Faily
2015-01-04, 08:54 PM
Seems like it's one again time for a Red Hand of Doom campaign journal around here.
I played Red Hand of Doom a few years ago myself, and greatly enjoyed it as a player and I considered running it myself for other players at some point. The more I thought about it, the more I wanted to set it to Mystara, as I've grown fond of the setting myself due to us running our Pathfinder game in Mystara. Though adapting the scenario to Mystara was far easier than adapting the game to Pathfinder, which was the preparation that took up most of my time.
Map of Norwold (http://www.pandius.com/Norwold_Region_24-m_v1.7.PNG)
Norwold is an ideal place for Red Hand of Doom's scenario, as it has a mixture of being the new frontier of Alphatia as well as having remains of those who came before. Large sections of it aren't that detailed, so it makes it easy to place down the Elsir Vale. Due to the Elsir Vale already having something called the Wyrmsmoke Mountains, the Wyrmteeth Range became a natural replacement, and the Elsir Vale has been placed southwest of the Dragon Spur Hills.
Fluff-wise, the history of the Vale remains mostly the same, only with changing the local language to Heldanic and having the kingdom of Rhest be an old Heldanic Kingdom. Amary Vraath is also changed to be a Heldanic noble. Lord Jarmaath of Brindol is a vassal of King Ericall of Norwold.
In addition to the changes to Tiamat (see below), the Greyhawk Gods of the original module have been replaced with Mystara Immortals.
Pelor has been replaced with Ixion (http://www.pandius.com/ixion.html).
Heironeous has been replaced with Forsetta (http://www.pandius.com/forsett2.html).
Wee Jas has been replaced with Nyx (http://www.pandius.com/nyx.html).
Due to the close proximity of Alpha and the Kingdom of Oceansend, I decided to feature the last chromatic opponent off-screen to keep reinforcements busy until the ritual is complete.
Now Tiamat is not an Immortal in Mystara, and though I wondered if I should find a suitable replacement, I opted instead for the solution of making Tiamat a Demon Overlord who is currently on the Path of Entropy to become an Entropy Immortal with the backing of Thanatos. Waging war, destruction, slaughter... all these will help with completing a ritual that will bring forth a destructive aspect of Tiamat, and place her one step further to becoming an Immortal of the Sphere of Entropy.
So, by letting our GM get a break from running adventures in Pathfinder Mystara, I took over the weekly gaming session from now on to run this module. While I have GMed before, I've never actually ran a pure D&D 3.5 or Pathfinder game as I tend to run Legend of the Five Rings games, and even while I am the most rules&mechanics-savvy member in our group, I noticed there were suddenly a lot more about the rules I had to pay attention to now.
Without further ado, I allowed the group access to a majority of Pathfinder books. No 3rd party material allowed, and Advanced Class Guide was not allowed either (as we don't have the book). I disallowed the Favored Class options presented in Advanced Race Guide and kept it to only +1HP or +1 Skill point (as I felt some of the options were either too powerful or too weak). One change we made, after one player pleading and begging, was to allow Vital Strike and its chain to be used for Spring Attack and Ride By Attack (and also Flyby Attack). I reminded the players that if they were allowed this option, it would be used for the enemies too, but since they agreed that was fine, it was so decided (little do they know what they will meet. Mwuahaha). I let the players have a session together to make their characters, as they would start at level 6 and I said that it was fair if they already knew eachother and could build accordingly as well as talk strategy. Some amusement was had that almost all 4 players, whom are male, opted to play female characters. As this left only one male PC, jokes already started early about "Guiseppe's Angels" or "Guiseppe's Harem".
So, as we begin our adventure, the party consists of:
- Lady Vivienne Monteyeur, level 6 Human, Cavalier of the Order of the Dragon. [Party-tank, super-charger]
- Lirielle aka Little Rabbit, level 6 Elf, Rogue. [Skill-monkey, scout, trapspotter. Claims to be the servant of Vivienne]
- Guiseppe Serano, level 6 Human, Oracle of Ixion with Flame Mystery but cursed with a haunting. [Only male PC, blaster and healer]
- Ylissa Wenterås, level 6 Human, Dreamspun Sorcerer. [Caster with random spells and random feats, opting for a "so chaotic, no focus"-style, also Party-face]
Chapter I: Cue the scrolling yellow text...
(I will occassionally throw in links to soundtrack used for the scenes)
It is a bright and sunny day (https://www.youtube.com/watch?v=cgI1q16mh2k) as the group travels on the Dawn Way towards the village of Drellin's Ferry. They had long left the (seemingly) last bit of civilization at Brindol as they were making their way on the Dawn Way, hoping to seek out treasure in the ancient Vraath-keep to refill their almost empty adventurer-pockets. Forlorn castles, excitement, possible ghosts, and gold... these are the things adventurers live for, they say.
It seems to be a normal day like any other... until the armor of hobgoblins stick out like sore thumbs with neon lights up ahead, as they rolled a 1 on their Stealth, and with the poor modifier of that group, even Ylissa and Guiseppe (who compete for the lowest Perception in the party) quickly catch on. Ensue battle (https://www.youtube.com/watch?v=byFkvbz2Za0), where no one is surprised.
The PCs ace their Initiative rolls and Vivienne is quick to charge into the first rabble of hobgoblins, and is awarded with a dead hobgoblin skewered on her lance. As she has Rideby-Attack, she sails past the rest of the hobgoblins to avoid being surrounded by them. Still, some of them try to follow after, but don't have much luck with hurting her, though some manage no nick her a little bit. The one that does manage to hurt her is the first Hellhound that comes charging out of the old farmerhouse and gives her a face full of flaming breath (the horse on the other hand, has Improved Evasion and obviously turned around so his rider could protect him from the fire). A Fireball from Guiseppe mops up the first wave of Hobgoblins, and a Lightning Bolt from Ylissa removes the ones who had a little bit of HP left along with a Hellhound.
The second wave arrives on the field and the Hobgoblin Cleric's Command makes Vivienne drop her lance. She is surrounded by most of the new Hobgoblins, but they don't have much luck either and she moves away with another Rideby Attack... leaving the poor Little Rabbit in the frontline now, and ripe for taking at the hads of the Hobgoblin Bladebearer who leads the band. A critical hit leaves the situation a little dire looking for the poor Rogue, but when the Cavalier returns on the next turn, she is able to return the favor by shoving a Sneak Attack up between his ribs.
Meanwhile, Ylissa and Guiseppe toss out more Fireballs and Lightning Bolts, downing the Cleric, the second Hellhound and almost all of the remaining Hobgoblins. One is left standing and makes a mad dash for the hills. Only to be stopped dead in his track from a knife in the back from the Little Rabbit.
Guiseppe: "Beautiful work as always, my ladies."
The party don't wait long to begin looting the hobgoblins, and I make some stabilization rolls for those who only hit the negatives without dying, as well as some Perception checks for the party. Guiseppe recognizes the symbol of the Demon Lord Tiamat on the cleric. They notice that at least one of the Hobgoblins is alive.
Viv: "We should bring him with us and hand him over to the proper authorities."
Guiseppe: "Well, I don't really see the point in that. After all, it would be troublesome for us, and he would only be killed as punishement for robbing and killing travelers anyway."
Viv: "Ah, right... good point. We should just kill him here."
Ylissa: "We could question him?
Guiseppe: "Now that is a mucher better idea."
After much reluctance in healing the hobgoblin enough to make him conscious enough to talk, the party first checks out the abandoned farmhouse and discovers the unfortunate victims of the Hobgoblins earlier murdering. Eventually, they heal their prisoner to question him. The Red Hand Hobgoblins are described as being very fanatical in their belief in their leader and cause, so I decided to stick with that, even when giving out helpful information to the party if they managed their roll. They opted to go for the Intimidation-route, which was the best case scenario for the Hobgoblin as the morale of the Red Hand's Horde gives them a bonus. Though, Ylissa still got a very good roll on her check, and they were to be given useful answers... from a fanatic follower. For a moment the group was worried she wouldn't be able to effectively interrogate the prisoner, as she didn't speak Goblin, but she gave it a chance anyway in Heldanic... and as that is the Common for the area, she was in luck.
Ylissa: "Why did you attack us?"
Hobgoblin: "You were just some of the first. Soon, many more will die, and the Vale will be bathed in blood."
Ylissa: "Exactly how many are there of you?"
Hobgoblin: "Oho! We're hundreds, thousands! More than enough to overrun you humans."
Guiseppe: "Yeah, right. He's just making that up." *rolls Sense Motive* [The Hobgoblin seems sincere in his belief, but you're not sure you believe that number]
Ylissa: "Why did your priest carry a symbol of a demon-something?"
Hobgoblin: "Tiamat has blessed us with our greatest champion, Azar-Kul, and her blood runs in his veins. He will lead us to a glorious victory, and we shall rule over your bones!"
Viv: "I think we've heard enough. This isn't getting anywhere." *stabs Hobgoblin, it's super-effective*
Rabbit: "I wonder if Azar-kul means anything in Goblin?" [Little Rabbit knows Goblin, but it has no meaning that she is aware of. I ask if she knows Draconic, which she does not.]
After they finish looting and picking up magical items, the party debates for a while if they should take the time to bury the bodies of the dead they found in the farmhouse, or to bring them along to Drellin's Ferry and see about getting them a proper service there. As the entire party have horses, they settle on taking the bodies with them, hoping that they will find someone who knows the deceased or at least give them a proper funeral.
Dusk falls on Brindol's Ferry as the group arrives (http://youtu.be/avZwfJH7zj4?list=PLho-Ons7gHtxGZ6Z2zXzSthgLGGBQvDJy). As they tell Harsk and his guards that they fought and killed Hobgoblins, the demeanor towards the party is very positive and Harsk tells them how the Hobgoblins have troubled the village of late.
Harsk: "They've always been trouble though, but this time, it seems like some big tribe has moved down from the Wyrmsteeth Mountains and it's affecting our lives here in the vale."
Harsk and his men direct the party to the shrine to Ixion to see to the dead, and recommend the Old Bridge Inn to them out of the two inns in Brindol's Ferry. First things first, Guiseppe heads to the shrine to Ixion. When he explains to Brother Derny that he is a priest of Ixion, he is warmly welcoed by the old windbag, and is further approved of when he explains the situation with the bodies he brought with him. Another gold star in the book when Guiseppe hands over the pouch of gold they found on the deceased to Brother Derny and asks him to return it to the family of the deceased.
Guiseppe: "They were travelling merchants, so they probably had family back home somewhere who need this money more than we do."
Guiseppe's Angels head over to the Old Bridge Inn, where they are greeted by friendly and eager-to-please hobbits... errr... halflings. The Inn's little clan of hobbitses/halflings serve the party well as they paid almost double up-front for the rooms, and they're given lamb-stew with freshly baked brea for dinner, warm applepie for dessert with a dollop of whipped cream on the side, and servings of applecider and wheat-ale. Vivienne, having a sweet tooth, snacks to her great delight on the desserts. No wonder those hobbitses are so rotund with food this good!
As the party turns in for the evening, they're visited by the village-speaker, Norro, and guard-captain Soranna (both of whom heard great praise from Harsk and Derny about these newly arrived adventurers). Norro begins his script of trying to persuade the travelling heroes to aid their village in their time of need (hopefully for free), and the party more or less jumps on the case without asking for anything in return and eagerly volunteers to help. They offer at least to provide them with some food from the Inn to have on tomorrow's journey, and also offer the services of Brother Derny and Sertieren - the only magic-users in town - by giving the party 600gp worth of store-credit to use for scrolls and potions. It's deduced that the Hobgoblins mostly seem to come from the Witchwood, and Soranna advices the party to seek out Jorr to be their guide.
The next morning, the party sells off some hobgoblin-loot to the village-smith and trades in for a magical sword from the smithy. They browse the selection of scrolls and potions available and only pick up potions of invisibility... without using the store-credit at all (man, it's like these guys are being Good Guys or something!).
All stocked up, and quite full from a hobbit-style breakfast, the party sets out to find Jorr.
Arriving at Jorr's cabin, the party is first met by the ranger's dogs who start barking at the approaching group. At least Vivienne has enough in Animal Handling to know that it is a bad idea to approach any further as they seem to not be attacking yet, and she attempts to put them in their place with a skill roll. The dogs back away a few feet, but continue their growling and barking, until Jorr whistles a command for them to return. As the dogs run back, the cabin door swings open and the manliest trappin' man (https://www.youtube.com/watch?v=Ew1WBwh3zgo) steps out with a large hunting knife strapped to his thigh.
Jorr: "Ain't often I see such fancy folks aroun' these parts. Who are y'all?"
*introductions are made*
Jorr: "And lemme guess, you fancy folk need someone to help you through the forest, right? Well, you won't find anyone better than me. Five golds a day, or 10 if you plan to do something stupid and dangerous."
Guiseppe: "Well, maybe some goblins..."
Jorr: *spits* "Bah, goblins, hobgoblins. Filth all of them, I say. At least most of 'em got sense to stay away from my cabin here."
Ylissa: "Do you know where the goblins are?"
Jorr: "Beats me. Usually up in 'em mountains, but they've been around here lately. Probably holed up in the Vraath-fort, or at Skull Gorge Bridge. My bet is the bridge, but the fort is closer, I'll give ya that."
Vivienne: "Well, we had planned to head to the Vraath-fort anyway. Take us there."
Jorr: "Al'ight, m'lady. Though I suggest you follow my advice, and stay quiet most of the time. Still enough dangers here without 'em goblins running about."
The forest around them is quiet, boggy, and misty (http://youtu.be/ie-PKbA7xVw?list=PLho-Ons7gHtxGZ6Z2zXzSthgLGGBQvDJy) and the group takes Jorr's advice in keeping quiet and the trip continues in silence without any chatter from the party.
As they cross the Blackwater Causeway, Little Rabbit, who is walking right behind Jorr, spots something moving in the water next to the wreckage of a wagon. A serpentine head emerges from the water and glides stealthily through the dark swamp towards them. Still keeping quiet, the Little Rabbit taps Jorr on the shoulder and points out the approaching snake(?). Jorr's eyes widen and he nocks an arrow. Suddenly, five more heads rise from the water! It's a Hydra! Cue battle music! (http://youtu.be/7jDIikENSTg?list=PLho-Ons7gHtxGZ6Z2zXzSthgLGGBQvDJy)
Little Rabbit uses her action in the surprise round to ready her crossbow. The hydra, unable to charge, moves in within range and is set to sink its six jaws into Vivienne next turn. Little did the Hydra know that Vivienne had beat his initiative, and she proceeds to hit him with a super-charge, almost killing him in one blow. Almost being the keyword with hydras. Luckily for the group, Ylissa manages her Knowledge-check and recalls that Hydras regenerate from seemingly lethal attacks, and she proceeds to hit him with a Lightning Bolt. As I don't remember the rules of aquatic combat and spells, I rule in the favor that the Lightning Bolt continues regardless of the surface of the water normally breaking line of effects (as the line of the Lightning Bolt would continue anyway). Little Rabbit plants a crossbow bolt in the Hydra for good measure. It's dead, Jim.
My poor Hydra...
The party checks out the wreckage and finds some coins and a few gems, as well as a magical suit of armor. After some identifying, the party rearranges their gear a bit (after cleaning the armor), and carry on.
They catch the last glimpses of sunset as they spot the Vraath-keep.
I played Red Hand of Doom a few years ago myself, and greatly enjoyed it as a player and I considered running it myself for other players at some point. The more I thought about it, the more I wanted to set it to Mystara, as I've grown fond of the setting myself due to us running our Pathfinder game in Mystara. Though adapting the scenario to Mystara was far easier than adapting the game to Pathfinder, which was the preparation that took up most of my time.
Map of Norwold (http://www.pandius.com/Norwold_Region_24-m_v1.7.PNG)
Norwold is an ideal place for Red Hand of Doom's scenario, as it has a mixture of being the new frontier of Alphatia as well as having remains of those who came before. Large sections of it aren't that detailed, so it makes it easy to place down the Elsir Vale. Due to the Elsir Vale already having something called the Wyrmsmoke Mountains, the Wyrmteeth Range became a natural replacement, and the Elsir Vale has been placed southwest of the Dragon Spur Hills.
Fluff-wise, the history of the Vale remains mostly the same, only with changing the local language to Heldanic and having the kingdom of Rhest be an old Heldanic Kingdom. Amary Vraath is also changed to be a Heldanic noble. Lord Jarmaath of Brindol is a vassal of King Ericall of Norwold.
In addition to the changes to Tiamat (see below), the Greyhawk Gods of the original module have been replaced with Mystara Immortals.
Pelor has been replaced with Ixion (http://www.pandius.com/ixion.html).
Heironeous has been replaced with Forsetta (http://www.pandius.com/forsett2.html).
Wee Jas has been replaced with Nyx (http://www.pandius.com/nyx.html).
Due to the close proximity of Alpha and the Kingdom of Oceansend, I decided to feature the last chromatic opponent off-screen to keep reinforcements busy until the ritual is complete.
Now Tiamat is not an Immortal in Mystara, and though I wondered if I should find a suitable replacement, I opted instead for the solution of making Tiamat a Demon Overlord who is currently on the Path of Entropy to become an Entropy Immortal with the backing of Thanatos. Waging war, destruction, slaughter... all these will help with completing a ritual that will bring forth a destructive aspect of Tiamat, and place her one step further to becoming an Immortal of the Sphere of Entropy.
So, by letting our GM get a break from running adventures in Pathfinder Mystara, I took over the weekly gaming session from now on to run this module. While I have GMed before, I've never actually ran a pure D&D 3.5 or Pathfinder game as I tend to run Legend of the Five Rings games, and even while I am the most rules&mechanics-savvy member in our group, I noticed there were suddenly a lot more about the rules I had to pay attention to now.
Without further ado, I allowed the group access to a majority of Pathfinder books. No 3rd party material allowed, and Advanced Class Guide was not allowed either (as we don't have the book). I disallowed the Favored Class options presented in Advanced Race Guide and kept it to only +1HP or +1 Skill point (as I felt some of the options were either too powerful or too weak). One change we made, after one player pleading and begging, was to allow Vital Strike and its chain to be used for Spring Attack and Ride By Attack (and also Flyby Attack). I reminded the players that if they were allowed this option, it would be used for the enemies too, but since they agreed that was fine, it was so decided (little do they know what they will meet. Mwuahaha). I let the players have a session together to make their characters, as they would start at level 6 and I said that it was fair if they already knew eachother and could build accordingly as well as talk strategy. Some amusement was had that almost all 4 players, whom are male, opted to play female characters. As this left only one male PC, jokes already started early about "Guiseppe's Angels" or "Guiseppe's Harem".
So, as we begin our adventure, the party consists of:
- Lady Vivienne Monteyeur, level 6 Human, Cavalier of the Order of the Dragon. [Party-tank, super-charger]
- Lirielle aka Little Rabbit, level 6 Elf, Rogue. [Skill-monkey, scout, trapspotter. Claims to be the servant of Vivienne]
- Guiseppe Serano, level 6 Human, Oracle of Ixion with Flame Mystery but cursed with a haunting. [Only male PC, blaster and healer]
- Ylissa Wenterås, level 6 Human, Dreamspun Sorcerer. [Caster with random spells and random feats, opting for a "so chaotic, no focus"-style, also Party-face]
Chapter I: Cue the scrolling yellow text...
(I will occassionally throw in links to soundtrack used for the scenes)
It is a bright and sunny day (https://www.youtube.com/watch?v=cgI1q16mh2k) as the group travels on the Dawn Way towards the village of Drellin's Ferry. They had long left the (seemingly) last bit of civilization at Brindol as they were making their way on the Dawn Way, hoping to seek out treasure in the ancient Vraath-keep to refill their almost empty adventurer-pockets. Forlorn castles, excitement, possible ghosts, and gold... these are the things adventurers live for, they say.
It seems to be a normal day like any other... until the armor of hobgoblins stick out like sore thumbs with neon lights up ahead, as they rolled a 1 on their Stealth, and with the poor modifier of that group, even Ylissa and Guiseppe (who compete for the lowest Perception in the party) quickly catch on. Ensue battle (https://www.youtube.com/watch?v=byFkvbz2Za0), where no one is surprised.
The PCs ace their Initiative rolls and Vivienne is quick to charge into the first rabble of hobgoblins, and is awarded with a dead hobgoblin skewered on her lance. As she has Rideby-Attack, she sails past the rest of the hobgoblins to avoid being surrounded by them. Still, some of them try to follow after, but don't have much luck with hurting her, though some manage no nick her a little bit. The one that does manage to hurt her is the first Hellhound that comes charging out of the old farmerhouse and gives her a face full of flaming breath (the horse on the other hand, has Improved Evasion and obviously turned around so his rider could protect him from the fire). A Fireball from Guiseppe mops up the first wave of Hobgoblins, and a Lightning Bolt from Ylissa removes the ones who had a little bit of HP left along with a Hellhound.
The second wave arrives on the field and the Hobgoblin Cleric's Command makes Vivienne drop her lance. She is surrounded by most of the new Hobgoblins, but they don't have much luck either and she moves away with another Rideby Attack... leaving the poor Little Rabbit in the frontline now, and ripe for taking at the hads of the Hobgoblin Bladebearer who leads the band. A critical hit leaves the situation a little dire looking for the poor Rogue, but when the Cavalier returns on the next turn, she is able to return the favor by shoving a Sneak Attack up between his ribs.
Meanwhile, Ylissa and Guiseppe toss out more Fireballs and Lightning Bolts, downing the Cleric, the second Hellhound and almost all of the remaining Hobgoblins. One is left standing and makes a mad dash for the hills. Only to be stopped dead in his track from a knife in the back from the Little Rabbit.
Guiseppe: "Beautiful work as always, my ladies."
The party don't wait long to begin looting the hobgoblins, and I make some stabilization rolls for those who only hit the negatives without dying, as well as some Perception checks for the party. Guiseppe recognizes the symbol of the Demon Lord Tiamat on the cleric. They notice that at least one of the Hobgoblins is alive.
Viv: "We should bring him with us and hand him over to the proper authorities."
Guiseppe: "Well, I don't really see the point in that. After all, it would be troublesome for us, and he would only be killed as punishement for robbing and killing travelers anyway."
Viv: "Ah, right... good point. We should just kill him here."
Ylissa: "We could question him?
Guiseppe: "Now that is a mucher better idea."
After much reluctance in healing the hobgoblin enough to make him conscious enough to talk, the party first checks out the abandoned farmhouse and discovers the unfortunate victims of the Hobgoblins earlier murdering. Eventually, they heal their prisoner to question him. The Red Hand Hobgoblins are described as being very fanatical in their belief in their leader and cause, so I decided to stick with that, even when giving out helpful information to the party if they managed their roll. They opted to go for the Intimidation-route, which was the best case scenario for the Hobgoblin as the morale of the Red Hand's Horde gives them a bonus. Though, Ylissa still got a very good roll on her check, and they were to be given useful answers... from a fanatic follower. For a moment the group was worried she wouldn't be able to effectively interrogate the prisoner, as she didn't speak Goblin, but she gave it a chance anyway in Heldanic... and as that is the Common for the area, she was in luck.
Ylissa: "Why did you attack us?"
Hobgoblin: "You were just some of the first. Soon, many more will die, and the Vale will be bathed in blood."
Ylissa: "Exactly how many are there of you?"
Hobgoblin: "Oho! We're hundreds, thousands! More than enough to overrun you humans."
Guiseppe: "Yeah, right. He's just making that up." *rolls Sense Motive* [The Hobgoblin seems sincere in his belief, but you're not sure you believe that number]
Ylissa: "Why did your priest carry a symbol of a demon-something?"
Hobgoblin: "Tiamat has blessed us with our greatest champion, Azar-Kul, and her blood runs in his veins. He will lead us to a glorious victory, and we shall rule over your bones!"
Viv: "I think we've heard enough. This isn't getting anywhere." *stabs Hobgoblin, it's super-effective*
Rabbit: "I wonder if Azar-kul means anything in Goblin?" [Little Rabbit knows Goblin, but it has no meaning that she is aware of. I ask if she knows Draconic, which she does not.]
After they finish looting and picking up magical items, the party debates for a while if they should take the time to bury the bodies of the dead they found in the farmhouse, or to bring them along to Drellin's Ferry and see about getting them a proper service there. As the entire party have horses, they settle on taking the bodies with them, hoping that they will find someone who knows the deceased or at least give them a proper funeral.
Dusk falls on Brindol's Ferry as the group arrives (http://youtu.be/avZwfJH7zj4?list=PLho-Ons7gHtxGZ6Z2zXzSthgLGGBQvDJy). As they tell Harsk and his guards that they fought and killed Hobgoblins, the demeanor towards the party is very positive and Harsk tells them how the Hobgoblins have troubled the village of late.
Harsk: "They've always been trouble though, but this time, it seems like some big tribe has moved down from the Wyrmsteeth Mountains and it's affecting our lives here in the vale."
Harsk and his men direct the party to the shrine to Ixion to see to the dead, and recommend the Old Bridge Inn to them out of the two inns in Brindol's Ferry. First things first, Guiseppe heads to the shrine to Ixion. When he explains to Brother Derny that he is a priest of Ixion, he is warmly welcoed by the old windbag, and is further approved of when he explains the situation with the bodies he brought with him. Another gold star in the book when Guiseppe hands over the pouch of gold they found on the deceased to Brother Derny and asks him to return it to the family of the deceased.
Guiseppe: "They were travelling merchants, so they probably had family back home somewhere who need this money more than we do."
Guiseppe's Angels head over to the Old Bridge Inn, where they are greeted by friendly and eager-to-please hobbits... errr... halflings. The Inn's little clan of hobbitses/halflings serve the party well as they paid almost double up-front for the rooms, and they're given lamb-stew with freshly baked brea for dinner, warm applepie for dessert with a dollop of whipped cream on the side, and servings of applecider and wheat-ale. Vivienne, having a sweet tooth, snacks to her great delight on the desserts. No wonder those hobbitses are so rotund with food this good!
As the party turns in for the evening, they're visited by the village-speaker, Norro, and guard-captain Soranna (both of whom heard great praise from Harsk and Derny about these newly arrived adventurers). Norro begins his script of trying to persuade the travelling heroes to aid their village in their time of need (hopefully for free), and the party more or less jumps on the case without asking for anything in return and eagerly volunteers to help. They offer at least to provide them with some food from the Inn to have on tomorrow's journey, and also offer the services of Brother Derny and Sertieren - the only magic-users in town - by giving the party 600gp worth of store-credit to use for scrolls and potions. It's deduced that the Hobgoblins mostly seem to come from the Witchwood, and Soranna advices the party to seek out Jorr to be their guide.
The next morning, the party sells off some hobgoblin-loot to the village-smith and trades in for a magical sword from the smithy. They browse the selection of scrolls and potions available and only pick up potions of invisibility... without using the store-credit at all (man, it's like these guys are being Good Guys or something!).
All stocked up, and quite full from a hobbit-style breakfast, the party sets out to find Jorr.
Arriving at Jorr's cabin, the party is first met by the ranger's dogs who start barking at the approaching group. At least Vivienne has enough in Animal Handling to know that it is a bad idea to approach any further as they seem to not be attacking yet, and she attempts to put them in their place with a skill roll. The dogs back away a few feet, but continue their growling and barking, until Jorr whistles a command for them to return. As the dogs run back, the cabin door swings open and the manliest trappin' man (https://www.youtube.com/watch?v=Ew1WBwh3zgo) steps out with a large hunting knife strapped to his thigh.
Jorr: "Ain't often I see such fancy folks aroun' these parts. Who are y'all?"
*introductions are made*
Jorr: "And lemme guess, you fancy folk need someone to help you through the forest, right? Well, you won't find anyone better than me. Five golds a day, or 10 if you plan to do something stupid and dangerous."
Guiseppe: "Well, maybe some goblins..."
Jorr: *spits* "Bah, goblins, hobgoblins. Filth all of them, I say. At least most of 'em got sense to stay away from my cabin here."
Ylissa: "Do you know where the goblins are?"
Jorr: "Beats me. Usually up in 'em mountains, but they've been around here lately. Probably holed up in the Vraath-fort, or at Skull Gorge Bridge. My bet is the bridge, but the fort is closer, I'll give ya that."
Vivienne: "Well, we had planned to head to the Vraath-fort anyway. Take us there."
Jorr: "Al'ight, m'lady. Though I suggest you follow my advice, and stay quiet most of the time. Still enough dangers here without 'em goblins running about."
The forest around them is quiet, boggy, and misty (http://youtu.be/ie-PKbA7xVw?list=PLho-Ons7gHtxGZ6Z2zXzSthgLGGBQvDJy) and the group takes Jorr's advice in keeping quiet and the trip continues in silence without any chatter from the party.
As they cross the Blackwater Causeway, Little Rabbit, who is walking right behind Jorr, spots something moving in the water next to the wreckage of a wagon. A serpentine head emerges from the water and glides stealthily through the dark swamp towards them. Still keeping quiet, the Little Rabbit taps Jorr on the shoulder and points out the approaching snake(?). Jorr's eyes widen and he nocks an arrow. Suddenly, five more heads rise from the water! It's a Hydra! Cue battle music! (http://youtu.be/7jDIikENSTg?list=PLho-Ons7gHtxGZ6Z2zXzSthgLGGBQvDJy)
Little Rabbit uses her action in the surprise round to ready her crossbow. The hydra, unable to charge, moves in within range and is set to sink its six jaws into Vivienne next turn. Little did the Hydra know that Vivienne had beat his initiative, and she proceeds to hit him with a super-charge, almost killing him in one blow. Almost being the keyword with hydras. Luckily for the group, Ylissa manages her Knowledge-check and recalls that Hydras regenerate from seemingly lethal attacks, and she proceeds to hit him with a Lightning Bolt. As I don't remember the rules of aquatic combat and spells, I rule in the favor that the Lightning Bolt continues regardless of the surface of the water normally breaking line of effects (as the line of the Lightning Bolt would continue anyway). Little Rabbit plants a crossbow bolt in the Hydra for good measure. It's dead, Jim.
My poor Hydra...
The party checks out the wreckage and finds some coins and a few gems, as well as a magical suit of armor. After some identifying, the party rearranges their gear a bit (after cleaning the armor), and carry on.
They catch the last glimpses of sunset as they spot the Vraath-keep.