[5
Lamashan 4707 continued]
Arnald Swiss |
Having
returned to Sandpoint from their first journey to the goblin fortress of
Thistletop, Felix and Nedrin sell some of the spoils of war and resupply for
another planned raid. Felix sells a
magical suit of goblin-sized armor to Vorvashali Voon at The Feathered Serpent,
and, for a small fee, learns that the cloak taken from the body of the goblin
druid Gogmurt is actually a cloak of
resistance. A journey to Bottled
Solutions for healing potions leads to a hair-raising experience as a small
explosion occurs amongst a concoction that proprietor Nisk Tander is
brewing. Meanwhile, experienced elven
scout Shalelu Andosana walks to the harbourfront and hires a small rowboat
from the Mercantile League. While there,
she notices a human wearing a steel breastplate with a greataxe strapped to his
back. Shalelu correctly deduces that the
man is a sellsword and persuades him to join the planned attack on Thistletop
in exchange for an equal share of whatever treasure is found within.
The adventurers reunite at the Rusty Dragon, and Shalelu introduces the
sellsword, Arnald Swiss, to Felix and Nedrin.
Felix makes a joke about Oliver which doesn’t go over well with Shalelu,
and she retires to her room once the decision is made to depart in the early
morning hours for Thistletop. Nedrin
also retires early, but Arnald and Felix spend the evening in the Rusty
Dragon’s common room. Arnald sees
Daviren Hosk, and Felix realizes that the two know each other: Arnald helped
keep Daviren out of a goblin cookpot when the latter had a vendetta against
Chief Whartus and the Bonegrinder tribe.
Daviren warns Felix to be careful in Thistletop and to watch out for
Warchief Ripnugget, as he’s known to try to lure his enemies into traps. Later that evening, Felix tells Arnald a
humorous story about accidentally burning down an inn in Magnimar (and having
to escape the city in a hurry!) while Arnald boasts about fighting and
travelling throughout the land. Arnald
also hears a story from Ameiko about a legendary monster in the Varisian Gulf
named Old Murdermaw that can bite a boat in half!
[6
Lamashan 4707]
The
crisp autumn day sees little wind and smooth rowing for the adventurers, and in
just a few hours they approach Thistletop from the west just as the sun appears
over the horizon. A decision is made to
do a full circuit of the island instead of just scaling the western cliffs, and
the group’s patience is rewarded as they notice a small cave on the eastern
face of the island, about twenty feet below the clifftop. A goblin in the southeastern guard tower
spots the rowboat, but Nedrin reacts instantly and shoots an arrow to kill the
sentry before it can sound the alarm!
Felix’s
upbringing as a Shoanti of the Storval Plateau allows him to scale the damp
rock face, but as he nears the cave, something up there starts to move! Before he can react, a dark blue creature
with long tentacles emerges from the cave and crawls down the cliffside towards
him One of the creature’s tentacles is
pointed and barbed, and cuts into Felix’s shoulder, dislodging the warrior’s
grip and sending him tumbling into the water below. Fortunately, Felix executes a skilled dive
and Arnald jumps in to assist him in getting back into the boat. The squid-like creature continues its search
for prey by wrapping a tentacle around Arnald’s neck and trying to drag him
upwards until Shalelu unleashes a fusillade of arrows to kill the creature. Arnald, in a bout of dark humour or
eccentricity, hollows out the creature and pulls it over his head as a sort of
ghastly costume!
Felix
resumes his climb and makes it to the cave, which has a strangely smooth,
polished floor and passages heading off of it in three directions, one of which
ends in a wooden door; the adventurers have taken an unorthodox approach but
have pierced the outer defences of Thistletop!
Felix throws down a rope which is tied to one of the slats in the centre
of the rowboat, and, after the others climb up, he ties the other end to an
arrow which Arnald jams into a crevice in the rock-face. If everything holds, the adventurers have
secured an escape route and have chosen a propitious time to investigate
Thistletop, as most of its denizens will still be asleep.
The
group begins by venturing into the southwest tunnel, noting that the worked
stone passages here are clearly man-made, and that lit lanterns hang in the
hallways. The tunnel ends in a storage
room full of junk obviously scavenged from elsewhere, but a wooden door to the
west indicates an exit. The adventurers instead
head back to their entry point and explore the northern passage, which leads to
what must be the lair of the tentacled monster they just slew. Several seabird and even goblin corpses are
scattered around the room, each consisting of just skin and bones as if their
insides have been somehow drained. A
search of the goblin corpses shows that one died in possession of high-quality
dog-hide armor and a skilfully crafted shortbow. Felix and Nedrin take the former and latter, respectively.
The
intruders gird themselves for battle behind the wooden door heading directly
west, but when it opens, no enemies lay on the other side. Instead, the corridor leads to a pair of
large stone doors, their faces carved with images of horrific, deformed
monsters clawing their way out of pregnant women of all races. Wooden doors lay to the north and south, and
the adventurers decide to try their luck south.
They find stairs leading up, which they avoid for the nonce, and a
depressing chamber that passes for a nursery in Thistletop: cages along the
walls containing dirty mounds of straw and three goblin infants. Arnald callously asks the others what goblin
infants are worth on the free market, but Shalelu says there will be no talk of
slavery in her presence.
Bruthazmus |
Felix opens another door, and the time for cautious exploration is
over! Inside, a harem of goblin females
lounge while a massive, 7 foot tall bugbear mounts one of them. Shalelu shouts “Bruthazmus!” as Felix lights
and throws a smokestick into the room. A
furious battle takes place in the doorway, as Shalelu’s rival, unarmoured and
taken by surprise, nonetheless gives a roar and rushes to crush his nemesis’s
skull with his flail. Shalelu responds
with her blade, and both take wounds in the battle in which no quarter is
given. Arnald’s massive axe whistles
through the air and lands a telling blow in Bruthazmus’ abdomen, and another
stab from Shalelu’s sword is enough to drop the giant goblinoid. She shows no hesitation in slitting his
throat. She refuses to have anything
else to do with his body, but a search by Nedrin reveals four masterwork arrows
with the goblin runes for “Elf Hate” etched into them; he adds these to his
quiver. The goblin females, still dazed
and disoriented from the smokestick, are tied up and the door to the harem room
is closed.
The
adventurers decide to pause their explorations of the southern corridors and
instead make a foray through the northern doors. They find what looks like a crude goblin art
gallery, filled with drawings of goblins engaging in violence against humans,
horses, and dogs. One picture is much
larger and more complex than the others, and shows what appears to be a massive
goblin with snakelike eyes in a chamber in the subterranean centre of the
island. An adjoining room is clearly a
war room of some type, and the adventurers find notes indicating that once “the
whispering beast is tamed”, another raid on Sandpoint will be launched in the
space of mere weeks. More stairs leading
upward are nearby.
Lyrie |
Just off the war room
is a study, but this one is occupied. A
woman in her early twenties with dark skin and long hair braided into cornrows
is sitting at a table, poring over books, scrolls, and stone fragments. She looks up as the adventurers enter,
annoyed at being disturbed, but Nedrin keeps her from becoming alarmed by
cleverly making a counter-intuitive decision: he lifts his mask to show her
that he’s a hobgoblin! The woman, who
gives her name as Lyrie, assumes the newcomers are reinforcements hired to
replace the guards killed in the previous day’s raid, and she tells them that
they’ve taken a wrong turn and are interfering
with her research. Nedrin asks Lyrie
where he can find “the boss”, and she says Nualia is either in the chapel
behind the carved doors or a level below.
Although the group’s deception is going well, Arnald inexplicably asks,
right in front of her, whether they should tie Lyrie up, which leads her to try
to cast a spell. It fails, however, and,
cornered by four heavily-armed warriors, she submits to being tied up. The adventurers’ surreptitious entry into
Thistletop is further rewarded by their discovery of a secret door that Lyrie
has left ajar, on the far side of which are stairs leading down. The adventurers force Lyrie to move into the
room that served as the lair of the monster she says was called a tentamort.
Orik |
The adventurers return to their search, deciding to save the chapel for
last in case Nualia is there and can summon reinforcements from elsewhere in
the complex. The adventurers find a
torture room with several unoccupied cells, and Shalelu suggest moving their
prisoners there if they can find the keys.
Another corridor leads to several doorways, and, opening the first one
on the right, the adventurers barge into a mercenary finishing his breakfast of
bread and smoked salmon. The ruggedly
handsome human is heavily armored and has a shield and a bastard sword laying
nearby on the bed. Nedrin plays it cool,
however, and once again bluffs the man into thinking they’re sellswords hired
by Nualia, recently arrived by boat since the bridge has been cut. The mercenary, who gives his name as Orik
Vancaskerkin, says that Nualia pays well but is involved in some “creepy”
things. He offers to show the “new
hires” around Thistletop once he finishes his meal. Nedrin thanks him and shuts his door.
The
adventurers have acted boldly and luck has been with them, as they’ve
penetrated deep into the goblin fortress of Thistletop and, through a
combination of quick thinking and luck, have caught the defenders completely by
surprise. If they can continue to
exploit their advantage, they may just make it off the island alive!
----------------------------------------------------
Director's Commentary (1/05/2017)
This session marks the first appearance of Arnald Swiss, the new character for the player who previous ran the dear departed Oliver. Arnald shared a lot of Oliver's quirky behavior, and in this session we see Arnald trying on the corpse of a tentamort as a disguise and alerting an NPC the group was trying to bluff their way past by opening asking if they should tie her up.
With Bey's player away, I ran Shalelu as a DMPC for the rest of Chapter 1 so there would be 4 party members.
I remember doing prep work for this section of the adventure and reading in the forums about groups who ended up entering Thistletop through the tentamort's cave, and thinking at the time how unlikely that was since it would require a) an approach by boat; b) a conscious decision to survey the far side of the island from where the boat would come from; and c) a high Perception check to notice the opening. And, of course, the PCs in my group did all three! I'm just happy that I had the sub-level prepared, otherwise I would have been super stressed.
I may have talked about this before, but I often get a kick out of how the adventure path sometimes puts so much effort into developing NPC antagonists (back-stories, full-colour artwork, connections with other NPCs, etc.) and then those NPCs die in a round or two of combat and all of that work is wasted. In this session, Bruthazmus and Lyrie were disposed of, and next session will see Orik get taken down quite quickly.
As the recap notes, the PCs really did stumble upon the perfect timing and approach to entering Thistletop, purely through luck. Alas, their luck won't hold much longer and tragedy will be the result.
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