"Let the Fates Decide" Game Journal (there will be major spoilers)
Lemernis
Member, Moderator Posts: 4,318
I've started a game that will be determined much by chance. For a great many decisions I'm turning a deck of playing cards to answer yes or no, such that a red suit equals yes and a black suit equals no. For other types of questions I'm rolling dice. Eg, what direction might I go exploring? Roll a d4 where each number equals a cardinal direction. And so on.
So I figured I would play a Diviner. Seems fitting from a roleplaying standpoint. The dice were pretty good to me after 5 rolls.
Str 12
Dex 17
Con 11
Int 18
Wis 18
Cha 10
He scribes Blind, Identify and Sleep, memorizing the latter two.
Alright, I'm initially just testing this out to see if I really want to do it. From just outside the door of the Candlekeep Inn I roll a d4 which determines go North. Righto. Of course I run directly into Phlydia. Do I talk with her? I turn over a red card. So yes. She asks me to look for her book. Do I want to do it? I turn over another red card. So sure thing, Phlydia, I'll fetch your book.
I do this in earnest, roleplaying as if I'm really looking for the thing. (No dice rolls here, just looking where one would normally think to search.) And that takes me into the house where Shank is waiting. I had no weapons. I had Sleep memorized... but I figure, look, I'm a Diviner! What the hell do I know about fighting some guy who's trying to kill me? So I get the hell out of there.
I run towards a Watcher in front of the inn, assuming he'll do his job. Can you guess what happens? Bingo. He ignores the homicidal maniac on my tail. (Wth?) So I run into the inn. (Maybe Firebeard will help!) Again, they don't seem concerned in the slightest that a madman is chasing me around with a knife. (Hmm, maybe I wasn't so popular there in Candlkeep growing up.)
I run into the Candlekeep library garden, in the hope that either Tethtoril or Gorion will protect me. Shank is in hot pursuit. I run straight through the Chanters in a panic. They immediately scatter like a flock of frightened birds. That elicits a laugh right there. And for just a moment I seem to be outrunning my attacker. Maybe a Watcher finally responded! So I look back to see what's going on.
I actually just caught a glimpse of the Voice of the West whacking Shank with his staff. You see my Diviner there basically staring in disbelief.
So anyway, yeah, this game is definitely on. Right at the outset I experienced something I've never, ever seen before in the Prologue in countless playthroughs. So that's an auspicious beginning.
Edit: Here is a full narrative of the ongoing game in a Word document.
Addenda:
1) As I've commenced this game I realize the best way for me to employ this RP concept is to have many decisions simply flow from my conception of the main character. For example, there is no question but that this character would take Imoen along. That's just fundamental to who he is. But there are many decisions where the character might question what he might do next. And also, when questions aren't crucial then it might just be fun to leave them to chance. So those are the sorts of things being decided by the cards and dice by me as a player. From an RP standpoint the main character is then looking for omens, signs, and consulting various means of divination.
1) I guess at the end of the day that this character concept is Chaotic in practice, because you so often just can't predict what he will do next. (Nor can he, even if he faithfully and consistently follows divinations.) So I'm making him Chaotic Good. He is a prosocial and good hearted person. Although up for adventure and excitement he is not instinctively drawn toward battle. (He has high Int and Wis.) Beyond doing what is integral to his personality he will look to omens and such to guide his way. He is a pantheist (all the gods have something to offer, depending on the situation.)
3) One great thing about this RP concept is that you have to really pay attention to all the dialogue and narration, and the journal entries and even the manual (Manual 1 on the lore); and then really think about how the character would react, to decide what choices the character will make next. This means to try as much as possible to ignore the metagame knowledge I possess as a player and truly put myself in the shoes of each of the characters I'm controlling. For me this is a rediscovery of many basic elements to the story. This is all about how the story unfolds.
4) Although this is not a strict no-reload game, in the spirit of 'let the fates decide' I will accept all results to scribe spell scrolls and level-up HP dice rolls. If characters die I will not reload. If the PC (well, me playing as PC) has grown attached to a character who can be resurrected, he will do so. If the attachment is not so great, then he will cast his runes to decide.
5) I will try for the most part to leave the equipment that NPCs earn as spoils in their possession if they leave the party. In some cases I will ask for them to help us by giving us the item, and will draw a card as to whether they do or not. The exception to this rule will be an obviously selfish type such as Edwin or Montaron. I won't bother asking those types. The same idea also applies to NPCs who join with various belongings--those items stay with them. And during the course of the game, if I need a selfish NPC to share with another I will draw a card as to whether or not they will. (When there is a tactical advantage to do so, they might grudgingly agree.) I will also strive not to swap inventory items in the midst of combat. If a character needs a potion, then someone that has one will literally have to run over to the one who needs it, and hand it to them.
6) I will be roleplaying NPCs to the fullest extent possible as individuals, each with their own unique personalities and motivations, not just in relation to the unfolding events but also in relation to one another. I.e., relationships are going to form. And for each character decisions will be made that will affect everyone else.
7) I've added color coding to the 'out-of-game' comments enclosed in brackets: Green for when a yes answer is the result of turning a playing card (red suit), red for a no answer (black suit), and blue for dice rolls, party votes, and notes/commentary.
8) I'm using this dice roller from WotC.
So I figured I would play a Diviner. Seems fitting from a roleplaying standpoint. The dice were pretty good to me after 5 rolls.
Str 12
Dex 17
Con 11
Int 18
Wis 18
Cha 10
He scribes Blind, Identify and Sleep, memorizing the latter two.
Alright, I'm initially just testing this out to see if I really want to do it. From just outside the door of the Candlekeep Inn I roll a d4 which determines go North. Righto. Of course I run directly into Phlydia. Do I talk with her? I turn over a red card. So yes. She asks me to look for her book. Do I want to do it? I turn over another red card. So sure thing, Phlydia, I'll fetch your book.
I do this in earnest, roleplaying as if I'm really looking for the thing. (No dice rolls here, just looking where one would normally think to search.) And that takes me into the house where Shank is waiting. I had no weapons. I had Sleep memorized... but I figure, look, I'm a Diviner! What the hell do I know about fighting some guy who's trying to kill me? So I get the hell out of there.
I run towards a Watcher in front of the inn, assuming he'll do his job. Can you guess what happens? Bingo. He ignores the homicidal maniac on my tail. (Wth?) So I run into the inn. (Maybe Firebeard will help!) Again, they don't seem concerned in the slightest that a madman is chasing me around with a knife. (Hmm, maybe I wasn't so popular there in Candlkeep growing up.)
I run into the Candlekeep library garden, in the hope that either Tethtoril or Gorion will protect me. Shank is in hot pursuit. I run straight through the Chanters in a panic. They immediately scatter like a flock of frightened birds. That elicits a laugh right there. And for just a moment I seem to be outrunning my attacker. Maybe a Watcher finally responded! So I look back to see what's going on.
I actually just caught a glimpse of the Voice of the West whacking Shank with his staff. You see my Diviner there basically staring in disbelief.
So anyway, yeah, this game is definitely on. Right at the outset I experienced something I've never, ever seen before in the Prologue in countless playthroughs. So that's an auspicious beginning.
Edit: Here is a full narrative of the ongoing game in a Word document.
Addenda:
1) As I've commenced this game I realize the best way for me to employ this RP concept is to have many decisions simply flow from my conception of the main character. For example, there is no question but that this character would take Imoen along. That's just fundamental to who he is. But there are many decisions where the character might question what he might do next. And also, when questions aren't crucial then it might just be fun to leave them to chance. So those are the sorts of things being decided by the cards and dice by me as a player. From an RP standpoint the main character is then looking for omens, signs, and consulting various means of divination.
1) I guess at the end of the day that this character concept is Chaotic in practice, because you so often just can't predict what he will do next. (Nor can he, even if he faithfully and consistently follows divinations.) So I'm making him Chaotic Good. He is a prosocial and good hearted person. Although up for adventure and excitement he is not instinctively drawn toward battle. (He has high Int and Wis.) Beyond doing what is integral to his personality he will look to omens and such to guide his way. He is a pantheist (all the gods have something to offer, depending on the situation.)
3) One great thing about this RP concept is that you have to really pay attention to all the dialogue and narration, and the journal entries and even the manual (Manual 1 on the lore); and then really think about how the character would react, to decide what choices the character will make next. This means to try as much as possible to ignore the metagame knowledge I possess as a player and truly put myself in the shoes of each of the characters I'm controlling. For me this is a rediscovery of many basic elements to the story. This is all about how the story unfolds.
4) Although this is not a strict no-reload game, in the spirit of 'let the fates decide' I will accept all results to scribe spell scrolls and level-up HP dice rolls. If characters die I will not reload. If the PC (well, me playing as PC) has grown attached to a character who can be resurrected, he will do so. If the attachment is not so great, then he will cast his runes to decide.
5) I will try for the most part to leave the equipment that NPCs earn as spoils in their possession if they leave the party. In some cases I will ask for them to help us by giving us the item, and will draw a card as to whether they do or not. The exception to this rule will be an obviously selfish type such as Edwin or Montaron. I won't bother asking those types. The same idea also applies to NPCs who join with various belongings--those items stay with them. And during the course of the game, if I need a selfish NPC to share with another I will draw a card as to whether or not they will. (When there is a tactical advantage to do so, they might grudgingly agree.) I will also strive not to swap inventory items in the midst of combat. If a character needs a potion, then someone that has one will literally have to run over to the one who needs it, and hand it to them.
6) I will be roleplaying NPCs to the fullest extent possible as individuals, each with their own unique personalities and motivations, not just in relation to the unfolding events but also in relation to one another. I.e., relationships are going to form. And for each character decisions will be made that will affect everyone else.
7) I've added color coding to the 'out-of-game' comments enclosed in brackets: Green for when a yes answer is the result of turning a playing card (red suit), red for a no answer (black suit), and blue for dice rolls, party votes, and notes/commentary.
8) I'm using this dice roller from WotC.
Post edited by Lemernis on
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Comments
Tethtoril approached me as the Chanter fatally clotheslined my would-be assassin with his staff, and advised that Gorion is looking for me. But Gorion already told me a short time ago to gather equipment for an unexpected journey, and it’s clear that we’re in a rush. So I think it best to complete that task before seeing him. With the meager gold at my disposal I purchase darts (I will certainly keep my trusty staff as well).
Now, what to do about helping Phlydia?...
[I turn over a red card = yes.]
I listen and look for a sign. A monk standing idly before me strokes his beard for a moment, lost deep in thought. Well, perhaps not the clearest of omens, I suppose. But clear enough! I shall continue my quest to find her book. Though I am in a hurry!
I find Phlydia again. And ah, a clue at least! She remembers visiting the cows. So off I go to see if her book is lying around over by stable. And success! I spy it lying on top of a hay bale next to Dreppin.
[Speak to Dreppin? Another red card = yes.]
I say hello to Dreppin and he tells me that after I drop off Phlydia’s book to her that he wants me to do something for him. Phlydia kindly gives me a Lynx Eye gem for my trouble, which I can certainly use towards purchase of further equipment.
I am in a hurry, but don’t wish to ignore Dreppin, so I return to ask him what he wants. He needs a healing potion for Nessa. Umm, I want to be helpful but can I really be bothered with this right now?
[Turn over black card = no.]
No, I truly can't… Sorry Dreppin, but you’ll have to work this out on your own.
I return to the Inn to sell the jewel as Phlydia recommended. I do so (7 gold pieces, not bad!) and purchase some more darts. Have I too many darts? Bah, no time to worry. Now off to speak with Gorion.
On the way to the library entrance Tehthtoril urged me again to to go speak with Gorion. Yes, yes, I know, on my way! Also, my best friend Imoen hailed me too and asked to come along on the journey. Her company would be most welcome, I daresay. I told her I would put in a word for her to join us. But she seemed so doubtful that Gorion would agree that she said don’t even bother to ask.
Anyway, I spoke with Gorion and we departed immediately, as I have all the equipment I think I will need… I asked him for more information about what’s going on, and his answer was very troubling. He believes we are in danger if we stay at Candlekeep! He fears Candlekeep is imminently at risk to be infiltrated by enemies intent upon killing us, and that we should seek to disappear in either the woods or perhaps among the throng of people in Baldur’s Gate.
We made our way to the gate forthwith.
Just before leaving the Keep, the temple priest healed me of a gash to my arm made by the new stablehand, Shank. Gorion emphatically directed that if we should ever become separated that I must somehow make my way to the Friendly Arm Inn to the north along the Coast Way, and seek out his friends Khalid and Jaheira.
Thankfully, seeing that I am traveling with Gorion I highly doubt that such a thing should come to pass.
We Depart… Into Mayhem
Only but a day into our journey and I have tumbled headlong into the blackest experience of my life. We were assaulted by brigands, one of whom was extraordinarily large and imposing, donned in coal black armor. He viciously demanded that Gorion turn me over to him! Gorion did his best to defend me and urged me to flee. I admit I did so, and more from fear than obedience.
I had no idea that my father possessed such formidable magic skills… But they were not enough. He killed all but two of them. With a fiendish chortle my father was cut almost in half by the great sword of the gigantic man in black.
Luckily I managed to remain hidden, and spent the most miserable night of my life weeping hidden under a hedge of the woods… since the ass of a Gatewarden refused to let me reenter the Keep!
Thank the gods, Imoen found me at dawn’s light and is eager to join me! She even brought some helpful equipment for our journey! Stolen no doubt… Not that this troubles me. In all events, good show Imoen!
Imoen reports that while searching for me she spied Gorion’s corpse. She suspects that a letter she found in his desk yesterday may be on his person that might shed some light on why all this is happening.
It is clear that we must investigate this. So we headed to the spot of the ambush. Imoen scouted ahead given the dangers of the woods and her keen ability to slink about unseen.
At the ambush site we discovered that the letter Imoen had read was indeed among Gorion’s belongings. It is from someone signed simply as “E.” The letter speaks of the difficulty of “forecasting events” and warns that the “the other side” is moving against them, i.e., presumably both Gorion and this friend. The letter counsels Gorion to accept assistance from anyone on the road, since there is strength in numbers. And it also advises to seek out “Jaheira and Khalid” at the Friendly Arm Inn, as Gorion had also told me before we departed.
Gorion was in possession of a belt enspelled with enchantments that I was able to identify via a spell. It protects against frost magics, although in the bargain it appears to make the wearer twice more vulnerable to fire magics as well. It may certainly prove useful, or it might be sold if we are in need of supplies. Other than that there was some useful battle gear and a piece of jewelry from the bandits that Gorion killed that we may perhaps use or sell.
We deemed it prudent to return to the road.
Almost immediately we encountered a friendly traveler named Kossled who told of a pair of travelers just up the path. This made me hopeful that they might be the two from the Friendly Arm Inn, though Kossled said they had a forbidding appearance and noted that we are quite far from the Friendly Arm. Even so, those made of stern stuff do not always have a kindly look. And perhaps they may yet be the allies that we seek. Imoen will stealth ahead. Once we spy them I will cast some runes as to whether we should approach them.
Imoen spotted them and reports they are a man wearing a robe similar in color to mine and halfling in leather armor. The man has strange tattoos on his face and was muttering to himself. She noted that the halfling spit and scowled at him behind his back.
Secluded behind a stand of trees I cast my runes.
[red card = yes]
It seems I should speak with them.
Imoen also reported that as she scouted she spied a foul little snarling creature that sounds like descriptions I have read of a monster called a 'gibberling'. We shall steer well clear of the thing as we approach these two strangers.
We introduced ourselves to the two travelers who in fact seemed fairly hospitable, as it turns out. The man’s name is Xzar, and the halfing is called Montaron. In a gesture of good will they even gave us one of their healing potions. They asked for us to join them in a journey south to the village of Nashkel to investigate problems at the village's iron mine. Xzar said he will be speaking with the village’s mayor about it. In light of the runes I just cast, and in combination with the advice contained in the letter to Gorion to seek safety from other travelers, I said we would accompany them but that we must travel first to the Friendly Arm. They did agree to accompany us there.
The four of us continued on our journey north.
[Spot glint of diamond flashing from hollow in tree trunk? Black card = no. Diamond not spotted.]
On the way we encountered a messenger traveling north to the city of Baldur’s Gate who reported that bandits have raided yet another caravan northeast of the town of Beregost to the south.
We also crossed paths with an aged, wizardly looking man in red robes who confirmed for us that we are headed for the Friendly Arm Inn, and that we should find safety there. I most certainly hope he is right!
[Do I continue to have Imoen stealth and scout ahead just after encountering Elminster? Black card = no.]
As we continued on our way, we were immediately beset by a ferocious gibberling! To my amazement, the dart that I hurled at it found its way square into its forehead. The beast collapsed face first into the forest floor. I briefly examined the creature and its hideous blue skin appeared to be covered with mange.
[Head slightly north to find Ring of Protection? Red card = yes.]
We thought we heard some faint humanoid noise just a bit to the north. Montaron urged that we explore, as there may be more gibberlings with loot on them that would be helpful to continue funding their expedition. He said gibberlings are easy to handle, as we had just witnessed. He that he would do it by himself if needed. Perhaps somewhat buoyed from my astonishing dart strike, and upon hearing the cry of a hawk at that moment, I agreed that he and Imoen may investigate.
Montaron and Imoen scouted a short distance ahead.
[Find ring? Black card = no.]
They found nothing, however.
Shortly thereafter we came upon the intersection of the Lion’s Way and the Coast Way. Naturally, we headed north to the Friendly Arm.
[Hear noise of ogre and/or xvarts to the east? Red card = yes. Already established to investigate same.]
Montaron explored ahead and found a very large ogre, and nearby to the giant a couple of xvarts. Xzar urged that we eliminate them to protect travelers although he followed this with a giddy and most disturbing laugh.
[Take on the ogre? Red card = yes.]
I searched the surround for a sign how to proceed and spied a hawk soaring aloft in the clear blue sky, likely the very same one I had heard just moments ago. Therefore, despite my better judgment I placed my trust in the gods. In all my years studying at Candlekeep, having never read of a single instance in which an ogre has done anything but cruel and evil deeds my conscience was at peace.
We assumed a position nearby to the lumbering giant and devised a plan of attack. Montaron said he would sneak up behind the ogre and attempt to sever his hamstring, the best he could do given their height differences. At that very moment I would cast an enchantment to hopefully place the ogre instantly into a deep slumber. Imoen shall fire arrows. Xzar would cast a spell to drain some of the beast’s life energy. I know realize that Xzar is a practitioner of the Necromantic arts.
The battle strategy worked with an almost shocking efficiency. The beast was clearly hobbled by Montaron’s sneak attack from behind. My spell dropped him in an instant. With our weapons we then quickly and humanely ended the creature’s life.
We were then faced with the decision whether to deliver the same fate to the pair of xvarts just to the south of the ogre. Montaron noted that the xvarts wielded short swords, and one of those would be handy for Imoen to join him in his sneak attacks, if she were willing, which she chirped she would (ever the risk-taker, she).
[Kill xvarts? Red card = yes.]
A warm gust of southerly wind on my face gave me my answer. (Thank you, Shaundakul.)
Montaron again sneaked up on our quarry, as we waited in hiding behind nearby trees. He delivered an immediately fatal backstab to the one closest to him, then engaged the other in sword play. I must say: a most courageous and deceptively skillful warrior this halfling is. I think he is surprisingly strong. Definitely not one to be trifled with, despite his diminutive size! We joined the attack with our weapons, and once again my dart found its mark. (Who knew all those rounds of playing the game of darts at the inn over the year would be useful one day!)
Among the belongings of the creatures we dispatched were two belts that seem to have enchantments that will require spells to discern. A jeweled ring and a morning star were also part of the spoils.
We returned directly to the road and continued north. On the way we met a hunter who gave us a bit of advice about creatures in the area. He said to particularly watch out for wolves, as they have been especially predatory in the area recently.
After a long day of travel with no further adventures, we arrived very late in the evening at the Friendly Arm Inn. An impressive stone fortress it is, with guards posted at the door. The sentries told us to be civil and all are expected to avoid fights inside the fortress walls. This we are relieved to hear! A safe haven at last!
[Detect something odd or sinister about the behavior of Tarnesh loitering at the inn’s entrance? Black card = no.]
Or so we thought.
As we made our way up the stone steps to the inn a man approached us. He asked with a crooked smile if we were from Candlekeep and if my name was Oracos! I was momentarily ecstatic that this must either be Khalid or Jaheira! However the stranger asked us to “wait for a moment” in a rather sinister tone. And this seemed more than odd. He commenced to cast enchantments and it seemed from his incantations that he meant us harm! Imoen began firing her bow without an attack order even being given. Fortunately, just as our aggressor approached us Montaron slipped into a shadow and drew his blade. Using the missile wand Imoen stole from Candlekeep I was able to stop him from casting his second spell. And during this commotion Montaron deftly slipped behind him and struck him down.
It appears from a scroll we found in the pack of our attacker that he is a bounty hunter. And we are now officially the quarry of someone offering 200 gold pieces for my head! The bounty notice states that it anyone bringing the bounty to the attention of the law shall suffer severe consequences. It is an utter mystery who would seek my death, and why they would. But at least those responsible for maintaining law an order in the region do not appear to be part of it. So perhaps they may offer some safety. I take some small comfort in that, if so.
Among our attacker’s belongings were three spell scrolls—one for protection from attacks, one to spray a blast of fire from the palms, and another to emit flying energy bursts from the fingertips. These both Xzar and I can share to scribe. Our would-be assassin had some gold on him as well.
It was clearly a risk to enter the inn at that point. But a member of the inn’s guard had assisted us in our fight against our assailant on the steps. I spoke with the guard immediately afterward and he emphatically assured us that any aggression within the inn’s walls will be dealt with most severely. Here I trusted that his fellow guards must now be on high alert after witnessing this attack. In all events, we are to seek out Gorion’s friends inside the inn. Perhaps they have been killed by whoever wishes to kill me. But we must enter to try to find them. This was my father’s final instruction to me and I cannot bring myself to forsake it, even though I am in fear.
Once inside the inn I felt a bit more secure. Yet a glowering half-orc standing near the entrance put us all very ill at ease. Perhaps a sellsword. But he could just as easily be another bounty hunter in pursuit of me.
The group briefly discusses whether to approach this looming figure. Xzar feels we should, but I am beginning to sense that he is a bit addled. Montaron quarrels with him, calling him the fool, and sneers we should trust no one. Imoen says whatever you decide, you’re the leader. Having arrived at no clear sense of direction on it I consult a rune stone.
[Speak with Dorn? Black card = no.]
Hmm. The omen indicates to not speak with him just now, but perhaps later.
We mill for a bit about the bar and pretty quickly size up that the two we are looking for must be a pair standing near the bar in a corner. We approach them and introduce ourselves. Sure enough, they are my father’s friends! They appear to be mates. The more assertive of the two is the wife Jaheira, who does the talking for the pair. It is apparent why once the husband Khalid speaks, as he has a very pronounced stutter.
They offer to join us and protect me, as would have been my father’s wish. And for this I am grateful and relieved. There is no doubt but that my father would have wanted this.
I am too weary at this point to try to scribe the spell scrolls we obtained off of our failed assassin. I also need to memorize spells to identify our two belts.
We sell the gear we have gathered to the inn owner Bentley Mirrorshade, and turn in for the night. Bentley was willing to give us 250 gold pieces for the belt my father owned, and we definitely need that sum added to our purse. Sweet and charming Imoen did the negotiating.
In the morning I cast spells to identify the belts. One was cursed! It turns men into women and women into men. Amazingly, Bentley will take 100 gold for it. Thank the gods we figured that out before trying it on. The other belt protects against such things as arrows, darts, and sling bullets. As Khalid has skill with sword and shield, and likely will be most vulnerable to such attacks, we will have him wear it. We purchase some arrows for Imoen and some clubs for Jaheira. Some of the weapons and armor that we have collected as spoils we decide to use ourselves.
Next Xzar and I attempt to scribe the spell scrolls we took from the bounty hunter. To my dismay I am unable to memorize the spell that shoots energy darts from my hands! But I do successfully learn the spell to blast fire from my palms. And Xzar learns his spell to make his body tougher against any physical attack. This was a good choice for him as he wields a dagger and he is… well, frankly, I suspect from his occasionally intelligible ramblings that he may be utterly insane. (And I’m not sure how long he will last with us if he attacks with a knife. He seems to know well enough not to do this but as a last resort, however. And he seems very knowledgeable about magic. He may yet surprise me.)
I need to rest and meditate again in order to memorize spells. I’m uncertain which spells will serve me best, though it appears that I should prepare for combat. I cast the runes to decide.
[Roll 1d4 twice for two spell slots, where 1 = Identify, 2 = Sleep, 3 = Blindness, 4 = Burning Hands. Results: 4 and 4.]
The oracle advises I should use my newly learned spell. Perhaps I came across it for a reason?
We rest again so that I can prepare two castings of this newfound “Burning Hands." We depart almost at dusk, as both sets of companions are eager that we get to Nashkel with due haste.
I'm just mildly disappointed that beyond the first very wild moments of the game, it's been fairly run-of-the-mill. For example, I've ended up with a very standard party as I head to the Nashkel mines!
But that's admittedly due in large part to roleplaying decisions based on what I feel is in-character for the PC. For one thing this PC would never dream of leaving Imoen behind. And another thing is that he would feel compelled to follow his father's last wishes by allowing Khalid and Jaheira to accompany him. So that's half the party right there. At least starting out.
Everything else has pretty much been based on the luck of the draw, though (literally).
The most notable difference--and it is a major one--is how I'm paying so much more attention to all the many nuances of the game. It is a very different experience than doing the same old things by rote.
I'm tempted to keep journaling, as it's been fun and deepens my immersion. But it also takes much more time to play the game that way. If anyone is enjoying it, I'll keep it going as long as I have the energy for it. If not, I'll let this much stand as an illustration of the concept.
I just hope that it takes me in interesting directions that I've never traveled before.
I think I do have to be selective about what I leave to chance. (I.e., not literally everything.) I just hope I can find the sweet spot for actions based on some basic character (i.e., the main character being developed in terms of who he is) versus what may be left up to the four winds.
In any event if you write them I will likely read them ( and if you make video clips I will likely not see them) - whatever you choose enjoy the ride!
I learned a bit more about our companions as we traveled the Coast Way south. Jaheira and Khalid are both half-elves. Jaheira is a druid. She is originally from Tethyr, a land to the south of Amn. She is, I must say, a very attractive woman. And she is of noble birth. What in the world has her protecting a young wizard in the dangerous wilds of the Sword Coast? She tells that she was raised by an enclave of druids since she was a child. Her family was killed during a peasant uprising, she says.
Khalid is from Calimshan, even further to the south. His father is a merchant there but he prefers not to discuss him. He is well trained in the art of swordplay.
Both Khalid and Jaheira seem to have been extremely loyal to my father. They appear to have thought the world of him.
Xzar let it slip during his ramblings that he and Montaron are in the employ of a powerful group, but he suddenly fell silent after stating that and will speak no more of it. Montaron overheard his apparent blunder and told Xzar to keep his tongue still lest he remove it. I quickly advised them that I have no concern about their affairs. After we make it to Nashkel we can happily go our separate ways if they wish. In response Montaron simply grunted and Xzar began tittering about something or other going on in his own head.
By early morn we arrived in the caravan way station of Beregost. Upon entering the north end of the town a friendly citizen named Vend approached us and we chatted about Beregost’s amenities. There is a choice of four inns, two of them with taverns. A highly renowned armor and weapons smith named Thunderhammer plies his trade here. And our guide also recommended that we check what special items may be for sale at Feledpost’s Inn, which is the most luxurious inn in town.
We need to rest and see what supplies may be available to us here. We have a goodly sum of gold—just over 600 pieces! We could even spend the night in the lap of luxury at Feldepost’s if we wish. But I shall see where the Fates wish us to go by consulting the runes.
[Which inn to stay at? Roll 1 d4 where 1 = Red Sheaf, 2 = Jovial Juggler, 3 = Burning Wizard, 4 = Feldepost’s. Result: 3, the Burning Wizard.]
The runes reveal that we should stay at the Burning Wizard, which is in the center of town, and has a tavern as well. It seems a good choice. A stout drink would be welcome after our long journey. And the inn is also moderately priced, according to Vend.
As we make our way into the town center, we note an obelisk with each face featuring images of four gods favorable to trade [artistic license]. There is also a town crier with news to tell. The town center seems to be a favorite gathering spot for the townsfolk to chat and gossip.
The crier reports that Beregost’s governor, Kelddath Ormlyr, who is also the head priest of the Lathanderite temple just to the east of town, has placed a bounty on the head of a mad and murderous cleric named Bassilus. The reward for bringing this man to justice is a staggering five thousand (yes, thousand) gold pieces!
This is a small fortune. There is much that wealth of that amount could do for us. Perhaps this crazed cleric is highly dangerous? Or he made some really bad enemies! It is at this point hard to say, as the crier didn’t have more information than the bounty notice itself.
We shall investigate this matter further in due time by speaking with the townsfolk, and perhaps the Governor himself if he is available. However even as I share my initial thoughts about this, both Jaheira and Xzar respond that they are not tempted to try to win this kingly sum. Rather, they wish us to get to Nashkel as soon as possible. Montaron, on the other hand, feels we would be foolish not to acquire such an extraordinary bounty if we can. We will revisit this subject after a rest at the inn.
We enter the Burning Wizard and find a rather cozy and modest establishment. The inn has six comfortable looking rooms on the second floor. And we are flush with gold right now. So we secure three of their nicest rooms.
[Which rooms do we get? Roll 1d6 where each of the six rooms is assigned a number. Rooms are paired: PC & Imoen, J& K., and X. & M. I honestly did not recall which room had the Stupifier, and assigned the rooms according to which I felt they would prefer. The rooms available did include one that has the Stupifier locked in a chest. And that room went to the PC and Imoen. A very lucky break, as it might just as easily have ended up in the hands of Xzar and Montaron who would definitely keep it if they leave the party!]
In the room taken by Imoen and me it appears that the previous guest left something behind. It is a mace with some unusual glyphs inscribed on its head that I am unable to decipher. I will need to use a spell to ascertain what the markings mean. My inner senses tell me it has some sort of enchantment, but I will need to cast a divination spell to reveal exactly what.
Still looking about upstairs we have a brief chat with some patrons who share a bit more information about the town and region. Beregost’s main attraction is the temple of Lathander to the east, said a grumpy man who seemed bothered that we were disturbing him from a good book. A rather rude and probably inebriated patron told us to steer clear of the the house Firewine. ["To Firerwine with ye!"] Two fellows at a table discussed the local “iron crisis.” Apparently this shortage of iron is causing a lot of fear and angst amongst the local populations. One of these fellows said he felt that the folk of the region are looking for anyone or anything to scapegoat. He fears unruly mobs may form if conditions do not improve. The other man at the table mentioned that iron in the region has mysteriously turned extremely brittle, breaking very easily.
We head downstairs and take a seat at one of the tables to wash the road’s dust from our throats with a drink. In speaking with some locals at the table next to us we learned a few things. Rumor has it that the Grand Dukes of Baldur’s Gate suspect that the Amnian government is orchestrating the bandit attacks that have recently plagued the roads between Nashkel and Baldur’s Gate. The fellow who mentioned this observed that the Baldur’s Gate is badly overmatched by the mighty nation of Amn, and as such the accusation seems rash. One of them noted that the bandits appear remarkably skillful at evading the Flaming Fist, a mercenary force in Baldur’s Gate that has been patrolling the Coast Way. He speculated that they must have some means of hiding in the woods that has as yet remained undetected. And yet another drinker at their table lamented that the price of iron has skyrocketed due to its scarcity. Iron is now literally more valuable than gold! Another one of the patrons downstairs mentioned that she believes Amn has sent spies to somehow poison the iron ore, presumably from the nearby mine.
We also heard tales of an ill-tempered mage named Thalantyr who lives just to the east of town who uses guardians of some sort to kill intruders. And another man spoke of the ruins of an ancient magic school somewhere in the region called “Ulcaster,” which he believes may have treasure; yet is likely haunted.
And finally we spoke with a halfling who offered us 100 gold pieces if we can retrieve his boots, which he lost to a band of hobgoblins south of the city. He is evidently a thief by trade since he pickpocketed 25 gold pieces while talking to us!
[Journal mentions that I don't wish to make a scene about Zhurlong pickpocketing gold from us. I might not. But do I tell the party? Because if so Monty would surely either try to pickpocket it back—or just gut him. Red card = yes. ]
I mention the theft to the party and Montaron growls that he intends to get our gold back “with interest.” I ask him how he intends to do this and he says he will simply kill him in silently with his short sword in a corner of the tavern when no one is looking and then slip away unseen. He glances at Xzar as if to register a request to cause a diversion were he to do so. I ask him to please instead to consider simply pickpocketing our gold back?
[Turn a card where red suit = pickpocket attempt and black suit = backstab. Result: red card = pickpocket attempt.]
Montaron glares back at me angrily but remains silent as if mulling what words to choose. After a moment he simply mutters that he will do as I request, though it sickens him that we would even consider letting the cutpurse live.
The pickpocketing attempt unfortunately fails, and the thief who stole our gold unsheathes his blade upon Montaron. A full-fledged sword fight to the death breaks out between the two. Jaheira stands and watch impassively. Khalid seems nervous about the fight but follows Jaheira’s lead and does nothing either. Imoen and I are dumbfounded.
This is essentially Montaron’s battle, though, and we feel it is ill advised. So like Jaheira and Khlaid we elect to let the matter play out.
Xzar raises his eyes upwards, sighs, then casts one of his Necromantic enchantments to numb opponents with stinging cold with a blue light from his hands; which he swings like they were blades as he joins the fight. The two of them chase the thief to the second floor. This melee alarms the inn’s owner so much that he scampers well away from the bar and seeks a safety in a corner. I do my best to calm him, and to persuade him that the halfling attacked us first, and that we shall protect him at all costs.
After but a few moments Xzar and Montaron return down the stairs, with Montaron still breathing hard from the fight, but with no wounds. Xzar seems to be intact as well. Montaron proudly proclaims that he got our gold back with a bit extra for the trouble the thief put us through. [125 gp]
After this unexpected bit of excitement everyone agrees that a stroll through town is in order. We proceeded to walk the main west-to-east road towards the temple.
At the edge of town we found the smithy that Vend had mentioned. A very impressive array of armor, weapons, and ammunition is available there. The prices for many of the items are far beyond our humble means. But some reasonably priced upgrades to armor seem like a good idea. I quietly pulled a rune stone to help decide whether we should apply some funds towards better equipment.
[Upgrade armor? Red card = yes.]
The portent was to do so. Thus we purchased sturdier riveted leather for Imoen and chainmail for Jaheira (to replace their plain leather). Jaheira and Montaron also got some metal scullcaps to provide protection in battle. We also purchased for Montaron a small shield, a sling, and some sling bullets.
The smith, a burly giant of a man named Taerom, also mentioned that he can identify obscure items with enchantments on them for a fee of 100 gold. This is tempting to take him up on. If I cast the spell to identify the item’s enchantment, we would need to spend more time in this town. Our companions are already eager to continue to Nashkel. So I put the matter to a vote as to whether we should avail ourselves of this service.
[Jaheira: black card = no, Khalid: red card = yes, Imoen = black card = no, Xzar: black card = no, Montaron: red card = yes, Oracos: red card = yes. A tie. Tie-breaker goes to party leader, so yes, pay to have item identified.]
The vote was evenly split. Jaheira, Imoen, and Xzar voted no. Montaron, Khalid and I voted in favor. Since I am the party’s leader, the decision is then to pay for Taerom’s services.
We appear to have stumbled onto quite a boon. The item would appear to be quite powerful. The mace has the ability to paralyze those whom strikes, at least occasionally. And Taerom was willing to give us no less than 750 gold coins for it. (We won't be selling it, no.)
None of us is trained to use a mace but this seems an item that we should hold onto. Even without any of us possessing great skill in welding a mace, it could nevertheless turn the tide in a fight.
For now we shall have Khalid use it—and mainly because I simply do not trust Montaron to give it back. Khalid seems more trustworthy not to try to claim it as his own.
We continued our stroll to visit the temple, which is quite a sight. The head priest, Kelddath Ormlyr, who is also Governor of the town, told us a bit more of the mad priest, Bassilus. The fiend has been killing innocent people he happens upon in the wilderness. The Governor confirmed what the town crier said, namely that the temple will pay 5000 gold for proof of his death, which would be Bassilus' holy symbol.
We return to the center of town and chat some more with the townsfolk. There we heard more suspicions that Amn is tainting the iron ore in the region, and more talk of the ore’s brittle properties. This actually has us somewhat concerned about our own weapons, and luckily we have held onto a few extra blades each, for those of us that use one.
We decided also to visit Feldepost’s and see what items may be for sale there as well. Upon entering the establishment we were accosted by a rather large, coarse man who had the look of a farmer and seemed to intent upon taunting us into a fight. (Wait, was this not supposed to be the luxury inn?)
[Montaron reacts by having words in return with Marl? Red card = yes.]
Montaron had words back with the surly fellow. Only moments later they came to blows.
Although Montaon is very tough, the man was huge and able to withstand his frontal sword attacks. With several terrible punches the man was able to knock Montaron nearly unconscious. He seemed intent upon beating Montaron to death.
[Do others intervene? Khalid and Jaheira I assumed would not. Xzar: black card = no, Imoen: black card = no, Oracos: red card = yes.]
Seeing Montaron reel on the brink of losing consciousness, I sprang forward and burst my Fiery Hands spell upon the attacker. Montaron at that moment collapsed in a heap, and I feared him dead. The attacker hit me square in the jaw and I too nearly lost consciousness, but I quickly gulped down a vial of healing potion to keep my wits. Whilst this was happening everyone else in the party lept to my aid. I shot another blast of fire at the man but due to the rage he was in he seemed unfazed by it.
Although Xzar was last join the fight, it was he who plunged his dagger into the man’s side, killing him.
When the man sank to the floor in death, Montaron revived. He had been momentarily knocked out by one of his attacker's vicious blows.
[Speak with Marl’s companion, Dunkin? Red card = yes.]
A man that stood and watched the melee almost in shock seemed to have some relationship to our attacker. He looked shaken. I felt moved to speak with him. I asked the fellow if he knew our slain aggressor and he angrily shouted that the Flaming Fist would mete out justice against us. So I elected to bother him no further.
Montaron looted his corpse with a grin, finding some gold and a semi-precious gemstone. He insisted even on removing the man’s leather armor. Our feisty halfling comrade was however clearly still woozy from his beating. His gait was off, and his face rather pale. He was also slurring a bit. So I asked Jaheira if she might use her healing skills. She did not seem pleased with the idea but agreed. He was restored instantly to full alertness and vigor.
We took a look at the inventory from the innkeeper. There were indeed some desirable items there, including several spell scrolls, an enchanted amulet, and some weapons of superior craftsmanship. One spell that we could afford was tempting, but we thought it prudent to hold onto our cash for the time being. Who knows what hardships or opportunities may lay ahead.
We decided to head back to the inn and rest for the rest of the day and evening. As we approached the door we noticed the same young man standing there when we had entered the first time. The young fellow had been watching us, and seemed to be considering approaching us. He did not appear the slightest bit threatening, but there is a bounty on my head. I drew a rune stone to seek an omen.
[Speak to Garrick? Red card = yes.]
The rune seemed to say do proceed with conversation, but it nevertheless warned of danger. I briefly halted the group and pulled them away from the door and in hushed tones shared that my divinations revealed that pleasant looking lad may in fact be an assassin. I mentioned that I had no more spells memorized. Xzar too shared that he had but one spell memorized, the one that makes his body stronger to withstand physical blows. He might use it and wield his dagger. Jaheira advised that she could instantly cover the man in a magically spouting entanglement of vines, if needed; then use her club and shield. Xzar and Montaon were ready with their swords and shields. I still had some power in my magic wand, and my darts. Imoen can use her bow. The group concurred that unless our possible opponent possessed strong magics we should be more than a match for him, even if we are not ideally prepared. Better that we confront the matter now than spend a night in the inn sleeping with one eye open.
It was decided that Jaheira, Khalid, and Xzar would approach him, with Montaron off to the side the shadow of the obelisk. Jaheira would do the talking. Imoen and I would remain back a bit that we may use ranged weapons more effectively.
Jaheira said hello and the young man chirped almost cheerfully that he was looking for adventurers to hire out as mercenaries to protect a mistress of his.
[Accept Garrick’s proposal? Black card = no.]
Jaheira bluntly exclaimed that we were not interested. The young man nodded that he was sorry to have wasted our time and strolled away, singing a song.
We retired to the inn for an evenings rest. Once again I sought divine direction for which spells to memorize.
[Roll 1d4 twice for two spell slots, where 1 = Identify, 2 = Sleep, 3 = Blindness, 4 = Burning Hands. Results: 4 and 2.]
The runes show that I should memorize Slumber and Burning Palms.
The mysterious figure who sought to hire us did not return, though this was not too surprising since we were satisfied when he left that he did not pose a threat. We enjoyed a blessedly uneventful sleep.
In the morning we shall discuss whether to hunt down the mad cleric, or head straight to Nashkel.
I even did a party group vote for the first time this way, and that seemed to open up some new avenues for how the game might develop.
This has all the party members behaving relatively independently. I'm still roleplaying them according to what I believe is in character for them when it's something obvious. But I'm finding that there's a mix of making RP decisions for them according to who they are, on the one hand, and having chance determine some of their behavior as well, on the other. It seems to roughly be about a 50-50 split so far.
For example, we know from the coded banters that Jaheira and Khalid don't like Xzar and Montaron. I do not think Jaheira would be inclined to heal either of them. So I RPed having the PC ask her to do this once for Montaron so far, and the card I turned had her agreeing. But I think next I'm going to have to turn a card for whether she will agree to heal either of those two on a regular basis. Or I suppose I could also have the outcome be a little more diverse, eg, roll 1d4 where 1= heal them as needed, 2 = ask Jaheira how she feels about it each time (turn a card then), 3 = never heal them (make them use potions), 4 = reroll.
Jaheira has aboverage Wis, and from a tactical vantage she would grasp that healing these Zhents would be "for the group." But from her point of view the good of the group could be to have them die as well!
I was kind of hoping that I would be able to add Garrick to the party. But it literally 'wasn't in the cards' in this game. I felt from a roleplaying vantage that I couldn't really ignore Garrick's continued presence standing outside of the inn (what with the bounty and assassination attempts). So upon returning to the Burning Wizard to rest I felt compelled to draw a card re: whether to confront him. (As for preparing to fight Garrick, that was silly from a metagame perspective. But from the RP vantage: in for a penny, in for a pound. And a first time player wouldn't know what to expect from him.)
It seemed quite a stroke of luck for the dice to have me staying in the Burning Wizard, and to get the Stupifier as well (the odds were against this). But I have no one in the party who has any proficiency with the mace.
I guess I could turn a card for whether Khalid will attempt to practice with it versus wielding a sword all the time...
What is the penalty for using a weapon that a character has no proficiency at all in? Or is it that there's no penalty but the wielder simply doesn't get proficiency bonuses? I've forgotten a lot of those sorts of details about the game, lol.
But anyway, this is a pretty good example of the sort of decision I'm routinely making using this method:
Khalid is most highly trained to use the Long Sword. Of any weapon, he has the greatest skill in using that one.
But now, given the acquisition of this quite powerful new weapon (Stupifier), would Khalid attempt to learn how to use it?
(In this case, I would not have the party leader assume to direct him to do anything. CHARNAME is a Diviner with high Int and Wis. He wouldn't presume because he knows nothing about the arts of martial combat.)
So putting oneself in Khalid's shoes, what would he do? He himself knows that he will be more effective using a Long Sword. But this new weapon can also paralyze enemies sometimes. And that might actually prove more effective for the team overall.
Would Khalid's general lack of confidence factor into his decision? (Actually, come to think of it, it might be kind of fun to see if he has a morale failure due to poor success using this weapon.) Or might he actually have decent confidence specifically for martial combat (given his overall education as a fighter)? Is his confidence based only in his specific training, and he'd be highly insecure using a weapon that he has next to no familiarity with?
In this type of game when an answer isn't obvious I draw a card for yes or no. And here that could even be: Will Khalid dare try to use this weapon even for just a while? Y or N.
Metagame-wise he should clearly stick with the Long Sword; and, should he remain with the party, continue on to gain High Mastery in its use.
But from a RP vantage, based on what we know of the character (and/or can extrapolate, and then argue for), would he give Stupifier a try?
Our party arose early and was prepared to leave shortly before dawn. As planned, we discussed whether to seek the bounty for the insane cleric who has been terrorizing the countryside, Bassilus. Montaron made a forceful plea to win this enormous bounty prize. Although I am none too eager to willingly enter dangerous situations if they can be avoided, the gods seem to be showing us favor. And must I admit that, like our cutthroat little halfling friend, I too see this as an extraordinary opportunity. I do understand however that this mission figures to be extremely dangerous. So I feel inclined to put the matter up for a vote.
[Group vote re: whether to pursue the bounty for Bassilus. I feel that Montaron would be eager to do this, so as far as I’m concerned he’s an automatic yes. My PC would like to go for it as well. Thus no need to draw cards for these two. Oracos: yes. Montaron: yes. Imoen: black card = no , Xzar: black card = no, Jaheira: red card = yes, Khalid: black card = no. A tie. Tie-breaker goes to party leader, Oracos. We will try to hunt down Bassilus.]
The vote: Imoen: no. Xzar: no. Montaron: yes. Jaheira: yes. Khalid: no. Me: yes.
We have a tie. Which my vote overrides. So we will hunt the villain down and collect the reward.
We went to the town center where I planned to cast runes to see where we might look for Bassilus. But before doing so I checked with a few of the town’s early risers who were starting their day to see if I could glean any more information at all about our quarry. And I was rewarded for that bit of extra effort. A townsperson we chatted with did indeed know a bit more. He stated that rumor has it that Bassilus once lived at the infamous Zhentil Keep and may even be a survivor of its recent siege, which almost destroyed it entirely. Bassilus is therefore almost certainly a follower of Cyric.
But beyond this interesting bit of information, we still haven't a clue where to begin looking for Bassilus.
I find a relatively secluded spot in the square and cast my runes.
[Which direction to search for Bassilus? Roll 1d4 where North = 1, East = 2, South = 3, West = 4. Result: 2. We will travel east.]
The runes point us toward the east.
We make our way to the Song of the Morning and continue on a due easterly course. We pick up a bit of a trail which helps reinforce the sense we are on the right track.
The land is dangerous, we know. But we are on a large open grassy plain with some small rocky hills far off in the distance. Until we draw closer to the hills we feel we are safe enough not to require scouting ahead.
However, not far along our way we encountered a pack of wild dogs scavenging the prairie which were difficult to see in the tall grass. They actually marauded us. Jaheira even sustained a significant injury to her leg in the assault. Since dog bites can cause disease I urge her to use her healing powers. She states that because she is a druid the dog's saliva will not harm her any worse than the initial bite. I hope she is right! In any event, she says she will continue to keep her healing energy coiled for now.
Upon arriving at the foot of the rocky ridge I ask Montaron and Imoen to scout ahead. And a smart decision it was, since they discover a party of eight hobgoblins ahead in a pass in the long rocky ridge before us.
Unfortunately it may prove a very long trip around this ridge, unless we can find another pass. No doubt the hobgoblins have positioned themselves here for precisely that reason.
In all events, there are eight of them, and these odds seem a bit steep to us. Jaheira notes that if we can capture even one of them, we might be able to interrogate him for any possible clues as to the whereabouts of Bassilus. They seem to be grouped a bit too tightly for it to be feasible for us to sneak up and capture one, however.
The group defers to my judgment. I am about to elect to avoid this fight and suggest we move either north or south along the ridge. But at this point Khalid offers a suggestion. It is still just before dawn and the light is dim, he observes. A number of the hobgoblins have not yet stirred. Perhaps we can pick off enough of them with Imoen’s bow, Montaron’s sling, and my darts, to make the fight more easily winnable.
[Try Khalid’s strategy? Red card = yes.]
At that very moment from the corner of my eye I catch a bat darting about in the purplish rosy sky, and swoop down towards his home somewhere in the ridge. This omen seems clear enough. We shall try our stealthy plan to trim down their number.
The strategy works quite well to start. We whittle down their number by two. Things were going as planned. But in attempting to sniper the third hobgoblin we fail to kill him outright. He calls out to us loudly, demanding that we give up our gold, and yells for his party to attack. "Kill, attack!" he screams with a ferocity that I will not soon forget. [Note: He actually says “Chill, attack!”] We then launch a full assault on their party.
Unfortunately, Xzar hadn’t thought to cast his Armor spell beforehand. And that lack of foresight probably cost him his life. He did fight very bravely however. Xzar cast his Frost Hands spell and it worked beautifully on the first enemy he enjoined. But just as that one fell, the hobgoblin next to him turned away from Khalid to Xzar and cut the Necromancer down.
Otherwise the remaining hobogblins fell to our blades, arrows and darts. The hobgoblin that killed Xzar was the last foe to fall, and he fell to Khalid.
So there we are. One of our party is dead.
A smirk from Jaheira indicates that she is rather pleased that Xzar has been slain. Montaron actually chuckles, referring to Xzar disdainfully as the “mad wizard.” Imoen weighs in that she has never gotten a very good feeling at all about him, really; but that we still should take him back to the temple and see if he can be returned to life. Khalid says he feels a bit guilty that his own suggestion ended in the man’s death; plus, the foe he was fighting killed Xzar before Khalid could kill him. This Jaheira quickly rebuts, stating Xzar’s decision to enter combat with such a spell was his decision and no one else. “The fool didn’t even cast his Armor magic when we were planning our attack!” she adds.
Once again we are evenly split in our opinion. They all look to me.
[Note: this was a tough call. I mainly use the cards or dice when something a character might do or decide is in doubt. Or just to have fun with an outcome, if it’s not something important. But otherwise I have them act according to what I think their basic personality is. Here the Good side of the PC will tend to have him raise any slain comrade unless perhaps the NPC seems an irredeemably horrible person. His Chaotic side will have him cast runes…]
I decide that we shall take our fallen comrade back to the temple and see if he can be returned to the living. Before heading back towards the temple we loot the hobgoblin corpses.
Fortunately, we had less than an hour’s travel lugging Xzar’s body back to the Song of the Morning. The fee for returning him to life was surprisingly cheap—only 100 gold. Another 50 gold coins restored him to full health.
Since Xzar is a Necromancer I expected a bit more colorful reaction after he gasped his first new breath again. Instead he merely blinked and asked what had happened. The last thing he remembered was proudly killing one of the hobgoblins with his Cold Touch spell. Xzar either never saw the blow that killed him, or his memory of it had disappeared. He reported that he had no experience of being dead, about which he was understandably disappointed.
Next we returned quickly to town to sell the loot we acquired at the smithy. Imoen has proven herself to be a very skilled haggler, so she handles all our transactions (although I think this bothers Jaheira). While making these transactions Imoen made a suggestion to Xzar. Would he not try throwing daggers instead of using one hand-to-hand? After his last combat experience Xzar was perfectly willing to oblige.
Upon leaving the smithy I ask the party to wait for a moment while I reflect. I ask Jaheira to please heal herself before we continue, and she nods in agreement.
I’m worried whether perhaps the gods are frowning upon our quest to find Bassilus.
Should I have consulted the runes about whether we should try to obtain the bounty?
Or was our mettle and wisdom simply being put to the test in losing a party member (though fortunately we were close enough to a temple to carry him to)? The dangers of the wilds abound regardless of the quarry we seek…
Another thought occurs to me: for all we know the deranged cleric could have some magic by which he moves to new locations to avoid being found. He has been difficult to find, certainly.
I conclude that I indeed should have consulted the runes as to whether we should undertake the quest to begin with. I tell the party that I must seek the guidance of the gods before we proceed.
[Should we try to track down Bassilus? Black card = no.]
The oracle says now is not the time.
Somewhat relieved, I advise the party that we will take up the quest to find Bassilus at another time, if possible. Montaron is not happy to hear this, but Xzar reminds him that they have business to the south.
Although Jaheira supported this diversion from the main task at hand, she seems to concur with abandoning it to proceed with more important business.
So none the worse for the wear, although 135 pieces gold poorer, we continue on the road south to Nashkel.
Xzar has at least learned an important lesson… or so one may hope! (Who can ever tell with him?)
I've been reading novels Avatar Trilogy, Prince of Lies and Trial of the Cyric the Mad, they are excellent reads and shed insight to aftermath of Time of Troubles, how Mystra, Bane, Myrkul, and Bhaal died, how Cyric and new Mystra became Gods, then Cyric's insane plan led to the destruction of Zhentil Keep and he lost his portfolio of Death to Kelemvor etc. Riveting stuff.
And so it was that early that morning we altered our plans and resumed our travels south along the Coast Way.
[Decide to have thieves scout ahead? Black card = no.]
As we strode out of town I considered whether to send Montaron and Imoen ahead to scout. But I figured we should probably remain safe without a scout for a while yet, still not too far from the town. ‘Tis a warm, bright sunny morning. Songbirds are chirping and butterflies waft about back-lit by the sun. Not a definitive omen, no. But regardless, hopefully not scouting isn't too much of a risk yet.
My decision turned out not to be the right one. For before long, as we made our way around a bend we happened upon an ogrillon. The giant lumbered towards us with a terrible growl and obvious intent to do us harm. As the creature approached us Jaheira cast her Sprouting Vine spell which unfortunately the beast outran and avoided. With a massive blow of the fist to Khalid’s shield, the wind was nearly knocked out of Khalid, and he was left gasping for air. Jaheira immediately used her remaining healing spell to save her husband. In the meantime others took the following actions: Xzar cast his Armor spell for protection (after his last incident he wasn't taking chances); Montaron quickly sheathed his sword and began hurling sling stones; Imoen shot arrows at the creature; and I threw darts at it. One of my darts to the creature's throat wounded it badly, and then Imoen’s arrow found its way straight into the brute’s chest, killing it.
Lest there be more enemies ahead to catch us unawares, Montaron scouted ahead and found another ogrillon hopelessly trapped in the tangle of vines Jaheira had called forth from the ground. Montaron called out for those of us with ranged weapons to us join him and flank the creature from a spot where we could fire easily upon him. This Imoen, Xzar (using throwing daggers), and I did immediately.
Imoen’s and Xzar’s aim were best. And the second ogre-orc fell to another one of Imoen’s arrows.
Jaheira told us to wait for a bit for the vines she had called forth on the path to return to the earth, which we did. Then Montaron moved in to loot the corpse. He discovered on the creature who had charged Khalid a greenstone ring. And next to the creature we killed within the vines, we found a horribly pulverized halfling corpse. On that orgillon Jaheira found a letter addressed to a ‘Marianne’ from someone named ‘Roe’. The letter referenced a halfling courier, which seemed the victim at this apparent ambush site the ogrillons had established. The letter was dispatched from Amn, its author says.
[Keep the letter in the hope of perhaps one day finding ‘Marianne’? Imoen and Khalid I believe would say yes. Xzar and Montaron I think would say no. Jaheira: black card = no. Oracos: red card = yes. A tie. Tie-breaker goes to party leader. We hold on to the letter.]
Upon listening to the letter read aloud by Jaheira, Imoen suggested that we should keep it and perhaps see if we can deliver it, if somehow possible. Khalid agreed that this would be a noble thing to do if we can. Xzar paid attention just long enough to roll his eyes, and promptly returned to his inner thoughts and mutterings. Montaron laughed derisively that we should keep the letter for toileting purposes. Jaheira stated she felt that it was simply another distraction from the task at hand, so no, best leave the letter where we found it on the road and leave the matter to the Fates. Hearing Jaheira phrase it that way, it was clear to me that the Fates had selected us! So I advised that we will keep the letter and deliver it if we can.
Not far in the distance to the west of the road we noticed a most peculiar sight. A house had somehow become mostly engulfed by a pond. The front of it was underwater, and the rear was yet above ground. What could have happened here? Had it somehow been moved from its foundation? How could a mere pond have risen so dramatically? Perhaps some magic was involved?
If this be an omen it seemed an odd one. I did not speak my thoughts, but asked the group simply to please let me cast my runes. Jaheira seemed impatient at this but sighed and walked a few steps away to chat with Khalid who was carefully inspecting his shield for damage. The rest watched as I performed the divination.
[Explore to the west of the road? Red card = yes.]
The runes pointed clearly that we should investigate this new omen. I advised the party that I had sensed a reason to explore to the west where the partially submerged house was visible. The reason would be clear once we got there. (A leap of faith on my part!). Jaheira voiced that she was hardly thrilled at the idea, and that this excursion posed yet another delay. Xzar and Montaron seemed nonchalant about it, perhaps simply to be in opposition to Jaheira. Imoen happily chimed “I care not.”
It was agreed that Montaron should scout ahead. Just as we were deciding this rain began to fall precipitously and the wind picked up. While the foul weather was uncomfortable, it was nevertheless welcome in order to help Montaron to reconnoiter undetected. Off the hin rogue darted, slipping behind trees as stealthily moved his way toward the house.
During Montaron’s absence we were all somewhat surprised to witness an amusing bit of a tension arise between Khalid and Jaheira. Jaheira playfully mocked her mate for his stutter. Khalid rejoined that she needn’t be so “insufferable”—although she ended up spitting the word out for him due to his stutter. Most likely they were simply having a bit of fun with one another to bide the time. Yet things often said in jest…
Montaron soon returned to report that just to the southwest of the house he discovered an undead creature. A ghoul he believed it was. This news rather tweaked Xzar’s interest, and he suddenly became eager to investigate should there be some Necromantic magic involved.
Montaron added that the entire house seemed flooded, its structure entirely rotted out.
We briefly discussed whether attempting to capture and interrogate the creature might yield a profitable result.
[Attempt to speak with the ghoul? Jaheira and Khalid probably would say no, just kill it. Montaron would probably say kill it. Xzar might well want to speak with it. Imoen probably would be fine with whatever the decision. Still up to the party leader, though. Oracos: red card = yes.]
Only Xzar was in favor of trying to question the creature, but I felt the gods had apparently pointed us in this direction for a reason. So I pulled a rune stone from my divination pouch that seemed to indicate that we should try speaking with the creature.
That said, there was no telling how the creature might react. So we agreed that Montaron would slip behind the ghoul first. Then when we approached it, if the ghoul attacked us, Montaron could kill it from behind.
As Montaron continued to establish position ahead of us, the creature kept moving to the south. I became concerned that the creature may be luring us into an ambush. But there was no way to communicate with Montaron now to change the plan.
Finally the ghoul came to a rest and we were able to approach it with our plan intact. To no great surprise the horrid creature immediately attacked us as we approached. For this battle Jaheira had switched from club and shield back to quarterstaff. She and Khalid readied themselves in their combat stances as the shambling ghoul came upon us. As the ghoul approached it was slowed by an arrow from our ranged weapons, recoiling twice as our various missile weapons hit their mark. When the monster was upon Khalid, Montaron lept at it from behind and plunged his short sword into its back so ferociously that the blade broke. We commented on the weapons breakage as the creature lay at our feet, at the same time commending Montaron for his savage strike. But it occurred to all of us that the weapon shattering was more likely due to the tremendous brittleness of iron in the region.
As Montaron looted the creature for a bloodstone ring, Imoen noticed that just to the west there appeared to be a cave entrance in the side of a small hill. Perhaps this is why the gods had led us here! I thought to myself; though I held my tongue from speaking the thought just yet.
[Note: in retrospect I guess I should have drawn a card for whether this was noticed, but the cave seems prominent enough in-game for this to easily catch the eye.]
Clearly we should investigate. The only question was whether Montaron would enter alone, or should Imoen join him were he run into any trouble. In either event, the rest of us would remain near to the entrance to rush in should there be a cry for help.
[If a red card is drawn Montaron will scout alone. A black card will have both Imoen and Montaron scout the cave as a team. Result: black card. The two of them scout as a team.]
I pulled another rune stone from the pouch and could see that the pair of them should investigate together. Jaheira’s facial expression suggested that she might perhaps be intrigued at whether my divinations might prove fruitful here.
Only moments after disappearing into the cave, Imoen and Montaron returned to tell that that there they found five healing potions and a sizeable purse of gold inside. From their description, it seems the cave may have once seen an attempt at digging a mining shaft. But at any rate, if so, the effort was aborted.
Our voices fell to a whisper at this news. As the cave now stands, a number of us conjectured that it may well serve as a camp for bandits who have infested the area. If this is correct, it was deemed prudent by all that Montaron continue to scout the area just a bit more in order that we are not caught red-handed invading a bandit camp. But that is of course only if bandits are in any way involved. If these supplies belong to someone else who means others no harm, then we can simply give the potions and gold back, I said. (Much to Montaron’s obvious disdain.)
Sure enough, a party of four imposing looking hobgoblins lay just around the stand of trees where we hid.
Montaron felt that we should easily be able to defeat them, adding that they probably have more treasure on them. As he had sized them up, he said, they could be well worth the risk. Jaheira seemed perturbed at the whole matter, aggravated that we were mulling such a choice when there was more important business awaiting us to the south. Khalid demurred to whatever Jaheira wished, once she decided. Imoen had no strong feeling either way, she said. Xzar I did not feel inclined to ask, given our last assault on a band of hobgoblin bandits.
[Attack party of hobgoblins? Black card = no.]
Since we had no clear consensus, I drew a rune stone. The omen was not to attack.
I shared this portent with the party, but Montaron quickly asserted that we had voted in such a case before, and therefore we should now as well.
So, still in whispers, I put the matter to a vote.
[Attack hobgoblins near cave? Montaron is already a yes. Oracos divination rune said no, so he votes no. Xzar: black card = no, Jaheira: red card = yes, Khalid: black card = no, Imoen: black card = no. Result: We avoid them for now.]
I vote no on the basis of my divinations. Montaron voices an emphatic yes. Xzar mutters nay. Jaheira, perhaps unable to stomach voting along with Xzar and Montaron says yes, we should kill them. Khalid, somewhat surprisingly says no. And Imoen votes no as well.
Thus we headed back to the Coast Way, this time to the south of the submerged house, with Montaron again scouting in advance.
Once we returned to the road I instructed Montaron to distribute the healing potions to all but me. He seemed vaguely irritated about it, but did so without an argument.
Montaron scouted ahead, as we were clearly in dangerous territory. He quickly returned to report that man wearing the helmet of the Flaming Fist mercenaries was just ahead, likely patrolling the road. This certainly seemed safe enough. So we advanced and approached him directly.
Jaheira was in the point position, and so the mercenary spoke to her. In an unsettling development, he immediately accused us of being bandits! Jaheira responded that we were most certainly not bandits. The mercenary then queried why he should believe us?
At this point I chose to assert my leadership and interrupted.
[Roll 1 d4 where each number equals dialogue responses 1-4. Result: 3. Why would bandits be walking out in the open?, etc.]
I observed that if we were bandits it wouldn't make sense that we were simply walking the road out in the open. The patrolling guard was satisfied with this answer, and let us continue on our way.
Just after this encounter ended the rain stopped and the sun broke through the clouds. Perhaps lulled into a sense of security by the patrolling Flaming Fist mercenary we continued on our way without Montaron scouting in advance.
This could have proven to be a costly mistake. For only moments after we resumed our trek we were assaulted from the side of the road by a hobgoblin with a bow. Perhaps he was following behind the mercenary awaiting just such a temporary relaxation of travelers’ defenses.
The bandit’s arrow stuck Khalid in the hip just below his hip bone. And although the arrow did not penetrate his chainmail, the poison on its arrowhead did make its way into Khalid’s flesh.
We turned towards the fiend, and Khalid, Jaheira and Montaron charged him as the rest of us let loose with our respective missiles. The hobgoblin ultimately fell to one of Imoen’s well-aimed arrows to its face. No one else was injured by him in the fight. Naturally, Montaron looted the corpse.
Khalid was seriously afflicted by the poison however. He consumed two healing potions to withstand the toxins coursing through his veins. These did restore him fully. But as a result he was without any potions—and he is one of our two fighters taking the point position in battle. Imoen volunteered to give him two of hers (leaving her with just one).
We then had some discussion about what to do next. It was apparent at this point that continuing on this road would be all the more dangerous if we do not rest and memorize spells. But where? Should we risk resting just off the road? For all we know the area may be crawling with hobgoblins.
The cave we found would offer some safety—but for the fact that in order to rest there we would first have to kill the band of hobgoblins that are almost surely using it. And without resting to regain our spells we might not survive that fight. Especially since now we know the hobgoblins are using poisoned arrows...
Jaheira proposed that we have Montaron scout to the east of the road. This seemed very sensible plan to all. And that is the course that we followed.
Montaron looked around for a bit and found a stand of trees that seemed to offer a fair bit of cover. At this secluded spot the magic users among us then sat and meditated on our spells. Because of the great dangers we have encountered thus far, I chose to memorize two castings of the Sleep spell. Xzar showed similar prudence in memorizing two castings of his Life Drain spell. As has been her practice, Jaheira kept with her two castings of Heal and one of Twisting Vines.
Khalid, Montaron, and Imoen stood guard as we entered out meditations. If bandits were roaming the area they evidently did not detect us. After the required period of time we had spells ready for casting, though it was late afternoon by the time we had completed our spell preparations.
The journey slowly but surely continued for another four hours (thankfully uneventfully) as Montaron scouted ahead. Traveling at night provided the advantage that Montaron could scout ahead more effectively.
All was proceeding well. We came however to a wide bend around a hilly cluster of rock outcroppings that forced a decision.
Ahead on the road yet another band of hobgoblins lay in wait. To the east of the Coast Way Montaron explored as well, and he discovered a path that appeared to safely circumvent the ambush on the road ahead. Montaron hastened to add that he did not wish to advance too far and thereby risk becoming unable to make his way back to us (such as bandits suddenly appearing between him and us). Thus he could make no promises as to what lay further ahead on the path around the ambush on the road.
One thing was clear to all, though. The road was as unsafe—and perhaps even moreso than the wilderness!
I proposed that we take the wilderness route around and eventually attempt to make our way back to the road when it appeared safe.
[Consensus to avoid ambush? Oracos and Imoen would say yes, I think. I believe Xzar would also wish to sidestep the ambush. Montaron: black card = no, Jaheira: red card = yes, Khalid: red card = yes. Result: we attempt to sidestep the ambush.]
We proceeded cautiously, with Montaron still leading the way as scout. We came to a stand of trees and stopped. It seemed that we might end up very far from the road if we don’t try to parallel it. So Montaron scouted back in the direction of the highway, moving deftly in the cover of night along the jagged edge of a tall rock ridge.
Montaron returned to report that he spotted a band of four kobolds blocking our way back to the road. They occupied a clearing that would make it virtually impossible to slip by them unseen. So our choice was to kill them or continue moving south off-road… and as such risk getting lost!
[Vanquish the kobolds? Here I think all would be in agreement that not only can they can win this fight, moreover they should not risk getting lost in the wilderness.]
For once the entire group concurred that we should attempt to remove our obstacle back to the road. We may perhaps do this quite easily with my Drowsiness spell. The plan was to have Montaron approach unseen as close to them as he could. The rest of us would follow single file along the ridge, attempting to stay hidden in the rocks as best we could. Montaron would signal to me when we were close enough for me to cast my Sleep spell without my being spotted. We would then see if I could put them all to sleep.
The plan worked nearly to perfection. My spell put three of the four kobolds into an instant slumber. Montaron then crept ahead and snuck up on the one who was still alert. The halfling attempted his backstab. But the effort failed, as the kobold perhaps sensed him in time and dodged his blade. The rodent yipped and turned toward Montaron with his sword drawn. At that moment we sprang from the rocks and attacked as quickly and silently as we could. But before our weapons could strike our enemy, the kobold was slain by Montaron’s short sword.
Montaron then wasted no time in executing the three other sleeping kobolds, with the other fighters joining in to complete the grisly task. As always, Montaron then looted them.
At this point we had made our way back to within eyesight of the road again. Montaron crept a bit further along the ridge and glimpsed a hobgoblin at the southernmost position of the bandits’ formation. He doubled back and then moved south of our position to scout along yet another ridge. He shortly reported back that from there the way to the road appeared to be clear.
We carefully followed Montaron as he brought us back to the road just south of the hobgoblin ambush. From a cluster of trees just east of the road we spied the bodies of slain travelers. Montaron darted across the road unseen in order to check their bodies, and appeared to have found something. He just as quickly slank back to us, and was greeted with an irritated expression on Jaheira’s face at the unnecessary risk our thief took. This Montaron ignored, and with a wink to me he put his finger to pursed lips in a silent ‘shhh’.
Montaron continued to lead the way in the trees parallel to the road. He soon reported that there were two human bandits directly ahead, wielding bows. Monaron silently motioned for Imoen to join him in attempting to kill them from behind, which she seemed willing to undertake without trepidation. Jaheira and I momentarily looked at one another as to whether to stop this, and try to avoid the bandits entirely. But Montaron slunk forward before any discussion could take place, forcing our hand. Imoen quickly followed after him, herself hiding in the same shadows.
This impulsive decision by Montaron did not pan out exactly as planned… The following reported to me afterward by Imoen:
Imoen’s ability to keep herself hidden is not as strong as our little friend’s. The bandits had moved a bit west of the road to survey the view from atop a ridge—which would have allowed us to slip by them without a fight! Yet still Montaron pursued them. Imoen hurried after him, but her movement was evidently detected by one of them who promptly fired his bow in her direction. Imoen then scampered back into the trees and attempted to hide again. Fortunately, she was not followed; perhaps the bandit could not be sure of what he saw and concluded the risk of investigating further wasn't worth the risk.
This distraction allowed Montaron to get closer to the two bandits, whose backs were turned to him. Were Montsaron to attempt to have rejoined us then, it is true that he might have risked being seen and becoming the target of their arrows. Montaron had no wish to evade them however. He motioned to Imoen to join him; which she did, this time remaining successfully hidden, and joining him behind the tree. Our pair of stealthy rogues snuck up behind the bandits and attempted to backstab them.
They both failed in their attempts. We had followed Montaron and Imoen to just barely able keep them in view, espeically in the dark. But due to their stealth they quickly disappeared from our view.
The rest of our party did our best to try to remain hidden in the trees. But eventually we could faintly hear that the fight was enjoined. So we rushed to their aid.
With the entire group’s help the bandits were killed, though fittingly they succumbed to Montaron’s and Imoen’s swords, respectively.
Montaron eagerly looted their bodies—and to my and Imoen's horror he removed their scalps! I asked him why, and he shrugged that sometimes when bandit activity is this bad the authorities will pay for proof of dead bandits. (Perhaps some scrying method might determine whether the scalp indeed came from a bandit? I chose not to pursue the matter.)
They had an assortment of fighting gear, some gems, and a bit of gold. Montaron also found a scroll in one of the bandits’ packs. It appeared to be a spell. I asked Montaron if I may take a look at it, and he said that was fine; but if it was a plumb item then it belonged to him, since he took the risk. The scroll was indeed something incredibly useful to us: it was a spell to enchant a person into doing the caster’s bidding. Montaron eyed my facial expression and asked for Xzar to look at it as well. Xzar confirmed that it was a Charm spell, as I had said.
I advised Montaron that the gold for anything the party sells shall be split evenly, and used as funds for all. But if he wished to give the scroll to Xzar he was free to do so. Montaron snorted at this and glared at me for setting this condition. He didn't challenge it, however. Montaron cast his eyes downward momentarily as he weighed his options.
[Does Montaron give the Charm Person scroll to Xzar? I believe he would out of spite towards Oracos for being told he can't simply sell it for himself. No need to draw a card.]
Montaron growled at “the mad wizard” to keep the scroll. He added sneeringly “Just make sure ye put it to good use,” which was vaguely disquieting in tone.
I guess we will all have to see how Xzar does use it. I advised Xzar that once we finally arrive in Nashkel he can attempt to scribe the spell. But certainly now is not the time.
I implored Montaron to from now on, please, despite his insatiable lust for treasure—and his admirable skills—to nevertheless refrain from taking any further unnecessary risks. Montaron glared back and did not say a word. But neither did he argue. It's rather hard to tell whether he will comply with the request. But at least for the time being we have little choice but to continue have him lead our way. Imoen cannot nearly match his skill in remaining hidden as she scouts. And I do not feel good about placing her at such great risk yet.
We continued on the ahead with Montaron leading the way by hiding along the ridge west of the road.
This time when Montaron returned, he sullenly reported that there were yet two more human bandits with bows ahead on the road. He reported that they were casually patrolling about, and as such we might be able to avoid them if we were lucky. I asked him to scout east of the road for a way around, and after what seemed an uncomfortably long amount of time he came back to advise that travel around a rather large pond and marsh would take us very far from the road. Montaron also noted that there was considerably less cover to hide in, were we to try skirting the pond and marshy area adjoining it.
[Try to slip past bandits versus taking a long way around? Red card = try to slip by bandits. Black card = go around them. Result: red card. We try to skip past the bandits. Note: This, by the way, completed turning of a full deck of cards. I reshuffled the deck.]
I pulled a rune stone from the pouch. The oracle directed that we try to move past the bandits on the road when they patrol far enough away. If for some reason we are seen by them, I will cast my second Slumber spell. And if needed, Jaheira can cast her Entanglement spell.
Let’s just hope there aren’t more of them nearby within shouting distance!
The plan was for Montaron to scout and bird-whistle to us to scurry past when the bandits moved far enough way. The more of us moving at once, the greater the chance we might make noise that would betray our movement. But that seemed a better gamble than the time it would take for us to try moving one by one.
As we had hoped, the bandits moved off the road far enough away for us to try to run past them. Unfortunately, two things happened to upset the plan. First, we evidently made too much noise. And then one of the bandits fired an arrow at Khalid. Second, a foppish noble approached us on the road, excitedly praising our attire!
We outran the bandits, thank goodness. And I was able to quiet the noble, who prattled on about being from Neverwinter and how famous a city it would be one day. Before we could even warn him of the dangers ahead he hurried on up the road (to a certain death lest he had magics on him).
The problem was that we had last seen Montaron take cover behind a tree, still within striking distance of the bandits. And then we lost sight of him. We had since sought cover behind a few trees, but it was not much to hide behind. What could be holding Montaron up? Our plan had succeeded! Had he seen something further that prevented him from moving?
[Have Montaron decide to try to kill the two bandits? Black card = no.]
I was about to send Imoen to check on him, but at that moment Montaron popped up beside us.
Thus we continued onward, traveling the Coast Way southward, with Montaron scouting the way. We had no further adventures with bandits, thankfully—nor of any other kind. But the journey was long and tedious, and took the entire night.
We arrived at the outskirts of Nashkel on a sunlit morning, still in a wary state from our painstaking travels, but happy to finally relax a bit at our destination.
One fascinating aspect to this experiment that comes as a bit of a surprise: the degree of autonomy that can be given to NPCs in their reactions to situations of all kinds. The journaling is actually forcing me to think of how I imagine they would (or might) each react in their own right. So apologies for putting forth so much content to digest, what with all the description of events and character reactions. But it actually does serve an important function in this process.
In light of the recent discussions about alignment on these boards, I can say that with this approach that you can enjoy quite a lot of freedom to roleplay the NPCs alignments according to your own vision. I think I have done a fairly decent job at that thus far...
The PC could perhaps be a bit more unpredictable as CG, I suppose. But he does have very high Int and Wis, so he's usually very comfortable making decisions without casting runes. He uses the runes as part of his wizardly path in life as a Diviner.
In terms of realizing alignment, Montaron has been the standout thus far as impulsive and evil.
Jaheira, as True Neutral, is a bit tricky to work with, what with the emphasis on balance and not seeing actions as inherently good or evil. I admit that so far so far I'm going mostly from her personality as bossy, with above average Wisdom. (I guess TN is supposed to be utilitarian about maintaining balance, which is pretty bizarre.)
I think thus far both Imoen and Khaild have behaved suitably NG. They think more of others (or the greater good) than themselves, and are ever helpful. I.e., however you can do good, do it, regardless of the laws.
I've not done much with Xzar because he has a core contradiction going on. On the one hand, Xzar has extremely high Wisdom (16). On the other hand he is mad. Those two things do not really square well up at all. He is Chaotic Evil, so he should be behaving impulsively and in ways that are anti-social. So I have to think of more ways that he could manage to actually demonstrate sound judgment/common sense that takes his insanity into account.
On a related note, I'm kind of hoping that I get to see the fight break out between J. & K. and X. & M. CHARNAME's Cha is 10, there's a fair chance that it will.
After the mines, I think the PC will likely cast runes to see who stays with him (other than Imoen--she will always be by his side).
Upon crossing the bridge we were greeted by an officer of the Nahskel Guard who demanded that we identify ourselves. Speaking for the group I replied that we were simply travelers seeking rest on our journey. He barked that tensions were running high in the region, and warned that we not cause any disturbances.
We walked the road though town to survey its offerings, noting an inn, a store, and a temple of Helm with a cemetery. The road is constantly patrolled by the village guard.
In front of the temple we were hailed by the village’s mayor, Berrun Ghastkill, who recognized Jaheira among our group. And from our conversation with him it does not appear likely that Amn is behind the iron problem, as people to the north fear.
Berrun proceeded to tell us of the problems in the iron mines just southeast of the village. He reported that the iron ore in the mine is indeed being tainted somehow, causing the metal to become brittle and easily break, as we had heard the townsfolk of Beregost speculate. The mayor also told us that miners have been mysteriously disappearing. He said that all of his soldiers were deployed to protect caravans from the flood of bandit raids in the region, and asked if we were free to investigate the problem. I said that we would do what we could to help and Berrun promised that we would be the “toast of the town” if we could help solve the problems. He then took his leave of us.
Montaron chided me for not negotiating a fee for our services. I was a bit taken aback that I had not thought of that. Jaheira simply laughed and advised that we return to the store to sell the gear we had looted from bandits along the way; then we should rest from our long journey before heading to the mine. All were in agreement.
We sold the gems and gear we had collected for a rather good price. The storekeeper mentioned to us that he will pay a premium price for white wolf fur, and rumor has it that the rare creatures have been spotted to the southeast (the very direction we will be headed).
In front of the inn we noticed a small crowd had gathered around a man who was proselytizing about the goddess Selune. Perhaps a priest?
We entered the inn and before we could even sit down a warrioress bearing shield and club, and clad in chainmail, briskly approached us. She boldly announced that her name was Neira, and her purpose was to kill me in order to collect the bounty on my head. The woman referred to the “Lord of Shadows,” another name for the evil god Mask. She then quickly began an incantation and everyone in our party reacted to defend ourselves.
Our assailant stood closest to Imoen, who had the instinct to run to the side and notch an arrow. Khalid, Jaheira, and Montaron rushed her and attacked with their weapons. I cast my Sleep spell, although Neira remained completely unaffected by it. Xzar incanted his Life Drain spell, which worked! The spell fortunately interrupted our attacker’s concentration from completing her spell.
At this point I was hopeful that we might simply beat her down. But our attacker was unshaken. Masterfully parrying all thee of our fighters’ blows with her shield, Neria began her incantations anew.
I turned to using darts and Xzar cast his second memorized Life Drain spell. His spell worked a second time—but not before Neira transformed the club in her hand into a magically glowing blue hammer that struck with terrific force.
Neira then proceeded speedily to cast another spell. This time we could not disrupt her concentration and in a flash she paralyzed Khalid and Montaron where they stood, unable to move a muscle.
The fierce assassin then beat at Khalid with her conjured hammer. And although Khalid’s shield was frozen in position to protect him, Neira hit him so hard that we feared his arm may have broken.
It was evident however that the missiles we were hurling at Neira were beginning to hamper her. Jaheira seemed about on the verge of casting a spell, perhaps to heal Khalid. But Neira acted faster and cast another spell that immobilized Jaheira as well.
The battle was looking grim at this point. Three members of our party were completely helpless before our assassin’s mighty hammer blows and magics. One of them badly injured. And yet there were still three of us unleashing darts, throwing daggers, and arrows—with a fair chance, it seemed, of one of those missiles eventually securing a kill. It then became a simple race as to whether we could fell her before she cast another spell or kill one of our fellows.
To our immense relief one of Imoen’s arrows yet again found its mark just under her arm. Neira’s magic hammer suddenly again became a club that fell to the floor, along with her stricken body. She expired with a great gasp on the floor.
Before long the Immobility spell that Neira had cast wore off of our three comrades and they were again able to use their muscles, shaking the stiffness out for a minute or two. Jaheira healed herself and Khlaid, the only ones among us to be injured in the fight. Jaheira this time looted the corpse of the woman who almost killed her man.
We were all more than a bit rattled by this attack, even though our fighters shrugged it off with some bravado as just another battle. After a few moments of pretending it was nothing special, Jaheira noted that we had let our guard down. Even Xzar conceded that she was right.
It seems that our risk of facing bounty hunters is growing. For we found on Neira’s person yet another bounty notice. This one was particularly disturbing in that it provided quite a bit more information about me. Once again it seeks to enlist criminals, and advises that a severe price will be paid for sharing the bounty notice with the authorities. The scroll states that I am the foster son of Gorion of Candlekeep. It notes that I was last seen in Beregost. (We were there only yesterday!) The bounty notice also added that I am accompanied by well-armed companions. And finally, it raises the bounty to 680 gold pieces.
Among the gear on the assassin was an enchanted helmet that confers the ability to see in the dark. Not a terribly useful item for us, as it turns out, as neither I, Imoen or Xzar is inclined to wear one; and Montaron, Jaheira, and Khalid can all see quite well in the dark.
Before retiring to rest we went next door to the store and sold the bounty hunter’s belongings. We were almost shocked when the merchant offered us 400 gold pieces for the helmet. After selling off her items we had over 1000 gold to spend!
Before taking rooms at the inn to rest, Xzar attempted to scribe the Charm spell Montaron had given him—and he failed to maintain his concentration, so the spell was lost! Perhaps he was more tired than he realized. He stated that he felt highly alert after the tension of our journey and this surprise attack. but perhaps the events had worn on him more than he realized.
Jaheira whispered to me some happy news: her nature deity had granted her the ability to cast one more spell between her meditations. She stated she planned to use this extra casting on a new spell that severely demoralizes enemies upon whom it is cast.
We rested for a good while in beds at the inn. During this sleep I had a strange dream of Gorion, whom told me that I must leave Candlekeep and embark on a great new adventure. Well, that is certainly what has happened! When I awoke I found that I felt a new magical ability within me that I am eager to test: the art of healing. If this turns out to be true, I wonder what deity has favored me with such a great gift! A priest I am not! No doubt I’ll have the opportunity to test this possible new ability soon enough, the way things have been going.
We headed out in the late afternoon, making a stop for supplies first at the temple. As we looked at the selection of potions and discussed other services available with the priest Nalin, Xzar emerged from his own thoughts long enough to join us and observe that yesterday Khlaid was seriously injured by a poisoned arrow. He added that had Khalid died it would have been no great loss. But he himself wanted protection from poison.
Despite Xzar’s self-centeredness, his idea made sense—for the party, of course. Everyone else agreed that we should probably buy a few more potions, and several antidotes against poison. I therefore made the decision that we purchase one healing potion each for our three front line fighters, Khalid, Jaheira, and Montaron. We also purchased two more healing potions and distributed them between Jaheira and Khaild (Montaron already had two).
As we walked the path from the temple door to the road, Khalid shared that he finds cities “intimidating” due to the throng of people. I smiled at him and nodded, saying nothing. It is true that Nashkel is a bustling little trade village. Hardly a metropolis however! This comment from Khalid elicited a snort of contempt from Montaron.
[Notice Oublek and speak with him? Black card = no.]
As we continued on the road through town, a heated argument broke out between Jaheira and Xzar. Jaheira accused Xzar of being “diabolical,” and on that basis insincere in his commitment to combat the evils besetting the region due to the iron shortage. Xzar angrily shot back that his interest in the iron shortage was no concern whatsoever of hers. The raw anger in this exchange was of such intensity that it seemed they might even come to blows.
The tensions have been brewing steadily between our two pairs of traveling companions, and this time I found myself for the first time really concerned as to whether this could pose a risk. We need to act as a team; there is no room for ill will, else that strife could cost us all our lives. I decided to keep those thoughts to myself for now, though.
[I don’t think that’s enough to consider dismissing Xzar from the group.]
[I can see no roleplay reason that the party would pay any attention to Minsc at this point. I thought about maybe drawing a card as to whether he would stand out enough to attract attention, eg, seen talking to Boo. But I think at this point they would be pretty focused on simply getting to the mines, even so.]
Our journey to the mines was uneventful. It took 4 hours. It was dark by the time we arrived.
The entrance to the mine was stationed by guards who directed us to speak with the owner, Emerson. Emerson was a bit gruff about it, but he granted us one day to look around.
Upon entering the mine we immediately happened upon a miner who told us that a fellow miner named “Ruffie” told him a tale of small demons leaping from the walls to attack him. Ruffie survived the assault, he said, but the guards who responded and allowed him to flee were all killed. He said Ruffie shouldn’t be too far away, and he may be able to provide more detail.
An obvious clue to follow presented right at the outset of our investigation seemed a fortuitous omen! So we set about to find Ruffie.
[Roll 1d4 where 1 =right, 2 = straight ahead, 3 = straight ahead to the left, 4 = far left. Result = 3. We go straight ahead and to the left.]
Now where to look for this Ruffie… I close my eyes and seek an omen from the surroundings. The voice of a miner calling out to another resonates down the shaft straight ahead of us but a little to the right. So that is the direction we shall travel.
The first miner we meet—even before we reach the shaft we planned to explore—turns out to be Ruffie. Unfortunately Ruffie has no more information to share about the incident than the first miner told us. He simply relates that demons pounced from the very walls. Not much help.
We continue moving ahead. Given the dangers we have been warned of, I send Montaron ahead to scout. I tell him sternly not to attack if he spots any of the demons, but rather to return and report whatever he finds.
A moment later Montaron reappears to advise that he found another miner ahead who told him that a pair of adventurers has already lost their lives down in the mines. The shaft came quickly to an end so he returned to our position.
As we continue, we meet another miner who asks us to return a dropped knife to a friend of his deeper in the mines. We have too much before us to accomplish without running errands. So I politely respond that we haven’t the time.
At this point we have three different mine shafts to choose.
[Roll 1d4 where 1 = right, 2 = straight ahead, 3 = left, 4 = reroll. Result = 3. We go to the left.]
I once again look and listen for a sign, and detect the creaking of wheels to the left. To the left then Montaron shall scout.
Our thief soon returns to tell us in hushed tones that he has spied a single kobold ahead. There could obviously be more of them ahead, he said. Montaron added however that he wished to avoid risk being detected, which would likely have happened were he to have tried slipping past the creature.
Could the demons Ruffie and the mayor speak of simply be kobolds? Here in the darkness of the mines they could certainly seem to leap from the very walls... Their eyes would shine red in the darkness, and their yips and growls could fill the imagination. I share this thought with the others and it is agreed that this would seem plausible.
I recall from my studies in Candlekeep that kobolds tend to band together in groups...
In a whisper I tell the group that we are faced with a choice of doubling back around this creature and seeing if there are more of them on this level, versus exploring deeper into the mine.
[Proceed deeper into mine = red card. Try to double back around kobold = black card. Result: black card. Try doubling back around the kobold.]
I pull a rune stone. The indication is to investigate whether there are more kobolds lurking behind the creature Montaron spotted.
As we move back towards the entrance to double around, I note that the ore in one of the mining cars appears to be faintly coated with a greenish chalky substance.
We met another miner who told us he believed the mine is now haunted by slain miners. He told a tale of having a conversation with one of the ghosts. But by the end of his story it appeared that he must have dreamt the whole episode.
Montaron soon rejoined us to report that just around the bend lies a guard post. He spoke with the guards, one of whom told of recently seeing the ghost of a miner when patrolling the deeper levels of the mine. Jaheira noted that this is the second mention of ghosts now, in addition to demons. We conjectured that they may be one in the same. But Xzar spoke up that the miners that have disappeared could well be undead now controlled with Necromantic magic. And we all concurred that he may well be right.
Montaron continued to tell us that the kobold appeared to have no companions, lest others of them lurk nearby invisible. I wondered aloud as well whether they may be using a hidden network of tunnels with access points in the walls that are cloaked with an illusion spell. We can at least test the premise, though.
We agreed to have Montaron backstab the creature to see if others then somehow appear from the walls. I asked Jaheira to please give Montaron her potion of invisibility for this purpose. Should he be swarmed he will then have a means of escape. Jaheira looked unpleased about it but grudgingly did so.
Otherwise the rest of us would stand back at the ready, and spring forth to fight the kobolds if a band of them emerged to aid their visible member.
The attempt by Montaron to backstab the creature failed! The kobold evidently sensed his presence or smelled him (he does need a bath). The kobold turned to defend himself. So we rushed to Montaron’s aid. Before we could reach Montaron he again demonstrated his prowess with the short sword, ending the miserable creature’s existence.
No other kobolds appeared. Unfortunately, none of us has the magics to dispel an illusion that would conceal a door in the walls of the mine shaft. But there appeared to be no obvious tunnel openings in the walls around that location.
We returned to the spot at which we had advanced farthest earlier. The slope led straight ahead of us, so Montaron again scouted in advance around the bend in the shaft. Only a moment later he returned to tell us that the way opened to a deeper area of mine construction. So we proceeded downward and onward into the new level.
As we entered the new level Montaron scouted and came upon a miner with whom he spoke. The man was in a panic that “yipping demons” were in hot pursuit of him. And sure enough a band of kobolds then sprang forth seemingly out of nowhere from the shaft forking to the left—an area that Montaron had only moments before peered into, and the shaft seemed clear, best he could see.
The fleeing miner took an arrow to the back from one of the creatures, instantly killing him. At that moment Montaron rushed them to try to prevent them from using their bows, forcing them to draw swords instead—a courageous move due to the risk that some might fall back and pick him off with their bows. I cast my Slumber spell upon them. Jaheira and Khalid immediately ran to engage the yipping band of rat-dogs. Xzar hurled his daggers and Imoen fired her bow.
My spell worked on two of them. The two who did not succumb quickly fell to our party’s weapons. The other two we dispatched in their sleep. They had nothing useful to us among their possessions.
How had these creatures appeared so suddenly? Perhaps the kobolds are just very skilled at stealthily hiding, tucking themselves behind corners, and in general staying out of site… Yet some magics may be at work as well… It remains a mystery for now.
We found ourselves at a fork in the mine. We can explore to the left or right. This time I asked Montaron to please scout ahead in both directions, starting with whichever side he preferred.
[Here it doesn’t much matter which direction he chooses, since he’s checking both anyway. No need to draw a card.]
When Montaron rejoined us after his exploration, he told us that to the left there was yet another fork. To the right of that fork he spied another kobold. To the right, a shaft branched off to the right back in the other direction; and straight ahead he could see what appeared to be slain bodies strewn about on the mine floor.
This time I figured I would ask the group which direction they preferred to investigate.
[I don’t imagine a clear choice for any of them here. So I drew cards for each, where black card = go left, red card = go right. Results: Imoen: black card, Xzar: black card, Montaron: black card, Jaheira: red card, Khalid: black card, Oracos: red card. 4 of 6 votes to go to the left. We go left.]
Only Jaheira and I voted to investigate the massacre directly ahead. So to the left we headed. Here we decided to have Montaron see if he could pick off the lone kobold he had spotted with his sling; however this time Imoen would join him and fire an arrow to try to ensure a quick and efficient kill. Imoen is not as capable of hiding as Montaron, but she said she believed she could do it.
They advanced stealthily and Montaron’s sling bullet killed the creature. Imoen scouted just a bit ahead and saw nothing. The two of them beckoned for us to join them, and Montaron proceeded to loot the body of the kobold he had just killed. But as he did so another kobold suddenly appeared just ahead. Montaron’s aim with the sling with this one was just as good.
After this second kill, this time it was Montaron who scouted ahead, and he detected no more of the creatures. He found small purses of gold on both of them.
Again Montaron scouted ahead. He soon returned to us and reported that he had found a main intersection of tracks and mining cars. Hiding behind the cars he spied another kobold. Beyond the sentry lay a scene of carnage with bodies of miners littered across a bridge over a watery area of the mine. It was too dark for Montaron to see if there were more kobolds there.
The decision earlier was to avoid this area. I mentioned again that we might investigate, but the nods from everyone showed that the group consensus was that it would be wiser to continue moving around this area.
Montaron’s feeling was that he could probably again pick this one off again with a lead sling bullet. If he failed he would run back to us and lead the kobold to us—plus and more that may follow.
Montaron’s aim once again proved deadly accurate. The way was now clear for us to proceed forward. Montaron again reconnoitered ahead, following the track for the mining cars. He returned in a moment and whispered that as he approached the body of the kobold he had just slain in the hope of looting it, he saw at least two more of them in the passage through the watery area. He noted that we would have to be very careful and quiet to make it past these kobolds unnoticed. Montaron shot a disdainful expression at Khalid as he said this, as if to imply Khalid would be the clumsiest among us. Khalid smiled at me in response, ignoring him.
We all made it past, moving one by one. At this point it seemed sensible to continue following the railed track. Montaron continued his scouting and reported back to us that within a shaft that branched to the left there were three more kobolds lurking. But not close enough to the track to see us pass. He said he found a guard station. The guard there told him that he had seen tracks that from the description were of kobolds—and touting the fact that he had more experience than the younger guards, to his credit he even identified them himself as such.
Still following the track we continued ahead to just past the guard station. Montaron scouted some more and returned to tell us that a slain body of a miner lay just ahead. He said he would scout some more and return with another report.
A few moments later Montaron reappeared to tell us that the way ahead was blocked by a band of five kobolds armed with bows.
As the slope of the mine continued gently downward along the track in that direction, in order to proceed we must defeat them. We devised a plan that had worked for us already. Montaron would get as close as he could, and bring me close enough to remain out of sight yet to cast my Somnolence spell on the band. We would then try dispatching any that did not fall asleep with arrows, darts, sling bullets, and throwing daggers as Jaheira and Khalid rushed them.
The strategy basically worked again, although not exactly as planned. Three of the kobolds fell immediately into a slumber, but two remained alert. Montaton used a sling bullet to kill the conscious one closest to us. He then checked a further ahead and decided to try backstabbing the other one that was still awake. The attempt failed, however. Montaron and the creature were then locked in a duel to the death, and the rest of advanced to help him. One of Imoen’s arrows again found its mark. We swiftly destroyed the three that we sleeping. They had some gold coins on them, but nothing more of interest.
Montaron investigated just past us and returned to report that were about as many ahead of us. I had no more castings of the Slumber spell memorized. So we decided to see if Montaron could pick a few of them off first with his sling before the rest noticed.
This time our stealthy little friend missed the mark. The kobold saw him and fired his bow, leading his fellow kobolds to join the attack. Khalid and Jaheira charged the pack, as the rest us used our ranged weapons. Jaheira and Khalid each killed one, and Imoen struck two down with her arrows.
Upon looting the bodies Montaron found two vials of a greenish murky potion that we concluded was likely being used to make the iron brittle. We held on to one of them as evidence. One of the creatures had a spell scroll on him that conjured an oily slick from the ground to make enemies slip and fall. This spell I am forbidden by Mystra to learn according to my chosen specialization in the school of Divination magic. Montaron tossed it to Xzar, who looked somewhat pleased to receive it.
Our tunnel opened to a new, deeper area of the mine. And immediately before us the tracks split three ways into three separate tunnels. I asked Montaron to scout them each. He soon reported that to the right, the track split again a short distance ahead but both tracks soon ended. Kobolds were stationed at the end of each. And both directly ahead and down the tunnel to the left, the tracks also ended abruptly. There were no kobolds visible in those latter two directions, however.
I asked Montaron to scout ahead in the two tunnels in which he saw no enemies. After a bit of time he rejoined us and told that the way to the left held more kobolds in hiding. Straight ahead he had discovered a natural stone bridge over a chasm that followed our downward slope deeper into the mine.
We proceeded to the stone bridge. Montaron said he would scout ahead. We waited in single file sticking close to the cavern wall, out of direct sight from the stone bridge.
[Does Montaron notice anything unusual that might have him check for traps? Red card = yes. Montaron checks for traps.]
I lost sight of Montaron as he moved ahead in the dimness. But Khalid and Jaheira reported to me that the thief took but a few steps and suddenly halted. He then he very quickly retreated back to us. Montaron whispered that the bridge was guarded by at least one kobold. As he said this, a kobold leapt at us from the direction of the bridge! Perhaps following Montaron, the kobold hadn’t bargained on an entire party ahead. It was momentarily shocked at the sight of us. Montaron seized the opportunity by deftly slitting the creature’s throat before it could make a sound.
Montaron moved ahead to scout again. After a time he returned to tell us that he had found two traps on the bridge which he suspected just before he spied the kobold who attacked us. He removed these traps and the way forward was now safe, he said. Just on the other side of the bridge however were two more kobolds.
We moved across the bridge we found ourselves in a great cave filled with a labyrinth of tunnels. This section of the mine was a natural unexcavated ernvironment.
We hugged the side of the tunnel wall behind Montaron. Our plan was basically as before. Montaron would try to kill at least one from the shadows with his sling. We decided that since Imoen had proven herself such a good shot, she too may attempt to shoot at the other one from a hidden vantage.
As our two rogues readied themselves to advance, a kobold spotted one of them and fired his bow. Fortunately the arrow missed and Imoen returned one, killing the scaly rodent.
Montaron briefly scouted a bit more ahead. Upon his quick return he reported that kobolds were both directly ahead, and there were many of them on a bridge over a lava flow in a tunnel that branched off to the left.
As he gave us this report one of the kobolds saw us and fired upon us. The kobold was immediately killed in answer by Montaron’s sling bullet.
I asked Montaron to see if there was some other way around. After some time Montaron returned and advised that one of the creatures had spotted him and pierced him with an arrow in the upper chest. The arrow partially punctured his armor and forced the use of a healing potion. Monatron recounted that he slipped the creature. But angered by the incident, he returned to attempt to pick it off with his sling. In this he was successful, he reported. But two more kobolds saw him and gave chase, one of them clipping Montaron’s arm.
The wound did not appear life threatening. But we needed our scout performing at his best. And also we don’t really want Montaron leaving a trail of blood. So I asked Jaheira to heal Monatron. She did so with a grumpy sigh. She sharply pointed out that Montaron’s imprudent actions had cost us scarce resources of a healing potion and spell, both. I reminded her that what Monatron was currently doing was indispensable for us, and his actions had been most brave, which elicited a smirk by Montaron at Jaheira. I quickly added that he Jaheira was right that he should avoid any unnecessary risks, however.
Montaron concluded his report by stating there was no way around the bridge over the lava pool that he could see. He left again to have another look at the area to see what the enemy’s number is.
Upon Montaron’s return he advised that he had spotted at least three kobolds nearest to our vantage on the bridge. He could safely advance no further than that however.
Once again our plan was that we would attempt to pick off the ones closest to us. We would then simply have to hope that we could reduce their number enough to handle the ones that noticed their fallen comrades. Montaron crept around the corner but very soon returned to tell us that the three of them were too tightly grouped to pick any of them off. He said he would try to lure all three back around the corner.
[17 (!) times in a row Montaron’s Hide-in-Shadows failed. We were attacked while waiting for him to stealth. The argument mentioned ahead did occur just before the attack however.]
As Montaron seemed to be recovering a bit from his injury before proceeding, he and Jaheira broke into an argument. She made a joke about his appearance; and Montaron called her out to a fight right then and there. I intervened to tell them to stop at once. They did tone down their voices but continued to glare at one another for a brief moment.
Just then a kobold fired an arrow from behind us that struck me in the shoulder with a searing pain. So intense was the pain that I feared I would lose consciousness. It was all I could to gulp down a healing potion, to assure that I didn’t pass out and be rendered unable to either defend myself or flee. Montaron instantly loosed a sling bullet that slew the creature as the entire party also directed attacks at it.
[After another dozen or so failures at stealthing Montaron, I eventually figured out that it must be impossible to stealth right around the corner from the bridge over the lava flow. The party remained positioned there, but I moved Montaron a bit away to stealth and continued.]
We followed this plan with Montaron singlehandedly killing the half dozen kobolds on the bridge with sling bullets. At two points Montaron retreated, assuming that kobolds would follow him, but none did. Perhaps they were immobilized with fear at watching their fellows mysteriously collapse. However Montaron’s activity did gain the attention of two nearby giant spiders that attacked the rest of our party, as we hid ourselves from view of the kobolds.
In one of these attacks Xzar was injured quite badly. I asked Jaheira again to use her last memorized healing spell and she was clearly uncomfortable about doing so. She almost spoke against it. But she seemed to catch herself and think better of it. Instead she went ahead and healed the Necromancer as asked. I’m sure Jaheira realized that despite the animosity that exists between our two pairs of companions, all must work as a team in this dangerous mine in order for us all to survive.
With the bridge cleared, we crossed and a short distance ahead we found a mine shaft entrance into yet a deeper level of the cave system.
[Montaron thinks to check for traps here? Black card = no. Monty will take a hit from the first of the traps.]
As we proceeded to the shaft entrance Montaron tripped a trap that shot a dart right into the side of his throat, and he was very gravely injured by it. In fact he looked on the verge of death, and croaked that he feared as much. But he managed to imbibe a healing potion before he collapsed. After he shook off the effects of the dart, he proceeded to find and remove two more traps before the entrance. A good lesson learned, he muttered.
At the end of a short tunnel we emerged to another un-mined cavern area. Montaron scouted a very short distance ahead and found a kobold blocking our way. He advised to make ourselves ready, and he would cast a sling bullet at it.
This time Montaron’s aim was not as precise. He missed. The kobold returned fire upon him, striking Montaron just above the knee. He yanked arrow out with a deep growl and used his last potion to restore himself. The rest of us attacked the kobold, and ‘twas Imoen whose arrow once again found its target.
Montaron scouted further ahead and reported back ahead laid a natural stone bridge that crossed over a large pool of water. On the other side was a cave entrance that was guarded by three of the enemy. We waited around the corner, as Montaron continued his tactic of pickling off as many kobolds as he could with his sling. We were prepared in case any gave chase. But instead he was able to kill all three by slipping back into the shadows and attacking them one by one.
Our scout then proceeded to the other side of the bridge and checked for traps. Finding none he slipped inside the cave and beckoned a moment later for us to follow. Just on the other side we heard the yipping barks of a kobold, so we quickly retreated back outside of the cave.
Once on the outside Jaheira again erupted into an angry rant in hushed tones with Xzar and Montaron. It was unclear which one the comment was aimed at. But she angrily stated that their motives were suspect. This immediately made me concerned that perhaps she might believe were being led into a trap ahead through the aid Xzar and Montaron. But I realized that such suspicions were harmful under the circumstances.
I told her to stop the bickering! I sent Montaron in ahead to investigate further and he reported that within the cave was a finished headquarters occupied by a half-orc in splintmail. However between us and the half-orc were four kobolds with bows.
The battle capabilities of the half-orc could only be guessed at. But since this was a big unknown, I suggested that we rest first so that we may memorize more spells. As the meditations would take a while we should find an area that provides relative safety.
Montaron therefore scouted around the curved edge of the cave wall on a path next to the large water pool. He returned to report that a grotesque undead creature stood there dumbly, probably a ghoul. Xzar again speculated that Necromantic magics may in some way be involved here.
Montaron used his by now tired and true method of approaching in stealth and slinging lead bullets at the creature, then slipping back into the darkness. the ghoul eventually came lumbering at us, but it was so weakened by Montaron’s attacks that it fell to an arrow by Imoen.
With the creature destroyed we were able to rest. But there was great risk in resting—that is, that our presence would be discovered. So I put the matter to a vote.
[Do we rest? Imoen: red card = yes, Xzar: red card = yes, Montaron: red card = yes, Jaheira: red card = yes, Khalid: red card= yes, Oracos: red card = yes. Result: 6 in favor. We rest and hope for the best.]
The vote was completely in favor of taking the chance to rest, to the person.
We first simply moved around the corner a bit and attempted to sit down and rest. We were however soon discovered by kobolds. Fortunately we were able to kill all four of them without much noise.
We then moved to the very end of the path by the water lest they swim up behind us. (Do kobolds swim? No one knew but still none of us wished to take the chance.)
Our second attempt at rest resulted in being interrupted by a lone kobold scout that we killed easily.
Just afterward Jaheira and Montaron had angry words yet again.
The third time at attempting to rest was the charm. We completed preparation of our spells without any further molestation.