Colin - DM
Charlie - Human Fighter
Jon - Tiefling Rogue
Matt - Half-Elf Warlock
Rob - Dragonborn Paladin
Stranberg - Dwarven Cleric
Originally, we were only going to play with 4 players, because we thought that combat might get too bogged down with 5. We ended up taking in Stranberg as one of the family in the end, however, the others basically forced him into the role of healer. If anyone didn't like playing the healer, it was Stranberg. But that will be taken care of.
The Player's characters found themselves summoned to the great Lazarus Concord, a mercenary compound in my own D&D universe that is world renowned for its quality "work." After an introduction by the Concords captain, the player's were issued their first test: A contract from a woman named Marla. The priestess had been studying death cults and feared that some terrible troupe led by an unholy man named Kalarel had moved into the areas around a sleepy village called Winterhaven, far to the north in Bren. The team was told to investigate the town, determine if their was a death cult threat, and if so, quell it. If the players complete the quest they will be official members of the Concord and can accept new contracts from a list of missions.
I like this approach because it provides the characters with a sort of home base, where they can pick up missions and store their goods. The Lazarus Concord also has training facilities, where the players promptly stepped into Poindexter's summoning arena for a taste of 4th Edition D&D.
Two imps flickered into existence and quickly burst into their magically invisibility. After the players got sight of them, there was little my little wings with teeth could do.
Deciding they should rest and head out, the players set off to Bren the next day via Soarwhale. Soarwhales are magical floating whales that have been tamed to carry great gondolas. They serve all Shardina as a luxurious (and expensive) means of transport to any major city. After about a week of flight the players landed in the capital city of Bren, Bren. Skipping town, they decided to head west along the snowy roads to Winterhaven.
After a few days of travel the characters struck up conversation with a passing merchant in a caravan. Jon's rogue tried to pickpocket the poor traveler, and when that went awry, Rob promptly cleaved the innocent man as he tried to escape. Not very Dragonborn or Paladin-esque (even one of the Raven Queen). I've got my eye on you Rob.
Now that the player characters were 4 gold and one wagon full of pots and pans richer, they made their way to Winterhaven.
Just in case you were wondering, yes, this is the module that 4th Edition released for 1st level characters. I know its supposed to be in a temperate climate, but whatever. The Kobolds will just have to bask on a rock.
Speaking of Kobolds- ambush!
It wasn't much of a fight as I recall, but the minions served their duty, providing ample distraction for a round while the slingers and dragonshields prepared. After running down some minions with the carraige, the players hopped out and laid into the Kobolds, leaving no survivors.
By evening the carriage rolled into Winterhaven. Trying to pass as merchants was easy enough for the players (though rather unnecessary) with the carriage, and the gate guards glady showed them to the town square.

I decided the players could make 1gp a day if someone manned the cart at all times, selling pots and pans. While Rob hung out at the carriage, the others set out to find information.
A solid start. We worked through some of the new 4th Edition rules and showed the new players how D&D is played.
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