This weekend saw our September event day for Dungeon Father Gaming at Tabletop Tyrants and a band of stalwart heroes taking on a Critical Role inspired adventure set in the CR campaign world of Exandria.
Our worthy band today were:-
- Ashley playing Fennick, a wood elf ranger with hawk companion
- Alan playing Reign, an aasimar paladin
- Vin playing Wayne, a high elf wizard
- Jack playing Bre’ack, a tiefling gunslinger
- Jon playing Steward, a kenku warlock with a raven familiar
The heroes arrived in Stiben on the east coast amdist the K’tawl Swamp, finding a notice asking for intrepid souls to loko into the disappearances of local workers in the swamp. Attending the monthly meeting of the guildmasters they discover that the higher ranking guildmasters didn’t see there being a problem (mainly because their workforce wasnt affected).
The person who had posted the notice was Eli Troost, owner of a smaller mushroom farming company. While it was usual for one or two workers to wander off (either by getting bored of the work or falling afoul of the many predatory creatures in the swamp) the recent disappearences were much more frequent and the latest one left signs of a brutal and bloody struggle. ELi and a few of the other smaller business owners had clubbed together and raised 100 gold pieces for the culprit creature to be dealt with. Eli suggested the heroes start their investigation at Dunghill, a small shanty village in the swamp where many of the workers lived and even arranged a lift there on one of his barges.
Dunghill was little more than a dozen crude wooden homes around a single stone warehouse with a rough jetty allowing barges to dock and load their cargo. The heroes spoke to a few of the inhabitants, learning that there were three nearby workgroups: a peat farm, the mushroom collectors and the crayfishermen. There was also talk of a local hermit that often helped with medical care but he hadn’t been seen for a week or so. They managed to convince a young man that was preparing to take a stack of food packets out to the workers to give them a lift in his boat out to the mushroom patches. It was a cramped journey but uneventful.
The mushroom collectors were hard at work and understandably nervous when armed visitors arrived, the party were able to allay their suspicions and learned that one of their number had been attacked recently, all that had remained was a bloody foot and signs a a large creature passing. They also learned that a group of armed individuals had passed through the area a few days back, mercenary guards hired by the head guildmaster (Mr Stillwater) to guard his interests at the peat farm. Finally, they were told about an abandoned homestead in the swamp, a family used to live there but all disappeared around a year ago, nobody goes there as they say its spooky.
As this abandoned home was on route to the area the old hermit as supposed to be in they decided to check it out. Approaching the clearing they can see the small shack, an outhouse and what looked like a it used to be a jetty, complete with rotted shell of a half sunken boat in the mud.
The paladin took a calming breath and let his senses reach out, discovering that there were (as he suspected) several undead in the area.
The undead burst from hiding as the paladin lead the advance, a fifth figure steps out of the shack onto its porch and watches the fight. The paladin and ranger are engaged by a pair of the flesh hungry ghouls, both getting paralyzed at least once during the fight.
As the heroes begin to take down the ghouls the fifth figure strides forward, only to be intercepted by another creature that stomps forward from the tree line at the side of the clearing, this newcoming looking like a roughly humanoid shaped mass of vegetation.
The vegie-man and head ghoul go toe-to-toe until eventually the flora-beast clamps its appendages on the ghoul and rams him into its chest until only a claw can be seen slowly being pulled further inward, the vegi-man then begins to advance towards the heroes. The party understandably defend themselves, but the creatures seems content to knock the=ose that come close enough into unconsciousness before slowly shambling off into the denser swamp foliage. The heores choose not to pursue, and after reviving their injured allies investigate the shack, inside they find a sixth body, what once was a human female, her chest exploded outwards and a strange moss growing in the cavity, over the bed and up the wall beside her. The kenku uses his magic to clean away the fungus and they decide to spend the night before moving further in the morning.
The night passed thankfully uneventfully, and feely refreshed the party continue onwards to the hermits abode. A simple hut made from what looked like living tree limbs with a small entrance, a stone ringed fire pit out front and a larger stone ring that looked like a well a little further back.
The fire pit looked like it hadn’t been used in a few days, and as the party looked around the ranger discovered some tracks. From what he could gather, a group of armed and armoured figures (going by their deeper footprints) had come in, tussled with another figure in lighter attire, overpowered them and had dragged them over to the well.
Droping a pebble with a light cantrip cast upon it down the well they could make out the remains of a humanoid figure and so used mage hand to take a rope down and tie around what was left of the torso and pulled the remains back up. The remains were of a human male that had been stabbed, shot and beaten several times, as well as having severe burn marks across the right side of his face and upper torso. The heroes deduced that this was the hermit, and the paladin leads them in giving him a proper burial and a small ceremony to put him to rest.
They then investigate his hut, finding the interior to have pine needles carpeting the floor (there were no pine trees in the swamp?) and several ceramic jars containing various herbs and plants (enough to equip a healers kit). They also found a small notebook hidden in one of the jars, containing notes about the various farming groups and the last notes describing some sort of still out near the peat farms having some sort of blue coloured run off thats affecting the local flora and fauna.
The heroes decide to head towards the peat farms, as they got near they could hear croaking in the undergowth around them. They discovered they were being cautiously watched by a quartet of frog-faced humanoids and with the use of some ritual magic were able to communicate with them. The frog men were able to tell the party to watch out for alocal hazard and lead them safely to the peat farm before wishing them luck and leaving them.
Arriving at the peat farm they can see that several men are working, digging up loads of the sodden peat, loading it into carts and taking it to be dried. There were also a handful of lightly armoured guards armed with crossbows. The heroes approached openly so as not to startle them. Enquiring with the guards they find that the farm hasn’t had any disappearances, also the mercenary guards that were supposedly heading here were not and have not come here.
The party decide to head over to where this supposed still was meant to be. On the way they they pass an old statue overgrown with vines but decide to leave it alone for now and push on to a small clearing. They can see a hut with smoke coming from its chimney, a small waste pipe gushing a dark blue fluid that was then seeping into the surrounding ground. There were also four humans, two standing by the hut with the other to off to the sides keeping watch with their crossbows.
As the heroes engage fro the tree line a burly half-orc emerges from the shed and joins the fray. The paladin charged forward and releases his winged form, paralysing one of the guards with fear. The tiefling and ranger begin picking off the crossbowmen with their own ranged attacks. The half-orc enagages the paladin and mercilessly cuts him down before advancing towards the ranger. Eventually the heroes bring down the brutish half-orc, then check the bodies for anything that might give clues as to what they are doing. The paladin discovers a tattoo between the shoulder blades of the half-orc, one that he recognises. There is also note on one of the other guards bodys that seems to be from someone called Spireling Stillwater. The paladin confessess to the party that in their former life they were a member of a criminal organisation known as the Clasp and that these men appear to also be members. The shed holds a distilation set up which is refining a blue powder from gathered fungus which the paladin identifies as blue suude, a narcotic that can enhance the abilities of arcane casters and sells for considerable amounts on the black market.
The heroes agree to drag the bodies around the shack, then rig the still to overload and blow up. As the shed burnt behind them they return to examine the statue, finding to be of a four armed humanoid with a shark like head. It meant nothing to any of them so they left it alone and returned to Dunghill.
Here they rented a boat and headed out to the crayfish “fields”, here they saw several boats with crews pulling up basket traps while crossbow armed guards kept watch over them. Approaching them they find that these boats are owned by Mr Stillwater and he’d supplied the guards to protect them from anthing causing the disappearances. The heroes were directed to a group of smaller boats without guards, apparently belonging to Mr Troost and his friends.
The fishermen tell them that one of the recent attacks was in a particular area and they go to examine it, there are signs that a large reptile (maybe two) had passed that way recently, they also noticed the snout and eyes of a large crocodile or alligator in the water nearby, just watching them. Further along they find the remains of a small boat with what looked to be a large bite having been taken out of it.
The heroes decide to lay a trap for whatever is taking people, the ranger offering to be bait while he set up his hunting trap and a snare spell in the hopes of catching the beast, while the rest of the party pretend to be mushroon gathering in the nearby trees.
Unfortunately for them the creature had been following them, what they had assumed was a crocodile was actually a massive reptilian man-beast, with the head and tail of a crocodile that walked upright like a man. It also seemed to have the intelligence of a man, having stalked the party, watched them prepare the hunting trap and then struck from hiding at one of the other party members – its terrible claws ripping into the surprised kenku and leaving him bleeding out on the muddy floor.
While the wizard, gunslinger and ranger strafe the beast with ranged attacks and spells the paladin charged it, empowering his weapon with the might of his goddess in the hopes of sending the abomination into the nether realms. Unfortunately it barely phased the monster and it turned its attention to the holy warrior clamping its powerful jaws down upon him, teeth breaking through armour into the flesh beneath. badly injured the paladin fought on. Sadly the paladin was only able to fight on a little longer as the monster continued to rake him with its fearsome claws until he too lay unmoving on the blood soaked ground.
The beast then turned its attention to the next nearest target, the ranger. Striding forwards into the hunting trap and barely even slowing as it snapped at his leg before shaking it off. He entered the are of the prepared snare spell and only then the ranger realise too late that this monster was too massive for the magic to able to affect. Dropping his bow and grasping his blade he prepared to face the beast as the terrifying jaws descended once again on tender flesh.
The gunslinger was having to take the time to reload and the wizard was fast running out of powerful magic and the beast was depleting their numbers. Despite this the heroes kept battling, the ranger was fading fast and it looked like the monster would be dropping another body but the continued assault of the heroes proved strong enough as the only body to drop to the ground was a large scaly one.
As the heroes rushed to stabilise their fallen allies they noticed the monsters body was changing, slowly becoming more flesh than hide and shrinking to normal proportions until only the body of a man remained.
Despite running a longer 6 hour session time still managed to beat us, and so we wrapped up with the heroes heading back to Stilben with the monsters body, a scroll implicating Clasp involvement, and pride in the knowledge that this day, the forces of good had triumphed.
As they strode away, none noticed the red eyed, vine covered figure watching from within the trees ……