they travel alone, they decide to create a small band that will travel with them in order to survive the dangers of the wilderness.
The hirelings will take the small fee that the DMG suggests, 3 gp per month but they will only travel with the group and guard the camp. They will never delve in the dungeons or join a fight, unless they are in danger. The henchmen on the other hand will take one share each.
It was funny that among the random rolled henchmen we got two rangers, there was a small chance fot them to appear. However they will be proven extremelly useful in the future as you are about to find out.
From now on, I use a google doc to record the henchmen's AC, HP, XP and important information, as I said before. It is extremely useful for me to have everything in one place and also it's useful for the players, who know what to expect from their henchmen.
The exploration of the Temple begins then! Let's see what secrets will be revealed!
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