Trouble at T’Marsh – Second Playtest Group Session 2.

Tillie, Flick and Amberrh are in the almost featureless wetlands of the Great Salt Marsh. They’ve located the “Charnel Cave” and have established that there is a Salt Marsh Leopard in the area from what seemed to be a sizeable paw print. Stood on top of the rocky crag where the twisted tree thrusts into the mist filled sky Amberrh mutters more invectives about how wretched this situation is. She is filled with loathing for the Marsh and is decided, no matter what the consequence, that she won’t stay a moment longer. Amberrh is resolved to return to Lankhmar as soon as possible. Brooding deeply she is almost startled by Tillie’s hand grabbing her shoulder. She points to the huge padding beast below some 50 yards away or so stalking something neither can see. Flick meanwhile is investigating the tree and hunkered down can see nothing, until she sights that the barbarian princess is hefting her bastard sword and making her way to the edge of the outcrop.

Flick focussses upon the symbols of the spell and feels the conjoining of minds as the last words are uttered. Being a beast it is unable to resist, and Flick acts out what she desires the beast to do. As Flick turns and walks away from the cavern entrance so the giant cat pads towards Tillie and Amberrh. As it sees both Amberrh and Tillie though, the creature immediately vanishes from sight. They are forced to sweep their weapons around low on the ground to locate the recumbent cat as Flick lies in the mud wielding the influence over the cat – forcing it to be still.

Eventually they bump into the invisible creature. It growls and rattles it’s throat at the them but allows them to remove several claws from its paws which they do gingerly and with difficulty seeing as they cannot exactly make out what it is that they are doing. Flick starts to feel the edges of the spell collapsing and calls warning. Amberrh and Tillie sprint back to the cave as Flick wields another spell, this time casting mobility upon the pair to speed their retreat. It becomes apparent though as they recover their breaths that the cat is no longer interested in sticking around. It is deadly quiet in the marsh and no counter attack is forthcoming. It is however becoming dark and cold, and the prospect of a night out in the marsh sinks into the bones of all of them.

They decide to spend the night in the cavern. They collect firewood from the twisted tree and have a fire set up in the entrance-way.  As the light of the fire springs up so sparkly shapes of the night-sky present themselves daubed upon the cavern wall. Some of them are curiously aligned and Flick endeavours to capture the images with quill and ink. They skirt around the tunnels just to make sure there is nothing untoward or dangerous to interrupt their night’s stay. There seem to be some small signs of passage – perhaps from ogres or similar it is difficult to decipher. Flick uses her skills of spirit sense and determines there are spirits deep within the caves. They light their fire and set a watch. They get as much sleep as they are able and make the most of eggs, bacon and local mushrooms in the morning. Flick, Amberrh and Tillie discuss whether they should further investigate the caverns and although they are intrigued by it are determined to head back to Lankhmar at best pace. The barbarian princess is relieved to be heading back to civilization and curses the muddy dank swampland.

Eventually though, the unlikely trio are headed back to the city stopping first at the crossroads tavern. They stay overnight and rest up. But not before they have learned more about Amberrh’s misfortunes at the hands of Jimmy Fourfingers and the militia and why she is holding out at the edges of the Salt Marsh. Flick  agrees to help the pint-pot princess unpick the plot against her. Amberrh and Flick help with a timely diversion so Tillie can liberate some expensive bottles of booze to help line his pockets for life in the city. United by their experiences in the marshland and a desire to make their collected fortunes they are soon rattling along the Great Salt Marsh way in the returning wagon.

Post-Amble

A useful point made was that the DM should roll some of the PC skill rolls such as listen and spot-hidden when it is useful for the player not to know immediately from the dice roll whether their skill attempt has been a success or failure. Asking a player to ‘make a spot-hid’ roll, but the roll fails, cues the player into knowning that there is ‘something out there’ that they should have spotted. The DM making the rolls in the background and alerting players when the rolls have been successful, or if distorted and misleading is better then being falsely aware of potential events by making their own rolls.

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