Mr Moai's Molnhem Campaign Session 2

    This session, the party decided to return to the abandoned mines in the mountains north of town to investigate stories of unusual activity from the eastern dwarves. On their way out, they spoke with a caravan of gypsy poachers who'd rolled into their city of Barham. The gypsies said they'd be happy to buy any exotic creatures they brought to them in chains (and some less exotic creatures under the table; more on that later).


The group returned to the mines without issue, having already blazed the trail the week prior. Back in the tunnels, they soon stumbled upon an active mining operation which had been shanghai'd by bandits. 11 Bandits and 20 half-naked dwarven slaves were in the process of harvesting a new vein of silver. The party had the advantage of a choke point, and hunkered down as the bandits approached to drive them off. When the bandits set up their own phalanx for the archers to take pot-shots behind, Ramaloc the fighter hucked a jug of flaming oil at the formation, absolutely obliterating the commanding officer and prompting an immediate surrender from the mildly singed survivors. Morale failure is a helluva thing.


The group wasted no time releasing the dwarven slaves, who graciously told them that they had kin in the tunnels just to the south, and that they would be rewarded handsomely once they'd finished mining this vein of silver, provided they didn't report the mine to Barham's authorities.

Under threat of torture and murder, the group coerced the surviving bandits to divulge the location of their hideout within the mine tunnels, as they wanted to gather more blue bandit scarves, for which there was an open bounty back in Barham. The bandits taught the group a secret knock, as well as the location of a hidden sliding door which would lead to the bandits sanctuary within the mines. The party left their prisoners under the care of their new dwarven acquaintances, so they could attack the hideout without worrying about wrangling prisoners.


The group wore some of their pilfered scarves and masqueraded as new recruits, sent from Rimerunner HQ, to reinforce the mining efforts here. They spent a few hours carousing and making merry with the bandits, and many of the party even started to like them, going so far as to consider actually joining up with them. Some of the less savory individuals in the party even managed to milk some information out of them about a hidden bank vault hidden behind the big waterfall in Barham. Some of the party had previously expressed a desire for a bank heist, so this information will prove to be invaluable if they decide to go ahead with it.

After the carousing, the party secreted away in private to discuss their path forward. By popular vote, they decided to attack the bandits and take more survivors as prisoners, circumstances permitting. They made short work of the bewildered bandits, and the survivors surrendered once again. They now had 14 bandits bound in rope, and decided it was time to head back to town. On their way out, they found a weird worm chewing on some railway ties and Bill the ranger decided to scoop it up and stuff it in a sack, thinking it may be some sort of exotic creature the gypsies would pay handsomely for.


The group made out like bandits. They turned in 21 bandit scarves to the constabulary of Barham for a bounty of 20gp each. They also sold their captive bandits to the gypsies for 15gp a head. There were no moral compunctions about this, even among the lawful party members, as they had just liberated slaves from these very same men. When Bill the ranger offered to sell them his weird worm, the gypsies frantically slapped it out of his hand, and towards their pet tiger who tore it apart. He told them that the worm was a super dangerous creature, and they were lucky that it hadn't climbed up inside Bill's ears to lay eggs in his brain. Bill the ranger, incensed, demanded that such a worm sounded incredibly exotic, and demanded compensation for destroying his valuable property. The gypsies conceded an extra 20gp in payment.


This Session's Players:

Shirzgird: Bill the Ranger

ManOrManatee: Alistair the Cleric

AngryTiki: Tyranno-Thompson the Ranger

Alaskarly: Faith the Cleric

Purple Druid: Ramaloc the Fighter/Magic-User

Powuhlahn: Galaxy-Brain the Cleric

Seven Nights: Young Guts

            Take-home: 650GP & 22XP each.


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