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2014-07-03

Grand Duchy 21

Grand Duchy of Adventure

Session 21
July 1, 2014


Down But Not Out

The members of the Grey Company find themselves perched around an opening in the "roof" of the Wolfskull Goblin's lair, looking down into an empty room 15 feet below. Using a rope that Marcel scavenged from the Segenyev village, they carefully climb down. Marcel loses his grip and manages to fall nearly the entire way down to the hard ground below, nearly crushing Griffin in the process. The Traladaran picks himself up and Draven tends to the wound, taking the sting out of his nearly crippled arm.

A quick scan of the room reveals an area too tidy for Goblins, including table and chairs too large for Goblin use. As the inspection of the area continues, several large ferrets come slinking out of holes in one of the petrified trees that make up the walls of this chamber. The nearly 4 foot long animals hiss and show their teeth as they approach the Company. In all there are 6 ferrets threatening the group.
Cute little ferrets

Griffin draws his weapon and calls for everyone to fall back toward the wall as the ferrets spread out but Marcel charges forward, holding his shield out, trying to make himself look bit and scary. Half of the ferrets are intimidated by his effort and scurry off to hide in far corners of the room while the others move in, looking for a quick bite to eat. Two of the ferrets are killed and another wounded quickly. 

Angry brutes
As the ferrets are dealt with, Marcel goes to check out the door in the southern half of the room. As he approaches, the door is kicked open revealing a trio of mean looking beings. They resemble something like a cross between Hobgoblins and Trolls, but none in the Company have ever seen or heard tale of such a creature before. They are armed with short swords and bows and wear leather armor over most of their bodies. They make no attempt to communicate and move immediately to attack. 

The rest of the Company rushes over and engages these new foes. Remar quickly casts a spell intended to fill his enemies with terror. Two of the sword wielding foes are stunned while the first one engages with Marcel. Draven moves in to support his companion while Griffin, who had been checking out the other door, rushes back across the room to help. 
Fighting a new foe

Draven suffers a major wound
During the course of the melee, Draven tries to disarm the beast and fails, but his action prompts his opponent to try the same tactic on him, to devastating effect. Failing to block the strike with his shield, Draven's right hand is sliced cleanly through, severing it from his arm. The surprised Priest falls to the ground, unconscious from the painful injury while Marcel, enraged at the prospect of his friend being so griveiously wounded, runs the creature through with a mighty blow from his spear. 

Meanwhile, Griffin has moved around behind the stunned foes, disarms him then knocks him out. Remar stops throwing magic bolts and quickly moves to tend to Draven's wound, hoping to somehow save the man's hand. Having no real first aid equipment, the Mage rips part of his already tattered robe off and uses it to try to stop the flow of blood from the end of Draven's arm. 

Marcel takes up a position near the other stunned creature, his spear tip pressed against the being's neck. After a moment, the creature snaps out of his stunned state and attempts to raise his weapon but is quickly put down as Marcel jabs his spear into it's spine forcefully.

With all their opponents taken care of, the Grey Company turns their focus on their wounded comrade. Remar uses his magic to heal the wound. Draven is returned to consciousness and he calls upon his gods to help stop the bleeding. Leaving the tending of the wounded to those more skilled, Griffin moves into the next room and begins searching for anything valuable. 

This room contains a nice, tidy Human sized bed, desk and chairs, all too nice and big for the Goblins who lair here. At the far end of the room, Griffin finds a hidden compartment in one of the petrified trees. A quick search reveals that this compartment is trapped and a wire is strung up to a large, heavy branch in the ceiling above, rigged to fall down upon anyone attempting to open the compartment. The young rogue is able to skillfully neutralize the trap and open the compartment, revealing a good sized and heavy chest. 

After careful examination, it is revealed that the chest is locked but not trapped and Griffin is
Treasure!
able to pick the lock. The chest contains about 2000 gold coins of different nationalities, a pouch with 5 nice looking gemstones (which Griffin values at about 500$ each) and 5 nicely crafted arrows which Remar determines to be magical.


Pleased at their haul, Griffin quickly divides up the loot among each member for hauling out, using the bed covers as makeshift sacks. The party then moves on to the far door that leads to the hollow log bridge to the main Goblin lair. Griffin moves the barricade door and the Company peers into the darkness ahead.

Checking out the door to the covered bridge


Continued on GDA22 - Bridge Over Goblin Waters

Cast of Characters: 

Garrett "Griffin" Constantine, a Thyatian rogue of a gambler from Penhaligon rolled by +Arne Jamtgaard 
Draven has a life changing event

Remar Umerus, an Alphatian battle mage that escaped forced service in the Thyatian army (conjured by +Ben Lipe and) piloted by +Alex Safatli 

Marcel Maas, a down on his luck Traladaran soldier turned mercenary commanded by +Christian Blouin 

Draven Rickart, a Thyatian Acolyte of the Church of Karameikos piously played by +Jason Packer 

and +Jason Woollard as The DM



3 comments:

  1. I am going to try to mold Marcel into a more effective fighter. However, without wiping his concept.

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    Replies
    1. With a Thrusting weapon such as spear, and using it one-handed, there is no way that I can rack up decisive damage. Therefore, Marcel will need to boost his Spear skill so that he can target key locations: vitals, hands, face. Banging on random things with a 1-handed spear just doesn't cut it.

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    2. I think this is a great idea and totally within character concept! play on!

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