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D&D Campaign - Covenants, Session 01

Nov 8, 2022 | By: Dungeon Master JH

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Three adventurers meet serendipitously just before sunset while traveling en route to the World's Wildest Warrior in Victoria. Unfortunately, the most direct route to Victoria is blocked by a landslide. From the scenic perch at Kander's Keep, our party overlooks the city of Alexandria and make acquaintances. They plan to set up camp for the night and detour through the small town of Ashton Oaks in the morning.

Our party wakes in the morning, only to realize most of their weapons and money are missing. Barbelle's keen sense of hearing kicks in and he notices a faint rustling in the woods with the snap of a twig. Our party chases down two goblins, Aquilan taking the lead and demonstrating his expertise with a bow and arrow. After looting the two culprits lifeless bodies, a meager amount of money and one short sword is recovered.

Our party wakes in the morning, only to realize most of their weapons and money are missing. Barbelle's keen sense of hearing kicks in and he notices a faint rustling in the woods with the snap of a twig. Our party chases down two goblins, Aquilan taking the lead and demonstrating his expertise with a bow and arrow. After looting the two culprits lifeless bodies, a meager amount of money and one short sword is recovered.

Later in the day and several miles closer to Ashton Oaks, Barbell detects more rustling in the woods. Our party once again encounters goblins, this time with even more stolen loot.

Fearlessly dispatching the culprits, our party retrieves all missing weapons and a meager portion of their lost coin. They trudge on, glad to have their weapons in hand but, too light in the purse to enjoy the festivities in Victoria. Ashton Oaks is just a couple of miles down the trail and the warm afternoon sun is losing its punch. Aquilan, Barbelle and Rex arrive at Ashton Oaks before sunset.

Ashton Oaks is a large village on the cusp of being a town. There are a small handful of commercial enterprises that are established including a tavern and inn, a metalsmith and a general store. The village is located in the heart of Ancient Oaks Forest and due to its location, most travelers would expect it to be a sleepy little village. That couldn't be further from the truth. The village is filled with a curiously high number of travelers for such a small settlement.

Our party takes in the sights and sounds of Ashton Oaks, as they stroll down the main road through town. There are people on the streets, one of whom takes notice of you and introduces herself as Azura. She welcomes you to Ashton Oaks. Over her introduction you can hear the boisterous voices of revelry coming from the tavern just a hundred feet away. She encourages you to visit The Copper Pot.

You walk through the open door to this establishment and are immediately assailed by the sounds of raucous singing and mugs clattering. Inside, several pockets of travellers sit on long benches around equally long tables sodden with the spilled ales of many a night’s celebration. You make your way to the bar where you meet Joanie.

 

"What can I get for you gentlemen?" she says. As you delicately explain your situation of great conquest but meager means, she gives you two options:

  1. Wash dishes in the kitchen with Donnie

  2. Talk to Sidi, to pick up an odd job in town

At the end of the bar sits a man like none you've seen before. Sidi Limehouse is at the bar speaking to a patron. He is a unique character, barefoot with dry dirt on his feet and under his fingernails. He looks worn and well-versed in a life of hard labor. His appearance portrays a day laborer, but his countenance exudes influence and power. 

 
 
Not exactly sure where to start, you inform Sidi that Joanie mentioned he might have some work. Sidi explains there is a paddock at the north end of town with a gate that needs repairs. The paddock was being used as a makeshift sparring ring to accommodate the competitors traveling to Victoria. The gate was apparently damaged during a sparring session that evolved into a brawl. Your party agrees to repair the fence for 5gp each.
 
 
 
 
 

As you assess the scope of the project, you notice a crate and decide to open it. Inside you find some curiously helpful items:

 
  • a pet mouse

  • a block of cheese (+1 HP 1x/day)

  • a guide to small woodland creatures

  • a survival pocket knife (+1 survival)

  • a self-healing rope (50 ft.)

After divvying up these items you set out to repair the fence. Aquilan, curious of the surrounding landscape decides to check the perimeter, initiating an encounter with a goblin and a wolf.

This encounter is no trivial matter. It takes multiple rounds and fast thinking from all members of the party. Barbelle's natural inclination is to save the wolf and free him from his captor. The wolf with glowing red eyes seems possessed and establishes its intentions of spite and malice with a ferocious bite that barely misses our dwarf druid. The only way through is by destruction of the enemy and this is precisely how our party responds. Vicious blows from Rex's morningstar and scimitar bring the confrontation to a bloody climax. Moments later a dead goblin and lifeless wolf lay on the ground having paid the ultimate price for their aggression against a band of adventurers now quite adept at dispatching goblins. As the party loots the goblin, Aquilan seizes the moment to grab a talisman. One wolf's paw becomes Aquilan's neck adornment. A sign to would-be enemies that this clan is no stranger to conflict.

 On their return to The Copper Pot to collect payment for the fence repair, Aquilan Barbelle and Rex bump into Joanie just outside the side entrance into the kitchen. She is enjoying a brief respite from her increased workload and is smoking a pipe to relax. She asks if you'd be willing to help Donnie catch up on dishes, but this seems like trivial work for a band of adventurers and you decline. You instead find Sidi inside and report to him your success and your peril. As he listens to the tale of your encounter with the wolf and goblin, Sidi's eyes dart towards Aquilan and the fresh talisman hanging around his neck. Slowly, Sidi reaches out and holds the wolf paw in his hand, apparently to verify its authenticity. Suddenly, he snaps the necklace from Aquilan's neck and says, "That was Donnie's wolf. You don't want him to see this." Sidi makes his way behind the bar and places the wolf paw into a medium sized leather pouch. He pays you for your repairs and asks you to go into the kitchen to help Donnie and promises you more coin in return for your service.
 
 
You are somewhat surprised to find a young blue lizard-like dragon born laboring over a pile of dirty pots, pans, dishes and mugs. His body language tells you it has been a long arduous evening with no end in sight. You announce your intentions to help and he gladly obliges to pass out scrub cloths and general directions. As the minutes pass and the pile is reduced, Aquilan glances around the kitchen and notices a heavy rug on the floor. Suspecting something worth a closer look he stealthily steps away from the dishes to investigate further. Sure enough Aquilan discovers what looks to be like a secret hatch underneath the rug. With a portion of the hatch revealed, Donnie instantaneously spins around and yells at Aquilan, "What are you doing?" Scrambling for an out, Aquilan quickly kicks the rug back concealing the hatch once again. "I was just uh..."
 

"How dare you!" says Donnie, "You come in here pretending to help only to snoop around." Barbelle interjects some condescending quips towards Donnie and quickly escalates the tension. Unwilling to tangle with three strangers, Donnie cracks open the kitchen door and attempts to urgently and discreetly call Sidi for help. After three attempts Sidi barges in, discovers your party's misstep and due to your lack of contrition a scuffle ensues. Sidi makes quick work of the dwarf and as Barbelle crumbles to the kitchen floor, Rex pivots to a more diplomatic approach. Rex infers there is an indirect father-son relationship between Sidi and Donnie. It is evident that Sidi is extremely protective of this young dragon-born teen. This impression guides Rex & Aquilan as they assure Sidi, they mean no harm. Tempers calm enough to allow an extremely terse conversation to unfold. Although Sidi is obviously displeased with your invasion of privacy he holds to his word and pays you for the dishes and gives you a key to your room for the evening. He also reaches in his pocket not revealing what he might have retrieved and bends down to touch Barbelle and restores him to consciousness.

Your party leaves the kitchen walks through the main room and into the hallway that leads to the inn's rooms. Just before you enter your room you notice a bookcase that is inset on the wall. In it you see several books, talismans and a riddle: "You cannot enter this room. What is it?"
 

Too tired to think after days of travel, multiple encounters with goblins, a wolf and the discombobulation caused by your interactions with Donnie & Sidi, your party goes to rest for the evening in a room at The Copper Pot.

 

End Session 1.

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