Mefighter beta team thirteenth session notes
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Approaching Draglet
- The party carries on after the troll fight, and about 4 hours later, arrives on the outskirts of Draglet Village
- It is a small trading village situated on the trade route that connects Fresia with Hakan and Gildenhome
- The group notes no signs of life from the village - no smoke, no voices, no sounds of work
- The road shows signs of a large body of troops - perhaps 1000 strong - passing through about 2-3 weeks prior.
CSI: Draglet
- The group, cautiously at first, begins exploring the town
- The houses have all been boarded up and secured; doors are locked and nailed shut; windows have been reinforced
- On the west side of town, one house is discovered with the door open. Gub goes in first, and eventually the rest of the group follows.
- Gub discovers an old bloodstain that has soaked into the wooden floor; she tastes the blood and finds it sweet and begins carving up chunks of the floor to keep tasting it
- Thurmin uses detect magic on the blood and finds a faint aura of magic, but cannot determine what kind - it must have been very powerful to still be lingering
- Uhanimara does not detect any magical residue
- The house shows no sign of struggle, though Thurmin does find some fine ash by the blood stain. The ash is also oily.
- The group moves on to the centre of town, where a large pile of bodies is discovered in front of the church. It appears to be the remains of a pyre.
- The 4 Winds is the local inn; unable to force the door, Gub climbs down the building's chimney (even the 2nd floor windows are barricaded) and lets the group in.
- Inside, Torekk engages the rats in conversation. While the 4 Winds has seen some traffic recently - the dust has been disturbed - no one has been around for at least 2-3 weeks.
- The rats inform Torekk that a big flying rat comes and chases away/kills whoever tries to stay in the town.
- The Town Constables office is also on the main square; it is a solid stone building that the group attempts to enter next.
- While attempting to force the door, Brunner notes that a flying horse is coming towards the group.
A Flying Multicore? Oh, Manticore!
- A Manticore flies towards the group. Thurmin casts invisibility on Uhanimara.
- As the Manticore approaches, Gub engages with his bow.
- The Manticore settles on the tavern roof, and launches tail spikes at Gub, Drem, and Brunner. Torekk is able to throw a flask of oil onto the Manticore.
- As the group positions itself to tackle the Manticore, it does a flyby attack of Gub and settles on one of the roads leading out of Draglet.
- Drem is enlarged, and the group repositions itself again. Torekk uses Entangle to attempt to pin the Manticore.
- The Manticore breaks free of the Entangle and perches on top of the church, where Gub engages it again.
- The Manticore again does a flyby attack and returns to the tavern.
- Uhanimara casts Burning Hands on the Manticore, and it burns up.
- An Enlarged Drem attempts to force the door of the Constable's office; it does not open, but a crash from inside is heard.
- With Drem still enlarged, a hole is cut into the church door and the group takes shelter for the night.
CSI: Draglet II: Looter's Boogaloo
- The next day, the group sets about finding anything of value left in the town
- The Blacksmith and Bowyers shops have no weapons, but do have tools and raw materials - and show signs of recent use (about 2-3 weeks ago)
- All other shops appear to have been deserted for much longer (6-8 months)
- It appears the town was evacuated with a great deal of preparation - food was left, but all other valuables appear to be gone
- Gub takes some time to fletch some new arrows
- The group forces its way into Town Hall, finds the Mayor's gavel. The vault is left alone.
- The door to the Constables office is forced open by an Enlarged Torekk and Brunner.
- The interior of the building has collapsed into rubble - an apparent trap against unauthorized entry.
- The group sifts through the rubble and finds some war hammers and shields, along with a nice pick.
XP and Treasure
- +100 to Gub for the chimney climb into the 4 Winds
- +25 to Thurmin for range calcuations during the Manticore flight
- +50 to Torekk for using Create Water to stop the fire spreading from the Manticore corpse
- +270 for killing the Manticore
- +50 to Torekk and Brunner for opening the door
- +150 to the group for exploring/vandalizing Draglet
- Mayor's Gavel - light hammer +1
- Light pick, masterwork (+1 TH, 1d4, 20/x4, ignores DR up to 30)