Tuesday, March 17, 2020

The Dragon of Icespire Peak Campaign Diary - Episode 16 - Botched Bountyhunters

The prep...

"How tough can a rogue traveling with a druid
and a unicorn really be?"
I wanted the players to start the session with a bit of combat. Things have been simmering between them and Haylia's hired toughs for a while now, and I figured it was time for the two groups to face off. I decided that the Halfling spy was tired of being humiliated and he convinced the other three toughs that they could capture the Rogue and get the bounty on her head for themselves. So they set up an ambush for the characters as they were leaving Gnomengarde. Unfortunately for the goons, the group decided to spend the night with the gnomes, so any advantage they would have attacking at sundown would be lost. Still, these guys are stupid, so I figured they would try it in the morning anyway.

I also prepped for the Highharvest Festival that I had been hinting at over the course of the game. I had found some ideas for fun festival activities. I also decided that Lillian would be selling silvered weapons at a discounted rate (one of the upcoming adventures contains creatures that can only be hit by silvered or magical weapons).

Unfortunately we had a real late start this session and we didn't get much past the goon attack. The group spent some time in Phandalin afterward doing some minor things, but we decided to end the session before the festival started (little did I know this Festival was turning into a major part of the game).

The story...

Gnomish goodbye?
We jumped backward in time a little bit, as I had the characters settle in the bunkhouse for the evening in Gnomengarde. I asked them about watches and the decided to take them. During the Druid's watch, she heard a strange noise from outside. She did some investigating (making some great stealth rolls) and could just make out a figure moving away from Gnomengarde toward the narrow pass leading into the area. She returned to the bunkhouse and told her companions about the figure the next morning.

The party said their goodbyes to the gnomes and then headed out. But they were being super careful, rolling for perception checks and survival checks to find footprints. They rolled very well and noticed sets of fresh footprints in the area. They saw the spot where the gorge narrowed, and realized it would be a great place for an ambush. So they were ready when that ambush occurred.

I was using the standard Bandit stat blocks from the Monster Manual for these guys. I tweaked some of the weapons a bit by adding a short bow here and a hand axe there. It didn't impact the damage output too much. All it really did was alter the flavor of the encounter. I had two of the thugs attack from range and under partial cover. The other two would get in close with clubs and try to knock out the Rogue. Well the party rolled really well for initiative, and got some of the first shots off. The bandits rolled poorly and missed just about everything at range. The Druid unleashed her Moonbeam spell again and pretty much torched the two thugs with clubs. The WORST SPY EVER was knocked out by a Sleep spell from Donnabella and the last one surrendered when he failed a morale check.

Sleeping halfling dreaming of a gooseberry pie
as big as a mountain!
I do like rolling morale checks for enemies. I essentially have them make a Wisdom Saving throw against a DC I decide. If the battle is going poorly the DC is higher. The last thug, a dwarf, rolled pretty badly and surrendered. The group questioned him and he said that the WORST SPY EVER came up with the idea to ambush them and convinced them all to do it for the coin. He also told them a little more about the bounty hunter that was after them. He said she was known as The Huntress, and that she was very famous for always taking her bounty. But that she thought of the whole thing as a game. The group let him live and he ran off toward the sea. But the group took the sleeping halfling spy and tied him to the collapsing pool and dragged him back to town.

What followed was them dragging the poor guy along with them as they visited each and every place in town as a public display of not messing with them. They visited the general goods store, and experimented with the Treasure Barrel. They purchased the petrified mouse, and then tried to send the construct fish back through the barrel. It didn't work, but I kept rolling a 1D4 to see if it anything would happen. Then they went to the inn and had a drink. I had Quinn Hightopple run in and punch the tied up spy in the crotch, much to the delight of the players. Then they went to the Shrine of Luck, and finally visited Harbin.

Every adventuring party needs a pole.
They gave Harbin the Hat of Wizardry for 50 gold. But he wasn't interested in the other items. He asked them to stay for the festival (he is thinking it would be good to have them around for extra security). I told them about the events at the festival, so they would have an idea. Harbin also reminded them about the other two missions. One is an escort mission to the Gold Toe Mine and the other is to check on a Logger's Camp. The characters had seen the dragon flying around near the forest, so they weren't too excited about going there. But they also didn't fancy an escort mission. They talked it over for a little but in the end decided to figure it out after the Festival. They are also intrigued about the lighthouse and the source of power within it.

Finally they paid Donnabella for her time, and she said she would be happy to travel with them again. Then they dragged the Spy back to Haylia. She was very very upset after the party told her what happened. She assured them that she had nothing to do with the ambush and that the spy would be punished and that they wouldn't have to worry about seeing him... ever again. It was rather ominous. She also mentioned that she was more annoyed at the loss of money from the whole thing and that working for her was lucrative and the option was still open for the Rogue.

The group headed back to the inn, and we ended the session there.

The post...

Everyone loves gourds, right?
This session felt a little flat to me. I think it was because we got started late. But also because the players decided to drag the spy around with them through the whole town as a kind of punishment. This added extra town material to the session that I wasn't planning on. I had assumed we would jump right to festival day.

The players had fun, but I felt like I was spinning my wheels. I just need to get over that kind of thing as a DM. If the players want to drag the annoying halfling prisoner all over town, let them do it. I admit there were some funny moments and comments from the locals that came of it. But I was itching to get to the festival events. I'm going to want to prep some handouts for the next session so they have things to reference about the festival. All this material is home-brew, and I see how much the group enjoys handouts and other physical props.

Up Next...

Session 17: The Night Before the Festival

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