The Quest For Intelligence: Session 2 - The Road to Moonhaven

in Tabletop / DND2 years ago

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Characters

Mulahey – Level 2 Cleric
Albus Wilovar – Level 2 Warlock (absent)
Sir Tigh Nee and Sir Hugh – Level 2 Fighter and Squire
Feanor – Level 1 Paladin
Dagion Agran – Level 2 Cleric
Sapphire Sage – Level 2 Bard
Tormoira – Level 2 Ranger

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Session 2: The Road to Moonhaven

Peeling back the leather flap entrance to the mess hut reveals it’s interior. The party identifies two standout individuals amongst the crowded tent. At a table sits a Fire Genasi (Sapphire), with glowing bright red skin. Next to her is an Elvish looking woman (Tormoira), distinguished by the presence of gills. At the far end, towards the bar, is a rough-looking Elvish man wearing a dark eye patch. He is leaning on a barrel with a spigot, drinking from it on occasion.

Sapphire and Tormoira also appeared in the woods after experiencing a vivid dream the night before. They arrived about two weeks prior to the remainder of the party and have been working in a travelling caravan since; trying to understand how and why this happened to them.

Sapphire introduces herself to Feanor and they exchange pleasantries and their own origins. Whilst the party indulges in some beverages; they chat amongst Sapphire and Tormoira.

Sapphire speaks with the eye patch wearing elf, who introduces himself as Valar. He deflects any conversation about the reason for his eye patch but the party largely dismisses this. Valar says that there is a caravan is going to Moonhaven, a stop-over town for travellers through this region. He mentions that people have been appearing in this area for some time with no indication as to why or how. He further alludes to the fact that this area has never had this much Fey activity. The party offers to be a caravan guard for a price. (10 gold upfront each, and 20 when the job is done). Valar agrees to this price; informing the party that the cargo in the caravan belongs to a Mr. Tish and that it leaves early the next morning. The party decides to rest for the evening in a mix of cargo and sleeping quarters tents.

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Daigon falls into a restless sleep as strange dreams engulf his slumber. A red mist, similar to that seen inside the gem, dominates his dreams. A red ooze becomes dominant, and the green eye appears again before disappearing. The red ooze flashes back to the forefront. Daigon tells this dream to Feanor who reassures him and tells him that we will keep an eye on it.

The next morning, the caravan prepares to move out. Wagons are being strapped down, tents rolled and packed away. Valar appears to be controlling the pack up, shouting orders and directing the flow of actions. A large bird-like creature, a Kenku, is also present. He too, is wearing a dark eye patch. The Kenku is shouting ‘stab’ repeatedly whilst pointing at the caravan and the people generally take this as an order to hurry up. Tormoira asks to help but Valar dismisses her stating that we are leaving shortly so get to the front of the caravan. The party moves to the front as the caravan heaves into motion towed by some large packhorses. Valar walks past the party with a map and a compass. Tormoira notices that it is quite a simple map with a rudimentary route marked. She notes that we are just over halfway to Moonhaven but before the final destination; there is a fork in the road that is circled with checkpoint written in red ink.

The caravan travels for about half a day. Nothing of notice occurs over this time. The path winds through the trees; a clearing or stream occasionally breaking the monotony of the forest. The caravan halts to take a short break. Valar tells the party that the caravan is approaching a checkpoint that is manned by a hired company of guards. These guards are not fond of strangers meddling in the affairs of the area. Which is only exacerbated by increased Fey activity and commonfolk appearing in the woods. Valar explicitly tells the party to avoid conversation with the guards and if they want to search the party, don’t resist. The caravan packs up and sets off again down the path.

The caravan approaches the fork in the road with the party at the front. The party can see four, well equipped and well armoured guards positioned around the checkpoint. Their armour is a vibrant green with feathered patterns on the trim. The checkpoint is little more than the array of guards in the cleared part of the path. Trees and bushes are only a few feet off the path and there would be no way to move any cargo through the area if it wasn’t on the path.

The party identifies that there are three swordsmen; the forwardmost, clearly a leader of sorts, has additional exquisite trim on his armour and has two scimitars sheathed around his waist. To the rear, an archer scans the area for any movement in the trees. Mulahey recalls that he has seen this armour before and that these men belong to a Elven hired guard called The Crescent Fins. Largely made up of Elven Bladedancers.

Three Blink Dogs run up and stand by the guards’ sides as the caravan stops at the checkpoint. Valar engages in conversation with the leader of the guards and it is apparent that this is not the first time that the two have met. The two other guards and the three Blink Dogs begin to search the caravan. Pulling back the wagon cover to reveal a series of barrels and boxes. It is not long before one of the dogs begin to bark. The guard motions to his boss and mentions there is something in the barrels.

Valar whispers to the leader of that guard that he knows exactly what’s in the barrels. The leader of the guard pauses, before telling Valar that he knows that it doesn’t always work out. He unsheathes his scimitar and lops off Valar’s head.

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Figure 1: “Off with his head” Valar departs the party

Feanor tries to persuade the guard to let the party pass but the guard is not impressed. He says that he will let the party go freely if they agree to be searched. The party willingly complies. The dogs move through the party but stop at Daigon. The guard pulls out a small blade and cuts open the bag with pink dust. The pink dust spills onto the ground and the dogs go wild as both party members and guards draws weapons and prepare for combat.

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Sir Tigh Nee moves away from the Guard Leader who swings his scimitar cutting deep into Sir Tigh Nee’s leg causing a deep wound. Sir Tigh Nee swings his Warhammer into the first Blink Dog. It does significant damage as the sound of cracking bones and yelps can be heard. Sir Tigh Nee swings his Warhammer again; crushing the first Blink Dog’s skull into the ground. A killing blow. Sir Hugh darts off into the tree line and fires his crossbow at the guard closest to Daigon but his bolt flies off into the distance. The first guard, who found the powder on Daigon, swings his short sword clattering off Daigon’s armour. He swings a second time cutting into Daigon’s arm. He then blinks back towards the Guard Leader. The second guard swings his short sword twice. The first cuts deep into Feanor midsection and Feanor manages to ducks under the second swing. Daigon casts Sacred Flame on the guard who attacked Feanor. Which fizzles out around him. Daigon then heals Feanor to full health with Healing Word. The Guard Leader draws a second scimitar and swings both at Mulahey. Both blades bury into Mulahey creating deep wounds causing significant damage. Mulahey, barely alive, casts Healing Word and False Life upon himself providing some much needed respite to his wounds. Feanor swings his sword at the guard in front of him but he misses. The Kenku, known colloquially by the party as Stabbo, angered by the death of his friend, charges the second Blink Dog and stabs it three times. Sinking his blade into the dog and killing it instantly. The last Blink Dog blinks towards Daigon and lunges at his neck but only connects with his armour. Sapphire moves into the tree line and casts Produce Flame launching a fireball at the last surviving Blink Dog. The dog’s fur singes and smokes and the smell of burning flesh fills the air. Tormoira moves to the first guard that blinked back and swings her short sword. It slices into his arm. Tormoira swings again but the guard skilfully dodges her attack. The guard at the back of the checkpoint notches an arrow and fires at Daigon but it wizzes passed him.

Sir Tigh Nee moves behind the first guard and swings his Warhammer, striking him in the back. He then uses Second Wind and heals himself. Sir Hugh fires his crossbow again but the bolt buries itself in a tree on the far side of the checkpoint. The first guard turns to face Sir Tigh Nee and with a clenched fist turned to ice; punches him in the face. He barely impacts the rough orc’s face and Sir Tigh Nee shrugs it off. The second guard turns to face Stabbo, seeking to avenge his dog. He swings his short sword and Stabbo dodges the first swing. The second connects with his shoulder as feathers coated in blood fly off from Stabbo. Daigon casts Toll the Dead on the first guard. The bell echoes through his head causing a sharp and enduring pain. The Guard Leader swings twice at Mulahey and once again drives him back with two severe blows. Mulahey responds by casting Guiding Bolt onto the Guard Leader. A bolt of red lighting leaps forward from Mulahey’s hand and cripples the Guard Leader who falls to the ground gravely wounded; only just dragging himself to his feet. Feanor swings his sword at the second guard with Divine Smite and Thunderous Smite. He cripples the guard who is now severely wounded; blood pouring from a large gash in his torso. Stabbo attacks the second guard with three stabs of his dagger. All 3 stabs sink into the guard who falls lifeless to the ground. The last surviving Blink Dog tries to bite Daigon but is deflected off his shield. Sapphire casts Produce Flame at the Blink Dog. A tiny flame impacts with the dog but it seems largely unphased by the attack. Tormoira applies Hunter’s Mark on the first guard. Following it up with a powerful swing of her short sword. He buckles and blood spouts out from the wound. He staggers backwards but stays on his feet. The ranged guard fires his longbow from the back of the checkpoint. The arrow strikes true and embeds into the back of Sir Tigh Nee; bloods seeps out from under his armour.

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Figure 2: Mulahey suffers a flesh wound

Sir Tigh Nee strikes the Guard Leader with his Warhammer who collapses dead from the blow. Sir Hugh fires his crossbow but bolt just buries itself into the earthen path. The first guard casts Minor IIllusion conjuring bees in front of the party and then makes an attempt to dash away and flee. Sir Tigh Nee is confused by the conjured image. Tormoira swings at the fleeing guard and misses Daigon casts Guiding Bolt on the Blink Dog and obliterates it. Mulahey casts Guiding Bolt on the ranged guard causing devastating damage. Feanor chases down the fleeing guard and throws a javelin. It strikes him in the back and kills him. Stabbo charges towards the ranged guard, throwing his three daggers as he takes his strides. All three fly true toward their target and the archer falls backwards dead.

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Figure 3: I just like stabbing things

As the party begins to calm themselves from the battle that has just taken place. Stabbo dashes back and grabs Valor’s head. He places it in a bag and begins to run off towards the wood line.

~End of Session 2~

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Session 2 Stat Recap

Enemies Killed: 7 (1 Veteran Bladedancer, 3 Bladedancers and 3 Blink Dogs)
Items Gained: 60 GP
Items Lost: 1 x small pouch of pink dust
Martial Attacks: 12 ( 7 successes – 5 failures)
Spells Cast: 12 (11 successes - 1 failures)
Failed Smuggling Runs: 1
Unlikely Companions: 1 x Kenku

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Campaign Stat Recap

Enemies Killed: 11 (1 Leprechaun, 3 Faerie Dragons, 1 Veteran Bladedancer, 3 Bladedancers and 3 Blink Dogs)
Items Gained: 1 x small pouch of pink dust, 1 x red gemstone, 65 GP, 150 SP, 10 CP.
Items Lost: 1 x small pouch of pink dust
Martial Attacks: 28 ( 16 successes – 12 failures)
Spells Cast: 22 (15 successes - 7 failures)
Widows created: 1 Leprechaun family
Failed Smuggling Runs: 1
Unlikely Companions: 1 x Kenku