Wednesday Night D&D Recap: Murder in Baldur’s Gate Sessions IV

Oct 27


It’s been a few weeks since the Recap has been published. Unfortunately, a few weeks ago, I caught the Plague that was going around and it transformed into a severe sinus infection that’s been awfully damn stubborn; I’m still sick, to the point where last week’s session was cancelled – my fiancé wasn’t able to cover DMing because the store he managed opened earlier in the week, but most of the table works there anyway, so it was probably a good thing it was cancelled. Opening week for any business is very hectic, no matter how much planning and set up have been done.

When I get super sick, I have a really hard time doing anything creative. This has made coming up with interesting filler for the current D&D campaign difficult, as well as making writing about the sessions difficult; I also have had trouble role playing in Final Fantasy XIV: A Realm Reborn as well. However, since we did have a lull in the game sessions, now is the best time to get everything caught up over the next few days.

The fourth session took place on September 25th, and we essentially restarted the scene at House Oberon’s estate; because we had cut things short so suddenly due to that fire – which thankfully they never lost control of, thanks to most of the surrounding counties’ fire departments coming to help – it was really hard for everyone to get back into it. Going over what Lord Oberon himself had said was fairly short, however the party’s questioning of the eldest Oberon’s page took a bit longer.

They found out that it was pretty common for the Oberon heir to sneak out at night, and that much of his time on the sly was spent visiting someone named “Lindy” in the Lower City. As far as they could figure out from the lad’s rather disjointed explanations, this “Lindy” was a barmaid at one of the taverns in the Lower City, however the page was rather unfamiliar with the majority of Baldur’s Gate as of yet, so he couldn’t really give them much of an idea of where the tavern was.

After promising to return the family heirloom once it was no longer needed for the investigation, the party proceeded into the Lower City and began asking around for this mysterious “Lindy”. It quickly became clear that the young page didn’t actually know the name of the woman his Lord was seeing, however the party found out there were three tavern maids with parts of that name – Lena, Lydia, and Wendy. The group went to question the three maidens, and discovered there was more to the story than the poor page boy ever knew.

Lena was actually waiting for the young Lord Oberon to stop by; they had a date scheduled, and she was going to tell him some wonderful news, however he had yet to arrive. She was very concerned because he’s usually quite punctual, and if he does have to cancel his plans with her, he normally sends a courier with a letter stating such. She hadn’t seen him in a few days, and wasn’t very much help to the party in their search, although she provided plenty of blackmail material – she revealed that she was pregnant, and since she only carried on such affairs with Oberon, it clearly was his.

From there, the party moved on to speak to Lydia. Unlike Lena, Lydia had already discovered that the young Lord Oberon wasn’t as faithful as she had thought he was, and she informed the party that while she hadn’t seen him in a few days, her brother was hunting him down for the dishonour he’d brought to their family. Lydia may not be a patriar’s daughter, but her family is still quite proud. The party revealed that one of Oberon’s other tavern maidens was pregnant, which made Lydia quite a bit more upset – it was clear that if they didn’t find the young man quickly, they may end up finding him dead.

While Lydia wasn’t exactly helpful to their actual investigation, the party filed away the information as they moved on to the last tavern where the Half-Elven barmaid Wendy worked. She was incredibly naive as well as a bit of a ditz, and clearly had very little information about the whereabouts of the young Lord Oberon. The party informed Wendy of the young man’s other women, leaving her rather heartbroken as they continued their search for the missing patriar.

One thing that the three maidens’ stories did agree upon is that the young Oberon was often accompanied by the eldest son of Lord Ravenshade and the eldest son of Lord Durinbold, and that there was some sort of rivalry between the young patriar and the eldest son of Lord Rillyn – a dangerous situation, given the reputation House Rillyn has for hiring thugs to silence their enemies. The party decided to pay a visit to Ravenshade before checking in with both the Flaming Fist and the Watch to see if any more information had turned up.

Their discussions with Ravenshade revealed the cause of the conflict between the young Oberon and the young Rillyn – their families were attempting to court the eldest daughter of Lord Oathoon, working to arrange a marriage that would expand their influence. It seemed that neither young patriar had actual feelings for the Oathoon maid, and as such, conducted private affairs with other women; Ravenshade was quite sure his own son was seeing a Lower City woman, however since they were not yet negotiating marriage, he wasn’t all that concerned about it. He was, however, concerned that his son was missing, and that a family heirloom had been found near the ravaged statue in the Wide.

Again, the party gained more information on the young Oberon himself, yet they still had no leads on the location of the young patriars, although it was possible that either Rillyn thugs were involved, or Lydia’s brother had already found the patriar and extracted their revenge. With this information in hand, the party headed to the Watch while sending a runner to Wyrm’s Crossing.

While they were checking in with the Watch, they discovered that the last area any Watch patrol saw the three young patriars was Heap Gate. The guards who had been on watch there were rather elusive about whether they went through the gate initially, but finally admitted to letting the youths pass; it wasn’t uncommon for the young men to head down into the Lower City at that hour, and so they thought nothing of it. As the Watch mobilised, the party made their way to the Heap Gate to try and pick up the trail.

The Watch concentrated on trying to figure out whether the young men had passed back through the Heap Gate later in the evening. They were questioning those who lived and worked near the gate. Amid all the patrols, the party noticed a particular lamp lad that seemed to be avoiding the patrols as much as possible, and so they decided to question him before the Watch could.

After he was assured that they weren’t with the Watch, and that he wouldn’t get in trouble for having helped the young patriars, the lamp lad revealed that the boys had paid him quite a bit to take them to Brampton via less travelled roads. He was also paid to keep quiet about the situation, however he wasn’t feeling very good about the situation, so he revealed everything to the party – they were with the Flaming Fist, after all, and likely better than the Watch, as far as he was concerned.

Once they were lead to the ferry docks by the lamp lad, the party began questioning various dock workers. Eventually, they found the ferry operator who had taken the young patriars over to Twin Songs near dawn; the man suspected the boys were heading to Wyrm’s Crossing to report some wrong doing they witnessed, so he thought nothing of their request. He too was also paid quite a bit of gold to ferry them and keep his mouth shut, but he’d rather not cross the Flaming Fist.

The party was ferried over to the Twin Songs, where they began to question the locals about the trio of young patriars; a message was sent to Wyrm’s Crossing, informing Ravengard of what they had learned so far. Before the rest of the Flaming Fist had really gotten started on their patrols for questioning, the party ran across a merchant on the south side of the bridge that had seen the three young men enter Horgold Hadru’s pottery shop, and gave the party directions to the shop itself.

At this point, it was fairly well into evening, so the party elected to check out the place before knocking on the front door. Three of them went around to the back side of the building, where they figured out that there were people in the basement, while the other two investigated the front windows. Carefully, the first group snuck into the basement and made their way towards the room where they heard people talking, taking a moment to actually listen before charging in.

Hadru was pretty against some idea that the young patriars had, and refused to take part in their schemes. While they listened to the four argue, the party who’d made it inside already noticed the Beloved Ranger’s hands sitting on one of the potter’s tables; after hearing the young men try to convince the potter to either export the hands out of town or break them down, the party revealed themselves. Upon hearing the commotion inside, the others forced open the front door, and made their way to the top of the stairs that lead down into the basement. It wasn’t long before the party had all four gentlemen in hand, however they allowed Hadru to stay in his shop after he explained that he owed a favour to the Durinbold family, but he had no idea that allowing the young patriar to collect on it would result in this situation.

The party then took the young patriars to the Flaming Fist. Ravengard arranged for a very swift, very public announcement of their capture, their confessions, and their sentences to the Seatower; the three Houses were unable to stop Ravengard, due to the swell in negative opinion towards the patriars in general. It was also made clear to all three families that the Seatower may be the safest place for the young men, given that many citizens were planning to mob the culprits and kill them, on top of Lydia’s brother’s plans to kill the young Oberon. Due to these three things, the families decided not to intervene, but quietly began attempting to have their children moved to more comfortable parts of the Seatower.

Our group found this to be a good place to stop, and it does work out well as it was the end of one phase of the Murder in Baldur’s Gate story module, and the beginning of the next phase would take more time than we had left that session. There’s still a lot going on that the characters are only vaguely aware of, and things are beginning to slowly escalate as each phase moves forward. Their choices have more cause and effect than they have in earlier Wednesday Night D&D modules, and there is definitely a LOT more role play and investigation than there has been in the past – we really went the entire session without any combat, much to their dismay since everyone was in the habit of making combat-focused characters!

The happenings of session five and six will be posted on Tuesday, while the details of session seven will be posted on Wednesday; I figure that breaking them up into individual posts would be much more digestible than one massive wall of text!

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