Tag: cultists

Tales of a D&Degenerate: Volume 2

Volume 2: I Can’t Do Accents.

For our second session, two new members joined our party. One permanent addition, and the other dropped in for the evening. The temporary character, my brother, was given the role of guard and a pre-made character sheet. My brother is fairly inept with D&D, not unlike myself, so there was a mite of comfort having him along for the ride. We had snacks on the table, introduced the new players, and we were quickly on our way to continue the campaign.

Having met with the leader of the town, we were tasked with liberating a group of people from a religious building that was occupied by some kobolds and cultists. D&D has a funny way about creature traits. A cultist is essentially a crazed follower. At least, that is what we have gleaned from our encounters and from the info the DM passed on to us. It has been mentioned that this is the common understanding in the D&D world. Also; kobolds are nitwits. Either way, cultists will invariably go out of their way to harm someone, even if it means their own imminent demise, and likewise kobolds rush in fairly foolishly to fights they obviously have no stake in. I guess this has to do with some sort of devotion they claim, but I will have to take the DM’s word on it.

In the cloak of night, we came upon the religious building of worship that was surrounded by a patrolling group of kobolds making rounds every 30 or so minutes, a large party of a mix of cultists and kobolds in the front of the building, and finally a few cultists guarding the rear entryway. All of this while fire was being set to the building, and townspeople were trapped within. We took our time, covertly sending in a messenger, who craftily made their way up to the roof and inside to let the people know we were coming. We also devised a plan to wipe out the back door guards as quickly as possible by throwing open the doors, surprising them, and pummeling them from both sides, all while being cognizant of the patrolling kobolds. Being successful in that task, we pressed on. Later that evening, we found ourselves at a mill with several cultists who would drop down from high above to attack us, hurting themselves in the process, which I was not expecting. Unarmed cultists were trying to harm armored party members, essentially the D&D version of tapping on someone’s right shoulder from behind, only to lean left and wait for them to look right to strike. To put it politely, it was ineffective.

Small lesson here: cultists are dumb. Don’t join a cult, especially a D&D cult. Perhaps this is a well known facet of D&D, but let’s just remind ourselves of the fact that this was my second foray into D&D, and I felt a little bit like I was swimming for a lot of the time. I was acquaintances with the DM, but we didn’t know each other well, and I never considered how getting used to his style and flavor would inhibit my ability to simply immerse myself in the fantasy role. Additionally, there was the fact that I had barely nicked the surface of what D&D could be, so I was overwhelmed by the amount of lore I didn’t bring to the table. I felt more as though I was thrust into the realm than grew up in it, and my game play proved it.

Even Mario is embarrassed by my accent.

Amidst hours of play, the DM abruptly derailed what was happening to ask me who was speaking, and I was caught in the brights. To bring you up to speed, my friend plays a bard. He is also Deaf and uses American Sign Language (ASL) to communicate. I am his interpreter in game, which has made for some interesting interactions (one involving a dragon) and some early on confusion, as I used my normal speaking voice for both characters. So, when the DM inquired as to who was speaking, I knew right away that I had erred. The mantle of creating a voice for the bard was set squarely upon me. The bard’s last name is Tempesté so I thought an Italian American “accent” would be suitable. To be transparent, my Italian American accent may or may not have strong semblances to Mario and Luigi from the Mario Bros games. I have learned that I am not good at the aforementioned accent (or probably any accent, for that matter), and to top it off, a few times it seems to slip into an obnoxiously stereotypical French accent a la Monty Python and the Holy Grail. So, with that in mind, “I faht en your general direction. Now go a-way, or I shall taunt you a second time-eh.”

See you all-eh en Tales of a D&Degenerate-uh, Volume-eh uh-three-uh!

Battle Among the Hill Ruins

This tale follows from the events of Tracks on a Moonless Night.


Image by Iwona Olczyk from Pixabay

Background

Sir Garrett of House Winchester and his retinue have been in the region around Blackwater Lake for months now, searching for Sir Garrett’s lost ancestral estate, named Falconridge, which once lay somewhere near the shores of the lake. After several adventures and misadventures, the Winchester party is now split into several groups.  Several members of the retinue are down south in the bustling city of Yarrvik, while others remain at Blackwater Keep or the nearby village of Lakesend. One remained near the ruined Temple of Pholtus, which the party recently explored. The rest of the Winchesters and their new unlikely allies, about two-dozen pilgrims of Pholtus, were to advance on the abandoned temple in force.  The Winchesters were to serve as an advanced guard that would lie in wait, hoping to flank the evil forces that would certainly attack the pilgrims of Pholtus, who formed the main body.  However, this plan derailed when dozens of strange, robed men ambushed the Winchesters in their forest camp at night, dragging off Master Gimlet and an allied man-at-arms named Brother Marcel.

After the battle, the Winchesters regrouped. Garrett sent three of his companions with all the horses toward the temple, where they hoped to meet up with the pilgrims. Meanwhile, Garrett, Alinachka, Brother Rolf, Ragnar, and Brother Carloman spent an hour plowing through the forest at night, following the enemy’s tracks and searching for their missing comrades. A small band of dark-robed figures ambushed this small group at a steep ravine, killing Brother Carloman and wounding several others. Several cultists slipped away during the fighting. Frustrated, the Winchesters continue the pursuit.

From the DM

I waffled on whether or not to lead the PCs to one of the villains’ lairs, where conversions are typically done. I decided that this would push them too far off course so instead I allowed the party to catch up to the captors and to rescue their companions. If the party is astute, they’ll realize that the fast-moving villains had ample time to escape. Just what did they do to the captives, and why did they allow the captives to be rescued? Next session, the PCs may be in for a surprise. Read more

Tracks on a Moonless Night

It’s been a while since we heard from the Winchesters. We now return you to another thrilling adventure in Northumbria!


Background

Sir Garrett of House Winchester and his retinue have been in the region around Blackwater Lake for months now, searching for Sir Garrett’s lost ancestral estate, named Falconridge, which once lay somewhere near the shores of the lake. After several adventures and misadventures, the Winchester party is now split into several groups. Cousin Modrak, Maggie, and Myles the Minstrel have taken ship southwards to the bustling city of Yarrvik, where they will meet with Myles’ rather wealthy merchant family, perhaps to cement a business relationship between his family and House Winchester. Meanwhile, Brother Lambert remained at the shrine of St. Cuthbert in Blackwater Keep to serve the curate of that shrine, Father Godfrey. In his spare time, he continued to browse through the small library there, looking for any old records on Falconridge. Master Magnus remained in the village, lodging at the Welcome Wench Inn and gathering any rumors that he could find on Falconridge. Yeoman Guilliman remained with him to keep the old man safe. The young elfin warrior-mage, Talvion Cormallen, was in the forest near the ruined Temple of Pholtus, which the party recently explored. Tal was waiting for the Winchesters’ impending return, keeping an eye on the temple complex and noting any enemy movements thereabouts. The Winchesters were confident that his elfin stealth would enable him to avoid detection and capture. The rest of the Winchesters and their new unlikely allies, about two-dozen pilgrims of Pholtus, were to advance on the abandoned temple in force. The Winchesters, after reuniting with Talvion, would serve as the advanced guard that would lie in wait, hoping to flank the evil forces that would certainly attack the pilgrims of Pholtus, who formed the main body.

From the DM

This encounter grew from the fact that I, as DM, was not fully prepared for the group to explore the temple further. Scrambling for time, I thought of a fun way to slow their progress—one that they would not mind. The previous session had been largely housekeeping so I thought to get started this time with combat. I also used the opportunity to introduce the PCs to the evil cult that has been operating behind the scenes. Thus far, they had only run into the goblyn hordes, controlled by the cult. To make the most of an otherwise routine trip, I also threw in a new NPC group that I wanted to introduce. That would allow them to role-play, and it would also eat time. Read more