They took four days to get to the old moathouse. They were mostly uneventful, save for an encounter with a small swarm of giant ticks (they rode away on horseback) and bombardier beetles as they climbed one of the rocky drumlins over the wrecked fort (again, they evaded contact). They were unnerved by the large insects but not the moathouse; after all, the thieves guild at Heron’s Rock supplied them with maps and a general description of the land. Soon enough they mounted the last ridge to look down on the ruin.
They made their way down at a careful pace, eschewing the front door to skirt the woods’ edge, up toward a spit of wreckage on the northeast corner. They passed by some rush-filled pools — and giant frogs jumped out, catching them unawares! (Quareth the druid observed that this should have been expected, given large insects — ecological balance demanded it!)
It was a short, slimy, bloody battle that ended in a few frogs dying, a few more fleeing, and one caught in entangling reeds — less that glorious, they reckoned, though intense enough to influence a later choice to retreat to camp early, as their servant Lon was the worse for wear for having his head wholly enveloped by frog’s jaws twice!
The decision solidified once Kaith crept close to their target. He saw interruptions in the light and voices indicating a significant number of human occupants. So they went back to their horses and stayed on guard. They heard bandits brazenly tromping through the valley in stark contrast to their daytime subtlety, but managed to avoid detection.
The next morning, as they broke camp, Lon went to answer the call of nature, and came face to face with a big, curious black bear. He nervously called Quareth over; the druid spent an hour binding the animal’s will to his own. Only then did the henchman find the bravery to pull up his chainmail leggings.
(Random wilderness encounter from the DMG1 tables FTW. The bear is now an Animal Friendship-enabled pet. It was nice to have a very ordinary animal show up. In case you didn’t know many, many events in the game are driven by those tables.)
With a calm bear following at a cautious distance, the party hiked back to the moathouse, bushwhacking, keeping low and slow to avoid unwelcome meetings. They went back to the rubble-spit. Kaith jump across, climbed and hid. He saw nine bored, quiet bandits inside. He surveyed the courtyard from the top of a wall and saw foot traffic from humans and . . . things.
Kaith conferred with his companions. Then they jumped and marched up the spit single file to kill the enemy.
Kaith knocked down a stone, ruining the ambush, but he still managed to take a neck with his sword. Lon followed behind, savagely cutting down a parrying arm, then the warrior it belonged to. Under the direction of their captain, four bandits gathered into formation, two with voulge and halberd supporting a short-weapon’d front rank. The leader cut down Lon (critical hit again – negative hit points!) and Eileen swiftly attended to his wounds.
Quareth cast Charm Person. The captain recognized him as a trusted spiritual advisor — a holy man in unfortunate straits! He called on everyone to stop fighting.
(I rolled a reaction from the other bandits. The captain elicited murderous rage from his men. But they were busy.)
The fighting formation concentrated attacks on Kaith, but the rogue parried and slipped all but a blow with the flat of an axe: a scratch. Kaith responded with deadly blows to two enemies. Eileen seared an enemy with a Magic Missile Quareth healed Lon’s wounds.
The bandits thought their leader was a traitor. They struck at him but failed to bypass his mail, shield, and experience — and they dealt with lethal blows from Kaith and Eileen, who switched from magic to darts. Soon, just two remained, both running out the door into the moathouse — and they fought each other along the way, since one was the captain and the other was an angry bandit. Kaith followed; Eileen and Quareth supported him with sling bolts and darts. Kaith tried engaging the captain first, but the wily fighter struck true twice, hard enough to make the rogue think twice. Eileen’s darts (long metal thorns — darts in my game look like this) were more successful, hitting three times.
With the last lowly bandit distracted by the captain he hated, Kaith snuck in a gory blow that bisected his foe’s heart from the back, and sent a shower of blood from his chest to cover his former boss.
(This was a backstab followed by a critical hit for 30-odd damage, inflicted on a 5 HP dude.)
The captain surrendered.
He begged for his life and offered to buy it in exchange for the treasure the bandits kept under rubble. He told them what he knew about the level below — that there were bugbears, an ogre or two, more bandits and the leader, Lareth: a “man not like other men.” After haggling over the ownership of a fine wooden box he did not want to part with, the captain thanked Quareth for teaching him how impermanent worldly wealth and fortune is. He skipped the joint to avoid Lareth’s punishment.
The adventurers left the way they came, moved camp and spent a day and night resting for the next assault. It was October 23rd in the far future.
Notes: That catches me up. The frogs were a nuisance encounter, but the bandits were a decent pay off, as the frogs provided some pacing. Plus, it was a nice coincidence the frogs and randomly-rolled bugs fit together. Weaving random stuff into the narrative has been tons of fun.
We’re starting to get into the “15 minute workday” that D&D nerds complain about, where characters retreat after each battle to recharge. This doesn’t bug me because it feels more real than eight hours of resource-draining “adventure.” Traditional room camping and grinding may come up once they hit deep dungeon levels, but I don’t feel anything’s bad about fight-rest-fight except perhaps for wanting to tax spellcasters a bit more.
The bandit encounter was the first really balanced fight, since it took out one party member and seriously injured another (Kaith). Once again, social rolls inspired an interesting situation due to the three-way split between the party, bandits and captain. I think this turned the tide in the end.
I notice that I keep talking about “bandits.” I have real monsters ready for them, I swear! They just need to explore the lower levels more. I also need to mix up antagonist genders a bit to compensate for the 99% sausage party of 1e adventures — a situation I unconsciously replicated in the mountain citadel from prior sessions.