Gunderholfen – Never trust an Elf – Session 3

There’s three minor factions on Level 1 of Gunderholfen: the kobolds, the goblins and the hobgoblins, all hostile to each other. The hobgoblins are closer to Level 2 but are stuck inside the dungeon as they don’t have access to any exit (in my version, as written their area has its own entrance). My own explanation for the presence of these three groups is that the goblins were serving the hobgoblins mostly as cannon fodder for exploring the lower level until they had enough, revolted and claimed a part of Level 1 for themselves, The kobolds simply invaded in the ensuing chaos. Of course my players didn’t know any of this but learned of it in this session.

For this campaign we’re using Free League’s Dragonbane as the rpg system and we’re spicing up the whole thing with a Ryoko Kui’s Delicious in Dungeon flavor so to speak.

Gunderholfen by G. Hawkinshttps://www.drivethrurpg.com/en/product/265629/gunderholfen

Player Characters (PCs):

  • Aracyne (Isaac), Elf Hunter, Guild Leader
  • Malique, (Edmond), Dogman Knight
  • Hédralynn (Marjorie), Elf Mage
  • J. Lebeau (Olivier), Dogman Fighter
  • Alfred (Olivier), Hobgoblin Fighter

The adventurers buy a few more goods in town.

It was decided that Alfred the hobgoblin would be Lebeau’s hireling, paid by him, and not a full member of the guild for the moment.

Aracyne pays some gold pieces to Cedric the Sage to learn of the history of Gunderholfen in broad strokes.

Ganfal Swamp:

The PCs leave town, cross through farmlands and reach the Ganfal Swamp. This time, two-third of the way in they have a fight against giant poisonous toads. Alfred is wounded and poisoned but survives. The PCs make camp to rest a moment.

While they lunch they ask their new hobgoblin companion, what he knows of Gunderholfen (about time) and they learn a few useful things.

  • He was outside the dungeon with a hunting party, came back after a few days and he and his companions were surprised to find kobolds at the main entrance. They tried to force their way in but were outnumbered. He was the only survivor and was thrown in prison.
  • When he left the hobgoblins controlled almost all of Level 1, so something happened to change that.
  • Negruf is the hobgoblin chief.
  • The hobgoblins were in the process of exploring Level 2, cautiously, using goblin patrols. Level 2 is made of natural caves and there’s some monstrous critters roaming around.
  • There’s two entrances to Level 1 (not quite true), the Snake Door and another tree shrouded gully entrance on the northern side of the hill.

(Unbeknownst to him, things changed a lot since he left hunting)

North Side Entrance (Level 1B)

  • The party goes around the hill and reach the entrance that their new hobgoblin companion told them about.
  • There’s five goblins guarding the entrance and they tell the PCs that this is goblin territory now. Alfred tells them to stop messing around but they’re serious, they no longer take order from any damn hobgoblins.
  • Seeing that Aflred can’t make them enter, Hédralynn comes forth and show the goblins the dead kobold chief’s headdress and tells them that they (the PCs) could be useful to the goblins. One of the goblin go fetch their chief.
  • Chief Yurt arrives with his bodyguards. Hédralynn makes it known that they wish to get to Level 2. After some discussion between them it’s agreed that the adventurers could pass this one time through goblin territory in exchange for 30 gp now and more gifts on their way out.
  • 10 goblins (including the chief) escort the PCs to the eastern end of goblin territory. Behind a reinforced door, beyond a long, dark passage with columns and corpses (both goblins and hobgoblins) littering the floor, is where the hobgoblins are now confined.
  • As Chief Yurt says farewell to the party, Hédralynn executes her plan, she lobs two fireballs at once, one at Yurt and another to the goblin in charge of this guard post! The latter dies instantly but Yurt survives just to be finished by an arrow from Aracyne. The surviving goblins, still outnumbering the PCs 8 to 5 yells angrily and try to take advantage of their superior number. One lucky goblin pierces Malique’s boot with his spear and cuts his big toe off (injury). But three more fireballs from the mage definitely turns the fight to the adventurers’ advantage, not too soon though as more goblins are coming in.
  • Malique snatches Yurt’s body from the floor, Alfred takes back the gift of gold and then they all flee through the passage to the east. The last two in the passage, Lebeau and Alfred, are hit by stones from goblin slingers and almost don’t make it but they see the hobgoblin guards and Alfred yells at them to open fast and they do.
  • After a discussion with the hobgoblin guards, helped a lot by the fact that they are accompanied by Alfred, the PCs are escorted to chief Negruf. They tell him of their objective of going down a Level and explore. They give him the corpse of Yurt, whom the hobgoblins sees as a traitorous rebel, and the gold. They tell him of how they saved Alfred from the kobolds too.
  • Negruf is pleased and allows them safe passage and also let them have a room to rest.

Closing Comments:

  • Olivier’s love of hirelings and Marjorie’s usual craftiness led in this session to their party shortcutting a big chunk of Level 1 and they’ll be able to go to Level 2 next session. They also have a potential alliance with the hobgoblins already in the going but they’re now enemies of the goblins.
  • Eventually they’ll have to figure a way out of the dungeon but all in due time…
  • How Negruf should see the adventurers? They can help him with his goblin problem so I think he clearly has something to gain out of it for the moment.

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