Aster's Ledger

Session notes for Marsh and Company

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Session 3 — Deals, Dice, and Dynamite

Monday, June 29, 2026
Party helps Klarg defeat Yeemik's coup, rescues Sildar Hallwinter, travels to Phandalin, delivers Gundren's supplies to Barthen's Provisions, and survives a Redbrand night ambush.
Players: Sam (Beatrix Marsh), Jonas (John Robertson), Harish (Chippo), Arthur (Glomblax — joined late)

Summary

The party solidified their alliance with Klarg, confronted Yeemik in a chaotic multi-faction battle, rescued Sildar (who was pushed off a ledge and healed rectally), and set out for Phandalin with Corby in tow. They leveled to 2 on the road. After arriving at sunset, they delivered Gundren's cargo to Barthen's Provisions (10 gp each + 3 sticks of dynamite in exchange for dealing with the Redbrands), John gambled at the Stonehill Inn and bought the house rounds, while Beatrix and Chippo camped on the edge of town. During the night, a group of Redbrand ruffians attacked; the party killed three and captured one.

Key Events

Walking with Klarg — Conversation and Lore

  • Beatrix chatted up Klarg on the walk through the main cave passages (avoiding the chimney). Topics: how long in the cave ("years"), settling down ("doesn't seem terrible"), and his favorite color (black).
  • Fossil show-and-tell — Beatrix showed Klarg a fossilized dinosaur bone. Klarg: "A bone is a bone." He pointed to stalagmites worn smooth by goblin sitting — a recurring "bottoms" joke.
  • The Lost Cave revealed — When Beatrix mentioned "a lot of caves," Klarg perked up: "Oh, you mean the lost cave?" He told stories of a big cave with a forge that made magical items. He didn't know where it was — just that it's what "this whole thing is about."
  • The Spider relationship — Klarg admitted: "I am the king of this cave… The spider's an associate. I follow his orders." He's never met the Spider face-to-face.
  • Future plans — Beatrix talked about finding a fallen meteorite, building a railroad, and becoming rich. John outlined his gambling empire.
  • The "insertion contest" — Klarg's goblins' highest form of entertainment. The party seemed intrigued.

The Confrontation with Yeemik

  • Klarg accused Yeemik of usurpation. Yeemik denied it. John shouted: "He's lying like a rug."
  • Geek blamed John for the whole situation. John deflected: "He pulled me aside and tried to get me to take you out."
  • Gerald confessed — Klarg turned to a loyal goblin, Gerald, offering amnesty. Under Yeemik's glare, Gerald admitted: "He's been plotting against you for months."
  • Klarg declared: "Let us take care of this usurper." Initiative rolled.

Combat — The Battle Against Yeemik's Faction

  • Errk (Yeemik loyalist) gave a speech urging goblins to turn on Klarg: "Think of the abuses. Think of the punishments. Think of the rape!" He shot Klarg for 4 damage.
  • Errk took a second shot at Klarg (21 to hit, 8 damage). Klarg: "No. How dare you?"
  • Klarg missed his Morningstar attack.
  • John tried to persuade neutral goblins (failed), cast Vicious Mockery at Yeemik (saved), then retreated.
  • Chippo (in hippo form) hid (Stealth 21), took an advantaged pistol shot at Yeemik: 17 total damage (15 piercing + 2 sneak attack). Yeemik heavily wounded.
  • Beatrix attempted to fire but missed (rolled a crit miss on a misclick).
  • Yeemik grabbed Sildar, held a blade to his throat: "Let me leave. Or the human gets it."
  • The party rejected his terms. Yeemik shoved Sildar off a 10-foot ledge, knocking him unconscious.
  • Klarg's wolf lunged at Yeemik with pack tactics — 22 to hit — ripped out Yeemik's throat, killing him instantly.
  • Combat ended. Klarg tossed Yeemik's body off the ledge.

Rescuing Sildar

  • Yeemik had a healing potion. The party searched his body and found one.
  • Potion administered rectally (as the goblins claimed it was designed). Sildar awoke: "What the fuck?"
  • Sildar wanted to deal with the goblins. The party refused: "We don't have the strength. We will die if we fight here now."
  • Farewell with Klarg — Klarg allowed them to leave: "A deal is a deal." His final warning: "Don't tell anyone in Phandalin about our location, or we're gonna have to kill you."

Journey to Phandalin

  • Corby reunited — Still tied between the horses, Corby cheerfully asked to be untied. Beatrix demanded undying loyalty. Corby agreed: "I swear my undying loyalty to you."
  • Klarg's pay dispute — Glomblax (via DM) wanted his cut before leaving. The party refused: "We haven't finished the job. We ain't gotten Gundren." Unresolved.
  • Level up to 2 — The DM called a break during the journey. Players leveled using Charactermancer. John got a new spell, Chippo unlocked Cunning Action, Beatrix learned Find Familiar (a tiny winged dinosaur using owl stats).

Arrival in Phandalin — Barthen's Provisions

  • The party arrived at sunset. Corby was disguised in white powder (Victorian-style) as a handmaiden, hidden under a blanket.
  • A woman sweeping her shop directed them to Barthen's Provisions and warned: "Don't be shouting about bandits. That's bad luck."
  • Almina Barthen greeted them. She inspected the cargo, paid each party member 10 gp, and was visibly worried about Gundren.
  • Dynamite negotiation — Beatrix haggled for dynamite. She offered to deal with the Redbrand bandits in exchange for 3 sticks. Almina agreed: take care of the problems and guarantee good business.
  • Glue purchase — Chippo bought 1 unit of glue for 5 copper pieces (after a failed BOGO attempt).
  • Rockseeker brothers — Almina gave names: Nundro and Tharden Rockseeker. Last seen camping outside town, headed toward the old mine east of Phandalin.
  • Townmaster — Almina directed them to Harbin Wester at the Townmaster's Hall for the bandit problem.

Stonehill Inn — John's Night Out

  • John booked a room at the Stonehill Inn (1 gp) while the others camped outside. The bartender, Elsa (dwarf), warned: "I wouldn't be camping out on the streets. Not very safe these days."
  • Gambling — John joined a card game with a 5 gp buy-in against Lanar (a human miner). He won 2 out of 3 rounds, netting 8 gp (5 back + 3 profit).
  • Bought the house rounds — John bought 5 rounds for the entire bar (1 gp). Everyone cheered: "John! John! John!"
  • Pip (Toblen's son, ~10) approached John: "It's so kind of you to offer all of us these drinks." He'd already had five.
  • Rumors learned at the bar:
    • The Redbrands hassle every business except the Miner's Exchange — suspicious.
    • Townmaster Harbin Wester is looking for someone to clear the bandits.
    • Goblins may be working with the bandits.
    • The town is rebuilding but struggling.

Night Ambush — Redbrand Ruffians

  • The camping party (Beatrix, Chippo, Corby, the familiar) set watch shifts. Beatrix's familiar circled overhead.
  • Corby (first watch) — Still high on glue, didn't notice anything.
  • Beatrix (second watch) — Spotted a group of 4 Redbrand ruffians approaching with torches. She stood, loaded her gun, and fired a warning shot.
  • Redbrands responded: "Oi, what was that for? No one messes with the Redbrands."
  • Combat with Redbrands:
    • Glomblax (Arthur joined) raged and greataxe'd a ruffian for 6 damage.
    • Chippo hid in the bushes (Stealth 21), shot a ruffiant through the heart (13 damage) — dead.
    • Two ruffians attacked Chippo — both missed.
    • Beatrix's Find Familiar (dinosaur-owl) used the Help action to give her advantage.
    • Beatrix shot one for 15 fire damage — near dead.
    • A ruffian hit Beatrix for 3 piercing damage.
    • Glomblax reckless attacked another for 15 damage — sliced in half.
    • The last ruffian tried to flee. The party wounded him in the leg and captured him.
  • Session ended with one Redbrand captured, the party at level 2, and the party eager to tackle the Redbrand threat in the morning.

Inspiration

Award Given By Given To Reason
Start of session Jesse (DM) Sam / Beatrix (→ Jonas) Session recap
End of session Sam / Beatrix Harish / Chippo

Post-Session Feedback

Sam:

  • Large-NPC combats are frustrating — suggest having NPCs go on the same turn when there are many of them
  • When combat outcome is decided and no important NPC is at risk, fast-forward to the end rather than playing out cleanup rounds
  • The Cragmaw/Yeemik fight was correctly NOT fast-forwarded because Sildar's fate was at stake

Jesse:

  • The main concern in the Yeemik fight was whether Sildar survived — could have ended sooner after that was resolved
  • Will use grouped NPC initiative for future large fights
  • Will consider fast-forwarding cleanup rounds when stakes are low