Aboleth Group - Cover Your Groin! - LMOP Session 4
29th May
2019, 7:30 – 10:30pm
In-game timeline:
Start of session, day 3. End of session, day 5.
Our “Heroes” are now level 2, and, confident and positive -
having received more health and new powers, they stride off to talk to Halia,
the owner of the Miner’s Exchange. Halia, a late middle aged human female who
looks like she doesn’t suffer fools, seems to know who they are and had
possibly even been expecting them. Derrick was pushed to the front to initiate
the conversation. That has worked so well for the group so far.
Unsurprisingly Derrick tries to hit on Halia. When that
seems to fail, badly, the rest of the group step in to actually try to get some
information. They discover that Halia is pretty tough, and she thinks that is
why the Redbrands haven’t hassled her yet, but suspects that it is only a
matter of time before they send the heavies round, and she would like it if
their boss, someone by the name of Glasstaff, was taken out. If the party
manage to do this, and bring Halia any correspondence, notes etc from wherever
Glasstaff’s quarters are, Halia did mention that a reward may be on offer. The
group were a little concerned about her possible motives, but seemed to accept
the possible task at face value. Halia had no idea who Glassstaff was, but
noted that the Redbrands seemed to be based at the Tresendar Manor.
They asked about Iarno, who Halia confirmed seemed to be
doing an ok job of setting up the Redbrands originally as a town guard, before
he disappeared, and the Redbrands seemed to turn ‘bad’ after that. She also
thought that the Townmaster, Harbin, was not really doing his job very well.
Somewhat fed up with Derrick’s rather blatant attempts to
chat her up, Halia agreed to meet him in the Sleeping Giant tap house in an
hour, provided he turned up unclothed and unarmed. The date never happened –
we’ll never know if she turned up or not.
Heading to the Sleeping Giant tap house, to try to take a
peek on whether there were any Redbrands about, the group discovered an out of
the way shop, Maude’s Milliners. It turned out that Maude was a kindly, but
rather slow, old lady, who ran a shop that looked like it hadn’t seen business
for a long while. Possibly not surprising as a hat shop in a mining town.
Derrick gave her the runaround, and she ended up having to head to the back of
the shop a number of times, each time taking a long while, to fetch different
hats for him to try. He settled initially on a tall, blue, wizards hat,
haggling down her already meagre price, and complemented it with a jaunty lincoln
green hat, complete with pheasant’s feather. Mallorn took the wizard’s hat off
his hands (it matched his current outfit of leather jerkin and cloth trousers
in no way whatsoever), and the party paid a decent price for the jaunty hat, so
in the end, everyone, including Maude, went away happy.
The party decided to enter the Sleeping Giant, which they
knew had at least 4 Redbrands in, without Pruni, as they were worried she would
be recognised. James had not managed to oil the door of this place before
passing out from exhaustion the night before, so they entered very noisily, and
the Redbrands immediately stood up and challenged them. Even without Pruni, the
ruffians seemed to know who they were, and that they had been asking around
town about the Redbrands. Negotiation was not really on the cards, and fighting
soon broke out.
This was a tough fight, especially as the group started
without Pruni. The ruffians were tougher than they looked, and it wasn’t long
before Mallorn was almost dead (though not before using magic missile
effectively), and Derrick not far away from death either. Pruni’s arrival was
fortuitous, and her sneak attacks to the groin managed to take out two of them
before they managed to do further damage. All the rest of the group managed to
score hits too, even Derrick who finally, and with great fanfare, not only hit
one of them, but also killed him, taking the ruffian’s head almost clean off with
his great axe. Esme almost killed the last one, Roger, but settled on keeping
him alive and questioning him. Her intimidation (along with Derrick mentioning that he wanted to kill him, and Mallorn conjuring up a big pointy finger to point in Roger's face) worked so well that they found
out all about the Redbrand hideout at the Manor – it is in the cellar;
Glasstaff is a man; bugbears are there too; there are maybe 15 or so Redbrands.
However, when they spot a pool of warm, yellow liquid beneath poor Roger’s legs
they realise that they have scared him so much that he was possibly telling
them what he thought they wanted to hear, rather than the whole truth. He
promised not to return to the Redbrands when they let him go.
Before resting, Mallorn had a go at casting a ritual spell –
detect magic. The party sensibly decided against performing a magic ritual in
the middle of the bar at the Stonehill Inn, and instead retired to their room.
Unsurprisingly, both of the hats that they bought from a 98 year old Milliner
in a mining town for a grand total of 11 silver pieces, were not at all magic.
However, the gnomish gadget did show up as faintly magic.
After a short rest to regain some health, they wandered
around town looking for a horse or two to hire. After previously spending a
while discussing where to go next, and settling on a battle with Orcs at Wyvern
Tor, after their ordeal at the hands of 4 ruffians they decided instead to
avoid the more obvious battle, and head to Thundertree to find Reidoth the
druid, who apparently knows where Cragmaw Castle is.
At this point, under no pressure whatsoever, Derrick cracks
and reveals his entire backstory (or maybe it wasn’t his ENTIRE
backstory....?). He is apparently not of noble birth at all (who’d have guessed
it?), but instead comes from humble beginnings, originally in the town of
Thundertree, and he’s keen to recover his late parents’ meagre (the rest of the
party don’t believe they are “meagre” at all) keepsakes and heirlooms from
their old house in the ruined town. There is mention of a dragon who has
apparently settled in the town recently. The party starts to wonder if the Orcs
may have been an easier bet after all.
They visit Daran, the old adventurer who had to stop when he
took an arrow to the knee (though he doesn’t like to talk about that). He
happily lends them his horse, and manages to get his neighbour to lend them a
second one. So their journey to Thundertree is quicker and easier than it would
otherwise have been.
We leave our “Heroes”, Derrick “Jaunty Hat” Trebuchet, Pruni
“Groin Killer” Sackville, Esme “Scare ‘Em Till They Wee” Panklepot and Mallorn
“Clash Of Styles” Elmsong, after they stopped for the night just outside the
ruined town of Thundertree. An unnatural mist seems to be settled over the area
of the town, obscuring what is within. A sign posted by the side of the road
reads “DANGER! Plant monsters and zombies! Turn back now!”. Oh dear.