Wednesday, December 8, 2021

Solo LMoP - 10. A sad day of downtime (Level up)

 The Redbrands are defeated, Glasstaff has fled and has little to return to with his men killed or captured and his lair discovered. The party has lived through some rather nasty fights and has both lost a friend and made a new one. With an unconscious goblin and a captured Redbrand they return to town where they march straight to the town hall. As this group of bloodied, grim-looking people with their quarry march through town villagers stop and stare in awe. 

At the town hall the blubbering Harbin Wester is overjoyed about the news that the Redbrands have been defeated and the two captives are locked in a cell under town hall. Sildar is grateful as well and plunders the coffer - much to Wester's dismay - to pay the party 200 gold that they divide amongst themselves. The party informs Sildar about Glasstaff and as they describe the wizard to him Sildar's face grows sour. He does indeed confirm that Glasstaff and Iarno Albrek appear to be the same person and is saddened about the betrayal to the Lord's alliance. He hopes to get his hands on Albrek one day. 

The party takes their gold and says their goodbyes for the day, needing rest and the completion of some errands. They agree to meet for supper in the Stonehill tavern and go each about their own business. 

Drusa heads to Halia Thornton who is less pleased about the news than Drusa would have expected. Halia stated that she wanted the Redbrand-leader eliminated, not driven off to return another day. 

🎲Persuasion Drusa +3 (DC 10 for some success, 15 for total success): 19 (total success)
After some talking the guildmaster agrees that with the Redbrands wiped out and the hideout uncovered the chances for Glasstaff returning are very slim. She pays Drusa the full sum of 100 gold (which will be divided among all adventurers).

After finishing this business, Drusa spends some time at the exchange, trying to sell off the collected gems that have a total worth of 345 gold pieces. 
🎲Persuasion Drusa +3 (DC 10: 75% value, DC 15: 100% value, DC 20: 125 % value): 14 
Drusa sells all the gems for a total of 260 gold (divided among the party)

After that Drusa heads to Barthen's Provisions to spend some money. She buys a second set of Fine clothes and a set of manacles (not wanting to tie up everyone they need to arrest with rope). She returns to the Stonehill inn, pays up front for herself and her friends (rooms and dinner for a total of 40 silver) and orders a bath to be drawn. After washing and dressing in her new clothes she returns to town hall to talk with Sildar and learn about the recent developments in Phandalin. Sildar has by now send Harbin Wester home and talks about the banker's messy bookkeeping, about having to get a clear picture of the villages finances, establishing a regular trade with Neverwinter and/or Triboar and other issues of government that have been neglected under the last townmaster. He does confirm that there are orcs somewhere nearby and tells Drusa that he will honour Westers recent offers to pay for the extermination of the creatures. However finding Gundren in Cragmaw Castle is another priority that he would prefer to be dealt with first. 


Haunui asks around and finds Mirna Drendar and her children. Their house has been ransacked and she is worried about the future. Haunui, putting her at ease tells her that all will be well. He helps her tidy up the house and then heads to Barthen's provisions and a few farms to shop. He gets a shovel and for 3 gold pieces he buys enough groceries to last her family for several weeks and he puts another 50 silver in her hand, not accepting any contradiction. One day he wants her and the children to return to Thundertree. Then, when the children have gone off to play, he helps Mirna dig a grave and retrieves the body of her husband from the hideout where the Nothic has been gnawing on it. They bury him and Haunui leaves Mirna to her sorrows. 
Climbing the hill to the ruined manor Haunui finds a quiet place and digs another grave, big enough for Egart. 

Having prepared this, he washes the dirt of his hands and face at the small stream Northwest of the village and heads back into town to purchase 20 new arrows at the Lionshield coster. Once there he also sells his Greatsword that has been rather unwieldy to combine with his large bow, as well as his old Leather Armor. Talking with Linene Greywind about his troubles with the heavy weapon, the course woman immediately has an idea and shows him a rather short, bent bladed with a thin point. This hunting sword (re-flavoured Rapier) might be of more use to him, she explains. Haunui gladly takes it off her hands. He asks if she could use some beaver pelts, Linene confirms and Haunui spends another hour retrieving the pelts from the hideout for her, selling them for full value (60 gold total which he'll divide among his friends). Finally, the shopkeeper informs him that she has sent a couple of men with a cart to the cave to pick up her shipment. She hopes to receive it the next day.

The archer then finds himself a quiet place in town, tending to his equipment and contemplating the past as well as the future. 

Brandr has a lot to think about. Having met these new adventurers and having finished his first task in Phandalin he is eager to do more, since the sense of achievement this gives him takes the edge of his constant sense of dread and guilt. After the fight he heads to the graveyard and strolls in between the long overgrown and the few newly dug graves. He finds a quiet spot behind a crumpled wall where he sits down and prays as well as he is able to. He thanks the foehammer for turning his power against people that deserved it and beseeches him to guide him further. He feels deep sadness and misses his family but finds comfort in the prayers he learned and repeats over and over again. 
When he finishes, he heads to the nearby stream to wash his face and hands. While he does so, he sees a motherly halfling woman approach with buckets. He greets her in her native tongue and offers help. Pleased by his good manners the two of them talk for a bit and Brandr talks about what he and his friends have done. Qeline - because of course it is her - is shocked but also pleased. She speaks very fondly of her nephew who had just warned her about these thugs and so it falls to Brandr to bring the news about Egarts death. Qeline is thunderstruck and fights against the tears. She asks where her nephew is now and Brandr must confess that he does not know. But he will inform with his new compatriots at supper and bring her the news. She asks where they will meet and tells Brandr that she will come to the inn herself to speak to those so-called adventurers that did not even manage to keep her nephew save. Then she turns her back and leaves, carrying both buckets herself. 

Brandr, too challenged by this encounter to continue his contemplation heads into town and visits the shops. He buys some ink, parchment and sealing wax at Barthens and - using his shield as an improvised table - writes a letter to his family that he leaves unfinished, not having access to a someone who might take the letter all the way to Waterdeep. 

It is at this point that - while looking through the possible things he might be interested in - I realize Brandr would not even be able to wear Chain mail, since it is far too heavy for him. I switch it out for Ring Mail, dropping his AC by 2, which I'll try to compensate with buying a shield for him, even though he won't be able to use that when switching from his bow to his sword.  

Harbek heads to Daran Edermath to inform him briefly about the end of the Redbrand's reign of terror and the old elf asks him to return to him, he might have more work for the group. Harbek however is not in the mood for swapping stories of bravery. He is still angry and sad about all that has happened and spends most of the day exploring the outskirts of town, searching for any sign of his cousins Nandro and Thurden. 
🎲Investigation Check +0 (DC 10): 16 (success)

Halfway through the afternoon Harbek comes upon a small campsite South of town. He investigates the site and finds that by the size of the boot-prints it is very likely that there have indeed been dwarfs camping here. But the site has been abandoned since days it seems and except for some half-eaten, rotten leftovers he does not discover anything of interest. Now that he knows he does not need to search any further Harbek returns to town. He does not have anything else to do, so he spends the rest of the afternoon at the inn, slowly emptying a large pitcher of ale. He overhears a couple of farmers, who came in for a drink after a long day of work. They talk about Sister Garaele - a priest overseeing the local shrine of Tymora - getting hurt on an errant recently. Harbek makes a mental note of that information. If he meets the priestess, it might be interesting to ask about what happened. 

Speaking of Sister Garaele, that is where Quillathe is going first. She informs the priestess of
the Redbrand's demise for which she receives gratitude, before leaving quickly on errands of her own. She visits both the Lionshield Coster and Barthen's provisions and is disappointed to find that neither sells anything that is of interest to her. She buys a second bottle of ink, to get rid of some of the silver in her pockets and a bedroll for comfort on the road. After that, she take a brief walk through the town to clear her head and decides to head to the inn. When she finds out that Drusa has already paid for rooms, she retreats to her room, washes and spends the rest of the day writing down the story of her adventures in her journal. 

It is nearing dusk when the party reconvenes in the Stonehill Tavern and Brandr just finds time to warn them before Qeline arrives. In silence they head to the woodshed, where they had left Egart for now. Qeline does not weep but asks that the group help her carry Egart to her house, so she can wash and prepare him for his final rest. When her husband died a few years ago, she had family come in and help with the construction of a grave mound. It is simple, but there is enough room for Egart and she wants him to rest with family. But first she wants all the family that she has within a day or so to come and pay their respect to her nephew. She does not know if her sister, Egarts mother, still lives or not and where she might be, but there are plenty of aunts, uncles and cousins living nearby that can help organize a proper halfling burial. She will speak with Sister Garaele about rites, but she hopes the group will attend. 
Harbek has an idea how to help her get the funeral set up properly but he needs to sleep about it first. He does promise to return the next day to tell her if he found a solution. They leave Qeline to her solemn duty and return to the inn. There is little they care to discuss now; it can wait until breakfast tomorrow. The day has been eventful enough as it is. They eat their meal and retreat to their respective rooms to sleep for the night. 


Level Up Drusa => Level 3
🎲HP Lvl 3, 1d10+2: 9 => 25 HP total
Choosing a Subclass: Drusa is clearly a frontline fighter, focussing heavily on her greataxe. - In the Redbrand Street fight she several time put herself into a flanking position with Haunui, landing heavy blows.
- In the fight against Glasstaff she had trouble to get to enemies a few times because of lack of range and allies standing in her way but killed one of the Ruffians
- In the crypt she took a lot of damage but slayed one of the skeletons
- In the slave pen fight she dealt a lot of damage and was first into the fray
- In the final fight in the hideout she missed twice and then had to move a lot to get into a position where she could fight. The Nothic blocked her and after a failed attempt to negotiate Drusa attacked, took two of the creature's strongest attacks before killing it after a chase. 

She also focussed on learning about government. With her need to navigate easier and get control of situations the Battlemaster Subclass seems to fit her best in my opinion. This subclass puts her closer to her goal of being a leader. Based on the experiences she has had she'll go for the following three manoeuvres: Bait and Switch, Commanding Prensence and Precision Attack. Her Hitdice restore to full and her other abilities reset. 

Level Up Haunui => Level 3
🎲HP Lvl 3, 1d10+2: 12 => 31 HP total
Choosing a Subclass: Haunui, being an archer has often stayed to the back of fights, but also has used his Greatsword a few times, to varying degrees of success. 
- In the Redbrand Street fights he did not manage to get into a ranged stance and killed one of the Redbrands with his Sword
- In the Glasstaff Fight he was the one to overhear that Egart knew Glasstaff. He killed a Redbrand with his Arrows and hit several times. He sent arrows after Glasstaff, hitting the Wizard from over 250ft away and forcing him to use his shield-spell twice
- He hit twice with his sword and missed twice with his bow in the Crypt-fight
- In the slave pens he took the brunt of the damage and went unconscious. He managed to keep the Redbrand here from fleeing. 
- In the final fight against the Redbrands he focussed on his bow and dealt a lot of damage to several different opponents    

Besides that, he has shown himself kind and generous, helping the Drendars, spending time with Linene Graywind and digging graves. He truly is a Champion of the Good and he will take that subclass. With an easier chance to score Critical Hits, he'll deal more damage and help his group enormously in that way. With his many HP he will also be able to tank a bit when he gets into melee. 

Level Up Harbek => Level 3
🎲HP Lvl 3, 1d8+2: 8 => 30 HP total
Harbek gets access to Lvl 2 spells and a bonus to his Health. Besides that, there are very few changes. 
Harbek, Level 3 Character Sheet

Level up Quillathe => Level 3
🎲HP Lvl 3, 1d6+2: 4 => 18 HP total
Quillathe's Arcane recovery improves to being able to restore 2 levels of spell slots, and she gets access to lvl 2 spells.
New spells: Identify and Misty Step
Quillathe, Level 3 Character Sheet

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