Thursday, August 28, 2014

TJ4 The Swamp of Dying Dreams Part 2

This is a direct continuation of the first part: TJ3 The Swamp of Dying Dreams Part 1. I consider this part of the same "module", therefore it is still TJ3. Tanris, the rogue, unfortunately couldn't make it to that game session.

Notes: This session used the full Player's Handbook (in practice the heroes were still all built with D&D Basic) and monsters from the web supplement for "Hoard of the Dragon Queen" and the D&D Basic DM Guide V0.1.

Cast of Characters:
  • Bangrimm, male hill dwarven cleric (acolyte)
  • Brim Smallcare, male lightfoot halfling fighter (folk hero)
  • Taklinn Frostbeard, male mountain dwarf wizard/fighter (soldier)
  • Tendrak Talis, male human fighter (soldier)
On the next morning, the heroes eat breakfast and encounter a bar maid that has apparently slept very unwell. She tells them that everyone is having bad dreams and a restful night is something from the past. They then decide to interrogate their lizardman prisoner again. After some intimidation by Taklinn, he spills the beans in Draconic which only Bangrimm can speak. Taklinn uses comprehend languages to listen in. The lizardman tells them that they are planning to return the swamp that was drained during the founding of Rakurstada to its proper place. He claims that they need the captured townspeople for a ritual to drown the town. He also tells them under duress that the other lizardmen are hiding somewhere to the north of the town within one mile of its walls.

Then the heroes go into the town of Rakurstada to complete some business. Bangrimm goes to town in order to visit the temple of Nastruhal, deity of smiths and craftsmen, for some advice. Taklinn wants turn over the lizardman to the authorities. Tendrak and Brim want to visit the temple of Waradin, deity of war to get some advice and healing potions.

Bangrimm is met with incredulousness by the local clergy when he tells them about the plans of the lizardmen. But in the end, he browbeats them into promising him a reward, if he can prove his story.

Taklinn meanwhile is surprise by the swift justice of the Jarl's huscarls. Their leader simply executes the lizardman on the spot, and tells Taklinn that their heads a worth 2 gold pieces each. Taklinn gets those two gold pieces. Also, the leader of the huscarls is not very convinced of the story told by Taklinn.

Tendrak and Brim fare a little better at the temple of Waradin. A cleric tells them that indeed the town was founded on a swamp and that the swamp was drained. Then he sells them healing potions and emblems of Waradin. Even Brim gets a healing potion after Tendrak testifies that the halfling is a mighty warrior.

The group meets up at the marketplace and decides to check on the resident wizard. Maybe he can tell them more about the ritual. He isn't at home and they just meet one of his apprentices, the girl Ysra. She can't really help them, except tell them that the wizard is the eldest son of the Jarl and not very well liked by his kinsmen. Brim suspects that he maybe in league with the lizardmen.

Finally, the group leaves town. And indeed, the captive lizardman didn't lie to them. There is a small hill by a stream just outside of town. Brim scouts ahead to a ruined hut, but there he is discovered by a lizardman guarding the approach to the hill. He calls for reinforcement, but even four lizardmen don't stand a chance against the heroes. During the battle, they even try to drown Tendrak in his armor. Brim and Tendrak set two of the lizardmen on fire, but the fourth can escape.

Afterwards, they try to cross the stream. Brim finds a tree on the other side of the stream at the entrance to a cave into the hill. He slings a lasso around a branch of the tree and does some impressive tightrope walking to the other river bank. Unfortunately, the tree is alive. It jerks the rope and Brim goes tumbling into the water. At the same time two lizardmen throw javelins at the group. A lengthy combat ensues. The lizardmen are backed up by some sort of shaman or druid who casts spell after spell at the group. Melf's acid arrow wounds Taklinn heavily, Brim and Tendrak fight underwater against the two lizardmen, then a stinking cloud incapicitates Bangrimm and Taklinn. But too late, they take down the awakened tree and finally reach the other side of the stream. The day is won! But the druid escapes through the water,

Inside the cave they find maps and ritual scrolls that could indeed return Rakurstada to a swamp. Also, they find the missing townspeople and some treasure (money, spell scrolls and healing potions). The ritual scrolls are enough to convince Bangrimm's superiors of the validity of the threat and they also reward the party. Taklinn collects on the lizardmen's heads.

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