Last weekend we had a bit of a struggle with Roll20. After the session, I noticed they had a banner message up on the site letting users know they were working on correcting connectivity issues. For the session, I had a new player who struggled to get a connection to Roll20 and to load their character. Eventually, she had to drop off. Near the end of the session another player lost the connection and had to continue with just voice. The perils of running a game online I guess.
This week's session was a short adventure based on The Bridgeway by Creations' Edge Games. I must have used 7-8 of their short adventures by now. I changed it around a little and created my own maps. The players had to rescue a man from a magical bridge held by humanoids. The adventure includes an army of hobgoblins, goblins, and bugbears camped nearby. My players first thought was to attack the army head-on. Thankfully for the poor GM's sake, they decided not to do that. Managing that battle would not have been fun and really there was no way they could survive. One hundred to one odds are not going to work even if the attackers are level 1.
This is all a lead-in to my reimagined (new maps, new creatures, similar plot) Palace of the Silver Princess. I have high hopes for this adventure as it is one of my favorites.
Session 46: Melee at the Bridgeway
Players: Lakima (Magic-user), Eathwund (Fighter), Alonso (Human Fighter), Lyra (Halfling Thief), Domago (Human cleric NPC), Lantosh (Human Fighter NPC), Fenris (Human Thief NPC).
The Company of the Black Dragon split up the spoils from the Ghost Tower. They then take a few days of downtime. Lakima spends time studying spells. Eathwund oversees repairs on the Morning Lady Tavern. Alonso studies books on the elvish language.
Once they grow bored Lakima goes to the Elven delegation and tells them the Company is ready to take on the mission to save the realm of Elven Realm of Haven. He negotiates a reward of 2,000 gold. Before leaving, Lakima speaks with his fiance Alayna about setting a date for marriage.
The full Company of the Black Dragon set out south on the Duke’s Road following the Dolm river. They take a side trek and stay at McGillman's Inn in Cowfold catching up with the innkeeper and his family. Then set out again until they reach the Corabel stream. The stream proves to be little more than a muddy ditch. But they follow it south into the King’s Wood. Late in the day, they spot a large, ancient stone bridge crossing over the river valley. At this point, the valley is completely dry. As they get closer they spot the campfires and tents of an army of goblins and hobgoblins camped at one end of the bridge.
The Company hobble their horses and leave them with Nash. As they move closer a whistle distracts them. A halfling yells at them from the trees to take cover. They heed the halfling and duck into cover. The halfling introduces herself as Lyra and tells them that hobgoblins, goblins, and bugbears are occupying the bridge. The custodian of the bridge, Esmeralden, sent her for help. She convinces the company to help her rescue Esmeralden.
Lakima puts forward the suggestion that they attack the entire goblin army. Holding them atop the bridge so that not all of the goblinoids can come at them at once. When Lantosh expresses misgivings considering the size of the army they face, Lakima dismisses concerns telling Lantosh that he has powerful magics that can deal with the goblins.
Buoyed by Lakima’s confidence, the adventurers start to advance. They spot two disinterested goblin lookouts stationed at the apex of the bridge. Lakima directs Fenris, Eathwund, and Lyra to attack with missile weapons. Eathwund’s first arrow misses, alerting the goblins, but Fenris puts a crossbow bolt directly into the chest of one goblin killing it instantly. The second goblin runs for the camp but Eathwund puts his second arrow through its neck killing it.
Fenris points out a path leading down the riverbank to a wooden door on the side of the bridge foundation. Lakima tells him to go check the door. Fenris comes back and tells everyone he can hear the sounds of ransacking going on through the door. In a change in plans, the group decides to investigate the bridge first.
The first room in the bridge proves to be empty. But then they enter a corridor with five doorways. Behind the doors, they can clearly hear ransacking. The group decides to open all of the doors at once. The doors are swung open and the adventurers find they have surprised a large group of bugbears ransacking the room. Lakima immediately casts sleep, dropping three of the bugbears. Alonso and Eathwund enter separate rooms and are confronted by multiple opponents. Domago finds himself in a desperate fight with a single, skilled bugbear who nearly kills the priest. Fenris and Lyra fire arrows into the rooms from the corridor while Lakima casts spells. Another door opens at the far end of the hallway and another Bugbear enters the fray. After a long battle, Eathwund counts 12 dead bugbears - but Lantosh and Domago are badly injured. Lakima has Lantosh question a surviving Bugbear who has been charmed with a spell. They pause briefly so Domago can cast healing magic.
Lakima gives a potion of invisibility to Fenris and tells him to go find the custodian who is being held captive in the Bridgeway according to their charmed bugbear. Fenris disappears. Growing concerned that Fenris has not returned, the entire group crosses a wooden bridge underneath the main span of the bridge and enters the other foundation tower. Entering the first room they find the nexus room of the Bridge. A strange device in this room controls the magic of the bridge. The custodian can be seen working at the device while three bugbears threaten him.
Lakima immediately casts Confusion on the bugbears. One attacks his fellow and the other charges screaming at the adventurers. Fenris appears beside the custodian pulling him to safety. A door opens and three more bugbears enter the battle. Another battle begins - but this one is over quickly. Lakima casts fireball into the room with the bugbears killing all but one. The other bugbears fight amongst themselves because of the confusion hex. Soon all of the bugbears are dead.
Ezmeralden thanks the adventurers for the rescue and tells them he will remove the controlling rods from the nexus and then they should flee to the Duke’s Road to find help. Lakima questions him and asks if he can use the Bridgeway to transport them to the feywild. Ezmeralden at first lies telling them it cannot be done. But once Lyra vouches for them - he agrees he could do it. But Ezmeralden explains that they would have to cross over the bridge in full view of the goblinoid army. Realizing this would not be a good idea. The adventurers decide to sneak away. They get to the horses and ride for the Dolm river. Once there they consult their map and decide to head for one of the villages of the Hillside villages across the river. They cross at a ferry warning the ferry owner that an army of goblins might be following them.
Across the Dolm river they stop in the village of Tahn and warn the local member of the Duke’s Guard. Word is sent by messenger south to gather a force to attack the goblins. The adventurers make themselves comfortable at the Goose and Feather Inn.
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