Last couple of sessions, highlights:
Session 4:
- The shield from the dragon’s hoard was cursed AC0. They figured this out via sparring (as they usually do), and ended up having to send for a Remove Curse scroll from the Elven Kingdom through the fairy ring. This was expensive.
- They killed a bunch of ghouls (and zombie goats) haunting Olde Aethelred’s Orchard and Distillery (“finest in the barony”), and liberated a single dose of uisgebaugh, the Whiskey of Life, “good enough to raise the dead”.
- Killed a bunch of ghoul woodsmen in the mountains north of Ostergot. This fight led to some musings on wilderness combat en blog. They then tracked the one who escaped back to the lair, killed him despite his surrender and pleas for mercy (I play ghouls as “of evil, sociopathic cunning”, which might reasonably include surrender and grovelling before a superior force), and took his stuff.
- Hunted the Flayed Ghoul Yeti (source of the ghoul infestations) back to its lair in a defiled barrow, killed it and its ghoul servants. This was kind of a close thing, with several fighters paralyzed.
- Hosted a great feast in Ostergot to celebrate their successes, recruited a new henchman - Njall Blacktooth, Assassin 2 with some notable stats (Str 16, Dex 18, Cha 3). Galinda made friendly contact with a local coven of witches, including Aella, the baron’s daughter and effective domain ruler.
- Investigated a long-abandoned prospectors’ camp pointed to by a treasure map from the Monastery, found dire wolf cubs, got the loot and ran back to town with their tails between their legs. Would’ve gotten got by the dire wolves, but explorer wilderness evasion saved the day.
- Closed the session with a random encounter roll on their way back to Bearholm - cliffhanger!
Session 5:
I was feeling pretty lousy, having wiped out on my bike on my commute earlier that day, so this was a short session.
- Random encounter turned out to be an evil cleric on a nightmare, two evil knights, and a bunch of longbowmen. Opening moves: silence on the party wizard, arrows, ineffective cavalry charge. The knights were quickly unhorsed and dispatched, but it took some shape-strengthed thrown objects (including an angry dwarf) to take out the cleric on her flying steed, and the longbowmen were quickly mopped up after that. Conclusions: MOAR CAVALRY, better mounts that take more than two hits to kill.
- The two surviving longbowmen were recruited by the party, as were the enemy’s three dwarven slave-engineers and pack-mule with disassembled ballista (they were out to hunt the dragon the party said had killed the constables, but found the party instead).
- The party recruited more longbowmen to guard Bearholm from a nearby camp, and has tasked Grettir the Unwashed with leading them.
- Up the mountain to the wine cellar, where they found shriekers, which brought in a bunch of mushroom men, who were slain with little incident. Sealed the exits from the wine cellar and the well room, resolved to enter through the abbot’s secret door next session.
Session 6:
- Ambushed by giant spiders from the Spider House on their way across the compound to the abbot’s secret door; Galinda slain by poison, True Resurrected using the whiskey of life. “If it had been any party member but our only healer, we probably would’ve just let die, but we kind of need her.”
- Met the angry volcano god trapped by the monks of the monastery; grateful for his liberation, friendly. Party wizard whose favorite spells are fireball and burning hands (“burny handers”) considers patronage, access to new fire spells.
- Recovered the magic staff used to drain the volcano god’s power
- Into the mushroomman portion of the caverns - killed lots of stuff without incident, recovered a suit of chainmail +3. The Elder Bear’s AC is now 12 at 6th level and I am a sad, sad DM.
- Killed some shriekers, explored a secret exit, and on their return to the room with the shriekers were ambushed by a pack of spore-breathing fungus-infected man-sized centipedes with tearing mandibles. These breathed spores which caused nausea / coughing / flat-footedness; the party got split up and this got very ugly very quickly, with both bearsarkers coughing and one bite away from going down and Roger the Fighter at 0 HP by the time the sporipedes were all slain. With mushroomman drums beating in the tunnels, they stabilized Roger (knee injury, carrying capacity reduced) and fled out the exit they had just explored.
- Healed up and returned to to the caverns, where they found another suit of +3 chain ): and slew the Mother Shroom and almost all of her brood, recovering a scroll of disintegrate and a treasure map in the process. Most of the party fighters were Confused by hallucinogen spores, and careful and quick measures had to be taken to prevent the raging bearsarker from tearing apart the party after the mushroommen had been defeated.
- Returned to Bearholm intent on travelling downriver to Thrinvatn (class IV) or Ornhafen (class III) for a boat, a patron, and mercenary papers.