Showing posts with label umass. Show all posts
Showing posts with label umass. Show all posts

Monday, November 17, 2008

Session 6: Watery Grave

Jon's Teifling Rogue used his spare hand to light the path ahead as the party entered the depths of a cave complex below the ruins. He would lose the ability to sneak, but he had the only available arm. It wasn't long before the party was surrounded by rats. The creatures jumped from stalagmites and stalactites, but the minions were just cannon fodder for the true master of this cavern, the Ochre Jelly.

I've always loved Jelly's and Oozes in D&D. I have no idea why.

Jon's Human Warrior laid down some pretty unbreakable defense, but combat got a little interesting when the Ochre Jelly split in two as it became bloodied. On thing I don't understand is that the monsters description says to give each half the creatures current hit points. Thats pretty powerful seeing as they now had to fight two creatures with another 50hp each. Robs Paladin picked up the other Jelly, though not as gracefully as Jon's Warrior, and soon the Jelly got jammed (hahaha... oh I know.)

A brief inspection of the room revealed a passage that led further into the dark and a double door, coated in fungus with the statement "KEEP OUT. Really." carved into it. Deciding to err on the side of caution, the player's decided to have a gander a bit further down the cave. After about forty feet of walking the characters came across a pit where some unfortunate 6-legged reptile had gotten tripped and died. As Jon held the torch for them to glimpse the creature, the very walls ahead began to teem with juvenile offspring of the same variety.

The first few waves coming through small cracks in the wall proved little challenge for the players, but it warned the larger Kruthiks of intruders. To make matter worse Matt Connors Cleric had just fallen into another of the pit traps dug by these cave hunters. As he struggled to climb out, Jon and Rob met the 3 young Kruthik and the 1 adult in combat.

The fight went on for an extraordinarily long time. Both the players and myself kept rolling low, but it played to my advantage, for simply standing within 1 square of a Kruthik causes 2 damage at the end of a players turn. Convinced they shouldn't lose the choke hold they had, Rob and Charlie took point after point of this secondary, unavoidable damage as the fight went on.

After weathering the storm of "Gnashing Aura" and stumbling through a few more floor traps, the player's found a small stash of treasure in the Kruthik's refuse den. Among various coinage the players found two potions of healing. Charlie took one and gave one of the potions to Rob, as the two of them were often in the worst of things.



There was only one stop left in the darkness of the caverns: the door marked "KEEP OUT. Really." Cautiously opening the bronze double doors, Jon's torchlight spilled into a small antechamber which most likely served as a water source for the keep. The natural cavern had a pool of water with an island in the middle. Bones, coins and other trinkets were scattered about the island, yet there was no enemy to be seen in the small chamber. Suddenly gooey tentacles shot from the water and a disgusting Blue Ooze crept from the water, releasing foul stenches that weakened the party.

It's attacks in melee were slightly more powerful than it's aoe, but the melee attacks did add ongoing 5 poison. I decided to just stick with the aoe "Ooze Explosion as much as I could (it recharged on 5 or 6). Navigated the small amount of hard terrain was difficult for the party, but after Charlie positioned the slimebucket, the players had the upper hand.

I actually got really lucky this fight. Not only did my Ooze Explosion recharge almost every round, but I crit Charlie's Human fighter FIVE times. Yes that's five times in a fight that was probably 9 or 10 rounds. Though this boss was much harder than any the players had faced so far, they handled it well. They had saved up another action point as well as their daily's, and I think without them they would have been in a lot of trouble. I made the fight a little more interesting by slowly shifting the Ooze into the water as it became bloodied. In the end the players laid waste to the Blue Slime and claimed victory: a few coins, another healing potion, and a Shield of Protection. Jon took the shield, further enhancing his already impenetrable armor.On the skeletal remains of a Gnoll, the player's found a wooden message case with two notes inside.

The first read: “Remember, don’t wet the nodule—unless Kalarel is not receptive to the offer. Then, wet it only from a distance, and then, turn and run. Water will bring the creature out of its dormancy, and it will consume anything it can reach.” This, of courese, was the Blue Ooze, which was loosed only after their bodies had been dumped in this water cavern.

The second read: “Greetings, Kalarel. I have recently learned of your activityin the area and have an offer for you. During your time in this region, if you should capture any humanoids, we are eager to buy them. We have duergar allies in Thunderspire in need of slave stock. If you are interested, send an envoy back to me. My messengers will show the way.” signed: “Chief Krand of the Bloodreavers.”

Stranberg and Matt's characters have a history with this Krand... what are the odds he would meddle in affairs this far north? Sounds like a future adventure to me!

Session 5: A Massacre or Two

After exploring the hidden passageway, the adventurers found it served as an escape for the local Goblin chief. Having successfully entered his quarters from behind, Jon's rogue attempted a Coupe de Grace on the sleeping fatty. After following all rules, Jon was dissapointed to find his attack was just one damage away from a one hit kill, but after Charlie reminded him of the +1 enhancement bonus, the Chieftan lay silent with his throat slit.

After this Stranberg burst into the room and successfully destroyed a hapless lackey who was trying to read in bed. His shouts warned the others who now gathered outside the main entry to the room. After a few failed bluffs, the door burst open, and Rob's Dragonborn Paladin laid waste to the lackeys beyond. Cleaving through the burnt carnage, the team quickly eliminated the spear chucking Goblin warriors in the rear.

They now found themselves in a kind of mess hall for the Goblins. a pig roasted on a spit. The only other exit led to a room they had previously explored before deciding to head to the digsite. Now ready to brave the perils of the voices beyond another door they had opted to avoid earlier the players devised a plan.

Because Matt Connors was a Hobgoblin, he was hoping to make a bluff check as he entered the next room. Ultimately he decided he would try to lure the enemies within outside or at least convince them it was time for a weapons inspection. Though they didn't realize it at the time,it was an almost perfect idea for a bluff. Hobgoblins DID boss the goblins around frequently from below. It was still unusual, and Matt Connors character didn't have an extensive knowledge of the operation going on, so I set the DC at 20 (3 successes before 2 failures). Sure enough- success.

As Matts Hobgoblin Cleric stepped into the room he convinced the head torturer to step outside for a private message. The whole crew was waiting. What was supposed to be a miniboss became mincemeat in one round. His lackeys were soon to follow. The players recieved a little unexpected help from a prisoner who grabbed one of the slingers and held him there for them. He would introduce himself as Sniggles. Though he offered his saviors his services, Rob's Paladin detected an air of deceit about the creature. Seeing as the weak Goblin only could tell them of the areas they had already conquered, the party thought it best to leave him there for the time being.

For now they would press on to the stairwell near the dig site that led into a dark cavern...

Thursday, November 13, 2008

Session 4: Keep on the Shadowfell

It was cold, but at least it had stopped snowing by the time they reached the Keep. No wilderness dared approach the ancient runes. A deathly silence pervaded the air and an unnatural chill drove up their spines. Deciding to scour the upper ruins of the keep for any treasure, i had the players roll a dungeoneering check. Sure enough it was amazingly high, so I granted them access to a collapsed part of the ruin they had to bash through. Inside was nothing but a chest holding (*rolls for random loot*) a magical dagger. Jon practically busted a load in his pants.



Finally the descent. Saying "fuck you" to caution the players waltzed into the first lookout chamber, where Gonlin lookouts shouted for backup. I modified the pit trap in the middle of this room so that it was switch activated, rather than a tarp covering the floor. As the players fought off a few Goblins I sprung the trap, but could only catch Jon in it. He was really getting tore apart by the rat swarm in there after a few failed attempts to escape. Matt threw down some heals and helped him out as the others butchered the Goblin guards.

After briefly exploring their options, the player's decided to head east. they travelled down a flight of stairs and soon heard the sounds of picks and shouts. Jon successfully crept into the room- a large digsite where Goblins were trying to uncover something or another. Taking aim at one of their sleeping guard drakes, Jon shot at the beast from above.

As combat broke out the others poured into the room. Realizing that NONE of them could cross the planks to navigate the few areas that weren't dig up, they all hopped down the dirt ledges to engage the enemies.

Jon took a few shots from the sharpshooters up above, but quickly dropped out of sight in the dig area below. Again, the guard drakes dealt some massive damage, but once they were taken out there was little the Goblins could do. At one point Charlies warrior successfully pulled himself up from the trench (not easy with a 50% automatic fail rate). The next round he used his tide of iron, which knocked the poor goblin from the perch. Jon made quick work of the bugger down below while he lay prone. I thought it was an impressive combo.

Standing victorious in the large chamber, the characters found an old +1 Holy Symbol of Bahumut. Seeing that both holy men worship the Raven Queen, they decided they would sell it upon their return to a city.

Early in combat, Rob's Paladin successfully discovered a secret passage near the entryway to the dig site. The player's made their way to explore the hidden stairwell.

Session 3: The Dragon Burial Site

Rob couldn't make today's session, so the guys didn't want to advance the plot too far this time. I improvised and pulled up a mini-quest that was meant to serve as a hook to the storyline. Another interesting note: I allowed for major character changes this session. I decided if people had any qualms with what they had they should fix it now or forever hold their peace. Matt and Stranberg decided to switch roles. I declared that in the middle of the night Stranberg's cleric and Matt's warlock left in secret to find and join the local death cult (now determined to be a cult of Orcus by a successful Religion check on one of the Kobold's necklaces).

The Lazarus Concord, being as crafty as they are, knew of the plight that was to befall the deserters and already sent their two newset members, a Bugbear Fighter and a Hobgoblin Cleric.

The party now looks like a band of thugs:
Colin - Still DM!
Charlie - Human Fighter
Jon - Tiefling Rogue
Matt - Hobgoblin Cleric
Rob - Dragonborn Paladin
Stranberg - Bugbear Fighter

I had recommended to Stranberg that he try out the new Barbarian playtest if he wanted to roll a mighty pounding DPS class, but he argued he wanted the armor, too. Despite the feats that could remedy the issue, he stuck with the fighter. I gathered the hint that Charlie was a little upset because now there were essentially 4 characters vying for suitable armor/weapons (though Rob would most likely stick with Plate Mail).

After searching the Kobold's den, the players found magical Dwarven Mail Armor, which, for whatever reason, was not given to their main tank. Alas, the follies of a fledgling group.

Anyways.

After resting up in the cave the players returned to Winterhaven. Treated as local heroes, Lord Padraig rewarded the player's with a good sum of gold. As they celebrated brief victory in town they came across one woman who was not. She cried for her husband, whom she now feared dead. Douven was a local adventurer, off to explore the burial site of a long dead dragon for treasure, but he hadn't returned in over a week. His wife feared the worst. Though she had nothing of value to offer the Adventurers, they were happy to investigate (are they good or evil??!?! it drives me mad. No one has truly played with any sense of character yet, besides the rogue who is obsessed with attempting to pickpocket everything in sight).

Before they leave town, the sage Valthrun tells them he's been doing research in his tower and discovered dire news. Though the old man new it all along, he wanted to wait before he could trust the PCs. He now revealed that there is a rift to the Shadowfell below an abandoned keep to the north. Though he had never heard of any Death Cult, if there was one, they would likely be there. Having an obligation to Douven's wife, the player's set out to search for the poor fellow. Valthrun would do more research.



Following a rough map as discovered through some successful Streetwise checks in town, the player's made their way to the Dragon Burial Site. As they approached the edge of a great crater in the wintry forest, they were spotted by a band of humanoids below. A gnome yelled up to them to come take a look. Cautious, they entered the crater. Just as they saw the kicking legs of a man wrapped in a sack the gnome called out to his men to ambush them.

The fight wasn't too much of a challenge. The Guard Drakes proved to be quite deadly when close to an ally though. I decided to throw in a little twist to make it interesting: the Gnome leader ordered one of the minion to kill the man in the sack (no doubt a captured Douven). Like the suddenly good aligned characters they were, the PCs now had to break combat to save Douven within 2 rounds or he would be dead. In the end the PCs were victorious. On the body of the gnome one of the player's found a +1 Amulet of Health. They then helped the adventurer out of the sack. He thanked them and asked if they had found his amulet which the thugs had taken from him. "Nope."

As they brought Douven back, the PCs thought completely out of game (I hate that) and decided they might get more XP for returning the amulet. They decided to "surprise" Douven and his wife at their reunion with the necklace. Guess what- no XP bonus! Grateful that he had the necklace back, Douven took the picture of him and his wife from it and gladly gave it to the adventurers. There was no reason to give it back, other than for good or evil alignments, but honestly this group has very little "roleplaying" for an RPG. They treat it like a videogame where you should just try everything. I can tell guys and I don't reward that kind of play.

Valthrun caught up with the player's and informed them of the Keeps shadowy past. How it belonged to an ancient empire and how it's captain went mad. Driven insane by the whispers of Orcus from the rift the Keep was meant to protect, the captain systematically killed everyone in the keep, starting with his family. The knight was eventually driven into the depths below the Keep and was never seen again. Since then, the failing empire fell and the keep lay empty. An earthquake destroyed much of the Keep, but below it lay unknown danger and treasure... and more likely than not, Kalarel and the death cult.

So the players gathered their belongings and set off in the snow to the long dead keep... muhahahaha....

Wednesday, November 12, 2008

Session 2: The Kobold Lair

After asking around town for a short while, the players seemed convinced the ENTIRE town was the death cult. After asking about any unusual activity most villagers would respond with laughter and talk about how Winterhaven would never have a death cult. Even a local Sage named Valthrun the Prescient doubted such evil could linger near Winterhaven. The only issues the town faced were increasingly serious Kobold ambushes, which the Lord Padraig was becoming worried about.

Just as this news reached the players, who but Lord Padraig should show up at the local watering hole, Wrafton's Inn. Matt's Warlock and Jon's Rogue introduced themselves and soon took up a request from the Lord: find and eliminate the Kobold threat. He marked an area on their map where he believes there hideout is, but is unable to muster enough men to attack. Should the players return victorious, they would each be given a reward. Valthrun scurried off to do a little research on death cults for them.

Rob's paladin decided to secretly pocket the 1 gold that the pots and pans had netted the group (again, very out of character) and the party rested.

The next day, after following Padraig's map for only a few hours to the southeast, the characters were ambushed yet again. The carriage came in handy again as it scattered some of the kobold minions in the initial charge, but again, the small whelps were no match for the PCs.

After a night in the woods, the characters arrived outside a nearly frozen waterfall. They got the one-up on members of the Kobold bandits and ambushed them from the woods. Charging into shallow waters just before the waterfall the PCs left a bloody mess in the waterway. They then plodded through the freezing waterfall.

It was at this point Stranberg had to take a break and was likely done for the session. We reasoned his Dwarven cleric was keeping watch on their carriage.

The Kobolds main force inside was ready for the PCs. Barely able to set foot beyond the waterfall, the Players were quickly swarmed by the Kobold forces. On all sides they were viciously attacked. Things were not going well at all. The tanks were unable to form a solid defense and the damage dealers were soon to be dead. There was no doubt they were going to lose as the leader of the Kobolds, a giant Goblin named Irontooth, lumbered into the combat.

They were all discussing retreat just as Stranberg burst back into the room. There was hope for them yet.

The cleric burst through the waterfall laid down quick healing and took what damage he could. Charlie's warrior tanked three Kobold warriors nearly the entire fight. They decided to take out the grunts and then work on the big guy, but this was very difficult at times.

All healing surges spent and all action points blown, the PCs stood victorious over the mound of kobolds. Among a small pile of gold, the Players found a note written from Kalarel to Irontooth, confirming the presence of a deathcult somewhere in the region.

For now though, they would make camp and rest in the cave.

Session 1: Adventure Unfold

The original 5 man party:

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.

Followers