Showing posts with label Dungeons & Dragons. Show all posts
Showing posts with label Dungeons & Dragons. Show all posts

Wednesday, April 9, 2025

The Story So Far - Part 16 - "Wayward Son"

"The Story So Far" is an ongoing series recapping the details of a Dungeons & Dragons campaign that I've been running since 2002. Links to the previous entries can be found here:  

Prologue                    Part 1                    Part 2                    Part 3              Part 4  

Part 5                        Part 6                    Part 7                    Part 8              Part 9 

Part 10                     Part 11                  Part 12                   Part 13            Part 14

Part 15

I've "fictionalized" the session reports in a likely-vain attempt to make them more "entertaining." 

***

When we last left our heroes, they'd liberated the nearby logging camp from the curse of a Schaden Dämon. This required an overnight stay in the camp so we pick things up on:

Starday, Earthlife 4'th, 1492

By the time the group lugged the comatose Giran Oakenshield back to the lumber camp, the sun was beaming down directly overhead. With the Schaden Dämon now vanquished, a palpable feeling of hope and tranquility had fallen over the environs. This was further underscored when Vestine's sweet song of beckoning once again lured the unicorn out of its secret glade.


As if compelled to eliminate the distasteful presence of blight, the majestic creature snorted, shook its mane and pranced over to the inert form of Giran Oakenshield with unearthly elegance. As the ethereal creature approached, Roman urged his companions to back away.

The unicorn then performed what could only be described as an equine curtsy, bending at the knee to gingerly tap the unconscious form with its spiraled horn. The dwarf immediately gasped to life, as if narrowly saved from drowning. 

"MORADIN'S BEARD!" he roared and immediately began to buck and struggle against the bonds of the stretcher. "WHAT THE BLOODY HELL IS THAT??? WHERE AM I??? WHO THE HELL ARE YOU PEOPLE?!? WHAT IS HAPPENING?!?"

In reaction to this unexpected chaotic energy, the mythical creature pawed at the ground with its cloven hoofs, backed away from the scene and then melted into the dense forest as if summoned back to its natural plane of existence. 

Roman eventually screwed up enough courage to loosen Giran's bonds and then convince him to put down the ax he'd torn from a nearby tree stump. All of this occurred under a constant chorus of "OooOooo's" and "Ahhhs" from the small crowd of slack-jawed gawkers that had gathered. Clearly this was high entertainment to a bunch of sheltered sheltered woodsmen.

After Lorelei and Kerbin both laid claim to pets that Beren the foreman promised to every member of the group (namely Riley the dog and Toothy the wolf), the group set off to Castebridge with the newly-revitalized Giran in tow.

"I don't know what venom those mongrels dipped their arrows in, but it's left my blood permanently aflame for revenge," Oakenshield growled. "I need to get back to Kiras Toth immediately."

Hesitant to further stoke the dwarf's ire, Roman chose his words carefully.

"If it puts your mind at ease, the fortress was secure when we left."

Giran looked up at Roman with a sheepish glance and then suddenly stopped in his tracks.

"I'm sorry, my friends," he said. "Waking up from that cursed slumber was like being thrown into an icy lake while in a dead sleep. If even half what you said is true, I own you all a debt that can scarce be repaid."

Bria suddenly cleared her throat and stepped to the forefront.

"Funny you should mention that 'cuz this guy named Ulfgar said that he'd make us some masterwork weapons and deliver 'em to us, sooooo...should I, like, tell you what I want or will it be, like, a random thing?"

The dwarf laughed heartily and shoved the thief.  The gesture was meant to be playful but Bria reflexively found herself reflexively palming the pommel of her rapier in its sheathe. 

"Well, lad..."

"Um...I'm not a 'lad'..." 

"...you have until we reach the northern road to tell me what you all want from my forge. Because, as soon as I get home, I'm going instruct Ulfgar to craft the weapon of your dreams and then see them delivered right into your resilient little mitts."

Giran then worked his way through the crowd, slapping Roman alarmingly low on the back, fist-bumping Pol, picking up an incredulous Kirbin, hugging and kissing a flabbergasted Korrick and then coming toa dead stop in front of Lorelei, clearly deterred by her crossed arms and "don't-even-think-about-it" facial expression. With that, he spun on his heel and resumed his course towards Castebridge, kicking small rocks off the cobble road as he went. 

"Um, Mister Oakeysheild...," a red-faced Korrick ventured as he struggled to catch up to his kin, "I'd bedder go with you on your trip, 'cuz that road's pretty dangerous right now."

"Nonsense, boy," Giran thundered. "I've traveled that trail more times than you've had hot meals. I'll be fine."

Roman trotted on just ahead of him.

"Respectfully, sir, byt I think Korrick is right. We encountered a lot of enemies: worgs, goblins, orcs, giant spiders...dragons."

Upon hearing this, Giran stopped dead in his tracks. As the group coalesced around, they noticed that the dwarf's complexion was even more waxen than when he was poisoned.

"Dragons?" he parroted.

"Yes," Pol thundered. "Well, one particularly nasty bastard. Likely the same one that destroyed your watchtower. Frankly it's a miracle that we're all not dead."

The dwarven lord swallowed hard and started walking again, casting a wary eye skyward.

"Yes, well...point well taken," he intoned. "Um, perhaps we should pick up the pace. I'm keen on a hot meal and a sleep that's not involuntary." 

The rest of the way home, Bria babbled about her dream rapiercrossbowbattlestaff to anyone within earshot that seemed tolerant.

***

“BROTHER ROMAN!”

The priest winced. He'd just escorted Giran Oakenshield to the refectory for a meal and was hoping to sneak off to his cell for a quick nap before tackling the group's next action item. For the umpteenth time, he cursed the guard-dog-like attributes of Malachan, the abbey's Almoner. Before turning to face the shady-looking priest, Roman took a second to wipe the pained grimace off his face and replace it with a look of vague civility.  

"Yes, Brother Malachan, how can I help you?"

The Almoner's dark, piercing eyes probed Roman's haggard countenance in such a lingering manner that it felt transgressive. 

"You have been in absentia quite a bit lately, Brother Roman," Malachan droned. "This trend is growing increasingly...worrisome." 

A month ago, this thinly-veiled accusation would have sent Roman slinking away like a cowed dog. But the compounding horrors he'd witnessed over the past few weeks rendered such chain-rattling completely toothless. 

"Moira is fully aware of my charges, Brother Malachan. If you have questions about my comings and goings, I suggest you speak with her."

With that, Roman turned to leave but - like a snakebite - the Almoner's gaunt hand shot out and seized the cleric by his tunic.

"Abbess Moira is relinquishing her duties, Brother," Malachan hissed. "As such, I will be assuming her station and you will be tasked to distribute alms...in addition to your regular service schedule and whatever the Master of Novices requires of you. These new duties are to begin immediately."  

Out of the corner of his eye Roman saw a slight, back-lit figure round a corner in the cellarium, witness this tense scene and then immediately melt back into the gloom. Irritated by the lack of attention, Malachan gave him a shake.

"Do I make myself clear, Brother Roman?" the Almoner said in a tone of voice that did not invite debate. 

Roman tore himself away with a bit more force than he intended.

"Yeah, I understand," he heard himself say as he straightened his tabbard.

Malachan's pallid, goateed face leaned in, those sunken eyes boring holes into his young ward's face.

"Good. I suggest you check in with Brother Regis...he likely has some long-neglected tasks for you can finally see to."

Roman waited until the swish of the Almoner's robe on the flagstone floor faded before he breathed a sigh of relief and took off his helmet. 

He was mere strides away from his cell when he realized that he was being followed. He rounded the corner, ducked behind a pillar and then leapt out to snare his pursuer. Immediately he was mortified to realize that he'd grabbed Alissa - the young Cellarer prodigy - in a tight embrace. He released her so quickly he had to steady her on her feet. 

"Sister! Pelor's Mercy...I'm so sorry, I had no idea..."

Allisa put a finger up to her pursed lips and Roman instantly fell silent.

"I'm the one who should apologize, Brother Roman," she whispered. "I tried to find you earlier but I couldn't get away. There's something terribly wrong with Abbess Moira!"

Roman suddenly felt an icy grip on his innards. After everything he'd been through lately, the last thing he needed was for the one stabilizing force in his life to be in jeopardy.

"What's going on, Sister?" Roman pursued.

Alissa peeked out around the column, continuing only when she was convinced that the coast was clear.

"I'm not sure. She's been gone a lot lately. When I saw her leave early this morning I'm pretty sure she was...crying." 

Crying? If asked who was the toughest person in all the Realm, Roman would have nominated the Abbess without a second thought, so the implications of this chilled him to the bone.

"Don't worry, Sister," Roman said, steering Alissa back down the echoey hall. "I'll talk to her and find out what's going on."

"Please do," Alissa replied. "If she's not here to keep things...stable, I don't know what we'll do."

Roman nodded with acute awareness, bade her farewell, headed to his cell, changed into his robes and then went looking for the Master of Novices. 

Once again, rest would have to wait. 

***

True to form, Regis had a veritable back-log of chores for Roman to perform: sweeping, splitting firewood, cleaning out the chicken coop and attending to a seemingly endless parade of ministrations for the locals. All important tasks, but performed under a pall of distraction and worry.

When his last task was done for the day, Roman returned to his cell. He kept his door ajar, waiting for the audible clues signaling Moira's return. Late in the afternoon he heard footsteps approach her office and the creak of the door opening and coming to. After predicting that "oil hinges" would be added to his future task queue, he gave Moira a few minutes to settle in, then crossed the hall and rapped on her door. At first there was no answer.

"Moira? It's Roman," he whispered to the closed portal, keeping furtive watch on the cellarium hallway. "Are you in there? Do you have a moment?"

There was no response for what felt like an eternity. Eventually the door opened, forcing Roman to stand upright or tumble face first into the room. As soon as he laid eyes on the Abbess, his fears were confirmed. She looked worried sick, to the point where Roman felt guilty for disturbing her.

Wordlessly she offered a wan smile, gestured for him to enter and then sealed the door behind them.   

***

"So, when's the last time you saw him?"

Moira poured an incremental amount of sherry into her glass; a self-deluding gesture since a multitude of similar pours had preceded it.

"Five days ago," she sniffed and wiped her nose on the back of her hand. "I've scoured all his usual haunts - the Marketplace, the Lost Souls and the Rogue - but no-one has seen hide nor hair of him." 

Roman digested this and begged off a proffered drink.

"Has Aiden ever been out of your sight for this long?"

"No," she croaked, swirling the dark liquid around in her glass. “Well, at least not until recently."

The cleric's brow furrowed in reaction to this.

"Why? What happened?"

"A few months ago he found out that the deity of our people is St. Cuthbert and not Pelor," Moira sniffed. "Well, as soon as he heard that, he went completely foolish. One day he just up and announced that he was convertin’ and - as you can well imagine - that caused quite the row between us, especially in light of my personal history with that crowd..."

Noting the puzzled look on Roman's face, the Abbess winced and looked away.

"Just suffice to say that a priest of St. Cuthbert helped me once, but his motivations were less than honorable."

The priest acknowledged this with a simple nod. Rumors about young Moira's trials and tribulations were rampant in town and Roman wasn't about to exploit this moment to satiate his own curiosity.

"I understand," he prompted. "Go on..."

"As you well know, most of the folks in Castebridge are Belgic, so Aiden's been tryin’ to establish a parish dedicated to St. Cuthbert for the past few months now."

Roman's brow furrowed. 

"How I'm I just hearing about this now?" 

"Well, it's been pretty hard goin’ for him," Moira replied. "They may be Belgic but they're also completely devoted to Pelor, so his efforts have barely made a ripple. Hasn’t slowed him down one bit, though...bless his heart."

Roman smiled and shifted his weight against the desk he was leaning on. 

"Sounds like he inherited his mum's determination."

Moira chuckled and wiped at her puffy red eyes.

"'Pig-headedness', you mean," and laughed in spite of herself. "It's a shame, too, 'cause things were finally goin' pretty good between us...until he started askin' me for money to help start up this church. Can you imagine how much that would set the tongues in town a-waggin' if I did that?”  

Now that the crisis stood revealed, Roman felt a modicum of relief, but the situation still troubled him. People disappeared from Castebridge all the time...but very rarely would they turn up alive again.   

"Okay, leave it with me," he announced, pushing himself upright.

"Oh, no, no, no," Moira said, looking genuinely pained. "This isn't your burden. You have your own responsibilities to the town...to the parish..."

"Yeah, so Denneth and Malachan like to remind me," Roman growled. "The difference is that I don't owe them my life."

The Abbess waveringly rose to her feet and took her young protegee by the hand. 

"You don't owe me a thing, lad."

"I respectfully disagree," Roman countered. He embraced her, then turned, paused at the threshold and fixed the Abbess with a determined stare. 

"We'll find your son, Moira," he said. "I promise you that."

When the door came to, she finally cracked. But this time the tears sprung from a renewed sense of hope instead of rank despair.  

***

"So, any leads at the market?"

Lorelei came to attention, leaned back in her chair and tried to raise her voice over the din of the suppertime rabble.  

"Well, it's not Starday so there weren't a lot of vendors there." 

"Understood. Did you talk to anyone?"

"Of course!" the druid replied, making a face. "A couple of the local farmers and food-related merchants were still there. One described Aiden as 'annoying but harmless' and that he was 'always standing up on some box somewhere' ranting about some 'pagan foolishness'.”

Lorelei turned towards Kerbin. Distracted by a tempting mutton sandwich destined for another table, the ranger finally wrenched his attention back to the conversation at hand.

"Oh, yes...they said he was preaching at the market about two weeks ago," he recounted. "I guess the crowd was pretty rough: they jeered him, threw things at him and told him to 'shove off'. He hasn't been seen there since."

Roman cleared his throat and took a healthy quaff of ale.  

"Yeah, I spoke to some of the patrons here and the few who recognized him also said that they haven't seen him in awhile."

"Wait," Pol quizzed. "Didn't the tavern owner recognize him?"

Roman nodded.

"Yeah, Devin said that Aiden was a 'persistent pest' who annoyed patrons so badly that Falstaff barred him from the place two or three weeks ago."

"Dead end," Korrick remotely lamented, staring blankly into the idle fireplace.

"Hold up a second," the cleric said, waving at Gwenned in an effort to flag her down.

"Your food should be coming up soon," the veteran barmaid declared as she stacked a platoon of empty mugs on her hip-supported tray. "Anyone want another drink?"

Ignoring the flurry of skyward hands, Roman pressed on. 

"Gwenned, do you remember an annoying kid being in here a little while back? Wearing red and white priest robes and maybe a starburst necklace with red gems on it?"

Without missing a beat, the server wiped down a nearby table and dispensed her knowledge like beer from a tap.

"No, but I do remember a bunch of Lost Souls regulars infesting this place about four or five days ago. That is until we told them to slither back into the decrepit hole they crawled out of."    

"Aaaaaand, I can help with that!" Bria enthused as Gwenned whisked away to a presumably-less-nosy destination.

"You went to that dump this afternoon?" Lorelei quizzed, looking vaguely repulsed.  

"'Dump'? Hey, that's my normal Starday night hang out!"

"So, what did you find out?" Roman asked with a pleading hand gesture.

Clearly delighted to have the floor, Bria leaned back and linked her fingers in her hair. 

"Well, the few patrons there didn't have a lot to say."

"Dead end," Korrick muttered, trying to pick a bubble out of his glass of milk.

"You would think so!" the thief enthused. "But I managed to bend the ear of Klien, the tavern's owner. Oh, by the way, I need twenty Crowns from petty cash to cover a few - let's say - incidentals..."

"Get on with it!" Lorelei shouted.

Startled, the footpad picked up her mug of hot cocoa ghava and promptly buried her face in it

"Please, Bria, ignore the mean ol' half-orc at the table," Roman offered, shooting a dirty look at Lorelei.

Hearing this, the rogue immediately brought her mug slamming back onto the table, sending a random rivulet of liquid unnaturally high into the air. Miraculously it all landed right back into the glass without spilling a drop. Bria took a deep breath and then babbled the rest of her story at a juggernaut pace.

"WELL...Klein said Aiden was in there a few days ago, annoying people with his 'ramblings about St. Eggbert'. But then he struck up a conversation with this posh-looking fellow who seemed really upset about something. This caught the attention of three other patrons: a Galadrian thief, a Southron fighter and some 'weird-looking guy in a robe'. Eventually they all left together."

The group fell into silence as they wrestled with their collective thoughts.

"Okay, so who was the rich guy? And how do we find him?" Pol finally inquired.

Bria suddenly looked crestfallen.

"All Klein knew was that he was some random big shot from Footholde."

The renewed gulf of quiet contemplation was interrupted by Korrick muttering something barely audible.

"Rich people like staying at nice places."

That's when the realization dawned on Roman.

"Korrick, I could kiss you!" he said as he leapt up in search of Falstaff.

The dwarf pursed his lips and closed his eyes as everyone else fell into ranks behind the priest. He stayed like this until Pol went back to to the table and pulled him to his feet. 

"Sorry, buddy," she growled. "You've hit your limit of one random smooch per week!"

"Hey! Can't this wait until we eat?" Kerbin asked as he reluctantly drifted after his new friends. 

***

Just as Roman was about to knock on the door, Falstaff's wife Heleine approached with a tray bearing a mutton shank, creamed potatoes with gravy and a fist-sized biscuit. Kerbin had to make a concerted effort not to grab it and dash off with it. 

"Pardon," she said as she squeezed through the scrum and leaned close to the door. "Lord Welland...I have your dinner here!"

"Well, it's about time!" came the stern reply. "Enter!"

Heleine rolled her eyes at the group and let Bria open the door for her.

"Thanks," she sheepishly replied as she maneuvered her way into the room. The cutpurse shrugged at her fellow adventurers and they all piled in after her.

The first offence to the group's communal senses were olfactory: the room smelled of stale food and body odor. As they crowded through the door frame they noticed a host of  disused cups and soiled plates scattered about on every level surface. Laying prostrate on the bed was an obese bearded man in opulent but food-stained raiments. As if to escape his presence as quickly as possible, Heleine handed him the tray, turned tail and made a bee-line for the exit.

"Wench!" Welland bellowed, gesturing to the motley crew still lingering around the room. "Your help need not service the room at this time. I wish to be alone!"

Heleine turned back, wringing her hands in consternation. Inspired by the pleading looks from the adventurers, she came up with a quick improvisation.

"Oh, Lord Welland," she began tentatively. "These aren't my staff; they're the Mayor's special agents...just back from their latest assignment! He wanted them to check in with you...to see if they could help you find your missing items!" 

The portly guest licked his lips and appraised the group with a skeptical eye.

"A rather aberrant and irregular-looking bunch, are they not?" he wheezed. "I should think that Denneth would choose more uniform and regimented operatives to represent him."

Weary of the low key abuse, Roman stepped to the forefront.

"I assure you, Lord Welland, we've been authorized by the Castebridge town council to deal with any affronts to both residents and visitors."   

"Good luck," Heleine whispered to Lorelei as she retreated from the room.

Roman acknowledged her departure, sealed the door and turned back to see Welland struggling to sit upright in the bed. After exhibiting the same level of effort a turtle flipped on its back might require to right itself, he proceeded to assault the tray of food with strategic precision. That's when the heroes noticed that his forearms were covered with abrasions and there was a sizable greenish bruise on his temple.   

"Falstaff, the owner of the inn, told me that you checked in back on the 28'th? Is that correct?"

Welland's expression seemed permanently frozen in a look of suspicion.

"Yes, why?"

"He says that you and your entourage were the victim of theft?"

The man picked at his teeth with the nail of his little finger and tongued the same spot for a moment before answering.

"Yes, we were out hunting when we were set upon by a horde of these terrifying dog-like creatures."

"What happened?" Pol demanded. 

Whether it be her physical presence or the authoritative delivery of the question, the last vestiges of Welland's reticence seemed to melt away.

"We put up a brave fight but they outnumbered us four to one. They swarmed us, stole my possessions and scrambled off."

"Did you report this to the town guards?" Kerbin asked.

Welland scoffed so dramatically a residual piece of mutton flew out of his mouth. Without missing a beat he put the wayward fragment back where it came from and continued on.

"Of course I did, you dolt! The captain of guard gave me some pathetic excuse about their ranks suffering a recent loss and they couldn't spare the manpower to recover my items. Ridiculous....why, that would mean that the entire town is completely undefended!"

The adventurers shared a web of sheepish looks as Welland obliviously barreled onward, apparently relishing this unexpected opportunity to complain.

"With precious little help forthcoming, I was forced to take matters into my own hands," he said, spiritedly licking his fingers. "First I checked the pub next door to see if I could retain a few brave adventuring types, but the place was populated with slack-jawed waifs and simpletons."

Welland appraised his plate, clearly gauging his next move. 

"After learning that there was another tavern in town, we took a trip over to the Lost Souls and found the sort of desperate, pathetic lot that we needed. There was a youngster there begging for money, so I hired him to locate my goods - particularly my signet ring - for three-hundred crowns."

As the nobleman brought a clenched fist up to his mouth, belched and took a deep sip of ale, Roman alighted in a chair set close to bed. He immediately felt a pang of regret since  the stench in the room was more pronounced at this proximity.  

"So that was four days ago?"

Welland stopped munching for a second and his features twisted in a look of calculation.

"Wait...what's today?"

"Earthlife the fourth," Bria offered helpfully. 

"Well, yes, then...I suppose that's right."

As Pol sidled up to Roman, she instinctively put the back of her hand up to her nose in a vain attempt to mitigate the stench. 

"Any you haven't heard from them since then?"

A shaken head was all she got in reply. 

"Lord Welland, these people are clearly overdue...have you informed the authorities?" she demanded. 

"What authorities?" Welland guffawed, launching a few new food particles. "Besides, the pup didn't go alone: he had three others with him, including an absolute beast from Mata Loreta. I'm sure they'll get back any moment now!"

Roman hung his head in his hands and heaved a world-weary sigh. Any semblance of his optimism had melted away.

"Can you show us where you were attacked?" Kerbin asked. Unwilling to go any closer, he relayed the map to Pol who then handed it on to the nobleman. 

At the last second Welland realized how greasy his hands were brutally molested a hitherto-ignored napkin before taking the scroll case. After popping the seal he removed the document inside, unfurled it and fell into examination.

"Yes, well, it was just about here," he concluded, pointing a stubby digit at a spot along the southern trail. "After the bastards swarmed us and took my belongings, they vanished over the bank close to the lake...just a bit further past the abandoned cart and the canyon entrance."

Pol raised up to her full stature and put her hands on her hips.

"I know exactly where it is," she declared. "I had to sneak past their lair when I first got to Castebridge. It's not far!"

Hearing this, Roman immediately perked up.

"Really? Okay, then...let's go!" 

The cleric leapt to his feet, snatched the map back and then quickly ushered his allies out of the room.

The tumult of humanity was half way down the steps before a though occurred to Welland and he called after them:

"It's three-hundred Crowns total not each, by the way!" 

***
Next time out: our heroes track the raiders down to an underground complex and the dark legacy of this barely-explored continent starts to come to light! 

Image Credits:



Lord Welland: https://forgottenrealms.fandom.com/wiki/Mirt

Monday, March 3, 2025

The Story So Far - Part 15 - "The Samaritan Trap"

"The Story So Far" is an ongoing series recapping the details of a Dungeons & Dragons campaign that I've been running since 2002. Links to the previous entries can be found here:  

Prologue                    Part 1                    Part 2                    Part 3              Part 4  

Part 5                        Part 6                    Part 7                    Part 8              Part 9 

Part 10                     Part 11                  Part 12                   Part 13            Part 14

I've "fictionalized" the session reports in a likely-vain attempt to make them more "entertaining." 

***

All hail and well-met, fellow nerds! 

This time out I'm gonna something a bit different: I'm gonna give you guys my actual campaign notes for this part of the adventure so you can use it in your own game if you wanna. At the end I'll let you know how my own players fared. 

A word of introduction: "The Samaritan Trap" is a D&D setting designed for 3-5 players of levels 2-3. It was originally produced for 3E / 3.5 but it's easily adapted to any version of the game (or any fantasy RPG, for that matter.)  

I did a considerable amount of research into the workings of lumber camps to create this scenario but I'll be the first to admit that the camp is definitely more turn-of-the-century than Medieval. I just dig the organization of the camp, the different jobs and the description and function of the various buildings.

This camp (and the resulting adventure) can be slotted into the woodland area of any campaign setting and will appeal to players who are looking for more mystery solving / NPC interaction than combat. 

Okay, if you're all ready...let's begin!

***

“The Samaritan Trap”

The Premise

A malevolent creature has taken up refuge at the lumber camp just east of Castebridge and is feeding off the pain and misery of its inhabitants.  After casting a spell of misfortune on the camp, the creature now gains untold strength and vitality from the constant mishaps plaguing the operation.  To make matters worse, the entity has compelled a local witch to exploit her unique relationship with a unicorn, extorting coin from the lumberjacks every time they require a patch up!       

For my group, they were motivated to go to the camp to heal the dwarven lord Giran Oakenshield, who was poisoned by goblins during the defense of Kiras Toth. In order to get him back on his feet, they need to find the unicorn from their very first adventure and either persuade it to come into town (unlikely) or bring Giran to the creature.

Naturally, you can use a similar motivation for your players to visit the camp...or it can even be a random encounter during a hex crawl! 

About the Camp 

At the camp, the group's old friend Beren (wild-eyes, burly-looking, huge gut, 30-something, simian limbs, balding on head but certainly not torso, has a habit of not wearing a shirt) tells them that he hasn't personally seen the Unicorn lately, but an unfortunate number of his crew have.  In fact, notwithstanding the standard practice of consuming vast quantities of mead and Flaxberry wine, there have been an inordinate amount of mishaps and accidents in the camp lately.

For more info on Beren see “Personages” below.

When the group first walks into the camp, a Perception Check of DC 10+ reveals a small sign on the side of the barn that reads: 

4 Days Hours Since Our Last Accident

According to Beren, falling trees and rolling logs have caused a few deaths, but most of the injuries are the result of random ax heads flying off, band-saws breaking and chronic pratfalls.   

The Curse 

Every time someone within the boundaries of the camp (including the PC's) tries to do something even slightly hazardous, get them to roll a d6. On a roll of 1-2 they suffer some sort of personal injury-related mishap.           

NOTE: for additional challenge feel free to make it a 50/50 shot.     

Inside The Buildings

All five buildings are made of long pieces of timber, neatly fitted together, with the intervening seams filled with sticks and plastered with a crude mortar.  Boards about an inch in thickness were used to construct the roof and gable ends.  Light enters the building through two small un-glassed windows at either end. Ventilation is accomplished via metal funnels placed in the roof.

The “Cook Camp”

This structure has two sections: a kitchen and a mess hall.  The food, or "chuck," as it's called, is plain but wholesome.  The chief drinks are steeped djiling tea and water, with the occasional treat of strong-brewed ghava.  Salted meat is typical and fresh meat is uncommon. Bread, butter, corn bread, potatoes, bean soup, pea soup, mince pies and stew are frequent meals.  Desert usually involves apple, prune and currant pies, bread pudding, hot cakes and cookies.

Iron knives and forks, tin dishes, plates and spoons grace the tables since breakable earthenware dishes don’t tend to last very long.

Etiquette is not the woodsman's forte.  Scarcely a word is spoken at the table, save slack-jawed requests like “BEANS!!!” or “Toss over a hunk o’ that cheese, Bill.”   The men are there to eat and they devote themselves to this task with a single-minded focus that borders on ferocious gluttony.

The “Men’s Camp”

This building features one large open room where the men sleep and spend their time when not at work.  Two rows of bunks, one above the other, extend along the side of the room, with each bunk is designed to accommodate two men (!).  A long, stationary bench is built on the front side of the lower bunks, and affords sufficient room to enable all to be seated at once. The sleeping capacity of the camp is fifty men. 

The “Van”

The office is run by a pretty-but-plain “scaler” named Vestine (see “Personages”).  It’s a small store that sells woodsmen supplies: clothing, boots, amber pipeleaf, medicinal herbs, and any other things that the men are likely to need.  Their purchases are added to a tab and, whin it comes time to "settle up", their van bill is deducted from the amount they would otherwise receive. 

Local Color

Personal property is often kept in a canvas grain bag called a "sling."  A piece of rope is attached to each end of the bag and strung over the shoulder diagonally across the chest, allowing a woodsman to easily carry his "sling" into town.

Singing, dancing, and incredibly scary “games” (like “pinfinger”) are maintained throughout the evening, often into the wee hours.  One of the odder activities at the camp is the “stag dance” in which pairs of drunken, uncoordinated residents dance the carole and keep time with a hurdy gurdy, a vielle and a small drum.  

Hazing noobs is quite a popular activity and usually involves forcing new recruits to don a frilly frock and sing a campfire song. Later they're expected to purchase a pound of pipeleaf at the van for the rest of the men as a sign of good will.      

Strangers are often subjected to a good deal of ill treatment.  A common practice is for six or eight men to seize newcomers and fling them as high as possible into the air using a blanket.

Thievery in the camp is rampant.  Men often sleep in their boots since socks have a habit of vanishing right off their feet during the night. 

After doing a delivery to the town and Magda’s Ferry Service, sometimes a handful of the men will will stay in the “big city” to party.   In my campaign they are banned from finer establishments like the Rambling Rogue but Klein tolerates them at the dodgy Lost Souls tavern since he doesn't feel obliged replace anything the wildlings break, steal or spoil.

The woodsman wear tunics and coats made from a heavy and colorful woolen material called a "mac'naw."  Breechers are standard but some of the men occasionally wear full suits of mac'naw, which makes them look as if they’re parading around in their underwear.  The woodsman's outer garments are made of the brightest possible colors, blue, green, red, and yellow being the more prominent.  This allows the men to see each other through the thick underbrush and shout a warning of imminent danger.  Most outsiders would consider such dress "outlandish" but it actually has a practical purpose.    

Camp Organization / Operation

The men are divided into three groups - choppers, skidders, and sawyers.

The choppers go in advance, cutting the roads as they proceed.  Brien is a typical chopper (early twenties, short brown curly hair, small bald spot, blue eyes, always smiling, has a perpetual dazed look about him).  The chopper taking the lead, cuts notches in the trees on whatever side he wishes to fell them.    

The sawyers follow close in their wake.  With their long, cross-cut saw, the sawyers cut down the trees marked by the cutter.  Another chopper severs the branches from the downed timber, and the sawyers cut it into logs, usually sixteen feet in length.  Two of the most productive sawyers are Randall (black crows wing head of hair, mashed nose, ruddy complexion, surly) and Geoff (massive veiny forearms, bow-legged, curly head of straw-colored hair and a braided beard).

The skidders take up the rear.  Two long pieces of timber are laid about eight feet apart parallel to each other in line with the trail.  This is called the “skidway.”   “Swampers” trim the logs and make roads for the teamster by clearing away the thick underbrush.  A veteran “swamper” is Walther, a beady-eyed, round-faced scruffy looking guy who looks like a transient.  He always seems to be covered head-to-toe in mud.    

Myron the teamster hauls the logs, and the “deckers” roll them into a pile varying from about four to ten feet high on the skidway.  One of the dominant “deckers” is Guillaume, a massive Alamenian giant who’s build like a brick outhouse.  Long black hair, lantern-jawed, green eyes, winning smile.  Denn is in unwitting competition with him to be the camps’ most eligible bachelor.     

Personages

Beren the foreman is married to Wilhemina, who resembles Val Kilmer's Madmartigan in drag.  They occupy a very small dwelling in the middle of the camp.  They have a small litter of youngsters (three boys and one girl) with ages ranging from fourteen to four. Sharp eyed folks will notice that some of the kids bear a striking resemblance to other men in the camp.    

Elron A.K.A “Cooky” (early fifties, wide-eyed, massive Adam’s apple, rake-thin, huge mitts) runs the cook camp.  As soon as someone makes the mistake of talking to him, Cooky will proceed to catalog an entire litany of his broken bones and lost digits (some of which have never turned up).   

There is also a humble smithy run by Denn, a bald, mute, inhumanly muscular chap.  Beren calls him “simple” but his work is impeccable.  Female members of the group (and the male members, let's face it) will be awestruck by his inhumanly flawless physique.

The camp is dominated by a sizable barn which houses a horse and cart team.  The lead teamster is Myron, a genial, obese gentlemen who resembles Robbie Contrane as Hagrid.  Players who get inside the barn can hear Oren the owl frantically hooting up in the loft on a DC 15 Listen Check.  They might also be able to Spot the floor’s trap door where our resident villain has hidden the town’s wealth (DC 20).       

Vestine runs the “van” and also acts as the camp’s medic.  When the men get injured - as they often do lately - they come to her.  If she can’t treat their wounds, she goes out into a nearby clearing and calls the Unicorn with a sweet song of beckoning.  The unicorn, clearly predisposed to assist Vestine, helps without question and then vanishes back into the woods.  

After assisting the patient, Vestine adds thirty gold crowns to their van bill for this service. If challenged about this, she says that she needs the money because transportation costs up the River Swift from Footholde are so high that she barely breaks even selling regular goods (exposed as a lie with a successful Insight / Deception contest!).  She tells the group in no uncertain terms that the unicorn will not go into town but may treat Giran if he’s brought to the clearing and if the group is willing to pay the standard fee.  

Suspicion may eventually fall upon Vestine, who is actually a Level 4 Witch.  Here are her stats:  STR: 13 (+1) DEX: 14  (+2) CON: 8 (-1) CHR: 13  (+1) INT: 12 (+1) WIS: 15 (+2).  HP: 2 + 5 + 3 + 5 = 15.  She has a Base +2 Attack Bonus.  Saves: +1 FORT +4 REF +4 WILL.  

Vestine is indeed tricking the men of the camp, but it’s out of necessity. The creature that put a curse on the camp - the Schaden Dämon - has captured Vestine’s familiar (an Owl named Oren) and has threatened to kill him if she doesn’t obey him.  The money that Vestine has been extorting out of the men for their injuries goes right to the fiend. 

The Schaden Dämon is a magical creature from Bresden mythology that feeds upon the physical pain and bad karma of others.  The creature has the ability to Polymorph itself into various humanoid creatures. Typically it will ingratiate itself to a small community, set up its sustaining curse (see above) and then just grow fat from the resulting mishaps.  If confronted, the creature will drop its fraudulent appearance and revert to its true form: that of an obese shade with a demonic countenance.  Here are its stats:  

Schaden Dämon

Hit Dice:               8d8+3

Hit Points:  8 / 6 / 7 / 5 / 5 / 5 / 6 / 6 + 3 = 51  

(NOTE: for an extra challenge, add d8 Hit Points for every "mishap" that occurs after the PC's arrive at the camp) 

Initiative:              -1

Speed:   20 ft. (4 squares)

Armor Class:  19 in pitch darkness, 15 under low light, 11 during daylight. 

Base Attack/Grapple:        +6/+14

Attack:   Slam +10 melee (2d6+4)

Grapple:  If the creature hits with a Grapple causes d4 + 5 damage and inflicts a Crushing Despair  effect (DC 17).    

Special Attacks:  Regeneration.  The Schadendämon regenerates Hit Points for the damage it causes at half the amount (rounded down).         

Special Defenses: The Curse: every time anyone within the camp tries to attack the creature, get them to roll a d6.   On a roll of “1” the players suffers some sort of personal injury-related mishap and the Schadendämon gets Hit Points back equal to this damage.      

Special Qualities:  The creature is immune to fire, cold and lightning.  Light spells act like Fireballs on the creature causing d6 damage per caster level.  Darkvision 60 ft.  Curse (as above).

Saves:    Fort +6, Ref +0, Will +3

Abilities:               Str 21, Dex 10, Con 16, Int 14, Wis 15, Cha 7

Challenge Rating:  8

Experience Points: 5400

Tactics:  At first the creature will attempt to kill the adventurers but - should the battle start to go poorly - it will transform back to human form (taking a round to do so), jump on the only horse in the barn that has a saddle and ride off towards Castebridge.   

Once the creature is slain or driven off, the curse is lifted and the players can raid the barn. It's here that Myron hid the owl in a cage in the loft as well as the camp’s ill-begotten treasure (a trapdoor under the floorboards found with a DC 15 check in full light).  

The treasure consists of 467 Gold Crowns, and two minor magic items…a Potion of Protection for Arrows and an Arcane Scroll with two Spells on it: one first level (Reduce Person) one third (Fly).     

The denizens of the camp will be delighted if a certain portion of their stolen money is returned to them.  If one-third is returned, Beren tells the group that they will always have a place to stay in the camp.  If two-thirds is returned they will give the players run of the camp as well as a free pet like a dog or a light horse.  If all of the money is returned the group gets the key to the camp, the pet and a “pledge to return a favor”. 

Once Vestine has Oren the owl back, naturally she invites the group to bring Giran to the camp ASAP for free treatment.

***

"Th-th-th-that's all, folks!"   

So, full disclosure, the "Fellowship" (more original name, TBD) started out thusly: 

Bria (Human Rogue) - Sabina

Lorelei (Half-Elf Druid) - Cheryl

Pol (Human Fighter) - Claudia 

Rincewind (Human Sorcerer...currently inactive) - Thomas

Roman (Human Cleric) - Dean

Then three more characters were added to the stable:

Elster (Dwarf Cleric) - Angela

Kerbin (Human Ranger) - Mark

Korrick (Dwarf Paladin) - Matt 

I can say - without a doubt - that the final fight proved to be a cakewalk against such a stacked roster. No surprise, especially since this mob was anywhere between Level 2-4 at the time. 

They figured out the mystery, barely broke a sweat killing the Schaden Dämon, spared the witch, reunited her with her owl and then gave two-thirds of the treasure back to the camp...earning them all "the run of the camp as well as a free pet like a dog or a light horse."  

Honestly, I was okay with that because this was meant to cap off a fun, light, open-ended role play session. I enjoyed inhabiting the various NPC's and watching my peeps react to all the absurdities occurring around them and attempt to solve the mystery. 

For the record, I don't mind running a game for eight players at a time but - man! - I'm really gonna hafta ramp up the encounter difficulty!

***

Next time out: the group investigates a disappearance that's uncomfortably close to home!

Image Credits:

Lumber Camp https://blenderartists.org/t/lumber-camp-ii/1375562 

Schadendämon https://angrygolem-games.com/monster-tactics-fight-like-a-shadow/

Lumberjack https://www.deviantart.com/dusint/art/Lumberjack-788577279