Session 113 - The Hunting Lodge
General Summary
10th of Larane (Second Month of Summer) to 20th of Agrazhar (Third Month of Summer)722TRThe story so far
Acheron, Sabretooth, and Avon have made the best of their stay over Summer in the Dwarven Kingdom of Azadmere. Once their business is complete, they will return to the western Kingdoms via the Autumn trade caravans.
The continuation of Session 094 - A Journey Back from Darkness.
Location - City of Azadmere in the Kingdom of Azadmere.
Avon's Downtime
Avon is obsessed with gaining a seat in the Thardic Republic's Senate. He needs funds for bribes to accomplish this, so he spends the Summer developing business contacts and commercial opportunities.
- He gains access to the various Clan Haumager Alcohol products, a range of strong ales, and spirits.
- From the Kaldorian Merchant Delerman Mantan he acquires the rights to a special mushroom fertilizer for vineyards.
- He also learns that the Dwarven Embalmers are having trouble sourcing a Canacin Blue Salt for the embalming process. The supply of this rare blue salt from the Thardic Republic has been erratic. He will need to investigate this further when he returns to the Republic.
Sabretooth's Downtime
Sabretooth spends time with the party's Dwarven guide, Sigam Asandril, attempting to learn the Khuzan, the Dwarven language. Sigam, like most Dwarves, is hesitant to teach the language, but she is happy to demonstrate some Dwarven swearwords.
The rest of the time is spent trying to get some fighting claws made and enchanted. However, he does not have the silver. The weapon master and Historian Korgrit Kemroth from the Grey Arsenal suggests he locates the Amethyst Troll Statue. This was created by a blind priest of Ilvir who visited about 50 years ago, and it was reputed to turn a man's hands into magical Troll Claws. The Statue was last seen on Orkel Island, the largest island in Lake Arain, where "backward" families of apple growers live. The islanders have a reputation for following the ancient Jarin ways, and it is rumored that they still perform human sacrifice to appease the local lake monster, the Daranog.Acheron's Downtime
Acheron spends some time creating a new fake identity, the long lost heir to a valuable mine in the Themeson Region of the Thardic Republic.
Part 1 - The Mystery Man
While attending a service at the Shrine of Larani in the Graymere Hall of the Inner Eye, Acheron is approached by a noble. He speaks with a Melderyni accent and is watched over by a capable-looking guard, so he must be somebody of some importance.The man has an easy manner and is very well informed. He is aware that Acheron is a secret member of the Argent Order and that he is from the Kingdom of Rethem, something Acheron is very skilled at disguising.
He introduces himself as Jevas Toron, a guest of the Dwarven King. Acheron does not recognize his name. He would like to get to know Acheron and Avon and has many questions about the Kingdom of Rethem and the Thardic Republic. Acheron and Jevas meet with the rest of the Party at the Golden Wheel Inn for drinks and a meal.
When questioned why he knows so much about the Heroes, he says that they are often the topic of conversation with the Dwarven Monarch, King Hazmadul III, who is well briefed on their presence in his Kingdom. Acheron cannot contain himself and asks who he is. Jevas is amused; he is the Crown Prince of Melderyn. It is a tradition that the Crown Prince spends two years in the Court of the Dwarven King.
Prince Jevas has a task for the Heroes. The Baron of Habe and other local nobles uses some of the ruined manors on the slopes of Mount Bael as hunting lodges. Recently a Rock Giant (also known as a Hru) has moved into one of them. The Prince is aware Sabretooth speaks Ivashi, so would like the Heroes to negotiate with the creature. Can it be peacefully moved on? He will accompany the Heroes. Sir Raith Braidford, the Prince's Bodyguard, considers this venture far too risky, but Prince Jevas tells him that an Argent Order Warrior and a member of the Red Guard will provide more than adequate protection.
Location - Mount Bael, in the Kingdom of Azadmere.
Part 2 - The Passage and the Dragon
The next day the Heroes, with Prince Jevas and his guard, hire a boat, cross Lake Arain and make their way to the Hunting Lodge along with a series of well-marked mountain trails. They cross the path with an aggressive Cave Bear, but the Heroes easily defeat it. Sir Raith ensures the Prince is kept at a safe distance during the skirmish.
Acheron spots a White Dragon flying in the distance. The Party is concerned, although Prince Jevas is not worried and says that must be Zuthwyrm, the Frost Dragon. He tells the Heroes that this Dragon has stalked Mount Beal for well over 100 years but spends its time hunting Orcs, its favorite food. However, the local free Jarinese clans sacrifice sheep to it every year. It is not known to attack Humans or Dwarves. The Party observes the Dragon dive below the distant trees and emerges with (likely) Orc bodies in its claws.
Part 3 - The Hunting Lodge and the Rock Giant.
Investigating the ruined tower, repurposed as a hunting lodge, the Heroes find no evidence of the Rock Giant. However, they are aware from experience that these creatures can appear indistinguishable from stone. To attract its attention Sabretooth, uses the power gained from his Hru Statuette to demonstrate Melding into Stone. This works at a very tall humanoid rock man emerges from the stonework near the tower. He is called Argonate, and from him, Sabretooth learns that he has been driven out of his Cave by big ugly giant worms. Argonate is happy to peacefully leave the tower and return if these Worms were driven away or killed. The Heroes agree to help.
Part 4 - Water Leapers
Sir Raith persuades the Prince that the Heroes should investigate the Cave alone. This mission is too dangerous.
The next day the Heroes locate Argonate's Cave. As they make their way over a small river, two Water Leapers, large Frog Like creatures with barbed tails, attack. They attempt to swallow Sabretooth, but he wrestles one onto the land, and the party quickly dispatches it while the other escapes.
Part 5 - Indigestion and Worms
The Heroes enter the dark cave. Sabretooth drinks a potion of Darkvision and Resist Psychic Damage. The magical chemicals brews mix in is gut, begin to react then explode with a violent and spectacular burst. He is severely injured.
Staggering into the cave, Sabretooth narrowly avoids a series of sticky transparent filaments covering the chamber. Three massive reddish Angler Worms attack from the ceiling. These attempt to wrap their acidic form around the Heroes but they mostly evade the worse damage. They charm Avon twice, compelling him to entangle himself in the webs, but the creatures are eventually defeated.
Argonate is happy to return to his cave, and Prince Jevas is pleased with the Heroes efforts.
To be continued.....
NPC Interactions
Sir Raith Braidford - The Prince Jevas's Body Guard.
Argonate, the Hru (Rock Giant)
Challenges Overcome
Defeated a Cave Bear.
Negotiated with Argonate, the Hru (Rock Giant).
Defeated 2 Water Leapers.
Defeated 3 Angler Worms.
Created Content
Related Reports
Graymere Hall of the Inner Eye.
Players Character Status
Acheron - Level 5 Paladin and Level 3 Warlock Disciple of Mendiz.
Sabretooth - Level 5 Ivashu Lord Barbarian and Level 3 Monk.
Avon - Level 8 Thief.
Avon
Acheron
Sabretooth
Chameleo
Sabretooth's Ivashu Companion.
Clan Toron
Royal Family of Melderyn.
Missing my Quazzy updates :D
How did our intrepid Level 8 heroes defeat 3 Angler worms, which according to the SRD have 133 HP per, for a total combined HP of 399HP, when the PCs will average between 40 & 80 HP each and for a total of around 190?
Not to mention the average bite/acid 9+3 damage or 12HP average damage per bite, plus a nasty coil 10' range coil attack for 13HP damage and another 22HP if the PC misses their Dex Save which also asphyxiates.
I started one of the worms a distance away (attracted by the explosion), with its slow movement, by the time it was able to engage fully, one worm was already dead. Also, the PCs made all their Dex saving throws, and I had some bad rolls. I thought it would be a harder fight than it turned out, still was quite challenging. The Paladin also rolled a critical on his smite attacks doing near max damage, consistent excellent sneak attack damage from the rogue, and the raging barbarian absorbed a lot of damage (and very nearly went down).