Dr. Nobody’s Garage Spot

Gaming and Ya-yas

The goblins are coming! The goblins are coming!

– We’re trying to figure out how to defend Haven Fara from the goblins and goblinoids that are coming down the pass, in pursuit of the refugees.  The first refugee scouts will probably appear around midnight, and the rest of the refugees will probably appear around noon the next day.

–  Westin tells Dymphna that the people of Haven Fara are starting to get concerned and panic about the incoming forces/refugees.  Can we promise the townsfolk anything in return for help?  The Haven Farans have been attacked by goblins before.  Maybe Malacoda can pay them?  We have loot we can give them?  Is there anything we can give them?  Westin says that quick passage out of there might be helpful — maybe we can bring them to Sharn, with the refugees.  If the Haven Farans just run off into the woods, they probably won’t survive for long.

– Note on reserve points:  We have a pool of reserve points that equal our hit points.  Reserve points drain into our hit points, at one point/minute.  When you rest or sleep, your reserve points regenerate.

– Dymphna:  The wand is all used up, and spells are low.  Daenyris:  Also tapped out for magic, until we can rest.

– Dymphna talks to the Haven Farans and tell them that if they stay and fight with us, we’ll do our best to get them passage to Sharn.  We came in and helped them against the spiders, without even knowing them.  We found the source of the spiders, and freed Westin, and captured Cap Galen and uncovered his nefarious plan.  We think they’re best chance of survival is to not flee into the woods.  Of the people that are coming this way, 1,000 are fighters, and it is a mighty fighting force (we know that there are about 10,000 refugees).  Westin adds his voice, and helps convince the Haven Farans.  The crowd cheers!  ‘Gnomes together with humans, and whatever this guy is!’

– ‘The cursed field will be our field!  This is where our enemies will encounter the curse of Haven Fara!’

– Women and children will be protected and towards the back of the town, except for the women who want to fight.  Westin figures out who the best fighters are, and where to put the women and children.

 – 4:30 p.m.: Geoffrey the Pale thinks he’ll have the portal working in less than twenty-four hours.  Geoffrey knocks two stones together, and gives one to Dymphna.  Three times a day, we can use the stone to send a message to the other stone, and Geoffrey the Pale.  Geoffrey:  These stones can’t be compromised.  They’re safe.  Anyone can use the stone, and the magic word is ‘blorg’.  They can send up to twenty-five words at a time.  Baseball-sized.

 

– The refugees are going to come down through the pass, closely followed by the bad guys.  We have to get them through the field and into Haven Fara, where the Good Fortune is.  Geoffrey the Pale will be there giving them passage to Sharn.

– We try to figure out a way to set up fire trenches to drive the bad guys through the the towers (and ballistas), and then off to the side, away from the path to Haven Fara.  Once the refugees are through (and we hope that the 1,000 fighters are in the back), we can light up the fire trenches.  There are about twenty bolts in each tower for the ballistas.

– Can Vergus man one of the ballista towers?  His response:  ‘I got hired to do a job, and it went south.  I just want to get out of here.’  Dymphna tries to convince him.  She tells him that we will tell Aerdane that he was one of our group.  He agrees to help. 

– Jess volunteers to man the other ballistas.  Patience wants to help Jess, but Dr. Gryll wants her to stay with the women and children.  The children from the treasure bunker are with the other women and children.

– Westin agrees, saying that the plan makes sense from a layman’s point of view.  

– Group decides to leave Haven Fara for the Cursed Field.  Upon arrival, the group will rest as the gnomes begin to make preparations to the battle field.

– Geoffrey agrees to “finesse” Aerdane upon his waking, which should be no problem since the retrieved chest/box will be returned to the House of Lyrandar, of which Aerdane is a member.

– We get to the cursed field around 6:30.  Daenyris and Dymphna discuss spells.  Tombor takes a nap.  Coriel has entangle.  He goes into a trance for four hours.  The magic users rest up. 

– Around midnight, we hear voices coming.  Coriel and Tombor head towards the canyon.  We see three riders on horses.  We recognize the riders:  Victor St. Damien (male human fighter), Rene Delyair (male drow wizard), and Lodar Oarknocker (male dwarf artificer).  They are part of our battalion.  They also look beat to crap.  Lodar and Victor are sharing a horse, and Lodar falls off.  They seem surprised to see us.  Lodar:  we were attacked by goblins and hobgoblins.  Half of our forces are dead.  At first we thought it was a scouting force, but they came out of everywhere.  Malacoda arranged the fighters into a defensive retreat.  It’s been pure carnage the last couple of days.

– I tell Victor (and Lodar and Rene) the plan.  Lodar and Rene go to check out the portal and the wizard.  Tombor tells them that our plan is to get the refugees to Sharn, and to fight their pursuers until they’ve all gotten through.  Worst-case scenario, whoever’s left can go to the treasure bunker, and hole up.  It’s easily defensible.  Victor stays to work on defenses.  These three are the only scouts.  Victor rests.

– A couple hours later, Dymphna and Daenyris wake up.  Tombor takes a nap.  Daenyris heals up Victor.

– Dymphna’s wand gets back to full power.

– We prepare the battle field… and fight!

– As we’re fighting, we see some of our family come through with the refugees, and they look like they’re in bad shape.  Dymphna sees her twin sister and an older brother.  Tombor sees his father.  We see an old friend, Captain Marco “Pounder” Pardesh (male bugbear fighter), from Asylm.  Two more of Dymphna’s siblings show up.

– A young black dragon appears, flies over to one of the towers, and spits acid onto Rafad, Vergus, and some random dwarf.

– Up on top of one of the cliffs, we see a familiar shape – a goblin riding a wolf.  We saw him when we were fighting our way out of the treasure bunker, but he turned and rode off without getting involved.

– We kill all of the goblins.  The dragon has flown away.  The wolf-riding goblin blew a horn, then rode off.  It seems as though he has called for reinforcements.

– Currently, the bottleneck is filled with an entangle spell.  The trenches are filled with burning oil.  We hear people – refugees – yelling for Victor and Pounder.  It’s Lord Malacoda and the others.  Lord Malacoda tells us that the enemies have retreated.  Dymphna releases the entanglement spell.  The 3,000 remaining refugees, and the 200 remaining fighters come through the chasm.

– The benevolent Game Master will calculate XP and add it to the blog later.

 

*  We should each have at least 12448 XP at the beginning of this session (except Dymphna, who has at least 11358 XP at the beginning of this session).

March 9, 2008 - Posted by tombor | In-game | | No Comments Yet

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