The Bad Seeds (History)

### **Session 0**

The party begins at a small dock, they all somehow know each other and end up running into each other and starting some small talk.

During the boat ride they are attacked by a sea creature, they try to save as many lives as they can, including the captain. The captain becomes enraged that they didn't let him die a sailor's death. After some drinks and a night at ***The Dizzy Fish***, they set off to ***Hol***.

At ***Hol*** they meet **Ulakrek** who invites them to lunch, seeing them in armour and carrying weapons. He asks them to help him get his son out of prison, and the party is introduced to **Straeta**. After the lunch, they are approached by a halfling, **Linda**, who asks them to get her things back from a goblin camp. After a short fight, they get the things and return to **Linda**.

### **Session 1**

The party decides to head to the jail down south to get information on **Ulakrek Vallery Junior**. During their travel they meet some bandits who try to ambush them but fail after **Redrat** intimidates them. After some more walking they find an abandoned windmill which they investigate, finding a living chest. After an incident with a bomb, and a collapsing interior, they barely make it out alive, needing to go back to **Linda** for medical help.

After some rest they go back to the jail and get the information they need. Upon leaving they run into **Straeta** who has been camping beside the road and tells them she has some business nearby. A cart passes them carrying prisoners already heading to the prison, they decide to catch a ride.

The party stops by near ***Krakaset***, discovering the bridge has collapsed, their path to the prison is closed. They go to ***Krakaset*** for a short visit but are robbed by an elderly lady who turns out to be a wizard. She attacks Sage, as she politely asks for her things back, but it's all for nothing, **Redrat** and **Sage** decide to head back to the cart.

They all choose to take the caves being escorted by guards as an extra defense.

### **Session 2 (Level up > 2)**

A long and strenuous haul through the caves and a fight with an ogre lead to the party getting some interesting loot. Once they exit they sus out the prison and have a short interview with **Ulakrek Jr**., who doesn't say much. They find out that he's in for vehicular manslaughter, and they are morally questioning if they should break him out.

Afterwards they go to ***Flussdorf*** and buy a strange health potion, and meet some of the shop vendors. Using the river to wash up and refresh, they go east of the prison and set up camp waiting for **Straeta** to show up. They get talking with her and sit for most of the day thinking about how to tackle the situation.

### **Session 3**

A plan is made on how to get **Ulakrek Jr.** out, and the properties of magic items are discovered.

### **Session 4 (Level up > 3)**

The party set out their plan to bust **Ulakrek Jr.** out of prison, all was going to plan until the prison guard at the gate spotted them immediately as they walked to the prison. After some smooth talking, **Shmeed** lets them in and brings them to a room asking them why they are here. Some roughing up later they are caught by **Sayzha** and put into a holding cell. **Simon** finds a secret exit and they funnel out and go towards a storage room collecting their gear, ready to break out **Ulakrek Jr.**

They hear **Sayzha** leave and decide this is their time to strike. After activating an alarm (which to their luck, guards are pre-occupied by a wounded **Shmeed** to notice), they get some help from a dragonborn as he frees himself using **Redrat's** equipment. They eventually free **Ulakrek Jr** but are discovered trying to escape. A short combat, **Simon** blocks the only exit and traps the guards in their own prison making the escape easy and quick.

A short trip through the caves and heading back to ***Hol,*** the party is rewarded with 100 gold and a home of their own. They are notified that their misdeeds will be wiped and are asked to lay low by the duke having his son returned. They are told that a festival will take place in 2 days and a re required to make a speech.

The party explores their new home and relax with a drink at ***Grole's Hole,*** **Redrat** becoming very drunk. They speak with **Dagma** (the dragonborn from the prison) and discover some secret on goings at ***Krakaset.*** Rumor of the mayor using dark magic and sacrificing people.

### **Session 5**

**The Bad Seeds** decide to go south and check out the windmill. They run into the bandits again and decide to take them down, knocking them unconscious and tying them to a tree. Afterwards they finish off the mimic at the windmill in a grueling battle, they discover a secret trapdoor leading underground. After some exploration they find a nothic, and what can be assumed to be his dead wife. **Redrat** finds a letter and after defeating the nothic they do some exploring. They find a room where it looks as if experiments have taken place, skeletons and large glowing mushrooms in the room.

Eventually they stumble across a room with a cat inside, finding a lever to free it, they discover it can talk. It tells them it doesn't remember its name or what it is, but it knows it doesn't belong in this body. It goes off to explore as **The Bad Seeds** head to the ***Hol*** festival. Some games are played and the team clumsily says their speech, they are celebrated with a traditional ***Grezmadonian*** dance.

Afterwards, the duke announces a hag will be burned, but some arguing stopped the barbaric ritual to the hags delight. Just as the conversation ended, the party heard a deep rhythmic rumbling.

### **Session 6**

The party finishes their speech, and it is revealed that the rumbling was the marching of troops. Paladins broke into the city and set fire to some of the buildings, it was a tough fight but **The Bad Seeds** made it out alive and injured. Unfortunately for **Straeta,** a clean swing from **Captain Dorian** left her too wounded to keep up the fight. She battled for her life, and helped to save ***Hol,*** but at the cost of her own life. **Cyrus** was moved to tears after her passing, he decided to head back home, and give **Straeta** the proper burial she deserved. He asked the party to investigate the actions that took place that night further, as the paladins they fought turned into horrific beasts of unknown origin, with thick black blood and twisted inhuman forms.

**The Bad Seeds** also learned that **Straeta** had some unfinished business up north, she was muttering about vermin as she was struggling. It was a sad and eventful day, but our group of adventurers grabbed the last of their hope and courage and continued on, fighting in memory of **Straeta**.

### **Session 7**

The group decided to stay in ***Hol*** for a while, rebuilding the town and helping where they could. Eventually they discovered some of the shop owner's were having difficulties with each other, they decided to ask around and gather some info. **Sean** revealed he hadn't been to the forest south west of town for a while due to strange noises, after some investigation they had a run in with an owlbear. It was an interesting encounter and they convinced it to let them go using animal magic. After some time passed they went back to the forest and found a small hideout, there were some supplies and a note that seemed to be an invitation to the camp. After asking some guards about it, they were told **Gildahl** might know something about the hideout.