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12/8/13

Montporte Dungeon Campaign Session 19 Notes

I've had a hard time writing the session notes from our game night a few weeks ago, in no small part because of computer issues. There was no exploration and no combat in Session 19. Just a lot of groovy role-playing and bargaining that it is hard to capture in a blog post.

The Cast
Adzeer Mattiu, Hunter of the First Circle (Half Orc, Hunter): +Tim Shorts  (Gothridge Manor)
Duncan Kern (Gnome, Wizard/Thief): +Daniel McEntee
Dante Rathburn (Human, Warlock): +Chris C.   (The Clash of Spear on Shield)
Luven Lightfinger (Human, Thief): +Rob Conley  (Bat in the Attic)
Larramore “Little Larry” (Kobold, Marksman): NPC
Ansarkhan ("Mushroom Man", Fighter): NPC
Diana (Human, Torch Bearer, Goat Driver): NPC
Crystal Golem (Crystal Golem)
5 cave goats
Map A (1 square = 5 feet)
The Session
At the end of Session 18, the brave adventurers had decided to bed down for the night in Room 1 (Map A above). After an uneventful night, the party headed out of the room. Luven--his hearing now improved by the Earring of Stoss--heard some noise coming from Room 2.

Luven listened at the door in the south end of Room 2 and heard goblin voices. He was not able to understand what they were saying, but recognized the language. He had some childhood memories of his very wealthy uncle having some secret dealings with goblins (which Luven eavesdropped as a young sneak).

Before the party could prepare to cautiously enter the room, Luven ripped open the door and entered. In the room, he and the party saw the following:

  • Three goblins, one of which was two-headed, all wearing brightly colored clothing. The party later learned that their names were William, Fred, and Wilbur/Walter (the two-headed goblin).
  • Four oafs, which were similar to ogres, only shorter and thicker. They were heavily armed.
  • One glyff. Glyffs are small fey, about two feet in height that never speak. They function as attorneys to interpret the Seelie Accords.
  • One brightly colored wagon.
  • Two stout ponies.

After some initial hostile posturing, the party learned that (1) goblins are fey; (2) gobins liked to trade; (3) goblins have lots of cool stuff in their wagons to sell; and (4) in order to trade with a goblin, one has to sign the Seelie Accords, a giant tome of convoluted regulations that govern the lives of the fey.

After some fast-talking by William, the goblin spokesman, Luven signed the Seelie Accords and bought a much-needed restoration potion. Duncan, hesitant at first, was lured into signing the Seelie Accords as well. He was lured in by the offer of a free magic hat.

Dante was tempted to sign the Seelie Accords, but declined in the end. The goblins had explained that the main restriction was that the Seelie Accords prohibited Luven and Duncan from trading with any other goblins. However, Dante was skeptical, given the size of the Accords (several thousand pages of small print) and the dense, Byzantine language of the text. Adzeer, for his part, kept his counsel and simply waited for the trading to end.

And end it did, as did the session.

The Dungeon So Far
Level 1
Level 2