Session 4 Report- 2022/10/15 Report in D&D Forgotten Realms | World Anvil

Session 4 Report- 2022/10/15

General Summary

In the dark and moonless night, the party finds itself hundreds of feet above the tree tops in a strange land. The small plateau they are camping on no longer reeks of cooking smoke, and the chimney beside them has barely a hint of smoke whisping up from it. Aside from the relatively strong wind at this altitude, there is no sound from nature or otherwise. From this vantage point, the only discernable features of the landscape is the soft glow from a small settlement at least 20 miles away. This faint light can only be seen due to the sheer encompassing darkness that the party finds itself in. To think, a mere 5 days ago you didn't even know each other existed… and now you are off to kill a Dragon and save the City of Waterdeep.
In the dark and moonless night, the party finds itself hundreds of feet above the tree tops in a strange land. The small plateau they are camping on no longer reeks of cooking smoke, and the chimney beside them has barely a hint of smoke whisping up from it. Aside from the relatively strong wind at this altitude, there is no sound from nature or otherwise. From this vantage point, the only discernable features of the landscape is the soft glow from a small settlement at least 20 miles away. This faint light can only be seen due to the sheer encompassing darkness that the party finds itself in. To think, a mere 5 days ago you didn't even know each other existed… and now you are off to kill a Dragon and save the City of Waterdeep.
At around 1am, The party use their combined lengths of rope and a grappling hook to send Telchar down the chimney to inspect the situation. Through this they learned:
  • The Chimney is about 80 feet long
  • At the bottom is a room about 20 feet round that IS used as the compounds kitchen area.
  • There were no live beings observed at this time

Satisfied that the Chimney was in fact a chimney and the kitchen was in fact a kitchen, the party debated whether to proceed through the kitchen or go back and check out the main entrance. Ultimately they decided for a more Incredible Hulk Approach vs. a more Batman approach.
The party (who has been very lucky on the lack of dangerous wilderness encounters) trekked back to the Main entrance of the compound and found 2 orcs still there, but this time one was sleeping and one was almost sleeping.
Camzel used her tools of the trade to sneak up on the almost asleep Orc and squeeze him for info (with a knife to the throat). She learned from the Orc that:


The Orc tried some funny business by yelling to his friend who was sleeping. This was enough info for Camzel so she did in with the Orc and then began chasing after his friend who was running to main the door to sound the alarm.
The party disposed of the Orc who was trying to sound the alarm, and unfortunately it was too late to avoid the alarm. Luckily the party was attacking in the dead of night so everyone was slow to react all across the board.
Everyone in the party took turns trying to break open the large Iron/Wood door at the front gate. It was hard work but some smart thinking from Camzel (crowbar) and some brute strength from the Clerics finally broke off a corner of the door.
Farlen went inside and through an act of sheer will, raise the mighty piece of timber barring the door and letting his friends inside. Unfortunately, by this time, the compound was on full alert as the Alarm Drums sounded unchecked.
The party suspected that there were secret entrances in the foyer, but it wasn’t until Farlen found the secret trick to the doors (they are pressure activated) that the party found the extra passageways. Right at this moment, there were more defenders who showed up across the rope bridge, as well as down the secret passage.
Telchar thoughtfully threatened the Orcs with certain death by holding his Axe to the rope bridge, but that did not deter them. Camzel did the bulk of the damage and had most of the killing blows while her pals were excellent meat shields.
One of the Orcs got away across the bridge and locked a big, heavy full Iron Door from behind with a “submarine lock”. The party went down the secret passage way to explore.
They found an Orc Barracks that looks like it could house about a dozen orcs. Telchar waltzed in through the door like he owned the place but something didn’t feel quite right about the room, and particularly a couple of the bed. As Camzel knelt down under one of the bunks to investigate, it became clear that the party walked into a trap!
Old Yarrack” the Orog and two of his Orc guards were waiting for them. They must have stopped the alarm on purpose so they could lure the party into a false sense of security. Orog and his Orc threw a large bed at the party and the battle began.


Yarrock and his guard did some serious work on the party, including causing Farlen to get closer to his deity than he ever had before, but ultimately through good teamwork the party enabled Camzel to put the Orog down and the party forced the remaining Orc to surrender.
NOTE: The Party killed 8 orcs in Total + The Orog (This was a request to track vs. the 20 the other orc gave you, assuming it was accurate).
For next time:
  • The room/bodies has not been explored for loot yet
  • The Orc has surrended, but no real discussion has happened yet
  • The party has not yet been able to rest yet.
Campaign
Clarksville D&D
Protagonists
Baklor Darkspear
Telchar
Lawful Neutral Hill Dwarf (Acolyte)
Cleric 4
39 / 39 HP
STR
13
DEX
8
CON
17
INT
12
WIS
15
CHA
10
Report Date
15 Oct 2022
This content was homebrewed by DM Baklor. Thank you to my players for making it awesome! All Rights Reserved.