5E Friday Classics

Session 2 - The Old Hill Lair

Sealya, Algernon, and Arby had discovered a tunnel entrance into a hillock surrounded by a palisade. When we left off last time, we were just about to go in.

Starting this time, we go in. Hooray for continuity. Right off, we “discover” several pit traps by falling into them. Luckily, they seem to be built to capture intruders rather than kill them. Entangling nets are strung across them about 10’ down, so the traps were only a nuisance. We finally got smart and had Sealya probe ahead with her staff.

We come to a chamber with multiple small alcoves. It seems to be some sort of quarters with cots in the alcoves and a makeshift kitchen and eating table in the center. Algernon sneaks in and is surprised by the lone sentry, who backstabs him. Arby and Sealya manage to finish him off, but Algernon is knocked out. Two prisoners are bound and gagged, sitting in a corner. We untie them and discover they are Darrak Frostbeard and Randall Blackthorne (two players who couldn’t make it to the first game). Darrak heals Algernon and we tell them about our quest to resolve the strange monster problem plaguing Kusnir.

We discover a map in the quarters, showing the relative locations of Kusnir, this bandit camp, and a villa further downstream. The book we found on the family history of the Van Arthogs also makes reference to the villa. A couple of jottings on the map reference dopplegangers, so we think that Kusnir’s apparent doppleganger problem is tied somehow to this mysterious family villa.

The rest of the bandits come home and we have another pitched battle. Algernon casts an eldritch blast at a fleeing bandit through a small hole in the cave wall and hits him, and Sealya is effective with her firebolts. After a short rest, we loot the bodies and decide to lug all the loot back to Kusnir to sell.

Next time: The mysterious villa…

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